Following are some people you should know about. Described here are gangs, groups, cults & psychos of all kinds. Be warned.

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House Escher Female gang and secret society
The Goliaths A gang of thugs who believe that might makes right
The Redemptionist Crusade Human purists of the worst kind
The Killer Klownz Psychotic poser gang
House Van Saar Mercenaries and honorable soldiers
The Orlocks Street Protectors
The Triad A Sinister Organization of Mercenaries
The Theatre of Pain Masters of Pain for Sale
Table Key Explanation of what the data in the tables mean




The House of Escher - The Eschers


The House of Escher was formed by an Elven mage several years ago to train mages & adepts. Catriona Escher felt that you shouldn't have to spend a fortune to learn how to use your gifts. She also isn't fond of men. The Eschers are exclusively female. Men are not allowed to join the House proper. There are men associated with the House, but they are considered outsiders by the Eschers themselves.
Each cell of this organization is set up as a gang. They have a leader chosen by Catriona herself. Gang members come from all walks of life, from the very poor, to the fabulously wealthy. All are welcome. The House is a secret organization that supports the Eschers - an important distinction. Members of the House refer to themselves as Lady Escher. Gang members refer to themselves as Eschers. Of course, you may meet one who calls herself an Escher one minute & Lady Escher the next.
They don't talk much about their goals. They talk about protecting the weak, but will ignore someone getting killed 2 feet in front of them. They talk about educating the masses, but ignore most of them. They talk about raising social standards, and act like typical gangs. Just when you think you've figured them out, they change on you. Suddenly holding a block party to help some kid into college, or trying to stop crime in their area.
They are primarily a magical group, but they have a large number of cybered up street sams. They also accept physical adepts into the House. The only real requirement is gender. If you ain't female, don't even try to join. If you're lucky, they'll just slap you around. If you're not, well, at least they'll notify your next of kin.

Threat Rating: E
Magical Threat Ratings: M
Cybernetics: Any
Territory: Local - mostly Redmond
Goals: They have many contradicting goals. Their true purpose is hidden


GM INFO:
They hide their true purpose behind consistently changes statements. Catriona's true purpose in building a private army of female warriors is shared only with members of the House. In order to join, you must first have another member speak for you. Then you are tested over a period of weeks to make sure you are worthy. Then you are sent to the House itself. No one outside of the House knows where it is. They are a global organization with the distinction of being the largest magic group in the world - and most people have never even heard of them. Those that have consider them just another go-gang, possibly better than most.



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The Goliaths


The Goliaths are a street gang that feels that might makes right and anyone who needs cybernetic help to be mighty is a fool. They control an ever growing section of Seattle. They will fight anyone, anytime, anywhere. The whole of their existence centers around fighting. They will accept any one into their gang who can hold their own in a fight without cybernetics. They have managed to create quite a reputation in a small time and have only encountered one threat to their power - the Eschers. The Goliaths & Eschers hate each other. Some say they have a history since their hatred is so strong. Neither side is talking about it though.
The Goliaths are led, naturally, by a human called Goliath. Goliath is huge, he is bigger than many trolls. He has survived by simply refusing to give in. Word on the street is that there isn't a patch of skin on his body that isn't covered in scars. I don't know & don't want to.
After Goliath, power goes to whoever can hold onto it. Survival of the fittest and all that. So far Tiny and the twins Hammer & Slammer have been Goliaths steady seconds. Tina, a huge orc, has been seen with Goliath a great deal as of late and rumors of their involvement are common on the streets.

Threat Rating: C
Magical Threat Ratings: None
Cybernetics: None
Territory: Local - mostly Redmond
Goals: Combat. They were put here to better themselves through combat


GM INFO:
They are a fairly tough gang composed of mostly humans, orcs and trolls. They are willing to fight anyone and feel death through combat is the only way to die. They have a fairly viking approach to life. Die fighting, take what you want, and to hell with anything else. They have access to low grade military weapons and equipment. Consider mages to be wimps who couldn't win in a real fight, and physical adepts to be no better than someone who relies on cybernetics. Despite all this, Goliath is actually fairly intelligent and likes to read when no one is around. No one except Tina, his girl friend. Their relationship is slow to develope do to his shyness around females.



