Cape+City

**Stats**
Powers: 6 Wealth: 3 [Pharmacist’s Drug Trade 2] (Pharmacist’s Work) [Factories 1] (Efficiency: Low) Technology: 1 (not set up) Information: 2 [Powers Research Database, Level 2][Architect's Footsteps] Reputation: 0 Morale: 2 [Obsession]
 * Hard Stats**

Assets: 2 [Drug Distribution Network 1], [Unfinished Underground Lair 0], [Computer 1]

VIPs: 60 Followers: 2 [Drug Dealers] Cash: 28 Influence: 16+ [Mysterious Benefactor ???][Freaks ???][Pharmacist ???][Alchemist: Low][Harvesters ???] Influence: 8 [Mysterious Benefactor 2][Freaks 3] Tech: 4/4 [Computer 4] Morale: 4
 * Soft Stats**
 * CompTech: 4/15 [Dire’s Research Drone 2, Databases 2]


 * Faction Mesh Security:** Low

[Pharmacist’s Work]: +1 Efficiency to Drug Trade Wealth Stat, Required for Drug Trade [Drug Distribution Network]: Hides Drug Distribution [Computer]: Calculations Trait, Processing Power [+15 Computer Only TP]
 * Traits:**


 * VIPs: **

VIP: Frederick Witters, The Shaper Level 10: [Inhuman 3][Engineer 3][Power Sculptor 2][Blue and Orange Morality 1][Micro Metallurgy] Power: Dominion Over Earth [Shaper 4][Shaped 1][Fleshburn 1]

VIP: Dr. Andrea Shea, The Scientist Level 2: [Scientist on a Shoestring 2] Power: None

VIP: Efraín Mikelo Garza Level 1: [Aspiring Mob Boss 1] Power: None

TW: Cape City EoT 1 TW: Cape City EoT 2 TW: Cape City EoT 3 TW: Cape City EoT 4 TW: Cape City EoT 5 TW: Cape City EoT 6 TW: Cape City EoT 7 TW: Cape City EoT 7.5 TW: Cape City EoT 8

TW: Cape City Databases TW: Cape City Unanswered Questions

Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 [|Turn 8]

Notes Who is interested in the Crime Lord Meeting Masquerade Killarz Mercantile Gang MADZ

Killarz: Sure we’ll come

Mercantile Gang: ''Now… We aren’t certain about it. Don’t know you that well and then the Killarz are invited. We deal with them - but they are Power-Killing psychos and things are turning bad for them. Might decide to gun us down just for kicks. We’ll come if you let us pick the meeting place and prep it, so we’ll arrange for everybody to have escape routes. Plus pay us 2 Cash for services - we’ve got rep in organizing such meetings.''

Night Crews: ''Not certain we need it. Things look peachy for us as they are.''

EVRAZ: ''Now we have nothing to do with crime, but understand importance of having an understanding. However, we have past history, Mr. Shaper. We don’t have expendable men to send to such meeting, if it turns out to be a trap.''

MADZ: ''Heard you were preping a party. Sure, we’ll come.''

Herr Tod: ''Well… I may decide to attend, but I do have a number of pressing matters at hand, and then Killarz would be there, and we don’t exactly see eye to eye. So maybe not.''

Firepower: We could come, but only if Killarz don’t.

The Company: We have heard of this meeting and would like to attend.

Caretakers -> Cradle Dogs (don’t have contact) Mercantile Gang -> smuggling, black market, information brokarage Eclipse -> Singularity Architects, high tech trading (don’t have contact) Herr Tod -> not exactly a criminal… or maybe he is. Nobody is certain. Night Crews -> thieves, specializing in robbing Cape City, especially high-tech stuff Killarz - yeah… EVRAZ -> depends on whether they are still in criminal buisiness or not… Firepower -> if it still survives (don’t have a contact). Allegiance -> some rumors of some Power, but nothing concrete (don’t have a contact) Masquarade - information, shadow ops. Kamakuri-Kai - protection, a noble mob variant.