BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

New Square Skulls

The Guild Roster

Symbol:

Guildmaster

Toren Ghent: head of the New Square Skulls. Businessman, ruthless, cut-throat. Demands loyalty and competence, but is fair. Rewards excellence, punishes failures due to stupidity. He does not punish failures due to external forces that couldn’t be planned for, but if it happens once, it should be planned for in the future. Making the same mistake twice is a sign that the employee isn’t paying enough attention. Human, medium height, short light brown hair and blue eyes. Clean shaven, dresses well, usually in burgundy and gold, with dark blue accents. Favors fedoras, decorated with a feather stuck in the band. Always likes to look like royalty. ST 11, DX 10, IQ 12, HT 11. Callous. Business skills 13-15, Thiefy skills 11-13. Political/Mafia Don skills 14-15    

Underboss

  2nd in command. Responsible for ensuring that profits from criminal enterprises flow up to the boss; generally oversees the selection of crew chiefs and soldiers to carry out their duties. Takes command when the boss is unavailable.
Jakkit the Iceman: (M Goblin) Age 30. ST 9 DX 13, IQ 13, HT 10, Very smart. Very capable. Businesslike, but also doesn’t shy away from doing what’s necessary. Almost always calm and collected, and never seems to be rattled. Unfazeable. Business skills 12-14, thiefy skills 12-15, Political skills 12-13. Used to be a thief crew chief, so he’s pretty stealthy when he needs to be. Silence-5, Stealth-18. Has the annoying tendency to always be behind you when you talk about him. Has a Bracelet of Smoke, a Bless Amulet, and a Cloth of Ice Slick. All three let him escape when necessary: He triggers the smoke cloud, obscuring vision, pulls out the Ice Slick and lays it in the hallway/doorway, hidden by the smoke, and the Bless Amulet gives him a +1 bonus to whatever he needs at the time. Although, to be honest, he doesn’t need these things nearly as often as he used to, now that he isn’t really in the field anymore.  

Advisor

  Acts as a councillor. Third ranked in the organization, but typically won’t have crew chiefs or soldiers working directly for him.
Ferric Thulin: (M Dwarf) Age 305, ST 14, DX 11, IQ 11, HT 13. Most of his skills are historical, sociopolitical, and psychological. These are in the 13-15 range. He knows a lot about history, politics, and popular culture. After all, he’s lived through the last three centuries of it. He also likes literature, and the various sciences. He even knows a bit about thaumatology, although he certainly isn’t a mage. He just likes to know things. His knowledge base for academic subjects is very large. He used to be in charge of Extortion and Information Collection a very long time ago. Being the advisor gives him more time with his books, which he values.  