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The Redemptionist Crusade


So, you thought Humanis & Los Alamos 40k were bad. Even they consider the Redemptionists bad. These people consider anyone who doesn't hold to their ideals to be scum of the earth. They not only hate metahumans, but they hate mages too. They only approve of cybernetics that have been "purified" by their religion. That's right, they are out to purify the world in the name of religion. Great, huh?
Just to make things worse, these people have power, money & enough weapons to start a large war ... and they just love to use them. Unlike other purist groups, these animals don't care who gets hurt in their little war. Civilian casualties don't bother them. Even worse, they don't care what kind of damage they do to the environment. They're willing to kill future generations to purify the world today.
Their whole organization is set up like a religion. It is a very twisted form of christianity - VERY, VERY twisted. They're led by the Arch-Zealot. Under him are the various arch-lictors. Next are the lictors, deacons, brothers (collectively bretheren), novices, and supporters. They are set up similar to a church. They hold services daily, as well as before AND after every one of their crusades. Any raid or attack by them is referred to as a crusade. These people are serious about their beliefs & they are ALL psychotic.

Threat Rating: E
Magical Threat Ratings: None
Cybernetics: Moderate
Territory: Any
Goals: Cleanse the Earth of the curse of metahumans, magic, their supporters and the evil they have wrought


GM INFO:
The Redemptionists are not run by the Arch-Zealot, he is mearly their most vocal & extreme member. He is considered psychotic by the leaders of this organization. The Redemptionists are led by a group of businessmen, politicians, and the rich who call themselves the Council of Elders. They hide their extreme intolerance through lies and fabrications. These people have contacts and influence in mega-corps around the world. They are therefore capable of getting anything they want for their people short of tactical nukes. And given enough time and cause, they probably could get their hands on that too.



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The Killer Klownz


One of the more recent poser gangs, The Killer Klownz have proven to be a definite threat. They have had themselves modified to look like evil clowns. They are extremely psychotic. They enjoy killing, maiming, mass destruction, and chaos. One of their more recent attacks involved fire-bombing a children's hospital, from the inside. They went in claiming to have been hired to entertain the kids, when they were alone with them, boom! The cops have been unable to find any clues to who they are, or where they hide.
To make matters worse, they access to some wizzer gear. They have used milspec hardware, bombs of verying complexity, magic, acid, and poisons of various types.
They occasionally decide to "pick on" an individual. The person seems to be picked entirely at random. Over a period of weeks they escalate the nature of their attacks. Most victims end up dead. Some go nuts and get locked up. A few, very few, go nuts and join the fun. These people make up the new recruits.
The Killer Klownz have no real hierarchy. They follow whoever has the best idea at the time. They all revere some one they call the Great Bozo. No one outside the Klownz knows if he is a real person or not.
The short of it? If you see one of these psychos, run.

Threat Rating: C
Magical Threat Ratings: Moderate
Cybernetics: Unknown - no proven instances of cybernetics
Territory: Local - Redmond
Goals: Unknown


GM INFO:
The Killer Klownz are a terrorist style gang. They never engage in a direct attack, always using surprise and well-thought out tactics. They have access to milspec hardware, but it is always made to look clownish - over-sized barrels, bang flags that act as spears, etc. They also have several highly intelligent individuals working for them. These people build all the devices they use. Acid pies, acid seltzer bottles, cartoon bombs, and anything else you could picture a legitimate clown using. Use your imagination when designing these items. As to whether the Great Bozo is real or not, who knows?



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House Van Saar


House Van Saar is a mercenary group. They are led by Nicholas Van Saar. Nick, as his friends call him, is a grizzled veteran of countless scirmishes, the Corp Wars, and a large number of black ops. He retired from active service and formed a mercenary company from the men under his various commands. They chose to call themselves House Van Saar for two reasons. The first is out of respect for Nick. The second is they have a code of honor similar to the knights of old. They see themselves as a knightly order led by the general. They don't believe that they're knights or anything like that. They just have an old-style code of honor.
Being a mercenary company in the good graces of the government, they have access to milspec hardware. Their main compound looks like a cross between a medieval village and a modern military compound. They perform daily drills when not on a job. They have protection contracts with various corps and the government. They have begun recruiting personnel from the military and government recently. In the last six months, they have nearly tripled in size.
The latest word on the street is that they have just signed some kind of treaty or contract with The Eschers. It's supposed to be a mutual support kind of thing, but no one knows for sure. What is known is that the Eschers have ceased all attacks on Van Saar guarded sights and even come to their aid on occasion. This has more than a few people nervous. Rumor also says that Escher and Van Saar are an item. They have been seen together on several occasions.

