Wyrd Is Bond (Gang)
Wyrd Is Bond (Gang)
•
b(tf\\ ~~om( ~~ ~~
Elissa Carey Carlo Barros
Sean Benjamin Jaffe Leanne Buckley
-ect'tfed ~ TS Luikart
Elissa Carey Gareth-Michael Skarka ~~
Leanne Buckley
'At&:l ~ -lo "ij(( ""'6 ~ "l~ -who have helped me and supported me
since the release of Little Fears. This follow-up is a long time coming but you didn't forget
about me. My gratitude goes to you all, especially: Shane Lacy Hensley (for the way in),
George Vasilakos (for reading on the plane), Jon Leitheusser (for the unexpected but appre-
ciated nod), Philip J Reed (for the truth), Ron Edwards (for the booth), Jacob Norwood (for
the swordplay), Peter Adkison (for the game), all the guys at Human Head-even my arch
nemesis, Matt Forbeck (for the silver medal), Greg Stolze (for the books), Dennis Detwiller
(for the plush), Ken Hite (for the apologies and the sales), Brad Elliott (for the dinner), Todd
Luikart (for the annual game), Gareth-Michael Skarka (for the lingua and the sass), Aaron
Rosenberg (for the trade), Jesse Scoble (for the story about beer), Adam Jury (for his hair),
Sean & Pidge Jaffe (for the note), Joe Tierney from Tyranny Games (for the missed opportu-
nity), Oliver & Oliver from Feder und Schwert (der Ton und die Wut), John & Neko from ?eme
Cercle (pour !'argent), and everyone else who gave me hugs, handshakes , and high-
fives (for the hell of it).
~~W.. This game is a complete work of fiction. All people, places, and associa-
tions referenced herein are fictitious. This game is not meant to simulate or condone gang life, magic,
drug use, alcohol, sex, or vandalism. Did I really need to say that? Th is work was wholly constructed
by its creators. Any resemblance to previously published work is entirely coincidental.
~~
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~o~ 11-ti~ f-tE.~E. i~11-tE. ~10~ of a hot
--j-GI
-,
The night progressed and soon the battle was on._ ;
August night when a five-percenter from the 'hood I'll give the West Coast pack their props; there was ,
found his Wyrd and with it, a new name. 'Course definitely some talent at Mack's that night. All else
he wasn't looking for either, but that's how it go. was eclipsed, though, when Heaven's Echo
Our boy, we'll call him 'Jeffrey' for now, began his mounted the stage. Damn, ya'll, what can I say?
fateful evening with a battle and ended it with a They were sweet, but their tones were dark. They
fight. Along the way, he got a bit tore up, met some cut ·some ill beats, and while most of the crowd was
weird folk, and learned a few things. Not a bad impressed, the sensitives in the house, like yours
night in the City of Angels, though Jeffrey likely truly, were sick to our stomachs. That is to say,
thought otherwise at the time. Jeffrey was one of they rapped about wicked acts with style, but any-
those hard cases who had managed to better him- one with the Wyrd knew they were bad news, a'ight?
self and get up an' out. He could've chosen other-
wise, but he didn't. After college, he came back to Then Jeffrey, up he steps to the mike. After
South Central to help clean up his old community. Heaven's Echo, he didn't look like much, just a
There were fools who said he returned to lord it strapped guy in his twenties with a grey hoodie. I
over everybody, but most everybody respected him think everybody pretty much figured the D-Men al-
and knew better. They said he was the sort of ready had the cash in [Link] then Jeffrey got his
brother you could always rely on. When things grip on. There are nights when nothing goes right
would get rough, though, Jeffrey would get his game and nights when our muses wax us hard. He had
on at the open mike, and his grip was widely re- himself one of those latter nights.
garded as solid.
Check yo-self. What do you see?
So one night, Jeffrey had made his way to a little You think I'm ta/kin to you,
place off Crenshaw called Mack's Flak Shack for But I'm ta/kin to me.
an evening of slam poetry and impromptu duels. Think you see a baller?
The Flak Shack was hosting a battle for prizes, and Think you see a playa?
Jeffrey was formally invited. The streets filled the OG on the mic, honey s/ay'a.
place, out to see theirs represent on center stage Dope in the fly ride,
'cause the Flak Shack is definitely neutral ground. chrome ready at yo side.
Bloods eyed Grips through the smoky haze, while Blind'n fools with a flash
gangstas traded snaps in the shadows. The buzz of your bling-bling.
had it that real talent was going to step up, and Is that what you see?
some industry heavies were present on the low Yo, this is gonna sting.
down to check out all the mad rhymes. I knew that I see corpses and walkin' dead.
part was true. My partner and me were kick'n it Our doctors, our nurses,
incognito style, which is why this story is partially they all shovel lead.
mine to tell. Black Kali's singing,
four arms swinging.
But Jeffrey, he was just there to chill and do his Hindu goddess cal/in',
thing. And my boy and I weren't actually there to every mother bawlin'.
see Jeffrey. We'd heard some ominous stories You wanna be a banger,
about a new trio of cold slingers from the D-Men, an ice slick ganger?
called Heaven's Echo, who were going to take the Sippin' from the nectar,
stage that night and we wanted to scope them for all you be is Lecter.
ourselves. They weren't hard to spot. Their spin- Feeding on ya own kind,
ner, DJ Echo, wore a silvery-grey suit with a pearl fucking up your only mind.
tie tack. Their beat master was half the size of a Think I'm dissin',
Buick and looked twice as hard. He wore black this is an attack?
robes and answered to Type 6. I knew their front Who holds your little sister,
man, Foolcarver, was a dangerous piece of work when she's screaming from the crack?
the moment I saw him. He looked like a snake that
had figured out how to stand upright. That was his warm up; he just got tighter after that.
5
I looked over at Heaven's Echo, and saw the ex- "Yeah, that sounds cool."
pression on Foolcarver's face. It wasn't pretty. I
was thinking about goin' over to talk to him when I So we hopped in my car and we drove for a while,
felt the energy in the room twist. The crowd started talking and laughing and having a good time. Just
straight trippin' as a corona of light began playing about the time I was thinking this girl was really
around Jeffrey. His words threw up images in the special, my ride exploded into flames. Not the en-
energy display, but he was so intent on his rhymes gine, the whole thing. I grabbed Claire and we dived
he didn't even notice. I suppose it's a good thing out the door as my baby rolled to a blazing,
we were in L.A., 'cause I could hear people talking crumpled stop in the middle of a street lamp. I
about the "special effects." Wasn't no FX, homes, looked at her and started to say something, but a
Jeffrey's powerful emotions tapped into the power fist the size of two 40s strapped together knocked
of the Wyrd. I told my nigga, Da Hang'd Man, that it out, along with one of my teeth. I slammed back-
we had to have a chat with that brother soon. ward into bricks, managed to duck the next punch
and threw a couple of my own. It was like punch-
Jeffrey's set ended and the Shack just lost it. If ing iron, but I heard a satisfying "uh" as I caught
there was anybody left in line, they didn't want to him in the kidneys. He reared back and I saw who
go on. He was declared the winner and he took his I was fighting for the first time: Type 6. I heard a
prize. laugh that sounded like a rusty buzz saw and looked
around to see Foolcarver standing over Claire.
Right then, dumb luck smacked me upside the
head. A little ganger that'd been eyeing me for hours "Get the fuck away from her."
saw through my disguise while I was trying to ap-
proach Jeffrey. "Hmm. I think you should be more worried about
yourself, bro."
"Holy shit! Wee-Lo Fortune! Fuck, ya'll, it's Wee-
Lo!" What was I gonna do? I couldn't front, he had "Ya'll are some sore losers."
me. Fans mobbed Da Hang'd Man and me, and
Jeffrey slipped away. Next time I saw him, he was "This has nothing to do with losing, and you know
----
bleeding, dazed and lucky to be alive. it. Using the power of the Wyrd like that was petty,
boy."
So I walked out of Mack's with 500 dollars in my Actually, I didn't have any idea what he was talking
pocket, which can be fairly dangerous if you don't about. The Wyrd? Type 6 lunged at me again, but I
have a clique with you, but I didn't give a damn dropped and ball-shot him. I leapt past him as he
because that night, I was the man. The stars looked fell and kicked ol' Foolcarver upside the head.
right, my game had been on. All I needed was a girl When he staggered back, I noticed he was carry-
S;~~ito be ball in'.
ing, which changed the game real fast. I followed
up, hurled him towards my burning car, grabbed
Claire and ran.
This stupid fly honey comes walking towards me, I don't know how long we ran, maybe a mile or two.
smiling, and I'm looking around to see the lucky I know we were somewhere near south Compton
bastard she's smiling at when I realize he's me. when we finally stopped to catch our breaths. After
· ·she said her name was Claire. Anything Claire a minute or so, I realized that Claire wasn't breath-
didn't have, Claire didn't need. We chatted for a ing hard; in fact, she hadn't even broken a sweat. I
while, long enough to know that we were diggin' studied her as I leaned against an alley wall.
each other, and then she smiled at me through
- - - - -Polly-Style Pink lips and asked what I felt lik.e do- "You must work out a lot."
"Something like what?" said a new voice. I turned "When will I see you again?"
to see four women, each one as beautiful in her
way as Claire was. The first, the one who had spo- She smiled, a little sadly I th ink.
ken, was an ebony sister with long cherry red nails.
Claire smiled at the newcomers. "I like you, Jeffrey. That's why I never want to see
you again." She walked away, then paused, con-
"Leave a lady to burn." sidering. She turned her head, winked at me, and
smiled one last time.
"Oh-ho. A genuine hero. Rare these days. Then
again, I always like 'em rare." All the women but Her smile was a row of razor sharp fangs.
Claire laughed. Claire said, "Please Scylla, let him
be." I sprinted the way she pointed, towards Peristyle
Street.
The one called Scylla studied me for a time and I
met her gaze, but I didn't say anything, waiting to Two things you should know: I'd never heard of Peri-
see how this bizarre little conversation was going style Street before that night and I've never found it
to play out. She finally looked at Claire. again since.
"Did he truly save your life?" Peristyle Street proved to be a long winding series
of chain-link fences, decaying houses and the
"Yes." burned-out husks of old cars. The only light, other
than a few blinking street lamps was a neon sign
Scylla slowly ran her hand over my jaw where I'd over a flophouse that read, "Guinea." Two mean
been cut. She studied my blood on her fingers for looking bloods with shades, even though it was 4
a time and then she nodded. a.m. or so, regarded me as I approached. When I
was close enough to see them clearly, I could see
"Fair is fair." Claire breathed what sounded like a they both had cross-shaped scars on their fore-
sigh of relief. Scylla produced a handkerchief and heads.
wiped her hand off, then handed it to me.
"I'm looking for Kingston?"
"Keep it as a souvenir, stud."
Their expressions didn't change; their faces didn't
"Thank you." I really didn't know what else to say. even twitch. One of them turned and opened the
"Boy, if you had any idea how lucky you just got." door. A visible cloud of sweet-smelling smoke rolled
She shook her head. "Come on ladies, the night's out of the opening and past my feet. I walked into
still young. We'll have to dine elsewhere." Claire Guinea and looked around. The smoke came from
walked up to me as the rest casually strolled away. a whole load of seriously huge ganja joints, a
"You need to go now, Jeffrey. Those D-Men are hardcore looking crew of dread locked brothers gath-
still coming for you." ered around a table playing cards the ones doing
most of the smoking. The rest of the room was lost
"How do you know that?" in shadows and flickering candlelight. One by one,
they looked up until all of them were looking at me.
"I can smell them." One of them had wh ite face paint smeared across
his face and razorblades threaded through his
"What? Who were those women? They're your plaits. None of them said a word.
clique, right?"
"I'm looking for Kingston?"
"You don't have time for twenty questions, Jeffrey.
·~
"Are ya, now? And who might you be?" asked Then he pulled a gat.
Facepaint.
I was going to die, in the park that I'd built for chil-
"My name's Jeffrey. I don't want any trouble; I'm dren, gunned down by a weird head case because
just trying to go home. A girl, well, I guess she was one night I put together words smoother than he
a girl, told me to come here and ask for Kingston did. It just wasn't fair. I spat at him and what I
and tell him the Blood Queens would like it if he thought were my final words came out, much to my
would help me out." surprise, in rhythmic meter ....
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10
From the cave-scrawls of ancient tribes who knew
-
into popular culture. When the Blues birthed Roc~f
'N Roll and Funk, each in turn mutating and chang-
ing, the Wyrd's essence and its practice followed. •
no tongue other than the Wyrd, to the oracles and
star-gazers of Imperial Rome, to the second-sighted Eventually the 1970s crowned and with it grew a
Pharaohs descended directly from the gods and new musical form. The hipsters called it rap and it
up to the dark-robed diabolists of Medieval Europe, was a powerful unifying tool to those who sought it.
use of the Wyrd has ebbed and flowed throughout Its background was a mix of old hits, heavy bass,
the course of man's recorded history. and a hypnotic looping rhythm. Over this a vocalist
slung street poetry, fast and lyrical, and these Mas-
Even when employed by the gilded ranks of soci- ters of Ceremony had something to say-about the
ety, manipulation of the Wyrd was always a poor world and about them.
man's trade, a utensil of the underdog. This is true
even when faced with the names of affluent practi- Despite its relevance, this music was shelved as
tioners, as they were the exception and not the rule. "black music" and didn't make it into mainstream
True magic has always wound its way through the airwaves. Still, the music and the movement grew,
peasants and the gypsies and the indentured ser- and rap (along with its cousin, hip-hop) proved that
vants. Magic spread from parent to child, from they didn't need the approval of the syndicates to
house-maiden to stablehand. Knowing this, it should be heard. Enjoying a fair amount of play on college
come as no surprise that when the European prac- radio and a booming presence on the club scene,
titioners of the Wyrd (whose philosophies and ritu- rap endured and finally, after a few false starts, won
als are still the strongest and most common) a place in mass media. A handful of superstars were
crossed the pond to the New World, certain aspects born, their songs hit the music channels, and some
of the Wyrd were already there. The tribal natives, of the artists went on to make movies and sign lu-
who were downright poverty-stricken as far as the crative endorsement deals.
European practitioners were concerned, had at-
tuned themselves to the transcendent and ances-
tral aspects of the Wyrd long ago. Soon another
set of tribal natives, this time transplanted from the Rap hit the mainstream first, with the environment
veldt of Africa, would bring even more of the Wyrd it stemmed from finding the limelight second. The
to America. public's first opinion of it all was that this was just
the music of the inner-city. It wasn't until almost a
As the twentieth century loomed and the Nuclear decade-and-a-half passed that the magical subcul-
Age along with it, a large concentration of the Wyrd ture made the news. Of course, by that time, gangs
found itself in the homes and hangouts of the Deep and the gangster lifestyle were already making
South. More than one famous blues musician wove headlines-in a bad way.
a little magic in the strings of the guitar and tied a
bit around the very notes he lifted out of his throat. The very idea of gangs was upsetting to the public.
