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Security of the parks: detailing
the security measures in place protecting the independent Gangrel Domain
of Swope Park and Fleming.
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The only PC characters that have radio
contact with the watcher are Palatine Officials. This includes the
Witan and their deputies, not the coterie members. PC ghouls that have
been assigned to the watcher teams have "on duty" access to a radio only.
(Currently this is only Karl Stanley)
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There are no camera's in Swope park
or in Fleming. The security reports that are IC referred to are the hand
written Daily Activity Reports of the park rangers and the Nightly Activity
Reports of the watchers.
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There is no "gate guard". The gates
are locked at sundown. To get into the park you must either have a key
or circumvent the fencing. Not hard for Kindred. It is assumed that
once you are acknowledged in the Palatine, your Gangrel character can obtain
a key for the asking.
Both parks are patrolled by mounted
Rangers with blood bound hound-dog companions. The night rangers are part
of the watcher system but not the entirety of it. Any PC may NPC a ranger
meeting PC characters from other clans, but mostly the Gangrel PCs will
not be confronted by any security people.
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Essentials: Gauntlet
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Shroud rating: The Ends of Empire book has wrought severe changes on the
Shadowlands. The wraithly stronghold within Swope Park was ravaged by the
Sixth Great Maelstrom. The survivors who stood fast against the mass invasion
of Spectres, and their outposts in the Park, are still recovering. The
base Shroud rating for the area is 6, lowered within the Haunt that remained
after the overwhelming force of the Maelstrom passed. Yet, those who seek
the Haunt from outside are just as liable to be beaten into a plasmic pulp.
Bands of hungry Spectres, or even the original residents, are equally likely
to send an invader off to a Harrowing for her trouble. As if that risk
wasn't enough, lesser Maelstroms battering the isolated wraithly Necropolis
still pose a problem.
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Gauntlet rating: The majority of the Park has a standard Gauntlet of 7.
The areas secured by the Gangrel as 'secret/Clan only' have a Gauntlet
rating of 10. This includes, but is not exclusive to, the areas listed
here.
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Banality: The Park is not a source of Banality in and of itself; however,
the Gangrel residents certainly are. As the average vampire has a Banality
rating of 8-9, prolonged exposure to their presence is hazardous to the
fae.
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The Swope Park Zoo: It should be noted that as an "eternal night" room,
the Zoo's operating hours take place 'off-stage,' as with all daylight
activities in the Park.
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Penumbral aspect: Travel through the Umbra here is a dangerous prospect.
There have been occasional sightings of hideous and powerful corrupt spirits;
only the Gangrel might have any idea why. In addition, a number of Naturae
and Elementals watch over and protect the Umbral aspect of the Park.
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Clan Gangrel's Mortal Influence over Swope Park
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The Gangrel control the Zoo's administration. A number of the Clan's members
are employees of the Park, as well. Rori Windwalker has taken control of
the Park Rangers. The Gangrel have befriended two mortal gangs in the area,
and has allies within the Camarilla to potentially sway many other aspects
of the city's mortal authorities in the Clan's favor.
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Mortal security forces for the Park and Zoo have been ghouled by their
respective Kindred caretakers, and perform patrols of their areas on foot,
in golf carts, or on horseback as appropriate. The Park Rangers in particular
handle most contact with careless mortals who trespass on the Park grounds
after dark. The Rangers also make use of blood hounds to aid in tracking
down trespassers, with the beneficial side effect of the animals' tendency
to react badly to Obfuscated vampires in the area. The Park's various guardians
stay in radio contact, and are armed. The Zoo's night security staff has
access to tranquilizer dart guns, and the industrial-strength tranquilizers
will work as well against an African bull elephant as a raging Lupine.
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The Zoo closes at sunset, and is locked down. The Park also closes at night,
its own gates locked. Vehicles used by the Gangrel Clan members are parked
in a secured employee lot at the Zoo; cars in the pubblic lots are towed
with impunity. The animals in the Zoo are displayed in natural-style habitats,
not some plain old square cages. At night, they are not in their display
habitats for trespassers to see. Many of the Zoo's animals, unfortunately,
are not nocturnal, and don't appreciate being disturbed. They are kept
in secure places to sleep where they cannot be viewed. They often
provide enough of a security measure on their own, sounding off quite a
ruckus when they are awakened. When some sort of interaction is desired
at the Zoo or elsewhere around the Park during the day, it must take place
'off-stage.' The Swope Park room is one of the 'eternal night' rooms, in
deference to Gangrel players who visit the site during Necropolis's daylight
hours. For an example of what the Zoo is like, Click
Here.
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Finally, the animals within the Park are also a valuable resource for the
Gangrel. Through use of Animalism, many of the creatures that reside in
the Park act as eyes and ears for the Clan. There are also unfounded rumors
about a pack of wolves that supposedly live in the Park. While that
pair of eyes in the dark may not be human, it could well be an animal in
touch with the Gangrel... or one of the Clan themselves, in animal form.
