Difference between revisions of "West Coast Monolith"

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*Avoid interfering with legal authorities such as Lone Star and Knight-Errant if possible. If your work intersects with one of their operations, retreat and concede. This does not mean they're allies, however.
*Avoid interfering with legal authorities such as Lone Star and Knight-Errant if possible. If your work intersects with one of their operations, retreat and concede. This does not mean they're allies, however.
*Minimize civilian casualties. Property damage isn't a huge deal, but only risk collateral damage in metahuman life in life-and-death situations.
*Minimize civilian casualties. Property damage isn't a huge deal, but only risk collateral damage in metahuman life in life-and-death situations.
*Torture is not preferred as a method of interrogation.  
*Torture is not allowed as a method of interrogation.  
*Capturing enemy combatants may be done for interrogating purposes, but always at disposable locations. If they co-operate, release them after dosing them with a memory erasing substance such as Laes or Pixie Dust.
*Capturing enemy combatants may be done for interrogating purposes, but always at disposable locations. If they co-operate, release them after dosing them with a memory erasing substance such as Laes or Pixie Dust.



Revision as of 10:00, 11 April 2021

West Coast Monolith
WCM.gif
Paramilitary organization founded by Vichnozeleny
Connection1
TypeParamilitary Gang
Player May JoinYes
HealthMaintaining
Area of OperationDevil Lake, Redmond


Faction Information

Summary

A stealth and marksmanship-oriented paramilitary organization aimed at protecting civilians in more lawless security zones and tracking down dangerous paracritters. As hunters and vigilantes, they aim to make sure criminals don't get off scot free even in slums.

Goals

  • Protect the average Joe
  • Hinder and exterminate organized crime hustlers
  • Acquire more defensible headquarters
  • Upgrade armor and armaments
  • Establish neighborhood militias capable of defending themselves from gangs

Rules of Engagement

  • Do not assist criminal groups in harassing civilians. Working with organized crime is fine so long as your actions are aimed at other criminals, such as gang-to-gang warfare.
  • Do not get caught or spotted while working. Stealth and subterfuge are key to remaining operational. Going loud only as a last resort is recommended. Failing direct action, setting traps or even outsourcing work is preferable.
  • Avoid interfering with legal authorities such as Lone Star and Knight-Errant if possible. If your work intersects with one of their operations, retreat and concede. This does not mean they're allies, however.
  • Minimize civilian casualties. Property damage isn't a huge deal, but only risk collateral damage in metahuman life in life-and-death situations.
  • Torture is not allowed as a method of interrogation.
  • Capturing enemy combatants may be done for interrogating purposes, but always at disposable locations. If they co-operate, release them after dosing them with a memory erasing substance such as Laes or Pixie Dust.

Rules of the Faction

  • Follow protocol. Occasionally a lower rank may have situational authority, but by default a corporal will obey the orders of a sergeant unless said orders violate faction rules.
  • Any metahuman and metatype may join. Infected that drain essence or must otherwise consume the living are not allowed to be a part of WCM. Ghouls and gnawers, as they can eat the deceased, may join.
  • No metaracism allowed. If the initiate is capable and abide by the rules, they are allowed to join. Elves, trolls, dwarves, orks, centaurs, you name it. Even shifters and SURGE metatypes enjoy this same equality.
  • Membership is assumed to be for life. Exceptions can be made if the member petitioning for leave is deemed trustworthy enough to not leak information. Deserters will be tracked down and executed as quickly and painlessly as possible.
  • Money only after completing jobs, never before. This applies when members offer work or accept it. Those in need without money to pay can pay back with service (for example, anonymously taking supplies to Devil Lake).

Major Locations

  • Devil Lake Camp - Initial lodgings making use of a set of abandoned 1990-built wooden cabins. The perimeter is rigged with cheap motion sensors and two guards patrol the area around the clock. Security is discreet instead of overt to avoid detection.

Leaders

  • Vichnozeleny - Founder, but mostly consults and participates in training as well as acting as the closest thing the faction has to a moral compass. She doesn't assume a direct hierarchical position of command.
  • Bolt - Previously known as Bolt "McBigflank" McMuscle, the Johnson of Me And The Bad Boys who provided Evergreen with the initial influx of troops acts as the faction's de facto leader. He's meatheaded, but boasts plenty of combat experience.

