Big FangReport
English:Big Fang · Characters
Leader of the Twinblades, the smallest of the Swamp's five gangs, who lives off kidnapping, ransom and the organ trade; he is also the only swamp gang boss with no world state attached to him at all.
Big Fang is the head of the Twinblades, one of the five great gangs of the Swamp, and a Scorchlander. He is permanently stationed in the swamp village of Mud Town north of Shark, holed up inside the Twinblades' compound there.
The Twinblades: the smallest of the five gangs, and the one that makes skin crawl
The Twinblades are the smallest of the swamp gangs — so small that they hold not a single settlement of their own and merely lodge in Mud Town. But their line of business keeps every other gang at a distance: kidnapping and ransom, and when the ransom cannot be paid the captive is killed and the organs are harvested for sale. They even extort doctors and surgeons in the other direction, forcing them to hand over their stocks of organs.
The gist of what a swamp bartender says about them: this lot are deranged beyond measure, the kind who give you goosebumps; their trade is organ smuggling, kidnapping and ransom, and where the "goods" come from is something he would rather not know.
Big Fang himself is tagged with the Maniacal personality, which suits the business well enough.

A boss with no diplomatic status
Mechanically, Big Fang differs from the other swamp bosses on two points:
- He has no Diplomatic Status. Attacking him does not collapse faction relations the way going after Big Grim of the Hounds does.
- He is the only swamp gang leader with no world state hanging on him. Whether Big Grim, Big Darkbrow and Big Gray live or die rewrites who owns Shark; if Big Fang dies or is locked away, nothing in the world changes.
The reverse still applies to him, however: if the Grayflayers take Shark, the Twinblades' base moves along with it, and Big Fang will appear in Shark instead.
Combat and gear
| Stat | Value |
|---|---|
| Strength | 11.7 – 20.7 |
| Toughness | 13 – 23 |
| Dexterity | 14.3 – 25.3 |
| All weapon skills | 13 – 23 |
| Melee Attack / Defence | 13 – 23 |
| Athletics | 15.6 – 27.6 |
| Dodge | -3.84 – 8.16 |
(Figures drift by ±5 at random, and NPCs level up through combat.)
For a boss these are low numbers — roughly the level an early-to-mid squad can already handle, nowhere near the likes of the Bugmaster. His weaknesses are just as plain: Dodge, Perception and Stealth all sit near zero.
For equipment, his main weapon is an Ancient-made blade, with a one-in-three chance of each of the three grades; a Mercenary Club hangs permanently at his belt — a blunt weapon, meaning he is equipped to knock people out rather than kill them, which fits the kidnap-and-ransom trade. His armour is fixed at Standard grade (5% chance of High Grade), the set being an Armoured Face Plate, a Drifters Leather Jacket, a Leather Turtleneck, Drifter's Leather Pants and boots.