FASERIP

THE ARM national crime syndicate

Fingers (The Arm Footsoldiers)

F: Decent (10)
A: Average (06)
S: Average (06)
E: Average (06)
R: Bad (04)
I: Average (06)
P: Average (06)

Health: 28
Karma: 16 (but 33% of the time at zero due to killing people)
Resources: Average (06) (despite raking in large sums of money from illegal activities most of the money is taken from them by their bosses. Fingers usually have a drug habit, gambling problem, woman problem, or a lavish lifestyle which wastes a lot more)
Popularity: -5

Talents / Specialities:
Mafioso, Stealing, Lying, Specialist: pistols

Powers:
Fingers don't have superpowers. If they ever get a Power that is grounds for immediate promotion - or assassination.

Contacts:
Hand of the Arm (crew captain to whom they report and answer);
Other Fingers and Hands in the same crime family;
Henchmen in other crime families.

Limitations:

  • NOTORIOUS: when identified, this character or its behavior or associations is of such bad reputation that the character will immediately be subjected to suspicion and hostility usually only reserved for supervillains.
  • DEGENERATE: some aspect of this character's life is out of control and it affects all their personal relationships, reputation and Wealth. Their Wealth can never rise above Average no matter how much effort is made to boost it.

  • Hands (The Arm crew captains)

    F: Decent (10)
    A: Average (06)
    S: Average (06)
    E: Average (06)
    R: Bad (06)
    I: Decent (10)
    P: Average (06)

    Health: 28
    Karma: 22 (but 33% of the time at zero due to killing people)
    Resources: Decent (10) (despite raking in large sums of money from illegal activities most of the money is taken from them by their bosses.)
    Popularity: -5

    Talents / Specialities:
    Mafioso, Stealing, Lying, Leadership, Specialist: pistols

    Powers:
    Hands don't have superpowers. If they ever get a Power that is grounds for immediate promotion - or assassination.
    Hands are much better equipped than the Fingers they command and lead. Typical Hands have dozens of firearms of all kinds and sizes, knives, some own a bulletproof vest which they can get quickly and put on in an emergency, and they also have a variety of Vehicles at their disposal supplied by illegal business they control.

    Contacts:
    Other Fingers and Hands in the same crime family;
    The Underboss they report to; Henchmen in other crime families.

    Limitations:

    • NOTORIOUS: when identified, this character or its behavior or associations is of such bad reputation that the character will immediately be subjected to suspicion and hostility usually only reserved for supervillains.
    • KNOWN TO POLICE: the character has a serious criminal record and is constantly watched by law enforcement.

    • Underbosses (The Arm commanders of all their family's Hands)

      F: Decent (10)
      A: Average (06)
      S: Average (06)
      E: Decent (10)
      R: Decent (10)
      I: Decent (10)
      P: Average (06)

      Health: 32
      Karma: 26 (but 33% of the time at zero due to killing people)
      Resources: Great (20)
      Popularity: -5

      Talents / Specialities:
      Mafioso, Stealing, Lying, Leadership, Specialist: pistols, Law, Business Management, Tax Evasion, Professional Gambler

      Powers:
      Underbosses don't have superpowers. If they ever get a Power that is grounds for immediate promotion - or assassination.
      Underbosses live in luxury like multi-millionaires. They also have extensive armories of weapons, Vehicles including aircraft, and many private guards who are Fingers who have received special training as personal guards of some kind. All Underbosses have an underworld nickname much like a supervillain name and dress in a flashy gauche way to flaunt their Wealth.

      Contacts:
      Other Fingers, Hands and Underbosses in the same crime family;
      The Boss they report to; Henchmen in other crime families.

      Limitations:

      • NOTORIOUS: when identified, this character or its behavior or associations is of such bad reputation that the character will immediately be subjected to suspicion and hostility usually only reserved for supervillains.
      • KNOWN TO POLICE: the character has a serious criminal record and is constantly watched by law enforcement.
      • ACCOUNTABLE: the character MUST obey their leader at all times, must report to that leader whenever called upon to do so and must attend any meeting called by their leader without delay. Failing to obey their Accountable Limitation costs the character -20 Karma - and could lead to the most drastic punishments from their leader.

      • Notes:

        The Arm is a national crime syndicate headquartered in the United States of America but with tentacles and relationships worldwide. It is composed of crime families, groups of criminals connected by blood and the Charter of organized crime. Each crime family has a territory or rarely a type of crime that is their "patch." Under the laws of The Arm no other criminals can touch the patch of another Arm member.

        The organization is a supervillain Team which is Chartered, Themed (every member from Finger to Commssion must have killed someone in cold blood; all members must keep secret all Arm business; no Arm member must every squeal or even cooperate with law enforcement) Batallion. The Arm has Popularity of -5, Astounding Wealth and a Fantastic Headquarters skyscraper building as well as many other facilities across the country and the world.

        The Arm is highly aggressive. Any non-Arm man who insults a member of The Arm has to be killed for showing disrespect. All non-Arm criminals are forced wherever possible to pay a street tax to The Arm to be allowed to commit crimes in Arm territory.

        The ranks of the Arm are:

        • Fingers - the common mooks and footsoldiers. All Fingers belong to a crew, a small unit of Arm criminals who work together like a military unit
        • Hands - the captains, leaders of the common mooks and footsoldiers. Each Hand commands a Crew.
        • Underbosses - commanders of all captains in their crime family.
        • Bosses - each Boss is the head of a crime family. All Bosses are outright supervillains.
        • The Commission the ruling committee of The Arm, composed of all the Bosses whose families are part of The Arm.

        The Arm hires non-Arm supervillains for specific jobs where they want the attention to be away from their organization or where for example a superhero has already mopped the floor with them.

        The Commission is composed of organized crime supervillains each of whom is an unique type of character even if generally they are all some form of mafiosi. As best as law enforcement can tell there are currently twelve members of the Commission. Three are unidentified but the nine that are known are Rico "The Canary" Migigliano (a super-strong enforcer who can also create a sonic blast); David Lu Pang "The Jade Tiger" (Magic powers of some kind); Fat Momo Arcano (Force Field generation); The Concrete Bully (Alternate Form - living concrete, super strength); Marla "The Florist" Rothstein (Elemental Control - vegetation of all kinds); Dwayne "Iceman" Dequavious (Specialist x5 with pistols, Specialist x5 with automatic weapons, Specialist x3 with unarmed combat); No-Face (spectral creature of living shadow who leads a crime family of undead); Frankie (actually Francesco) "Lucky" Laventura (Regeneration, Danger Sense); and Arthur "The Accountant" Summerhayes (Precognition focusing on calculating the likely future, Time Control - used to choose the most favorable future where possible).