Enforcing

Grax Knobbyknuckles: (M Orc) Age 37 Crew Chief, Bodyguard. 7’ tall, 300+ lbs. Bald, goatee, Fu Manchu mustache. Dark brown skin, crisscrossed with dozens of scars. Bad Temper. Lets Eykit call him “Uncle Grax”. ST 16. DX 12, IQ 9, HT 13, HP 19, FT 15. Knows Smasha, Brawling-16, Wrestling-14, weapon skills 12-14. He prefers his fists (although he does use brass knuckles or metal gauntlets). He is an honorable sort, though; if his foe doesn’t have a weapon, he won’t use one, either. If his foe does have one, he will use one, but often just to parry and move into close combat, where his fists, feet, and knees can do their thing.
Sticks: (M Orc) Street Soldier Enforcer plays drums in his “day job” as part of a band. Uses paired truncheons in combat. Which are also his drumsticks (his drum is pretty big). ST 15 DX 12 IQ 8, HT 12, HP 17, FT 15. Odious Personal Habit: always banging on things, as if everything was a drum (which, to him, it is). The tapping/banging gets on people’s nerves.
Ghortag the Bloody: (M Orc) Street soldier, Enforcer. ST 14, DX 10, IQ 8, HT 11, HP 16, FT 14.
Kalli the Beautiful: (F Orc) Street soldier, Enforcer, Very Attractive, sexy, and dangerous. ST 14, DX 12, IQ 9, HT 12. Very Fit. Charisma 1.
Sammel Brondag: (M Human) Street soldier, Enforcer. Ex military, combat skills in the 14-15 range.
Brugrug Hammerfist: (M Orc) Street soldier, Enforcer. Knows Smasha. ST 16, DX 12, IQ 8, HT 11. Likes unarmed fighting. Brawling 16, Boxing 14, Wrestling 15.   Rabzhuk Verminburner: (M Orc) Street Soldier, Enforcer, got his name from when he burned a dozen rats with a torch, one by one. Callous, Sadistic, Greedy, usually has to be reined in by whichever partner he is working with at the time. Fortunately, he listens, calms down, and doesn’t kill off/maim the “customer”. Ironically, his greed usually keeps his sadism in check. Small, for an Orc; almost runty. Makes him have a chip on his shoulder, though. ST 12, DX 11, IQ 9, HT 13.   Maggukh Badteeth: (M Orc) Street soldier, Enforcer. Missing several teeth, mostly in the front. Lost them over time from a series of fights; his tusks are fine, though. ST 15, DX 12, IQ 10, HT 11. Knows Lurkash, Imperial, Mekiitagi, and a bit of Northern Khuzdul. He looks stupid, and will often play to that, but he is actually quite smart and educated. Is a fan of romance novels, a little guilty pleasure of his. He doesn’t like to talk about it though.   Rhoma the Arm: (F Orc) Street soldier, Enforcer. Is always asking to arm wrestle someone. She is strong, and likes to show it off. ST 16, DX 12, IQ 8, HT 11. When waiting around in the base (whichever one she is in) she will often curl dumbbells, just to pass the time. Acrobatics-13, Running-13, Jumping-14. She is a parkour enthusiast as well. Very Fit. Will often go “on patrol”, which is just her parkouring her way around the perimeter of the territory. She keeps an eye out for suspicious stuff, though.   Behk “Becka” the Cold: (F Orc) Street soldier, Enforcer. Quiet, menacing. Doesn’t seem to like anyone. No sense of humor. Although it is possible to get her to smile, if you are funny enough. Some think her lack of laughter is for show, to look “tough”. She doesn’t really need it, she’s tough already. ST 14, DX 12, IQ 8, HT 12, HP 16, FT 15, DR 2, Fit.   Sirisu Nuamamena: (M Human) Street soldier, Enforcer. Likes playing cards, specifically poker. He also does card tricks (Sleight of Hand-14) and constantly has a deck in his pocket, which he compulsively shuffles when waiting or bored.   Alston “Wallpaper” Damian: (M Human) Street soldier, Enforcer. Average looks, average hair, average eyes. Disappears into the background. Blends in with a crowd extremely easily. Always wears nondescript clothes, except for special occasions or when Toren Ghent specifically asks him to. Likes being able to camouflage himself in any crowd. Quietly does his job, and speaks in a low voice when he is required to be not quiet. Usually works with Vivian the Brute, who’s style suits him just fine, because she does most of the talking.   Riley Diamond: (M Human) Street soldier, Enforcer. If someone is going to be quietly killed, it will likely be Riley who does it. Uses a very sharp knife, targeted to places like carotid arteries, femoral arteries, aortas….He knows quite a bit about anatomy, and how to aim cuts at places that will bleed a lot. He’s the type of guy who will just walk by you, flick out the knife in a surgical strike, and you won’t even know for a few seconds when you feel the wetness. There won’t be any indication that he was involved at all. Fortunately, the NT Skulls don’t do a lot of wet work, so this particular skill set is rarely, if ever, used. Knife-16, Targeted Attack (Knife swing/Neck)-12, TA (Knife swing/Femoral Artery)-12, TA (Knife Thrust/Vitals)-13, TA (Knife swing/Achilles tendon)-11.   Vivian the Brute: (F Human) Street soldier, EnforcerTends to be brutal, always feels like she needs to prove she’s as tough as the guys. Outgoing, loud, and boisterous. Often paired with Wallpaper Damian, who lets her be herself without comment.   Dabid Akkiiko: (M Goblin) Street soldier, Enforcer. Knows Pakelik Gabaat. Often trains with Grax, usually coming out the loser simply due to lack of mass and strength, but says it makes him more dangerous to people who aren’t Grax. ST 11, DX 12, IQ 11, HT 12, DR 1 (Tough skin). Judo 13, Karate 14, Evade 14. Often called “Rabid Dabid”.  

Pickpocketing

Amaranth
Amaranth: (F Hobbit) Age 43, Crew Chief, Bag, Bump. Has a locket, the only thing by which she has to remember her mother. Her crew includes Joelle and Dorath. She actually has several pickpocketing crews that she oversees. Since most of her charges are on the younger side, she has a tendency to act like a mother or big sister to them. Quite adept at using distraction either for herself, or when working as a team. Friend of Eykit.   Joelle: (F Human) age 18, Street Soldier, Pickpocket Bump, sex worker, friend of Eykit   Dorath: (M Human) Age 19, Street Soldier, Dip, friend of Eykit   Stelon Thomalus: (M Human) Street soldier, age 14   Miriam Five Fingers: (F Human) Street soldier, age 11   Jebbiz Yokiin: (F Goblin) Street soldier, age 8 (equivalent to 16 in Human years)   Taavjeki Javan: (M Goblin) Street soldier, age 13 (26)   Dardalus Volog: (M Human) Street soldier, age 24   Nurbagh Gruul: (M Orc) Street soldier, age 33   Krognak Rakgut: (M Orc) Street soldier, age 15  

