By Shane Lacy Hensley Based On The Original Necessary Evil .

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GNAGAGNIRUNNBy Shane Lacy HensleyBased on the original Necessary Evil setting by Clint Black,Shane Hensley, and Scott Pyle.Art Direction, Graphic Design, & Layout:Aaron Acevedo, Cheyenne Wright, and Shane HensleyProofing & Additional Help: Matthew Cutter, Norm “No Relation” Hensley,Preston DuBose, & Adam LoydInterior Illustrations: Aaron Acevedo, Bien Flores, Alida Saxon, andCheyenne WrightCover: Cheyenne Wright, Bien Flores, and Aaron AcevedoTrade Dress: Cheyenne WrightWWW.PEGINC.COMSavage Worlds, Necessary Evil, all unique characters, creatures, and locations, artwork,logos, and the Pinnacle logo are 2015 Great White Games, LLC;DBA Pinnacle Entertainment Group.1

RUNNING A GANGThe Gang War event in Necessary Evil:Breakout may give the villains the desire tocreate their own faction—or they may comeup with the idea on their own beforehand.This adds an additional layer of complexityto the campaign, but can be quite rewardingif you think you and your group are up for it.We’ve provided some tips on how to handlethis below and some Savage Tales designedjust for gangs. Bear in mind you will have toadjust some of the Savage Tales, Plot Points,and encounter tables in Necessary Evil:Breakout to suit this twist.FORMATIONThe first thing the villains must do to forma gang is come up with a name, somethingtough like the Dogs of War or the Brawlers.Few gangers are going to fall in line with theCuddly Chihuahuas.The player characters are assumed to be thefounders or charter members. They have todecide among themselves if one of them isthe “president” or some other title, exactlywhat that means, and how it can be changedor challenged.The villains know enough other goons tocall in 2d6 gangers and 1d6 scavs when theyform. Use the rules for Allies in Savage Worldswhen the numbers are small enough to keeptrack of. A couple of memorable minionsgoes a long way to making the players careabout the gang as much as their characters.2Running a GangREPUTATIONThe gang starts with a Reputation of 2, or 3if the group is particularly noteworthy whenit’s formed (GM’s call). It is not included inthe random Reputation rise and fall like theother gangs during the Gang War SavageTale in Necessary Evil: Breakout. Their Repdepends entirely on their actions.Reputation is altered by the circumstancesbelow, but only if at least one of the founders(the player character villains) are personallyinvolved. No one much cares if a bunch ofSykos win or lose against some other gang.Beating a super, however, is a Big Deal.A fight must also be at least somewhatpublic for it to count—if no one knows abouta victory, it doesn’t alter either side’s Rep.REPUTATION MODIFIERSModifier Circumstance 1The villains win an encounterwith a sizable rival group withan equal or higher Rep. If theencounter included the leaderof the rivals, increase their Repby 2 instead.–1The villains are defeated bya rival faction, or a hero likeNevermore or Full-Auto.Important: Reputation can only go up anddown once per day—these things take time.

RECRUITINGOn the mean streets of the New York CityPrison, recruiting is done by showing whyothers should follow you. It might meanbusting a few heads, sharing a cache ofTwinkies and soda or a case of hooch, orjust being charismatic. That all depends onthe individual characters’ strengths andweaknesses.Once per day at least one of the founderswants to dedicate to recruitment, she canchoose one of the tactics below and makea Persuasion or Intimidation roll (otherfounders may join in with a Cooperative rollas well).Modify the rolls based on circumstance,such as a really good story or reason tojoin their gang, a solid plan, a great mix ofsuper powers (like mind control), or good oldfashioned roleplaying.Don’t forget to check for encounters as thevillains ramble through the streets lookingfor recruits. Persuasion: The gang spends time tellinglikely recruits why they should jointhem. They hit the streets, share food,do a few acts of kindness, and put on anappropriate show of strength here andthere. Success on the Persuasion roll netsthe number of gangers and scavs listed onthe Recruitment Table. With a raise on theroll, the villains can take a 20-point superinstead of the gangers and scavs—theirchoice. Intimidation: The type of thugs the villainsare likely to recruit respect strength, sothe gang can use Intimidation insteadof Persuasion as above. Add negativeCharisma modifiers to these rolls. Failuremeans more than wasted time, however—the potentially recruited individualsget violent and attack. See their entry inNecessary Evil: Breakout. Some of them willbe Wild Card leaders as usual.RECRUITMENTReputationGangersScavs1–2d4d4 13–4d62d65–62d63d67–83d65d694d65d6105d65d6AN ARMY OF GOONSIt’s a good idea for you, the Game Master, and the players to talk about this whole gangthing. They should realize they can’t go on every mission with dozens of sycophanticfollowers.Sometimes they can though—and you should not only allow it but reward it. They tookthe time to build a gang and that comes with its own challenges, so now and then givethem a break. Let ‘em send “the boys” to bust some heads.Taking a gang on an adventure like Deep Dive (the raid on Russell Engineering in theBreakout Plot Point Campaign), takes a little extra work though. If they take a few loyalfollowers, it can be run as-is or you can add a couple more sentry bots. If they want to takefifty thugs, you can discourage it a couple of ways. First, it’s probably not a good idea thattoo many people know the bosses are working on a way out! Those followers might decideto steal the components and follow the plan themselves! Or rat them out to everyone elseand start a coup.You might also tell them that such a large group is more likely to trigger extra defensesor attract attention from rival gangs on the way to or from the target. Too, those greedyfollowers might pocket some of the goodies they might find for themselves. Or get mad ifthey don’t get their share.Another thing to consider is that the villains’ gang is made up of fairly wretched souls.Let the followers mess things up on occasion—even if the last couple of goons have beenreplaced. Violently.And don’t ever be afraid to just come right out and tell the players that a mission is just fortheir characters sometimes. It’s all about having fun, and good players can handle a littlemeta knowledge now and then.

