The year is 207x...Neo-City was unshaken by organized crime... until now. Seven criminal organizations have planted their roots in the alleys of this Upper African Continential city-state. Using underhanded tactics, up to including bribery, assassinations and open warfare, they will attempt to defeat their opponents and become the shadowy power controlling the city!It is a spin on Warring States; but here, we have proper resources (Funds and Thugs), and you can hire Specialists and perform various Actions. It has also slower and less combative approach; you can fight other players for Turf, or you can just sit in corner, fostering Deals and building up your powerbase. Which course will your criminal organization take is up to you.
===ORGANIZATIONS AND THEIR TYPES===
Organization Creation Sheet:
Name: The Mafiya? Clan of X? Dukes of Death 3000? You decide!
Type: One of the 5 below
Starting D-t: Any District (D-t on map)
Color: White, Silver, Yellow, Orange, Red, Blue, Green
ORGANIZATION TYPES:
THE FAMILY:
Effect: +2 Specialist slots
"In the family, greater emphasis is put onto individuals than the masses. Any self-respecting mafioso knows that, and will try to uphold such image."
POST-WAR MILITARY CONTRACTORS (PWMC for short):
Effect: +1 to Assasinate/Turf War rolls
"With the end of World War III and subsequent Proxy Vendettas, many PMCs found little use in new world order. Nowadays, they are more like militarily-organized crime conglomerates than anything else."
SYNDICATE:
Effect: +2 Funds/Turn
"A corporation that learned to thrive in the underworld. The 'legal' part is just a cover for the extensive network of casinos, drug dens and money laundering businesses that net the syndicates large amounts of funds every month."
VIGILANTES:
Effect: +2 Thugs/Turn
"Once it was a group dedicated to protection of suburbian populace. Nowadays, these vigilantes do the same... for the price of extortion and conscription of homeless, poor, youths and orphans into their ranks."
MEGACHURCH:
Effect: +1 to Hire Specialist action rolls
"A sect that became so influential that it began openly preaching in the streets and alleys of the remaining city-states of the Post-War World. Their promises of salvation, peace and prosperity easily bring many skilled people into their fold."
'DEAL':
Sometimes when you can't beat your enemy, you ought to make peace with them. Deals are such peace deals, that allows the two criminal organizations to thrive alongside each other.
A 'Deal' must be publicly announced between 2 Organizations. An Organization can have only 1 Deal going on at any given time.
What do Deals do?
*Bonus Fund generation equal to sum of two Players' Districts combined, divided by 2. Example: You have 3 Districts, the other guy has 4. 3+4 /2 = 3.5 => +3 Funds per Turn.
*Prevents Deal partners from targeting each other with Raid, Turf War, Bomb District and Assassinate actions.
Breaking a 'Deal' must also be publicly announced by either or both of Deal partners. The 'Deal' will be thusly severed at start of next Turn, without extra Funds generated.
'Deals' are based on extreme values of trust and brotherhood; a Deal broken cannot be made again. After all, if the other guy crossed you once, obviously they will do so again!
===GAME TURNS AND HOW TO PLAY===
Every Turn, you can make up to 3 Actions. These Actions can affect Districts you own, Districts adjacent to them, or Districts bordering the Avenue(s) your Districts border. All Players play simultaneously.
These Actions can be posted in the game thread, or sent via Private Messages to the GM.
After all Actions are sent in, the GM prepares a summary of all Actions, their rolls and how they affect the Player organizations.
===DISTRICTS===
There are 3 types of Districts: Suburbs, Apartment Districts, and Special.
Suburbs (S-bs' on map) generate 1 Funds and 1 Thugs per Turn when owned.
Apartment Districts (D-t's on map) generate 2 Funds and 2 Thugs per Turn when owned. Every Player organization starts in a D-t of their choosing.
SPECIAL:
*GLITCH: Various bureaus, hi-tech industries and several institutions of higher learning are located there.
Funds/Turn: +4 per Turn.
Thugs/Turn: +3 per Turn.
Special: Hire Specialist action gains +1 to Rolls when attempting to hire Hacker, Lawyer or Accountant.
