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31 Years
Female
"Blockbuster"
SSSS-Rank Quirk:
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Post by Crimson on Feb 12, 2021 10:05:21 GMT -4
Riffraff, Crooks and Thugs |
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| Quirkless Street Tough Encounter Rank: F Usual Benefits: Durability, Weapon Skill, Strength.
Perhaps the lowest level of a local gang, or maybe just the sort of racist or strongman you’ll find at every bar in the country. A bottom-feeder of the criminal world, only dangerous in groups, or while picking on weaker foes. Rarely chooses a fair fight. Could be tougher if he gets his hands on a metal pipe, blade, or other improvised weapon.
These thugs are a dime a dozen and could be a member of any villain or criminal faction or could even just be someone looking for a fight.
Primary Enemies: Any | | Quirkless Street Sneak Encounter Rank: F Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill.
You rarely see them coming unless you're out looking. These cads take advantage of crowds and cover to get things done, using a little more than your average cunning and guile to take what they need to survive. Don't let their lack of physical strength fool you, they are violent and dangerous when cornered.
These thugs are a dime a dozen and could be a member of any villain or criminal faction or could even just be someone looking for a fight.
Primary Enemies: Any |
| Quirkless Heavy Thug Encounter Rank: E Usual Benefits: Durability, Weapon Skill, Strength, Mobility, Speed
The next rung up the thugocracy from the humble tough, Bikers, Foot Soldiers, and your generic chain wielding beater fall into this category. They come in groups and are capable of lethal engagements. Mostly prone to illegal races, vandalism, larceny, and picking fights. It is possible that they may even get their hands on a gun, caution is advised.
These thugs are a dime a dozen and could be a member of any villain or criminal faction or could even just be someone looking for a fight.
Primary Enemies: Any | | Quirkless Muscle Encounter Rank: D Usual Benefits: Durability, Weapon Skill, Strength, Mobility, Speed, Martial Arts
These baddies are not to be taken lightly. Bodies honed by life on the street have made them as tough as metal and can hit just as hard to boot. Just giving these guys a quirk would bump their encounter rank up to C. Most of these individuals know some manner of martial art and are trained well enough to keep up in a difficult fight. The apex of quirkless thugs.
These thugs are a dime a dozen and could be a member of any villain or criminal faction or could even just be someone looking for a fight.
Primary Enemies: Any |
The Dust Devils |
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| Dust Devil Vagrant Encounter Rank: F Usual Benefits: Durability, Weapon Skill, Strength, Some Quirks.
Low ranking criminals who, for one reason or another, have joined the militant anarchist gang known as the 'Dust Devils'. Always wearing skeletal masks of various kinds. Tend to stick to performing crimes against the wealthy and powerful, be it robberies, vandalism or plain old violence. Though, some at this level are just looking to cause trouble.
These dangerous men belong to the Dust Devils anarchist gang and are not to be taken lightly. They are often armed with rudimentary and makeshift weapons, and rarely posses capable Quirks.
Primary Enemies: Any | | Dust Devil Anarchist Encounter Rank: E Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Durability, Strength, Occasional Combat Quirks.
Those in the Dust Devils with a true belief in the cause, and fight vigorously for a world without chains. Exclusively commit crimes with victims above the regular civilian. Will readily attack police, Heroes, the rich or even politicians, alongside committing what crimes they need to support the cause.
Allowed access to the Dust Devils' greater arsenal. Some may be using firearms, or have quite capable quirks.
Primary Enemies: Any | | Dust Devil Freedom Fighter Encounter Rank: D-C Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Durability, Strength, Useful Quirks, Affliction (Debuff) Skills
The rising stars in the Dust Devils who have proven to be more than just thugs and fanatics; their quirks are useful, their minds are sharp and their capacity for violence against the society that keeps them down is unmatched. Unlike the rough and deadly Anarchists, these individuals are more patient and are often tasked with leading groups of Anarchists and Vagrants.
