USS Minnow

Post » Mon Sep 13, 2010 7:52 am

This locale (I should say worldspace) has been through two previous incarnations, first as a playable location in D&D and again as a cyberpunk location. It has seen 8 full campains played out within it's scope, and well over 100 adventure senario's that I put my mercilessly tortured gaming group through over the course of six or seven years. So be nice, there's alot of saturday nights -among other things- that went into this tome.

You can use it for any kind of role playing or fan fiction based piece of work.

Disclaimer: All postings on this thread agree in giving permission to use any ideas, plots, characters, groups, settings and locations, established as well as newly formed posted here in the creation of the piece of work known collectively as "the USS Minnow" :deal:

On with tonights entertainment...

Ever wonder how
Spoiler
Ten Penny
and
Spoiler
Moriarty
came over from
Spoiler
England
?

I give you the USS Minnow
queue theme song http://www.youtube.com/watch?v=QiyIiPmppTY
meets Love Boat
queue theme song http://www.youtube.com/watch?v=ZmUlKPthrag
meets waterworld
queue Dennis Hopper http://thatsonpoint.blogspot.com/waterworld.jpg

Back story
The Pacific Star, captained by the original Capt. Merril Stubbing (aka pappie "Stubbs") was at sea when the bombs fell, along with many other ships around the world. Loaded with over a 200,000 metic tons of cargo, and a crew to take care of, the captain realized that the future of him -and his crew, was here onboard. The ship was re-christened the "Pacific Princess" and converted from being a pure combined bulk/container cargo freighter(*) into a combined cargo/passengership. By shrewdly bartering off the cargo for further building materials the ship continued to increase it's passenger capacity, and attract boat refugees -and coastal raider attacks- as well.

Now, some two hundred years later, after picking up a cirtain group of castaways and after a particularly nasty cruise (that almost sunk the ships). The then captain; Merril Stubbing VIII was ousted from power and banished to live in the forward cargohold aka "the Hole".
The Skipper took over at the helm of the Pacific Princess along with his -lil' buddy- Gilligan, and re-christened it "the Minnow".

The ship has acquired other vessels that have been lashed tightly/welded/basically fastened in any way possible to both port and starboard sides;

three semi-DIY built destroyers , the MnS Smokey, the MnS Bandit and the MnS Sally Field, aka the Frog. Currently, both Smokey and the Bandit don't have powerplants and need to stay tethered to the Minnow, but their weapon systems are working just fine..
The Frog -nicknamed so for the way it shoots forward when the souped up engines kick in, runs picket duties and is the flag ship of the picketline.

Five more cargo freighters;
the Krimerian Princess,
the Asian Princess,
the Caribbean Star,
the African Star and
The Flying Dutchman

five Rhine aken
half a dozen barges that act as slow moving picketline monitors and a dozen or so barges that are hardwelded to the ships and act as wave breakers for the numerous boat sized, single engine fishing boats and smaller patrolcraft such as Junks, saipans and those cute little crab fishing boats they have in Maine that are the 'fleet'

Sea Raiders (uhh, pirates?), frequently attempt assaults from shore using the same ragtag assortment of vessels as the Minnow has, although it's rare to see any type of boat larger than a fishing trawler class vessel in an assault. More often assaults consist of waves of raiders on jetskis supported by gunboats, trying to make it to the ships and board somewhere unseen. Since the area forward of the Hole all the way to the Bow -except for the Bow itself, is only partially under control of Ships Security, some do get aboard and make their way to the Ozone. This is becoming an intolerable situation.

Dimensions Minnow:
lenght from bow to stern: 715meters
lenght at the waterline: 690meters
beam: 70meters
height from the waterline to the cargo deck: 25meters
height from cargodeck to tallest point (bridgehouse): 25meters
draft: 20meters
tonnage: appr. 600.000 metric tons of water displacement

From the bow to the stern there are in order:
The bow of the ship. There is a helodeck with lift and hangar for a ships vertibird
The first cargohold; 'o' 'o', is a bulk transport hold for ore. It has been sectioned into two parts; oA and oB. oA is fitted for liquid bulk cargo and oB is fitted as a hopper for dry bulk cargo. They are collectively known as the O-zone.
Dimensions for both sections are:
Hold oA: 70m wide x 130m long x 40m deep -fully enclosed and pressure fitted for liquid
Hold oB: 70m wide x 130m long x 40m deep -funnelshaped crosssection with massive deck crane

The four cargoholds next are for boxed bulk cargo, there are 10 meter wide deck sections in levels under the hatch coverings (so the longshoremen don't stand under the crane)
Dimensions for the Holds are the same:
70m wide x 70m long x 35m deep (fourteen level to the bottom!)
their names (in order of appearence):
the Hole
the Bow, wow!
Midshipcity, 3sec
Midshipcity, ala Rear

Last cargohold before the bridgehouse is rigged for shipping containers. It isn't as deep as the other holds due to it being partially located above the engineroom
Dimensions for container cargohold aka Ka-Chinga Towers
70m wide x 75m long x 30m deep. twelve levels to the bottom

After the containerhold sits the bridgehouse, more than 20 meters high
Behind the bridgehouse is a last combined bulk cargohold, labeled either 'cargohold 6' or 'cargohold AD' where the 'ad' stands for 'aft deck', slightly smaller and not as deep as the others; 70m wide x 50m long x 20m deep eight levels to the bottom

The cargohold hatches are each 50m x 50m, giving a 10m prominade along both sides of the deck, and are seperated from each other by a 20m division where the cranes are located.



Dimensions Krimerian Princess:
lenght from bow to stern: 185meters
lenght at the waterline: 170meter
beam: 30meters
height from the waterline to the cargo deck: 10meters
height from cargodeck to tallest point (crane): 25meters -bridgehouse is 20meters
draft: 15meters
tonnage: appr. n metric tons of water displacement
From the bow to the stern there are in order:
The bow of the ship. forcastle is 20 meters from point to lip
Three combined bulk cargoholds, numbered 1, 2, and 3.
One dedicated containerhold, labeled 'cargohold 4' or 'cargohold C' where the 'c' stands for 'container'.
Dimensions for cargoholds 1,2 and 3 -aka little Odessa.
30m wide x 35m long x 18m deep seven levels to the bottom
Dimension for the container cargohold aka Kreleb Towers
30m wide x 25m long x 13m deep five levels to the bottom
The cargohold hatches are each 20m wide x 25m long, giving a 5m walkway along both sides of the deck, and are seperated from each other by a 10m division where the cranes are located.

Dimensions The Flying Dutchman
lenght from bow to stern: 140meters
lenght at the waterline: 115meters
beam: 30meters
height from the waterline to the cargo deck: 15meters
height from cargodeck to tallest point (crane): 25meters -bridgehouse is 20meters
draft: 10meters
tonnage: appr. n metric tons of water displacement
From the bow to the stern there are in order:
The bow of the ship. forcastle is 20 meters from point to lip
Four dedicated containerhold, labeled 'cargohold c1, c2, and c3' where the 'c' stands for 'container', each with dimensions 30m wide x 30m long x 23m deep -the containerhold closest to the bridgehouse is 30meters wide x 13meters long x 13 meters deep due to the engineroom also being partly underneath.
Behind the containerholds sits the bridgehouse, more than 20 meters high
The last -and smallest- container hold is on the aft deck and is only 10 meters deep due to the engineroom directly underneath.



Dimensions Asian Princess:
lenght from bow to stern: 280meters
lenght at the waterline: 260meters
beam: 30meters
height from the waterline to the cargo deck: 15meters
height from cargodeck to tallest point (bridgehouse): 25meters
draft: 15meters
tonnage: appr. n metric tons of water displacement
From the bow to the stern there are in order:
The bow of the ship.
Six combined bulk cargoholds, numbered 1 - 6, and one dedicated containerhold, labeled 'cargohold 7' or 'cargohold C' where the 'c' stands for 'container', each with dimensions 30m wide x 35m long x 20m deep -the containerhold is actually only 15 meters deep due to the engineroom also being partly underneath
After the containerhold sits the bridgehouse, 25meters high
The cargohold hatches are each 20m wide x 25m long, giving a 5m walkway along both sides of the deck, and are seperated from each other by a 10m division where the cranes are located.



Dimensions Caribbean Star:
lenght from bow to stern: 250meters
lenght at the waterline: 230meters
beam: 30meters
height from the waterline to the cargo deck: 15meters
height from cargodeck to tallest point (bridgehouse): 25meters
draft: 15meters
tonnage: appr. n metric tons of water displacement
From the bow to the stern there are in order:
The bow of the ship.
Five combined bulk cargoholds, numbered 1 - 5, and one dedicated containerhold, labeled 'cargohold 6' or 'cargohold C' where the 'c' stands for 'container', each with dimensions 30m wide x 35m long x 20m deep -the containerhold is actually only 15 meters deep due to the engineroom also being partly underneath
After the containerhold sits the bridgehouse, 25meters high
The cargohold hatches are each 20m wide x 25m long, giving a 5m walkway along both sides of the deck, and are seperated from each other by a 10m division where the cranes are located.



Dimensions African Star
lenght from bow to stern: 300meters
lenght at the waterline: 270meters
beam: 30 meters
height from the waterline to the cargo deck: 20meters
height from cargodeck to tallest point (bridgehouse): 25meters
draft: 20meters
tonnage: appr. n metric tons of water displacement
From the bow to the stern there are in order:
The bow of the ship.
After the bow sits directly the bridgehouse, more than 20 meters high
Five combined bulk cargoholds follow, numbered 1 - 5, , each with dimensions 40m wide x 40m long x 15m deep
two dedicated containerhold, labeled 'cargohold 6' or 'cargohold C' where the 'c' stands for 'container' are aft. With dimensions
40m wide x 25m long and 15m deep
20m wide x 25m long and 10m deep

MnS Bandit
lenght from bow to stern: 90meters
lenght at the waterline: 85meters
beam: 12meters
draft: 3meters
tonnage: appr. 1450 metric tons of water displacement
Armaments:
1*QF 4" mk. V on a single HA/LA mount
4*QF 2pndr mk. VII on a quad mount
4*20mm Oerlikons on twin mounts
8*20mm Oerlikons on single mounts

MnS Smokey
lenght from bow to stern: 90meters
lenght at the waterline: 85meters
beam: 12meters
draft: 3meters
tonnage: appr. 1450 metric tons of water displacement
Armaments:
1*QF 4" mk. V on a single HA/LA mount
4*QF 2pndr mk. VII on a quad mount
4*20mm Oerlikons on twin mounts
8*20mm Oerlikons on single mounts

MnS Sally Field
lenght from bow to stern: 65meters
lenght at the waterline: 60meters
beam: 10meters
draft: 2.5meters
tonnage: appr. 1250 metric tons of water displacement
Armaments:
6*QF 2pndr mk. VII on a quad mount
4*20mm Oerlikons on twin mounts
8*20mm Oerlikons on single mounts

The 5 Aken, the barges and the smaller fleet
These are river transports capable of ocean going travels, acquired by the Minnow to facilitate ship to shore transports of heavy materials. Basically, each Aak is run by the leading gang of each of the mobs, with exceptions. The Russians, the Asians, the Yakuza, the Rasta's and the Maffia each operate one. When the Minnow stops at a destination, the Aken disconnect and then travel up river and comb the coast for salvage -and victims, uhh, passengers :P
Rule of salvage is that any load that found that is larger than what fits in the hold of one of the Aken in one go is shared among the different ships, with the first haul going to the finder. This is kind of logical because a ship that finds such a haul will load up to the point of sinking, and while lugging back to the Minnow the other ships are informed and then simply follow the ship when it return to fill up again to where the stash is. A detail of Ship's Security rides along with each Aak (to the greater annoyance of the captains who would preferably left to their device), mainly as a defense supplement against attacks from shore but also to ensure that the Aken underling don't go at it.
The ships are reconfigured to look more like
Vietnam era River monitors than the river barges they started out as

The different types:
the rhine aken and the barges are known as 'rigs' and their captains have radio 'handles' that they go by. During any assaults on the Minnow, the 'rigs' will 'circle the wagons' to keep out 'the bear', Ten-four good buddy?
Trawlers are collectively known as 'crates'
The saipan junks are caled "woodies" because they are and they are sail powered.
Boats -single and dual engines, are referred to as 'jalopies' and are usually grouped into gangs, although there are also independent pilots out there. It's all about speed and firepower, baby.
Jetskis are known are scooters and also travel in packs
All the Rigs, Jalopies, Crates, Woodies and Scooters are serviced by one of the numerous boat building facilities -known as gearshops or gas stations, around the ship. This is where they can purchase and upgrade the armour, weapons, handling and speed of their "Jalopies"


The different regions of the ships
Starting with the Minnow, on the rear deck and working our way forward. First there is
Cargohold #6, aka the Skippers hold. It's actually still used as a cargohold. Situated on the aft deck it's one of the securest places to get into onboard. Known collectively as Fort Knocks. There is a loading crane right on the end of the ship behind the cargohold that doubles as a snipernest for Ship's Security and is permanently manned. They have orders to shoot any unauthorized peoples who venture onto the deck. You've been warned.

Bridgehouse
This is where the bridge is -natch, as well as the personal domain of the Skipper, who has his living quarters on the two levels below. Lounge, sleeping berth and bowling alley on the first level and bathroom, dining hall, fitnessroom, cinema, library and sauna on the second.
The kitchen, laundry, housekeeping and other utilities are on the level below. As well as Gilligan, who has a small cabin next to the laundry room.
The six floors down to the deck are taken up by the skippers personal goons aka Ship's Security, as well as a few others..
Starting on the deck are the readyrooms and rec-rooms for the different security squads that are on stand by. First floor up are the admin offices for any de-briefings or after action reports are written up. This is also where the holding cells are for when they want to know more than just how hard your head is and interrorgation is mostly carried out by the Pinkerton Boyz or NewScotlandYard, who also have their offices here. Third and fourth floors are given away to living quarters for those who don't earn enough on the side to afford a stateroom, so mostly rookies.
Fifth floor, indoor firing range. That's right. Pistols only, 50 meter range.
Sixth floor is home to the ships armoury, weapons and armour maintenence workshops, as well as there own munitions expert who hand fills all ammunition that Ship's Security is issued. There is also a meth lab.

Below decks of the bridgehouse are five levels dedicated to ships services, housekeeping, catering and roomservice ie living quarters for the skippers personal escort service. Also located here are the ships own workshops -that were part of the original design and were a portion of the Midshipcity construction company is housed.
Below that and the aft cargohold is the engineroom with; fusion reactor, steam turbines and drive assembly. Next to the engineroom is housed the main computerroom with the ships mainframe, Mr. Magoo, as well as the ships water reclamation and purification array.
The H2O array is actually a chamber with hundreds of deranged butler robots being 'milked' of their pure water, and don't like their station in life!
This is where the professor is, when he isn't in his repair shoppe in Midshipcity or in Mary Ann's diner making googily eyes with her, assisting the Boyz with anything they can't handle.
Otherwise, not to many -humans- come down here.

Cargohold #5 ^ 'Cargohold-CH'
This is the containerhold, it stretches 30 meters deep from the deck and rises another 20 meters off the deck into the air. The containers are alligned in rows along the beam of the ship, forming a total of 4 towerflats, each towerflat is 28 containers across and 20 stories high, known collectively as "Ka-Chinga Towers" for this is where the high paying Vip's and permanent wealthies live and play -at least in the top region of the towers, because the lowest levels of the container hold are home to the ships more nocternal citizens, the ghouls and ghoul town. This gives a hypothetical total of 2240 possible containers being used as appartment flats. Hypothetical because many of the appartments have been joined to create larger areas for dining, concert halls,casino's, disco's, nightclubs bars, brothels and of course, shopping. There is even a clean, functioning swimming pool on the roof of Ka-Chinga towers, which is called; "the lido deck".
The levels located between ghoul town and the exclusive top levels are the suburbia working class section of the towers, and are home to the middleclass, and known as "Lower Ka-Chinga", shortened to "L-K" which is pronounced "el-kaa". There are schools, escort services, temples and churches, bars and stripclubs, a shoppingmall complete with grocerystore, betting parlours with bookies, daycare, dental clinic, cinema, pawn shop, arcade, drugdealers and prosttutes -both santioned and freelance.

Cargohold #3 and #4 ^ Midship City
The oldest settlement on the ships (aside from possibly the Ka-Chinga container towers that, although technically older in usage -they were the first to be occupied in the beginning- they really were realized in tandem), Midshipcity comprises both of the cargoholds # 3 and #4, as well as all of the surrounding deck area including that surface area of the hatches that have the cargohold covers partially covering them. The city was made possible in part by the groups of refugees who came aboard out of the ruins of New York with not only knowledge of where the best salvage was in Manhatten and Jersey, but also brought with them a collection of fusion powered welding torches, cutting gear and general construction tools that overshadowed the ships own equipment five fold. Construction became a constant sight on the ship from then on with constant 'upgrades' being welded together on the different levels. The decendents still hold ownership over the equipment and are the main source of onboard construction.

There are a number of neighborhoods within the city and different ships, each pertaining to a number of levels in the holds, always numbered downwards. The deck area is known as the city's Prominade and goes all the way around both cargoholds. Although afluent, the prominade isn't as high class as the Ka-Chinga towers are, but more of the upscale merchant trading, shopping and dining of midshipcity, where the upper middleclass merchants live. The division between the two hold has a building right in the middle -actually built around the decommisioned crane, two stories high and six down, known as Grand central Station and Casino, GrSC or "greasy" for short. The greasy has been a landmark since the conception of the city and started as just a two story construction above deck simply called the "central casino" and grew downward as the city grew downward.

