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GUNRUNNING | BODY TRAFFICKING
PROTECTION | SCRAPYARD SMUGGLING
“Every dog barks. It ain’t nothing new. But,
when a dog barks too much, steel meets
bone and you get deadjawed.”
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Las Vegas was never built to last. The neon it
shines with is nothing more than a miasma of
lies—dreams burn out faster than the festering
desert sun. Beyond the glamor, past the
cracked pavement of highway and rusted
chain-link fences, the city bleeds into the
wasteland—a no man’s land of broken industry,
sunbaked steel, and silence. In those lands, far
from the glamor and light, something mean had
been bred.
They call it the Deadjaw Syndicate.
From the wreckage of a failed dream—a city
expansion gone dry—is where the group
propagated. Half-finished factories, rust-
stitched warehouses, abandoned fuel depots. A
graveyard of steel. Bones of industrialization
forgotten by time. Here is where the first fires of
Deadjaw were lit. Welders turned mercenaries.
Union men turned killers. Prisoners who never
forgot the weight of a pipe in their fist. A gang
wasn’t built in the ruin—a goddamned war
machine was forged. A religion of rust.
And in the heart of it all rides the twenty-two
year-old bastard from the swamps of Louisiana
—Joaquin Baptiste Moreau—its prophet born of
the bayou, forged from Vegas and baptized in
fire.
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Bastrop, Louisiana never made saints. It made
monsters. Joaquin was born in a shotgun shack
soaked in the pungence of moonshine and the
hydrogen sulfide of swampwaters, raised on the
snarl of gators and the gospel of blood. His kin
comprised of smugglers, murderers, and
of the local gang Voudon Wolves. By
the time he was ten, he was cleaning guns. By
twelve, gutting catfish and county sheriffs with
the same exact blade.
His father died with his throat full of buckshot.
His mother sold curses to drunks. Joaquin sold
bodies to the river.
At seventeen, he vanished after a deputy went
missing—only to reappear two years later in the
Nevada desert, his steed an oil-leaking Harley
and behind him he drug a coffin full of bones
and crow feathers. At twenty, he had burned the
old Deadjaw leader alive in a steel drum, sealed
shut.
And now?
Now they call him. Warchief. Supreme President.
The Revenant.
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The Deadjaw Riders MC. A pack of chrome
wolves with rust kissed leathers and matte black
helmets that roar down the freeway like a plague
of engines. Their colors consist of not only their
name, but a 1% patch and a screaming skull with
its jaw bolted shut by metal on the back. A
Deadjaw.
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Although menacing at the surface, what is
underneath is the source of terror. A syndicate
older than its name, and meaner than its legend.
Gunrunning. Body trafficking. Scrapyard
smuggling. Protection rackets soaked in fire,
blood, and steel. They don’t just move product–
they carve territory. Every warehouse on the
edge of Vegas, every burnt-out chapel, every
empty gas station–it’s all part of the grid. Part of
the body.
The Deadjaw syndicate is a creature with plated
fists and a steel-spined soul prepared for
damnation.
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SUPREME PRESIDENT : JOAQUIN MOREAU
Unquestioned leader of the Deadjaw Syndicate.
He balances the Syndicate’s bloodwork with the
club’s mechanical front. Strategist, warbringer,
and final judge on all decisions—business,
blood, and brotherhood. He is the crown, the
cross, and the coffin.
VICE PRESIDENT / THE LOCKJAW : OPEN
The voice that speaks when the Joaquin is busy
breaking necks. Handles internal affairs, conflict
resolution, and disciplinary coordination. Acts as
Joaquin’s right hand and shadow. Loyalty to the
Lockjaw is loyalty to the Syndicate’s spine.
TREASURER : OPEN.
Master of blood money. Keeps track of funds,
payouts, bribes, and laundering through the
scrapyard and mechanic fronts. Runs the
underground betting pools and high-stake
deals. They decides who eats, who bleeds, and
which business burns next quarter.
ROAD CAPTAIN : OPEN.
