Gangs Tutorial.
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Re: Gangs Tutorial.
Crews.
There are numerous crew archetypes, each type is stronger/weaker compared to others, for this we'll use the base Blades In The Dark gang types, and try to make it seem they could be written into any universe we present for future games. Now it's good to note that you can't effectively raid a Tier 2 faction as tier 1.
Tier 2 faction doors are made to deal with lesser hooligans such as yourself, and thus if you upgrade your equipment (lockpicks, demolition tools, et cetera.) you'll be able to gain "early" access to the higher tier faction's buildings.. upgrades can be performed in "Down Time" turns.
Thieves
- Spoiler:
Breakers
- Spoiler:
Hawkers
- Spoiler:
Smugglers
- Spoiler:
Cult
- Spoiler:
Last edited by Admin on Thu Jan 28, 2016 11:46 pm; edited 4 times in total
Re: Gangs Tutorial.
Turf.
Turf represents buildings/assets in your territories.First we start with the most generic piece of territory.. "Turf" turf represents a neighborhood 3 square blocks in size. There are territory pieces that are distinctly unique to certain crew archetypes.
Buildings any crew type may have.
(Money Launderer, +2 Coins from Extortion missions.
(Protection Racket, Tier - Heat = Coin during Downtime phases.
(Side Business, Tier - Heat = Coin during Downtime phases.
(Cover Operation, -1 Heat p/Tier.
(Informants, +1 Gather Info for Scores.
(Barracks, +1 Scale for cohorts.
(Safe house, Hidden staging area.
(Bluecoat Bribes, Allows guaranteed bribing of Bluecoats.
(Street Fence, Additional 1 Coin from burglary/theft Missions.
(Fleet, Your gang has their own vehicles.
(Warehouse, Stockpiles give you +1d to acquire assets.
(Luxury Venue, +1d to Consort and Sway rolls on site.
(Gambling Den, tier - heat = Coin during downtime phases.
(Bluecoat Intimidation, -2 Heat per score.
(Drug Den, Tier - heat = coin during downtime phases.
(Lookout, +1d to Spot, or Evade trouble on your turf.
(Product Refinery, +1 Quality to your products.
(Coal Mine, Produces 1 shipment of Coal during downtime phases.
(Metal Mine, Produces 1 shipment of assorted metals during downtime phases.
(Logging Camp, Produces 1 shipment of wood during downtime phases.
(Drug Manufacturer, Produces 1 shipment of drugs during downtime phases.
(Whaling Vessel, Produces 1 shipment of Leviathan Oil during downtime phases.
(Manufacturing Warehouse, Allows for the manufacturing of certain equipment.
(Energy Station, Produces energy for Turf, costs 1 Leviathan Oil p/downtime.
Breakers Specific.
- Spoiler:
- (Terrorized Citizens, +1 Quality to Hunting Grounds, -1 Civilian happiness in Tile.
(Fighting Pits, Tier - Heat = Coin during downtime phases.
(Bluecoat Confederates, +1d engagement for Assault scores.
- Spoiler:
- (Luxury Fence, Additional 2 Coin from Burglary/Theft missions.
(Ambush Points, +1d Engagement when Ambushing.
(Pickpockets, Tier - Heat = coin during downtime phases.
(Watch Reports, +1d Engagement when burglarizing.
- Spoiler:
- (Surplus Caches, +2 Coins for sales scores.
(Slave Labor, any laboring tile with this attached doesn't require coin-upkeep, -1 Happiness in tile.
(City Records, +1d engagement roll for acquire or attract rolls.
(Foreign Market, Tier - Heat = Coin during Downtime phases.
- Spoiler:
- (Prime Routes, +1 Quality to smuggling routes.
(Secret Ways, +1d Engagement for transport scores.
(Safe Harbors, Hidden ship staging/unloading area in your turf.
(Scouts, +1d gather Info for scores.
- Spoiler:
- (Ancient Obelisk, -1 Stress cost for all arcane powers, and rituals.
(Ancient Alter, +1d Engagement for occult scores.
(Ancient Tower, +1d to consort with occult beings on site.
(Ancient Gate, Safe passage to the deathlands.
(Spirit Well, +1 Quality to artifacts, and supplications.
(Sanctuary, +1d to Command and Sway on site.
(Sacred Nexus, +1d to Treatment and Healing project rolls.
(Vice Dens, Tier - heat = coin during downtime phases.
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