When the city had grown downward to encompass the first five levels going down from the deck, a public transport system was devised in the form of a hanging ski-lift styled track to be hung from the edge of the 2nd level completely around the circumference of both cargoholds, crossing in the middle to form a figure eight. Having lobbied heavily for the tracks to cross as a figure eight exactly under the casino by it's owners (and fourteen people all coming to an untimely end of their lives in the process), the owners built an expansive station with escalators and elevators to bring commuters directly to the casino floor from where the lifts hung on the third level below.

The two holds that made up the city were divided not only by the bulkhead that seperated them -since it had been cut away, reinforced, braced, removed and "customized" to the point where it was hard in places to notice that there actually was a bulkhead present- but also in the manner of business. Where the Prominade was mostly shopping, trading and eating, but at a more affordable price than in the Ka-Chinga towers, the rear cargohold -hold #4- had specialized in catering heavily towards the better-to-do's from Ka-chinga towers who in those days came down to Midshipcity 'slumming it', offering every form of entertainment known to man or beast. This was in a time that the ship pendeled often in the mediterranean carrying people from North Africa to Europe and back and #4 hold quickly became known as "a Larriere", French for 'aft'. Over time it bastardized into "ala Rear" which has evolved into many colorful comparisons.

Because it took a while before there was a need to -officially- progress with construction and expand further downward, midshipcity stayed 'stuck' at the fifth level underneath the deck for a number of years leaving the lowest levels to develop without any 'real' supervision, since they were far enough out of the way as to not really matter what happened down there (it was considered to be "the Hole" of it's time). Why the lowest levels needed to expand, when at a time it was deemed that their was enough livingspace onboard, even when both cargoholds #1 and #2 were still closed off and filled with the remaining cargo, was because in a city where everything was for sale, the ample living space that there was was only for those who could afford it. Which in those days weren't many of, there being alot less wealth onboard, with alot more people who had come aboard with absolutely nothing, living at the bottom off the scraps that other let fall. This let to the ad-hoc, hap-hazard planning that resulted in the ratsmaze known as the Dreggs.

The #3 hold evolved somewhat differently, and slower. There was more low cost residential constructed, as in the container towers before, a sort of blue collar middleclass, lower than the middleclass of Ka-Chinga, but definately not the dreggs, which, in hold #3, was even dreggier. Earlier on work had been started well below the 'residential' area in creating a heavy industry of sorts, along with a fish processing refinery and cannery. Construction was suppose to start on the bottom floor of the hold, but the building crews came under ferrocious attack from the "dreggies" who lived there and weren't about to be ousted without a fight. The construction was moved up off the floor to a level high enough that the dreggies didn't pose a threat anymore. Unfortunately, this wasn't the greatest location for the development of a sustained heavy industry. The only endevour that actually worked down there was the Liberty Shipyards and their whole owned subsiderary the Midshipcity Harbor. A hole was cut in the side of the ship and continued through the Flying Dutchman as well. Behind the hole a dry- and wetdock were welded onto the bulkheads in such a fashion with overflow ducks that it became a standard and before long, the other harbors around the Minnow were retro fitted as such.

Attempts were made at creating competent forge furnaces and other industries, but the need to continually use the crane between holds #2 and #3 to lower and hoist materials met with heavy resistence after a couple of incidents involving heavy payloads and rough weather that resulted in accidental deaths and half of levels two and three being wiped off the map.

To envigorate the area of 3sec, and connect the varoius parts of the different ships, a second publice transport service was planned and realized, much like the first one was..
Afew levels down from the ski-lifts, a complete track system was laid down to connect all the ships at that level.
The system is closed of from pedestrians and they often have to climb or decend a level to pass the tracks.

:sidebar: Curiously, most of the anger around the accidents actually came from the construction crews who had just finished rebuilding it twice. After a few ensueing gun battles that were memorable and the heavy industry was abandoned. The only "heavy" industry that remained was the pharmasutical industry and chemical refineries, because those drugs have to made somewhere, right?
So, among the abandoned factory levels and residential housing you'll find a a healthy mix of cheap merchant trading, offices, seedy bars and [censored]houses, flophouses, diners, foodstalls and of course druglabs, as well as the occasional actually working factory or refinery. The entire area, from the dreggs up to the deck, is known as "3sec". It comes from the name section #3 after the hold number, but also indicated the average life expectency of any given tourist who accidently ventured down there.


Things changed drastically when after a few years they first stumbled apon the Asian Princess, who had gone adrift with hundreds of starving asians onboard. Unable -and somewhat unwilling- to feed all the newcomers for any lenght of period, the Minnow lashed the Asian Princess to her aft port flank, planning to tow the ship towards land where the refugees would be safely set ashore and the Asian Princess would be concidered salvaged property of the Minnow. This didn't brew well with the Asians, who didn't relish in the idea of trading a crappy existence for an even crappier one. There were skirmish firefights, incursions and kidnappings as well as targetted hits and executions on both side until a deal was hamered out. This called for basically the entire asian population to stay onboard, with minor exceptions to the rule. That the rear container hold on the Asian Princess would be converted into processing factories for the fish catches and that the asian population would work the fish factories and canneries, with minor exception to the rule.

Finally, that the asian population would run the fledging fleet of saipan fisingboats that they had already been using to live on and that they would be "governed" by a 'commitee' from Midshipcity since they would now be a permanent neighborhood. It was at this time that the Asians realized two things; that they would never be treated as first class citizens by the other -westerners- onboard and they would never beat the combined opposing security teams in a frontal confrontation while in their current situation. It was with reluctance and great loss of face that the ships elders of the Asian Princess accepted the final proposal. Countless asians moved into the lower reaches of 3sec and the dreggs, working the menial industries and employing skills of seaweed cultivation and harvesting, which was a healthy addition to the ships daily menu.

Six months later, they ran across the Caribbean Star. A slightly smaller freighter than the Asian Princess and definately less packed with refugees, it still added a complete demographical slice to the overall population, this time in the form of 'ganga' toking Rasta's. The same deal was bartered with the Rastas, and with alot less bloodshed, partly due to the Minnow quickly offering up a deal and partly due to the Rastas being too stoned to really want to do much but sing;

"Don't worry, 'bout a thing. Cuz every little thing, gonna be alright, mon!"

Their aft container hold was converted into processing and cannery factories, but not for the sole purpose of fish; the Rastas has found Mireluks nesting in the lowest ballast space under the cargo holds and had kept themselves well fed on crabmeat from hunted Mireluks. When told they were to mostly stay living on board the Caribbean Star and that they would get an oversight commitee from Midshipcity to help 'manage' affairs their only concern was whether it would infringe on their ganga growing endeavours that were becoming exceedingly successful. Even so, a number of them moved onto the Minnow and into Midshipcity. This started to push the development of Midshipcity down into an area that was increasingly considered borderline dreggs, and thoughts were put up to start with the development of cargohold #2, which was rapidly emptying out of it's cargo contents.

These thought of expanding were posponed when one morning the Flying Dutchman sailed along side under own steam and requested to join up. The crew and compliment were mostly Dutch, English and South African, with some Aussies, Scottish and Irish as well. The Midshipcity council was glad to invite other like-minded on board, seeing the population of the Flying Dutchman as a complimentary addition to their own numbers in counter balancing the influx of asians and rastas. Also, the Flying Dutchman was a container cargo only freighter, and had been carrying among other things containers with complete electronical assembly stations for computers and servers, with container apon container filled with components. Containers with packaging and processing machines to create your fvorite pre-war foods (just add fresh ingredients and push a button and out rolls cram! Dandy Apples! Chewinggum!!). They put together a sweet deal with the council.

The crew and population of the Flying Dutchman, increasingly known collectively as 'the Europeans' -and getting quite annoyed when referred to as "those euros" got to work and rearranged their cargo containers into towers that were stacked up against the hull of the taller Minnow until the towers stuck up above the deck, giving a beautiful view of Midshipcity's Prominade and senic views into the canyons of 3sec. The citizens of the ship -those who remembered- said that the container towers reminded them of the old skyline of New York, so the Europeans promptly named the towers "New Amsterdam" "Breukelen" and "Van Couvorten".


The final addition came in the form of the Krimerian Princess, who had been sailing under own power as well, noted the Minnow on the horizon one day, and sent a boat to investigate. The boat returned with a simple answer; "Da."
They hoisted a white flag, sailed along side and bartered out an agreement on a deal. The russians, which everyone called them from the get go, brought with them to the table a ship with enough welding and construction equipment that it instantly increased the ships entire stock by 30%, but they also brought with them knowledge of heavy industrial machine tooling and foundrywork which was considered a blessing since the failure of the industrial attempts down at the bottom of 3sec. The real surprise was the fact that the russians had animals on board that they raised for the slaughter, bringing fresh meats to the menu for those who could afford it (because you didn't think the russians were going to live at sea and not eat meat, did you?)

Cargohold #2
The Bow, Wow! as it is officially known, was the brain child of Valdimir Yerkov (pronounced, well, you know.., with a "Jay" and not a "Yey". Get it?) Very shortly after arrival onboard the russians started making plans to annex cargohold #2 and make it their own. The Krimerian Princess was a cramped vessel and it's occupance were eager to stretch there legs. They also had the tools to do it and didn't need any help from the established construction crews, who were charging massive 'union' tolls.

This turned out to be a decision with far reaching consequences. Because of the construction crews unwillingness to cooperate (they saw the russians as moving in on their ship, being pushy about wanting the #2 hold so desperately they were willing to leave with the Krimerian is the deal didn't include the #2 hold), the russians closed a deal with the asians and recieved a large asians labour force who lived in the #2 hold, building and then working in and for cargohold #2.

In the following 18 months, the russians also claimed control over cargohold #1, now known as the Hole, and acquired control over the scrap materials that were in the Hole. This to the dislike of the Midshipcity maffia families who had interests in the construction sector, and saw the price of raw materials skyrocket.

When cargohold #2 aka the Bow, wow! was opened for business it attracted hordes of passengers and citizens from every part of the ships and boasted 10 levels, from the top down, of polished post apocalyptic luxury, clean water, the best foods, every hotel bed came with it's own boy or girl [censored, this might be a little 18 and over, uhh, I'll have to rework this bit for the general public], every kind of narcotic and booze of the highest quality you can get including the on board stoked moonshine that goes by the trademarked named:
"I can't believe it's watered-down Vodka"™ and of course
"Uncle Jeb's Finest Two-week old" single malt. Aged in the finest 50 gallon oil drum we could find and clean out!"
Twenty-four hour gambling, shopping, six, drugs and rock and roll! Russian styled!!
It made Midshipcity look shabby, as well as Ka-Chinga towers and even the newly built New Amsterdam towers paled in comparison to the Bow, wow!
So when one night ninja hitsquads swam from the Asian Princess over to the Krimerian and fire teams came up from the lower levels of the Bow, wow! and took up positions among the gantries, catwalks and suspended alleyways of the upper levels...
...and all %$#^& broke loose, the midshipcity maffia didn't lift a finger to help. And Ship's Security was really slow to aid.
The following onboard war lasted 10 years.

Cargohold #1; the Hole.
This is a place you only want to go to if there really isn't anywhere on board that you can still go to. So, that would mean pissing off e.v.e.r.y mob organization on board as well as Ship's Security, Pinkerton, NSY -New Scotland Yard and Ship's Marshals. You been busy, haven't you?! The hole is also a primary reason for the existence of fort apache
The hole is 1/4 filled with all the scrap junk that is over or salvaged, and resembles a junkyard, except it's 4 stories deep. A number of outfits call the hole their home, notebly the Reapers, Maurauders and the Breakers, but none of the mobs are willing to claim it as their territory (despite getting a monopoly on building materials), because of the problems faced with controlling it. There are countless tunnels literally dug down into the scrap that supposedly go all the way to the bottom of the cargohold, with who knows what lurking down there

Cargohold 'O' -for ore aka Cargohold Null and currently known as "The Ozone"
Cargoholds for ore are on another scale than the holds built for combined bulk and container. These holds are h.u.g.e. and on the Minnow they take up more than half the ship. Cargohold 'O' on the Minnow was sectioned off for both dry bulk as well and liquid bulk. The area for dry bulk is located directly infront of the Hole, with the -completely enclosed- holds for liquid bulk
infront of that again, up against the bow. The dry bulk section had been filled with grain (the kind you make bread from) and was as large as the entire Midshipcity by itself. It was now currently even more filled with salvaged scrap that it was almost 3/4 full.

And the wet bulk section had been filled with not oil, but Nuka-Kola syrup!! That's right, the entire front section of cargohold 'O' -this being the equivalent of three normal cargohold aka the size of both Midshipcity as well as The Bow,Wow! put together, had been filled with more than a half a million metric tons of nuka-kola 'post mix' -ever worked at a cinema? These define the initial wealth of the Pacific Princess at the time that the bombs fell. Now, what's left of both are well guarded supplies in hands of various factions -usually stored in old 50gallon oil drums, like the ones you find all over the wasteland.

If the Hole represents anarchy upon the ships, then the Ozone is unbridled h**l on earth. Because of the nature of dry/liquid bulk, the cargoholds are shaped differently along the cross section. The hold is deeper, reducing the ballast space underneath by half, but slants inward so that the dry bulk falls to the middle. The liquid bulk section is obviously completely enclosed and what goes on in there nobody knows, not even me -yet. The sides are double-braced, with a 2.5meter hollow bulkhead that Ships Security use as causeways, and patrol for breaches. That I do know.
On top of the dry bulk section the covers had been set halfway open/closed and jammed in places, with crude fortifications barring the way. The interior of the dry bulk section, known as "the Hopper" because it bsically is one giant, hopper.. err, anyway, it's in the hands of two 'clans', a term used loosely in the Ozone. One clan are known as the Jonez and the other clan is known as the Smithz. These each populate a side of the cargohold, either the port side or the starboard side, with their hovels and dwellings built up against the slanted sides, as if on a hillside, yes.
And they're feudin', that's right.
I know it's corny.

The top of the liquid bulk section is a complete rats maze of scattered cargocontainers and crude fortifications, filled with ships scavengers that nobody else wants. Either trying to make a living scavenging the semi-open, highly dangerous dry bulk section or the Hole.The scrap villages come with hidden hatch openings going down below. Any time Ships Security tries to conduct a raid or assault the stow away Raiders -my term for now, they melt away into the deck, only to reappear seconds later in force from all over the place, usually kicking serious Security Hoop! Until now the skipper hasn't wanted to commit fullscale and refers to it as a "ongoing police action". What goes on inside the now completely empty, closed off section is anyones guess...


There is the Bow section that houses the vertibird landing platform and hangar. Around it has been erected a bow fortress, what is known by Ship's Security as "Fort Apache, the Bronx" because they too seem cut off from the rest of the world.
Primary mision statement is too protect the Minnow from external attacks on the bow of the ship from sea raiders and to protect the vertibird + hangar.
Access restricted to Ship's Security, Pinkerton, NSF, Ship's Marshals and anyone who's been personally authorized by the Skipper or Gilligan.

In the end the Russians conceded control over the Hole and the lower 3/4 of the Bow, wow! to the newly formed Yakuza clan. Being pushed out meant the russians had to go somewhere and the midshipcity maffia lost control over the lower half of 3sec to the russians. After control over the lower levels was conceded to the russians, they renamed those lower levels "дерьмо" which is russian for something similar to 'poop'
The dutch lost 1/4 -one entire container hold- to the Yakuza. The midshipcity maffia families were worried of loosing their grip on the Asian Princess relocated one of the families from the Caribbean Star to the Asian Princess, granting the Caribbean Star to the English gangs for their valour during the war. The two families aboard the Asian Princess were merged into one family and the Dutch and English were granted joint-family status, since they usually got alone with out killing each other too often.

This was the status quo onboard until the Battle of the Med.
During this engagement the Flying Dutchman and Caribbean Star were very heavily damaged that they were almost scuttled, with everyone moving onboard to the rest of ships, where things got really cramped for awhile until the repairs were sorted out and defences were improved. The annexsation of the African Star which was welded, lashed, fastened to the starboard side in front of where both the Flying Dutchman and Caribbean Star were moored.



The Flying Dutchman
This cargocontainer-only ship is just over 100m long and is permanently moored to the USS Minnows starboard side, along side Midshipcity. The entire deck area has been closed off and over decked because of the subway that bridges over from midshipcity would otherwise be out in the open, not good. The ship has a number of towers constructed from rearranged shipping containers, and adding containers where needed.
On the forward bow there is a bridge that crosses over to the aft deck of the African Star, where it's container holds re located. Under the bridge, located on the bow is also the ships defense fortress; Battery Fortress. Behind the bow is Battery park, lined with trees and probably even larger than Central park, it has a view over Coney Island.
Next are the two tower buildings that flank the bridge leading to the African Star, the Empire and the State Buildings.
Behind those are a few smalller structures and the Chrysler Building.
Between the Bridgehouse and the chrysler building is Central Park and the Twins Towers (because they're owned by the McCoy twins).

