The Mafia

Everyone’s heard of the League of Heroes. The best of the best, the strong heroic figures that have shaped the town to be the way it is. They’re certainly the best crime fighters out there, but nobody dares to talk about the crime doers on the opposite end of the spectrum. That’s where the Mafia comes in. Big and bad, the Mafia is the most popular villain organization up to date. Although people are aware of its presence, it’s hard to track down the exact location of where the Mafia resides. It seems like whenever a location is leaked, they’ve vanished into thin air.

The most important part of learning about the Mafia is how exactly it came up to date, starting way back with one simple man overthrowing the system.

Origin

The story of the Voidwalkers is one repeated a million times before. The Mafia begins after the League of Heroes was actually created, following directly in its footsteps. The Mafia’s story begins with a man named Reynold Breaker, a top student in his studies. He’d always been fascinated with the mutants, and pretty darn envious of their powers. He was an heir to an extremely wealthy man, owner of a business company, and overall an important figure in Titan society during the 30th century. However, there was one thing he was vocal on disagreeing with:
The Heroes.

He thought they were going all about it in a wrong sort of fashion, and despite his many efforts to buy out the League of Heroes, they never worked. So, in an attempt to overthrow their ‘corrupt’ and ‘stupid’ system, he created his own business. He called it the Mafia, a place where any mutant could go for training in order to throw the Heroes off. His teachings became a back alley routine, convincing a lot of people to go to him. Eventually, he built up a team, creating different branches of his system so that mutants far and wide could help him overthrow the League. In an attempt to live longer as a human, he drained one of his best men of his powers and energy, giving him a dark, deformed appearance.

Goals

Unlike the League of Heroes, the Mafia doesn’t have any sort of set goals. The main one circling over their heads, however, is to get rid of these heroes. Their training and teachings specialize how to knock heroes off of their moral compasses. Manipulate everything they’ve ever known and take care of them in a strict fashion.

Instead of being a more welcoming environment, they’re very manipulative and pushy, wanting things a certain way. Reynold Breaker is rarely seen, only coming out to the villain students to criticize them or yell at them. His mental health certainly isn’t the best, and it creates a rocky environment for upcoming villains.

The entire thing is very secretive, and people known to have exposed the Mafia’s locations to heroes have swiftly been... dealt with. Let’s put it nicely in those terms. Most of the time, villains brought up by the Mafia have warped perceptions on how the League of Heroes actually function. They’re taught that crime weeds out the heroes, who can be put down and eventually taken over by the Mafia, the lesser of two evils.

Resources

The Mafia has never been well funded. In the very beginning, they were eating off of paper plates and struggling for scraps. However, due to Reynold Breaker’s wealth and his men constantly stealing for him, they remain steady. Although it’s not as luxurious as the LoH, they get by just fine, managing to stay afloat even with moving around so much. The government doesn’t approve of them in the slightest, and are trying their best to limit what they can get their hands on to strive.

Territory: Earth
Their specific headquarters are constantly moving due to getting invaded and ratted out.

Weapons

Aside from raising up Villains into their own little hero-destroying machines, the Mafia specializes in weapon making. Even if Villains aren’t directly involved with the Mafia, it’s an extreme hotspot for them to contact to get up-to-date weapons from. Their team is extremely heavy duty when it comes to creating weapons, and any villain is welcome to buy from them for the right price.

Depending on your attitude towards the Mafia and how much you have in the bank, you might end up with a war creating weapon that’ll stop every hero in your path. Always for the right price, of course. Always.

Their weapons are extremely important things to have with you, so even if you’re a villain on your own just starting out, you should always be happy to contact someone from the Mafia for weapons to help you out along on your hero-crushing journey.

And remember, the Mafia never forgets a betrayal.

Additional Information

Although the Mafia doesn’t make their villains wear any sort of specific uniform, they do have tracking devices on each and every one of them. This goes along for their weapons, too. They’re extremely secretive on their villains and weapons, so they don’t want anything to be suspicious or pose a threat to them. The tracking device is a microchip transplanted into the villain’s arm at an early age when they join the facility, or with their weapons, it’s implanted inside whatever part is least significant to that weapon.

They don’t tolerate any sort of funny business, and their manipulation is sure to get to your head. However, that’s a small price to pay for the training they teach you. They’re tough as nails, and they work to make you even tougher.

The Firm

It’s hard being a villain in these times, you know?
Everyone’s out for your blood, you get off to a rocky start, and you don’t even have a cool lair yet. Well, luckily, the Firm is here to help with that.

Background

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The Firm is a sort of company that rotates around helping out villains. Usually, some of the most well-known villains have specialized agents that help them out with things that most people don’t consider. The organization is fairly underground in general, but it’s easy to get a hold of the proper people to take care of certain jobs.