One guitarist in particular wanted to master the They saw young kids murdering each other in the
Wyrd so bad he sold his everlasting soul to the Devil street over drugs, shoes, or for wearing the wrong
himself. Such a tale is a classic example of just colors in the wrong part of town. Since gangs and
how intertwined magic and music are. Many an- rap came from the same source, they were inextri-
cient cultures employed music in their rituals-ev- cably tied together in the zeitgeist-even prior to
erything from the ululations of a communing high the proliferation of "gangsta rap." When slinging sto-
priestess to the practiced chords of the swami's si- ries broke, everyone saw that it was happening in
tar to the pulsing primal beats of tribal drums, mu- the same areas and slinging got rolled in with gangs
sic has always been a great focusing tool for those as well.
who perceive the Wyrd. The Blues brought that mar-
riage into the modern world. Unlike rap which was initially an innocent bystander,
slinging and gangs are actually tied together. For
As the Blues spread along the banks of the Missis- one thing, the new breeds of magicians were
sippi River and ventured west to the bright lights brought into magic through gangs. As the run-of-
and palm trees, the Wyrd slowly integrated itself the-mill member was known as a "gangster" or
II
"gangsta," their magical counterparts became
known as "slingers"-a diminutive of the term
"spellslinger." While some non-ganging magicians
are around, most are ex-gang members. For an-
other, all the major rap and hip-hop slinger acts
boast gang affiliation. Even peace seekers such
as Wee-Lo Fortune and Da Hang'd Man proudly
flaunt their gang signs during interviews and on
magazine covers.
12..
~~~~ -I
-·
-•
Despite its current surge in popularity, magicians
lit, universally believed the Wyrd and its power were
r always meant to be secret. Well, okay, that got
1
blown but there are still many magical secrets on
the street that few magicians even know about.
Magicians, in general, and slingers, specifically,
are surrounded by the Wyrd and possess only
the basest knowledge of how to use or perceive
it.
AfrE.~ ~[Link]~
The increased visibility and proliferation of the
Wyrd in slinger culture brought other magical,
mystical entities out of the woodwork. Though
these creatures stay out of the public view, they
have increased their activity in what is becoming
a thriving magical underground.
So, magic has hit the big time, magicians are sell-
ing out stadiums, and kids are blowing stuff up
with their mind. Everything's changed, right?
Wrong. Just because The Sopranos is a popular
show doesn't mean every person who watches
· is a mobster, does it? Magic has hit, yes, and the
CDs and clothing lines are selling like mad but
magic is still a very guarded process.
1'3
Detroit. Los Angeles. Brooklyn. Any city where there
are gangs and gang violence, Wyrd is Bond fits.
Moving it out of the city, however, can cause prob- A5iD8.. F~Ol-'1 !HE. C'JA~E,5 YOU
lems. Inner-city culture is too well-woven into this K~Oc.0 i~ THE. ii::E.A~ k>Oii::L.<p, 1Hi5 . oAl-'1 E.
game's threads. Moving it to an affluent, upscale i~Tii::oDUCE.:S [Link]::A~D ~£ C'JA~(j5 (S.01"'-L
city doesn 't work, either, as economic depression "'1U~DA~E. A~D "'1AC'JiCALJ A~D AL.5 C'JE.15
is a major motivation for gang wars and gang affili- ik:l"fo fHE.i~ [Link].5TYL.E., C'JOAL.5, AJ.::)D D~ivE.5.
ation. There's also just something dangerous and At..5o, ... ~[Link].«: E.~C E.5 ro ACTUAL C'JA~C'J5 !~
mysterious about tenements filled with squatters, [Link]. A L.0 1 o f' f'(ClilioU5 i~fOii::l-'1AliO~.
free clinics at two in the morning, barred up conve- "ft4i~ GAf"IE. ~HOUL.t> ~o1 &E. U~E.!> A
nience stores, and cops too tired and brow-beaten HA~D&ooK rOi: GE.1'11~G 10 l<.~060 Oi:
to do anything more than clean up the mess. These V~!>E.i:~1A~!> GA~G~. QA~C'J!> 5it-1?L.Y ~o
may not be great places to visit in real life, but they vto E. THE. [Link].£ f' o~ IE.L.L.i~C'J IHE. 5fo~iE.5
fit the tone of the game perfectly. 5 E.T i~ THE. c.00 ii::L.D of' t0YRD is 'Bot.)D. tf' '
YOU Aii::E. u~ co1-1fo~1AS.L.E. "?[Link]~C'J "?E.o"?L.E.
This game was written with the mid-1990s in mind. [Link] 'ROU1i~£L.'¥ E.~C')AC'JE. i~ ~OMi5CVOU5
However, since it's mostly fictitious , you can easily 58X, 1)~(.)C'J5, A~D vioL.E.~cE., Do ~or ? LAY
transplant it to the modern day. tJyf?D is '80..)D.
These changes have not all been cosmetic or one- Still magic's effect cannot be discounted and no-
sided, either. People started taking gangs more se- body has been affected as much as those who live
riously after slinging hit-and that includes every- and die on the streets. National headlines, gold
one from the buying public to suburban home dwell- records, mass protests, and magical symbology and
ers to John Q. Law. The threat shifted when the terminology spreading like gas on the torch through
~~~:!llla-,Wyrd was introduced into the equation . That which
youth culture all told the same story: the Wyrd was
could once be considered a mundane black-on-
hot.
black threat became something that shattered re-
._-;=::;;;;:;.;;.,,,,,...-oality as people knew it. Their biggest saving grace
"'llc;-...-.,has been a combination of the public's relative ig-
norance about the nature of the Wyrd and the true
scarcity of its practitioners.
I~
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...........--------~
booty over the Midwestern morals that occupy most
other channels and feed such people as Congress-
with magic symbology and culture. Imagine a world men and lobby groups. They have become an eas-
where street gangs took their orders from eldritch ily disdained group as far as Joe and Jane Public
masters in back rooms and where you heard ref- is concerned. Slinger-haters watch movies such
erences to the occult in modern music on all the as Colors, Boyz N The Hood, and Menace II Soci-
top radio stations and video channels. Imagine a ety and see nothing but stereotypes: young, poor,
world in wh ich the yellow sign is sprayed on sub- black, and angry. But there's a lot more brewing in
ways just as often as peace signs and gang tags. the inner city and in the minds of gangbangers
This game came from an idea for a world where and urban culture than all that.
rap and urban culture owe their roots just as much
to the mythos of Enochian magic as the scratched You play folks who not only have the potential to
wax of the Sugar Hill Gang . Imagine an urban cul- change things but have studied the art of slinging
ture that grew up on equal parts Aleister Crowley and have taken sides in a war of money and sur-
and Fab Five Freddy-a world where Tupac was vival. The three most popu lar slinger gangs out
a shaman taken down by a rival street magician. there are the Crows, the 3XStars, and the D-Men.
Lock-load-sling, kid. Other slinger gangs exist such as Los Reyes out
of Santa Cruz and the Blood Queens from
That's Wyrd is Bond. Compton, but they are smaller gangs that we will
get into later. The top three are the ones whose
Inspiration aside, however, the majority of rap mu- members are signing music deals and whose lives
sic in the game world is not occult-based, nor is are being dramatized at the local multiplex.
most of urban culture. Regardless, slingers
(gangstas who practice the magical arts) are gain- A variety of gangs exist in the game world, but most
ing prominence fast and the movers and shakers slingers prefer to directly affiliate with other slingers.
are quickly cashing in. As slinging is the focus of Some do it to feel the kinship one has with others
the game, that is what we'll be directing our atten- of similar power, while others do it because they
tion and effort to. feel that slinger gangs can offer the protection and
brotherhood a mundane gang cannot. A few
l,kl~~~:. Gangs live and die inside their territories and while slingers affiliate directly and solely with mundane
R~::Jthe foot soldiers are there to protect each other, gangs, where they often are given positions of sta-
•tJm8'fftlftthe
higher you climb the hierarchy of a well-estab- tus in exchange for being the gang's first and last
ti lished gang, the more money and power you see line of defense. Slingers are not universally revered
switch hands. That is what this game is about. (a bullet will still peel a slinger's cap the same as
Blackface and stereotypes have no place here. If anyone else's) and they often have more enemies
you're just gonna front, put the book down. If you're than they care to imagine. On the other hand, some
ready to get real then let's enter an underbelly of are voluntarily isolating themselves and creating
action, magic, music, and folks getting what they rifts between those who sling and those who don't.
can from a world that's not going to just give them Some areas are becoming downright unfriendly to-
anything . ward non-slinging fol k.
'~
arcane initiation their forebears did. Animal sacri- people who are running the show. Not to say that
fices were made in their name, initiates were bled power players don't get called out, but that's cer-
for days, their flesh was seared, but they came tainly the exception and not the rule.
away with greater wisdom and a new power: the
power of the Wyrd. In Wyrd is Bond, you're looking at two wars: the
magical and the mundane. The mundane should
This handful of gangers became the new kings in be familiar to you; it's a war about money. Gangs
town. They could do things the others couldn't trade in what other venues, by law, cannot. They
believe: start old cars just by touching them, shoot sell drugs, weapons, and whatever miscellaneous
fire from their fingertips, and sometimes their en- contraband comes into vogue. Again, this is all at
tire bodies would crackle with energy. Those who the higher levels. They shift drugs and guns and
saw this wanted it for themselves. For every newbie sex down to the street level in order to placate their
that was brought in, the slinger who referred them own personal mob of pissed-off, misguided kids.
was given a little bit more of the good stuff. Quickly,
word (and Wyrd) started to spread. The boys in Imagine two corporations both dealing in some-
the backroom simply smiled; they were building thing the local government has banned. Now, these
an army, which is something they conveniently corporations are in direct opposition but they can't
failed to tell anyone else. make any big moves against each other. Instead,
they build armies and those armies do the dirty
work. What's the point? It's an expression of power,
a gauge by which each corporation can measure
its level of influence and control. All the news re-
The war on the street is being fought by punks- porters ever see are rival gangs capping each
usually juvenile, always expendable-and is really other, however, and the veil remains, keeping the
just the light show that diverts attention from what's truth nicely shrouded.
really going down. Think about it: what gets solved
when two newbies splatter each other on the The magical war is very similar, but the prize is
street? Maybe some passing crackhead gets taken information and a different type of power. The big
out, but the conflict is of no real concern to the
should be theirs while those responsible for he-.o.;;;;;.........,._
__ =-~· 3XStars be lieve that cohabitation is possible- .......-
(though improbable). The D-Men appear to be
here just to fuck over the others. The smaller
gangs either ally with one of the larger ones or
are trying to build up their ranks to stake their
own claim in the war of Wyrds.
2...0
Most of the old-school slingers aren 't happy - ith.....;,,,;;;;.;;.._-
the fact their beloved craft is plastered all over MTV.&.- - -
The more popular a slinger gets, the less likely he
is to be welcomed back into the fold. Of course,
It's almost impossible to talk about gangs without
most of the celebrities who practice and preach
talking about race, as the media finds it really hard
the craft couldn't care less about the dusty old
to separate the two. Yes, most of the gang mem-
tomes and dank backrooms of their apprentice-
bers in Wyrd is Bond are black, followed by a
ship. They're making fat stacks of cash now; mu-
heavily Latino contingent, but we're not talking
sic has been good to them and they've gotten as
about "black gangs" or "Mexican gangs." We're talk-
much as they want out of magic.
ing about groups of people brought together by
locality, economy, and common interest. The lo-
Unsurprisingly, the first slingers to go public were
cality is the inner city. The economy is the low- to
attention-loving Crows. They realized that their
lower-class income. The common interest here is
magic, which is fueled by ego and excess, could
the pursuit of power. Slingers should know full well
pay for itself if they showed the world what they
that their power comes with a high cost: allegiance,
could do. Acts like Summon in Syrkle and Kid Wicca
unwavering loyalty to those who brought you in
were overnight successes. Their fresh style and
and the mettle necessary to do what you have to if
attitude got their singles in constant rotation and
you ever want to climb the ranks.
their national Magik N Mayhem Tour trumped such
favorites as Lollapalooza and the Monsters of Rock
tours.
Slinging and subcultures go way back, but sling- ~01 ~~1 ~[Link]~ SAL.E.~
ing and the mainstream is a new development. Ma- Aside from topping Billboard charts, slingers are
gicians around the world have hip-hop and rap to also signing movie deals and flexing their brand
thank for the rise in popularity. It used to be that recognition with clothing lines. Popular Crow
magic was a secret and forbidden dark art, now slingers and headlining act Summonin Syrkle re-
you have people using the Tarot to sell malt liquor. cently released their own Syrkle S label. Every-
one from movie stars to basketball players is sport-
ing their threads, and Summonin Syrkle is not the To a lot of people, rap and gangs are inseparable
only group getting into it. but that's a dangerous and inaccurate viewpoint.
As discussed in the first chapter, most gang mem-
Chicago-based ENOK are an established competi- bers may listen to rap but rap is simply a musical
tor and were the first slingers to use their talent as art form. In actuality, it is used and enjoyed by many
a sales angle. Not musicians themselves, ENOK people who are not gang-affiliated. To even ven-
founders LeRoi A Morte and N-Kantashun have ture a guess to the ratio of non-gang to gang lis-
been active in the slinging scene since the mid- teners is impossible.
eighties. ENOK produces a lot of sportswear and
related paraphernalia. They have also just Also, to a lot of people, rap and hip-hop are the
launched a record label. same. Again, that's a terribly inaccurate viewpoint.
What separates rap from hip-hop is content and
Hip-hop group Bell, Booke, and Candell launched outlook. While both are generally identified by the
the BBnC brand out of Philadelphia just a few years implementation of samples, scratching, and quick
ago and though they don't get much support from lyrics, rap can best be characterized by its self-
the slinging community, their sales in footware and serving message that has come to glorify sex,
ability to market their brands are the strongest of drugs, and violence. Hip-hop, on the other hand,
the three. spoke of the problems found in the inner-city with
a message of hope. It reported the problems and
Y~oy£~ Y£~~y£C~v£ asked for solutions; it didn't wallow or capitalize
The fame of the slinger has nothing to do with the on the problems.
quantity of slingers but, conversely, the rarity of
the slinger. The uniqueness of such acts, and the 0~ <::JA~<::J CUL.1U~£
freshness of the styles based on the arcane sym- It would be easy to simply dismiss the public per-
bols and belief they help popularize is what is so ception of gang culture as crude ignorance but it's
attractive about it. Sure, there are money-making not like the gangs-slinger or mundane-are do-
music acts headlining world tours and filling stadi- ing anything to clarify or correct the perception. If
ums, starring in Spike Lee joints, and licensing their anything, those who have access to the main-
likeness for video games-but it's only a few who stream media (the larger music acts, the more
are doing all that. It's the same names over and prominent social leaders, etc) are perpetuating the
over. The Magik N Mayhem tour consists of the stereotype of mindless violence and hedonism to
acts you'll see referenced throughout this book. further remove them from the rest of America. I
There are only a handful of slingers acting, namely said earlier that the gangs are not as easy as black
Mr. Lin, Rkane, and Vudu Chile. and white-and that's true, but it's not what the
gangs are conveying to the rest of the world.