Allowed access to a significant portion of the Dust Devils' arsenal including stolen or appropriated support gear and military grade weapons.
Primary Enemies: Any |
The Kobayashi Yakuza |
| | Kobayashi Footman Encounter Rank: F-E Usual Benefits: Weapon Skill, Strength, Martial Arts, Some Quirks.
The Kobayashi are by definition, Yakuza. Fiercely loyal and capable of a great deal of honor when you boil it all down. The gang lead by the infamous Thunder Shock does have some hard edges, though. Footmen of the Kobayashi clan can commonly be found in the areas around Kabukicho and perform a role very similar to the police in the area. They are more than willing to use their quirks to settle disputes and are prone to violence against heroes or vigilantes that cross into their territory.
Common weapons include guns, knives, batons. They avoid using explosives. All have some manner of quirk.
Primary Enemies: Heroes, Vigilantes, Students. | | Kobayashi Lieutenant Encounter Rank: E-D Usual Benefits: Mobility, Weapon Skill, Influence, Specialist Skill, Durability, Strength, Combat Quirks.
Kobayashi Lieutenants can be seen occasionally. Dressed far better than the footsoldiers they surround themselves with; the Lieutenants are often marked with tattoos designating which branch of the clan they are part of. Extraordinarily patient men, compared to most Yakuza groups, they represent the face of the organization and are often involved in 'minor business deals'.
Do not underestimate them, many Lieutenants actively undergo martial arts training as well as training to weaponize their quirks.
Primary Enemies: Heroes, Vigilantes, Students | | Kobayashi Underboss Encounter Rank: C Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Durability, Strength, Quirks, Companions, Influence
Kobayashi Underbosses are extremely close to what most might consider 'Named NPCs'. Dangerous is an understatement when considering these individuals who have undergone extensive quirk-related training to make them a threat to even Pro-Heroes and Vigilantes. Wholly committed to protecting their territory or the Headmember that they've been attached to.
Underbosses commonly carry support gear, the best weapons that Kobayashi can provide, and even enhancement drugs.
Primary Enemies: Heroes, Vigilantes, Students |
The Goddess Cult |
| | Goddess Cult Vandal Encounter Rank: F Usual Benefits: Mobility, Weapon Skill, Strength, Affliction (Debuff) Skills, Some Quirks.
Goddess Cult Vandals are low ranking thugs that have joined the fanatic cult of individuals inspired by the events of the Fuchu Breakout. Largely organized through the internet. They are semi-common occurrence though more of a nuisance than anything and antagonize heroes, students, and vigilantes. They are notably all quirkers or quirk sympathizers and violently oppose hero society. All Goddess Cult members are fanatics, do not attempt to negotiate with them.
Common weapons include knives, batons, firebombs, and brass knuckles. Most have very minor (cosmetic) quirks.
Primary Enemies: Heroes, Vigilantes, Students. | | Goddess Cult Devout Encounter Rank: E Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Durability, Strength, Occasional Combat Quirks.
Goddess Cult Devout have undergone a level of indoctrination in their beliefs on their darkweb organization sites. Ruthlessly violent and obsessed with a belief that through crushing hero society they will garner their goddesses attention, they are the next level of fanatic. Most Devout wear clothes that have been treated with light-sensitive materials and even wear glowing contact lenses.
Have access to darkweb weapons dealers and other resources. Some even possess low level influence skills thanks to their community based organizational structure.
Primary Enemies: Heroes, Vigilantes, Students | | Goddess Cult Crusader Encounter Rank: D Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Durability, Strength, Useful Quirks, Companions
Fully indoctrinated, obsessed, fanatical, and ruthless. Crusaders have one single minded goal; to achieve whatever it is they believe their goddess desires; even if it isn't true. They are often placed in charge of groups of Devout and operate at the behest of a priest. They will stop at nothing to harass agents of Hero Society and spread the message of their goddess of victory.
Access to an organization level arms collection and supply, some funding, and network of communication.
