Rising Families of Greyport
Orders Due Monday: October 8th
Background
Orders Due Monday: October 8th
Background
This NES takes place in a fictional city called Greyport. Greyport is a very large and wealthy city that was mostly dominated by the Farratti family until the arrest of their boss. The year is 1920 and alcohol prohibition has set in completely, and the mayor, along with the police chief, stand firmly behind the decision by the government of no alcohol whatsoever in the United States. There have been a few arrests in the early goings during the year leading to the lock up of a notorious crime lord Jason Farratti. Farratti was the head of the Farratti family and with his arrest many of his family members have been found murdered, as well as the associates to the Farratti family breaking away looking to join the next up and coming family.
With the fall of the Farratti family three new families have arrived and are looking to become the most dominate family Grayport has ever seen. Not much is known yet about the families, but what is certain is that they will stop at nothing to raise their families to glory and power. These newly formed families come from all backgrounds from around the world and their bosses are young and eager to take the large step into building their empires.
Government
The government, police and politicians, will play a major role in this game. To begin, this NES's current mayor, Andrew Burton, is very supportive of the prohibition law and against any crime syndicates. Burton has just started his second term as mayor this year, and seems to be keeping the current police chief with him. So he will be making moves to really crack down on the mafia families immediately, as seen by the arrest of Jason Farratti. Elections occur every four years and, if a player (usually only the boss of a family) has enough influence, power, money, then elections can be rigged.
The police chief, Thomas Reed, is in full support of the current mayor, but he can be swain if the correct events are put into place. Reed has been part of the police force for years, he is fifty-two years old and is looking to retire at the age of fifty-five. Police chiefs in the NES are appointed by the mayor for two year terms, and Reed has a great relationship with Andrew Burton who has appointed him every term Burton has been mayor.
Jail/Prison
If you find yourself in a situation where you have been arrested there are two different places you can be sent, jail or prison. Jail will be where you are sent for minor crimes and first offenses (unless it's a murder charge) and will typically have a bail set for your release. Bail can be paid or you can stay in jail for the time you've been sentenced for, or try and escape (you can try to escape from prison as well). Your family boss can decided if they still want to pay you while you are in jail or prison, which will usually depend on how loyal you've shown yourself and how useful up to that point. Prison has more security and will be set for longer sentences, with a chance of probation if you are well behaved and can be let out early.
Speakeasies
Speakeasies are where you can sell your illegal booze. In order to establish a speakeasy you must first be in control of a night club by extortion or other means of influence. When you have control of said night club, it will be labeled in your rackets how many night clubs you own, you can start sending alcohol into them and placing family members or followers as guards there. You MUST have alcohol and guards to have a speakeasy, if you do not have guards then other families or the police will ruin the speakeasy with no trouble, or the owner might not allow it. It will be up to you on how much you wish to charge for booze and how much you want to send to each speakeasy per turn, but remember you have to find ways to get alcohol and since nobody has a way of making alcohol yet your options are find a boat to go to Cuba or Mexico, or send people in vehicles up to Canada to fetch it.
Crafting
You can craft things such as weapons, alcohol, vehicles, vehicle upgrades, weapon upgrades, etc. The higher your business skill is the cheaper it is to craft things and the better the outcome will be and the less chance it will fail. Crafting items is cheaper then buying them, but you always have the chance that it will fail and be a bad investment wasting your precious money. So be careful while trying to craft things, some items you try to craft may take longer then one week (one turn) such as vehicles, weapons or upgrades for either.
Players and Followers
As an associate you work for a family or, to be more specific, a boss. The boss of a family will choose his own rankings for family members, if they so choose they can give orders to underbosses (or what ever they choose to name the officers, or if they even have officers) on what needs to be done for the week and they assign tasks to associates. If you're an associate you can do tasks assigned by your boss and if you are successful not only would you gain favor from your boss (most likely), but you also look good to other family members and have a chance to attract followers. When you gain followers they can help you on tasks by guarding/helping run rackets, being a getaway driver, helping with robberies or extortions and doing tasks you assign them. If you want to start your own family, that is always possible, yet you will need to save up a lot of money, gain a lot of followers, have a large amount of weapons and vehicles or your family will crumble easily. You don't need to do assigned tasks, you can always choose to just do what ever you want to do for a week that would benefit yourself such as, work on crafting things, exercise, etc.
As a boss you will need to keep your family members and associates pleased. You control the money flow through your family, in theory you could keep all the money for yourself, but that would make for some very disgruntled employees. You are in control of everything your family owns, every business that is paying to your family for protection in your territory, you have to maintain your warehouse storage, decide how much stock you want to keep of what items at a certain time, how much of any given item you want out on the streets, in your clubs, or on the market. You assign tasks that you think need to be done each week and either you, or an officer will assign those tasks to individuals.
NEW: Followers you have are neither the NPCs in your family or the players, those are your associates and, if you're a boss, you still tell them what to do but followers are more reliant on you (for the sake of making things easier to start the NES you will NOT have to pay them). If you want your followers to do a task you must supply them with the needed resources; weapons, vehicles, alcohol, etc to complete the task.