Robbery

Elend Rabbitfoot: (M Human) Age 34 Crew Chief, Lockpicker and Second Story Man. Luck (once per hour of play). Enjoys picking locks, and collecting different kinds of locking mechanisms. He is also the Lockpicking instructor for the group. ST 10, DX 13, IQ 12, HT 11. Lockpicking-18, Stealth-15, Observation-15, Search-15. Easy going and friendly, and prides himself on being able to get into and out of places without being seen. Likes the challenge of stealing stuff right from under people’s noses. That said, he is inordinately careful, and doesn’t take unnecessary risks.
Eykit: (M Goblin) Street Soldier, thief. Skilled at speechcraft, stealing, and knife fighting. He is being groomed by his guildmaster to be a sort of diplomat, utilizing his talent for talking. However, this doesn't really Eykit's align with his own goals. He is starting to be more of an adventurer, rather than a pure thief. He is greedy, impulsive, and stealthy. The greed and impulsiveness can get him into trouble, but his talent for talking has, so far, kept him out of (most) trouble.   Gorgh Mokarg, (M Orc), Street soldier, thief. Has been known to lose his temper on a job on rare occasions, but hasn’t resulted in any homicides yet (injuries, yes, deaths, no). He’s a thief, not an assassin. It’s something that he takes pride in, and works hard on. Typically likes to use batons in any combats he gets stuck in, to lessen the chance on killing someone. Mostly he tries to knock over/disable the other combatant so he can get away. He has no problem retreating; his ego is immune to any taunts of “chicken”, since he knows he isn’t.   Sydora Buckner: (F Human) Street soldier, Thief. Flexible, acrobatic, gymnast. Can parkour just about anywhere, and is really good at getting away if chased. Acrobatics-15, Climbing-15, Jumping-16. ST 12, DX 12, IQ 10, HT 11. Slender, wears tight clothes that won’t get caught on things or be grabbed easily. Mobility is her defense. Like Gorgh, her first strategy is escape, not combat. She does carry wire and twine (coated in lampblack) to set up quick trip lines to slow pursuers.   Dhura Garakh: (F Orc) Street soldier, Thief. Her main claim to fame is her manual dexterity and her lock picking skills. She’s just about as good as Elend. Sleight of Hand-15. Likes card tricks, too. She is probably good enough to be a street magician, although she doesn’t feel comfortable enough being the center of attention. She and Sirisu will often do card tricks together, sharing techniques.   Merimas Goodsong: (M Hobbit) Street soldier, Thief. He uses his size and natural stealthiness to disappear in plain sight. Very sneaky, and very good at blending into crowds. Typically carries several changes of clothes and various kinds of hats and wigs.   Rikkiiho “Ricky” Sokkos: (M Goblin) Street soldier, Thief. Ricky doesn’t do anything spectacularly, but does everything quite well. He has a good record of getting in and out without pursuit. He is almost as good as Sydora at escaping pursuers, not from parkour, but from pure sprinting speed. +2 Move, +0.5 Basic Speed. Net speed of 6.5, Net Move of 7.5. And he is small enough to run through crowds fairly well if he has to.  

Smuggling

Gyre Millerson: (M Human) Age 27 Crew Chief, Smuggler. Has a sloop. Wears a tricorn hat, and has one of those Old Timey Bartender beards. Runs a tight ship. 5’9”, curly brown hair down to his shoulders. Left handed.   Dakk the Fist: (M Orc), Street soldier, sailor and smuggler. One of Gyre’s crew. Deckhand. Likes his grog, and likes barroom brawls.   Orlokk the Hungry: (M Orc), Street soldier, sailor and smuggler. One of Gyre’s crew. Deckhand. Overweight. Likes to eat and drink, and basically be a hedonist when he can. Has been chewed out by Gyre on multiple occasions for being drunk on duty. Gyre has given him one more chance (smuggler’s don’t like extra risks in their endeavors).   Rhannon Halifax: (M Human), Street soldier, sailor and smuggler. One of Gyre’s crew. Navigator and Pilot.   Fenylan Verdant: (F Human), Street soldier and smuggler. One of Gyre’s crew. Deckhand.
Sloop: “Grandma Jane” 45’ long, 8’ beam. Fore and Aft rigging, in the new schooner rig style. The ship was built in a J’radi shipyard. Has a Crossbow Lever on board that can be set up on deck to recock crossbows (There are 6 ST 18 crossbows on board in the weapons locker; they can be cocked by the device in 4 seconds, giving them a RoF of 1/6—two seconds to mount, 1 to cock, 1 to unmount, 1 to draw a bolt, 1 to load). One crew member is typically tasked with recocking the crossbows, while the two others rain fire on whomever the enemy is as fast as they can aim and fire. The bolts are typically waxed, to help penetration into cloth armors, as most sailors don’t dare use heavy metal armors on the water.  