Primary Enemies: Heroes, Vigilantes, Students | | Goddess Cult Priest Encounter Rank: C Usual Benefits: Combat Tier Quirk, Varied Combat Benefits, Companions, Influence, Specialist Skills
Nearing the level of Named Henchmen and antagonists, Goddess Cult Priests are incredibly dangerous and a focus of interest of the PSC. There is some information that hints these individuals might actually have contact with the goddess they worship. Unlike other members of the organization they rarely go out of their way to involve themselves directly in combat.
Access to organization level arms collection, combat tier quirks, funding, and communication network.
Primary Enemies: Heroes, Vigilantes, Students |
The Plutocracy |
| | Fanatic of Mars Encounter Rank: F-E Usual Benefits: Durability, Strength, Improvised Weapon
Those who follow Mars are often mentally ill people that seek to cause as much destruction and pain as they possibly can; however, many of them are perfectly sane and simply enjoy causing chaos. The vast majority of them will not have actually met Mars, with plenty not even being a part of the Plutocracy in any official capacity. While unthreatening in small numbers, they cling to sites of destruction and unrest in large groups, where they can do the most damage.
They use improvised weapons, like broken bottles, hammers and pipes. Any quirks they have tend to be offensive in nature.
Primary Enemies: Any | | Plutocracy Grunt Encounter Rank: F Usual Benefits: Strength or Speed or Durability
Individuals doing dirty work for cash. These people can be down-on-their-luck young adults, to wizened elderly folks - but they all commit crimes for the sake of the money they’ll receive after a finished job. Don’t expect them to repent for their poor life decisions.
Primary Enemies: Heroes, Vigilantes |
| Soldier of Mars
Encounter Rank: D
Usual Benefits: Durability (Painlessness), Strength, Weapon Skill or Martial Art, Tracking
Mars does not directly employ people into her command. Instead, effective fighters are placed there by the other lieutenants. In this context, ‘effective’ means overly-violent, seasoned and deadly.
They will have a weapon of choice and perhaps even a martial style under their belt, which they will use specifically to harm their targets. They have no uniform body type or gender, but they will all fight for the sake of the thrill.
Primary Enemies: Any (Specific targets) | | M.A.R.I.N.E Survivor Encounter Rank: C+ Usual Benefits: Amplified Quirk, Durability
Those who partake of the deadly drug M.A.R.I.N.E are very unlikely to survive. These are the unlucky souls that did. They have horrible scars, mutations and deformations, depending on their quirk and will fight like a cornered animal if they must.
They will often be alone, due to additional side effects of the drug, like paranoia and bouts of uncontrollable rage. Putting even one down will prove a formidable challenge.
Primary Enemies: Heroes |
Law Enforcement |
| | Beat Cop Encounter Rank: F Usual Benefits: Durability, Weapon Skill, Strength, Mobility, Affliction (Debuff) skills, Specialist Skills
Your average, every day beat cop. Not invincible and certainly not infallible. Tough enough to dish out a beating though and definitely capable of running down a fleeing suspect. Most are armed with a general sidearm or baton and carry restraint cuffs. Some may even carry a tranquilizer gun for dealing with Quirkers.
Beat Cops are everywhere and can be from nearly any precinct or ward.
Primary Enemies: Villains, Criminals | | Patrol Officer Encounter Rank: F Usual Benefits: Mobility, Weapon Skill, Specialist Skill, Stamina, Durability, Affliction (Debuff) skills, Companions.
The Patrol Officer isn't much different from a beat cop physically, in the grand scheme of things. They do possess more skills and experience than the beat cop and may even have one or two beat cops with them as back up.
Patrol Officers are equipped with standard-issue anti-quirker weapons, a full sidearm (handgun), and other hardware.
Primary Enemies: Villains, Criminals | | SWAT Encounter Rank: D-C Usual Benefits: Mobility, Weapon Skill, Specialist Skill, Stamina, Strength, Durability, Affliction (Debuff) skills.