*CHINATOWN: Overcrowded and densely built, this immigrant district is full of poor, homeless and cheap thugs for hire.
Funds/Turn: +2 per Turn.
Thugs/Turn: +5 per Turn.
Special: Hire Specialist action gains +1 to Rolls when attempting to hire Community Member, Hitman, Corrupt Policeman or Recruiter.
*PORT: Services and shipping area, and THE main way in and out of the Neo-City. Local warehouses often double as dens of crime and inequity.
Funds/Turn: +3 per Turn.
Thugs/Turn: +4 per Turn.
Special: Launder Money and Hire Thugs actions get +1 to their effect (+1 Funds and +1 Thugs, respectively).
*GOLDMAN: The rich and the beautiful live in spacious villas surrounding the centre of the island filled with skyscrapers and corporate buildings.
Funds/Turn: +5 per Turn.
Thugs/Turn: +2 per Turn.
Special: Hire Specialist action gains +1 to Rolls when attempting to hire Judge or Banker.
*AVENUES: Avenues are main thoroughfares of the Neo City, connecting far-flung districts to one another.
Avenues cannot be Influenced or Claimed; instead, they provide adjacency for your Actions.
This means, for example, that if you own Riga District, adjacent to 3rd Avenue, you can perform actions as far as Alma and Verneer Districts on the 3rd Avenue's other end.
*ADMINISTRATION: Administrative center of the Neo City.
Cannot be Influenced or Claimed.
===SPECIALISTS AND THEIR LEVELS===
Specialists are the high-tier henchmen who help govern your organization. From hackers and corrupt policemen to judges and bankers, all of them are useful in some ways.
You can have maximum of 4 Specialists at any given time; the Family, one of available types of organizations, can have 6 Specialists.
Specialists are divided by Level, which determines the Funds they require to be 'procured'. You can read more on this in ACTIONS: Hire Specialist.
TABLE OF SPECIALISTS/LEVELS:
Spec.Name Lvl Type
Accountant 1 Money
Community Member 1 Communal
Recruiter 1 Thugs
Corrupt Policeman 2 Police
Hacker 2 Security
Lawyer 2 Justice
Banker 3 Money
Captain 3 Thugs
Hitman 3 Assassination
Right-Hand-Man 3 Organization
Corrupt Police Chief 4 Police
Judge 4 Justice
Each of these Specialists benefits your Actions in certain ways; look at specific ACTIONS to determine who does what.
Getting a higher Level specialist will replace the lower level of the same Type; for example hiring a Banker will make them replace an Accountant you had earlier rather than grab an empty slot.
Specialists, once recruited, tend to accumulate too much knowledge; the only way to get rid of one and make space for another is to Assasinate them! The dead can speak no secrets, after all.
===NOTORIETY===
Notoriety is your Organization's bad reputation and infamy.
The higher it gets, the harder it becomes to conduct business in the Neo-City. The first penalty kicks at 12 Notoriety points, which is quite high.
Many of the Actions raise your Notoriety; having a Police or Justice Specialist might help reduce the Notoriety gain for many of these.
At start of every Turn, all Organizations lose 1 Notoriety.
NOTORIETY PENALTIES AND THEIR LEVELS:
Bad Rumours: at 12 Notoriety
"Your reputation makes people wary of working for you."
Effect: Hire Specialist Action receives -1 to Roll.
Police Alert: at 16 Notoriety
"Neo-City PD has became aware of rising threat that is your organization and has started to pay attention to your actions."
Effect: Any time you receive Notoriety, you receive 1 Notoriety more.
Anti-Corruption Investigation: at 20 Notoriety
"Bureau of Financial Investigations has launched a probe into local PD's links to your organization. Bribing PD members will be much costlier."
Effect: When Hiring a Corrupt Policeman/Corrupt Police Chief, base Funds cost is doubled. Bribe Police Action base Fund cost is doubled.
District Crackdowns: at 25 Notoriety
"Police Department has found your activities a threat to Neo-City's security and stability! Except them to launch raids soon!"