_£'--~II this is to say that slingi~g, ~~d the i~ea of magic,
-- 1s more popular than the 1nd1v1dual sllngers them- By portraying gang life and gang culture as a "black
'1!~-=~·selves. This game is about slingers, which is why culture," this gives the power-seekers a tack to
l~fruii~Rwe're constantly describing them, their culture, their hang their rebellion on. They get to excuse their
fl contributions, etc. But only the surface of all this actions and beliefs as being misunderstood by
has leaked into the public. Still, that was enough "white media." Since race is such a hot-button is-
to not only incite panic but create a music and fash- sue, no one calls them on it. In the end, who gets
ion sensation. hurt? The African-American community at large,
that's who. No one is more resistant to the per-
petuation of the "gangs" equal "black" mindset than
a black professional. Because if "gangs" equal
The following represents how the general public "black," then "black" invariably equals "gangs" in
Rrit:.~;-';;...;;.!''sees
gangstas, slingers, and the culture associ- the zeitgeist.
ated with them. This can best be used to show
What the general public has right is that gang life
is violent. Anytime you have cliques of people who
are joined in ideology, even if that ideology is sim-
can't get enough of it: The music, the clo es
...,
the attitude, the lifestyle, the mystique. The - .. ,, ...,.,..,."-I
_"""""'_......,, know they don't like it. Not only does it fly in the -
face of their values and nice quiet lives but it
" flies in the face of their religion-and that has
rattled cages from Podunk city councils to the
Vatican.
''
! What they don't know is the truth. They don't
know anything's truly at stake (except the moral
' fiber of their children) or just how deadly sling-
ing is. They know they see commercials for
Rider-Waite malt liquor and baggy jeans with
pentagrams on the back pocket but they don't
know there's a giant serpent living under East
Los Angeles or that bloodthirsty man-eaters
prowl the street at night.
~1 1 ~ GE.1 1o i1. Track One covered the ing sides on the street: hook up with a like-minded
history of the Wyrd. Track Two revealed the cur- crew, join a mundane squad, or go solo and choose
rent state of affairs in the magical community and not to affiliate with any gang. Each option has its
the world of the gangsta . While these are impor- pros and cons.
tant to understanding the background of Wyrd is
Bond, these don't cover the most important aspect Hooking up with a slinger gang gives a character
of the game: the slinger. Track Three explores what access to arcane information shared only with mem-
this game is all about, which is the individual por- bers. Also, the slinger can count on backup if he
trayed in the tales told with Wyrd is Bond. gets into trouble. Gangs rarely invade each other's
turf (at least, not without an express reason for do-
ing so). This means your slinger has a safe haven
if he needs to escape from something or chill while
they wait for a rap to blow over. On the negative
Wyrd is Bond is not meant for traditional "party" play.
side, you get all the baggage that comes with join-
This means the characters the players create are
ing a gang: enemies of one member become your
not required to band together against a common
enemies as well, you become responsible for pro-
goal the gamemaster assembles and throws at
tecting the secrets you learn, you have to answer
them in chunks. Rather, the player characters are
to someone any time you fuck up or go against regu-
expected to be the heart of the story. Whether they
lation, and you can lose your affiliation far easier
are all friends , all enemies, or an odd mix doesn't
than you acquired it.
invalidate the game; it simply alters the structure of
the story.
Slingers joining a normal crew carry the same nega-
tives as joining a slinger crew, but some of the posi-
The stories told should derive from the characters'
tives differ. Instead of having access to secret
pasts, their affiliations and rivalries, and how they
knowledge, you get automatic status and respect
feel about each other. Wyrd is Bond is a passion
due unto a god among mortals. The people around
play about people desperate for fame, money, or
you will most likely look at you with as much fear
notoriety. Characters should have a driving goal.
as respect, however, so don't be a fool-most folk
Why were they chosen? What made them stand
distrust slingers more than cops. You are also ex-
out? What intense hunger impressed another
pected to be the front line defense for your crew.
slinger enough to bring them into the fold? Anyone
However, you can grow in your magical talents any
who truly feels passionately about something has
way you see fit without having to answer to some
a story worth telling-and other stories will natu-
backroom council.
rally branch from that story. Concentrate on that
story when developing a character for Wyrd is
Choosing to go alone means just that-you're
Bond-not alignment or likeability. "Compatibility"
alone. You can do whatever you want. You can pick
is a concern only in that individual stories should
your own alliances and feuds, learn whatever magic
tell one larger story. It is fine if one character is
you wish, but you'll have no one to call on if you get
based in Chicago and another in Los Angeles if the
backed against the wall.
story is spiraling toward their eventual convergence,
or a third party plays them against each other.
This section primarily addresses your character as
a member of a slinger gang. Mundane gangs and
going solo are covered later in this chapter.
~OG0E.~ ~ft>
Your character may have decided to join for the
Consider first why your character became a power and reputation slinging brings. It's a hell of a
gangsta. This is different than why he became a thing to be able to cast magic, and nowadays it
slinger, as this predates his initiation into the magi- seems to lead to instant celebrity even if it is on a
cal aspect of gangbanging. Becoming a gang mem- small scale. This is probably the most common rea-
ber is a big decision, but it's usually made out of son folk choose to become slingers.
passion and not careful consideration. Some ex-
amples follow. OV1CA~1
Maybe your character burned too many bridges with
~o c0Av Ov1
the mundane gangs and the slinging ones are the
Your character may have seen joining a gang as only ones who would take him.
his only option. Like going into the family business,
it was what his peers expected of him. His options ii..)'fo 'THE. roL.."D
were to join or become ostracized. Worse yet, not Your character may be one of the rare few who
joining may have made him the group's enemy. stumbled onto the Wyrd independent of a gang. In
this instance, a gang may have adopted you in or-
#HE. ~"D<=JE. der to protect you (or, more likely, to keep tabs on
Your character may have joined for protection. you).
3i~~~~Maybe others pushed him down and kicked him
!!!!!!!=!!i'---,around for so long, he became tired of being weak
·~~=~_;and looked to a gang for protection and strength.
Most characters are brought into slinging by a
"( 1Zi..)E.~"(1~ 1Zi..)E.~ gangsta. If your character was a gangsta before
Your character may have joined for revenge. His she learned of the Wyrd, she may still retain her
. . . . sister may have been raped or murdered by a gang old affiliation . So, a 3XStar may have inducted your
member so he ended up joining the perpetrator's slinger, but he still rolls with the Crips and not the
rival gang. If you choose this route, it may be best 3XStars.
to leave this unresolved; revenge is a great dra-
- 'BACK Ar YA
~;;;;..;;;;;,;;~
matic motivator.
••
After each gang's history is a list of facts about it. this is the type of music members of the gang usu-
These are the following sections and what they ally listen to.
mean:
[Link]~E.~~= Every gang has a weakness, ei-
A:~i?[Link]: This is the particular aspect of the Wyrd ther in philosophy, organization, what they teach
around which the gang was built. As a player, this their members or how others treat them.
is something to keep in mind when it comes to your
character's personal spells and how they plan to ~ici<: All gangs have a "trick." This is a sling
gain Wyrd. This aspect is not the end-all be-all of they get to do without rolling. Any limitations or rules
the gang, however, and the Wyrd is malleable for that trick are listed.
enough so each gang can impart its own belief and
interpretation upon it. [Link]~<:J ~vicE.: Each gang has its own way
of getting juice. For most, getting juice is a con-
i~i1iA1io~: This details both how people are scious effort the slinger must initiate. This means
usually chosen and the process the prospective the player must specify vocally that his slinger is
member must go through before being accepted going to charge. Only in certain instances (named
into the gang. It is during his initiation that a slinger below) are charges automatic.
gets his first point of Wyrd. This is usually bestowed
upon him by his "sponsor,'' the person that intro- 'So~v~ "DicE.: Slingers can add extra dice to a
duced him both to the Wyrd and to his gang. roll, but every die must be justified according to
these guidelines. They don't have to say anything
i~1oL.E.«:A~cE.: This is something newbies need specific until after they actually roll; however, a dif-
to memorize and old-schoolers need to respect. Ev- ferent rationale must be supplied per bonus die. A
ery gang has a limit, something they will not abide slinger can have up to two bonus dice per roll.
their membership doing, and this is it.
QA~<=J~E.L..A1E."D SL.i~<:J~: Each gang sl ings
~A,...,E.~: These are some sample names that for a different reason and wields a different type of
gang members might have. You're free to use these power outside the standard effects common to all
or make up your own. These are here simply to slingers. You can think of these slings as the mod-
inspire you. ern equivalent to "spells" as opposed to most slings
which are more off-the-cuff and spontaneous. These
IH~E.A1>~: Each gang typically prefers a particu- slings are governed by different ru les than normal
lar style or brand of clothing. This is never an abso- slings. See Track 4 for details.
lute, but members of the same gang do tend to wear
ililf~~~~complementary styles and colors. ?t..o1 f-fooi<.~: Scenarios need starting points.
Being a member of this or that gang can provide
~::;;:::~~1A<:J~ f #E.t..t..~: Each gang has its symbology. unique beginnings to a larger story. As a player,
UCJ"-";:?i!IJ_ __,i his goes beyond threads , as these are used spe- you should use these to inspire you to come up
cifically to let others know that the gang owns, con- with your own way of introducing your character to
trols, or is affiliated with a person, object, or terri- the story.
tory.
As you read through these overviews, think about
A gang's "sound" is what one can ex- which gang interests you enough to portray a mem-
pect of the music gang members produce. In turn, ber. If you have a character sheet in-hand, mark
down the relevant information after you make your
decision.
. -
I -
.........
-·
'7H£ MA~ SAf'D, 'Do &0HA1 1Hou &0(L1 SHALL a.£ 1H£. &0HoL£ Or 1H£. LA&0.'
11
So L(s1£.10 U?, G£1 QU(CK, oR G£1 A K (CK U?Sf'D£ 1H£ '1"A&0.
-from Da Beazt Speakz by Summonin Syrkle (featuring Golden Dawne)
#HE. C~o~~ A~E. E.M'Pi~ici~1~ A~t> l-1A1E.~iAL.i~1~. They believe in what they can see, hear,
smell, taste, and touch. To them, gold and goods beat all other juju out there. One's status is directly
proportionate to one's gains. A shiny new car, an expansive spread along the California coast, and a
house full of beautiful women in skimpy bikinis is the lifestyle a Crow strives for.
A~<::i~E.L..A1E.!> SL..i~<::l:S.
Urban Renewal: By putting a specific symbol or
rune on an object with spray paint, the object will
I
11
You 1-1UIHAFUCKA:5 001 PR0BL..£1-1s, v.:>£ !-1UIHAFUCKA:5 Go/ Fi)(£:5.
-from Black Skin/Black Wings by 9Circles
#HE. 'D-ME.~ A~E. i~f'E.~~AL.~ and get their power from the suffering of humankind. The D-Men
already have a life of luxury in the underworld so they don't are how much t~ey destroy our,world. Thf
D-Men control the gun and drug markets in order to slowl bleed their entr py into the ur~n cultur .
They didn't start the fire, but they're sure gonna piss gasol neon it to keep it blazing. }
not known.
k'i~tWAM;~~ia~~lJ/ ~ ~ ~!!B!;!O"!""\
0
into massive murals. A triple-pointed crown is al- be the same things found in that section as well.
ways present in Los Reyes imagery. For their hand These bonus dice can stack with the standard King
sign, they point their fingers straight up in sem- Trick dice, which is why most slingers tend to leave
blance of a crown. the Kings alone.
Sov~t>: From the Latin revival and the powerful QA~<=l~E.L..A1E.t> SL.i~<:i~
new-yet-old sounds that are flowing out of Cuba, Mi Corazon: With this sling, a King uses his pas-
to the staccato beat of the classic Mariachis, the sion to channel the strength of the Wyrd through
music of the Kings is passionate and fast. They his frame. The King gets an extra die to Power for
almost exclusively sing and sling in Spanish, though any physical attacks involving weapons. This sling
they'll occasionally lower themselves to a version can be rolled at anytime during a conflict, but it
in 'Engles' to bring ·on the gringo dollars. counts as an action when doing so. This sling has
Strength of 4.
~[Link]~E.~~= The Kings's great strength is also
their undoing: their passion. They cannot abide The Right of Kings: This sling allows a King to
insults or disrespect in any way, shape, or form. A walk anywhere unmolested. It doesn't make him
King is easy to call out: just insult his ride or his invisible; it simply makes him seem to "belong" any-
woman and you're in for a fight. Insult his mother, where he goes to the point where most people will
and he'll be ready to kill. The eldest Kings have unconsciously ignore him. Using this sling to walk
been undone by their passions enough, however, unmarked down a crowded street requires a
that they've managed to learn the subtle virtues of strength of 4, a barren street requires a 5, and any
patience when plotting revenge - a lesson they find place where he clearly should not be (such as a
exceedingly difficult to impart to their hotter-headed hostile gang's home territory) requires a 6. The
younger brethren. sling is immediately broken if the King commits an
act of direct violence, e.g. poisoning a coffee cup is
~ici<: The Kings get an extra die to Power do-able, but capping a fool at point blank range in
when they are on their home turf and defending a club will definitely draw unfavorable attention.
themselves from outsiders. By spending three
points of Juice, they can jumpstart any car or ma- YL.o1 f-fooK~: The easy plot hook for a King is
chine. for someone to disrespect a member of his family
or set. This is always a cause for immediate action
[Link]~<:l ~icE.: The Kings get Juice reciting against the perpetrator.
the Lord's prayer en Espanol. This can be done up
to twice daily but the recitation must not be inter- It is common for Kings to be pitted against Crows
~~~~~ upted. If the recitation is interrupted, that counts and the D-Men even if the action seems unpro-
-....4'1.u-1 ~;;;;-._,against the maximum of two even though the prayer voked. One gang the Kings rarely are directed to
was not finished. They can also Juice by going act against is the Dread. This isn't to say conflicts
"r:l~~=~-;through a sacred and personalized bleeding ritual between the sets do not happen, just that those
tnC11GZ1~-'that involves using a sacred knife and reciting their actions spring from personal feelings and not from
families' exalted deeds. This ritual does not take a higher authority.
long (usually no more than ten minutes), but must
be done in solitude. Any interruption renders the The Kings have taken an interest in the Hungry
ritual null and void and it must be restarted. This Ghosts and have been called on more to observe
may be done once per day. them than confront or assist.
'YA :SAY T'M FROM IH£ °£A:S1, BUI A:siA ':s &0£.:Sf oF H£R£
i'M :SLoUCHit0 LiK£ A 13£.A:Sf A~D MY RAC£ i:S YOUR F£AR.
1 11
Think again.
So~v:s. 'DicE.: A slow burning ganja-joint gives ~Hi~K i~G, V~fE.E.~i~<:i 'D~o~E.S !i0Ho
a Dread a bonus die at the beginning of every round. HAVE. ~o 1-1oilvA1io~ U1~iDE. IHE.