A strong step up from patrol officers and beat cops. SWAT Officers are trained to handle dangerous situations and take down targets quickly. They always operate in groups and can overwhelm targets that are even rated a rank above them. Many are equipped with advanced weaponry and are specifically taught tactics to deal with dangerous quirkers. Do not let their rank fool you, a seasoned team of SWAT can take down a C rank quirker with little effort.
Most SWAT have rifles, side arms, flashbang grenades, standard grenades, and those in departments with larger budgets are issued ASTA Force Shield Gauntlets instead of riot shields.
Primary Enemies: Villains, Criminals | | SpecOps Encounter Rank: C Usual Benefits: Mobility, Weapon Skill, Speed, Specialist Skill, Martial Arts, Disguise, Stamina, Strength, Durability, Affliction (Debuff) skills.
The borderline Legendary Spec Ops of the Japanese Police Department have gone through tremendous changes since the dawn of quirks. These agents are rigorously trained like soldiers to be capable of handling most quirkers on their own; they are outfitted with gear that is considered on the level of support equipment. Most importantly, these specialists operate in groups.
Equipped with ASTA Shielding devices, stealth equipment, night vision, military-grade weaponry, advanced communication equipment and armor. These "Quirkless" enforcers of the law are a force to be reckoned with.
Primary Enemies: Villains, Criminals |
ASTA Security |
| | ASTA Security Professional Encounter Rank: F-E Usual Benefits: Durability, Mobility, Martial Arts, Firearms
With the advent of advanced quirk-based gear, new technologies, and support hardware. The Japanese Government became concerned about dangerous technology falling into the wrong hands. It was mandated that companies that worked with and provided such technology have adequate protection for such things. ASTA Corporation, at the forefront of such hardware, provides its own private paramilitary force.
ASTA Security professionals; also known as ASec or "Aces" are professionally trained soldiers with at least a years worth of experience on the field.
Primary Enemies: Any, Guards Research Installations and Product Transports. | | ASec Commando Encounter Rank: E-D Usual Benefits: Durability, Damage, Firearms, Stamina, Enhanced Sight, Debuff (Affliction).
ASec Commandos are often put into leadership roles with squads of Security Personnel at their beck and call. ASec commandos are outfitted with the same advanced weaponry and hardware that ASTA develops for its military contracts.
With barrier equipment, HUD enabled helmets, and fully automatic assault weaponry; they are charged with destroying those that might attempt to steal the dangerous secrets of ASTA Corporation.
Primary Enemies: Any, Guards High Security Areas | | ASec Shock Trooper Encounter Rank: D-C Usual Benefits: Mobility, Weapon Skill, Enhanced Vision, Specialist Skill, Martial Arts, Stamina, Strength, Durability, Affliction (Debuff) skills.
The ASec Shock Trooper armor does not officially exist. The Japanese Government formally denies that the Corporation has soldiers equipped with hardware of this level. However, as the Company continues to develop gear to equip and enhance professional heroes; it has become necessary to protect the research installations from dangerous threats, including fully equipped villains. The ASec Shock Trooper is the companies response to the demands of the Japanese Government.
Primary Enemies: Any, Protects Specialist Sites and Hidden Laboratories |
G's Skulls (Storm Knights) |
| | Skull Grunts Encounter Rank: F Usual Benefits: Durability, Weapon Skill(switchblade), Strength, Mobility, Affliction (Debuff) skills, Specialist Skills
Typical hooligans up no good, but are loyal to G. They patrol and keep an eye out for crime. Reporting it to nearby vigilantes they are familiar with as a first resport. They don't engage in combat unless forced to or certain of their victory and are willing to use whatever dirty tactics they can to achieve victory. When not fighting or patrolling, they tag the walls and graffiti or commit minor crimes like loitering.
Usually equipped with simple weapons like baseball bats and other implements with the most dangerous being switchblades.