ATTRITIONAnytime the gang loses a point ofReputation, roll the dice listed above aswell. Use the Rep level that was just lostto determine what dice to roll. This is howmany gangers and scavs leave the gang inaddition to any lost during actual game play.Attrition reflects disillusionment with the"masters" performance or recruitment byrivals.Super powered henchmen don't switch byrandom Attrition. The Game Master decidesif that kind of betrayal occurs after a loss,through some specific storyline within hercampaign, or after a Massacre result in aBlood Feud (page 6).LOGISTICSVillain gangs aren’t armies. The foundersaren’t expected to feed their followers. Theirgangers and scavs have to do that on theirown just like all the other residents of theNYCP.The gang does expect to share in thebosses’ victories, however, and expect tobe protected (or at least avenged) if they'reattacked by outsiders.VICTORY & DEFEAT IN GANG WARIf the player characters’ gang reaches a Repof 10 during the Gang War event describedin Necessary Evil: Breakout, the Night Courtmeets them for a final battle royale.The Game Master should decide when,how, and under what circumstances basedon her campaign. Assuming the villains win,Judge, Jury, and Executioner should eitherbe dead or slink off and aren’t heard fromagain for the rest of this campaign.If the villains’ gang is defeated, theirfollowers disperse and the Gang War goeson. The player characters should choose oneof the existing factions to join—or simplyplay spoiler and pick on all of them untilone comes out on top. Waiting it out is forpansies.“YOU SHOULD COME JOIN THE SKYOS,MAN. WE GOT KNIVES, MACHINE GUNS,ALIEN BLASTERS, AND EVERY WEDNESDDAYNIGHT—COOKIES!”—METAL MOUTH OF THE SYKOSREPUTATION PERKSReputation has an additional effect for the player characters—it provides the Perks listedbelow. These benefits are cumulative.4RepPerk1–3Up and Comers: The villains start with an additional Benny per session.4–5Players: The villains gain an additional 5 points of super powers chosen fromthe Super Powers Companion. This might reflect training, self-confidence fromtheir new position, or even a special device delivered by the gang to theirfearless leader. If the gang’s Reputation slips below 4, however, the ability islost—the player and GM can decide the narrative reason. Holding on to poweris sometimes harder than taking it!6–8Power Players: The villains start each session with a pool of Bennies equal totheir current Reputation (as long as it's 6 or higher). These may be used asusual, including on allies, mounts, or even vehicles and other devices. The onlycatch is that a majority of the group must agree before the Bennies can be spent.The President or "leader" of the gang breaks any ties if there is one.9–10Top Dogs: The villains have formed an effective fighting machine. Whenevertheir gang is in a Blood Feud, they draw two cards and choose the result theythink is best.Running a Gang