The Dread also get bonuses when in places with a o'RDE.~s c=iivE.~ ro :iHE.l:-1 S.Y 'fHE.i~
high concentration of the dead (such as a cemetery, 1-1 A~:>fE.~ A~'D IHE.i~ ot0~ HV~C}E.~.
morgue, etc.).
A 201-1s.i ~E.~vA~r, [Link].~, CA~
QA~<:i ~E.L..A1E.'D SL..i~c:i:s. · COME. i~lo ?L..AY A~ A~ tS?C,
Truly Dread: The Dread summon up the most .. fHOUClf-f. A ~O~V!AL.. 2..01-1s.i O~L..y
frightening apparitions from an individual's sub-con-
~OL..L..S 2..n <O ?E.~ AC1io~, ?L..ACl~Ci IHE.
~!!~~~scious, reducing them to either running away
-.,....,,.....,screaming at high speed or huddling catatonic on
~:::-:=~~the floor. The strength of this sling is the target's
. --
'Die£ V~'DE.~ O'RDE.~ A~'D Pot0E.~
··-
o~L..Y. /HE.~E. 'DIE. ~E.~UL..1~ A~E. Al A -
Vl'rl'~:-==-...:also attempt this on a living victim if they're in a i.:Sot0, IHE.Y t0ILL.. t0f-fE.~ t08 G E.1 ro
articularly nasty mood. Wh ile this raises the
lf-fE. ~Y~IE.1-1. lHE.Y A~E. i~ [Link].'D HE.~
~ts:~::::'-~strength of the sling to a 6 it tends to create a more
fo~ [Link] ~[Link].~E.~cE..
owerful zombi. Zombi may not be created wan-
only and the Dread would be wise to seek the
qo"D t-fE.L.'? v~. The Blood Queens are a small gang-not more than forty or fifty members at a
time-but just saying their name is akin to invoking holy hellfire. The Blood Queens don't run trades;
they don't racketeer. The Blood Queens aren't punk kids having fun with flashy power, and the Devil's
disposables don't faze them in the least. The Blood Queens are
attuned to the sanguine aspect of the Wyrd just as their mis-
tress, Lilith, was.
It must be noted
that the Blood
Queens are not
vampires. They feed on
human blood, yes, but they
don't have chic little fangs
and a penchant for capes.
They also don't care how
much garlic you're wearing or
whether the power of Christ
compels them. They're man-eat-
ers-literally.
While the Queens as a formal gang have only come The first time the Queen transforms into her bestial
into prominence in the past few years, it is rumored self, it will hurt like no other pain she has ever felt.
that some of them are centuries old. After being It hurts just as bad every time she changes but she
formed, the Queens' reputation as a gang not to be will eventually grow more accustomed to the pain.
crossed spread quickly. There were a few high-pro-
filed murders that were the work of some Queens As was said, Queens are not vampires, but they do
but nothing has ever been pinned on them. Authori- tend to sleep during the day. The location of their
.-w~~=Ciies are too smart to consider the Blood Queens a sleep chambers are well-guarded secrets. Wher-
yth but they are also too smart to go hunting after ever it is, it is most assuredly well-protected.
them.
T~1oL.E.~A~cE.: The Queens are a sisterhood,
1_...,::H1--....~~t>E.c1:Sanguine as much as Los Reyes is a family, and sisters watch
The Queens get their power from human flesh and each other's backs. They do not tolerate abuses of
blood. Consuming the blood of others has unlocked power or person. Abuse in any form is subject to a
forthem great mental clarity and power in the Wyrd. penalty of death at the hands of the offended
Eating human flesh keeps their bodies strong and Queen ... or one of her friends.
lean.
~Af'IE.~: Blood Queens generally keep their first
~i1iA1io~: Blood Queens tend to seek out names but tend to drop their surnames. A few Blood
llilllll!llm*='women who are lonely and confused or have been Queens will take the names of creatures and dei-
'"i~Evictims of abuse. With the seemingly rampant mi- ties from mythology or folklore. Sample names in-
!W sogyny in a lot of sets, the Blood Queens are not clude Mandrango, Freya, Lamashtu, and Venus. If
fearful of running out of prospects. The Blood Queen a slinger is smart, he will always address a Queen
·; ,,.,_--elders see their gift as a liberating and empower- he is unfamiliar with as "Miss" is she is new to the
gang or "Mistress" if she is high-ranking. Names final blow.
such as "Girl" or "Princess" are not tolerated. Any
slinger who knowingly refers to a Queen directly 'Bo~u~ "DicE.: Queens get bonuses if they
as a "bitch" or "ho" is a damn fool. have eaten within the past half-hour. They also get
bonuses for the round immediately following the
IH«:[Link]>~: The Blood Queens have no need for a witnessed death of a fellow Queen (they must have
costume. Having said that, they usually wear seen her get killed). The Queens are a pack, and
clothes with some give so they don't get torn dur- act as such.
ing transformation.
QA~c:l-ii:E.L.A1E."D SL.i~c:l~
lAc:l~ ~ i£L.L.~: People are fully aware of the Blood Calling: The Queen can telepathically com-
location of Blood Queen territory. Despite that, the municate with someone whose blood they've tasted.
Queens still have a tag. It represents their teeth-a Their geographic distance is irrelevant. The per-
symbol of their unholy thirst. However, it's not the son on the receiving end, if not a Blood Queen,
Queens that tag their territory, it's the members of cannot talk back. The Strength of this sling is a 5
other gangs who mark the Queens' territory as a and last for up to an hour.
warning to their homies.
Bad Blood: The Queen can poison someone via
The Queens do not have a hand sign as they can touch. This will cause the victim to either convulse
identify each other by scent. Queens can smell the and then fall into a deep coma, or make the person
animal-like pheromones of their sisters from up to violently nauseous. Which effect results depends
a mile away. on the Queen's intent. The strength of this sling is
a 6.
Sou~n: Aside from the symphonic shrieking of
their enemies, the Blood Queens produce no mu- YL.o1 f-(ooK~: Revenge is popular for a Blood
sic for the masses. Queens tend to listen to all sorts Queen since most who are brought in have experi-
of music, however, especially the electronic sounds enced either great humiliation or suffering at the
produced by members of the Hungry Ghosts. hands of another. In these cases, that "other" is
usually first on the list to receive payback.
[Link]~E.~~= The Queens must feed daily. If they
do not consume at least two pounds of human flesh The Blood Queens do not participate in any feuds
every 24 hours, they start to lose Beats at the rate as all gangs fear them-whether these gangs will
of one per hour. While in their feral form, any men- admit it or not.
tal bonuses are not calculated into rolls. It is com-
mon for Queens to keep stashes of meat (read: Some Blood Queens grow tired of being what they
several human bodies) in a cooler that any Queen are after the initial rush of power or bittersweet vic-
may draw from. Two or three adult bodies can keep tory wears off. Some wish to hide what they are
a local set in full supply for a week. and rebuild connections with regular human beings.
1iicK: Blood Queens get an extra die to their The fact that Blood Queens have a form that is in-
Power when they are in their feral mode. Out of distinguishable from humans is what allows them
feral mode, they can gain an extra die in Power by to be playable. Since they have no gang sign or
burning two beats. When this is done, the Queen expected uniform, they are gang culture chame-
momentarily displays the physical traits of her feral leons that can fool others into thinking they are in
form. the same (or at least compatible) sets or gangs.
This ability is usually used in order to get food, but
[Link]~c:l ~uicE.: Queens get Juice by cover-
can be used to hide a second nature they may have
ing their faces or both hands in blood. When in learned to detest.
battle, they get Juice for every person they kill. The
death must be instant (meaning it cannot take more
than a minute for the person to die from the inju-
ries) and the Queen must be the one to deliver the
'1'1
ant, Minister, and so on. Vice Lords refer to other
members as "people." Each city has its own sepa-
Normal, non-magical gangs exist, and you can play rate unit that holds no sway over other Vice Lords'
a member of one if you wish. Below are Wyrd is sets in other cities.
Bond versions of gangs that exist in the real world.
Take note that these aren't the same as they are in Vice Lords wear gold and black to identify them-
real life. Also, the lines separating these gangs are selves. They also like to wear clothing bearing the
not at all as explicit and severe as the slinger gangs. logo of the University of Nevada, Las Vegas (whose
These are just brief overviews with which you can initials are the mirror of Vice Lords Nation United).
build a non-magical character.
Vice Lords outright disdain slingers and will not think
#HE. C~it>~: One of the most violent gangs, twice about capping a member of the 3XStars, the
Grips are also one of the most famous. What origi- Crows, or Los Reyes. Vice Lords are leery of deal-
nated around Los Angeles community colleges ing with the D-Men and Blood Queens, however,
quickly grew into a national force. and only attack if those members are alone. Though
the exact reason behind their hatred of slingers in
Members of the Grips refer to each other as "Cuz," unknown, many theories abound. Some say it's as
and they value individuality and loyalty above all simple as a high-ranking Lord getting capped by a
else. Grips rarely have tattoos, and wearing blue slinger while others say that one slinger gang or
rags and handkerchiefs is their tell. Some mem- another got in the way of some important deals the
bers claim the gang name stands for "Community Lords were negotiating. Either way, their hatred of
Revolution in Progress," but that's never been con- slingers is very well known.
firmed. It is, however, a step toward a different im-
age for the Grips.
The Grips are very wary of slingers and keep close When a slinger decides to go out on his own, he
tabs on any they do let into their fold. has made a dangerous choice. Slingers who go
solo have no immediate protection, no direct ac-
[Link]'D~: As with the Grips, the Bloods
#HE. cess to the magical underground, and may be con-
are a very famous street gang. The Bloods origi- sidered a threat or an uncontrollable wild card by
nated as a backlash against the growing violence slinger and mundane gangbanger alike. But folk
of the Grips. They took the color red, which con- do it, and some folk do it well. If your slinger goes
trasts nicely with the Crips's blue, as their symbol. this route, he would be wise to find one of those.
Their tags grew from that hatred as well and are Going solo doesn't have to mean the character is
~~~=~erversions of the signs used by the Grips. completely alone; it can mean that they are devel-
oping an Aspect not practiced in the circles they
Their long-standing blood-soaked rivalry with the know, or it could mean they are simply dabbling in
~~iiii:;p;-t:;rips has just given way, however, though local- the Wyrd and do not have the dedication or talent
.a_..,o:J_iq,,,,;~ zed conflicts still rise up now and again. Their at-
necessary to go full-swing into a gang.
tention appears to be drawn toward bringing down
law officials. Mechanically, this means you can name your own
Aspect, if the GM allows it. In the next Track, we
will get into the Aspects more specifically, and we
will discuss other possible Aspects your slinger may
attune himself to.
51
#HE. Goo'D c0i1f-I 1f-IE. 'BAD aren't just crew, they're your number ones. These
Next, you have to decide what makes your charac- are cats who have got your back when shit goes
ter unique. You do this through assigning Traits. down. They would die for you and you for them.
Traits are qualities, negative and positive, which
make your character the person he is. These Traits Enemies are people you don't just dislike but you
must affect the character during play, for better or downright hate. These are people who are always
worse, so you should concentrate less on Traits running up against you, trying to knock you down
with historical impact, and more on ones with im- or take you out. Enemies generally have a com-
mediate mental or physical impact. mon goal that neither can have specifically due to
the other side's involvement (such as getting with
Samples of positive Traits that fit are Athletic someone they're interested in, expanding into a par-
(you're in excellent physical shape), Charming (you ticular piece of territory, and so on).
can woo people with your looks and personality),
Connected (you know a lot of people and at least A Lover is the one person, place, or thing you would
one person with some pull likes you), Intimidating give up anything and everything for. This is the rea-
(especially useful when trying to get information or son you breathe, the reason you fight, and should
gain access to a place that is normally off-limits), you lose it, your world would end.
Smooth-talker (you can bluff your way out of situ-
ations), and Street-smart (you know where territo- An Rival is more than just a enemy, he is the bane
ries are and where to buy good drugs, etc) . of your existence. He is the one person you would
destroy without blinking, kill without thinking. His
Samples of negative Traits that fit are Addicted (you mere presence drives you into a rage and makes
are not just a casual drug user; you absolutely need your blood turn to ice.
to score on a regular basis), Clumsy (you have
poor coordination), Handicapped (your character Relationships are generally with people, but they
is physically impaired), Phobic (it may seem can be with a small group (such as the character's
strange for a slinger to be afraid of spiders, but it local set), a place (such as a hangout), or a thing
happens), and Weak~willed (you are easily per- (such as a gift or memento). This means that a Re-
suaded or intimidated). Again, pick Traits with in- lationship can be with a substance such as alcohol
game relevance. Anything that is just "color" will or a drug. This is only the case with severe addic-
come out during play and does not have any me- tion, however, and not casual use. If the drug is
chanical relevance. Negative mental Traits like something your character cannot function without,
"Mentally Disabled" or "Amnesiac" don't work be- it is, for rules purposes, an Ally. If it is the center of
cause people with those faults would not be cho- the character's universe, it is considered a Lover.
~~~~sen to learn the Wyrd. Unless, of course, the slinger
. eveloped those Traits after being initiated. Kn»~ c::Jo1 ~KiL..L..z
Aside from Traits, characters have Skills. These are
i~==~.JChoose two positive Traits and two negative Traits special, learned abilities the character has picked
_ ...,.o start with.
f!"J'"'1;.J.1;:1111o... up through books, practice, or imitation. Skills are
powerful things, mechanically speaking, so chose
fr>~ AL..L.. ~E.L..A1iVE. wisely and be specific. Pick skills in which the char-
After his inherent make-up, Relationships are the acter has a complete proficiency. Starting charac-
most important thing about a slinger. The friends ters begin with one Skill. Some sample skills are
and enemies they make will come up constantly in listed below.
the life he has chosen. Alliances and rivalries run
eep in the world of Wyrd is Bond. A player may S~[Link] St>[Link]..i~r: The character possesses
hoose any number of relationships under Allies all the technical and practical aspects of being a
and Enemies, but only one Relationship each un- DJ.
~ er Lover and Rival.
Co~~A~: The character is adroit at scams that
llies are people your character is tight with. These run from three-card monty to high-dollar confidence
52.
I
'BE.A'f~
~~7fo~~t-tti>~: He's got his crew and he's tight
with a ll ofthem but Rodrigo, who he's known since Beats represent your character's health and well-
childhood, and Stryk9 are his only Allies. His Love being. The more beats he has, the better. Beats go
.is Felicia Sandoval, si~ter to the King he is feud- up to 10 and that is the amount your character be-
i ng witfi, and his longtime girlfriend. As Enemies, gins with.
he has Double C and Pablo Diablo, two Kings who
are good friends with Roberto Sandoval , his Ri- Yo~~
val. Starting characters have a Wyrd of 1. They get to
assign this point to something per the guidelines in
S tU.• I'm really digging on the skateboarding the following chapter. See Track 4 for details.
