MobKids
Children of Organized Crime
"That was very stupid. You just don't do that."
"It doesn't matter what you want; I can help, for a percentage."

        The corporations rule the mall, the airwaves, the government, and the Net, but they don't own the street. As the corps have become more strict, more people have become desperate for 'inappropriate' goods and services. In the pursuit of power and profit, organized crime is filling those needs. You realized early on that you wouldn't fit with the corprate lifestyle, but you wanted the power, influence, and resources that went with it. You heard that the local crimelord needed juves for couriers, contacts, and pushers, so you did it; you became a MobKid.

What you look like
       Your dress reflects the business you're in. You need respect, an air of professionalism, and the ability to blend into your surroundings. This means dark suits and sunglasses are common, but not universal. Those who make a name for themselves may experiment a little with their outfits. After all there are instances where a signature dress can come in quite handy. Yet even the higher levels only experiment slightly, say by wearing a cowboy hat or rose boutonniere. The lowest levels also have a lot of fashion choices. This freedom allows them to blend in with the customers and contacts, so the police won't notice them.
        There is one constant among all MobKids: communication. At any moment, a call could come in from a superior. If you don't respond promptly, unless you have a VERY good excuse, your superiors could mark you as a liability. Since speed is everything, no MobKid is every far from thier cell phone. When they're old enough, most MobKids have a cybernetic phone splice installed as a matter of course. If you see a juve dressed in rags, but talking on a cell phone, it's a safe bet that you're looking at a MobKid.

Subculture
       Your subculture is based on organized crime and all its dealings. You use the business to judge consequences, friends, enemies, and reality. Aside from that, the driving motive is power. Some kids misunderstand power to just mean money, but you realized that it is the ability to know what's happening on every street corner in the city. You realized that it is the clout to buy and sell lives as easy as V-chips. Money is just a means, power is the end.
        To the ends of power, your yogang follows organized crime in its structure. You maintain a very strict heirarchy, with lower members dependent on superiors. While favors may give a lower member an edge, only service can raise them up in the ranks. The individual yogangs are usually divided two ways. The first is by its 'parent' organization. Except for rare occasions, no MobKid from a yogang 'sponsored' by the Mafia will mix with one 'sponsored' by the Yakuza. The yogangs on either side are never truly at peace; at best, they have temporary truces and cease fires. The second division is according to business and is fairly loose. Those with more of an extortion bent will stick with those similarly inclined. The same goes for the drug trade and so on, but favors, information, resources, and individuals flow between them easily.
        In the end, it's not weaponry or skill that attracted organized crime to the young; it was their connections. Most MobKids realize this and spend most of their time on the street trying to collect more contacts, more information, more secrets. A big score helps, but opening a door to a stream of smaller scores will help even more. No yogang is more interwoven with the street than you. You will listen to anyone, ignore no one, and deal with everyone, provided it helps your career. After all, these are just the first steps on a very profitable, although dangerous, lifestyle.

Belonging
       The main requirement to enter the MobKids is a strong leaning towards the criminal. Usually, friends or family slowly bring in new members. You, on the other hand, weren't so lucky. It was years of catchy scams and small dealings before you caught their eye. Even then they waited, checking and rechecking to make sure it wasn't a sting. When they finally accepted you, they started you out as a courier or doorkeeper, but as you showed initiative and loyalty, your duties increased. While you still don't have a significant amount of power compared to an adult, your connections will serve you well as you continue to climb.
        The most horrible crime a MobKid can commit is betrayal. If a MobKid sells anyone out without a superior's okay, he will be removed, and no one leaves the MobKids alive. Anyone trying to leave or judged to be disloyal is killed. Making a mistake while performing a job may not result in your removal, but it will probably result in some form of torture. If you see a MobKid with only nine fingers, you know they made an error. If someone plans to leave the gang, they had better already have protection and transportation, because they deal with traitors promptly. It's nothing personal, just business.

Allies and Enemies
        You count almost anyone with a criminal bent (or can be bent) among your allies, but you have stable relations with four yogangs. MallBrats are some of your best suppliers, and you provide a healthy profit for them. Meanwhile, the Trogs, BoardPunks, and GoGangers are your couriers and smugglers. The only yogang you consistently have trouble with are the Guardians, naturally. But the Vidiots and StreetFighters have been known to be nuisances. The cops are usually more of a problem than the corporations, but that is a trend, not a rule. The bloodiest battles happen when two syndicates declare war on each other, turning the streets into a temporary war zone.

Slang
B.B.: Big Brother, the ISA
Socks: Money (both have to be laundered)
Blue Eyes: Cops
House Recipe: An illegal business
R and R: the drug trade
Math 101: loan sharking

Yogang Skill: UNDERWORLD (Int)
       Let the other kids think they know the street; you know what the street really is. The street is a constantly flowing river that only a skilled hand can navigate. It's your business to know the streets and the people on them. You can use Underworld instead of StreetSmarts, and every roll will be one difficulty level easier. For example, you not only know whose square it is (Easy), but also their main enemies (Easy), their needs (Average), their supllies (Average), and general tactics (Difficult). You may also be able to wrangle a meeting with their leader, no strings attatched (Very Difficult). Also, if you're going to do business, you have to be understood, so you may use your Underworld - 1 as a replacement for GenSpeak.

If you're a MobKid,
1) Tell me your name age and sex.
2) Describe yourself.
3) Apart from your v-trodes, pick 4 things that you are carrying.

  • Medium Autopistol
  • Light armor jacket (AR 3)
  • Switchblade (DC 2)
  • $900 (your weeks pay)
  • Cellular phone
  • Snoopbox

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