Alliance for Social Purity (ASP)
Slogan: “Purify the sin and burn the sinner.”
Agenda: The Alliance for Social Purity, also known as ASP, is an offshoot of the Knights of Genetic Purity. Its ideology and methods are incredibly similar, as are their goals. However, unlike the KGP, ASP is also seeking medical knowledge in an effort to remove mutations from individuals while keeping them alive. This has resulted in mass deaths and horrific tortures in the name of “experimental procedures.”
Behavior: ASP members all feel that the Apocalypse was, in some ways, a blessing in the disguise of a curse. It brought to light the sins that lay dormant and hidden under the flesh of so many beings and their genetic line. If it weren’t for these mutations taking place you could never know who the “defectives” were. It is the self-appointed duty of ASP to cleanse the Earth of all genetic lines that can carry these harmful mutations so that only the purest of Humankind may once again claim dominion over the planet.
The typical ASP member has a “shoot first, don’t think about it later” mentality. While a single member won’t just start attacking the nearest mutant, he will happily gather up every other member of his Fang and then attack. They will almost never surrender, since the Scientists consider cowardice to be a failing of the human spirit and thus a mutation. Suicide is often considered a better option in these cases.
Scientists are almost always egotistical megalomaniacs and sadistic, imperious pedagogues that take great joy in revealing what they are about to do to the poor soul chained down to their vivisection tables. Victims of these horrid experiments are rarely sedated, as the Scientists feel that sedation too often changes the results of their experiments.
Background: More than a decade ago, ASP broke off from their founding Cryptic Alliance, the Knights of Genetic Purity. Duke Tad Lumpdorn felt that just killing mutants wasn’t enough, and that the problem had to be stopped at its source - the seeds of mutation carried within various genetic lines. To this end the Duke broke away from the KGP, took several squads of men, and went looking for ancient scientific facilities that could help him in his noble endeavour. One such facility was found in the ruins of Burningham (once Birmingham, AL), and the new group quickly set up shop. The Duke became the King Cobra, and ASP was born.
Some time in the past couple of years, ASP managed to capture a manufacturing plant. Thanks to this victory, ASP members have matching body armor and uniforms in a black and white color scheme. Members always hide their face behind a grinning white skull mask, not to be unknown but to provide a unified appearance as well as to terrify their enemies. They are usually armed with submachine guns, automatic pistols and fragmentation grenades. Some members will carry heavier weaponry, and Scientists will almost always carry a beam weapon of some sort.
Organization: ASP members operate in two teams of five, led by a “Scientist.” These teams are known as “Fangs,” and use the adaptive strategies of the militaries from before the Apocalypse. They will almost always shoot to kill, but will occasionally attempt to leave a few survivors for the Scientists to “purify.“ A Chief Scientist commands ten Fangs, and a Master Scientist commands ten Chief Scientists. Above all is the King Cobra, who commands ten Master Scientists.
Conflict: Because of the location of their base, ASP frequently comes into conflict with both the Ranks of the Fit and the Radioactivists. The former seek to acquire their lands and base, while the latter are responsible for more and more mutations appearing wherever they go. ASP will attack both groups on sight, just as they do any group they discover that is harboring human mutants.
Typical ASP Thug, Male Human Tough Ordinary3CR 2; Medium Humanoid ; HD 3d10+3(Tough Ordinary) ; hp 25
Init +2; Spd 30; AC:20 (Flatfooted:18 Touch:12)
Atk +4 base melee, +4 base ranged; +4 (2d6, H&K MP5/10); +4 (2d6, Glock 19); +4 (4d6, Grenade, Fragmentation); +4 (1d3+2, Unarmed strike)
AL LE; SV Fort +3, Ref +3, Will +3
STR 14, DEX 15, CON 13, INT 12, WIS 10, CHA 8.
Init +2; Spd 30; AC:20 (Flatfooted:18 Touch:12)
Atk +4 base melee, +4 base ranged; +4 (2d6, H&K MP5/10); +4 (2d6, Glock 19); +4 (4d6, Grenade, Fragmentation); +4 (1d3+2, Unarmed strike)
AL LE; SV Fort +3, Ref +3, Will +3
STR 14, DEX 15, CON 13, INT 12, WIS 10, CHA 8.
Skills: Climb -1, Concentration +2, Drive +4, Intimidate +5, Knowledge (Current Events) +3, Knowledge (Streetwise) +3, Navigate +3, Repair +2, Search +2, Spot +3, Survival +3, Treat Injury +2.
Feats: Armor Proficiency (light), Iron Will, Personal Firearms Proficiency, Simple Weapon Proficiency.
Feats: Armor Proficiency (light), Iron Will, Personal Firearms Proficiency, Simple Weapon Proficiency.
Possessions:
Weapons: H&K MP5/10; Glock 19; Grenade, Fragmentation (x2)
Armor: ASP Duty Armor.
Goods: Field Bag; Canteen, full; Compass; Flashlight, Penlight; Trail Rations (12 meals); Box Magazine (4, 2/weapon); Holster, Hip
Weapons: H&K MP5/10; Glock 19; Grenade, Fragmentation (x2)
Armor: ASP Duty Armor.
Goods: Field Bag; Canteen, full; Compass; Flashlight, Penlight; Trail Rations (12 meals); Box Magazine (4, 2/weapon); Holster, Hip
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