:ttieme so I choos_ e Thrillseeker as his Skill. l .ax- ,
plain that t his covers all sorts of boarding and,any ; ~i'ff-f 'ff-fi~, your character is finished. If you
joyriding irwolvin~ man-powered vehicles (bi- ' need further clarification on anything, check the
cycles, skateboare s, etc) but no other vehicles. ' sample character to the left to see all this put into
-' practice. Once you're done, grab a handful of six-
lttie. ~ e.~r: I copy the relevant information f rom sided dice and let's learn how to use all these bits
the gang section, roll 106 for starting Juice, mark and pieces.
he-Wyrd at 1, and I'm done.
5:3
~ J J
It YOU no~ t0A~~A S.£ ~£"Rv£n, YOU L.L. L..£A'R~ 10 ~u~ei,
0?£~ U? YOU'R vri~n 10 1H£ vr£~~ACi£ t0£ S.'Ri~Ci,
lH£"R£ i~ VIO'R£ 10 Uf£ 1HA~ i~ D'R£AV11 i~ YOU'R '?HiL..o~o'?HY,
o,
I VI 1£L.L.r~ YOU
t> )
1H£ 1"RU1H, ~o~, t0HY YOU C)oifA S.o1H£'R vr£?
11
f~ 11-fi~ 1'iMCK ...:>E. 1«!E. <::)E.i1i~<::) i~1o the (unless otherwise stated, this is the level in Power)
nitty-gritty of the system. Now that you know where is deducted from the slinger's Juice. This doesn't
you are and who or what you are, we're going to require any weapon (though some slingers use one
find out what you can do. We'll talk about slings, for show). The slinger delivering the "shot" looks
non-magical rolls, reputation and Wyrd, and even like they are shooting fire or lightning out of their
such fun things as damage and death. hands.
QA~<::1-~E.L..A1E.t> SL..i~<::1~
Gang-related slings are "spells" your gang con-
The three major mechanical components of a char- cocted as a dirty trick to use against the other
gangs. They are different system-wise and their
acter are Order, Power, and Payback. Order and
particular rules are discussed later.
Power will be used for every single roll you make
in this game. Payback is used only when you sling.
Order reflects how fast your character is. Power c0f-fA1 A SL..i~<::) {QoK~ (IKE.
reflects how strong he is. Payback is a reward the In the game world, a sling is the calling and re-
Wyrd gives you for its use. The specifics are ex- leasing of energy. Most gang members flash a
plained later. hand sign when summoning the Wyrd. When they
do this, smoke or flame will roll from their hands
'
lightning will crackle up and down their arms, soft
light will radiate from their bodies, reality may bend
and lurch around them, or something else cool will
Before we go any further, let's define what a sling happen.
is. Mechanically, a sling is any roll where Wyrd and
Juice is going to be used. What you can actually Since this has no mechanical effect, you can
do with a sling is anything that is cool. The prob- choose for yourself what happens when your char-
lem with that answer is that it is so broad it be- acter slings. Whatever you choose, just remem-
comes not an answer at all. So let's narrow it down. ber that it's only for show and doesn't last long.
A sling can be anything a character wants it to be
as long as it follows the character's Aspect.
5~
MV..,)l>A..,)E. Oa..[Link]~: If the action is magical
The people you know have a big impact on your then the use of a mundane object is just for show.
actions for better or worse, and this is especially You can channel the Wyrd through these objects
true in Wyrd is Bond. The stronger ties a character without penalty or bonus. In instances like these,
has (as detailed under Relationships) have a nu- the Wyrd trumps any damage the object would do.
merical value and thus a mechanical impact on When the Wyrd's involved, it isn't just for show.
play. These bonuses are not cumulative. Any du- If the action is mundane then the object has an
plicates default to the highest number (either posi- effect. For example, a slinger can still shoot just
tive or negative). an ordinary gun instead of whipping out a sling-
and sometimes it's a better move to do so. When
AL..L..iE.~: Any action you take that helps one or more a slinger is using a mundane object in a mundane
of your Allies gives you a +1 bonus to every Stat: fashion, he rolls normally and then adds a bonus
Order, Power, and Payback. Any action you take from the object, if any, to the damage done. Listed
that hurts one or more of your Allies give you a -1 below are some general weapons and their respec-
penalty to every Stat as well. tive damage levels. Melee weapons just use the
base damage of the roll.
{9vE.~: Like Allies, actions that help your Lover
give you a bonus. In this case, the bonus is +2 to Small Handgun: +3
all three Stats. Alternately, actions that hurt your Large Handgun: +5
Lover give you a -2 penalty to all three Stats. Uzi: +2 (per round)
Shotgun (close): +8
~E.~iE.~: Enemies are the mechanical oppo- Shotgun (far): +6
site of Allies, thus any action that hurts them gives
you a +1 bonus. Any attempt to help them will in- To determine damage from kicks and punches, di-
flict a -1 penalty. vide the level in Power in half. That number is the
resulting damage.
~ivAL.: A Rival is the opposite of a Lover. Any
attempt to hurt her gives a +2 bonus, but any at- MA<:iiCAL.. Os.~[Link]~: If a magical object is
tempt to help her will inflict a -2 penalty. involved, it doesn't matter if the action uses Wyrd
or not: magic is involved. There is no base "magi-
Now, these "actions" are not just any actions. They cal object roll" here; each object is different and
must directly involve the people who make up the plays by its own rules. Most of these magical ob-
other end of the relationship. This is not in the long jects were made by modern slingers (see What
run, either. This means there is a direct threat to Wyrd Does, below) but some are far older than
your character's Ally or Lover, or a situation where most slingers could imagine.
~~~~=myour character's Enemy or Rival will immediately
,~.....,......., benefit through his inaction.
What these modifiers reflect is the emotional drive To determine if a gang-related sling works, roll 3d6.
,..__;,;;;;;::::;,of the character. Relationships are not something If at least two of the dice come up at the required
to be taken lightly, especially on the street where strength or higher (see the sling in question for
minor friendships turn sour frequently and fly-by- details), then the sling was successful. Each sling
night enemies become useful acquaintances over- requires the character to spend twice the strength
night. Only those people of great importance to of the sling in juice. Only members of a gang can
your character are worthy of being a Relationship,
-
use that gang's sling.
whether friendly or hostile.
Os.~[Link]~
GO
the forefront but you should not deliberately steal
another player's hard-earned glory. You should also
find a way to pull off some really cool and inven-
tive slings that are true to your character's nature
and Aspect.
Also, the event should be dramatically driven. A The above bonuses are applied for every roll, not
character who does nothing to try to impress other just ones where Wyrd is applied.
people will gain a reputation, sure-as a nuisance.
Definitely not as a badass slinger that other folk ~E.A~: When you give a point of Wyrd to a piece
best watch out for. of equipment, it becomes empowered. The slinger
must assign a Trait to the jacket, gun, or other ob-
It takes six points in Reputation to increase your ject he is charming. A slinger may assign one Trait
Wyrd. The Wyrd rating goes up immediately upon per point of Wyrd imbued in it or heighten a cur-
receiving the sixth point of Reputation. rent Trait the article has. A Trait given to an object
stays with the object no matter who possesses it.
Even though the character sheet only goes up to
6 in Wyrd, there is no true limit to how high a The Trait given may give a bonus to the slinger
person's Wyrd can go. when he uses it. This bonus allows the player to
roll an extra die if both the object and its Trait can
come into play. The player simply rolls an extra die
and places it next to Order, Power, or Juice-which-
ever is appropriate.
When a character gains a point of Wyrd, she feels
it. It's an ethereal charge, like voltage up her spine, 'C><AMPL.t.: Fr33Style has taken too many shots
and the character suddenly sees things more to the gut lately so he's going to empower his Raid-
clearly and has a heightened attunement to her ers jacket. Next to "Personal Gear" Marvin writes
Wyrd . The character most dramatically feels this "Raiders Jacket + 1." Of course, Marvin has to give
when they are brought into the Wyrd. Becoming a this jacket a Trait so the + 1 bonus means some-
slinger is not just a ritual or a personal awareness thing. Marvin writes next to the jacket's listing:
(though those are requirements); a transfer of Power (Body Armor). The gamemaster has no
power is involved.
problem with this, so it's allowed. Next time ally bring them in. When it comes to gangs, they
Fr33Style gets shot in the chest, he'll get to roll an have their own separate initiations that prospec-
extra die and add it to Power to help absorb the tive slingers must endure before given the gift of
shot. the Wyrd. In those cases, the point of Wyrd comes
from whichever slinger sponsored the initiate.
A slinger may also give a Trait to something that
doesn't warrant a direct bonus but does allow other
benefits.
Don't ever let anyone know your true name. Those
'C)(AMPL.t:.: Devlin Cash, a D-Man player who runs who know it can reap some devastating rewards .
the Upside-9 Club, has a payphone just outside Your character's true name is the complete and
his office. Devlin, paranoid with good reason, de- full name given to them at the time of their birth.
cided to give a point of Wyrd to the phone. This As others learn your name, you will lose power.
point allows Devlin to pick up any phone (cellular, This will manifest as penalties at first. When five
/and-line, whatever) no matter where Devlin is and to ten other slingers know your name, you get a -
hear any conversation that is currently taking place 1 to all stats on all rolls. From 11-25, the penalty
on that phone. increases to -2. When 26 or more slingers know
your true name, your Wyrd decreases by 1. Any-
YE.i:~o~AL.. ~i1UAL..'2.: Personal Ritualz detail thing you enchanted doesn't lose value, but if you
ways a character has found to commune with the used the Wyrd on yourself, you will lose the ap-
Wyrd on his own terms. These are, as the name plied point. You will lose one point ofWyrd for about
states, personal and unique to the slinger. These every 30 slingers from that point on that learn your
rituals are ways for a slinger to acquire Juice out- true name.
side those taught by his mentor or gang. A charac-
ter does not start with any Personal Ritual; they Any slinger who opposes you and knows your true
can only be added by gaining Wyrd above and name gets a +2 to all Stats on all rolls when the
beyond the first point of Wyrd the character re- action is against you directly. This bonus applies
ceived during initiation . whether that slinger is one of a hundred who know
it or are the only one besides you who knows it.
'C)(AMPL.t:.: Fr33Style finds that he seems to sense
the Wyrd whenever he tries no skateboarding tricks
on a half-pipe. This allows him to free his mind
and sense the movement and the spiritual activity
around him. Fr33Style decides to put his Wyrd in This game is about being dramatic, active, and,
that habit of his as a way to gain Juice. perhaps most importantly, doing really cool shit.
Make an effort, every time you sit down at the gam-
When you assign Wyrd to an existing ritual, the ing table to faithfully portray your character with-
slinger gets to roll an extra die when he practices out becoming a burden to the narrative or to the
that ritual. Up to two points of Wyrd may be added other players. You should find a time for your char-
to a single ritual. acter to "naturally" find the spotlight and come to
the forefront but you should not deliberately steal
T~i1iA1io~: Alternately, a slinger may use his another player's hard-earned glory. You should
.......,.-.=·~
· · ··· ~ '" gained point of Wyrd to bring a non-slinger into also find a way to pull off some really cool and
the fold. When done, the point of Wyrd is perma- inventive slings that are true to your character's
nently given to the initiate. It is true that some nature and Aspect.
people find the Wyrd on their own, but others usu-
'7Hr~ r~ rrtE. ~ro~ [Link].~ 0 1E.L.L.~
t0rtE.1f-tE.«: UY 10 [Link].~ o«: Dot-J~ 10 HE.L.L.
A~n rrtoUC'if-t 1HE. «:l~K~ t-JE. rooK ~ADE. u~ c«:ooK~
11
Ar L.E.A~1 t-JE. C')01 OU«: ~A~E.~ r~ 1HE. Hl~ro~ 'BOOK~.
<05
~:::::::~~e~s-;;-
s~ th~~e~
y re higher than a thug, they're lucky to have teresting is going to happen during the long ride
l'!!!!!!!!B---that. across town, skip it. Say, "So you all arrive at
Maldonara's Bar twenty-five minutes later .... " Do
Done right, this sort of manipulation should not be not drag a scene or latch onto the idea that maybe
any different than the kind of manipulation a GM something interesting will happen. Maybe it will, but
would wield in another game. Only give out as much it probably won't. Don't hope interesting things hap-
information as may be needed to get the player- pen-make them happen.
character moving. Remember that any information
given to a character by their superior is not only Ovr~iDE. ~A~ArivE.
minimal but severely biased. Lack of in-depth in- Again, think cinema. Include scenes that do not di-
formation is the standard in more legal organiza- rectly involve the characters. Give a holistic sense
tion as well as gangs; hierarchies of any kind tend of there being a world outside the players. When
to put into effect a general policy of information the characters roll up to Maldonara's Bar, cut to the
being disseminated solely on a "need to know" ba- backroom where Giovanni Maldonara, reputed
sis. crime boss, is packing away stacks of blood money.
Suddenly, Vito the doorman knocks on the door to
'[Link]~, "1iicK~ o~ ME. inform his boss that "four black gentlemen have just
Something you can do to keep players on their toes arrived. I think they're Crows." As GM you have no
is sprinkle a scenario with red herrings and gen- fourth wall so you can never break it.
eral strangeness. For example, a character may
get odd phone calls from an unknown number that ~v...w Ai:oV~t>
may or may not just be a clueless telemarketer. A Flashbacks, time jumps, and repeating scenes from
character may always see the same girl in a red the perspective of different characters are great
ENOK hoodie at poetry slams or rap battles. While tricks that add a dynamic flavor to your sessions. If
walking down the street, a slinger may see the num- the players are the actors, you're the director.
ber "19" over and over again: on buses, street mark-
ers, license plates, jerseys, and so on. These give
hooks for you and the players to grab later if ideas
start running thin. Also, you can use them to con-
trol the level of fantasy you want in your world (see In some games, the local authority is your friend,
"Find Your Levels," above). but not in this one. Cops are, by necessity and by
role, opposed to gangs. Gangs are a mix of a mob,
a vigilante group, and a crime ring. With certain per-
formers antagonizing them through verse, it is little
If you ever find yourself bored as a GM then some- wonder why gang members get no quarter from the
thing is wrong. Just because you are the GM doesn't police. Gangs in turn (though some may say, in re-
~~~~mean you shouldn't feel just as much excitement sponse) are notoriously anti-cop. Gangs feud with
~~illJI. as the players. You may not be focused on a sin- other gangs, but both parties know to keep their
gular character but you are coordinating the rest of mouths shut when cops are around. Even a rival is
the world. If you are bored then the world will be a friend when faced with a common enemy.
boring-and how can the player characters be in-
terested (or interesting) in a world full of boredom? Smart slingers don't just cap police officers for no
They can't. So, if the action is lagging, do some- good reason, because no gang wants to become
thing about it. known as a bunch of cop-killers. While such a repu-
tation may be "cool" to those who disdain authority,
it will spell nothing but trouble for them in the long
run. Their trade will dry up because cops will al-
ways be watching them; members will be dragged
downtown constantly; and members who do any-
thing that even resembles resisting arrest will taste
pepper spray and nightstick for days after.
