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Author Topic: <Syndicate II> - Chapter 10: New Friends  (Read 39840 times)

Varee

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #30 on: July 06, 2014, 01:15:15 am »

my char is not in the list? did you forget it?
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TCM

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #31 on: July 06, 2014, 01:28:20 am »

my char is not in the list? did you forget it?

Fix'd it.
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Spinal_Taper

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #32 on: July 06, 2014, 04:45:38 am »

Eloni's from Umboi Island, near Papua New Guinea.
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Yourmaster

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #33 on: July 06, 2014, 08:34:00 am »

Shouldn't I be on the waitlist?
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TCM

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #34 on: July 06, 2014, 09:07:17 am »

Shouldn't I be on the waitlist?

Fix'd that too.
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Patrick Hunt

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #35 on: July 06, 2014, 09:47:17 am »

Ahhh no problem, level 4 should make it easy enough to find a job.
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Greenstarfanatic

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #36 on: July 06, 2014, 10:43:50 am »

Shit, I think I forgot to mention, both here AND in the last game.

Aaron Bradley is Irish. Just so ya know.
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Doomblade187

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #37 on: July 06, 2014, 11:04:49 pm »

Just checking myself in here, I'm not at a computer so don't expect a sheet repost right now. If you do, you may be dissapointed.
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Fr0stByt3

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #38 on: July 07, 2014, 05:07:19 pm »

ptw
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Doomblade187

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #39 on: July 07, 2014, 11:51:38 pm »

Here we go. Is our inventory allowed to change a bit between games? It might not affect Dave, but I am curious.

Spoiler (click to show/hide)
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TCM

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #40 on: July 07, 2014, 11:56:39 pm »

Here we go. Is our inventory allowed to change a bit between games? It might not affect Dave, but I am curious.

It wouldn't hurt if it was changed a little.
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Greenstarfanatic

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Re: <Syndicate II>: Welcome to the Wild West
« Reply #41 on: July 08, 2014, 03:36:28 pm »

You know what? I'm gonna change my skills on my sheet a bit. Aaron's specialties DID change a bit during the last game, after all.
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TCM

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Re: <Syndicate II> - Chapter 1: Gangs and Headquarters
« Reply #42 on: July 08, 2014, 11:30:29 pm »

Chapter 1: Rivals & Headquarters


Some Englishmen, an Irishman, and a Haitian man all leave the Albuquerque International Airport; there's no joke here. The first thing that hits them as they step into the sunlight is that arid, desert heat. Within seconds, the Syndicate can already physically sense how radically different the American Southwest is from back home. Even Freedom, originating from a tropical country, is not used to this climate. He is from a wet island country, the heat here is stale, dry.

Not everyone made it back home. Many footsoldiers were gunned down, cut apart or beat down by the rivals of the Syndicate. William Gerais was eventually taken down by the police, who piled up the Fraud and Racketeering charges, and is currently serving 50 Years in English Federal Prison. Micheal Joe Madena was setting up an undercover operation, when a Vice Lord discovered him and put a single round through the back of his head. Still, victory was eventually achieved.

Outside the airport, the Syndicate is greeted by two of their most recent additions, Eloni Montera and Preston Duellos. Eloni hails all the way from the deep Pacific, and was brought in on the basis of his impressive if terrifying track record. His experience as an Oceanic pirate will be invaluable to the gang. Preston Duellos is a totally different story, he has been recruited to provide professional consul and legal services for the Syndicate.

The Syndicate has brought along their prized equipment, even knives and guns which aren't allowed on a plane. However, with a few handy secret conversations and the exchange of some green paper, everything was allowed to bypass around general security and the TSA. Additionally, the group managed to exchange enough Pounds to net them $3000 to start off with, any more and the Feds would have started questioning their reasoning for bringing large sums of money into the states, but for three-thousand just generic "business" is enough to suit any prying eyes.
The goal of the Syndicate would be different this time around, what they had seen in Licheville was nothing compared to Albuquerque. The Syndicate's aim is not to defeat every rival gang in Albuquerque, but just to establish the Syndicate's permanent presence and power. While the Syndicate will not have to destroy all opposition, conflict is inevitable. It's not like the city was in need of any more gangsters before they had arrived.

