Wednesday, April 30, 2014

So You Want To Be A Gangster

Rules for Building Your Criminal Empire

For the Savage World of Krül

As the home group and G+ parties become increasingly involved in the gangland politics of Val-Soth, inevitably some of them start planning their own large-scale gangs. The following rules are designed to address that in a gameable fashion. They are inspired by TSR's Gangbusters, GDW's Traveller Book 4: Mercenary, and especially Burger Games' Mobsters, which I shamelessly riffed off of.



Turf

The Low Quarter of Val-Soth is divided into “turfs” roughly 40 blocks apiece, usually with 1/10 of these being given over to illegal activities (these correspond roughly to 4 squares on the city map). Each turf can therefore support 4 criminal enterprises, although some turfs are larger or smaller; any more than this is likely to attract unwanted police attention.

To control a turf, the criminal enterprises within must be seized. Each criminal enterprise is defended by goons, requiring an adventure to clear them out / scare them off. Moreover, the enterprises (and, potentially, a hideout/headquarters) may be hidden; if so, they must first be located using the intelligence and reconnaissance rules. Once the muscle has been ousted (or, if a lieutenant is in charge, their leader turned) the resources provided are denied the owner. To take a turf all of the enterprises must be seized; until this is done the turf is not considered “owned”.

Should a turf be seized, the pre-existing enterprises can be started again (at ½ cost; although new men must be found to run the enterprise unless the lieutenant in charge has been turned) or razed, as desired. Each enterprise earns a certain variable amount monthly and each increases the risk of problems arising. Moreover, each enterprise requires one weekly monthly maintenance by a “boss” or it can be handed over to a lieutenant.

Enterprises Available:

Fence: Dealing with stolen goods; usually a pawn shop or other resaler.
Initial Investment: 1,000 gp, building with at least 3 rooms, 2 goons, 1 mobster, merchant
Monthly Income: 100 x d8 gp
Risk: 1

Still: While alcohol is legal, the Lawson Clans of Industry hold monopoly rights over the production, distribution, and sale. As a result, cheap black market booze is always in demand. Stills must have a speakeasy to sell to.
Initial Investment: 2,500 gp, building with at least 5 rooms, 4 goons, 1 mobster, bootlegger.
Monthly Income: 150 x d8 per speakeasy (max 3 per still), 2x income if speakeasy owned by gang.
Risk: 2

Speakeasy: These underground dives attract the poor looking for cut-rate thrills and powerful spirits. A speakeasy requires a still or some other regular supply of booze.
Initial Investment: 2,000 gp, building with at least 5 rooms, 2 goons, 1 mobster
Monthly Income: 100 x d10 gp
Risk: 3

Numbers: The numbers game is a popular lottery amongst the poor, with runners collecting bets from the neighborhood throughout the week.
Initial Investment: 2,500 gp, building with at least 2 rooms, 5 half-pints, 1 mobster, 1 accountant
Monthly Income: 100 x d12 gp, but 1 in 6 chance of a “win”, which means the business nets only 100 x d3 gp.
Risk: 1

Bookmaker: While most sports betting is controlled by the Clans of Commerce, these quasi-legal betting parlors allow for gambling not just on events in the Kushtur Arena, but back-alley boxing, duels, and various other amusements.
Initial Investment: 2,500 gp, building with at least 3 rooms, 4 goons, 1 mobster, 1 accountant
Monthly Income: 100 x d12-2 gp
Risk: 1

Clinic: Back-alley doctors are always in demand from those on the run from the law or their enemies, trading the lack of sanitation and oversight for anonymity.
Initial Investment: 1,000 gp, building with at least 5 rooms, 2 goons, 1 mobster, 1 doctor
Monthly Income: 100 x d8 gp
Risk: 1

Casino: Fools are easily parted with their money; why not be the person to do it for them?
Initial Investment: 500 gp for craps / blackjack, building with at least 3 rooms, 4 goons, 1 mobster, 1 card shark
Upgrades: 3,000 gp for slot machines
Monthly Income: 100 x d10 gp, 100 x 2d6 gp with slot machines
Risk: 2

Loanshark: Prey on the desperate by charging outrageous interest.
Initial Investment: 3,000 gp, building with at least 2 rooms, 6 goons, 1 mobster, 1 accountant
Monthly Income: 100 x d12 gp
Risk: 2

Slave Ring: While slavery is not technically illegal, slaves are generally criminals, debtors, and war captives (and their descendants); as the supply can never meet the demand, slave rings kidnap people off the streets and manufacture the documentation necessary to sell them on the market.
Initial Investment: 1,000 gp, building with at least 5 rooms, 6 goons, 1 mobster, 1 forger
Monthly Income: 100 x 2d6 gp
Risk: 3

Racket: Extortion of local businesses and institutions in the name of “protection” is a perennial favorite.
Initial Investment: 1,000 gp, building with at least 2 rooms, 10 goons, 1 mobster, 1 accountant
Monthly Income: 100 x 3d4 gp
Risk: 3