Threat Rating: D
Magical Threat Ratings: Moderate
Cybernetics: Moderate
Territory: Any
Goals: They are mercenaries for hire.


GM INFO:
They adhere to a strict code of honor and are therefore particular about the jobs they take. All jobs must be approved by the general. His people only bring those jobs to his attention that they know he'll approve of, they tell all others that the general would not be interested. All the men under his command would die for him at a moments notice.
House Van Saar still has strong ties to the UCAS government. Upon his retirement, General Nicholas Van Saar negotiated their contract with the government. He still has the right to refuse any missions he doesn't approve of, but he is more willing to accept less ethical missions for the government. He feels that he needs to remain a loyal soldier of the UCAS, anyone under his command who disagrees can leave. All of his men have the right to refuse any mission they don't feel comfortable with. The only person to try to get a free ride was kicked out.
Any one visiting the House will receive a very military impression. The House is run like the military in most ways, the main difference being Van Saar hand picked each member and considers each to be one of his children. He has engaged in small wars to recover one member of his House.
The Eschers and Van Saar have indeed signed a treaty. They engaged in a small war and, after many casualties on both sides, made peace with one another. While there are small skirmishes and incidents on both sides, the treaty has held up so far. Mostly this has to do to the two leaders. They make a point of showing up at various functions together so that both sides know that they are working together willingly. As to the rumors of their being a couple, only the two of them know for sure.



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The Orlocks


This gang was a group of no-hopers until Vincent took over. He took them from third rate losers to a fairly decent protection gang. They protect an area several of several blocks in the barrens. They are similar to the Guardian Angels, except they're packing some serious heat. They've signed a deal with some one what has provided them with training and milspec hardware.
They are a decent bunch of guys who seem to want to make a difference. They act as an unofficial police force in their turf. Their motto is protect the innocent, annihilate the guilty. So far they've managed to do just that.
They had a minor turf war with some of th e local Escher gangs. Recently they seem to have declared a truce. Neither side is actively helping the other. On the other hand they're not attacking each other either.

Threat Rating: C
Magical Threat Ratings: Minor - A
Cybernetics: Light
Territory: Local - Redmond
Goals: They are out to protect their turf and anyone who lives there.


GM INFO:
The Orlocks genuinely want to help their people. They patrol the neighborhoods they live in and help any one who is in trouble. They have no qualms about killing criminals. They have just signed an agreement with the Eschers ending their dispute. The Eschers have agreed to supply them with weapons and ammo in exchange for safe houses in Orlock territory. The Orlocks have also signed an agreement with House Van Saar. Van Saar provides them with training and they protect Van Saar assets in Orlock territory.
This is a relatively new gang. With their new philosophy, membership is booming as are their prospects. They have been approached by Renraku and Ares about protecting facilities in their area. Neither offer has been accepted at this time.



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The Triad


You've got the Triads and then there is THE Triad. There as different as the cops and the CIA. The Triads are a bunch of gangs - mainly. THE Triad is a secret society of cold blooded killers.
Not much is known about this group. They specialize in assassination, extortion and kidnapping. They also have a definite interest in the occult as well, they are known to practice a bizarre religion which centers around aliens or some such nonsense

Threat Rating: Unknown - assumed E
Magical Threat Ratings: Extreme - assumed H
Cybernetics: unknown - assumed High
Territory: Any
Goals: They appear to be primarily a mercenary terrorist group, but their full motives are unknown.


GM INFO:
The Triad is a secret society. They are worshippers of the Great Old Ones and the Outer Gods. Their ultimate goal is the freedom of the Great Old Ones. All of their mercenary activities are to finance their main goal.
The Triad is organized into three seperate entities called Circles. Physical, Technical, and Mystical.
The Physical Circle is the most visible. They handle all of the external activities of the Triad. They are the arms dealers, mercenaries and specialists that are available to the public. They also handle most of the security for the Triad. If you meet a member of the Triad, they are from this Circle. Members of this Circle are called Warriors.
The Technical Circle is interested in designing, aquiring, and implementing new technology. They design all of the equipment used by the Triad. You may, on extremely rare occassions, meet a member of this circle when buying high tech equipment. This only occurs if you will need to be trained in using the equipment in question. Members of this Circle are called Brothers.
The Mystic Circle handles magical research and aquisition. They also are the religious leaders of the Triad, meaning, they're in charge. These people are called Shadows. No one outside of the Triad sees these people ... and lives.