Before they had arrived, each member of the group had studied the gangs that already held Albuquerque. What they currently know is what follows:

Muchachos Asesinas (Killer Boys): You know the stereotypical image of street thugs from the bad side of town, their wifebeaters and shorts adorned with chains and bandanas, riding around together holding AK47s and Uzis, blasting (reggeaton) rap music? That would be these guys, and they actively promote this type of description for their organization. The music, the clothing, the hand signs are all part of their gang; they enjoy finding trouble, and will hardly ever back down from a fight. They've got schemes covered for smuggling and gambling. Their main traits seem to be their abrasiveness and youthful arrogance, getting all up in your face. However, there is older, wiser and more experienced leaders that keep the younger soldiers in some sort of order.
Estimated Population: 230
Symbols: Angry Jackals, Fire

Aztecas Reales (Royal Aztecs): Even though they hail from similar backgrounds and areas as the Asesinas, you can tell the differences between them and their red rivals right away. Aztecas do not sport sweatshirts and shorts, they much prefer baggy tees and jeans, perhaps even a cap or a beanie. They appear more reserved in their style; if a stranger got too close to an Asesinas meeting spot, the boys would confront and possibly outright attack him, but the Aztecas would stare him down, sizing him up. They jam out to reggae and trance musics, no doubt influenced by their primary hustle, hallucinogenics. If you want something to get you seeing space and weird colors, the Aztecs will hook you up. They typically do not distribute other narcotics, as that puts them in conflict with the Breaker Battalion (see below). While they may be generally quieter than the Asesinas, they are no less vicious, as just like their namesake, they employ heart-stealing and head-rolling assassinations tactics.
Estimated Population: 210
Symbols: Skull with Smoke coming out its orifices, Bloody Temples

The Fortune Posse: While the Asesinas and Aztecas have had their classic rivalry going on for decades, another Latino gang emerged in the shadow of their fighting, to provide a prominent third side in the never ending struggle for city supremacy. About fifteen years ago, The Fortune Posse reached enough size and influence to transcend the rankings of normal street gang into one of the chief organizations of Albuquerque, and part of their claim to fame is their eccentric nature. They wear mohawks and aviators in flashy jackets and striped pants while wearing air jordans, looking like something between a basketball team from the 80's and auditions for a role in the movie Taxi Driver. They do like flamboyantly flaunting whatever clothes their rocking, despite other gangsters perceiving them as weirdos. Their primary music appears to be various forms of electronic dance. The challenge in fighting them lay in their unpredictability, which manifests itself as much in their tactics as their fashion. Don't ask what they're main thing is either, they never seem to make that clear; a few of them could be running a chop shop while some other hire escort girls.
Estimated Population: 170
Symbols: Two Dice, Gold Bars

Vice Lords: Remember these guys, old friends of the Syndicate? Well, they aren't too happy about hearing what happened to their boys over in England. While you all did manage to run the Vice Lords out of one country, that was a mere colonial expansion. The United States is their homeland, and this time, you all are the invaders. The thing about the Vice Lords, do their long-time, nearly half-a-century long establishment in the U.S. since their inception, they aren't the basic street thugs that were sent to England. A lot of the Vice Lord money now actually comes from legitimate business, as they own many restaurants, retailers and entertainment venues in Albuquerque. This doesn't mean that illicit stuff isn't going on anymore, in fact, many of these establishments may be ways to throw the cops of the scent of the Lords' secret work. They listen to a lot of Rap and R&B, with the older members enjoying Funk, Soul and Jazz.
Estimated Population: 200
Symbols: "V.L.", Luxury Cars (Always Purple)

Dragon Army: A coalition of various smaller South-eastern Asian gangs, the alliance was formed a decade ago to protect and advances the interests of the different groups. These guys are descendants of Asian laborers that entered the country generations ago. The main ethnicities of the Army are Cambodian, Vietnamese, Filipino and Indonesian. Yes, a number of them know of a style of martial arts, though they are just as content with shooting you in the face. They like the same music in general as the other gangs, though there's a good chance you'll hear Asian influenced songs as well.
Estimated Population: 150
Symbols: Dragon, Clashing Fists

Breaker Battalion: This gang came into being during the 90's, when some bikers, rednecks, and meth dealers all decided to band together in a collective pursuit of major money. The gang is primarily Caucasian, living more around town than inside of it, their territory on the desert outskirts of Albuquerque. They drive around on a variety of vehicles from Sudans and SUVs, to Motorcycles and ATVs, and even Recreational Vehicles, which they use as mobile meth labs. If you suspect a gang is around and you hear Heavy Metal or Hard Rock, you can expect these guys to be around. Supposedly, they are lead by a bald physics teacher and some angry young punk, but it's only speculation.
Estimated Population: 220
Symbols: Crystals, Skull in-between Knife and Pistol

New Reich: Technically not a gang, but with their violent and territorial nature, they might as well be one for all intents and purposes of the Syndicate. The New Reich came out of a reaction against immigration to Albuquerque, and the rise in crime along with city-wide economic problems, both of which this fascist group blames on minorities. In the white working-class areas of the city, Neo-Nazis rose up to combat any non-whites, non-protestants, non-immigrants, and anyone else who they saw "undermining the progress of the master race". Some members proudly display their Nazi tattoos and memorabilia, while others are seemingly upstanding citizens most of the time, who don masks to conceal their identities while performing hate crimes, such as attacks on minorities, robberies, and attacks on homes and businesses. The vast majority are young. Unsurprisingly, Nazi Death Metal and German Nationalistic Marches are their musical cues.
Estimated Population: 300
Symbols: Swastika, Any Nazi Symbolism