Both a tactician and navigator. Oversees MC
rides, escape routes, and cross-state trafficking
runs. Organizes scrapyard smuggling. lines,
weapon stashes, and burner garages. In times of
heat, they get the Syndicate out alive. They
know every desert backroad and every dirty
cop’s name by heart.
THE WARLORD : OPEN
Strategist and violent hand of the gang.
Oversees all armed operations: retaliation, raids,
transport protection, and contracts involving
violence. Commands the enforcers and soldiers
along side Joaquin.
THE VICE : OPEN
Sergeant-at-Arms. The gang’s iron spine.
Maintains discipline, handles internal
punishments, security for meetings, and
organizes patch protection. Also the go-to for
guarding secrets.
STEEL DOGS
Bruisers and killers who follow orders. They’re
not thinkers—they’re blunt weapons made for
fear. Enforcers are the first in, last out. Most are
wired, scarred , and infamous for silencing
traitors.
JAWED
To be Jawed is to wear the mark—blood-sworn,
oath-bound, and ironclad in silence. These are
the Syndicate’s core operators, fully patched
and fully trusted. Unlike simple foot soldiers, the
Jawed are handpicked for purpose, each with a
role as defined as the bolts that hold a machine
together. They’re specialists in the deadliest
sense, welded into the daily grind of keeping the
Syndicate oiled, feared, and untouchable.
RUNNERS — High-speed couriers and
smugglers. They move weapons, body cargo,
and burner tech across state lines or city
grids. No GPS. No witnesses. No stops.
MEDICS — Combat-trained healers. Patch up
knife wounds, bullet holes, and busted
knuckles in garage basements or desert
trailers. Equal parts trauma doc and poison
maker.
REAPERS — Hitmen, fixers, silencers. When
someone needs to disappear—fast, loud, or
clean—Reapers are called. They bury truths
as quickly as they dig holes.
TORQUEHANDS — Mechanic enforcers. Not
just wrench-turners, but modders of death
machines. Bikes, cars, drones, and traps.
They weaponize anything with a motor or
spark.
VULTURES — Scavengers and scrubbers.
Strip bodies, clean scenes, dump heat.
Experts in dissolving the past, they make sure
the Syndicate never leaves fingerprints.
WATCHERS — Scouts, snitches, and
surveillance. Handle recon, stakeouts, and
wiretaps. See everything. Speak only when
told. Their silence is sharper than their scope.
PRIESTS — The spiritual sick. Handle rites,
blessings, and voodoo for those too far gone.
They whisper to ghosts, burn candles for
sinners, and hex enemies in silence.
RUSTBLOODS
Not yet worthy of a patch. Do the dirty work.
Ride tail, wash bikes, dig holes, clean blood, and
keep their mouths shut. To be Rustblood is to be
tested—three trials: one of loyalty, one of blood,
one of bone.
GHOST DOGS
Non-patched allies or contracted s.
Includes mechanics, hackers, fixers, and
mercenaries who provide resources, shelter, and
information. Trusted—but not family. Break trust,
and even ghosts can get caught.
KNOWN D OFFICIALS:
— Police Commisioner
— Head of City Council.
— Sheriff of Outer Districts
— Depity Mayor
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A jaw wired shut still speaks in loyalty.
1. Loyalty Above All
Betrayal is the only sin with no absolution. Blood
in, blood out. Once you ride under Deadjaw, your
life, death, and everything between belongs to
the patch. Leave, and you leave in pieces.
2. Speak Loud, Die Quiet
Run your mouth and you’ll lose it. Loose lips
aren’t just a risk—they’re a death sentence.
Anyone caught leaking business, gang affairs, or
names to outsiders gets “Deadjawed”—their jaw
wired shut with steel pins, the Syndicate’s brutal
form of permanent silence.
3. Respect the Chain
Every patch has its place. Orders run downhill
and respect climbs up. Challenging rank without
cause or sanction earns a cage fight—or a burial
in the scrapyard. Rank isn’t given; it’s earned in
fire, grit, and sacrifice.