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The Theatre of Pain


The Theatre of Pain - don't go anywhere near these guys. They specialize in hard to come by items. BTL's mainly. Wanna know how it feels to die without checkin' out? Call 'em. Want to feel yourself tortured without the scars? Call 'em. Anything you can imagine, no matter how sick and twisted, call 'em. If you can afford it, they can deliver. No questions asked.
They deal primarily in BTL's. They also deal in other ... products. Slaves, victems, victemizers, parts of victems. You name it, they can get it.
Anything but weapons. They don't sell weapons, period. It doesn't matter who you are, no matter where you plan to use them, no excuses, no promises, nothing. Period. Bottom line, ask and you will vanish.
These guys keep a low profile. They are very hard to find, for most people. Various government agencies, both UCAS and foreign, have been trying for years to shut these guys down ... with no success. If you get too nosey, you've got three options. One, you simply vanish. You're either killed for parts or entertainment. Two, you get to play guinea pig. They're always looking for new test subjects as well as actors and actresses. Three, you get to be a client. This is not very likely, as they prefer to approach their clients first.
If, for some twisted reason, you want to join the Theatre, good luck. The leader of this group selects each person by hand. If he doesn't invite you, you won't get in. Period. See the preceding paragraph for your options, ignoring option three.



Threat Rating: Unknown - assumed E
Magical Threat Ratings: Extreme
Cybernetics: Extreme - members are encouraged to express themselves
Territory: Any
Goals: The Theatre is interested only in their macabre art.


GM INFO:
The Theatre is a secret organization that specializes in selling BTL's to their clientel. They will sell anything that a sick mind could want. They are led by Brimstone Love. He appears as some kind of demon, though it is not known if this is his true appearance or not. He has absolute control over all members of the Theatre. He refers to his victems as actors and actresses - exclusivley. He refers to his employees as the cast or cast members.
Each region is assigned to a Controller, who identified by a number. All controllers wear the same outfit when acting on Theatre business. It consists of a long red robe with a gold mask that completely hides the face. Controller 13 is the current second in command of the Theatre.
Under the Controllers there are only five other ranks. They are:
Nightmares - the rank and file of the Theatre.
Justicars - they enforce the will of the Controllers.
Nightshades - assassins who deal with those who oppose the Theatre.
Mystics - these are the mages of the Theatre
Alchemists - these are the scientists of the guild
All answer to the Controller, who answers to Brimstone Love. Each group has their own ranking system, which does not relate to any other group. Even the same type of group in a different city. All members of the Theatre are able to recognize one another. No one is quite sure how, but they instinctively know each other as members of the cast.
This organization avoids direct conflict wherever possible. They see no point in advertising their services in any way. Those who are interested seek them out. Those who are not never even hear of them.


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Table Key:

Threat Ratings:
A: Little or no threat.
B: Mild threat - typical gang level, low level of combat training/experience.
C: Moderate threat - access to milspec hardware or combat training.
D: High threat - access to some milspec hardware. Some military training.
E: Extreme threat - access to milspec hardware on demand. All members highly trained.

Magical Threat Rating
None: no magically active members.
Minor: 1 or 2 magically active members - untrained.
Moderate: several magically active members or 1 or 2 highly trained members.
Severe: a large number of magically active members, most highly trained.
Extreme: almost exclusively made up of magically active members - all highly trained.
H: primarily hermetic mages.
S: primarily shamans.
P: primarily physical adepts.
A: primarily magical adepts.

Cybernetics
None: little or no cybernetic enhancements.
Light: some Cybernetic enhancements with a few combat enhancements.
Moderate: some combat enhancements with some wholesale replacements.
High: a large amount of combat modifications & wholesale replacements.
Extreme: almost every member 75% or more replaced.

Territory
Local: Seattle only. Followed by their "turf".
Regional: In the UCAS. Followed by the cities they are most active in.
Global: They are active on a global scale. Followed by the countries they are most active in.
Any: They will are active all over the world with organizations in most countries. They are able to strike literally any where.

Goals
This lists their primary goals, as stated by them.



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