Street Gangs: The vast majority of thugs in Albuquerque belong to small, block or neighborhood-based Street Gangs. With a combination of the Crack Epidemic and Crusades against the larger American gangs, (Mafia, Bloods & Crips, Latin Kings, etc.) smaller, more confined street gangs found their niche in the vacuum as the influence of what were once powerhouse gangs were gradually diminished. Street Gangs consist of anywhere from 8 to 60 members, many times named after the direct area they occupy, like the 14th Avenue Players or the Orange Village Posse. While each of the major gangs have hundreds of members each, the total population of Street Gang is in the thousands. There is no way to categorize the Street Gangs as each are individual and do their own thing, their own rules, their own jobs, etc. They are ubiquitous in the underworld, and whether they are friend, foe, neutral or something else is up to the Syndicate and themselves to decide. Their musical tastes are as varied as they are.
Estimated Population: 8,000
Symbols: Varies


The Syndicate also has to have a Headquarters to base their operations from in Albuquerque. They have various choices available:
Base Locations:


Manor: Located in an upscale, wealthy residential part of town, this Manor is among the most lavish options that the Syndicate has at its disposal. It includes 3600 Square Feet of 2 Stories with an Attic and Basement, 4 Bedrooms, 3 Bathrooms, 1 Guestroom, Kitchen, Living Room, Den, Home Gym, Pool, and more. Amenities include a Built-In 80" Plasma Screen Television, Granite Countertops, 2 Laundry Machines, and of particular interest, a 10-foot wall surrounding the perimeter, entry only available through one iron-wrought in the front of the house, and an advanced security system include alarmed windows and doors as well as a full-scale surveillance system. The owner is used to hiring this place out to wealthy gangsters and sleazy politicians and businessmen, so he has no problem dealing with the Syndicate. He asks for a $1000 down payment, and $2400 in Rent to be paid every <30 Turns>.

Furnished House: Hosted by the same relator putting the Manor up for rent, the Furnished House isn't too far away, lying in the middle of a well-established middle-class neighborhood in Albuquerque. 2000 Square Feet of 2 Stories with an Attic and Basement, 2 Bedrooms, 2 Bathrooms, 1 Guest Room, Kitchen, Living Room, Den. The house is surrounded by a 3 foot-tall chain fence, accessible from two gates in the front and back. The front and back door are equipped with alarms. The relator asks for a $400 down payment and $1100 in Rent to be paid every <30 Turns>.

Bar: If you're looking for something more close to home, this place should give you old memories. It's not the quite same as the pub, with this Bar being only a one-room establishment, but it's still got that nostalgic feel, the scent of strong alcohol still present even after the place has been out of business. It was an Irish pub not too long ago, a wildly unsuccessful Irish bar run by an infamously dysfunctional quasi-family. It includes a Basement, a Garage, a Pool Table, and an Office. The owner is offering it for $5000, willing to work it out through some sort of payment plan.

Warehouse: An abandoned warehouse in the industrial sector, this sizable 8,000 Square Foot property is free and up for grabs for anyone willing to take it. It is totally devoid, but that's also one of it's upsides, as this tons of room. There are no amenities or security systems, but it can work out well for anyone willing to do a good fix-uping job. Note that it borders directly on Asesinas territory.

Church: Another familiar sight from the old country, though this time it is a quaint Mexican Catholic Church on the outskirts of town, made of stone and clay. It is currently abandoned, though it has stood for hundreds of years. You won't find anything inside besides a few usable Pews and an Alter, but is secluded from the bustling eye of police and most gangs, and due to its structure, is quite easily defendable. Note that it is right around Breaker territory.

Other: If a Syndicate member wants to use a specific sort of structure as their base that isn't currently listed, if they brought it up there's a good chance that an available structure of the same type is available somewhere in the city...


Spoiler: Syndicate (click to show/hide)
Spoiler: Kings (click to show/hide)


Doomblade has indicated that Dave will be controlled by me until he returns from his trip.
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Playergamer

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Re: <Syndicate II> - Chapter 1: Gangs and Headquarters
« Reply #43 on: July 08, 2014, 11:45:01 pm »

Tom grabs a drink from a nearby steward.

"Think we just passed into American airspace boys. Home sweet home."

He looks at the dossier on the manor, and smiles.

"I used to have a manor like this. Nobody ever comes knocking unless you call them, and the place'll be secure as hell. We should take it."
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Greenstarfanatic

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Re: <Syndicate II> - Chapter 1: Gangs and Headquarters
« Reply #44 on: July 09, 2014, 12:24:23 am »

Aaron hipchecks Tom playfully and smiles, before turning around and speaking up.

"Nah, mate. We gotta go back ter our roots. That bar's the only way ta' go out 'ere. Besides, that rent on the mansion's gonna put us in the 'ole damn quickly if we're not careful. It'll be just like we never even left good old Licheville!"
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