THE RADIUS
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► THE GANGS

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► THE GANGS Empty ► THE GANGS

Post by The Bulletin Wed May 08, 2013 3:53 pm

THE GANGS
Once night falls, gangs fill the Radius. Some are your typical gangs -- street thugs with no real purpose but to harass the population -- but others, a tiny minority, develop into groups with direction, hierarchy, and far more influence. Three gangs in particular have flourished in three different districts: the Fringe in the West, the Guild in the South, and the Network in the East. All three have, since their establishment, developed into large, notorious mercenary groups that can and will take on anything that will earn them money.

Their presence in their respective districts is like an insidious black cloud over the civilian population. Members never openly state their involvement, and jobs are always done under the cover of darkness. Daytime is the only neutral zone in the Radius, an unspoken rule which, if violated, usually results in being apprehended by the authorities, and being spit on by fellow gang members. This rule dissolves immediately at dusk. Most civilians retreat into the safety of their homes at this hour -- though darkness can conceal many underground activities, it can't stop a stray bullet.


THE CODE

The Code consists of three simple, unspoken rules that Fringe, Guild, and Network all share.

1. No job will be completed in daylight.

2. There will be no deliberate killing of civilians.

3. Liabilites face immediate erasure.


THE HIERARCHY

The larger the gang, the more necessary it is to establish ranks. Members are promoted and demoted based on their success percentage and how much they benefit their respective gangs. Higher ranked members receive more difficult missions, better equipment, and more reward money. They also have access to certain parts of the Radius closed off to everyone else, due to their reputation.

Prospect (D Rank): The lowest rank. Prospects are not quite official members, and must prove themselves to become one. They take the easiest level of work, from delivery missions to territory patrol.

Associate (C Rank): Associates are official members, but are still low in rank. They are grunts who are allowed to partake in a larger variety of common assignments, and in higher risk missions as extra manpower. Associates always perform missions in groups.

Enforcer (B Rank): Enforcers take on more difficult jobs, and may either go solo or lead a squad of associates for extra support.

Commander (A Rank): Not only do commanders accept the most dangerous, high priority jobs, they are also in charge of negotiating with most of the gang's clients, and finding more.

Boss (S Rank): The leader of the entire gang. Generally the most feared and powerful member. There is only one boss at a time.


IDENTIFICATION

All gang members must wear or have on their person a symbol the Boss chooses as proof of their membership. This symbol is kept as a secret within the gang; if it leaks, the Boss chooses another one. The symbol must either be concealable or otherwise not apparent to outsiders. A gang's current symbol is NOT the same as a gang's logo. The logo is never changed, while the symbol may change as often as the Boss sees fit. Civilians do not have a symbol, nor a logo.


THE GANGS

The Network: The Network, led by Haus, specializes in smuggling and sabotage. They have a vast range of clients, from civilians to smaller gangs. Current symbol is an inverted triangle stacked on top of an upright triangle -- the hourglass sign.

The Guild: The Guild, led by Vector, specializes in trading and information. They thrive on a clientele of corrupt officials and merchants, often resorting to arson to aid their assignments. Current symbol is a small shield.

The Fringe: The Fringe, led by Griffin, specializes in theft and blackmail. Their number of clients is much smaller in comparison to the other two gangs, but has a much wider variety. Current symbol is a pinion (feather).



MISSIONS
THE BULLETIN

The Bulletin is a forum that is constantly updated with the names of fugitives and wanted criminals, with a sum of reward money for each one. Typically, the amount of reward money is relative to how dangerous and notorious the criminal is. Oftentimes, the criminals are members of another gang, resulting in conflict and skirmishes within enemy boundaries. A criminal killed only nets 50% of the total money on his head; a criminal turned in to the authorities nets all 100%. No matter how much money they receive, however, gang members only reap a percentage of what they earned -- the rest goes to gang funds.

Commanders - 60%
Enforcers - 50%
Associates - 40%
Prospects - 30%

Civilians can also partake in bounty hunting. They are not affiliated to any gang, so if they succeed, they reap all the rewards.


COMMON MISSIONS

Common missions are missions that involve going about daily business and transactions. Prospects and Associates are mostly responsible for carrying out these jobs. Common missions include patrol, surveillance of rival gangs, and delivery of packages within the gang, among others.


CLIENT MISSIONS

Client missions are priority missions that offer more reward and reputation than a common mission. They are ranked from C to A class, with C being the least risky and A being the most. The letter of difficulty corresponds to a member's letter of rank (refer to HIERARCHY). Higher ranked members can challenge client jobs ranked a lower letter, but lower ranked members cannot challenge higher ranked jobs -- at risk of heavy injury or death.

Assassination: Tracking and killing a target.
Sabotage: Interrupting any kind of transaction through any means possible.
Protection: Ensuring the safety of the client and his/her interests.
Delivery: Ensuring the safe delivery of precious cargo through a risky area.
Espionage: Gathering information and blackmail on a target through discrete observation.
Heist: Organized robberies of well-off institutions.
Raid: Invasions and assaults on rival corporations/organizations/groups.

No intelligent gang within the Radius will accept or approve of any mission that requires the act of kidnapping--such cases draw far too much attention from the authorities, and victims are prone to becoming liabilities.


ARENA BATTLES

Half of all credits won in the Arena (through fighting or betting) are given to the member's gang.

If the participant is not a gang member, then they keep all winnings.

The Bulletin
Moderator


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