4. No Cowards, No Cops
No one wearing a badge, no one who’s rolled
over, flipped, or fed the pigs, may ever sit a
Deadjaw table. Cowards get beat. Rats get
buried. All are expected to protect the
gang by any means, even if that means silence
or steel.
5. Earn the Cut
Prospects are dirt until proven otherwise. A
prospect must complete three sanctioned trials:
one of loyalty, one of violence, and one of
silence. Only after all three is he branded and
patched into the brotherhood.
6. Family Is Protected, Not Weaponized
Wives, children, blood kin—they’re off-limits
from violence or leverage in gang affairs. But if a
brother uses family to manipulate, bargain, or
dodge ability, he forfeits both his patch
and his protection.
7. Steel for Steel
When a brother falls, the one who dropped him
bleeds next. If one of ours is killed or crossed,
the whole Syndicate rides. No hesitation. No
diplomacy. No delay. Retaliation is a sacred rite,
swift and merciless.
8. The Garage Is Sanctuary
The scrapyard, the garage, and the clubhouses
are off-limits to internal beef. No blades, no
bullets, no blowouts within sacred grounds. The
space where we build and bleed is not where we
destroy each other.
9. Respect the Dead
Deadjaw buries its own. Funerals are patched-
only affairs, held under moonlight with a ride
through the wastes. Those who dishonor the
dead—by name, memory, or theft—are
sentenced to silence or six feet.
10. Vote With Violence, Rule With Vows
While the President holds final say, big calls—
war, alliances, excommunications—require a
unanimous table vote. Every vote must be
backed with blood, and every vow sealed with a
blade over the fire drum.
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Regular gang operations are foreign to the
Deadjaw Syndicate. Rather they are seen as a
temple of violence. The creed they follow and
abide by is simple:
— The old ways are the only ways that last.
— Noise is fear, silence is control.
— Nothing’s dead until the crows fly off.
Disobedience is punished with steel. Talk too
much and you get Deadjawed—mouth wired
shut, tongue split, and your lips welded with
chrome. Those who go against the grain are hun
from cranes, sewn into tires, and buried under
the rust of the scrapyards.
are marked with veves etched into
either steel they own, or ink on their bodies, this
is known as Bonebranding. Every mark tells a
story: kills, betrayal, but most importantly oaths.
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THE BLACK CHAPEL — At one point the location
was a roadside church asino hybird for truckers,
but now it has been fully repurposed. Half-
steeple, half-pit stop, pews have been replaced
by pool tables and weapon lockers. Deadjawed
initiates pray here before their jaws are pined.
Sermons are found in the screams of the
tortured. The neon, red cross still flickers
occasionally outfront, but inside is a den of oil,
whiskey.
THE RUSTYARD — What once was a booming
steelwork, is now a graveyard of molten metal
and under the rule of Deadjaw. Cranes hang
rusted chains like nooses and furnaces continue
to roar during “quiet deals”. Most notable are the
pit fights that happen weekly. Blood spilled is
blood paid, and the ground remains tinged with
remnant of conflict.
HOLLOW BRIDGE ORPHANAGE — Once it was a
place for children to remain until finding their
forever homes, now it is a hideout that reeks of
criminal activity and cadavers. Beneath its
structure lies an elaborate system of tunnels; yet
the Deadjaw pay them no mind, rather they
focus on running dog fights above.
OLD LOCHRIDGE PENITENTIARY — Despite
being condemned by appearance and on paper
the Deadjaw still make use of it. Converted into a
fortress, it holds blacksite prisoners, stolen
gear, and pit fights. The steel gates that kept
prisoners from the outside world still functions,
and on those gates are the bodies of those who
spoke far too much.
LAZARUS FREIGHT YARDS — Beneath graffiti
rusted bridges sleep steel giants. The trains
are used by Deadjaw for moving guns and
corpses. And rumor has it that the old rail
control tower doubles as a command post.
Those he turn their attention to the freight yard
allege screams coming from between the cars.
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