Protection Racket

Grash Nailbiter: (F Orc) Age 40, Crew Chief, ST 15, DX 12, IQ 9, HT 12, HP 16, FT 14, Bad Temper, Callous, Bad Rep (known to chew off fingers). Wears her hair in a mohawk, which she colors, because she thinks it makes her look more unpredictable. Despite her temper and casual disregard for the safety of others, she is still a pretty good salesperson when it comes to “insurance”.   Zenga Kneecapper: (F Orc) Street soldier, Protection racketeer, general muscle. Twin sister of Zaggal. Businesslike in her demeanor, she tends to dress well, like a well-off business woman.   Zaggal of the Painful Caress: (F Orc) Street soldier, Protection racketeer, general muscle. Twin sister of Zenga. Zaggal has some sadistic tendencies. Unlike her sister, she tends to prefer simple (but well-made) clothing.   Hanor Onyxfinger: (M Dwarf) Protection racket   Ogzush Mogo: (F Orc) Protection racket   Grash’s team often makes use of borrowed enforcers from Grax’s team.  

Loan Sharking

Kreeg the Beak: (M Orc) Age 33, Crew Chief, ST 15, DX 11, IQ 9, HT 12, Pretends to have a worse bad temper than he does, also pretends to be callous. It’s all part of the job; you can’t let your debtors know you might have sympathy. Short, for an Orc, at 5’8”, large hawk beak nose.   Otric Graystone: (M Dwarf) Street soldier, tends to be really good at selling loans to people, usually by making it seem as if he is doing them a favor by lending them money. Fast Talk-15, Merchant-15.   Zamen Tabbal: (M Human) Street soldier.   Kadeen Bennis: (M Human) Street soldier.   Genjaa Maarikis: (F Goblin) Street soldier.   Kreeg’s team often makes use of borrowed enforcers from Grax’s team.  

Gambling, Couriers, Government Liaison

Alyssum Hillhold
Alyssum Hillhold: (F Hobbit) Age 66, Crew Chief ST 8, DX 12, IQ 11, HT 12, Middle aged. She also oversees greasing the wheels of government, and oversees the organization’s couriers.   Borg Highmuller, (M Human) Street soldier, runs an untaxed (and thus illegal) gambling house. Well, more specifically, he runs a gambling house, with some private rooms hidden in the back where some illegal gambling takes place.   Sosanna Avicia: (F Human) Street soldier. Cashier.   Adofo Andvari: (M Human) Street soldier. Runs a gambling house.   Jakki Quicklegs: (M Goblin) Street soldier, courier. Most of her days are spent in the gambling houses, watching over the patrons.   Rethion Sadreth: (M Elf) Street soldier, primarily a courier, although he will occasionally meet with politicians when necessary. His ability to think long term comes in handy when manipulating the politicos.   Alyssum’s team often makes use of borrowed enforcers from Grax’s team.  

Extortion and Information Collection

Killian Baker: (M Human) Age 38, Crew Chief ST 10, DX 11, IQ 13, HT 10 Slender, wears spectacles. He has contacts and informants all over the place, the info of which he then uses to force people to do what is needed. He has his fingers on the pulse of the city. If there is information out there, he is likely to know about it. He has Eidetic Memory, and is able to keep a high level picture of the entire information flow in his head at nearly all times. He is sometimes likened to a spider in a web, but since he has Arachnophobia, he hates that image. Those who keep using it while he is around seem to get attached to scandals, propaganda, and bad press. Usually followed up by visits from a very suspicious team of City Guardsmen.   Gemma Krillaxis: (F Human) Street soldier, prostitute, informant   Pramil Jettik: (F Goblin) Street soldier, prostitute, informant   Krystal the Bearded: (F Dwarf), Street soldier, prostitute, informant. Her family has disowned her, her reputation with the Dwarven Undercities is poor, to put it mildly, and she is not welcome “under the mountains”. She doesn’t talk about it much; it pains her that the only way she could be welcomed back would be to remain socially constricted by (in her view) “draconian” gender mores and roles. Dwarves who have been out from under the mountains for a while treat her fine; but the ones “just visiting” the “world under the open sky” treat her like some sort of traitor to the race and gender. Fair skin (like almost all Dwarves), blonde hair and chinstrap beard, braided with ribbons. Attractive.   Kang Brokentusk: (F Orc), Street soldier, prostitute, informant. Her tusk got broken by an unhappy customer, who didn’t think she was doing a good job. He suffered a “mishap” on his way out when he got mobbed by several of the other prostitutes. He survived, but was never allowed on the premises again.   Albian “Swaps” Merand: (M Human) Associate, informant. Has a form of Kleptomania, but it’s connected to his Code of Honor which is “anything taken must be traded with something of similar value”. “Similar value” is extremely subjective; tickets to a show might be traded for a really nice handkerchief, or an apple might be traded for a hat. This trading is compulsive, and happens all of the time. He is also good at mimicking speech patterns, and it’s sort of his hobby as well. He is also good at disguises. He can blend in just about anywhere. (Wayne from the second Mistborn series is his model.) Likes to wear hats, and has a lucky hat, which he occasionally talks to as if it were a person, going so far as to apologize to it for not wearing it for a while (usually due to some disguise having to be worn).   Kolarn Brighteye: (M Orc) Associate, informant   Yaneda Amyne: (F Human) Associate, informant   Neveza Bennell: (F Human) Associate, informant   Melarin Sterin: (F Human) Associate, informant   Auzbur Shaugbogh: (F Orc) Associate, informant   Selina Silentfoot: (F Hobbit) Associate, informant   Cemnë Lalamela: (F Elf) Associate, informant   Zalanda Sulemani: (F Human) Associate, informant   Itak the Lamed: (M Goblin) Associate, informant, beggar, his left leg was amputated at the knee due to a battle injury.   Homeless Jonn: (M Human) Beggar, informant. He’s 9 years old, and acts as both an informant and as an occasional courier/messenger. Small for his age, he has the body of a 7 year old, mostly due to lack of decent meals. But he knows the city, and can weave through a crowded street like nobody’s business. Unlike most other people, he isn’t slowed down by crowds, but can weave through them (Evade) without losing speed. MV: 6, Running-13.   Beggar 4: informant   Beggar 5: informant   Beggar 6: informant   Beggar 7: informant   Beggar 8: informant   Orin Camdon: (M Human) Associate, informant, Pub bartender, generally gives free ales (not the good stuff, and max of two free drinks) to New Town Skulls members. Works at the Pig's In His Cups tavern.   Pub bartender 2: informant. Works at the Kicking Ass tavern (whose sign, is, of course, a donkey kicking with both hind legs).   Pub bartender 3: informant. Works at the Second Dockside Tavern. "We may have opened second, but our drinks are first rate!"   Waitstaff 1: informant. Works at the Pig's In His Cups tavern.   Waitstaff 2: informant. Works in the Inn at Drefeg's Street as a bellhop.   Waitstaff 3: informant. Works in the Sunrise Cafe as waitress (and occasional short order cook).   Waitstaff 4: informant   Waitstaff 5: informant   Shopkeeper 1: informant. Cobbler.   Shopkeeper 2: informant. Manager/Owner of a shop of weavers.   Shopkeeper 3: informant. Runs a general store.  