The bridgehouse is dwarfed by these structures, followed by the aft container hold. It has a squarisk block sized tower, one side called Trenton Heights and the other Jersey Heights (because they look over the Jersey Docks)

Below decks there is a canol cut through the ship from one side to the other to allow vessels access to the Midshipcity harbour. This canol is known as the Hudson Canol. Outside of the ship there are the barges that shield the canol opening. The barges forward of the canol opening are collectively known as "Coney Island" where as the barges aft of the canol opening are known as the "Jersey Docks".
Inside the ship it's slightly different. Forward of the canol there is a shipping canol that goes up the middle of the hull call the East River. This has loading docks on both sides, as well as smaller offshoot canols to privately owned inlets. The neighborhood here inside the ship, below decks and forward of the Hudson canol, is the Bronx.
Aft of the Hudson canol the loading area is called Newark Bay, With the corresponding neighborhood known as Newark




The different organizations onboard

Armed Ship's Security Brigade
Also known as Ships Security, SS (yes, they'll wear the uniforms, if it offends anyone, keep reading) and the A.S.S. brigade (see, worth it in the end). They'll wear FBI styled windbreakers with A.S.S. BRIGADE blazooned on the back where you'ld expect "FBI" to be when they do plain cloths ops (usually in tandem with the Pinkerton gestapo). These are the captains private goon army and official armed forces of the ships, rested with securing the ships from any threats foreign or domestic. Their 'jurisdiction' are all the 'federal' areas of the ships; the bridghouses, top deck area of the Minnow, frontbow fortresses on all ships
and the counter sniper positions located in the cranes. Everywhere else is someone elses problem -but they'll make it their problem if they have to.
They're arranged into squads, and the squads are grouped into leagues. The leagues are each a different class of expertise among the troops, with different strenghts and weaknesses. The first and formost league is the:

Major Leagues. There are two major leagues, the other being know as the Big Leagues. Both leagues operate very differently, but are both considered top grade special forces trained soldiers who wont back down, wont be stupid in the field, and will make use of all availible cover and combat oppertunity. The Major League consider themselves even more elite than the troops in the Big League (its in the name, doh!), and their modus operandi consists of snipers and plaincloths undercover blitz raids (this is when they put on the windbreakers with A.S.S. Brigade), usually asisted, if not under direct command of a few Pinkerton detectives. The Major league was first formed by a group of merc's who had hired themselves out to the ship Security and made some demands as towards working arrangments and dealings with others.

The Big League takes a different approch to ship board combat. Although they have they sneaky gits, they are but a few, for intel recon only. Once intel has been established and targets have been sufficiently acquired, then the Big boys go in. Hard. Sledgehamers for locks and breachcharges to get through non essential bulkheads, Flashbangs in situations where civilians might be endangered, low yield, high fragmentation grenades when ever operating in high threat areas, which is actually most of the place on board. PA and automatic weapons -the occasional minigun when they really dont care, no missilelaunchers -they're not stupid, grenade launchers for stand-off capability. You've watched discovery, you know how we do CQB, so do they. You've been warned.

Next comes whats known as "college league". Lower than the Big league or Majors, still learning in fact, but A capable trooper none the less. A fireteam of these boys will make you afternoon very interesting -and if you get them mad enough they'll just call in help.. No PA, no minigun, but they get nice combat armour, and a cute helmet and all the rest.

The Minor Leagues. These are the rookies, recuits, plebs, and other examples of nastiness I usually refrain from even scraping off the bottom of Mah Size TWELVE steel-tipped toe, %$^&* kicker..., Ahh, Ssgt, maybe you should go and get yourselve a battery rechange.. You're looking kinda looow...
So, anyway, the rookies. Need I say more. They tend to be something of a joke unless there's alot of them, and even then the phrase Chalie Foxtrot comes to mind. Assault rifles and SMGs only, along with a baton. Security armour ala vault 101, but with correct helmet and uniform.


Ship's Marshals
The marshals are the law -in most places- under the top deck, their 'jurisdiction' began with Midshipcity and to some extend the Bow, wow!
But due mostly to complete impartiality and their intelligence to -sometimes- not pursue matters too far, the marshals have gained the respect of everyone onboard, and so they can move with confident freedom. One exception, if they need to bring someone in, as in: thats the goal, nothing else, then they will not stop until they have found their mark. Head of the department is ex merc Sam Gerard, and yes, you'll hear him say at least once:
"Your fugitive's name is : What I want out of everyone of you is a hard-target search, of every deck station, cargo container residence, warehouse, farmhouse, henhouse, outhouse and doghouse on this tub!"
Beyond the antics of Sam, the ethos of the Marshals has a very.. texas ranger-ish feel to it, with the whole "one mob, one ranger" thing going. Even a little Jedi, and the gun kata guys from Equilibrium, deadly with both gun and steel, only still dressed like Clint Eastwood.

Midshipcity Constablery
These would be the cops. Not alot of talent there. Mostly patrol the different areas of the ships and blow their whistle when they see something they're allowed to get involved in. They also have a special key for phoneboxes that connect directly to ship security switchboard, for back up.
Completely bent.

Midshipcity Militia
Formed out of nessecity during the Battle of the Med. and never disbanded. Drawn from the ranks of goons and other gangsters on board, the divisions are arranged by ethnic origin, with a few noted exceptions, and each demographic segment of the ships population is resposible for their own training and equipping -this is where Ships Security turns a big ol' blind eye to automatic rifles, althought they'll still frown apon an energy weapon, just not during a ship wide assault. Deal is, their loyalty stays firmly with the family, but their 'commitment' lies with the ship. In so as to never take question about member loyalty the militia only comes into service in times deemed nessesary by the marshals, ship's security and the heads of the five families. Of course, those weapons get used to settle "family" disputes on occassion...


Pinkerton
The Pinkerton boys are a family of three brothers and four cousins whom together form the captains secret police (think gestapo or homeland defence), and are the only group santioned to use stealtboys, to the greater annoyance of the Yardies and NSY who constantly feel like they're being wtched as well (which is true). They aren't as interested in getting at the truth of things as much as finding someone guilty, and use some rather blunt techniques to achieve this. Although they investigate all forms of illegal activity onboard, their greatest concern is making sure noone else has access to any stealthboys onboard except them (rumors of the triads having a few old chinees stealthsuits hidden away being a major cause of stress). They go around wearing long black overcoats and business suits underneath, maybe armed with anything -there is nothing like doing a deal on one of the lower decks and having a Pinkerton shimmy into view holding something big and nasty..


New Scotland Yard -the rasta investigation buro aka the Yardies (GTA)
To get a handle on the Rastas and exert some influence over them, the NSY was formed after the African Star was annexed to the Minnow and it was deemed that the ships community was too tight for anyone else to get a foot in sideways, especially with the Zulus. A group of scotts from Jamaican decent were at the core of forming the Yardies after a brutal multiple [censored]/murder occured on board the African Star and the regular investigators didn't get anywhere with it (there is alot of voodoo and weird stuff going on with those Rastas and Zulus)


Federal Boat Investigation
A fairly new private firm located in the forward towers of the African Star and run by both the Dutch and Russians to keep an eye on the Yakuza after they took over the Bow, wow! and part of the New Amsterdam towers before on the Flying Dutchman. They also don't trust the Pinkerton because they get spied on by them.


the 5 families of the Midshipcity Maffia
the Bambino family under the current leadership of Babyface Guiseppi Bambino
the Canole family is run by Edwardo Pasticceria, who owns and runs the well known establishment "Ed's bakery and [censored]house"
the Sopprano's Boss is of course Tony
the British aka the Gentry -think Lock, stock and two smoking barrels, Snatch, Layer cake and of course Rock 'n Rolla
the Dutch -run by Willie Holleder


then there are the Asians groups
the Triads three families
the Chengs, run by none other than Mr Cheng himself. Although not a ghoul, per se, he was blasted with enough radiation to have a mutation that allows him to live a very long time. Modeled after Matsumoto "Arnold" Takahashi -Pat Morita from Happy Days. "I make Funny joke, BwAAHa-Ha-HA!!"
the Fengs (the leader is the Rumoured Dragon Lady. And their #1 assasin is only known as the Crying Freeman :bigsmile: , and has a tattoo..
The Wongs: As their name suggests, they are all Chinese, and have the last name "Wong". There are 127 members, and every single one of them knows Kung Fu. Their leader is Teddy Wong. They wear black hoodies with a hanzi (Chinese character) on the back. They all appear to be quite stealthy as during a meeting in an open field they appear to vanish as the Wanderers momentarily turn their heads. Their motto is "Don't #$^% with the Wongs". They help the Wanderers and Del Bombers fight the Ducky Boys during a gang rumble. They all have dragon tattoos.

two competing korean gangs
the 깡패/건달/양아치 -hoodlums and
the 가문의 영광 -family glory
the Kuratong Baleleng is the Philapino's mob, one big happy family
the Yakuza, also just the one clan


the russians maffias: these are all ethnically based; russian, georgians, siberians, polish and yugoslavic are all groups under one umbrella, currently run by the Siberian Dimitri "Raven" Ravinoff. Dimitri was once punished by the Russians in his youth -when they ran things- and after killing a person of some regard they tatooed "ПЛОХОЕ УПРАВЛЕНИЕ ИМПА УЛЬС"(*) on his forhead. It reads "Poor impulse control".
There is also one Kazachstan family, the Sagdiyev, with Borat as the head of the family. Borat is an idiot but non the less he runs and operates the only live news program on the ship, both in Russian and in English, sort of.


the ghouls these are unfortunates whom have fallen to the ghoulification process and as such, shun the rest of the ship and congregate together. As long as they don't turn ferel -or go native as the security forces call it- they are allowed to stay onboard. Most live in ghoul-town, the lowest areas of Ka-Chinga Towers, while some have chosen to live on the bottom floor of the Dreggs. Yet another -unknown number of -most likely- ferel ghouls live in the Hole and the Ozone. You been warned, again.


Gangs of the good ship -there are gangs for almost every level in every hold.
the Natives
the Bowery boys
the Dead rabbits
more on these and a few other later. Mean while..,

The Wanderers: An all-Italian gang comprising 27 members. They wear bright yellow/brown jackets and blue jeans. Their leader, Richie, is dating Despie Galasso, the daughter of an infamous mobster, so The Wanderers have connections.

The Fordham Baldies: As their name suggests, they are all bald, reportedly to prevent their hair from getting in their eyes during a fight. There are 40 of them, and each member is a serious brawler. Their leader is Terror, a 6'8", 400-pound monster of a man. They wear leather jackets with a skull on the back and "FB" (Fordham Baldies) on the arm.

The Del Bombers: They are the toughest all-black gang in the Bronx. They have 23 members, and are prejudiced against Italians. They wear purple and gold hoodies with "DB" written in Old English lettering on the back. Their leader is Clinton Stitch.

Ducky Boys: They are an all-Irish gang. They have several distinctive things about them: none of them wears gang "colors", and they never speak. They are also the largest gang of the Bronx, with 500 members. They have a twisted take on Christianity- it is all right to kill and beat up people, as long as they attend mass and confession. They are the only gang willing to kill people. They all have crucifix tattoos on their arms and chest.

The Warriors
Cleon: The Warlord, leader and founder of the gang. He wears a leopard-patterned cloth around his head as well as an Indian-style necklace. presumed dead.
Swan: The Warchief, second-in-command of the gang.
Ajax: A fearless aggressive brawler always up for a fight. (When surrounded by the Baseball Furys outnumbered and 'outgunned' he merely replies to the the assault leader " I'll shove that bat up your ass and turn you into a popsicle."). He wears fingerless leather gloves and a black tank-top under his Warriors vest.
Vermin: Quick with a smile and a joke, Vermin is the most cynical member of the gang, but a solid soldier and extremely loyal. He is tasked with carrying the tokens and money to meetings.
Cochise: A born fighter who wears Native American-style jewelry, leather pants and boots. He sports an afro with a red bandanna tied around it.
Fox: The gang's scout, Fox is very familiar with other gangs' tactics, territory, and numbers.
Rembrandt: The gang's graffiti artist, wears the standard Warrior's vest along with a messenger bag and an afro. The youngest member, Rembrandt is far less battle-hardened and is frequently looked after by the other members of the gang.
Snow: A stoic, African American Warrior with an afro. He proves to be a talented fighter during the gang's frequent brawls with the Baseball Furies and the Punks, Snow is referred to as "Snowball", a possible reference to his ability to remain 'cool' and level-headed.
Cowboy: A young, optimistic and happy-go-lucky Warrior who wears a Stetson cowboy hat and a shirt underneath his vest. Like Rembrandt, Cowboy is far less battle-hardened and is frequently looked after by the other members of the gang.
Mercy : A prosttute from Tremont who originally has ties to the Orphans. She joins the Warriors after their confrontation with the Orphans and shows romantic interest in Swan. She occasionally denies being a prosttute and shows embarrassment over her condition around normal people.

Other notable gangs

"Warriors... come out to play-ay!"
Along the way, the Warriors encounter the following fanciful gangs, from from the bow of the African Star all the way back to Coney Island:
The Baseball Furies - A gang who always wears baseball uniforms with uniquely painted faces and carries baseball bats. Their main hang out resembles a dugout with bats lining the exit of the hang out. The gang is shown to be very poor fighters as they lose a fight against the Warriors despite having them outnumbered 8 to 3.
The Boppers -
The Gramercy Riffs - The largest and most respected gang on board, lead by Cyrus before he is killed. Each member wears orange karate outfits with the exception of their leader who wears black. It is assumed that they are skilled in martial arts due to their attire and the martial arts style kicks they employ.
The Hi-Hats - The Hi-Hats are a gang of mimes that dress in black pants, red long sleeve shirts, black suspenders and white face paint. On their heads, they wear black top-hats. They are only seen on the subway level, their leader, pvssyrbox, and his second in-command, Cracker Jack.
The Hurricanes -
The Jones Street Boys -
The Orphans - A poor, cowardly, and little-known gang from the Bronx levels. They are not part of the "network" of the Gramercy Riffs so therefore they are not invited to the meeting with Cyrus.
The Rogues - Luther
The Saracens -
The Turnbull AC's - A gang with shaved heads, they travel in large numbers in a spray-painted Rig and wear denim jackets with matching jeans and patches. Their turf is around Gun Hill Road in The Bronx levels and the open water. According to Rembrandt, even the Gramercy Riffs are afraid to go toe-to-toe with the Bulls.
The Lizzies - An all-female gang who seduce the Warriors and successfully lure some members into their Bowery apartment to kill them.

From the novel

Ismael Rivera, leader of the Delancey Thrones
the Coney Island Dominators
Representing the Dominators are Papa Arnold, the gang's leader, Hector, the second-in-command, Lunkface, the strongest and most dangerous gang member, Bimbo, the advisor, Hinton, the gang's artist, Dewey, the most level-headed member, and The Junior, the youngest of the group and the gang's mascot

the Borinquen Blazers, a Puerto Rican immigrant gang

(*) thanks to babelfish, if a character is in the wrong section of any of the ships, and doesn't read; Puerto Rican, Russian, Chinees, Korean, Japanees or Dutch, you could be lost.




Characters
Robots and computers
Mainframes and super computers
-Mr. Magoo is the elderly supercomputer that runs the Minnows onboard functions in so far that he can still remember what to do. Mumbles alot. Also coordinates ships tv broadcasts and final configuration of the personality AI subroutines for all the robots that are on board
-Boris is an older model supercomputer and therefore wiser than most -and not as senile as Mr Magoo and loves to play chess
-Lotus Flower the asian supercomputer thats schizoid -also believes she's human
-Kenzii san the distributed server AI who loves weird Haiku's
-Hex is the Dutch machine
-Umbutu aka Marvin the depressed supercomputer


Senior assistent chief engineering officer Orville & Assistent senior chief engineering officer Wilbur right/wrong aka the boyz
Their prime directives are to keep each other in working condition, keep the other robots in the engineroom and generally onboard in working condition and repaired when so encountered, keep the H2O array working and keep the reactor, turbines and drive assembly working

Engineroom Robots
Spanky, buckwheat, alfalfa, porky, darla and Uh-huh
Primary directives are to tend to the engine room, the needs of Mr Magoo and the H2O array
They are also tasked with clearing out the bottom of the drive assembly where the Ballast space starts of any 'pests'

Security Robot Teams (the robots have to work as a team or their AI's get quickly confused)
-Drill Instructor Staff Sergeant Brown - the baddest DI robot in the whole damn town, Badder than old King Kong, and meaner than a junkyard dog. Provides training for all of the Ship Security recruits (usually kills only a couple)

Team One -the first attempt to program a team of robots of independent movement and decision making. It sort of worked. The robots must stay together to be able to communicate data and not get overwhelmed with data, because then they assume a threat and start attacking everything. None the less they are valued members of the security and the Marshals often send team one in just to shut people up
Moe, Curly and Larry -get confused quickly anyway, unless you like randomly targeted gunfire, leave them alone.

Team Two -the second attemp at programming a security detail. To keep the robots from being overwhelmd with data it was opted to create a five-bot team, in the hope that the added network programming would make them less prone to confusion. In the end it only made the robots more confusing, also well valued by the Marshals who often send them in as a diversion
Groucho, Gummo, Zeppo, Chico and Harpo -are just plain confusing, better leave them alone as well.

Team three
Kelly, Big Joe, Oddball and Crapgame -you've seen the movie? So have they, a million times. Leave them alone, these robots actually know what they're doing (off duty, crapgame can be found floating a game of -duh- craps on one of the levels)


A few other robots on board in a variety of functions
there are a number of house robots for the uber rich on board
a couple of croupiers in the casino's
a few bartenders
there are two robots who perform at a few different venues across the ships doing classic duo preformances of Abbott/Costello, Dean Martin/Jerry Lee Lewis, Ernie/Bert to name a few. they're really quite the onboard celeb's

The Skipper, what more can I say?

Gilligan -did I mention he's a super mutant? Must have slipped my mind..

Thurston Howell III, his wife; Eunice Wentworth Howell -they're a pair of elderly ghouls whom in spite of their ghoulification have kept their upclass mannerism, poise and above all, money! Thanks in large to their wealth the Minnow is in fairly seaworthy condition

Ginger Grant, the moviestar came aboard after relocating from New Reno, having become afluently rich enough to live aboard in luxury, and she's shaboinkin' half the crew.