Effect: At start of every Turn, a 1d6 is rolled for your Organization. If you hit a 1, one of your Districts is raided; you no longer own it. If you lose a District this way, you lose 5 Notoriety. Your 'home district', the one you start game with, is immune to District Crackdowns.
Massive Crackdown Operation: at 30 Notoriety.
"Neo-City PD has launched a massive operation to destroy your Organization and free your grasp on the city-state. Your end is coming."
Effect: If you hit this Level of Notoriety, your Organization loses the game.
===LOSING THE GAME===
When you lose your 'home district' (the one you start with), your Organization is yeeted out of the city by your rivals.
Similarily, when your Notoriety is at 30 or higher at start of a Turn, the Neo-City Police can no longer tolerate you, no matter how big your bribes; they raid your HQ, arrest the leaders and confiscate all your stuffs.
===WINNING THE GAME===
The game lasts until start of Turn 13/January 2079 (short game) or Turn 25/January, 2080 (long game).
At that moment, a Score is calculated up for all Organizations still in play.
You get 1 Score for each Funds, Thugs and Specialist you have, 2 Score for each District or Suburbs you own, and 3 for each Special District you own.
You lose 1 Score for each 2 points of Notoriety you have.
Example Score Tally:
You have 11 Funds, 13 Thugs, full roster of Specialists, and own 6 Districts including Chinatown, and your Notoriety is 13 points.
11+13+4+((5x2)+(1x3))-(13/2) => 28+13-6.5 = 34.5 Score
The Organization with highest Score is obviously declared the winner.
===
INFLUENCE DISTRICT:
Cost: -
Roll: Success at 5/6
Notoriety:
-
Effect:
Targeted District becomes Influenced by your organization.
Special:
*Having Community Member gives +2 to Roll.
*Having Right-Hand-Man gives +1 to Roll.
*Having Hacker gives +1 to Roll.
====
CLAIM DISTRICT:
Cost: 4x District's generation of Funds and Thugs
Roll: -
Notoriety:
+2
Effect:
Targeted District becomes your Turf. Removes Influence of all other organizations, and prevents District from being Influenced.
Special:
*If you're already Influencing the target District, the Cost is reduced to 2x.
*If two or more organizations are attempt to Claim the same District, a Turf War occurs between them all; the winner receives the District as their Turf.
====
LAUNDER MONEY:
Cost: -
Roll: -
Notoriety:
-
Effect:
Gain +1 Funds.
Special:
*Having either Accountant or Banker grants additional +1/+2 Funds.
====
HIRE THUGS:
Cost: -
Roll: -
Notoriety:
-
Effect:
Gain +1 Thugs.
Special:
*Having either Recruiter or Captain grants additional +1/+2 Thugs.
====
HIRE SPECIALIST:
Cost: 1 Funds + 2 Funds extra per Level of Specialist
Roll: Success on 5/6
Notoriety:
-
Effect:
Gains chosen Specialist.
Special:
*Having either Recruiter or Captain lowers required Funds by -1/-2 (total, not scaling cost).
*Having Hacker grants +1 to Roll.
====
ASSASSINATE:
Cost: 2 Funds and 1 Thugs per Level of Target.
Roll: Success on 5/6
Notoriety:
+3 for you, +1 for Target's organization.
Effect:
Kills Targeted Specialist.
Special:
*On Failure, +3 Notoriety.
*Having Hitman grants +3 to Roll.
*Having Corrupt Policeman or Corrupt Police Chief lowers Notoriety gained on Success by -1/-2.
*Having Hacker grants +1 to Roll.
*Having Lawyer or Judge lowers Notoriety gained on Failure by -1/-2.
*Assassinating your own Specialist costs nothing, is automatic Success, and raises your Notoriety by +2 (reduced by Corrupt Policeman/Police Chief).
====
BRIBE COPS:
Costs: Funds equivalent to your Notoriety level at start of current Turn.
Roll: Success on 5/6
Notoriety:
-
Effect:
-3 Notoriety.
Special:
*On Failure, +2 Notoriety.