Fencing

Dexon Lomas: (M Human) Associate. Shopkeeper of a general store.   Aranya i Masta: (F Elf) Age 675, Associate. Owns a bakery. The store is used for money laundering (not in the modern sense, as there is no need to "clean" money, since there is rarely any kind of money trail, but sometimes it's useful to dump a large amount of money from a sale so as to not be caught with it), networking, communications.   Lemma Obadogu, (F Human, immigrant from the Essamine Monarchy) Associate, rare antiquities seller, speaks Harada, Imperial, and broken Lurkash.   Fence 1: Associate   Fence 2: Associate  

Other

Envinyatar, “The Doctor”, “Croaker”: Mature Elf, almost middle aged. 730 years old. Has been a healer for the New Square Skulls from the guild’s beginning, over a hundred years ago. He is somewhat Callous, mostly due to the Elven disdain for ephemerals. He is a mage, of the Soma Group Mage Guild. While he does tend to the Skulls’ wounds, he also acts as their primary interrogator, if physical force doesn’t do the trick. He is a bit more subtle. No one would call him “nice”, his bedside manner is aloof at best. He heals people because it’s his job, not for any other reason. His reputation, both from guilds members and outside of it, is as a grim guy who may heal you, or torture you. When he enters the room, you become uncomfortable, he’s like a dentist who eschews anesthetic (that’s only the impression he gives; he has no problems using anesthetics). Perhaps due to this reaction, he isn’t a fan of large crowds. It’s not that he technically has Demophobia, it’s more that he just hates large crowds of people, and will avoid them if at all possible. The only large groups he is willing to hang out with are the people of the Guild, but only because he knows them, not because he likes them. He has a scar on his neck, the wound damaged his voice, giving him a discordant, gravelly voice. For this reason, he is sometimes called “Croaker”, the irony of which also works due to him being a doctor. ST 10, DX 12, IQ 13, HT 12, Magery 2. Has spells in the Body Control, Mind Control, and Healing Colleges, and Light and Continual Light.    

