Dyrinek Gang

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Level I

Score 236

06/01/24

Mostly young, disenfranchised xenos who have turned to crime and found strength and solidarity with each other.

turf: Lost Paradise, a club with an attached warehouse where the gang does its business (HQ).

NPCs: Dyrinek (xeno, revolutionary, proud).
  Burn (Memish mystic,  xeno, fast, overconfident, untrained). 
  Radds (human, hacker, smart).
  Myrk (xeno, gun enthusiast, hothead).


notable assets: A collection of high-end hoverbikes used to cruise through their territory. A few minor artifacts some of the leaders have attached to themselves.

quirks: When a new member joins the gang, they all go out on a drunken tear across the city, leaving a swath of wreckage in their wake.

allies: Cobalt Syndicate

enemies: Hegemonic News Network, House Malklaith

situation: The gang has had its run-ins with System police and the HNN paints them as lowlifes with no future. Dyrinek wants to send a message that they won’t be so easily dismissed, and plans to take over the airwaves to broadcast the gang’s punk ideology. All they need is the opportunity.

Connections

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