*Having Lawyer or Judge lowers Notoriety gained on Failure by -1/-2.
*Having Right-Hand-Man raises Notoriety lost on Success by +2.
*Having Corrupt Policeman or Corrupt Police Chief grants +1/+2 to roll.
*Having Hacker grants +1 to roll.
====
TIP-OFF COPS:
Costs: 2 Funds
Roll: Success on 5/6
Notoriety:
-
Effect:
+2 Notoriety of Target organization.
Special:
*On Failure, +2 Notoriety.
*Having Lawyer or Judge lowers Notoriety gained on Failure by -1/-2.
*Having Hacker raises Target's Notoriety by additional +1 and grants +1 to Roll.
*Having Corrupt Policeman or Corrupt Police Chief grants +1/+2 to Roll.
====
EXPAND ORGANIZATION:
Cost: 5 Funds, 5 Thugs, at least 2 Districts owned
Roll: Success on 5/6
Notoriety:
+2
Effect:
Permamently increases amount of Actions-per-Turn by 1 (to the maximum of 6 per Turn).
Special:
*On Failure, -2 Funds and -2 Thugs.
*Having Right-Hand-Man grants +2 to Roll.
*Having Captain grants +1 to Roll and removes Thug penalty on failure.
*Having Banker grants +1 to Roll and removes Fund penalty on Failure.
====
RAID:
Cost: Thugs equal to target District's Fund generation.
Roll: Success on 5/6
Notoriety:
+2
Effect:
Gain Funds equal to District's Fund generation.
Special:
*If the Target District has been claimed by another Organization, they lose Funds equal to Funds you've acquired.
*Having Captain grants +2 to Roll.
*Having Hacker grants +1 to Roll; they also lower enemy Roll of this Action against you by -1.
*Having Right-Hand-Man lowers enemy Roll of this Action against you by -2.
====
BOMB DISTRICT:
Cost: 2 Funds, 2 Thugs
Roll: Success on 5/6
Notoriety:
+3 to you and the Target
Effect:
Temporarily freezes District's generation of Thugs and Funds, preventing them from being added to enemy Organization's pool at start of next Turn.
Special:
*If the Bombed District was a Special District (Chinatown, Port, Glitch, Goldman), it also disables its special Effect until end of next Turn.
*Having Hacker grants +1 to Roll.
*Having Right-Hand-Man grants +1 to Roll.
*Having Hitman grants +1 to Roll.
====
TURF WAR:
Cost: X Thugs (at least 1), equal amount of Funds
Roll: -
Notoriety:
+4 to all participants of Turf War
Effect:
A 1d6 is rolled, with bonus of +X equal to Thugs you've spent on Thug War. Enemy also gets a 1d6 and their 'idle' Thugs are all appointed to defend against your Turf War.
If you win, the enemy District you've targeted for Turf War becomes yours.
Special:
*If an organization is hit with two or more Turf Wars at once, their idle Thugs are split as best as it is possible to guarantee best winning chances against all attempts. They also gain +4 Notoriety only once, no matter how many Turf Wars were launched against them.
*Defender loses 50% (rounded down), but no more than 6, of idle Thugs that were allocated against the Turf War attempt.
*Having Hacker grants +1 to Roll during Turf Wars.
*Having Captain grants +2 to roll when you're Launching a Turf War against someone.
*Having Right-Hand-Man grants +2 to Roll when you're Defending against a Turf War.
*Having Corrupt Policeman/Corrupt Police Chief lowers Notoriety gained by -1/-2.
*If the District targeted by Turf War is the Organization's 'home' District (the one they picked at creation), the Defender gets +5 to Roll.
====
Criminal Lords of Game 1: Short Game (12 Turns), max.5 Players:1. MaximumSpin:
Followers of Otso, Megachurch, Alma District
2. Kashyyk:
Neo-City Outfit, The Family, Terrace District
3. Naturegirl1999:
The Humans, Vigilantes, Velasquez District
4. Dustan Hache:
The Old Guard, PWMC, Wancoast District
5. Taricus:
Teramani Collective, Syndicate, Poitou District