Hierarchy

Boss: Guildmaster   Underboss: 2nd in command. Responsible for ensuring that profits from criminal enterprises flow up to the boss; generally oversees the selection of crew chiefs and soldiers to carry out their duties. Takes command when the boss is unavailable.   Advisor/Right Hand Man: Acts as a councillor. Third ranked in the organization, but typically won’t have crew chiefs or soldiers working directly for him. There is usually only one of these in an organization.   Captain/Skipper/Crew Chief: Appointed by the boss to run his own crew of soldiers. Each Crew Chief reports directly to the Underboss, who gives him permission to perform criminal activities. If the boss decides to murder someone, the underboss normally asks a Crew Chief to carry out the order. He runs the day to day operations of his crew. His soldiers give part of their earnings to him, and then he gives a share to the Underboss. A Crew Chief can recommend to the underboss or boss that a recruit be allowed to win his crew as a mob associate.   Street Soldier/Button Man/Made Man/Wiseguy/Goodfella: Lowest level of gangster. A Soldier must have taken the Oath of Silence, and, in some organizations, must have killed a person to be considered “made”.   Street Thug: Low-level soldier, usually someone who does the day to day work of threatening, beating, and intimidating others.   Associate/Man of Honor: a person who is not a soldier in a crime organization, but works for them and shares in the execution of and profits from the criminal enterprise.   A Boss will typically put up layers of insulation between himself and his men so as to hinder city guard efforts to connect his orders to him. Whenever he issues orders, he does so either to his Underboss, Advisor, or Crew Chiefs. The orders are then passed down the line to the soldiers. This makes it difficult under most circumstances for the city guard to directly implicate a boss in a crime, since he almost never directly gives orders to the soldiers.  

Enterprises

Smuggling   Pickpocketing   Money laundering (sort of but not really; more akin to dumping money that might be connected to a specific act in order to not be caught with it)   Protection Dues Collection   Loan Sharking   Illegal gambling (that is, untaxed)   Bribery of bureaucrats   Corruption of public officials   Extortion   Robbery   Owning legit businesses (networking, communication, meetings; restaurants/cafes are popular; also used because they can be profitable)   Illegal drug trade (subset of smuggling)   Prostitution   These things happen, but aren’t focused on (ie, no crew chief in charge of these things): Arson   Assault   Manipulation of sports games (gambling manipulation)   Labor racketeering (subset of extortion)   Counterfeiting (what would they be counterfeiting though?)   Murder/assassinations  

Other Organizations in Port Karn

  Note: there are no mobs in Raven Tower or New Water. The City Guard patrols those areas heavily, and there is a lot less leeway for organized crime. But that also means it’s “unclaimed territory”, which makes it prime fodder for all kinds of activities….)  

Flower Street Harrowers

(New Square) Symbol: Rose with thorns   Used to be more or less friendly with the NT Skulls (except for Eykit, whom they want to um, “talk to”). This has changed a bit, now that they are interested in acquiring more territory. They have been talking to the Hammerskins about trapping the NTS in a pincer attack. They have also been talking to the Middlemarket Dogs, and the Winter Hill Gang, but so far nothing has been formally agreed upon.  

Hammerskins

(New Square) Symbol: carpenter's hammer   Ghent would like to see the Hammerskins just die off, so he can have their territory. But while he has plans to take over their territory, those plans haven’t yet been implemented. He has a personal beef with their guild master, that he doesn’t talk about.  

Ragen’s Colts

  (New Square) Ghent considers them small fry; if he was adjacent to them, he would have conquered them long ago. If he can get rid of the Hammerskins, the Colts will be next on the list.  

White Hand Gang

(New Square) Currently on more or less friendly terms with the NT Skulls.  

Winter Hill Gang

(New Square)   On good terms. Ghent has a lot of respect for their guild master, and might even consider him a friend. They aren’t terribly happy with the Flower Street Harrowers, and there has been some low level animosity between the two of them. Ghent has wisely stayed out of it, not wanting to upset either side (since he has plans for the Hammerskins). Now that the FSH are actively trying to get NTS territory, Toren is reaching out to the Winter Hill Gang for assistance, and is likely to get it.  

Black Spades

(Cherry Rock) Symbol: Black spade (like the card symbol)   Ghent considers them to be pretty minor; Cherry Rock isn’t a great territory business-wise, being mostly low income residences. It’s likely they may have allied with the Harrowers.  

Middlemarket Dogs

(Middlemarket) Symbol: Running dog silhouette, usually red   Ghent has good relations with them. He even has a distant cousin in the gang. So far, he hasn’t needed to use him as an info source, which he knows he can really only use once. But at the moment, relations are good, even so far as to share some individual “business opportunities”.  

The Combined

(Middlemarket) Symbol: abstract geometric design, much like a quilt or tangram   Ghent hates the guild master, but knows that now is not the time to antagonize them.  

The Purple Gang

(Middlemarket) Symbol: Purple equilateral triangle   Ghent is working on building a mutually beneficial relationship with them, knowing that at some point, he will have to do something about The Combined, and will want allies.  

Stone Hook Kings

(Stone Hook) Symbol: stylized crown   Ghent doesn’t really have much of an opinion on these guys. They are currently in a turf battle with the Orcish Nations, and Ghent wouldn’t mind them whittling each other down. Preferably down to the size of a toothpick.  

Orcish Nations

(primarily Orcish, Stone Hook)   Relatively new gang. Ghent thinks that they are poor businesspeople, too violent for their own good, and too unstable to look at things in the right mindset. Stone Hook isn’t a rich area, so while their territory is relatively large, it’s poor. They are currently in a turf war with the Stone Hook Kings.  