Background

Having been transported across the globe to save her from a brainwashing toxic cult, Vichnozeleny, known to most as Evergreen, has struggled to find a place in society. Having done plenty of border patrolling for Warboss in the Ork Underground, Vic saw the same need for neighborhood patrols as what Duty had done within Ukraine's Exclusion Zone. To put her past experiences to practice and for the good of everyone is the closest she can get to making her skills useful. Ever since Me And The Bad Boys she's had forty recruits straight out of Knight Errant's HTR pipeline at her disposal. Clearing a temporary camp by Devil Lake in Redmond, she taught them basic survival and began drilling small unit tactics posthaste. With their already hard physical conditioning supporting them, Vic could teach them the harsh, cold and emotionless lessons of the Zone. These once Ares-owned future cops were slowly turned into stealthy, shadowy exterminators aiming to execute petty criminals and organized criminal activity aimed at protection money quotas and harassing the general populace.

Allies

  • None, since they're mostly a negligible force in the region.

Enemies

  • WCM considers itself fundamentally hostile to most gangs and organizations that demand protection money from neighborhoods. This will include the likes of Crimson Crush, Cutters and most Yakuza such as Kenran-Kai and Shotozumi-gumi.

Current Status

Having barely gotten up to its feet, the faction is primarily concentrating on reinforcing its camp and consolidating its forces as well as acquiring the necessary armaments to wage its shadowy war against organized crime. It's small and has to struggle with the most basic of logistics.

Members

Formerly known as Lion Company of Knight Errant's Police Academy's HTR pipeline, over 40 recruits have become the initial members of WCM. They've all received single word callsigns as was tradition among the initial cult Evergreen was once a part of. Most of these are surprisingly mundane, albeit fringe terms such as Twig, Friar, Scarecrow, Murk or Skinflint. Members are organized in squads of five; four corporals, one sergeant acting as squad leader. Four squads form a platoon, headed by a lieutenant. Currently there are only two platoons.

  • Platoon Alpha, led by Lieutenant Theory:
    1. Sgt. Chunk, CPLs Deadlift, Trunk, Friar and Chester.
    2. Sgt. Slaughter, CPLs Stag, Runner, Bass and Drunk.
    3. Sgt. Spear, CPLs Murk, Rocker, Twig and Lampshade.
    4. Sgt. Salt, CPLs Oak, Dirk, Brick and Butch.
  • Platoon Beta, led by Lieutenant Bulk:
    1. Sgt. Grit, CPLs Lesion, Twitch, Mountain and Candle.
    2. Sgt. King, CPLs Fanatic, Doc, Tangle and Sparrow.
    3. Sgt. Thorn, CPLs Tone, Otter, Poker and Screw.
    4. Sgt. Buck, CPLs Sunrise, Veles, Bear and Svarog.
  • Armsmaster: Specialist Flashlight, in charge of logistics and armoury.
  • Communications: Specialist Painkiller, in charge of decker and rigger duties.
  • Infrastructure: Specialist Border, the closest thing they have to a chef, but mostly the reason everyone eats pre-cooked meals. His food is absolute garbage. Also a border guard whose SIN got burned since he ran off with his brother.

Narrative Significant Runs

NameGMMetaplotDate of Run
The Great WaveAsmodeusThe Arrival22 March 2085
Guerilla GangoonsAsmodeusThe Arrival3 January 2085
Borg BetatestingLHOG4 October 2084
Oasis of the SoulAsmodeusThe Arrival5 August 2084
Finally In The Middle of Some CalibrationsAsmodeus10 July 2084
Transdualist ParadoxesAsmodeusThe Arrival26 June 2084
Troubled Texan's Technomancer TaskmasterAsmodeusThe Arrival15 May 2084
Monolithium PowersAsmodeusThe Arrival26 April 2084
The Call of the MonolithSarcarianThe Arrival31 January 2084
Scale And ProphetAsmodeusThe Arrival27 January 2084
Activating My AlucardAsmodeus26 January 2084
Remaining StrangersAsmodeus3 August 2083
Me And The Bad BoysBloodLibrarianHail to the Pumpking10 April 2082


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