Professor Hinkle, the ships resident beeniecap, capable of fixing anything to 100%, and that costs m.o.n.e.y. Alternatively, his shop's technical repair robot is probably one of the best in the universe, and can repair items to within your budget (they're having a sale on 75%repairs, 25% discount = 100% value!!). The shop's merchant robot, who minds the till and handles all robot-human relations, is something of a golden-rod. Right, that's it! No more spoilers

-Mary Ann Summers, just as wholesome as on the show, pony tails and all. She runs a diner in Midshipcity that has a reputation for some really nice foods, and she's banging the Professor

Adam 'doc' Bricker "Your ships doctor" is one of three trained doctors on board, the others being a chinees herbalist/acupuncturist and a Zulu witchdoctor. The Doc runs a clinic next to the nightclub bulkhead 69 and another one -where he usually sleeps- on the upper levels of Ka-Chinga towers, and a third in the upperlevels of the Bow, wow! He has a drug problem.

Burl 'gopher' Smith is the ships pursur. Runs around doing what ever the McCoy twins want him to do. He is also the personal Gimp-monkey of the McCoy twins

Isaac Washington "Your ships bartender" for some reason it seems like he works behind evry bar on board, all the time, and he has his own bar where he can also be found almost always (is he really an android? Are there Isaac clones? Where do I find 'his' bar? What's the deal)

Julie and Judy McCoy "your cruise directors" aka the McCoy sisters, aka the grewsome twosome, aka "Best lay ever!!" Not to be trifled with, although they're there to make sure everyone -mosty- has a good time, they are quite capable of ending it as well. ALmost identical, they are both armed with specialized smg's and rippers

Some of the families on board
Two families, on their 25th anaversary honeymoon, got caught up in everything and now live permanently onboard. They are; Ralph and Alice Kramden, and Edward and Thelma Norton
Two other families, Fred, Wilma and Pebbles Flintstones and Barney, Betty and Bam-Bam Rubble have been onboard for generations
Last two families, Ricky and Lucy Ricardo, and Fred and Ethel Mertz as well.

More people:
Sam Gerard -Head Marshal, and yes, If I can get Tommy Lee Jones to do the voice acting I will (dont hold your breath, its a long shot)
ol' Ben -Marshal, probably the best their is, even Sam'll tell ya.
Andy-can Deckwalker -former pupil of Ben and certainly the second best Marshal around. Has a slightly more cavalier approch to Marsalling than his former mentor

Lay-ah orgism -Runs a prestigious Brothel in Ka-Chinga towers and is head of the hokers union. Also sits on the Midshipcity council

Hans Single -Smuggler. He has a small cutter (Y2K Valk) that he moors to the side of the African Star. Knows alot of ways to get on board without going through the customshouse
Pruimpje -Lifelong friend of Hans and firstmate aboard the Valk. After Gilligan Pruimpje is the biggest person onboard. Sports a massive face concealing beard and grunts alot or mumbles under his breath in Dutch only. Best let Hans do the talking or at least let him do the translations. If you are able to befriend Pruimpje, he'll tear up half the ship in your defense (which is why most people leave Hans alone)


Locations -not a complete list-
Customshouse annex security post "Precinct 41, located in midshipcity, level 8
Hog's Head Pub Gentry hang out in liberty towers, third level up from the deck
Club Bow-Wow
Paradiso -nightculb in liberty towers
Saberdachii Ironworks -located aft of the Asian Princess
Jay's gun emporium -Top deck, Portabello road, # .35(7), its number "35", he added the 7 after he could get the least on number thirty-eight.
.38 special the "other" gun store on portabello road
Fred's Gun Emporium (Jay's cousin) -Top deck, Star Boardwalk # .44 (he snagged that one in time, HA!)
Mr Cheng's Noodles
Mr Cheng's Laundry service **Ship wide service, except Hole and 俄國壞蛋
Mr Cheng's Martial Arts Studio and finer weapons -for sale and rental
Mr Cheng's lodgings -first class flop house, You like!
Mr Cheng's boat building
Mr Cheng's fishing
Chow Feng's -opiumden-
Mary Ann's -diner and homecooking-
Hinkle's Repair Shoppe -robot and everything else- there are two robots that work here and mind the place while he's gone
Bulkhead 69
De Pilaar -the pillar, a small bar
de 12 Balcken -the 12 beams, a larger bar that reminds of english pubs
Tops and Spot -a bar/coffeeshop
Grand Central Station and Casino -aka "Greasy's"
Andy's place -yup, it's mine. lock, stock and the whole kitty
F&B construction -run by two guys, Fred and Barney
Wilma's B&B
Midshipcity Orphanage -run by Betty
Timmy's arcade
the Damned -another nightclub
doc brickers clinic
"Dont Point fingers" -Isaac's bar
Babushka Borsht&Beer -popular diner in Little Odessa
дно Shipbuilders, ask for Holmer Simpsonski
Holmer and Bartski Shipping
Новые палачество и хладобойня мяса -new meat and butchery aka the russian assasins guild, very good with knives...
!!six-я-US!!
Bang, zoom, straight to the moon!" another nightclub
Troll Market
Wordsworths finer gentlemans Confections
性交 吮 -a chinees brothel
洗衣服务 -laundry service
Lucy's psychiatric counciling and Goop popcicles -shes a meth junkie
Schroeder Piano Bar
A guy called "Snoopy"
Chuck's fine wood sticks (needed for a Goop popcicle from Lucy)


As work progesses, I'll edit this OP to fit the current design of things
I don't really know about rules, not much of a biggy on them myself. If it feels like it fits then by all means write it. Try to avoid spelling and grammer mistakes -I do, and fail- :P
If the Minnow sinks I'll probably have to close the thread..

Acolyte. Here to serve all sides of the community, uhhh, not literally though..
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Mon Sep 13, 2010 9:40 am

so... much... text...
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Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Mon Sep 13, 2010 8:43 am

Here's more :hubbahubba:

Street Gangs
So, you thinks you can cut it as a wise guy? Then know this first;
There are gangsters and then there are gangers. A gangster is also known as a hood, mobster or wiseguy and is part of an Organized Crime Syndicate that has claimed Territory.

Gangers, also known as gang-bangers, 'Gee', set-rollers, or just plain 'homie', are part of a -juvenile- gang and claim a single level or block as their 'turf'. The difference is that gangs don't worry about taxes because they aren't in any way ?or a very small way, legit. They don't have any 'offices', back room illegal ventures, diversified legal holdings to slush illegal earnings through. Instead, gangs have the levels ?sounds simple huh?

First and foremost is a gangers notebook, works like a Mobsters Organnizer -for the most part- but looks like a simple notepad and pencil. If the ganger owns a pipboy3000 then that takes its place.
They don't have an office, but they have a hangout. Their protection racket doesn't reach further than the level or block they call home, and their illegal enterprises are level bound, and therefore mobile.

The more affluent a gang becomes, the more that they determine the 'look and feel' of the level ?if the gang is into prostitution or drug trade there will be hokers walking the levels and drug dealers standing on the corners, doorways and common areas.

The only real estate gangs can claim ?for free even, is any space in any tenements blocks, which are also known as 'the projects' ?as long as no syndicate buys up the building to establish their own illegal venture inside. The only catch is that the gang must be able to claim the project as their 'turf'. If the gangs buy the building from gang profits before a synidicate is able to, the building becomes permanent turf and the syndicate will come around for a visit with the 'local kids', to 'make an offer' as per usual.

Another way that the syndicate will come around to make an offer is when a lieutenant receives that area of the sundicates territory as 'his own'. He can then 'mediate' the gangs in his area to work together for the common good. The lieutenant is seen as the neighborhood Boss, or the Capo. His team in turn become your lieutenant's lieutenants ?still with me here, with the gang becoming their defacto soldiers. Your lieutenants can now separately recruit from those local gangs directly without having to visit all the pool halls, gyms, arcades and others to find prospectful hoods. The gangers will be relatively cheap, but they will also be green. The gang now also enjoys the luxury of being able to walk anywhere within your territory with impunity, flying there colors, and it doesn't matter which gang's turf they cross ?as long as they are just peacefully crossing through it or otherwise 'being nice', because every gang in your territory will know that the gang has been 'adopted' by one of the neighborhood Capo's.

Two gangs who have both been adopted by the same Lieutenant will effectively merge into one, with eventually all of the gangs in the same lieutenants area merged together. The gang that was adopted first by the lieutenant retains seniority and thefore the gang's name and colors. Once two ?or more, of your lieutenants have consolidated all of the gangs within their areas, these gangs all effectively merge, although they retain individual colors and names, and local turf. The gangers can now move freely and do business in each others turf because it's all consider one turf anyway.

The only way to expand a gangs 'turf' before being adopted by a syndicate is with presence, by having fellow gangers 'fly the colors' on foot or while putting up graffiti. Gangs can also adopt as 'gang colors' a specific type of vessel, either a interceptor or a gunboat. This is where gangs can seem like OC syndicates at a glance, and granted, if a gang survives to grow into something established enough that the gang can open a 'chapter' in a neighboring section ?which at that point requires you to do two things for your gang as their leader; you have to set up an office in your home level and actually buy a location and set up shop, and you'll have to set up an office in the next section where the gang chapter is going to be.

Then you can consider yourself a syndicate. Either that or join an existing syndicate and the gang turf becomes syndicate territory. Congratulations, you've made it to the Major Leagues, now the real fun starts.

For starters, as a gang the pinkerton pay a lot less attention to you than as a syndicate. Usually a gang only has to deal with the local security and maybe a few Ships Security from the local precinct. The Pinkertons consider gangs to be a local problem and don't get involved. But as a syndicate, even a small one, you will attract the interest of not just the local security, but also the Marshals will be looking in on the 'new boys on the block' as well as the Pinkertons, New Scottland Yard and Pinktons, you choose.

And not just them, if you make too much waves in the beginning, or decide to set up shop in a mobsters established territory, you could have worse problems than the marshals or security forces, much worse.
If you still see yourself having a life of gang banging, OC and probable a bullet as retirement plan, then be my guest.

The Minnow makes an ideal environment for characters to establish gangs. Characters of this type don't have it all under control, and are usually one step above squatters on the food chain and have to fight for every inch they get. They can't fight without thought because there are predators out there a lot bigger and meaner then them. So if gang characters wish to survive, they have to think.

A last ditch home for those who've been chewed-up and spit-out by the system, a gang is a member only social club, a wannabe special-ops team in their own eyes, terrorist organization in the cops eyes, and local law enforcment ?of a sorts, again in their own eyes. Well, some -at least- on that last remark.

Gang Creation
A gang is anything more than four companion characters that act under the same colors.

Gang Focus
Usually a rivalry with another gang. Often a gang is formed to protect an area or group from another -invading- gang.

Initiation Rituals
Can be anything, usually killing a rival gang member and retrieving a trophy (finger or ear, right?)

Uniforms
Picked from whats available in clothing and fashion on board, or custom if you're good

Symbol
Icon. Emblem or sign. Again choice will be from whats available, or custom

Turf
A ganger can effectively patrol three blocks of a level ?which means the block the ganger is on, plus one block up and down from the gangers starting position. The ganger will walk up the passageway, loiter a while, and walk back down to the other end and do the same before returning to the starting point. Two gangers patrolling together can effectively patrol more blocks of a level ?they have more to tell each other while walking down the passageway, and add two blocks for each extra ganger in the foot patrol ?with a usual maximum of four gangers to a patrol. Any larger and the homies aren't going to want to walk that far, split the distance between themselves and walk shorter blocks.

It takes a minimum of one ganger to patrol or guard a single tenement building, and that ganger just stays in the building. So, a neighborhood of nine tenement buildings part of the same gang turf would need a minimum of nine gangers to patrol the tenement buildings and eight gangers to patrol the passageways around the buildings and the level.

Gangs who invest in naval transport vastly increase their patrolling distances except that for water patrol there has to be at least two gangers in the boat ?homies don't patrol in their 'rides' solo. Putting up graffiti marks the boundaries of the turf and is the first target if a neighboring gang is looking to expand then they'll go over your piece with there own gang design ?GTA:SA styled except that the Minnow will have more boats in it.





Businessmen and OC
"The only things I have in this %&#$ing $#%*hole of a world are my balls and my word. And I'm not about to break either of them" ?Tony Montana

As an aspiring wise guy your most important possession is your Organizer, and to some lesser extend, your ability to send messages. If you own a pipboy3000 then that takes its place.
The Organizer Screen takes the form of an old fashioned pen and paper journal, or a filofax for all you yuppies out there, where your character can access information on your Syndicate members, resources and businesses. Updates are made to the Organizer at the end of every working day and at the end of the working week. The Organizer is divided into eight sections. Each section covers a different part of running an empire, and is accessed from the eight Section Tabs at the top of the Organizer Screen:
Lieutenant section
Accountant section
Lawyer section
Diplomacy
Newspaper
Graphs
City Maps
Options

Lieutenant Section
The lieutenants section is the most important section of the Organizer, so expect pages to be dog-eared. This is were you organize your hoods ?a.k.a. mobster, into teams and distribute firearms, vehicles and give the majority of the orders to expand the empire and dominate the opposition. The lieutenants section has the following sub-sections:
The Eight Section Tabs.
The Teams Detail Panel.
The Resource Details Panel.
The Lieutenants Tabs.
The Reports Panel
The Right Panel
The Map Buttons

The Eight Section Tabs.
Still available at the top of the Organizer Screen for quick access of the different sections.

The Teams Detail Panel.
This panel is where the different lieutenants and their teams are displayed and takes the form of the left page of the Organizer.

The Resource Details Panel.
The resouce details panel is where information concerning the city and your Syndicate are displayed. In the different chapters of the Lieutenants Section, the resource details panel can have either of the following functions:
It is referred to as the Resource Details Panel when viewing information about Hoods, Vehicles and Weapons
It can display the available maps of the city and is referred to as the Map.
It can also display the accountants, lawyers and hoods available for hire and is referred to as the Recruitment Display.

The Lieutenants Tabs.
These Tabs each represent a lieutenant in active service and allow you to view any of your lieutenants.

The Reports Panel
This panel displays the different reports from your lieutenants. When you are giving orders, this panel changes to become te Orders Panel.

The Right Panel
The right panel only appears with the lieutenants orders, some of the reports and a few other sections. It's used to provide further options relating to current order and reports selected. In the varying chapters of the Lieutenants Section, the right panel is referred to as one of the following:
When performing a business order, it is referred to as the Business Orders Panel.
When performing a personnel order, it is referred to as the Personnel Orders Panel.
When performing a minor crime, it is referred to as the Minor Crimes Panel.
When performing a violent crime, it is referred to as the Violent Crimes Panel.
When viewing the deaths report, it is referred to as the Syndicate Selection Panel.
When viewing the Accountants, lawyers and hoods available for recruiting, it is referred to as the Character Selection Panel.
When viewing hoods in the labor pool or diplomacy section, the right panel is referred to as the skill panel.

The Map Buttons
These buttons are available in several of the sections in the Organizer. They are used for displaying information about the city.

The Lieutenants
The lieutenants themselves are always shown at the top of the Team Details Panel with their name and a portrait on a rolodex card with a paper clip. The other details and options shown on the rolodex card are:
The name of the lieutenants team
The lieutenants team summary
The lieutenant's pay demand
The lieutenant's actual pay
The lieutenants time indicator
Demote the lieutenant
Sack the lieutenant
Have the lieutenant killed.
Edit the lieutenants pay.

The Name Of The Lieutenants Team
Above the lieutenants face, you will see the name of the lieutenants team. This is usually derived from some part of the lieutenants first, last- or nick-name. This can be changed at any time.

The Lieutenants Team Summary
This is shown below the lieutenants name and the three icons represent the number of hoods are in the team, the number of weapons issued to the team from the main armory stash, the number of vehicles issued from the motorpool and what kind of vehicles they are.

The Lieutenant's Pay Demand
Lieutenants, just like all other members of your Syndicate , always display the amount of money they want to be paid, above their current Pay. If this value become noticeably higher than than the amount the lieutenant is actually being paid, the lieutenant's name and portrait will glow red. Once this happens, you must take action before they consider deserting. A racket that is doing well will have besides the lieutenant of course, every hood in that team knowing about it ?and the other lieutenants as well, and eventually their teams. The hoods in the same team as the successful racket will want a larger cut, eventually. This also counts in average towards all the other rackets within your syndicate, if they're doing well on average, your hoods will, eventually, want a raise.

The Lieutenant's Actual Pay
The actual pay is what the lieutenant is actually getting paid. If this amount becomes noticeably lower than what the lieutenant want to be paid as shown by their Pay Demand, the lieutenant's name and portrait will glow red. Once this happens, you must take action before they consider deserting.

The Lieutenants Time Indicator
To the right of the lieutenants name on the rolodex card there is an icon of a round dial and shows you how much time a lieutenant thinks to need for the orders that need to be accomplished.

Demote the lieutenant
Demoting a lieutenant places a lieutenant and team back into the labor pool. This may become nessesary when you reorganize your teams. The lieutenant will become more hostile towards you unless reinstated as a lieuenant, unless the ex-lieutenant still receives the same lieutenant pay while in the labor pool ?which is then seen as a vacation period to relax 'while the heat cools down' and actually increases loyalty.

Sack the lieutenant
Sack lieutenant results in the (ex)lieutenant being thrown out of the Syndicate and back into the ships regular population?a mild punishment. The character soon becomes available for recruitment again, although they will be openly hostile towards your Syndicate and will be more than happy to work for another Syndicate . Sacking the lieutenant places all of the hoods from the team back into the hood's labor pool.

Have the lieutenant killed.
Kill lieutenant results inyour lieutenant being summoned to the office and then executed in front of the other lieutenants. Killing a lieutenant won't be investigated by the security, but will cause your other lieutenants to become upset. You should only consider killing lieutenants when they are openly hostile towards you or are skimming large amounts of money from your profits for themselves. Their punishment will serve as an example to the others, reducing skimming and the neglecting of orders.

Edit the lieutenants pay.
The lieutenants pay button allows you to change the pay of the lieutenant. If the lieutenants name and portrait glow red, it means they are unhappy with their pay. Like all other characters, increasing their pay will make them happy again ?no one like a grumpy mobster.