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The Gangrel Sniper Teams: Some heavily notched guns
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Several of these four-man teams may be on duty at any given time in Swope
Park. A variety of Gangrel characters serve on the sniper teams as well.
All are trained in marksmanship, and get plenty of practice. They use radios
to stay in contact with each other and the Clan's enforcers, relaying locations
of invaders in the Park, their activities, and their supernatural 'species'
if applicable. The radios are NOT the only communication they have, some
of the more kindred leaders do not rely on radio but prefer the combat
sign language if in line-of-sight.
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The teams have a number of members capable of aura-scans using Auspex 2,
Aura Perception. They tend to consist of three ghouled riflemen and one
Kindred spotter, who possesses the Auspex for aura-scans. Anyone who enters
Swope Park without first receiving permission from the Jarl can expect
to be intercepted and escorted out, killed, or eaten...depending on just
what they are.
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Kindred are generally met by the Clan's enforcers, while non-Kindred can
expect worse treatment. The independent Gangrel Chronicle requires that
a character sheet be submitted for approval when a new Gangrel character
is introduced; our character guidelines and submission form are available
for all interested players.
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Even so, the Gangrel hold to the Traditions; maintaining the Masquerade
is paramount. They adhere to the Jarl's Rules of Conduct, which the
Constable is in charge of enforcing. People whose mere presence constitutes
a breach of Masquerade, or an imminent threat to it, are dealt with harshly
-- even Clan members who are new to town are expected to heed the Traditions.
A quick escort at gunpoint from the Gangrel Domain is the kindest response
such a threat to the Masquerade may expect.
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The Sniper Teams' combat stats, used mainly for volleys of sniper fire
from surprise, are as follows: Dex 3, Perception 3, Firearms 4. They observe
targets, giving themselves time to aim; they use aimed shots, adding their
Perception rating to their firing pool after spending some turns aiming.
They also add 2 dice for using sighting scopes; while they have laser targeting
sights, they are not used for serious work, but to scare off people. In
short, each sniper has 12 dice in his pool to fire his first shot. They
use a variety of high quality hunting rifles, which are silenced in keeping
with the Masquerade, but subsonic ammunition is not bothered with. In the
wide expanse of the Park, the woods swallow up what noise they make.
The Sniper Teams' firearms are 30-06 (or 30-30) hunting rifles ranging
in brand from Remington, Winchester, or Sauer depending on the preference
of the shooter. Their ammunition for the most part consists of silver nitrate
hollowpoints with holy water waxed into hollows. [Damage 8 (+2 additional
for hollow point.) The holy water adds +1agg (unsoakable) to Kindred.]When
Garou are being fired upon, the ghouls will choose silver hollow points.
The spotter for the team carries a 12 gauge shotgun, either the 870 Special
Purpose Magnum, Model 332 Over and Under, or the ever popular 11-87 SP
Super Magnum. The rounds are staggered when loaded, going buckshot, slug,
buckshot, and so on. A variety of shotgun slugs are available on the market
right now. The 12 guage is perfect for close combat and will drop any intruder
in a few blasts who gets too close for comfort.
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Allies of the Gangrel
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Among the Kindred, the Gangrel have found allies in the Camarilla and other
Clans. Some members of these various factions have received permission
to visit the Gangrel Domain. The Domain Guests roster notes these Kindred
by name. Details on the Clan's alliances among the Kindred are known only
to them. The Sabbat are at war with the independent Gangrel as well as
the Camarilla, however; any known Sabbat are executed on sight, as are
any later found to be Sabbat.
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The Gangrel do have a handful of non-Kindred allies to their credit. Most
of these, of course, are ghouls, whether they are human or animal in nature.
Any others will either be escorted out of the Park, served up as dinner
for the Kindred, or perhaps just destroyed if they make trouble. None of
the Gangrel are interested in harboring any of the so-called Reborn, or
mummies, within the Clan's domain, and the Caern's declared war against
all vampires certainly precludes any relations whatsoever with changers
of any stripe.
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Even the Gangrels' ghoul allies must tread lightly within Swope Park. Bringing
enemies into the Park, and any other action that might be taken as hostile
could easily result in the untimely death of a supposed ally. The Clan
will not tolerate abuse by any of their allies. They are expected to leave
well enough alone; their help is not necessarily needed, or desired. Only
those who have earned the trust and respect of the Clan's members take
some part in the Park's defense. It is a responsibility which should not
be taken lightly.
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The Gangrel clan also has a number of allies among the surviving Wraiths,
although they are hardly as numerous as they once were. Although they are
busy for the most part with retaking their minor Necropolis (the Wraith
use of the term, not the city name here) they may still be working with
their unliving allies.
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