Expansion
Expansion is very vital in the NES for you to have the opportunity to set up rackets and gain income through extortion. A key thing to remember is you DO NOT have to have territory touching all the time, you can have pockets throughout the city, but those will be harder to hang onto if they're close to larger parts of other families territories. It is best to have all your territory connected, but in the early stages while you try to get as much income as possible that might not be the most reasonable route. Also if a warehouse is in your territory it becomes yours, and if you have territory you will have influence on the businesses there but to get them in your influence you need to have someone extort them first. ANY business in your territory will be paying you extortion money so you must have an extortion happen prior to gaining them into your influence.
Updating
Updates will take one week, to start off and it might change as the NES goes on, of in game time. I will try to get an update a week or, depending on how easy or difficult the updating process will be, two a week. I will post the date orders are due for each update after I post the previous update. Orders should be in a list formation for the tasks you wish to do with your highest priority task at the top and lowest at the bottom of your task list because you may not have enough time to get to every task you list.
Example Templates: NEW Anything with a * by it is the only thing you fill out for your character I will fill in the rest.
Player (Boss)
Spoiler :
Template: Boss
*Family:
*Name:
Money: (Stored)
*Percentage Kept:
*Percentage Paid to Family:
*Strength:
*Business:
*Stealth:
*Leadership:
*Charisma:
Weapons:
Rackets:
Vehicles:
Alcohol:
Heat:
Followers:
*Bio:
*Family:
*Name:
Money: (Stored)
*Percentage Kept:
*Percentage Paid to Family:
*Strength:
*Business:
*Stealth:
*Leadership:
*Charisma:
Weapons:
Rackets:
Vehicles:
Alcohol:
Heat:
Followers:
*Bio:
Family
Spoiler :
Template: Family
Family:
Boss:
Weapons:
Rackets:
Vehicles:
Alcohol:
Members:
Family:
Boss:
Weapons:
Rackets:
Vehicles:
Alcohol:
Members:
Player (Associate)
Spoiler :
Template: Player (Associate)
*Family:
*Name:
Money: (stored)
*Strength:
*Business:
*Stealth:
*Leadership:
*Charisma:
Weapons:
Rackets:
Vehicles:
Alcohol:
Heat:
Followers:
*Bio:
*Family:
*Name:
Money: (stored)
*Strength:
*Business:
*Stealth:
*Leadership:
*Charisma:
Weapons:
Rackets:
Vehicles:
Alcohol:
Heat:
Followers:
*Bio:
Money:
Main resource in this NES, money is power. You use money to buy weapons, run rackets, make alcohol, purchase vehicles, pay followers or, if you're the boss, pay family members to work for you. Also you can use money to bribe policemen, politicians and doctors, as well as pay for medical bills and bail. It is a good idea to always set aside a little bit of cash incase you need to spend money on an unexpected expense.
Stats:
Stats make it possible to play your person any way you want. You can make a sly con artist, a brute enforcer, a great leader, or anything else you can think of. Associates start off with five skill points to distribute into any stat they so choose, whereas bosses start with eight. Some stat combinations are better for doing certain things then others, so depending on what you want to accomplish think about where you'll spend your points. Skill points will be gained as the NES goes on, but they will be difficult to achieve.
Strength - Stronger in fights, more intimidating and less likely to sustain major injuries.
Business - Helps increase income and crafting.
Stealth - Better at infiltration and less chance to get caught doing illegal activities.
Leadership - Easier to gain followers and keep loyalty.
Charisma - Better at influencing and bribery.
Weapons:
Weapons greatly increase your chances in fights, extortion, intimidation, and expanding your families territory. Arming guards to defend big business such as night clubs will make the owners feel safer and less likely to flip to another family. Using weapons on alcohol runs, get aways, etc will make your followers feel safer and more trusted by you leading to you gaining more loyalty and word of your willingness to spend to arm your followers will spread.
Melee - Baseball bats, knife, brass knuckles, garrote
Firearms - Pistol, rifle, shotgun, tommygun, BAR
Other - Bomb, grenade
Rackets:
Clubs, shops, businesses that you or your family are currently influenced and extorting. As well as illegal activities that are being ran such as, brothels, speakeasies, brewing alcohol, etc. These help to raise your personal/family income per week.
Vehicles:
Cars, trucks, vans, motorcycles that you/your family own. Used for patrolling you/your families territory, aiding in hit-n-runs, helping with robberies, assassinations, transporting liquor, etc.
Alcohol:
How much you/your family currently has in stock and can sell or get out on the market right away, and how much you/ your family can store at one time. They are stored in cases containing 12 bottles a case.
Heat:
Chance police will recognize you on the streets and are looking for you. As a scale of 1-10.
Prices
Weapons:Melee - Bats $15.00 (No chance to gain heat), Knives - $25.00 (Very low chance to gain heat), Brass Knuckles $50.00 (Very high chance to gain heat), Garrote $20.00 (Slight chance to gain heat).
Firearms - Pistols $75.00 (Very low chance to gain heat), Rifles $80.00 (Very low chance to gain heat), Shotguns $90.00 (Very low chance to gain heat), Tommyguns $200.00 (Very high chance to gain heat), BAR - $500.00 (Extremely high chance to gain heat).
Other - Bombs N/A, Grenade N/A.
Vehicles:
Car $1,000.00 (No chance to gain heat), Vans $1,250.00 (No chance to gain heat), Trucks $1,500.00 (No chance to gain heat), Motorcycles $1,250.00 (No chance to gain heat), Semi-Truck $2,500.00