Viewing the Lieutenants Attributes and a List Of Names Of the Team.
Lieutenant's Attributes/Team swaps the piece of paper in the Organizer at the bottom of the Team Details Panel between showing a list of the lieutenants attributes and skills, and showing a list of with the names of the hoods in the team. See the Lieutenant's Team for further details about the team.

The Lieutenant's Team
When building, reviewing and reorganizing your lieutenant's teams, it's important to check the suitability of all the members of a given team. The better they are at their individual tasks, the more effective the team will be as a whole.
In order to review the hoods in a lieutenants team, have their list of names displayed in the Team Details Panel. Click one a name to open their information card ?another paper clip, the hoods name and a portrait of the face appear, along with a list of details. If any member of the team has been kidnapped or arrested, their portrait is shown as either tied and gaged or behind bars. The buttons below the hoods face allow the following actions to be carried out on the chracter:
Send Hood to pool
Sack Hood
Kill Hood
Promote Hood
Hood's Pay
These work the same as for the lieutenants, except that Promote Hood converts the hood into a new lieutenant, provided the books are open and applications are being taken, capice?

Allocating hoods, weapons and Vehicles
As your empire grows further, you will find that you need to allocate more people, weapons and vehicles to your lieutenants. These will enable the individuals and teams to perform more orders, fight more effectively and travel to and from places a lot faster. You don't need to equipe every hood personally, since the lieutenant knows who will be carrying out which orders, they can also best distribute the equipment.

Giving Orders To Your Lieutenants
The lieutenants have an extensive range of order that tey can be given. You only need to give the different lieutenants the orders, they will allocate their team members to the tasks as they see fit.

Business Orders are concerned with financial issues.

Personnel Orders include commends to increase security, explore, recruitment and general movement

Minor Crimes are actions that are not so serious. They can be violent, but are generally aimed at maniplulating people and places, without causing extensive damage or injury.

Violent Crimes are the extreme measures. These are all aimed directly at people and places and will attract the ?unwanted, attention of the law enforcement officers ?local and Pinktons.

The business Orders Panel will change into either the Personnel Order Panel, Minor Crimes Panel or the Violent Crimes Panel, depending on which group of orders was selected.
Once an order has been selected, the Job Card Appears ?lots of paper clips is all I can say.
The Job Card allows you to define the order and its targets. It also allows you to set the priority of the work order, the number of people to be sent on the order and whether the hoods are under a wait command before allowed to execute the orders.

Order Option
Although you can confirm the order as it stands, there are a couple of options that can apply to certain orders. These allow you to define features of the order, such as who goes on the assignment and how important the order is.

Special Order Options
There are two special option that may be applied to certain orders
Repeat. This option is handy when issuing orders to patrols and with collect protection orders, and allows the order to be repeated every week without having to be reissued every time.
Public/Private. This option is decided when giving the orders smash-up, Torch, Bomb, and determines whether the order is carried out publicly or privately.
Note: these orders performed publicly affect a greater area than those performed privately. This can result in an area suddenly becoming more 'friendly', but can also lead to more witnesses of the crime.

Priority
This allows you to defime how important the order is and setting priority makes the task more important. Syndicate members given a priority order are more likely to avoid combat unless they are fired upon first and are also more likely to ignore the security and the FBI in their efforts to get the order done.

Manpower
This allows you to state howmany gamgmembers you wish to perform the order. Increased manpower is most useful when you are giving area-defined orders such as extort busineses and collect protection, performing orders in another Syndicate s territory, or when securing your own area.

Wait
The wait button allows you to let Syndicate members wait with executing the order until the go-ahead is given by you. This can be crucial when anorder is dependent on other orders being successfully carried out.

Selecting Perferred Hoods for orders
It is possible to select specific hoods for orders. This is useful if you want hoods to attempt tasks for which they normally wouldn't be selected by their lieutenant. As with normal orders, you can instruct the hood to take along more manpower.

It's possible to cycle through and edit a particular lieutenant's order whilst you are in the Orders mode.

The Leiutenant's Business Orders
These are concerned with financial matters and allow you to instruct your lieutenant's to perform the following:

Buy Premises
This allows you to buy any empty land, warehouse, commercial business, industrial block or tenement block within two blocks of your territory. The lieutenant who receives the order always sends their most suited hood to run a purchased business. This will be the hood with the best levels of organization and business skill.
In order to start establishing illegal businesses, empty land must first be bought, usually at the center of the block, but behind something else. This land can only be bought once you have purchased either a legal business on the same block to serve as a front, or have set up a legal business on some empty land around the curbside of the block to be the front.
Note: An increase in violent activities can lead to lower land values and businesses being cheaper to buy. A cessation of violence, once you have bought the site, will lead to a gradual pick up in trade and therefore profit.

Set-up Business
Once you have bought some empty land, this order allows you to open up nearly any type of business in the location, permits pending*. To set up the business there is an estimated time and cost attached, which must be agreed upon before construction begins. If you actually own the construction company doing the work, or they pay protection to you ?same diff, then the quoted financial budget needed and manhours needed will be dead accurate ?nobody bull$%&@#s the Don. As the construction company is located further and further away from you, then the quotes and time schedules can 'fluctuate', and god forbid the company is owned by a rival scyndicate gang because then who knows what they'll hid behind the walls for some fun at a future date ?can we say C4 plumbing? Once the construction is finished and the business established, it will open automatically ?usually with a small write-up in the local newspaper, a big write-up or no write-up at all if you own the newspaper and the same goes for the radio and television stations. As with 'buy premises', the lieutenant sends the most appropriate hood to run the business.
Illegal businesses can only be set up in the middle of commercial or tenement blocks. To set up an illegal business, you must own both the middle lot(s) where the illegal business is to be set up and at least one legal business on the block to serve as a front, or to have set up a legal business on some empty land on the curbside of the block. Illegal businesses are categorized as being either: Two-bit, Established or High-roller operation
Note: Illegal businesses that are similar in operation to the legal front will fare better. The most similar they are in their operation or product, the more difficult it is for the Pinktons to find it. Also, be selective of the legal businesses you buy since not all businesses can cover even just the wages of the hood managing it.

Run Business
Instructing a hood to run a business can be used to place and replace hoods who are running a business ?because the new guy has better business skills or because the other guy was skimming off the profits and is getting whacked. Any hood already running a business will automatically return to the Office.

Collect Protection
The order to collect protection money instructs your lieutenant to send out hoods to the protected businesses. These hoods visit the sites and pick up the protection money from the business owners. This requires no special skills and so is useful task to give to cheap ?stupid, poor quality hoods. Occasionally, business owners may refuse to pay. You will need to take action prompty against these people, or they may drop out of the racket altogether, or squeal to the security.
Note: The protection racket is a highly effective way of both expanding your empire and making large quantities of money quickly.

Adjust Protection
This allows you to either increase or decrease the amount of money your hoods squeeze from the business owners and you can select an area or an individual business site to adjust the amount for. You can adjust the amount from zero to double the standard amount they were paying when they first joined the protection racket. If you attempt to extort an excessive amount of money from business owners, they may refuse to pay and may even squeal to the security.

Import/Export
This order allows you to either dispose of surplus goods in your warehouse, or to purchase either booze or drugs and have them imported into the city. The money earned from export depends on the total exported amount and what it was ?booze and drugs bring up a lot, and it requires hoods to move the goods out to the railroad terminal or down to the docks. The money spent on import depends on the total imported amount and what it was ?drugs cost heaps dog, and it requires hoods to move the goods from outside the city, via road, railroad, airport or the docks safely to one of your storages ?either warehouses or businesses with enough space.

Donate
This commands the lieutenant to take an amount of money to the orphanage, the church or to any of the charities on the ship ?soup kitchens, homeless shelters, etc, that you select. The amount donated is derived from the relative squalor of the area. The poorer the neighborhood, the less money it takes to get on their good side. Donations to orphanages will result in more recruitments from your lieutenants efforts at the pool halls, arcades and gyms. Donations to the church will result in less business owners dismayed at paying protection or being witness to a local crime. Donations to the ships charities are the toughest to accomplish ?after all they work the poorest sections of the ship and know you're no up standing citizen, but if you do get on their good sides ?persistent nagging helps and usually takes two or three visits of being nice, you earn the trust of the homeless people and gain at least one extra snitch contact for every charity donated to as well as more recruitment from your lieutenants efforts at the docks and the labor exchange.

The Leiutenant's Personnel Orders
Thesse orders contain direct commands for your hoods. These bypass any orders the lieutenants have and they will have to plan their tasks without these troops ?since they are picked from the team. Good trick is to have one team dedicated to taking on 'personal' orders so as not to tie up the men in other teams with other tasks and orders.

Guard Business
This is used for securing your business sites. The hood will travel to the business premises and remain there every day for the week ?if the order is on repeat then the hood will go there every day, every week.
Note: The closer the business premises is to one of your offices, the quicker he will get there, double so if the team the hood is part of has a large collection of boats. A hood guarding the front to an illegal business can guard both the front as well as the illegal business, since any attackers will have to get past the hood to get to the illegal business.

Patrol
This order is used to instruct hoods to secure any area selected within your territory. They will walk around the neighborhood looking out for intruders. If two or more of your hoods are in a boat together and they see a rival hood on deck in your neighborhood they will conduct a 'drive by' shooting. If the rival hoods are in their own boat, your hoods will lean out of the boat and open fire on the intruders, while trying to chase them down.
Note: If you own a "cab" company then they can do the same. Advantages are that they cover the ground quicker and are free. Drawback is that they can't actually take action if the see a rival gangster in the neighborhood, only report it to one of your lieutenants or directly to yourself.

Explore
The explore order sends a hood out to investigate an area you select. Successful explorations result in finding out the full details of all businesses visited and illegal businesses also run the risk of being discovered. Stealth is the important skill for the hood to perform his task.
Note: if you own a detective agency then you can also order the agency to do the same. Advantages are that they run far less risk and are much faster ?they cover more ground, while at their investigations, it's like having your very own private, uhh, detectives. Disadvantages are that a squad of detectives ?even just one detective, cost more than a regular hood.

Recruit
The recruit order is one of the most important orders ?aside from the age-old 'hit the matrasses'. You should always be on the look out for more and better quality hoods, available from the gyms, poolhalls, arcades, docks and labour exchange. Accountants are recruited from accountancy firms, the main bank and the minor branches. Lawyers are recruited from the law firms and the courthouse. Known hoods can also be recruited from other gangs or syndicates. The key Attributes are Intelligence and Charisma ?or Intimidation, since the hood must be able to convince the person of the value of joining you Mob.

Go To
This is useful when you wish to secure a particular spot, or just to send some hoods to where they might become useful ?ambush follow up and cover come to mind as well as diversions. The hoods will head for the closest point on the pavement to where you select and will not move from the spot unless you say otherwise. This is also useful for positioning a fixed lookout.

Minor Crimes
These are crime that are not so serious. They can be violent, but are generally aimed at manipulating people and places without causing excessive damage or ingury. Except for Raid, they are generally overlooked by the security forces.

Bribe
Hoods can bribe citizens, business owners, the press and the clergy. This is a useful way to bend people to your will, but needs a reasonable intelligent and or charming/intimidating hood to persuade te person to take the money.

Intimidate
You should only need to Intimidate people when they go against your wishes. People who refuse to pay protection, witnesses to crimes you've commited and jurors sitting on trials of you syndicate members for crimes, are al worthy targets of intimidation, which is obviously the key skill required here.
If this fails, then further steps may have to be taken.

Extort
The Extort command is the first process in establishing a protection racket. Businesses are visited by your hoods and persuaded to pay a weekly amount of their income, in return for your protection. The hoods performing this order need to be good at intimidation, or you run the risk of people refusing to pay and possibly telling the various security forces. Different people are intimidated by different things, and when you are running the extortion racket youself then you can take matters into your own hands as well. Some people are intimidated by threatening to punch their pretty face, or just waving a gun in their face ?preferably a big one. Others will cave in as soon as you threaten their customers or mention their families, and there are those who require more pursuasion. They can be grabbed by the shoulders and shaken or thrown about, shoved up against a wall, or held over the side of a railing ?always a favorite of mine. If there is an open fire around ?oven, furnace or fireplace will work, try grabbing them by the shoulders and sticking their head in the fire for a bit, or if there's water around ?like a toilet or bathtub, do the same, even just a sink works. In the end it all comes down to applied intimidation. Any thug can threaten someone out of some cash, but a real artist can squeeze someone to within a inch of personal starvation or bankruptcy.

Note: the further away from your office you try to extort, the more likely people are to reject your attempts, with the radius being calculated from your Reputation Rating. This is alleviated by opening other offices around the cargo holds to ensure that businesses fall under your influence. As your Reputation grows you can thin out the offices and place then further apart whilst maintaining influencial coverage ?ie cover a larger territory with the same number of offices.

Raids, Heists and Burglaries
This command should only be given to lieutenants with teams with good Stealth skills, but not just Stealth, high Intelligence levels are required as well. A raid is a higher profile crime than the protection racket, but can bring in more money at an early stage of the game. Raiding business sites using boats -usually the ones on or near the docks can also result in Goods being stolen during the Raid. These Goods are brought back to your warehouses if you have any, and are either distributed among your businesses that can utilize them or kept in storage for Export. Some Goods that are small ?like diamonds, jewelry, expensive coinage and stamps, can be stolen during Raids without the need of a boat. But only if it's small. Raids can be done during the day or at night. Raids that are done during the day require a different approach than those done at night. A lieutenant's team can have numerous robbery crews and different crews can be specialized in either day- or nighttime raids.

Daylight raids require a specialized robbery crew that consists of the crew leader, who has high intimidation skills and will be the one telling every one to lie down on the floor and be quiet. Next there is the weapons specialist, even though everyone will be armed, this guy packs the heavy artillery and takes care of any serious opposition standing in their way, and of course he has high weapon skills. Then there is the demolitions guy, not just another pretty face for bombing buildings, huh? If the crew expects to get away with anything more than the ready cash in the register, then having the demolitions guy will be able to crack the safe so as to get to the serious loot. Lastly, there is the wheel man, or Driver as Steve McQueen was fond of saying. His skills are obviously boating skills, and he'll wait outside in the boat keeping a look-out for the rest and then make their get away.

Nighttime Raids ?known as burgleries to differentiate, require a different set of skills for the crew to succeed. The crew leader needs good organizational skills, the weapons expert is swapped out for an electronics expert, and the demolitions guy is swapped out for a safecracker expert who will pick the combination. The wheel guy stays the same because they will still have to make a get away, although sneaking out on foot is also an option. Crews that have less than the required members either perform less efficiently or have exceptional crew members with high skill ratings in multiple areas of expertise ?those who are truly gifted can be one-man robbery crews, and they are worth every cent you pay them!
Some businesses, once raided, will suddenly obtain a security guard.
Note: Be selective of the businesses you raid. You can't hope to steal much money from a pawn broker.

Kidnap
The kidnap command can only be used against enemy syndicate members, against witnesses ?or their families, to crimes you committed and jurors families, while they are sitting on trials of crimes you committed. Kidnapping may also occur against corporate targets ?usually executive bigwigs or secientist eggheads, who are extracted from one organosation so as to work for another organisation. Since the organisation doesn't want to loose it's valuable assets it is considered kidnapping, even though the contract often comes from the target themselves who wish to discontinue working for their current employer but can't get out from under their contracts. This can involve complicated planning for the 'kidnapping' of the entire family, who are all at different locations ?dad's at work, mom's at home, kids are at school. And get them away from their security gaurd "minders", and all of this synchronized at the same time.
Kidnapping an enemy hood is extremely risky, but can reap rich rewards if successful. Apart from any money they carry, you will get the opportunity to interrogate them and find out about the enemy hoods and businesses for free. Kidnapping witnesses, jurors or their families will persuade them to see the error of their ways and either forgets what they saw or become sympathetic to your continued innocence while on the jury panel.

Violent Crimes
The violent crimes are the extreme measures and are always aimed directly at places or people.

Smash Up A Building
Smashing up a business is the least violent action you can take against a business and normally puts the place out of business for a week or so. Intelligence and Stealth are the required skill for success here.

Assault A Person
The assault order is best given to hoods with high Intelligence and Fist ratings or the target might accidentally get killed ?oops. The hoods will try to find the target and then give them a beating. This can often persuade wayward citizens to see things your way. Any of your hoods that are assaulted will always head for home first.

Torch A Building
The Torch order is useful if you wish to do maximum damage at minimum costs. It doesn't require explosives and is slightly more destructive than smashing up the place. science, Stealth and Intelligence are what is required from a hood.

Bomb A Building
The Bombing command is a very drastic measure and immediately puts all the investigative services and security forces onto the case who will view it as a terrorist act ?with all the implicated nastiness that comes with it, and come after you with guns blazing. A bombing can potentially destroy a whole block and requires explosives to be purchased ?if you own an excavator- or mining company then the explosives are for free. This command requires a hood with not only good demolitions skills, but Stealth and Intelligence are required as well to ensure that the hood doesn't use too much explosives, doesn't get caught in the blast, and gets away safe and unseen. Very high Stealth skills and declaring the bombing to be conducted 'in private' will try to make the explosion look like an accident ?and therefore must be carried out at night. Used correctly, this order can devastate any opponent's economy and turn the people they are protecting against them.