Gang (Pickpocket): Relieve passerbys of their spare change.
Initial Investment: 500 gp, building with at least 1 room, 4 half-pints, 1 mobster
Monthly Income: 100 x d6 gp
Risk: 3

Gang (Burglary): Breaking and entering for fun and profit!
Initial Investment: 1,000 gp, building with at least 1 room, 4 goons, 1 mobster, 1 safecracker
Monthly Income: 100 x d10 gp
Risk: 4

Gang (Robbery): If you’re feeling ballsy, stick-up men can make money quick but are likely to attract attention.
Initial Investment: 1,000 gp, building with at least 1 room, 6 goons, 1 mobster, 1 safecracker
Monthly Income: 100 x 2d6 gp
Risk: 5

Gang (Highwaymen): Highwaymen ply their trades along road and waterways, robbing merchants, travellers, and anyone else who would make easy prey.
Initial Investment: 1,000 gp, building with at least 1 room, 10 goons, 1 mobster
Monthly Income: 100 x 2d6 gp
Risk: 5

Gang (Beggar): Organizing beggars and providing food and protection for them.
Initial Investment: 2,000 gp, building with at least 3 rooms, 10 half-pints, 1 mobster
Monthly Income: 100 x 1d8 gp
Risk: 1

Smuggling Ring (Booze/Drugs): Act as distributor and in-between for drug labs and pushers. Requires contact with both a drug lab and a drug pusher or drug den.
Initial Investment: 2,000 gp, building with at least 3 rooms, 4 goons, 1 mobster, 1 smuggler
Monthly Income: 100 x 3d4 gp
Risk: 3

Smuggling Ring (Slaves): Bandit gangs and other outlaws are always looking to sell off their captives; why not help bring their goods to market?
Initial Investment: 2,000 gp, building with at least 5 rooms, 4 goons, 1 mobster, 1 smuggler
Monthly Income: 100 x 2d6 gp
Risk: 3

Smuggling Ring (Guns): While guns are certainly not illegal, any large number of firearms purchased is definitely going to attract attention from the authorities. Private armies, bandit armies, and foreign nations are happy to pay to have them “fall off the back of the truck”. Requires contact with an arms manufacturer.
Initial Investment: 5,000 gp, building with at least 5 rooms, 4 goons, 1 mobster
Monthly Income: 100 x 3d6 gp
Risk: 4

Prostitution (Street): Ladies (and ladyboys) of the night, working the corners for your depraved satisfaction.
Initial Investment: 2,500 gp, 4 goons, 1 mobster, 1 pimp
Monthly Income: 100 x 1d10 gp
Risk: 2

Prostitution (Brothel): Make some serious dough by offering a place for clients to enjoy themselves in safety and privacy.
Initial Investment: 5,000 gp, building with at least 10 rooms, 4 goons, 1 mobster, 1 pimp
Monthly Income: 100 x 3d4 gp
Risk: 1

Drug Lab: Grow, process, and package your own drugs. Requires contact with a drug pusher or den.
Initial Investment: 5,000 gp, building with at least 5 rooms, 8 goons, 1 mobster, 1 chemist
Monthly Income: 100 x 3d6 gp
Risk: 3

Drug Pusher: Psst! Hey kid, want a free sample? Requires contact with a drug den or drug smuggler.
Initial Investment: 1,500 gp, 6 goons, 1 mobster
Monthly Income: 100 x 1d8 gp if going through a smuggler, 100 x 1d10 gp if going through a drug lab, 100 x 2d6 gp if drug lab is owned.
Risk: 3

Drug Den: Why sell it on the streets when they will come to you? Requires contact with a drug den or drug smuggler.
Initial Investment: 3,000 gp, building with at least 5 rooms, 6 goons, 1 mobster
Monthly Income: 100 x 2d4 gp if going through a smuggler, 100 x 1d12 gp if going through a drug lab, 100 x 3d4 gp if drug lab is owned.
Risk: 2

Forgery: There are always those who needs documents manufactured that cannot be obtained legally.
Initial Investment: 2,000 gp, building with at least 2 rooms, 2 goons, 1 mobster, 1 forger
Monthly Income: 1d8 x 100 gp
Risk: 1

Front: Unlike the other entries listed above, a front business is an upgrade that can be added to any criminal enterprise except for drug pusher and street prostitution. This is a ‘public face’ that allows the enterprise to disguise its true purpose, reducing the risks associated.
Initial Investment: 2,000 gp, +2 rooms to the number required for the enterprise, 2 goons, 1 merchant
Monthly Income: 1d3 x 100 gp
Risk: -1 to the risk generated by the enterprise; note that the total monthly risk can never be reduced to less than 1.

Each enterprise requires capitol, muscle, an administrator, and (often) property and a specialist of some sort; some also require a supplier. Any Fighting Man may act as a goon (requiring one week of downtime per month) or mobster (requiring two weeks of downtime per month). Additionally, certain Fighting Man backgrounds allow players to fill the roles of a specialist (requiring two weeks of downtime per month); see the training section below for specialist types. Once these are provided, the enterprise is activated. Once activated, total the risk from all enterprises and roll 1d20 monthly, if that number or less is rolled, some sort of trouble occurs which requires the players attention.