-- -~
CoPYCAT!
dv polyme~i~J
are not famous for keeping their noses clean, so
ederal agents get involved as well, but they are they have to be especially careful.
not as prevalent in the character's day-to-day life
(unless the characters really fuck up). Their con- KE.E.-Yi~ 1 1Aa.~
cerns are trafficking (drug, weapon, or otherwise) Sometimes a character may run up on some cops
or any other interstate crime. Feds are more by- who want information. Some cops build rapport with
the-book than local authority and don't beat the gang-bangers in order to keep in touch with the
streets in order to learn the people of a community. word on the street. As long as the banger who as-
As a result, there's a smaller window for a charac- sists them doesn't do anything major (murder, ar-
ter to bullshit through and less of a chance of per- son, rape, etc), then the cops will overlook things
suading or dealing with the Feds (unless you can like drug possession. Bangers are considered
offer up something really nice, like a drug lord). "greased" when they deal with cops, and other gang
members usually don't trust them from that point
Play a Fed like a person who wants what they want on. This is especially true of slingers who not only
and will do whatever they can to get it. Feds are have their hands in the usual gang-related deals,
not fools-far from it-and those that bumble are but bigger and more dangerous ones as well.
not on the job long.
CoMMA~D ?~E.~E.~cE.
Cops need to keep an air of authority (which, frankly,
fails on most gangs) and "showing a presence" is
There are a lot of reasons characters and the law one way they attempt to do so. A gang member
will run into each other. Below are some ways for may get dragged downtown on one charge or an-
you to introduce them into the game aside from the other just to stir things up for their gang or commu-
characters actually getting busted for breaking the nity. Any place where cops suspect gang activity,
law. they will patrol relentlessly. The cops will try any-
thing to hinder gang trade and activity.
c0t-to Yov K~ot.:>
Cops and the federal agencies that "partner" with Coi>~ ~ SL..i~<:JE.'«:~
them are always after big fish. Even though the Cops have taken a special interest in the slinging
characters are probably not those fish, they are phenomenon, specifically in regard to protecting
linked to them through trade and geography. By themselves from it. Somehow, certain artifacts have
leaning on the peons, cops and feds hope to make been finding their way into police custody. These
their way up the ladder to get to the person they items include badges that make the wearer impen-
want. Whether they want the number-one importer etrable to slings, nightsticks that drain Juice, and
of cocaine or the biggest black-market weapons bullet-proof vests that can trace the guns that fired
distributor in California, the authorities are looking whatever bullets are embedded in them. There are
for those who use gangs as their footmen. even rumors that some cops are learning how to
sling. What Aspect they are learning and who is
teaching them is still quite a mystery, though good
money may be paid to whoever could supply such
information.
F'[Link]: When a character slings successfully When a Crow achieves a Wyrd of 5 or higher, his
(meaning the GM's roll for a Bad Sling didn't can- body will subtly begin to change. His hair may be-
cel her attempt), the Payback die is discarded. It come darker, his fingers will grow a little longer, his
cannot be used. This starts happening when Dis- feet will gain a shoe size, or his teeth may become
ruption hits 15. whiter, for example. From that point on, the Crow
will have to spend a point of Juice every time he
C'ii!i1iCAL. f.(;1: Every time a character uses Juice, wakes up in order for his body to retain its "normal
he loses a Beat. This starts happening when Dis- state." If that point is not spent, his body will change
ruption hits 20. At 25, the character starts to lose in slight ways throughout the day. Over a week or
two Beats per sling. so, people who haven't seen him since Sunday
on't recognize him the next Saturday. the Devn, then the Devil may grant him use of his
demonic form on Earth. This is only granted to a D-
A Crow who reaches a Wyrd of 6 will gain the abil- Man who proves himself to be both loyal enough to
ity to willfully morph himself as he sees fit. This be trusted and smart enough not to get his demonic
isn't a sling; the Crow simply spends Juice. It costs mug caught on film and plastered all over the place.
two points of Juice per minor change (hair color, Claiming to be a demon on MTV is one thing-
eye color, etc) and four points per major change proving it on CNN is another. The demonic form
(height and weight). It costs ten points for any bio- usually consists of giant, black bat wings, gnarly
logical or anatomical change (blood type, sexual horns that jut from the D-Man's forehead, cloven
anatomy, etc). Once the points are spent, the hooves in place of feet, and patches of fur and
change takes place almost automatically. It costs scales that dot the D-Man's flesh. When this form
one point to change back to one's normal self, no is granted, the D-Man may transform into it at will.
matter how much the Crow changed. He simply spends two points of Juice to do it. The
D-Man's mortal shell is held in Limbo and given
If they double the Juice spent, the Crow can make back when the D-Man reverts to his human form.
the same alterations to someone else-provided
the person is willing. If the person does not want With that demonic form comes more demonic abil-
the change, treat the conflict like a standard op- ity. The D-Man gains the ability to enslave and con-
posed roll employing any Traits or Skillz related to trol humans. To do so, the D-Man must spend four
willpower. points of Juice per person. If the person they wish
to enslave has the Wyrd, the D-Man must first win
#HE. '3XSrA«:~ an opposed roll. The cost to enslave the slinger is
Chaos is a powerful force. Fixing craps games is four points plus the target's Wyrd in Juice. The en-
good for acquiring some quick cash, but it pales slaved person must then obey the D-Man's com-
compared to gaining control over the very elements mands-no matter what they are. The enslavement
of nature. Powerful 'Stars can make it rain for hours, only lasts for ten minutes at a time. After that,
urge an acorn into an oak, put out a flaming inferno though, the D-Man may attempt to control the body
with a thought, and more. again either via a will roll (for a slinger) or by spend-
ing the Juice (for just a [Link] mortaJ).-
Once a 'Star acquires a Wyrd of 5, she will uncon-
sciously start fires or turn gentle breezes into gales. «>~ ~[Link].~
It won't happen often, just at critical or inopportune A King can ascend in power for a long time and
moments. They will not be able to control this until never reap a reward. This is because, when it
they reach a Wyrd of 6. At that point, she will be comes to power in the Wyrd, only nine Kings at a
able to call forth and control any of the four ele- time are exalted above the others. These select
ments: air, earth, fire, and water. few are called the Nine Winds and they become
the protectors and avatars of the Kings' sire and
There is no great and powerful Oz to whom the protector, the great serpent-god Quetzalcoatl.
'Stars answer. Instead their steps and deeds (or
missteps and misdeeds) are weighed against Na- Spots become available when a King fails to serve
ture itself. When a 'Star falters, he start to feel ill. If Quetzalcoatl, and the great serpent-god destroys
he screws up big enough, the world around him him. Then Q, in the form of a man, approaches a
will fall into decline. A 'Star's failure in upholding King who has proven himself above the others and
. . .. ..his Wyrd can cause his friends to become ill or his gives him a test. The tests vary but always chal-
skin to become overrun with pocks, boils, and blem- lenge the King's intelligence, endurance, and loy-
ishes. Corrective actions, however, can heal him alty. If the King fails, he is destroyed and another is
and undo damage he may have brought about. sought. If he passes, Q pierces the King's heart
with one of his own scales. As the King bleeds, Q
recites a blessing that seals the scale inside the
King's heart and forever binds him. To reflect this
change in status, Kings often scar or tattoo their
faces with the markings of a serpent, or feather-
like designs.
Along with the promotion and the rise in status
among the Kings comes another bonus: that King
will never lack for Juice. The King will draw directly
from Quetzalcoatl. As long as Q is alive, the King
need only ask the serpent-god for more and it shall is the Baron or, at least, that is what the Dread know.
be granted. However, if Q is dissatisfied with the
King, he will drain all his Juice and cut him off, leav- 'St..ool> Q uE.E.~:s.
ing the King defenseless. What a Blood Queen gets for embodying her As-
pect and obeying her Wyrd is death. Once a Queen
Q may assume control of the King at any time. He reaches a Wyrd of 6, the Old Man will attempt to
will always be able to see through his Winds' eyes, kill her. The Old Man has worked very hard to re-
hear what they hear, taste what they eat, and feel main the only vampire left and he is not about to let
everything they feel. some ghoul take his spot.
Aleister is more amused than anything else by the antics and dealings of those who follow his teachings.
Unbeknownst to the vast majority of Crows, the Alley Star is calling the shots behind their actions. The
Crows are Aleister's new Golden Dawn, his second-chance Silver Star, and they are more numerous
and dedicated than any of his previous councils. Should a Crow ascend,
both in power and ranking within the gang, they may be brought to the
Alley Star for a glimpse into the true power and the full potential of
the Wyrd: unparalleled pleasure and everlasting life.
One thing the Old Man has done is create an army of ghouls. By preying on comely and victimized
females, the Old Man has made himself a mob of slaves willing to do his every bidding.
Just like the Blood Queens, the Old Man adheres to the sanguine aspect of the Wyrd. His greatest ability
is the power to remain alive through the consumption of other's blood. While the Alley Star uses more
hedonistic means to maintain his longevity, the Old Man's methods are more brutal but just as effective.
The Old Man has the power of mind control and he can use this on
anyone whose blood he has tasted. The Old Man has an incredible
memory for old debts and double-crosses, and has never been one to
let transgressions slide.
The Old Man is as much myth and legend as reality. An extreme re-
cluse, the Old Man is only seen when he wishes to be seen. His
entourage, those very few he lets into his world, revere him as a god
and will do anything to ensure his wishes come true .
Slingers may chance upon the Old Man if he's looking for food or a
mortal to do some shadowy work for him. The Old Man is not one to
desire attention and keeps his hands very clean when it comes to
anyone in authority-mundane or otherwise.
The Old Man is a great plot device for getting characters to do some-
thing they may not normally do. No one says "no" to the Old Man
(no one who values their life, anyway) and the Old Man doesn't like
to ask twice.
The Baron always wears sunglasses, even in the pitch of deep night. His sunglasses are missing a lens,
however. Through the exposed eye, he views the earthly plain. Through his lensed eye, he sees the
spirit world.
As Lord of the Dead, the Baron often finds himself at odds with those
would claim the recently deceased as their own. This is particularly true
of the Serpent King, whom the Baron has run up against on many
occasions.
Waking the Dead: The Baron can control any zombi he or his
Dread has made. When this is done, the zombi's rolls are at +2
for all stats and Payback is rolled. The zombi may also sling as a
Dread.
'l5
f-(E. i~ 1HE. ~E.~E.~f Gol>-Ki~<:}, [Link]..CoAfL... He is the man known only as Q. He is
both and he is growing in his power. Q appears to initiates seeking acceptance into the Kings as a
serpent. He comes to them when they are weak and bleeding and he begs of them a promise. The
promise is different for each initiate, but each promise will be called in and there is no telling when or
where this will happen.
Part of the reason for the Kings' secrecy is the fact they are protecting Quetzalcoatl, their mentor and
leader, who was just recently reborn into this world. For over a decade, they have kept watch over him
and he is almost ready to lead them to freedom. The zapatistas in the Kings' midst, however, are both
tired of waiting and unconvinced that Q's philosophy will ever free them.
What Quetzalcoatl has promised his followers is paradise. He has promised the return of
ancient kingdoms and the rise of Aztlan, the legendary home of the Aztecs, and the rise
of Quetzalcoatl as their god. As his favored children, Q has promised the
Kings power-true power-greater than what they currently wield.
Q has just recently acquired a human vessel and the strength to use it.
His human form is a Mexican man in his mid-forties. This man died
from a gunshot wound in an alley. At Q's request, one of his Nine
Winds brought the body to him. Q forged a bond with the body and is
now able to travel between his native serpent form and his human
vessel with ease. The body still bears the gunshot wound just under
the heart.
Q ,~ ~L.i~C::,~
The Serpent Was Subtle: With this sling, Q can plant suggestions into
~~~~someone's subconscious with an off-hand comment. These can be vague
("Things could be different in this town.") or specific ("That Crow needs
to die.") This is different from any form of mind control in that the
target will slow start to act in accordance with the suggestion and --....;~~~~"-
not immediately in a doe-eyed zombie-like manner. The Strength
of this sling is 2, for non-slingers. For slingers, the Strength is
-~ · ,equal to the target's Wyrd+2.
7
.. .
'Ho
·- - - · - ---- -
S~E.E.1 c:lA~c:l~ A~E. ~01 1HE. o~L..Y ~[Link].~~ivE. CVL..1~E. 10 ~Ac1icE. "1Ac:lic.
In fact, the mafia has been dabbling in the Wyrd for over half a century. They get their power from the
Divine aspect of the Wyrd and they call their practitioners Saints. Legend has it the mafia learned about
the Wyrd from the bluesmen who frequented their speakeasies and hideaways. The Mother Mary grants
the Saints power in exchange for diligent reverence and clean living. While other mafioso may have their
hookers and girlfriends, Saints are forbidden to indulge in such luxuries. This isn't the only way in which
Saints differ from your traditional gang e .
Instead of earning their keep through ru ·ng rackets and protection scams, Saints are provided for in
trade for their adherence to the Saintly y . Saints cannot sling (or "cast," as they prefer to call it) if they
don't have their cross. It's their locus o po er and
their Wyrd is no good without it.
A~'?E.c1: Divine
They get their power from their deep..&i:o
rooted Christian faith, particularly when ~
combined with Catholic dogma. Saints are
big into Mother Mary and the rites and rituals of der the Saint powerless for one full day. Of course ,
Catholicism. As such , they must obey them for their this means that it's possible for a Saint to plum run
Wyrd to work. out of Juice. C'est la vie, man cheri. Saints
know better than to upset the Mother.
i~i1iA1io~: Existing mafioso sponsor
wannabe Saints. A lot of Saints are
would-be priests whose wayward uncle
snatched them up before they could
n1
_u []_
"1iicK: No one can sling against a
Saint on sacred ground. This applies
to Catholic churches and cemeter-
make it to seminary. There is no real ies as well as the Saint's resi-
formal initiation aside from proving dence. Saints may still sling as usual
unwavering loyalty to the family. on such ground, though. People
may still take non-magical ac-
i~roL.E.«:A~cE.: Saints will not
abide what they are told not to abide.
For the most part, that is watching other
[J tions against Saints.
\
'
1
~oG0, L.E.1 ~ i'V1 1Hi~ [Link] 10 ~Ol-'IE.
V~E.. What we have in this chapter are two struc- When it comes to location, you don't have to fret
tured scenarios that you can either use out of the over every little detail. If you don't know South Cen-
box or just use for inspiration. At the end of this track tral from South Bend, that's fine. All cities are gen-
are some scenario hooks that you can use to build erally the same, at least as far as this game is con-
campaigns around or throw into existing campaigns. cerned. Almost every major city has night clubs,
A lot can be done in the world of Wyrd is Bond and street racing, run-down projects, famed ethnic neigh-
on any level you see fit. The gap in the cosmology borhoods, airports, an art and theatre district, and
presented in this book should be construed as plenty of abandoned buildings, pitch-black parking
"hooks" and not "holes." At its heart, this game is lots, and smoke-filled back rooms. Coastal cities also
about modern wizards who are awakening to a crazy have docks and US Customs offices. There's no
and amazing world around them. Granted, a lot of place quite like a marina at three in the morning for
them have chosen to pursue less than noble paths the Feds to show up, flashlights shining and voices
with their power, but some have. Hopefully, you will booming through megaphones. These are common
watch the drama unfold as the players embrace both urban tropes that you should feel free to use and
the noble and the desperate halves of the Wyrd and abuse as you see fit.
their world .