Kill A Person
To kill a person requires skills in Firearms or melee combat, Intimidation, and Stealth. With a high Intelligence Attribute. This, like bombing, should only be used when all other alternatives have been exhausted and is referred to as taking out a contract on someone. Business owners, nosey reporters and regular hoods ?like a lieutenants team member, can all be contracted without too much trouble from the other syndicate s ?although there will be trouble from the security. A contract kill on another syndicate s lieutenants or Boss without a formal declaration of war can only happen with the consent of the other syndicate leaders, or it will be a war declaration on all of the syndicate s who weren't asked for consent. With the consent of the other syndicate s it's still a war declaration on your target, but the other syndicate s will see it as business as usual and won't interfere, but they won't like it either.
Giving the order to a hood with high melee(knive) skills instead of Firearms skills and for the hit to be conducted 'in private', will result in the hood walking up to, and stabbing the target in the passageways on a level somewhere and silently melting away into the crowd. Giving the order to an armed hood and having the hit conducted 'in private' requires a silenced weapon to be issued, or it won't be very private. If you're conducting the hit yourself, feel free to whack the target anyway you want to. For inspiration, see the extortion techniques. Also, some of those techniques will make it look like a tragic accident, such as he got stuck with his head in the furnace or the golden-oldie; he fell off over a railing ?why it's a favorite.

Ambush
The ambush order instructs your hoods to travel to another part of te ship, and when at the destination, they move around the area looking for enemy syndicate members. Once they spot a target, they immediately open fire. Once the target is dead, they return to the Office. If two or more of your hoods receive the same ambush order and a boat they will sail around enemy territory and conduct 'drive by' shootings at enemy hoods.

Note: care is to be taken with violent crimes. A botched assault may end up with the death of the target, leaving your hoods faced with a murder charge ?whole different ballgame. If your hoods are fired upon, they'll fire back ?if armed. This can result in the death of a security officer, or worse, a Fed. They take these things serious and you're hoods will have the entire security force, or the entire security force and Pinkerton, on their Waazoo. Because they are associated as being part of your syndicate , the security and Pinkerton with hound your businesses 'looking' for the suspects, but mostly interfering with your businesses ?including the ones that serve as fronts, making it impossible to do any illegal activities from there while the 'heat is on'.
Bombings can also cause the deaths of several ?innocent, occupants in the building, leaving you with more murder charges ontop of the Pinkerton terrorist charge for the bombing in the first place, when a simple hit contract would have done.

The Lieutenants Reports
Lieutenants have a set of reports that you can access from the Reports Panel, if there is anything to report.

This Weeks Orders
These are displayed in a rolodex. Rotating the rolodex flips through the lieutenants orders, each on a separate card. Also on the card are the order given, which hood is to carry it out, the target and any important details. The Map on the right page, highlights any locations or areas relevant to the order

Last Weeks Orders
This displays the results of the previous weeks orders, also on cards via the rolodex. If an order failed then the card will explain exactly why and how the order failed. Usually there is the opportunity to repeat the order for the next week, or replace the hood with someone else to carry out the order.

Deaths And Defections
This part of te rolodex shows the hoods who have been killed in the previous week. Not only is there a funeral to attend, but if the hood leaves a family behind, they'll have to be taken care of as well every week ?usually about 50% to 75% of what you were paying the hood. If you don't you will lose massive respect with your own syndicate members. You can also see where the hood was killed on the map and read it in the paper.

Other Syndicates
This report uses the rolodex to display the other syndicate s who were seen and describes any activities they were seen to be performing. The map with highlight exactly where the members of the other syndicate s were seen.

Prisoners
If you have successfully carried out a kidnapping, then the prisoner report becomes available. The report shows the names of all the prisoners captured by your hoods, how long ago they were kipnapped, why they were kipnapped in the first place, and any interrorgation or previous assaults the prisoner has undergone. Here is also where you can give the following orders concerning your prisoners.

Relocate Prisoners
It sometimes is needed to move the prisoner to another location.

Interrorgate Prisoners
With this order, you can attempt to obtain information regarding what syndicate members know ?about their operations and territory, information on other syndicates, and what they know about you.

Assault Prisoners
This can make the prisoner divulge information quicker, but the hood must have high Intelligence and Fighting skills or you run the risk of killing the prisoner accidently.

Kill Prisoners
Killing prisoners removes them as a furture threat, but also causes rumors to spread, which can lead to an increase in hostility by the prisoners former syndicate. Killing a witness is just that, killing off a jurors family is bad.

Sell Prisoners
Distasteful, and not even a proper function. It'll still be an emergence that can't be stopped.

Release Prisoners
This lets you release a prisoner and sends them back home. No retributions are taken, witnesses and jurors are just glad to be alive and usually move to another city.

Recruitment
The recruitment report is the last report available. Once a recruit order has been successfully performed, all those willing to work for you are shown in the report; hoods, accountants and lawyers.
Each character available is shown on a rolodex card with details paperclipped on, in a similar fashion to the hoods section in the Resources, with the Attributes and skills alongside their face and name.
If the character is a hood, you will be given these options as well:

Recruit as new Lieutenant, the hood will ask more cash per week for being a lieutenant
Recruit to Team, sends the hood to the selected team
Recruit to Pool, sends the hood to the manpower pool, and gets paid to play pool ?bad joke.
Pay Demand, shows what the hood wants to earn each week.

In te case of an accountant or lawyer, you can only employ one of each until you purchase an accounting agency and a law firm. You still only ever have the one accountant or lawyer, but the companies help them with there workload, so that they can get more done per week.

Accountant Section
The accountant is the character responsible for receiving and recording your finances and for keeping an eye on the people who handle money. The accountant also covers up evaded tax and large amounts of illegal income, although excessive amounts might lead to detection and investigation by the Pinktons. This section may still be accessed even if you don't have an accountant yet, but then only the Finances report, Bribed People report and Employed security report are available.

Section Tabs
Same as in the Lieutenants section.

The Accountants Details Panel
This is where the accountants details are displayed. Any accountancy firms that you own will have their information displayed here as well.

The Resource Details Panel
The resouce details panel is where information concerning the city and your syndicate are displayed. In the different chapters of the Accountants Section, the resource details panel can have either of the following functions:
It can display the available maps of the city and is referred to as the Map.
It can also display the reports of the accountant.

The Reports Panel
This displays the reports available from the accountant. Ehen you are giving orders to the accountant, it is referred to as the Orders Panel.

Map Buttons
Same as in the Lieutenants section.

The Accountant
The accountant is always shown at the top of the Accountant Details Panel with their name and a portrait on a rolodex card with a paper clip. The other details shown on the rolodex card are about the accountant company you own and who works there.

The Accountant Summary
Shows whether the accountant has a vehicle or not, and any accountancy firm you own.

The Accountant's Skill
Always important, with the accountant ?and lawyer, even more so. The accountant must have high Intelligence and Accountancy Skills. If you are to own an accountancy firm then the accountant should also have good organization skills, not to run the firm because that's taken care of by one of your hoods, but to organize the firms accountants into efficiently carrying out audits of your businesses, laundering illegal income and evading taxes.

The Accountant's Pay Demand
This shows how much the accountant would like to be paid every week. The harder you work the accountant each week, the more the accountant will want to be paid ?more so than with hoods who look at what their own little racket is making and project their wants from there.

The Accountant's Actual Pay
This shows what you are actually paying the accountant each week.

The Accountant's Time Indicator
This shows how much time the accountant has allocated to the order given. Since accountants can only perform the audit order and it takes a full week to audit a business, the indicator will fill once for each weekly auditing until an accountancy firm is purchased or set up, then the indicator will fill a portion for every separate accountant assigned to help.
Note: Having too many accountants from the firm help your accountant and the firm will start to lose income ?afterall they're helping sort out your finances and not those of the paying clients.

Sack the Accountant
Giving your accountant te Sack results in him being thrown out into the ships general population. He'll be available for further employment, but will also be more hostile towards you, and want more money.
Note: Be carful when sacking the accountant. He maybe carrying a list of any taxes recently evaded, and he has a list of all of your rackets ?but doesn't know any addresses except those he's done audit on. These will be used against you if the accountant is arrested ?which happens if he bumps into either security Pinkerton detectives or the other investigative services for a few weeks after being fired. The accountant will do anything to lay low for a while and stay out of the hands of the security or Pinkertons. Because otherwise if he does get caught, it'll be time to?

Kill The Accountant
Taking the option to kill the accountant means the the accountant can't talk about any of the crimes you have committed. Killing the accountant inside your own office won't be investigated by the security, but will cause your other lieutenants to become upset.

Edit Accountants Pay
This is where you can edit how much you pay your accountant.

Start/Stop Evading Taxes
This is a special function of the accountant and worth it's weight in gold.
You pay taxes on all you profit, so the accountant offers a service where some of the money can be held back using less than legal methods. The amount the accountant can hide varies with how much legal income your businesses made in the previous week and how skilled the accountant is ?also the reason why you should really infest in a top notch accountant, even if they are expensive. Occassionally, the accountant will evade more tax in a given week than he can reasonably hide. In these cases, the accountant will simply make a note of it and cover it up later, during a slow week. In the mean time, this 'floating cash' recides in the safe inside your office ?time to think about those extra security measures maybe?


The Accountans Orders
Besides evading taxes, the accountant has just one other order to perform:

Audit
The audit helps you keep an eye on the finances of your empire and to keep your hoods from skimming income from you. The audit instruct your accountant to go and visit one of your businesses and check the books. At the end of the week the results are in the audit report.

The Accountants Reports
If you want to you can assign a vehicle and bodyguard to the accountant, so that the accountant can get to the audit location quickly and safely, either an armored or unarmored vessel ?beats public transportation any day. If you assign a interceptor speedboat to the accountant to get around even quicker then you can only assign a bodyguard of one ?the driver, to the accountant because interceptor speedboats are two seaters. Assigning an armored vessel to the accountant allows up to four bodyguards to accompany the accountant around, maybe less quick than a speedboat, but safer. A trawler is only when a large army is required to come along ?a whole 12 man team will fit on deck of a trawler.

Finances
This has got to be one of the most important items, if not the most important item in any of the sections of your Gangster Organizer. It displays a summary of the income and outgoings for the week. On this section, you can see how much money has gone out on wages and purchases and how much money has come in from your legal and illegal businesses.
The top of the finances section always shows the date and the week number. The bottom of the page shows the totals of your cash and assets; together these represent your total wealth. The entry titles 'risky money' displays the amount of illegal income that the accountant has not been able to laundry into respectable income. The more money that ends up at the bottom of this column of figures, the greater the chance that the Pinktons have of detecting your illegal businesses, laundering operations and warehouses. This in turn adds to both the suspicion against you as well as the evidence being built up against you by the Pinkertons. The actual risk level shown below the figure is based on any increase in the suspicion against your income and your illegal businesses. Stopping all of your illegal income will drop the risk for that week to zero, but the Pinkertons will be keeping an eye on you for several weeks before the suspicion against you drops and they start looking for other illegal activities. Another way to lower te risk is to increase your legal income by buying legal businesses.

Bribed People
The report on bribed people shows who has resently received money from you. This is a summary of the bribe order and uses the directory to show which officials you have started to influence. This report is always available, whether you have an accountant or not.

Employed security
Opens the directory at the employed security section. This list contains all the security who have been put on a regular income.

Tax Evasion
This report shows the sums of money that your accountant has not declared to the IRS in the previous eight weeks. The red number at the top of the report is the amount of evaded tax that the accountant hasn't covered up yet.

Audit
The audit report is only available if the accountant successfully audited one of your Lieutenants or hoods in the previous week. It gives a brief summary of how much money was coming in and how much money was actually turned over to the accountant. If there is a difference, it's up to you to take action.



Lawyer Section
The lawyer is the character responsible for keeping your hoods out of prison and for all activities that involve corruption, such as the bribing of dignitaries, the employing of security and the running of an election campain. Without a lawyer the only report available to you is the most wanted report.

Section Tabs
Same as in the Lieutenants section.

The Lawyer Details Panel
This is where the lawyer details are displayed. Any law firms that you own will have their information displayed here as well.

The Resource Details Panel
The resouce details panel is where information concerning the city and your syndicate are displayed. In the different chapters of the Lawyers Section, the resource details panel can have either of the following functions:
It can display the available maps of the city and is referred to as the Map.
It can also display the reports of the lawyer.

The Reports Panel
This displays the reports available from the lawyer. Ehen you are giving orders to the lawyer, it is referred to as the Orders Panel.

Map Buttons
Same as in the Lieutenants section.

The Lawyer
The lawyer is always shown at the top of the Lawyer Details Panel with their name and a portrait on a rolodex card with a paper clip. The other details shown on the rolodex card are about the law company you own and who works there.

The Lawyer Summary
Shows whether the lawyer has a vehicle or not, and any law firm you own.

The Lawyer's Skill
Always important, especially the lawyer, even more so. The lawyer must have high Intelligence, Charisma and Law Skills. If you are to own a law firm then the lawyer should also have good organization skills, not to run the firm because that's taken care of by one of your hoods, but to organize the firms lawyers into efficiently carrying out you orders.

The Lawyer's Pay Demand
This shows how much the lawyer would like to be paid every week. The harder you work the lawyer each week, the more the lawyer will want to be paid ?more so than with hoods who look at what their own little racket is making and project their wants from there.

The Lawyer's Actual Pay
This shows what you are actually paying the lawyer each week.

The Lawyer's Time Indicator
This shows how much time the lawyer has allocated to the order given. Since lawyer can only do so much until a law firm is purchased or set up, then the indicator will fill a portion for every separate lawyer assigned to help.
Note: Having too many lawyers from the firm help your lawyer and the firm will start to lose income ?afterall they're helping sort out your legal issues and not those of the paying clients.

Sack the Lawyer
Giving your lawyer the Sack results in him being thrown out into the ships general population. He'll be available for further employment, but will also be more hostile towards you, and want more money.
Note: Be carful when sacking the lawyer. He maybe carrying a list of any crimes recently committed,including your rackets ?but doesn't know any addresses. These will be used against you if the lawyer is arrested ?which happens if he bumps into either security detectives or the Pinkertons for a few weeks after being fired. The lawyer will do anything to lay low for a while and stay out of the hands of the security forces or Pinkertons. Because otherwise it'll betime to?

Kill The Lawyer
Taking the option to kill the lawyer means the the lawyer can't talk about any of the crimes you have committed. Killing the lawyer inside your own office won't be investigated by the security, but will cause your other lieutenants to become upset.

Edit Lawyers Pay
This is where you can edit how much you pay your lawyer.

The Lawyers Orders
These are an exclusive set of commands. Some actions are performed automatically, such as covering up of crimes and defending your hoods in court. Other orders are given manually.

Bribe Officials
This command issues a single patment of cash to the people in position of authority:
The Mayor, Council members, Security Chief, Judges, the DA and security Officers.
The one dignitary that the lawyer cannot bribe is the Director of the Pinkertons, who is completely free from corruption, as well as the Marshals. Pinkerton agents can be bribed, but it's ALOT more difficult than a regular cop and takes a number of things to happen before the Pinkertons go corrupt.
First off, more than 60% of the security Officers and other investigative Detectives must be on the take by all the different syndicate bosses ?including you, in the city. Then the first Pinkertons become disillusioned with all the corruption and cave in to bribery.
Next, when over half of the DA's and Judges are bought, more Pinkertons become disillusioned and become corrupt.
Finally, when the Security Chief or the Mayor are in someone's pocket, most of the rest of the Pinkertons throw in the towel as well. Except a small group of die-hard Pinkertons and their director who will keep fighting the good fight and never give in to corruption along side the Marshals, the Untouchables.

The corruption of officials always requires money and can be very useful if you can afford it. Unless the target official is very hostile towards you ?no bribe is accepted, the application of money can see to it that your illegal activities are forgiven more easily.
Bribing the Mayor causes this character to become more lenient towards you. This results in his influencing the Security Chief, hwo I turn will ensure that fewer security are sent to patrol your territory. The bribing of the Judges is most effective when they are sitting on cases where your hoods are being tried. Although expensive, a suitably applied bribe will result in the case being immediately thrown out of court and your gangsters released.
Each DA is responsible for ensuring your hoods are procecuted with the full weight of ships law. Successfully bribing a DA whilst they are procecuting a member of your syndicate will result in your lawyer obtaining a list with the names of the witnesses or alternatively, of the jurors. A second bribe will usually reveal the other list of names. Once you have the list of names, you can send your Lieutenants with the highest Intelligence and Intimidation skills to visit these people and try to persuade them to either forget what it was that they saw, or in court to state 'not guilty' when a verdict is reached.
The bribing of security Officers can prevent a case from ever getting to court. If a security officer is closing in on a suspect, a sum of money can result in the investigation being called off through a sudden lack of evidence.

Employ Security
This order is worth considering when you are planning illegal activities centered around certain people or places. Giving the order to employ security results in the lawyer patrolling an area of the city, within this area, the lawyer looks for any security and makes them the offer of suplimentary income, provided they turn a blind eye to the activities of your hoods.
Note: even though you may have the security on your payroll, it's still a bad idea to push your luck. Most security will ignore activities such as assault and robberies, but very few officers can ignore a murder.
Note: the difference in employing security and bribing security is that with a bribe, you are targeting a specific security officer who is investigating your hoods for some reason. When employing security you are targeting a specific area where security might be patrolling whim you want to look the other way while you work.



Go Straight
This is where you try to legitimize your assets and holdings and become a legal entity on board -good luck. This can only be performed with the help of your lawyer and accountant, a law firm, an accountings firm, a marketing company and a management company, all owned by you. Also, you will need in excess of , no court cases in process against your hoods and no illegal businesses except your offices.
Note: When you give this order, the rival gangster syndicates will attempt to thwart your plans. Their action may involve attempting to extort your territory, or even attacking your businesses and hoods. They will attempt nearly anything to make your hoods commit a crime, thereby dragging you back into the conflict. Once the corporate application has been confirmed, accepted and paid for you can finally start up your own armed private security company, redress all your hoods in crisp corporate security gear, and kick those rival syndicates to hell and back. Of course, being straight now comes with a higher sense of keeping up a good reputation. Any illegal activities your 'corporation' gets involved in and is exposed can mean serious consequences for your entire business empire. So, what to do. Well, remember those gangs from the beginning ?when we were kids? Your corporation can use gangs as a buffer for any illegal activities you still want to be involved in. If you want to hit a rival corporation ?or syndicate, you send in a couple of gangs you've so kindly equipped with the latest in military hardware, with a few of your 'advisors' who hang back and monitor the situation.