Almighty Demigods

(Southtown)   The trailing edge of Southtown is more shantytown than city district. But even the poor have things to steal, or secrets to keep, so the Almighty Demigods ply the area, making a bit of money as they do so.  

The Bulldogs

(Southtown) Symbol: Bulldog head (modeled after the guildmaster's childhood pet, Betty)   Ghent is on pretty good terms with these folks.  

Maniac Disciples

(Southtown)   Ghent thinks these guys are a bunch of nutters. They all profess to worship Kharneth, one of the Chaos Gods. If they do, they aren’t very serious about it. It almost seems as if they do it simply for the street cred, rather than from any actual beliefs.  

Squared Circle Gang

(Red Chapel) Symbol: circle inside a square   Red Chapel isn’t a rich area, but it’s mostly commercial/industrial. Ghent is on fairly good terms with them.  

Savage Skulls

(Red Chapel) Symbol: Red skull with fangs, with white bones radiating behind it   Ghent keeps tabs on them only because they are involved in a turf war that might spread. Otherwise, he would ignore them, as they are minor players.  

The Outlaws

(The Crests)   Fairly wealthy, good territory. Ghent is on neutral terms with them.  

Ghost Shadows

(The Crests)   Fairly wealthy, good territory. These guys are known for their wet work. Ghent has a hands off approach to these folks, as they can be rather unpredictable.  

Flying Dragons

(The Crests) Symbol: White winged dragon in flight, on a circular blue background.   Poor gang with a large but low income territory. They are left more or less alone because no one wants their territory anyway, a sentiment that drives them nuts. They hate being considered “less than”, and tend to strike out violently when angered. They have an antagonistic relationship with the Savage Skulls and the Savage Cartel, whom they think are linked (they aren’t).  

Gold Gryphons

(The Crests) Symbol: golden (yellow) gryphon, rampant.   They have a rivalry with the Red Griffins; each say the other spells griffin wrong.  

Savage Cartel

(The Crests)   A moderately well-to-do mob, focusing on mercantile crimes/business. There is a feud going on between them and the Flying Dragons, and there have been border skirmishes. Cartel members like going into Flying Dragon territory and doing business, as it really riles up the Dragons.  

Kharneth Boys

(Wharf District)   Rich, they get a lot of income out of the extensive wharfs. They are in a long-running turf battle with the Black Dragons. Ghent is trying diplomacy in order to get some business concessions, but they have rebuffed his every offer. He’s not sure if it’s because they are too busy with the Black Dragons, or because they aren’t interested in a partnership.  

Black Dragons

(Wharf District) Symbol: Black dragon silhouette.   Ghent thinks they are being very violent, but it might be necessary to work with them. The Black Dragons have a fairly large, high income territory.  

Dakagog Kal Street Soldiers

(Wharf District, centered on Dakagog Kal Street)   Ghent thinks that they run their mob well, with good business decisions. They don’t have the largest, or richest territory, but they use their resources well.  

The Hydras

(Wharf District)   Ghent is on good terms with these guys. The Hydras are having problems with The Order, as The Order keeps having its personnel “work” in Hydra territory. They are aware that the Royals and the 4th Street Mob have similar issues, and are talking about it. The Hydras are taking a cautious path, and staying out of it unless they are obligated to join. They would just love to see The Order and their enemies tear each other apart. Then they could swoop in and loot the bodies.  

Sunset Bloods

(Sunset District) Symbol: Sunset with a drop of blood dripping from it. Looks much like the upper half of the war flag of Imperial Japan, with a drop of blood under it.   Ghent knows of them, but they aren’t really relavant to his business at this time. If they interrupted any of his smuggling operations, however, that might change. Savage Nomads (Sunset District) Ghent is wary of these guys. They have been making some noise that he thinks might jeopardize the smuggling operation that is based in Fishpole.  

Red Griffins

(Sunset District) Symbol: a red stylized griffin.   Ghent doesn’t care about these guys.  

Brothers’ Circle

(Sunset District)   What they do doesn’t really impact NT Skulls activities.  

The Everyman Jacks

(Sunset District)   What they do doesn’t really impact NT Skulls activities. They are known for their wetwork, and that their members are all called "Jack something". Ghent would prefer not having to deal with these guys. He thinks they would assassinate thier own families if asked to do so, without qualms.  

Lost Moon

(Sunset District) Symbol: Crescent Moon, with the glyph for Jypra between the horns.   What they do doesn’t really impact NT Skulls activities. They are in a turf war with Sunset Partnership, but it’s a minor thing.  

The Commission

(Sunset District)   Because of the proximity to the New Arena and Track, Ghent pays attention to The Commission’s activities. He’d like to get some of that sweet gambling and ticket scalping action, but it’s too far away to be very practical.  

Corondo Crime Family

(Sunset District)   What they do doesn’t really impact NT Skulls activities.  