The Names in the following scenarios have no stats.
This game scales well, dramatically speaking, and This is so you may decide the power level and Re-
you can base an entire game on two people hiding lationships of each. The Grunts in each scenario
from someone they screwed over in a drug deal or should give you a better idea of how to use those
have multiple members from different gangs com- "adjective bonuses." Each Grunt has a basic noun
ing together for a street war over a tenement build- (thug, soldier, etc) but they get bonuses for each
ing. Just remember to use the tools that we dis- important descriptor you can give them.
cussed in the last track (at least, the ones you like)
and you should be fine. I hope, in the end, you are inspired to shape the
world of Wyrd is Bond into a world that you and your
As the GM, it will be your job to set the initial stage players enjoy. Do not be tied to some trumped-up
of a game. The "stage" isn't necessarily the loca- "canonical setting" or think you can't budge without
tions of the game, though physical places are usu- a supplement to guide you. This book is a tool kit for
ally part of it, but also the dramatic stage. Will the your use. Make something really compelling with it.
story focus on the drugs and weapons trades? The Use the tools we covered in the previous chapter.
search for a mystical artifact? Will strangeness come Yell "Cut" at the end of scenes and "swing the cam-
~ out of nowhere, or will the day be pretty mundane?
era" to someone else in the middle of a scene. Have
Players will swing this toward their preferences by fun with this game and the scenarios included. Now,
influencing play with their (in-game and out-of-game) let's get to work.
decisions, but you will set the starting point.
'('AL.I.. K~G..l\J 1Hi~ l\JA~ ~oMG.. SUL.L.~Hi1 The questions asked center around the murder of
F'~oM THG.. l\Jo@ "c.70 .. Snatched up by 5-0,
11 someone named Marcellus Jefferson, known by the
right outta yer beds in the morning, and thrown into street name of Sticks. Sticks was a slinger associ-
a holding cell with cats ya barely know: different sets, ated with the Crows, although an outside player at
even. When the interrogations started, after they'd best. Somebody took him out in a drive-by, and it
let ya stew a while, the whole thing was pretty clear. appears that Corrado has decided that the player-
Somebody got done, somebody got none, and 5-0 characters are going to take the fall.
was fishing for somebody to get gone.
~~AMPL.G.. QUG..~1io~~:
Another Body Murdered is an introductory adven- "What was your beef with Sticks?" Keep in mind
ture for Wyrd is Bond. It has been designed so that that Corrado isn't really interested in an answer-
characters from various backgrounds can be orga- he knows that the PCs didn't know Sticks. He'll try
nized together as a playing group, regardless of their to twist anything the PCs say to suit his interroga-
character backgrounds. tion.
The adventure begins with the characters having all "Who gave the order to take out Sticks?" Corrado
been arrested by the police and thrown into a com- already knows the answer to this one, too. If the
mon holding cell. This gives the players the oppor- PCs try to get cute and sell somebody out by finger-
tunity to introduce their characters to each other. Play ing them for the crime, Corrado will flat-out lie, say-
out interactions between the characters, as individu- ing that the sell-out was already in custody at the
als are removed from the cell one by one for interro- time of the murder. His questions afterward will fo-
gation. Any escape attempts should be discouraged; cus on the PCs' lie.
remind the players that they are in the middle of a
police station, and even the Wyrd won't do them "What's your connection with the 0-Men?" Corrado
much good against a building full of armed men, all is just using this angle to put the connection in the
eager to put down a "rampaging escaping gangster" PCs' minds. (If the PCs are connected to the D-Men,
if given the opportunity. then he'll name another gang. The idea here is to
get them suspicious.)
One by one, the characters will be taken to interro-
gation, where Detective Sergeant Joseph Corrado Play out the questioning of each PC. They should
will interview them. begin to notice a few odd things. First, Corrado
doesn't really appear to be interested in their an-
~o~E.t>f-f Co~ADo, f'IOS.S.E.1>-ut> Cot> swers. Second, and perhaps most telling, despite
Like many true players, Joe Corrado answers to a the presence of a recording device, he's not record-
higher authority. Due to the intricacies of his past, ing the interview. Lastly, there is no other officer
Corrado is in the pocket of Paul Pentangeli, a high- present. Both this and the recording would be stan-
powered Mafioso Saint known on the street as dard procedure for a homicide, especially where
"Paulie Five-Angels." gangs are involved.
m~: Joseph Corrado is a Name. When they're not being interrogated, the PCs are
kept in a single holding cell, large enough for every-
Stat him to your liking.
one. If they represent different sets, there is the pos-
sibility of conflict between the PCs-which is fine '
#HE. i~rE.~[Link]
as it makes for an exciting game. The cops will come
Corrado will interrogate each character in turn.
in and close down any fight if it gets out of hand,
Based on how he conducts the interview, it should
however. The offenders will be cuffed and leg-shack-
become evident to the player-characters that he's
led, but left in the cage with everyone else (which is
not really looking for answers. His questions are
another indication that things aren't quite kosher).
rushed, he appears to be barely listening to re-
sponses, and his demeanor is that of a person who
After letting the PCs sweat in holding for the better
has made up his mind.
i1
=..,....- part of a day, Corrado announces that they're not have any gats, but they do have the Wyrd, so things
going to be charged. The PCs are free to go. will most likely end up going in their favor. If two out
of the four attackers are wounded or otherwise be-
tVHAf 1HE. f-f E.L..L.. i~ <.:Joi~<:} o~ 1 come casualties, the others will break off the attack
OK, here's the rub: Corrado, the mobbed-up cop, and try to get away in the Bronco. They'll most likely
whacked Sticks himself on the orders of Paulie Five- go to the Crows for backup.
Angels. Five-Angels wants to start a full-blown gang
war to keep the slingers from getting more power- °YE.E.t> #Hi~
ful. He figures that if he can keep them focused on The player characters should now realize somebody
smokin' each other, they'll be less of an interference spread the word that they got picked up for Sticks's
to his plans. murder. Tales are spreading ghetto-quick that they're
the ones who did it. That's not good, because sooner
What are his plans? Only one person knows, and or later, somebody is going to get lucky and the PCs
that's the man himself... and he's not telling. The GM will get dead.
should feel free to come up with something particu-
larly nefarious, especially if you want to use Five- The PCs have a few choices at this point. They can
Angels as a recurring villain. try to lay low until the whole thing blows over. This is
probably a risky proposition, as any of Sticks's set
S~E.E.1 ~[Link]"1 A~D [Link],Jf who survived will be actively gunning for them-and
Moments after they are released, the PCs should if they wiped out Sticks's set, the Crows are likely to
have a chance to notice that they are being followed. get involved as well. They can also go to the Crows
A Bronco with chromed-out wheels and tinted win- to plead their innocence. Finally, they can go to one
dows is overtly trailing them, driving slowly along of the other gangs for protection, or they can try to
the curb. This has all the telltale signs of a pending suss out who actually whacked Sticks and why.
drive-by.
The direction of the adventure from this point is en-
The Bronco belongs to the members of Sticks' set: tirely dependent upon what the players decide to
Rev, Banez, J Brain, and Rodney. Sticks' set are do. The GM should try to roll with it as best as pos-
normal bangers-none of them have the Wyrd. How- sible, using the following suggestions as a guide-
ever, they do have plenty of guns, and given that line.
the PCs are unarmed {the police confiscated any
weapons that they normally would carry), that's [Link]~' {.P~
problem enough. If the player characters decide to hide out, they're
pretty much just asking for trouble. Hiding is only
m7S: Banez, J Brain, and Rodney are just going to reinforce the belief that they were respon-
thugs, so you only roll two dice for them. Rev, sible for the murder.
though, is a "badass thug" so he gets a +1 to all
his dice. Blood has been spilled, and issues of blood don't
just "blow over"-especially on the street. Sticks's
• ===-- Any attempt by the PCs to split up, or lose the Bronco homies are going to want payback, and most likely
·- -- in any way, will force the action. Not a drive-by,
though; the occupants have seen that the PCs don't
have any weapons. Rev stops the Bronco and ev-
his affiliation with the Crows will make them get in-
volved as well. That doesn't bode well for the char-
acters' life expectancy.
erybody piles out, armed to the teeth. The PCs will
hear Rev say: The PCs can try to rely on their friends and contacts
to cover for them, but sooner or later they're just
"Those are the muthafuckas that did Sticks. Smoke going to be too hot to risk helping. Even if the play-
ers are affiliated with the Crows themselves, the gang
will eventually write them off and issue the order, at
which point every Crow in town will be out for their
blood.
~ E.t>1ii:E.~E.~1!
The player-characters can go directly to the Crows,
the gang that Sticks was affiliated with, and try to
£s;>~ ~[Link].~:
to be desperate to approach Los Reyes, since the
-
The player-characters would have-
convince them of their innocence. The PCs should will be extremely suspicious of the PCs, as is their
remember that the Crows are empiricists and mate- nature. However, if the player-characters tell them
rialists. They believe in what they can see, hear, of a 9rooked cop possibly framing them, the Latinos
smell, taste and touch. Without direct material evi- will be much more interested in listening. Corrado's
dence of the set-up, the player-characters will have apparent corruption plays well to Los Reyes opin-
a difficult time convincing the gang to believe them. ions regarding /a policia, and will be all they need to
hear to have sympathy for the PCs. They will be
However, with the proper tribute presented to them willing to try to help the PCs prove that the cop set
(cash, goods, etc.), the Crows will be willing to lis- them up, and will protect them from the other gangs
ten, and might even be eventually willing to chuck a while they do so.
Check Yo' Self or similar Wyrd to try to determine
the PCs' guilt or innocence of the. /HE. f-fv~c:i~ QHo~r~: This gang doesn't care
about what happened to Sticks, nor do they care
Once the PCs have been certified, the Crows will about what is happening to the player-characters.
become very interested in finding out who killed They will refuse to help, and will emphatically sug-
Sticks, and why Corrado seemed to be so keen on gest that the player-characters leave their territory.
fingering the player characters for the crime. This Refusal to do so would be ... a mistake.
will most likely lead to an eventual confrontation with
Corrado, and possibly with Paulie Five-Angels him- /HE. D~E.A"D: Another desperate move on the part
self. of the player-characters, as nobody enters into the
territory of Baron Samedhi if they can help it at all.
'Y~o1E.c1 YA ~[Link] Those that do seldom return. The Dread will listen,
The player-characters can go to any one of the other though-they get their juice from imparting wisdom
major gangs and look to them for protection against to the worthy, after all , and if the PCs are not worthy,
the wrath of Sticks's set and the Crows, but the re- then the Dread can always use more zombies. When
sults of this will largely depend on what gang they the PCs tell their story, they will be brought deep
approach. The story of their supposed involvement into Dread territory to a Caribbean dancehall called
with the murder has traveled far and wide, and each Maman's. There, they will be brought to the Baron
gang will react differently to the hottest slingers in himself. He can't stand the Crows, which is why he's
the hood showing up on their doorstep. willing to protect the player-characters. Even more
intriguing to him is the involvement of Corrado, whom
/HE. '3XSrA~~= These folks are the most likely to he knows to be in Five-Angels's employ. The Baron
give the player-characters a break, hear them out views Five-Angels as a direct rival and wants to know
and believe them. They know that something's up what he's up to. He will charge the players with find-
with the cops and Paulie Five-Angels, and it's not ing out what happened to Sticks, and give them his
hard for them to see his hands in this. They will be protection while they do so.
willing to protect the PCs, and to broker peace be-
tween the PCs and the other gangs out for them. /HE. '[Link]> QvE.E.~~= Big mistake. The player-
characters will end up as lunch unless they figure
/HE. 1)-f1E.~: Bad news. The D-Men not only out that Ava, a Queen, happens to be Marcellus' sis-
won't help, but th ey already know the truth and they ter. Ava is young and new to her gang, so she isn't
don't give a shit. These infernals know what Paulie likely to bring it up even though Marcellus was one
Five-Angels is up to (whatever that is), they know of the only men she could trust. But if the player-
about Corrado being crooked (they are quite happy characters say something first, this new information
with the gradual decline of his soul), and a few D- may prompt a high-ranking Queen or two to call in
Men even witnessed the crime . They will take great some favors.
pleasure in carving the PCs to ribbons and deliver-
ing what's left to the Crows in return for the other qoon {.QoKi~, Our
gang 's gratitude. The player-characters can try to solve Sticks's mur-
der either on their own or with the help of one of the
~i!!--- gangs they approached. This can be accomplished found in the autopsy, or obtained through interview-
either the old-fashioned way (hitting the streets, look- ing one of his friends-"They shot him with his own
ing for witnesses, trying get the autopsy report, etc.), piece, man. That's cold." This is another piece of
or via the Wyrd, or a combination of the two. the puzzle pointing to police involvement-Sticks
would have had to turn his gun over to someone,
The initial clue that the PCs will be able to find- and a cop would definitely fit the bill.
which they can get from the autopsy report, looking
at the body, or talking to Sticks's set or family-is Sooner or later, the road will lead the player-charac-
that Sticks had bullet wounds across his chest, and, ters back to Corrado. Once they've figured out that
most importantly, under his arms. This is an indica- he was the one who smoked Sticks, the question
tion that when he was shot, his hands were up-like will become why he did it, which will lead to his con-
they would be if a cop had confronted him. nection to Paulie Five-Angels. This can form an on-
going story arc for several more adventures as the
The second clue will be the realization that Sticks involvement of the Mafia is gradually discovered.
was shot with his own gun. This information can be
Newark is a prime example of Ghetto America. In Rwanda, fleeing the region's recent hardships. Rosa,
the earliest part of the last century, Newark was a his wife, is an avid practitioner of Santeria and used
rich and vibrant city. It provided an easy gateway to to own a simple botanica in the same building. She
New York by way of several ferries and boasted sev- renovated when she met her barber husband. For a
eral features of its own. Newark was highly industri- few extra dollars, Rosa can be convinced to weave
alized, replete with a brewery and several factories good fortune and other subtle slings into her patron's
all around town. hairstyles. Thus, the building is a popular hangout
for local slingers, with haircuts and conversation out
However, never having recovered from the race ri- front and slings, potions, and talismans in the back.
ots of the sixties and seventies, Newark slid into dis-
repair and neglect. Despite-or some say because When the characters walk in, they might notice
of-its administration's best intentions, Newark is rife something is awry. A few talismans might go off by
with poverty, drugs, and crime. In the mid-nineties, themselves, and some of the potions lying about start
the Rutgers and the New Jersey University system to bubble ominously. As they investigate, a thump-
began an initiative to gentrify the city, which has since ing bass groove slowly crescendos from outside. It's
met with limited results. However, Newark and the hardly an unusual occurrence, but the noise just
surrounding areas can probably attribute the major- keeps getting louder with no end in sight. It keeps
. r 1
ity of their fame to the musical acts that originated coming and keeps getting louder, when suddenly,
~~-----: there. In the early and mid-nineties, Newark, the front window of the store cracks.