Run for Office
Another way to legitimize yourself is when an election occurs, you may find yourself with the opportunity to Run for Office. The lawyer will only offer this as an option if you have both the power base ?which is 100 city blocks, and you have the capital to stand a chance of winning. If you win the elections, you will be mayor until the next elections are held. During that time, you OWN the city. Your first duty as elected city father should be to 'clean up' on corruption. This means taking care of anyone bribed and employed by any of the other crimelords, either you 'buy' them back into your fold, or replace them with your own homies ?like the chief of security. The security can receive a bigger budget for their Internal Affairs Division to root out bad cops and you can give the head of the Pinkertons extra city funds ?on top his own budget, to do the same with his own agents. And because you always know where the security and Pinkertons are going to be you can steer/influence them away from any less-than-legal business ventures you might be involved in.
Running for office has it's own cost and it's own risks. For the six week of the election, you will have to keep the people in your area ?or keeping the constituents in your electoral base, happy. This means no more extortion fees, no more intimidation acts towards the population, raids can no longer be conducted against business owners or even against the fronts of illegal businesses owned by rival syndicates, but can only be conducted against warehouses owned by rival syndicates. Any illegal activities that are found out by the Pinktons and you're out of the race, and the same goes for crimes your hoods commit. The exception is when your hoods are being shot at and shoot back in self-defense and any deniable assets in the form of gangs you indirectly employ.
Rival syndicates will plan actions in your territory to destroy the morale of your supporters.



The Lawyers Reports
The six different reports you can receive weekly are the

Most Wanted Report
This shows a list of the people being watched by the Pinktons. This report is always available, even if you haven't hired a lawyer yet. If you find that one of your hoods is on this list, you should consider taking him "off the streets" for a few weeks and keeping him "on ice" in the Pool of available hoods you employ but don't need just now.
Note: The most wanted report only shows dangerous and habitual criminals. Hoods can be arrested for minor crimes without ever appearing on this list.

Squealers
This is displayed in the directory, open at the list of people who have informed the security of your illegal activities. These people must be dealt with promptly, before they cause you too much trouble.

Crimes
Crimes display a list of all the crimes that your organization has committed in the previous week, and older ones that still have paper work pending. Each crime is listed with the various details:
Where and when the crime occurred. The name of the hood that carried out the order and the name ?and business address, of the victim. In the case of a team who committed the crime together they will be mentioned together. And the risk they run of being arrested.

Elections
This is only available when an election is taking place. As the election is fought, you can see how each of the candidates is doing from this report. This is where you will find out if another crimelord has entered the race

Legal Proceedings
If any of your hoods are arrested, the legal proceedings report becomes very useful. This uses a rolodex to show who is awaiting trial, or is actually on trial. The report also shows the Judge presiding over the trail, the prosecuting DA and the current status of the trial.

Employed security
This opens the directory at the employed security Section. This list contains all of the security officers and which department ?vice, narcotics, homicide, and which pricinct ?neighborhood, they work at, who have been put on a regular income. This also gives you the option to get information from anyone of them ?which costs money. See the entry on snitches.
You can also dismiss them ?which will seriously piss them off to the point of being openly hostile towards you businesses by opening their own investigations against you ?especially detectives on the different squads get really vindictive, regular cops will just be grumpy and won't tolerate anything from your hoods.



Diplomacy
This is where you can not only view and set your relationship with rival syndicates, but you can also find out about your opponents of the security or Pinktons by making use of snitches.
There are five different level of set diplomacy between opposing syndicate leaders
Note: this part about diplomacy also applied to gangs amonst each other, but NOT between syndicates and gangs ?who can only wish for a quick and painless death for going to war with a syndicate. The five levels are: Alliance, Peace, Cease-fire, Aggression and War.
Each of these settings cetermines not only the relationship and tactics between you and opposing Syndicate Leaders, but also influences each bosses own hoods. The more violent the setting, the more inclined hoods are to avoid a rivals territory and the more likely they are to open fire if they see any hoods from the opposing syndicate.

Alliance
This is where two Syndicate Leaders agree to divide the city. Hoods can travel freely through each others territories and will aid when other allied syndicate members arer attacked by opposing hoods ?but not for trespassing which is considered evrybodies own responsibility. The alliance is the most delicate of treaties; it can take only one false slip to loose the friendship.

Peace
The Peace setting is more stable than an alliance, where hoods can still travel freely into the others territory, but there are not obligations towards assistance and therefore no hard feelings arise. This way, the two syndicates can each expand separately without getting in eachothers way. Ultimately though, the two syndicates will have to go to war when their opponents are al eliminated.

Cease-fire
The cease-fire setting is used when you want to avoid attacking the hoods of other syndicates, unless they appear inside the boundries of your territory. Cease-fire is the most stable of treaties; any hood that is killed within your territory usually brings no repercussions, because they shouldn't have been there in the first place. The exception is where border disputes arise due to jagged or fuzzy borderlines to territories. This is where 'parlay' between syndicates are held, and borders are cleaned up to avoid further 'miss-understandings', usually by barter trade of extorted businesses from one side of a street to another.

Aggression
When the setting is placed on Aggression this means that the syndicated are effectively at war. The members of each syndicate will usually attack each other on sight, and all movement within each others territory is forbidden. The syndicate leaders under an aggression setting will not deliberately plot against each other, but will not concider each other when planning activities.

War
Gang warfare is the ultimate in gangster violence. At this stage, syndicate leaders will actively plan hits against each other's people and places. This setting says that territory means nothing, it's the number of guns and soldiers on the streets that counts.

Using snitches
The other function of the diplomacy section is the use of snitches for obtaining information on other syndicates or what the security and Pinktons are doing. The more corrupt security and Pinktons there are, the more information about investigations is available. When obtaining information about the other syndicates, you will only ever find out from snitches which hoods work for the other syndicates, and never anything about their businesses ?you would want them to talk about you, would you?

Newspaper
The newspaper can be accessed from your office any day of the week, or from the streets at any time buy getting one from the news stand. There are ?at least, four news papers in the city and other ships, the Herald, Post, Tribune and Times. Each one located in another corner of the ship where they vie for sales by influencing their clientele. Each newspaper affects the people living and working in the neighborhood of the paper, influencing the people as they pick up a paper on the way to work every morning. You only ever see one news paper at a time ?sorry no comparitive checking, the paper at your office will be the one closest to the office, any paper picked up on the streets will be the paper from the neighborhood, unless another is specifically requested from the news stand. Even if you own several newspapers, it is the closest one that is delivered to your door. It's laid out as a double page document in a similar PDF format. Articles have headlines that can be clicked to enlarge and read. Clicking on a bottom corner advances the paper ahead one page or back one page and clicking on any of the section buttons at the top will get you straight to that section. The sections in a news paper are:

Front Page Main Headlines
The front Page covers this weeks most important items. The headline stories are introductions to further stories on the inside.

Politics
In the political section you can read the forecasts and results of elections, see if the mayor has made any declarations or whether city council has passed any new city ordinances.

Business
This section has articles on any major businesses that have been bought, sold or established since the previous edition of the paper, and how the stock exchange is doing. This is also where you will find the local job classified ads.

Metro
This section combines law enforcment articles on arrests, raids by security forces and Pinktons, and the result of court cases, with crime articles on murders, arson, gang and Organized Crime violence, any spectacular robberies that took place and any terrorist ?ie bombing, activities.

Foreign News
Summaries of the Front page news on the other ships ?so if something happens that affects the Minnow as a whole and numerous ships it'll be all over the news, literally.

Entertainment
Any new shows in any of the clubs ?if speakeasies are legal, otherwise the theater productions, movies that are showing, any street parties or park concerts. Any new bars or restaurants that have opened.

Charities
All the different charities are listed here and they make a note of publishing their daily/weekly donations, so that people can't say 'they didn't know. There is a little rivalry between the different charities for the most donations.

Obituaries
Everyone who died on board (that people report) since the previous edition is listed in the obituaries.

Funny pages
The best day-to-day comic section of indipendant comic artists we can find on the net and enploy. Every paper wil have their own artists and the most popular ones get syndicated to the other papers.

For convenience sake, the news paper is part of the Organizer.

City Maps
The city map displays the city plan and rooftop views in full screen within the limits of the Organizer ?which in any case can be stretched to full monitor viewing. The maps allow you ro navigate the city, with full use of overlays.

Along the edge of the map are map tabs that allow you to select both the type of map you want to use as well as the type of overlay.

City Plan
The City Plan tab accesses the lowest map level, which is always an overhead view of the city, shown from the highest altitude and used for viewing wide area information shown as overlays of the map. Different types of city block can also be identified from this level; clicking on a city block will result in the building showing whether it's a commrcial, industrial or tenement block. Or possibly a special case block such as church, courthouse, city hall and such.

Rooftop View
This takes you closer to the city at a lower altitude, where the number of city blocks you can see is significantly less, although at this level you can investigate individual locations as well as wider area and city block information from the higher level view. The following are available as functions within the different city maps:

Center On Headquarters/Centers On You
speaks for itself, I should think.

Territory
This highlights all of the city neighborhoods and level blocks ?or part of, that you have control over. The ?known, territory of rival syndicates is also highlighted.

Lieutenants Area
You can allocate a potion of your territory to a lieutenant and leave them to look after actions such as collecting protection and patrolling. This is when your lieutenants can start to round up and calm down the various smaller -juvenile- gangs.

Controlled Businesses
Opens a window with a list of all the businesses that you own, protected, or both and a scrollbar down the side. Clicking a business in the list will highlight on the map all the locations of those business types. There is also a search box in the window to type the business name into.

Real Estate Value
This highlights the relative value of the level that the blocks and locations occupy. Real Estate Value is defined by the type of city block and area, and is not affected by the business placed on it unless it is a high value site such as a department store or bank, or it is a very low value site such as a pawnshops, pollhalls and gyms, tattoo parlors and bars. Real Estate value can rise and fall depending on the amount of derelict tracks of real Estate there are, or how low you are situated in the ships hold, the amount of violence in the form of violent crimes, muggings and robberies, and squalor; the drugs and prostitution that there is on the neighborhood level. The overlay uses a color scale to display relative real estate values with a color key at the side of the map.

Security
As your empire grows, it becomes more and more necessary that your keep an eye on where your hoods and other people are positioned. Unless a hood doesn't return your calls for some reason ?better go and find out, usually the first sign they've been kidnapped or swapped sides.

Hostility
When deciding exactly where the trouble is in your territory, this overlay helps enormously. The population of the city will form their own opinions of you, ranging from 'marginal affinity' to 'open hostility'. The range is shown with a colorscale overlay and color key to the side of the map.

Building Types
This works in the same way as the controlled business window except that it shows all business types, including municiples, regardless of who owns or controls them.

Crime Hot Spots
As the action heats up around town, this overlay becomes useful. At a glance, you can see if any areas in the city are receiving more than there usual quota of violence. This means that two or more gangs or syndicates are fighting for that area and as such will be diverting manpower away from other areas.

Recent Events
Shows the more dramatic events that have happened in the last week such as deaths and explosions.

Building Details
There are three functions to any legal business owned by you:
They can provide legal income which the accountant uses for tax evasion.
They can laundry counterfeit money and fence stolen goods
They can provide a front for an illegal business out back ?or in the ajacent container, or through a hole in the deck down to the level below, what ever.

Fronts are legal businesses that hide illegal busineses behind them. The more similar the businesses are, the better the front can hide the illegal business.
Illegal businesses are ventures that house some form of illegal activity. These are always being hunted by the Pinktons and the different dept. of the security force ?vice and narcs mostly, who will close them down and arrest everyone inside. Illegal businesses have the benefit that they make huge amounts of money in comparison to a legal business. Illegal businesses can never occupy the passageway-side lots of a level block, but are always off the passageways towards the back.

The rooftop view allows you to investigate any business in greater detail. The amount of information varies with your involvement and explorations and is displayed in the Building Details Window when the location is clicked upon ?same window opens when you click on a business in the Directory. The more involved you are with the business, the more you will know, owning a business gives you the most information ?except if the hood is skimming the business which you find out about through an audit.
A business owned by you will display the following details:
The portrait and name of the hood managing the business
Their Organization and Business Skills
The hoods pay demand and actual pay
Weekly profit from the business
Total value of the business
The total Security, both hard ?alarms and cameras, and soft ?men with guns
The Business status is either:
Closed
Setting up
Fixing up
Rebuilding it
Trading
The Market status the business is trading in is either:
Saturated
Weak
Stable
Strong
Booming
How many illegal goods of each type that the business is storing
If the business is a front, then it will say so.
Note: going round to the other businesses and persuading them to change profession can increase your standing within the market.

Giving Orders To Businesses
Those businesses that you own all have a set of commands associated with them. These are orders that you can give to both the business as wellas the hood running it for you.

Start/Cease Trading
Instructs the hood to stop doing business, loosing you the income for the remainder of that week ?so if you give the order on a Friday, you only lose the Friday and Saturday takings. This is a temporary measure, best suited to avoid the attention of the Pinktons ?if it's illegal.

Repair Damages
Does just that. Usually reqires hiring a construction crew.

Shutdown
More drastic than a cease trading order, this is a going out of business order, with an inventory sell off and the works.

Sell
Depending on the real estate value surrounding the site you will be offered an amount for the business within a week of placing it for sale in the papers

Damaged And Destroyed Buildings
Through enemy action, it's very possible that one or more of your buildings may become damaged or even destroyed. If a business site becomes damaged, trading ceases immediately and your hood heads back to your nearest office, while the Midshipcity housing officials and fire department come around to see if the structure needs to be condemned or not. The difffernce being that a damaged structure can be simply repaired and the tenants can continue to stay above. When the structure is condemned, then everybody in the structure must be relocated and the structure needs much more than simple repairs, it needs Restoration.
Once your structure has been hit, the level of damage depends on the structure itself, which order was given ?whether it was to smash up, arson or bomb the place, and the ability of the hood performing the order; $%&*#-wits will always use way too much explosives and usually take out the entire block more often than not. Obviously, smashing up a structure causes generally the least damage and bombings the most.
If the structure is damaged, it maintains its identity but ceases to function. Opening the Building Details Window either in city plan map or rooftop map view, on the damaged building shows how much time and money it will that to fix up. This is agreed upon with the repair structure confirmation command. Condemned structures that need restoration are serioiusly expensive to fix, so much so that it is often cheaper to demolish and rebuild new. Once the building is repaired, it remains empty until you send someone to run the business.
Note: If you can't afford the repairs, you can't confirm the repairs ?you can however try for a cheaper bid from a different contractor.

Setting Up Another Business
This is always possible for a business, but when given to a damaged site, it automatically cleans up the mess.

Selling The Business As Damaged
Doing this will only net you a percentage of the former value, but is a choice if you need money quickly ?to buy guns for your hoods and get some payback.

Leaving It Damaged Or Destroyed
Just do nothing is definitely an option. This means that none of your opponents can occupy the area and as such creates a barrier. Unfortunately, large tracks of damaged and destroyed structures lead to slum areas, making all businesses in the area less profitable. Also, illegal busineses can't operate behind damaged business sites, although the block may have damaged or destroyed business sites on it.

If the structure is destroyed, municiple workers come along and demolish the condemned structure, turning it into empty real estate at your request ?they'll do it for free even, but if you want it to look like Dresden during the war, that's your choice. Again, property values will drop through out the area.


Fixing Elections
There is one type of illegal business that allows you to fix the voting in elections. This is the teamsters racket. The teamsters skim money from the unions, and also influence the 'block voting' system used in elections. This is used to help you become mayor, as the union swings the block vote from the industrial area. You can have any number of teamster rackets, but only one counts towards the union vote. Those situated behind union offices are the most successful at this role. The fixing of the votes is an automatic function carried out during an election.
Note: The teamster building can be countered by actually owning or controlling the industrial business sites which ensures that the workers won't go against the Don. This is where negotiations take place between the syndicate who owns the teamster racket and is pushing a certain canidate for election and the syndicate who owns the industrial neighborhood.

Giving Orders To The Hoods In Businesses
You have their phonenumber, try giving them a ring. Or better yet, a visit from the Don.

The Directory Assistance ?clipboard
The directory is mentioned a number of times and is basically the cities white pages and yellow pages phonebook in your Organizer with every business and every person listed on board, highlighted and grouped together are the people and businesses whom you know of in any way ?either because you own it, or extort it, or have explored it, or bought a soda there once, what ever.

People
The white pages contains all the people in the city with their address and phone numbers, highlighting and grouping the ones you know with there listed occupation and phone number ?if listed. These groups are:
Dignitaries
security Officers
Pinktons
Gangsters
Charities and Religious People
Reporters
Business Owners
Citizens
Each group comes with a number of filters allowing you to access specific people such as bribed and not-bribed-yet or those business owners who've refused to pay protection. Once a person has been selected, their location is shown on the map, provided their whereabouts is known to you.

Buildings
The yellow pages shows all the different businesses located within the city, also highlighting the ones you know of and grouping them as follows:
Residential
Municipal
Commercial finance
Commercial retail
Commercial entertainment
Light industrial
Heavy industrial
Transport industrial
Military
With Empty Lot being a special type of building that doesn't have any phones going to it. You can view particular buildings and businesses within your territory, rival syndicate territory and those in neutral or unclaimed areas.

Phone numbers and locations

Resources
As a crimelord, you need to balance your resources effectively. These resources are the men and women you employ and the vessels and weapons you possess. You'll have a cache, or set of resources in each of the three assets. Hoods are in the employment pool, vessels are in the motorpool and weapons are kept in the armory.

