Sascha GarrardTraits
-Bruiser (Rank 2)
-Intimidating (Rank 2)
-Street Cred (Rank 1)
-Criminal Record (Rank 1)
AssetsPersonal Possessions
-$1200 Cash
-Run down White Van (Insured and registered under another name)
-Run down apartment (3 months rent paid in full, landlord bribed, modestly furnished)
-Revolver with modest amount of ammunition
-Crowbar
Underlings
-Six unimportant street thugs. (Fresh from recruitment. Armed with whatever they can get their hands on. Will require money regularly to stay loyal)
Territory
Negligible claim on Fraser Hills (Area of the slums district, the largest district in the city.)
The desperate and the disenfranchised are plentiful in the city of haven, particularly in the more gritty areas of the city. Collecting a few punks and ruffians is easy, simply with the flash of cash and your imposing figure, and it doesn't hurt that you have a bit of a reputation. Already you have a decently sized group together, and it's comforting to know that mooks like these are a dime a dozen, perfectly expendable. Still, who knows, maybe one or two of them will show some promise at some point down the line.
In the chaotic aftermath of the dismantlement of your organization you scraped together what cash you could, secured a run down van and relocated to a shithole apartment that no one will be able to trace you to. Now that you have your bearings it's time for you to decide what to do next. You have some leads to start with, though you could also go sniffing for more. You wern't really in the know about such things, but you know that your former employers kept a few safehouses and caches sprinkled throughout the slums district you're currently in. It might be worth it to find such places before someone else who also knows about them does, though you're not quite sure where to look just now. You're also aware that one of the smaller gangs in the area, the vipers, have been loosening their hold on their protection racket. You might be able to swoop in and steal the allegiance of some of the local businesses from them, though you would certainly earn their ire in the process. It's a long term concern, but there's also the matter of the assassin that tore through your employers, something that might be worth looking into. You know they go by the name "Silver Shadow", though you don't know who they work for or if they might be a meta. Your new underlings also have some suggestions of their own. A few of them think you should try to find drug suppliers and muscle in on some street dealing, something a little outside your expertise. Others suggest casing potential targets for robberies, or finding someone willing to buy "obtained" vehicles. You suppose you might be able to think of something else if you think hard enough, but the simple fact of the matter is that you need to start gaining resources, influence and power.
Known Factions and individuals active in the AreaThe Vipers Moderate hold on Fraser Hills.
The vipers arn't anything special, a pretty average gang of crooks, street punks and low level dealers. They might have a few Meta's sprinkled here and there, but they are pretty new and inexperienced on the scene, and don't have much of a presence in any of the other districts.
The Rave Weak hold on Fraser Hills.
The Rave are the kind of gang people really prefer to stay away from, and not much of anyone works with them. They are sprinkled all over the city, and are obsessed with becoming Metahumans, almost suicidally so. All of their Lieutenants are Metas, though they arn't really the sort for big, long term plans, just on short term acquisition of power. They are more or less kept in check by their own tendancies however, as it turns out dunking your members in radioactive waste or getting them hit by lightning is not helpful to the survivability of your organizations members.
Fraser Hills Precinct Weak hold on Fraser Hills
The Fraser Hills precinct is weak and corrupt, not currently in any position to do much of anything to keep even the local gangs in check. None of the other parts of the police force put much stock or trust in them, but they also all have their own problems to deal with.
Explanation of MechanicsGenerally turns will be split into weeks, and during each week every charachter under your control will have a number of actions that they can take. Sascha can take three actions every week, and you can order each of your underlings to take one action a week, though it might be helpful to place more than one underling on the same task if you want to ensure a good result. Each underling also gets an additional action that they take entirely of their own volition, though such actions may or may not be helpful to you.
For now, actions will be split into three varieties. Search actions occur first chronologically. Search actions are fundamentally any kind of basic information gathering, generally in search of leads or information about current leads. Search actions will be more likely to be successful if the breadth of the search is limited. After Search Actions are Prepare and Execute actions. Prepare actions are applied to Execute actions before they are executed to make them more likely to succeed. Actions can be taken in any combination, and always occur in order of Search, Prepare, and Execute, which means that you can prepare for and then execute that action in the same turn. Different charachters will be more or less effective under contextual circumstances. For instance, a career criminal charachter is more likely to succeed on a breaking and entering action, while an informed charachter will be better at digging up information.