·~-- Irvington, and West Orange were producing acts like
The Fugees, Lords of the Underground, Artifacts, The characters may want to throw a sling to prevent
~:;;;...,,,_.... and Redman. This led to a sort of revolution in themselves from skipping a beat due to the immense
Newark's artistic community, and today a vibrant hip- audio onslaught coming from outside. Any who fail
hop scene pulses under the squalid exterior of the are incapacitated, clutching their ears in pain. Those
city. Knowingly referenced by dozens of rappers as who succeed will be able to see and act, but hear
"Brick City" or "The Bricks," Newark is a powerful nothing except the thunderous music.
focus point in hip-hop.
Out on the street, the characters see a sobering
scene playing out before them. A tall man with long
dreadlocks runs down the street, a car chasing him.
The car has no driver, and may belong to the fleeing
man.
~..,_.-
aims a pistol etched with runes at the door the in- rT~l>i~G ~.'E:". Sf-fAf-f
stant anyone enters. He's dressed to the nines in R.E. Shah, born Tyrell Whittaker in Camden, New
;;;;;;;;~,...... the latest fashions, dripping with ice and gold, but Jersey, moved to Down Neck when he was five and
·- - - looks tired and haggard. He's sweating and visibly stayed here all his life. He lives in a modest home
jumpy. Anyone with an eye for such things will no- on the second floor of a walk up above a bodega. A
tice Eyedollar is sitting in the center of a protection little snooping will reveal that he invested most of
circle and is reluctant to even move for fear of break- his advance money, but spent some buying his mom
ing it. a condo in Seaside Heights and indulging in a new
Hummer, which is amusingly enough up on blocks
He's scared, and because of this, he's more boast- in front of his spot.
I
M~~lful and nasty than usual. He'll openly insult th_e char-
acters, and be as standoffish as possible with his As the characters approach, they will hear a shot
mm• answers. However, he's afraid of something and it coming from his apartment. Investigation will reveal
seems the characters might provide a way out of that Shah is in combat with Two D-Men, one of whom
~:;;~i:..i his predicament. He complies with their queries as he has already taken out.
...........,~"IC'r long as he doesn't feel threatened.
' ...•..,
-
If the characters help RE. , it will go very quickly in Loa. They had no idea why.
his favor and the last D-Man will flee the scene. RE.
is appreciative, but obviously much more upset. The ~"TS: These 0-Men are just Grunts.
D-Men have already killed a close personal friend
of his, DJ Loa. Apparently Loa produced almost all
of the beats on the Who Ride album, save one: track So*"IE. S«![Link]!~ Q01 A~~~E.«!~ ...•
nine. Shah knows nothing of who created that one, At this point the characters may wish to go back to
save that it was "one of Eyedollar's boys." Takhir Calhoun. He lives in a nice apartment in Man-
hattan right on the other side of the Lincoln Tunnel.
After the incident that killed ThugOne and Kingpin, It's a short ride to find him, and he agrees to meet
RE. Shah started doing some poking around of his the characters at a bar near Herald Square.
own . It wasn't long until the D-Men tried to stop him.
He has learned, however, a few things. He concedes Takhir Calhoun is looking a little more shaken than
that Eyedollar's story was true; they met in the cre- he was before, and he's a little tired from walking
ation of Who Ride and obviously didn't get along. everywhere he goes. However, he has some valu-
There was a very basic clash of personal philoso- able information.
phy and ideas that led to a lot of difficulty on the
album , making it seem very strange that Eyedollar Apparently, Eyedollar came to GrimWar by way of
agreed-in fact, insisted-that they use DJ Lea's an exceedingly well-connected producer calling him-
beats on the whole album. He senses that this has self "DJ Ice Ace L." Ice Ace has no paperwork, no
something to do with Lea's untimely death and was history, not even a real name. Obviously, it doesn't
on his way to see the rapper about it. take a lot of work to figure out what Ice Ace L (Azazel)
means, or where he came from.
If the characters manage to capture the D-Men, in-
terrogation reveals very little save that the D-Men's
masters ordered them to kill both RE. Shah and DJ
~--~····-----fifl41ji11R'=
oop o es. e nature of the contract puts fame and TF 1H~fucrE.~~ c:}o 10 ~Y'[Link].L.A~ 1 ~
fortune against the rapper's own soul. DJ Ice Ace L '?[Link].:
was providing Eyedollar Tray with beats, beats that Since Eyedollar's money has run out, so has all his
were certain to make him a star. But at the last security. The estate is strangely quiet and empty.
minute, Eyedollar switched out the tracks, leaving Eyedollar is still in his booth, and without his people
DJ Loa's beats on all of the tracks but one. Azazel is to feed and bathe him, now much dirtier, hungrier
pissed. and more desperate than ever. His only remaining
protection-beyond the wards-is a gargoyle that
According to the provisions of the contract, says will attack anything that comes into the basement
Takhir, switching the beats has broken the contract. studio.
If the rapper should leave his protection circle, the
demon will get what he wants and the track will re- ~1S: The Gargoyle is a "strong, determined
vert to normal, no longer cursed. servant" so any rolls made for it are at a +2.
'BACK 1o 1HE. ~o~1 1iACK Should any of the more observant characters real-
As the characters (with or without R.E. Shah) their ize the stereo is still there, they can simply place the
way to speak with either the people at GrimWar or cursed track on the house stereo and press play.
Eyedollar's' estate, they wind up at a stoplight where Azazel will be able to carry through the speakers in
the local hip-hop radio station blares from another the basement and suck Eyedollar out of his circle of
car. They hear the DJ cut in as the track fades out. protection. Any characters watching will get to see a
gruesome sight as the demonic claws rear.h from
"Yeah yo yeah yo, that was the new track from the speakers and grab the unwilling rapper, yanking
Golden Dawne. Oat a fine-assed shorty if ever there him through the wires and leaving only the stench
was one, son! Hey ya, stay where you at because in of brimstone.
the next hour we have a sneak preview of GrimWar's
newest act, Who Ride, with the title track "Arise and The characters may want explore both options split-
Walk!" ting up to stop the DJ as well as go to Eyedollar's
place to break the curse. Unless there is an over-
"Show me somefin'!" whelming reason why the PCs cannot do this, it is
recommended to let them try.
"I got you, man!"
c0HA1 ~ QOi~<:l 0~ :
1
What follows are concept seeds: hooks for Game cause chaos in the community by openly attacking
Masters to flesh out and customize for use in their police. They hope to bring down the wrath of the
own campaigns. A Wyrd is Bond GM should be like cops and flood the 'hood with carloads of trigger-
a talented freestyle rapper, able to spit rhymes with happy officers, providing a recipe for a citywide race
only a beat to back him, and at a moment's notice. riot. Can the PCs diffuse the situation, or will they sit
Take the core idea and run with it. See where it back and try to get theirs when the fires start?
goes, how the players react, and then spin off their
reactions, improvising the direction of the tale. It qE.1 VY, qE.1 'DoG0~: Some slinger called
sounds daunting, yes ... but it's actually easier than something up that he couldn't put down again. The
it sounds, and a lot of fun besides. PCs are trying to get rid of it before it does some
real damage, and all the while the D-Men are look-
AL..G0AY~ 'SE.E.~ [Link]~: A golem, a crea- ing for it as well. If they get their hands on the entity,
ture of living clay, created by a rabbi to defend the they'll make sure it stays- a bad deal for every-
neighborhood against anti-Semites back in the body.
1930s when the 'hood was largely Jewish, awakens
in the modern day. It sees that the ghetto is now C~ACK f-fov~E.: Constant despair and suffering
filled with other minorities, follows his original pro- occurring within its walls have brought an abandoned
gramming and tries to defend the neighborhood building to life. It feeds on those stupid enough to
against the "outsiders" who have taken it over. The enter through its broken windows and sagging door-
golem was brought to life by carving the Hebrew ways. Most folks on the block know to stay away
word EMETH ("truth") on its forehead, and can be from it, but it has gotten crafty and now luring chil-
destroyed by erasing the first E, causing it to read dren into its dark hallways, never to return. It's not a
METH ("death"). haunted house. Haunting means ghosts, and ghosts
used to be human. This thing was never human.
rucK lHA °t>oL..icE.: The D-Men are out to
F'i<=Jt-tf fHA YoG0E.~: Somebody figured out that #HE. IHv<=J f~ [Link], £.9~<=> {lvE. 1HE.
the intersection of the five streets was a site heavy IHv<=J: Two top rappers have been killed, one East
with the power of the Wyrd. Since then, everybody Coast and the other West Coast. All of the signs
has been fighting over possession of it: straight-up point to the murder of one being payback for the
gang war, with slingers on the front lines. The gang murder of the other. An inter-coastal war is breaking
that ends up in control of the intersection will be the out, fueled by dis tracks and the mainstream media .
true power in the city... so do you think the Man is What most folks don't realize is that this war is actu-
gonna let that happen? ally being fought on the mythic and magical fronts.
The stakes are the archetypal governance of
ME.E.1 You Af ft-tE. C~o~~~oA"D~: Stories of America, the domination of its culture and civiliza-
selling your soul to the Devil at the crossroads have tion behind the scenes. Past holders of this office in
been around since before Robert Johnson got his America and elsewhere have included JFK, Queen
blues licks back in the day. An old friend, who is now Victoria, Napoleon and back to Charlemagne and
a major up-and-coming rapper, approaches the PCs. King Arthur. The two lead-
He tells them that he sold his soul at the crossroads ing candidates, one from
in return for his talent, and tonight is the night that the East, one from the
the Devil is coming to collect. Can the PCs help their West, now lie dead .
Who shall take the
homeboy, and is it really possible to keep the Ser-
pent King from what he's owed? crown?
'10
fr'~ s.E.E.~ n-t~E.E. Y'E.A~~ since I wrote and published Little Fears - the roleplaying game of
childhood terror. And what an amazing trip it's been. I have had amazing ups that included making some
wonderful friends and acquaintances in and around the gaming industry. The people I've met have really
helped change my life. There's a lot of love in the game industry, and they have shown me that. Of course,
to balance the highs, I have had some pretty severe lows as well. But here I am, back again.
Wyrd is Bond, not-so-surprisingly, grew from a pun. My brother and I invent our own slang all the time and,
one day, I instant-messaged him with one word: Wyrd. From that sprang "Wyrd up," "Wyrd to ya mutha,"
and "Wyrd is bond." I almost immediately started hashing out an idea. I really just had the basic notion of
"magical gang bangers" and the culture that would spring from that. I mentioned this to my brother and we
started riffing on the idea. It was a brilliant marriage, really. Both are highly misunderstood by the general
public, both deal in dark trade (drugs, demon summoning, etc), and urban fantasy is something of a
passion of mine so I was really psyched about it. I love the modern world, even with all its faults, and using
it as the landscape for some pretty common fantasy tropes really appeals to me.
Now, a year later, Wyrd is Bond is done and I'm just about to put this to rest.
This game presents, basically, one thing: the slinger. Almost everything else I've left up to you. I hope you
latch onto that and see it as a challenge and not a turn-off. I hope I've inspired you with this work. The
system requires a lot of brain-work on everyone's part and that's supposed to be a feature, not a bug. Like
my previous game, the mechanics are simple but they fit my design goal. The three-dice mechanic (or 30
Engine, as I called it in development) represents the chaotic force of the Wyrd. It is a harsh and wild
energy that must be tamed. Left on its own, it will work in seemingly random patterns. That is what I
wanted the mechanics to represent.
I have simple ideas and complex ideas. The former are best served by simplicity, and the latter best
served by complexity. Tacking a big bulky system on a game like Wyrd is Bond just makes no sense.
Besides, I wanted it to flow smoothly and I want the players to have a direct influence on what is to happen.
I like the manic nature of this system and how it plays at the table. People started to really fret over which
die to put in Order and Power, and how best to use Payback, and how they could get extra dice. It was a
blast.
And now, it's time to let Wyrd is Bond out into the world.
On a personal note, last year I became a father to a wonderful little girl, and I dedicate this work to her.
Key 20 was burnt to ash and reborn stronger and better than ever. There was a time I wasn't sure if I would
ever attend another convention much less release another book, and it feels really good to be literally
hours away from completion. So I also dedicate this work to all those who helped me, financially and
spiritually, to get back on my feet and get back to doing what I love.
This work is also dedicated to my wife, whom I love more than anything else in the world.
..
--02.25.04--
'I I
3XStars ... 32, 70 Enemies ... 52, 58
9Circles ... 13 ENOK ... 22, 33, 42
After Effects ... 13 Fashion ... 14
Alley Star... 72 Federal Agents ... 67
Allies ... 52, 58 Feedback ... 69
Aspect. .. 28 Find the Levels ... 65
Augmenting Rolls ... 56 Freak That Shit. .. 26
Bad Sling ... 69 Gang Culture ... 14, 22
Baron Samedhi. . .44, 75 Gangs, Mundane ... 50
BBnC ... 22, 33, 42 Gear... 61 •
Be Inspired ... 64 Ghosts .. .41, 71
Beats ... 53 G-Men ... 67
Blood Queens .. .47, 71 Golden Dawn ... 29, 33, 72
Bloods ... 50 Grunts ... 68
Bonus Dice ... 28, 58 Have Fun, Baby... 65
Boost. .. 59 Healing ... 59
Break Specialist. .. 52 Hermes Trismegistus ... 32
Command Presence ... 68 Hoodrat. .. 53
Community Crimes ... 68 Hook-Up ... 53
Conman ... 52 How do you voodoo? ... 51
Cops ... 67 Hungry Ghosts .. .41, 71
Corpus Hermeticum ... 32 In The Back Room ... 66
Crews ... 27 Infernal Aspect. .. 36
a:~~=- crips ... 50 Initiation, Gang-specific... 28
r-!ii!~- critical Hit. .. 69 Initiation, Wyrd Use ... 62
ar,;;;;;;;a.,,.,.,.,..... Crowley, Aleister... 16, 29, 72 Into The Fold ... 26
~_._,, crows ... 29, 69 It's All In A Name ... 51
Damage ... 59 Jt's All Relative ... 65
Dealers ... 19 Juice ... 28, 53, 59
Death Aspect. . .45 Jump Around ... 66
Disruption ... 68 Keepin' Tabs ... 68
D-Men ... 35, 70 Lethal Slings ... 55
Dread ... 44, 71 Los Reyes ... 35, 70
Drugs ... 18, 19 Lover... 52, 58
Emerald Tablet. .. 33 Memorable Villains ... 65
Mind's Playin' Tricks On Me ... 66
'12.
My Enemy's Enemy... 26
Names, Common to gang ... 28
Names, NPC Type ... 68
Sanguine Aspect. . .48
Serpent King ... 74
Sets ... 27
-
-·
-•
1
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