Hi chummers,
I'm a GM of a campaign in Seattle and there are a PC who are a member of Laèsa, somebody knows something more than it the "forgotten" and the new rape drug called laes.
Cause vice is an entire book of the complete mafias and crime syndicates and it doesn't have Laèsa....
Thanks a lot
The name sounds familiar, but I can't recall offhand where it might be located in a sourcebook. However, you really don't need to know much about them beyond what they generally are. I might be mistaken, but it sounds like an elf gang or crime syndicate, and that, of course, means that your PC has to be an elf in order to be a part of it. I don't know.
But, even if you do know all about it, in the end you have to determine what benefit the PC receives from being a member of any gang, mob, organization, etc. Mainly, such an association means the PC has contacts that he can use, to find jobs, gather information, fence stolen goods, or even get some help from. One of my players made a member of the local Triad, which gives him all kinds of help in all those areas, but there is a price; he has to do missions often for free for the Triad. He's in a position where he could become powerful enough to break off from his own Triad group and form his own group, which is basically how Triads proliferate, and it's a lot more looser for him to do that than if he were a member of the Mafia or Yakuza, who control that kind of thing rather tightly. Gangs are very loose in that regard; just take your friends with you and carve out some turf, preferably someone else's turf and not your parent gang's.
Becoming a ranking member of a gang or syndicate should be a goal for the PC. After all, becoming a Made Man means you're pretty much set. You still have to work, of course, but you no longer need to worry about making your Lifestyle payments as much. The bigger danger is that you are in for life. There is no leaving the syndicate. The syndicate may let you retire, but until then your ass belongs to the boss. And you become a huge target for other syndicates, who will often ignore mooks in favor of you because getting to you weakens your syndicate, who then have to scramble to maintain the status quo as far as their revenues are concerned, since you're no longer around to do that.