It’s uncertain when exactly the Firm began to spiral into creation, but it’s been around for a long time. Their headquarters appear as a friendly laundromat, but the true background of it only seems available to villains. The laundromat front seems to be holding up for now.

Attributes

There’s a lot of different ways that the Firm can help out an aspiring villain. The most important way to get yourself on your feet as a newfound criminal, is to grab yourself a lawyer or two. Lawyers are the guys that are going to get you out of a bad jail sentence, and help you out with the law in general. They can tell you all the stuff you need to know about the way to work yourself through the cracks of the law. They also make sure you stay in check with your financial support.

Agents are also very important. They are the ones who will hook you up with a good job or two, and are mainly the ones who keep you off the grid. Unlike lawyers, agents specialize more in making sure that you have all your essentials. These guys will hook you up with getting a cool lair and some nice costumes, but there’s always a price to pay for their work.

Lastly, Cleaners will help you out with - well, cleaning. You make a massacre and want to keep it underground? Cool, that’s fine, these guys will be there to help you out. They’ll turn even the bloodiest and broken of places into a spotless mansion. These guys mean serious business, and are really experienced with their housewife cleaning skills. Despite their job being one of the more simpler ones compared to the other two, they still have a hefty price to pay as well.

Tiers

Of course, these guys don’t come for free, as mentioned previously. The rank of their pricing goes by tiers, from 1-3, worst to best.

Tier 1’s are the lowest you can possibly get. They start off at around $10,000, but they’re the best options for new villains. These guys aren’t the best of the best, but they get the job done. There might be a few potholes in their works that will screw you over later, but, hey, they’re trying their best.

Lawyers have around a 25% chance of getting you out of a bad law scheme, Agents will get you started on an okay-job and give you basic essentials. Cleaners will end up leaving quite a few things behind after they finish cleaning up a scene.

Tier 2’s are almost like middle class. They start at $200,000, which is more expensive compared to Tier 1’s. Even so, there’s a big difference between the two. Tier 2’s leave a few gaps between their works, but they’re seamless for the most part. It’s a bumpy path to take choosing them, but it’s a hell of a lot smoother than Tier 1’s.

Lawyers have a 50% chance of helping you out of schemes, Agents will get you started on a basic lair, and also will give you okay job options. Their essential options are more useful. Cleaners are mainly spotless with their works, and will tackle bigger places. They might leave one or two things behind after their job is done.

Tier 3’s are the best of the best. They finish off at $750,000, which is a pretty damn big jump. Despite being so hard to gain due to their price, these guys handle the big guns. They are the ones you really wanna aim for as a villain.

Lawyers have a near perfect success rate of getting you out of schemes, Agents will give you get you off to a decent lair, and their job opportunities are more spread out and better in payment. What they give you for your needs is absolute top tier. Cleaners will leave any platform, anywhere, completely spotless and clean.

Tier 1 Options

Ryker Fares - An essential lawyer. He’s well equipped with the law and knows it’s ins and outs. Took a good amount of schooling to get where he is today, but is new to the job.

Hanson W. Milson & Talon Milson - A pair of siblings that serve as a great dynamic duo as agents. Despite their constant disagreements with one another, they’re an amazing option for getting you hooked on job options.

Annie Tale - An amazing agent that will get you started on proper costume gear. She’s a fantastic seamstress and fashion designer… but speaks barely any English.

Nico Browning - A cleaner equipped with a lot of tools to get his job complete. He’s a really nice guy, but is awfully squeamish around blood, ironically. It takes a while for him to get started.

Tier 2 Options

Yandel Hicks - A lawyer practically born into the position. Both of his parents are strong figures of the police and justice force, and he’ll make sure you get away scot free. Even if he brags about his money.

Maddison Simpson - A fantastic agent built on being an innovative designer. She’ll help you out with making your lair stable and hidden, and she’s also fairly good with designing costumes as well. ...She does only have one arm, though.

Jade Jordan - A cleaner practically made for the job. She’s super quick and efficient, and will get the job done in no time. If she doesn’t steal some of your jewelry along the way.

Hendrickson Poole - An agent who seems to know everybody. He’s awfully famous around the sketchy parts of town, and nobody really knows why. Anyway, he’ll get you started on a pretty well paying job, if he’s not drunk.

Tier 3 Options

Selah Hall - A lawyer who speaks practically every language in the book. She’s smart and pretty, and is almost guaranteed to get you out of any mudhole you’ve dug for yourself.

Doc. Simmons & Danielle Megido - Another agent duo, but this time these guys actually agree on a lot of things. Being husband and wife, these two are painfully intimidating. They’ll get you the jobs you need, and Danielle will make sure that whatever costume gear you need is fitted properly.

Kairi Carillo - Our last option is Kairi, a cleaner who is tough and serious. She’s mute, so she can’t talk much at all. She’s heavily experienced, however, and is super fast.