Primary Enemies: Villains, Criminals, Police | | Skull Henchmen Encounter Rank: E-D Usual Benefits: Mobility, Weapon Skill, Specialist Skill, Stamina, Durability, Affliction (Debuff) skills
Not all too different from Grunts, the Henchmen are informants of the Vigilante world. They are more stealthy than the Grunts and posses more skills and experience. Much like Grunts though, they avoid combat unless provoked. Unlike Grunts, they move in groups at least of 2-3.
Henchmen are notable for sticking to weapons they can either easily conceal or resorting to sticking behind grunts when they can. They can often be misunderstood as leaders among grunts.
Primary Enemies: Villains, Criminals, Police | | Skull Thugs Encounter Rank: C Usual Benefits: Mobility, Weapon Skill, Specialist Skill, Stamina, Strength, Durability, Affliction (Debuff) skills
Skull Thugs are extremely close to what most might consider 'Named NPCs'. Much stronger than the usual riff raff, they have been personally trained by G to combat crime and stomp it.
They protect the people when the Storm Knights aren't present. Their training and their Quirks are impressive. But due to that power they are targeted by both heroes and villains for their acts of Vigilantism.
Primary Enemies: Heroes and Villains |
Army of Bones [The Corporation] |
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| The "Initiates" Encounter Rank: F-E Usual Benefits: Durability, Weapon Skill, Strength.
The new recruits, and often fodder. They are the lowest ranked members, and often the easiest to find. They hold no valuable interest and are just trying to pass training to advance their ranking. Always wearing a mask, they have no uniform. Often they had markings of other smaller gangs and smaller splinter groups on their attire. They're pretty harmless alone, and will most often not get involved if they're outnumbered, but present a big enough problem and they'll call for back up.
Usually armed with swords or bats. Either bright clothing, or all mudded colors. Most are kids who don't even know what they are apart of. Primary Enemies: Law Enforcement, Vigilantes, Civilians, Rival/Unaligned Gangs | | The "Street Samurai" Encounter Rank: E-D Usual Benefits: Durability, Weapon Skill, Strength, Speed
Flashy, they attract a lot of attention. Unlike those below them, they don't seen confrontation. They passed their test and have been enlightened. For every dozen Initiates, there is one of them. They often work alone, if anyone, they can be found working for a Suit. They take advantage of places no one looks, and places they can blend in, like malls. When pushed into a corner, they are violent and ruthless, and would rather die than give up a name, even their own.
They might be nobodies, but they good a good job of remaining under the radar and acting as scouts.
Primary Enemies: Law Enforcement, Any |
| The "Suits" Encounter Rank: E-D Usual Benefits: Durability, Weapon Skill, Strength, Endurance, Regeneration/Healing
Ranking higher, they have gained more access to information, and with it a different sense of direction. They target low life thugs and thieves and often deal with them personally, with a few Street Samurai with them, if any. Their attire is almost always business-like and often blend in in higher society. They all have masks made entirely out of bone. Some have unique quirks and mutations, but most often they're armed with knives or guns.
They go virtually unnoticed until you're looking for them. Strange tattoos or even branded marks in their skin representing skulls, bones, or death are usually tell-alls of what kinds of people they really are.
Primary Enemies: Petty Criminals, Any | | The "Phantoms" Encounter Rank: D-C Usual Benefits: Durability, Weapon Skill, Strength, Mobility, Speed, Martial Arts, Specialist Skill, Combat/Damaging Mutations, Disguises
Sometimes mistaken as Suits, Phantoms operate the upper chain within. They delegate their orders to the Suits who either take care of things themselves or pass it further down. Phantoms rarely take care of things themselves, having earned their position. They can be found in any sort of medical setting, or at safehouses or other hidden locations. Their bodies are often the direct result of genetic or some other physical mutation, either by quirk or outside means. They specialize in protection and execution. Where there is one, there is many.
And chances are, if you found one, your final days are coming near.
Primary Enemies: Any, paparazzi, protects and servers undisclosed Ketsujo estates. |
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