TERRITORYNew York real estate varies greatly, but mostof it is built upward rather than out giventhe expense before the war. That means thevillains and their gang could occupy a seriesof two or three story buildings over a blockor two, or they could take over a skyscrapercapable of holding thousands of miscreants.How much territory they actually want tolive in depends on how much they actuallycontrol.CONTROLControl of the New York streets is brokendown into blocks. These might be actualblocks, or they might be parks, skyscrapers,or other structures.These blocks don’t need to be mapped out,but they are considered to be contiguous—it’s difficult to control blocks that aren’tconnected to the gang’s core territory.The villains can choose to try and control aWeak, Average, or Strong block. The tougherthe block, the harder it is to control but themore reward it provides, as shown on theBlock Control Table.Each block is described as Weak, Average,or Strong. A Weak block is lightly populated,or might be heavily populated but has fewfighters. An Average block is more denselypopulated and / or has a few more toughguys and gals willing to stand up fortheir neighbors. A Strong block is heavilypopulated and / or has a significant numberof defenders, such as a rival gang or acrusading hero or two.Controlling a block requires a week of“working” the locals. This really reflectsmore than just a week’s worth of work—thehenchmen have likely been working on it forweeks, extorting, cajoling, and threatening—but in game terms the action takes place ina week.To make the attempt, the villains senda crew to work the locals over and makeit “official.” Gangers Required is theminimum number of gangers it takes to tryand control the targeted block (scavs can’t doit). A player character counts as five gangers,and an allied super counts as three.Next the villains make a CooperativeIntimidation or Persuasion roll (their choice).Subtract the Control Penalty for the block’sstrength, but add 2 if the group takes doublethe required gangers, or 4 if they have atleast five times the number required. Thencheck the results below. Critical Failure: Things turn ugly fast. Theresidents fight back and win. The blockremains in their control and the villainslose 50% of the gangers they took withthem. Each villain or super present escapeswith d3 wounds. Failure: The residents fight back. The blockremains in their control and the villainslose 20% of the gangers they took withthem. Reduce the block’s Control Penaltyby 1 for the five days. This is cumulative to0 so continued attacks against this territorybecome slightly easier as the residentssuffer losses as well. Success: The residents give their supportto the villains’ gang. This block is nowunder their control. Raise: The residents gladly throw their lotin with their “liberators” With a raise andan Average or Strong Block, the residentspay a tribute immediately. Treat this as araise on the Scavenging Table in NecessaryEvil: Breakout.RIVAL TERRITORIESTrying to control another gang’s territory,whether the attempt is successful or not,almost always results in a Blood Feud (seepage 6).BLOCK CONTROL TABLEStrengthGangers RequiredControl PenaltyDaily ReturnWeak5— 50Average10–2 100Strong50–4 3005

BLOOD FEUDA Blood Feud is particularly nasty war between two or more of the New York gangs. Theyresult in massive carnage and destruction before someone comes out on top. Even then, thevictory is often Pyrrhic at best.Typical gang wars or fights only turn in to Blood Feuds if the villains do something to reallyanger one of the other gangs, such as taking away their territory.At the start of each game day the villains’ gang is in a Blood Feud, draw a card to find outwhat happens to their minions and territories and consult the table below.RESOLVING A BLOOD FEUDBlood Feuds are only resolved one of two ways. Either one gang is beaten so badly theysurrender and ask for a truce, or both gangs are beaten so badly they agree to a truce.This is a great opportunity for roleplaying an encounter between the leader of the rivalfaction and the player characters. Of course both sides need to agree on the location, howmany henchmen can attend, and any other safeguards. Double-crosses and traps are still alltoo possible, of course!BLOOD FEUDCardResultDeuceMassacre: The gang suffers a devastating loss. They lose a point of Reputationand their strongest current block of territory. Attrition from Reputation loss isdoubled. If the team has any super powered allies, one of them either defectsor begins to betray them.3–6Bad News: The gang is bushwhacked or beaten badly. They lose a point ofReputation and a super, or a block of territory (villains' choice).7–10War is Hell: War is costly. The gang suffers Attrition as if they lost a point ofReputation (but don't actually lose Rep).JackCalm Before the Storm: Nothing significant happens this day.Queen–KingMinor Win: The gang wins one. The villains may gain a block of territory orrecruit new gangers and scavs equal to 10% of their existing number.AceMajor Beatdown: The gang wins big. The villains gain a block of territory andrecruit new gangers and scavs equal to 10% of their existing number.BlackJokerAll Out War: The rival gang has had enough. They mobilize most everyonefor a massive assault on the villains’ gang. The fight likely takes place at thevillains’ personal lair between the founders and their henchman and the rivalleader and her lieutenants. Assume that the rest of the battle goes similarly tothis fight and assign losses as makes sense.Red Joker Truce: The rival gang leader has had enough. He or she wants a truce, andmay be willing to give up a little territory for it.“THE KNIGHTS AND SYKOS ARE AT WAR, HUH? POLISH UP THE GUNS FORSALE. WE'RE GONNA MAKE A KILLIN'!”—IRON HEAD TONY6Running a Gang