Lieutenants

Players may recruit lieutenants to handle some of their enterprises. Lieutenants are essentially independent gangs which operate under the protection of a larger gang, running enterprises on their turf. A mobster who has worked for the party for at least six months may be upgraded to a lieutenant, or a suitable NPC may be recruited. Lieutenants may handle up to 4 criminal enterprises, freeing the players of the necessity of using downtime to run them, but collect half of the earnings of the enterprise. Additionally, lieutenants can be potentially turned by a rival gang, taking all of their enterprises with them.

On the other side of the coin, players can also act as lieutenants for a larger gang if they have no turf. They must pay ½ of all earnings from their enterprise to the gang they owe fealty to and must abide by any additional demands that they may make.

Recruitment

To find goons, mobsters, and specialists you must start recruiting. This can be accomplished one of two ways; first, a player can do it themselves, using downtime, second, they can hire a recruiter for 250 gp. Alternately, they can increase their chances by doing both. After two weeks of recruiting, roll 2d6 to determine the number of potential candidates they have attracted (if recruiting for a preexisting gang, this roll may be modified based on their reputation). If a recruiter is used, roll 2d8; if both the player and a recruiter are used, roll 3d6. Each additional player recruiting adds +1d3 to the roll To determine what sort of recruits were found, roll on the following table:

1-4 Raw recruit (no criminal experience)
5-7 Goon
8-9 Mobster
10 Specialist

For raw recruits and goons, roll additionally to determine if these are adults or “shorties”. Raw recruits roll 1d3 and Goons roll 1d6, if a “1” result is rolled, the recruit is just a kid (a “half-pint”). For specialists, roll on the following table to determine what sort of specialist is available:

(d10)
1. Merchant (Fence, Front)
2. Bootlegger (Still) / Chemist (Drug Den)
3. Accountant (Numbers, Bookmaker, Loanshark, Racketeering)
4. Doctor (Clinic)
5. Gambler (Casino, Bookmaker)
6. Safecracker (Burglary/Robbery)
7. Dominatrix (Slaver)
8. Smuggler (Smuggling)
9. Pimp (Prostitution)
10. Forger (Slavery Ring, Forgery)

The base cost for recruiting is 100 gp; this represents “seed money”, i.e. buying drinks, greasing palms, etc. Add +1 to the roll for every additional 100 gp spent.

If the player is looking for a specific type of recruit (such as a certain type of specialist) the process is more costly and fewer potential recruits can be found.

Half-Pints Only (Sicko):
Cost: 150 gp
Recruits (Player): 2d3
Recruits (Recruiter): 2d4
Recruits (Both): 2d6

Goons Only:
Cost: 200 gp
Recruits (Player): 1d6
Recruits (Recruiter): 1d8
Recruits (Both): 2d4

Mobsters Only*:
Cost: 300 gp
Recruits (Player): 1d6-3
Recruits (Recruiter): 1d6-2
Recruits (Both): 1d6-1

Specialists Only*:
Cost: 500 gp
Recruits (Player): 1d4-3
Recruits (Recruiter): 1d4-2
Recruits (Both): 1d4-1

*If a result of 1 or lower is rolled none are found.

If more than one player is recruiting for the same specialist, add +1 to the roll. Additional recruitment attempts can be made, but each attempt adds a cumulative -1 to the number of recruits hired; each month when no recruits are sought reduces the negative modifier by 1.

Training

Raw recruits must be trained before being employed in the field while goons can be trained as mobsters and specialists. Certain Fighting Man backgrounds allow for players to act as trainers for a number of students equal to their number of retainers (alleviating the cost but requiring the player invest downtime equal to ½ the training time); otherwise a trainer must be brought in. The cost and time needed are listed below:

Raw Recruits (upgraded to Goon / Half-Pint):
Cost: 50 gp
Time: 1 month
Backgrounds: Picaro, Tough / Hoodlum, Professional Thief, Street Urchin

Goons (upgraded to Mobster):
Cost: 250 gp
Time: 3 months
Backgrounds: Tough / Hoodlum, Professional Thief

Goons (upgraded to Specialist):
Cost: 500 gp
Time: 6 months
Backgrounds*: Professional Thief (Lockpick), Picaro (Pimp, Card Shark, Forger), Pirate (Smuggler), Entertainer (Card Shark), Torturer (Slaver)

* If no player has the background to train a specialist, one must be brought in from the organization or recruited from outside.

Salaries

While the salaries of gang members attached to an enterprise are incorporated in the cost of running the business, at times there will be unattached soldiers who still expect a regular salary. Gangsters which are not earning income from an enterprise must be paid monthly at the following rates:

Raw Recruits: 10 gp
Goons: 25 gp
Mobsters: 100 gp
Specialists: 150 gp

Note that additional muscle assigned to an enterprise subtract the amount of their monthly wages from the income the business earns monthly.


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