The Vario Crew

(Sunset District)   What they do doesn’t really impact NT Skulls activities.  

Sunset Partnership

(Sunset District)   What they do doesn’t really impact NT Skulls activities. In a turf war with Lost Moon; Lost Moon seems to have the upper hand.  

Churlis Brothers

(Five Meadows)   Ghent has good relations with this mob.  

Four Seas Gang

(Five Meadows)   Ghent is trying to get better relations with them, as he sees them as a potential business partner when it comes to the smuggling operations. He’d rather have the Kharneth Boys, but they are being…difficult.  

Killiin Gang

(Five Meadows)   Run by a Goblin boss, from which it takes its name. Ghent knows Killiin, and is on neutral terms with her at the moment.  

The Council

(Old Town)   The Council is one of the oldest mobs in town, dating back hundreds of years. Most politicians make nice with these guys, as it is believed that many of the members of The Council are politicians, or former politicians.  

Port Karn Mob

(Old Town)   Another really old mob, even older than The Council. They own the Old Docks, and get a percentage of all of the economic traffic passing through. They are relatively low key, mainly doing protection work, insurance, and smuggling. Lots of smuggling.  

Eastmob

(East District)   The only gang in the small East District, they keep pretty much to themselves. They have an area that is fairly middle class, so they aren’t as poor as other smaller organizations. Since they are so close to Raven Tower, where organized crime is forbidden, they are pretty careful about what they do where. They have a good relationship with the Flickerbugs in Golden Hill.  

Yardies

(Fishpole)   Ghent has a good relationship with these people. In a sense, the Yardies are a minor partner in a great many of the NT Skulls’ external business.  

The Order

(Merchant’s Heath)   Wealthy area, with a mix of middle class housing and businesses. They do a better job than other organizations in both keeping the peace within their area, and reducing overall crime; that is, robberies/murders/muggings; their people do not practice those kinds of things in their own territory. This actually causes some problems with The Royals, the 4th Street Mob, and the Hydras. Fortunately for The Order, they are strong enough to uphold their doctrines.  

The Royals

(Merchant’s Heath)   They have a disagreement with The Order, due to The Order’s people poaching on their turf. It’s not a full blown gang war, but it’s starting to simmer into one. They are in talks with the 4th Street Mob about a potential alliance against The Order.  

4th Street Mob

(Merchant’s Heath)   Wealthy. They, like The Royals, are not happy with The Order, and are talking to The Royals about it. It’s likely that they will form an alliance, at least until they put The Order in its place.  

The Flickerbugs

(Golden Hill)   Often shortened to “The Flicks” this gang has control of the area that includes the Old Arena, which still makes money. They, like the Eastmob, are very careful not to do anything untoward in Raven Tower, as they don’t want the full weight of the City Guard on their chests. Ghent is on neutral terms with them, although he has done them a few favors, which he could call in if required.

Structure

Hierarchy

Boss: Guildmaster   Underboss: 2nd in command. Responsible for ensuring that profits from criminal enterprises flow up to the boss; generally oversees the selection of crew chiefs and soldiers to carry out their duties. Takes command when the boss is unavailable.   Advisor/Right Hand Man: Acts as a councillor. Third ranked in the organization, but typically won’t have crew chiefs or soldiers working directly for him. There is usually only one of these in an organization.   Captain/Skipper/Crew Chief: Appointed by the boss to run his own crew of soldiers. Each Crew Chief reports directly to the Underboss, who gives him permission to perform criminal activities. If the boss decides to murder someone, the underboss normally asks a Crew Chief to carry out the order. He runs the day to day operations of his crew. His soldiers give part of their earnings to him, and then he gives a share to the Underboss. A Crew Chief can recommend to the underboss or boss that a recruit be allowed to win his crew as a mob associate.   Street Soldier/Button Man/Made Man/Wiseguy/Goodfella: Lowest level of gangster. A Soldier must have taken the Oath of Silence, and, in some organizations, must have killed a person to be considered “made”.   Street Thug: Low-level soldier, usually someone who does the day to day work of threatening, beating, and intimidating others.   Associate/Man of Honor: a person who is not a soldier in a crime organization, but works for them and shares in the execution of and profits from the criminal enterprise.   A Boss will typically put up layers of insulation between himself and his men so as to hinder city guard efforts to connect his orders to him. Whenever he issues orders, he does so either to his Underboss, Advisor, or Crew Chiefs. The orders are then passed down the line to the soldiers. This makes it difficult under most circumstances for the city guard to directly implicate a boss in a crime, since he almost never directly gives orders to the soldiers.

Public Agenda

Their primary agenda is to make money. But they also need to police their area, to keep the outside riffraff out. That is what the people in their area pay for, after all.

Assets

Decent. Not the richest of the mobs, but Ghent has done well.
Founding Date
624 AFE
Type
Guild, Thieves
Leader

Comments

Please Login in order to comment!