SAVAGE TALESBelow are a number of Savage Tales you canadd to your Breakout campaign if your groupdecides to form their own gang. They’relisted in roughly the order that makes sensefor most, but there’s no reason you can’treorder them as best fits your group.We recommend running one of theseadventures each time the gangs’ Reputationincreases. Repeat the Street Fight and TurfWar scenarios as needed, or create your owngang-oriented Savage Tales that best fit thespecifics of your campaign.STREET FIGHTA group of rivals believes the villains’ gangis growing too fast. If it’s a large gang likethe Sykos, this is just a small crew within thelarger population.The enemies are about the same size asthe villains’ gang, and are led by an equalnumber of supers. The GM can create StreetLevel foes herself (or two Four Color foesplus their gang), or use some of the templatesin the free Super Foes supplement availableat www.peginc.com.THE RATThis one requires a little setup on the GameMaster’s part. Before or after a differentevent, such as a Savage Tale or even on theway to or from an investigation or otherencounter, the villains are jumped by oneof their rivals. It should be obvious the foesknew exactly where the villains would beand when.Of course this is the work of a rat workingfor the rivals. Why she’s betraying her gangis up to the Game Master. Maybe she wasslighted by the founders, or maybe she was aplant for the others from the start. They couldalso have offered her something special—something real or a complete lie (like a wayout). The enemy might even have a mindcontroller or puppet master on their side.Once the villains realize they have a rat intheir midst, they’ll need to set a trap to catchher. Then they have to figure out what todo with her. Encourage the villains to thinkin terms of comic book evil rather than getsadistic—or at least have it happen “offscreen.” Don’t let your game turn too darkor it will ruin the comic book nature of thesetting, but do let your player characters bevillains.PROTECTION RACKETThe inhabitants of one of the gang's blocksis under attack from a rival. It might be theSykos, a random group, or even a rampageof the Vermintide. They pay tribute for"protection" and they want it now.It might take a few days to stake the blockout—the threat doesn't appear on a regularschedule. When it does, the villains have tofight to protect the block.7

THE CROWNWEIGHS HEAVYThis Savage Tale works best if the GameMaster can set it up a bit by having two rivalfactions emerge within the villains’ gang.Each faction is headed up by one or morenamed lieutenants who have come to despiseeach other over some real or imagined slight.Exactly what the beef is about is up tocircumstance. The tale works best if it canhappen “on screen” during an adventure.Maybe one lieutenant “stole” another one’skill or showed him up during a fight.If it happens off-screen, maybe it’s a quarrelover a love interest, or the two just reallyhate each other.At some point, the two factions start to fight.If the villains let it continue, morale starts todecline and they double their usual attritionlosses for the duration of the fight and oneweek afterward.How the squabble is resolved is up to thefounders. Maybe they put the rivals in anarena and make them battle to the death.Maybe they let them plead their cases andthen vote on the verdict and the resolution.Let your players figure this out forthemselves, but the more “gray” the dispute,the more interesting the party’s decision islikely to be!CHALLENGERSUse the table below should you want torandomly determine a particular ally or foe.d20Gang1–3Red Hand4–5Harlem Knights6–12Lynch Mob13–15Outliers*16–20Sykos*If Shrill and her gang haven’t risen inthe Gang War Savage Tale yet, treat this asSykos instead.8Running a GangTURF WARA rival gang decides to attack the villains’territory. They put together an actual armyand wage full-scale war.The actual size and circumstance is up tothe Game Master. They might be a smallerforce but strike with surprise using a superpower, night attack, demolitions, or otherunderhanded tactic. Or they might bepoorly organized but greatly outnumber thevillains’ gang.MBUNA DOWNA v’sori mbuna flies over the city whenit suddenly bursts into flames and startsspiraling down through the cordon and intothe city!The mbuna crash lands smack between thevillains’ territory and their closest rival. Thecharacters must rally their followers and getto the prize as fast as possible.Have the villains make a group Persuasionor Intimidation roll. If they fail, they aresignificantly outnumbered by the rivals atthe crash site. If they succeed, the numbersare roughly even. With a raise, the numbersare still about even but the villains get therefirst and can use the mbuna’s guns to defendit if they like.The mbuna is smack in the middle of asmall park. Three of the six fins inside arestill alive, though they start the battle stillStunned (see below). The v’sori pilot andlone Battle Master are dead.If the mbuna can be taken, the villains cantake the aliens’ equipment and two crates of500 ration bars each. The mbuna is beyondrepair, but its two light blaster cannons areintact. They can be fired while still attached,or detached and hooked to a power source—an excellent defense for the villains’ lair.

Savage Worlds, Necessary Evil, all unique characters, creatures, and locations, artwork, . This PDF is its own printer-friendly version: you don't need another file.\r\rTo display or hide the background, the text, or the page images, use the Acrobat Layers tab at the left of the screen. . Savage Tale in . Necessary Evil: Breakout. Their Rep .

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