Hood's Employment Pool
This contains the list of hoods who haven't been allocated to any of the team or any hoods previously belonging to a team but who have lost their lieutenant through death, demotion or dismissal ?the three Dee's. The hoods in the employment pool show the following details in the Hoods Details Panel, which still looks like another piece of paper with a paperclip on it:
Their portrait and name
Their skill and attribute ratings in the currently selected skills/attribute filter
Their pay demand and what you actually pay them

The same orders as with the Team Details Panel are available:
Allocate the hood to a lieutenant's team
This option moves the selected hood to into the team of any lieutenant that is currently displayed to the left. This can only happen is you have any teams with an opening in them, and who are willing to take a newbie in ?often, the lieutenant of a crew will complain and request to work with someone they've worked with before, or at least to work with someone who isn't wet behind the ears anymore.

Promote the hood to Lieutenant
This speaks for itself, the hood will want 50% more pay if to be a lieutenant ?so cheap hoods become cheap lieutenants and usually bad ones.

Sack the hood
Sends them out into the ship and makes them recruitable for all gangs. The hood always becomes aggessive towards you and your gang and is much more inclined to attack your gangsters upon sight, for no reason.

Kill the hood
Choosing to kill the hood is an alternative. Doing so doesn't lead to an investigation, but does result in your hoods becoming nervous and a bit restless.

Edit their pay.
To foster some serious loyalty, give everyone a $1.99 pay raise every month. It'll slowly foster a to-die-for loyalty.

With NPC hoods, their skillsets will rarely go upto '10' for anything, but there are exceptions for those lieutenants with hoods who are proficiant at recruiting "making an offer they can't refuse".
The skill/attribute filter will organize the hoods from top to bottom best to last and can be selected according to different choices;
best business AND organization skills
best Intelligence AND stealth AND (firearms OR boating OR demolitions)

Weapons
These are grouped together in the armory and are handled by your weapons lieutenant, also known as Gino/Igor/mr Woo/'pops' or just "the weapons guy". Weapons are acquired either in batches ?wholesale, or individually ?which is basically retail. Individual weapon purchases can be weapon specific ?you want that M-14, but when bought in batches they are bought according to what type they are, and what kind of quality grade they are. The types are:
Pistols ?these can be light or heavy, revolvers or automatics. Silenced, if so ordered.
SMG's ?sometimes they only have machine pistols, oh well. Also silenced at an extra cost.
Shotguns ?full length or sawed off. Ask for the bargain special and you get a musket.
Rifles ?whatever comes by, hunting- and military rifles, assault rifles, carbines and specialist sniper rifles.
Twin Pack ?basically two pistols of the same type with a concealed shoulder holster to fit both, one under each armpit. It's really the specialized concealed shoulder holster you're buying, which allows for devestating ambushes.
Heavy Weapons ?usually explosives, the odd hand grenade, a BAR or Bren occasionally. Start playing with miniguns or -stupid- missile launchers on board and you will have everyone onboard with a gun after you, for ever. Did I mention all the guns? Good, think about it. This is a highly populated environment where holes in the wrong place mean serious problems, of the ship-is-sinking kind.

The quality grade is the same as for everything and ranges from 0 - 100.
0-12= Antique and or the standard jury rigged.
13-24 = beat up, and the weapons look like they were used in hell.
25-36 = second hand, wonder if there's a body linked to any of them. Probably.
37-49 = utilitarian. These are the basic, no frills firearms
50-62 = standard, they're new, nothing special, and that's that.
63-75 = comfortable. The weapons will have a little something extra
76-88 = "sweet" I wonder, what would Eric Cartmans favorite weapon look like?
88-100 = decadent: Sota, top of the line Mil spec hardware. What the big boys like to play with.

Vessels
These are available to your lawyer, accountant and lieutenants. Vessels can all be bought, stolen, stripped, pimped and sold. Stealing Vessels, stripping them and selling the parts can be a very lucrative racket. Owning businesses such as mechanics, boat dealerships, ferry-, salvage-, transporting companies, 'gas' stations and junkyards all contribute to your ease in managing and personalizing your motorpool.

>>>>>[Don't forget owning a marina harbour ?or at least own an interest in one for any owned boats or vessels, and our very own clandestine docks too.]<<<<<
?Flinn (even:I:know/this-little-trick)

>>>>>[But then you would be Eric P Flinn, third largest prirate commodore known, sought after by every security agency and intelligence agency, not to mention every captain in the fleet, and a bounty of two million bucks on your head, dead or alive, with 'dead' being the peferred option.]<<<<<
?Jimmy "Noodles" Alvario (16:13:28/04-04-07)

>>>>>[What can I say, I love being popular. And, er, it's second largest 'private shipping and saluaging consortium' known. And it's, uhm, I believe 2.5 million according to the latest figures this morning ]<<<<<
?Flinn (Rock:and:Roll/is-the-lifestyle)

Goods
There are a number of Goods that you can aquire. All of the different goods are ways to make you huge amounts of cash, but are also illegal ?no @#%$& -sherlock. Most businesses can store one or more type of available goods, and the inventory in stock is shown in the Building Details window for each business that you have either bought or extort, with the maximum amount of place next to it.
Note: by canceling out the ability to store one type of goods, you can increase the amount of space to store to other type of goods. This option is only available if the business can store more than one type of goods to begin with, if it can only store one type, then that's that.
They are grouped into the following categories:

Booze and Drugs
Booze is essential for your illegal nightclubs ?the speakeasies, which in turn return a huge profit for a regular supply. Speakeasies are third only to casino's and drugs when it comes to making illegal money, and a city can support a lot more illegal nightclubs than it can casino's.
Although you can steal booze from an opponents illegal stills, speakeasies, businesses with stored goods and the opponents warehouses ?which is the motherload, the safest thing to do is either 'import it from Canada' or produce it using your own illegal stills. Stills are the catch all phrase for illegal breweries and distilleries, and they need a front to operate and their own set of supplies and materials to make the booze, but otherwise they cost relatively little and can produce huge quantities of illicit beer ?from breweries, and gin ?from the distilleries. The expensive brandies, whiskeys, vodkas and liquors all have to come 'from ashore', unless your brewer is exceptionally skilled. The bigger the smuggling expedition is to import the booze, the more varieties there will be on the shipment. The more varieties of booze your speakeasies have in stock, the more profit they'll make.
The cases of booze are automatically distributed among your speaaeasies by boats as they are produced in the stills. Don't forget, depending on size, stills only have a limited amount of space for onsite storage. Any surplus booze, or if you haven't any speakeasies up and running, will be first stored in any warehouses you have, and when they are full, the booze will be stored in any of the businesses you control.
Drugs are a whole different ball game ?but everybodies playing it so listen up. The first thing to know is whether the drugs are a class A, class B or class C substance. Class D is coffee and usually legal, class C are the depressants, class B for amphetamines and hallucinogenics and class A for everything else. Since the only difference is the amount of heat it generates they're treated the same as far as dealing with it goes. Drugs don't need locations per se, and considering the heat the draw towards themselves, a neighborhood turf better be locked tight in gang or syndicate hands before starting up a drug location, or the cops will be there real soon.
Drugs work the same as with booze and speakeasies, except the booze is the drugs and the speakeasies are the dealers and drugs houses. Importing drugs is probably the easiest way to obtain a good supply, depending on where you get it from, but is also watched closest by the Pinktons. Smuggling crews know that to specialize in drug running means entering a never ending cycle of setting up pipelines, using them ?sometime seriously successfully so, and then watching them collapse because of some @#%$& up, people get burned, hopefully getting out alive, and starting over. From scratch as well, because any new pipeline has to be so far away removed from the first one that it takes the Pinktons awhile to figure out again. Take the human element out of the loop?
Note: 99% of all collapsed pipelines can trace their fault back to human @#%$& up.
Hopefully more secure, and definitely more trouble, time and money to set up is the local production of drugs. Depending on the drug, this can be relatively easy or hard as hell. Some drugs need raw resources that first must be refined befor being the drug of choice. Some drugs are the raw resources and some require several refinements. In any case, it'll be an operation of some sophistication, with a lot of room for human @#%$& ups, especially when productions get bigger.
See, the problem with drugs is it @#%$&s people up, big time. And not only the people dealing with it, it @#%$&s up neighborhoods as well. With only street dealers it takes a while before the neighborhood declines, and with only the street dealer it'lldeclines slower as well. House dealers, who set up crack houses, can @#%$& up a neighborhood in record time, with junkies scrounging around, muggings, purse snatchings, petty theft, car theft and car break ins, heroin [censored]s hanging around, low business trade, dereliction. Things like this tend to get noticed by the people down town. Where it is exactly happening dictates what they usually do about it. If it's in a rich influencial area or neighborhood, $%&@# happens fast. If it is in a low security area, industrial neighborhoods and project housing estates, they won't give a $%&@# for the longest time. And then once elections roll around, there will be security raids in a couple of the neighborhoods, some of the crack houses will get cleaned out ?usually the street hustles just move over a few blocks for a while, and it's back to business as usual. It's different when a Capo or Don takes an interest in the area, if the Capo says there will be no drug dealing in the neighborhood, then believe it. Usually, the Don has been quietly buying up the real estate and with the drugs gone and the junkies gone, land values begin to pick up again, building sites that were damaged or destroyed are fixed up and rebuilt, higher class businesses move in that attract richer clientele, and presto you've created a 'buzz' location.

>>>>>[Uh-oh, looks like someone blew the whistle on the main motivation behind urban renewal, not good, people.]<<<<<
?Jimmy "Noodles" Alvario (16:13:28/04-04-07)

Stolen Goods
Most goods can be taken from businesses during a raid or burglary, It's just that a lot of the stuff you normally wouldn't ?groceries and such. Goods such as jewelry, furs, valuable coins and stamps, antiques and artwork, and don't forget about guns, computers and electronics that can all be taken while on the job, which is why it pays to take the truck once and a while. Good businesses to remember to take the truck to when raiding are:
Antique dealer, Arms dealer, Army surplus, Art dealer, Auction room, Bank, China store, Department store, Mini mall and Mall, Diamond sales, Furrier, French polisher, Gold merchant, Computer store, Gun store, Jewelers, Stamp/coindealer and Watchmaker.
These goods are distributed straight to your businesses that can sell the goods to the unsuspecting public, bringing in more money to your empire. Goods that can't be fenced or for those where there isn't any room for are stored in the nearest warehouse for exporting. When room becomes available in a given store, a truck will automatically resupply those businesses that have space with goods until the warehouse is empty.

Counterfeit Money, Documents And Forged Art
This is the area of the forger, and needs a counterfeit printer to operate. Initially, the forger will only be able to produce fake currency, and the better the quality of the fake money the less likely that the Pinktons will find out about the fake money any time soon. The money goes to your businesses and is put into circulation.
Later on, the forger can be upgraded to also create forged documents. The upgrade consists of the forger contacting hackers to also insert forged data files in the different databases to correspond with the forged documents ?otherwise it's just a piece of paper. At this level the counterfeit operation becomes capable of performing the specialized racket of 'new shoes', getting someone a new identity. A further upgrade lets the forger come into contact with painters who can reproduce art. Now you can try your hand at art theft ?not that you weren't able to mount an art theft before, after all, you're the Don. But those thefts, where the painting just disappears, tend to raise a lot of heat and the illegal art trade is illusive to track down when there's a lot of heat. Swapping an artpiece for a forged piece keeps the whole thing a lot quieter ?for one, the museum will leave the forgery hanging while they investigate the theft.
Note: At this point we may have to model quite a few museums and digitize a bunch of paintings.

Illegal busineses, Rackets And Fronts
There as a number of illegal business rackets you can get into as a ganger and as a gangster. As mentioned before, gangers have the limitation that their rackets are, for the most part, confined to the streets, and only occasionally are they situated indoors. Mobsters don't have that limitation, although they are presented with other problems, such as fronts.
The difference between a business and a racket is that a racket can be done from almost any location, or is completely location indipendent, and a business is location bound. This usually means that the racket is smaller in scale than an illegal business venture, but can entail the same illegal activities. Also, rackets are often off-shoot illegal activities born out of legal activities, such as fencing stolen goods. This can happen naturally through your legally owned busineses ?which is the syndicate way to do things, or out of the back of someones car trunk while parked in front of the local bar ?which is the ganger way to do it. Either way is equally profitable on the retail scale ?hot goods going through legal businesses are always 'on sale', 'no refund' items which brings about as much as when sold in a bar or at a swap-meet., and illegal black market swap meets are so well organized that it takes either numerous gangs or a syndicate to pull off. Black market sales is another racket that isn't easily defined. Whereas the sales of black market stolen goods is taken care of with the fencing racket, it doesn't cover the sales of illegal goods, although it's slightly covered with the illegal swap meets. But with things like say; the sale of surplus booze to a rival crimeboss who's almost out of his own, has thirsty speakeasies, and you're at peace with the guy anyway. These aren't covered without the Black market racket. So, if you would get an unregistered ?most likely stolen, weapon through a fence. The weapon itself isn't the problem, just that it's unregistered, and probably stolen from somewhere. But if you wanted an illegal weapon, where it's the weapon itself that is the problem and not just having it. Like say maybe a missile launcher or minigun, things that would stand out in the suburbs. Those are the things sold on the black market ?as well as slaves.

Good front businesses are rating from best to least best, but still better than average. These will net you the best profits ?customers appriciate where the location is 'hidden' and flock, as well as being the best hidden from the Pinktons and the security detective squads. These are the locations to hunt and fight for.
Average front businesses are just that. They can be used and will net you 'some' profit, but not as much as a good front business would net you. Also, as far as hiding the illegal business goes, average places are best used in an on & off fashion; having a few illegal busineeses ready to go and set up, but with only a few actually trading, and as the Pinktons seem to close in on one of them, just cease trading and start in one of the other businesses already to go. This actually IS the best way to keep everything quiet and out of sight. It always takes awhile for any suspicion to be attracted and as soon as you stop trading/production in one illegal business the heat and suspicion will start to drop, and the cops and Pinktons can start all over again somewhere else. It might take quite a few illegal businesses to be set up behind average fronts, with only one active at a time and trading being rotated between the businesses, but then the fronts are really average to start with. Average front businesses should always either be changed into a front that is better suited to the illegal business out back or replace the illegal business out back with something that won't attract as much attention and blends in better, either way upgrading the compatibility of the illegal business and the front.
Locations are places where gangers can set up a floating rackets that will last a while but will have to move sooner rather than later.

Card game
One of the easier rackets to set up, card games can both be 'established', or floating. An established card game needs a location where the ladies and gentlemen can sit in private and enjoy their game. Floating card games take place anywhere where four guys can sit down in a back room, or upstairs, and deal cards.
Good Fronts for a card game:
boat dealership, Book store, ferry company, Carpet store, Coffin makers, Costume store, Finance company, Gas Station, Gym, Hotel, Hotel large, Poolhall, Removals company, Restaurant, Sign Writer, Stamp and coin dealer, Stationer.
Average Fronts for a card game:
Acupuncture clinc, Bank small, Barber, Breakfast bar, Caf?, Convenience store, Department store, Funeral parlor, Furniture store, Hair salon, Hardware store, Laundry, Local store, Real estate, Tailors, Tattoo parlor, News agency, Pawnbroker, Printer.
Locations for floating card games: uhh anywhere, wasn't it?

Casino
The highroller of gambling establishments, casino's are stocked with ever kind of gambing game there is. And always in as much class as possible ?after all this isn't some back alley crap game, so there are no floating casino's. There aren't many places where you can hide a venture like an illegal casino, which is why so many of them are probably out in on the waters in one of the rigs. And not a lot of places will even beconsided average.
Good fronts for a casino:
Banks (large), Department stores and Hotels (large). A rig.
Average fronts for a casino:
Auction Room, Bank, Hotel, Restaurant, Movie Theater and regular Theater

Counterfeit press
The place where dead presidents get cloned ?sorry, I just had to say that. Counterfeiting will provide you initially with crates of counterfeit currency, i.e. funny money. This is stored on the premises, but space is limited. From the printers the money is directly distributed among your controlled businesses to be handed out as change to the shopping public.
Good locations for a counterfeit press are Printer, Stationers, Newspaper, Department store, Hotel large, Bank and Bank large
Average locations for a counterfeit press are Auction roon, boat dealership, ferry company, finance company, hotel, removal company

Dice game
The easiest racket to set up, all you need are a pair of dice and a wall to throw against. Although these games are mostly 'floated' by small gangs, some established dice games do exist, although the take is usually on the smaller side.
Good fronts for a dice game are Tenement block, Barracks, ferry Company.
Average Fronts for a Dice game are Arms dealer, Army surplus, Bailiff, Blacksmith, boat dealer, Bar, Barber, Beauty parlor, Bookstore, Caf?, Coffee shop, Convenience store, Detective agency, Funeral parlor, 'Gas' station, Gym, Haberdashery, Hardware store, Local store, Pawnbroker, Pest controller, Plumbers, Pool hall, Removals Company and Tattoo parlor.

Drug lab
This is where the 'magic is made'. Requires enough room for the laboratory to be set up. Set up size determines drug production maximums. Raw resources are required to manufacture the end product. Producing the raw resources is done at a plantation, where the resources are grown.
(ganja for hashish etc..) Sometimes a production is broken up into different locations, each location a step in the production process. This is often a case with the step between resource harvesting and refinement.
Good locations are the less used industrial locations and areas of the ship where others rather not venture.
Average locations are everywhere else


Drug house
A known location where non-sactioned drugs can be obtained and used.
Good locations are residential housing
Average locations are the industrial locations

Gambling den
The blue collar equivalent of gambling establishments, gambling dens a number of gambing games around, usually betting and a few cardgames. Although not as much class as a casino, and smaller in scale, it still isn't some back alley crap game, so there are no floating gambling dens, although they can be set up quite quickly and are often semi permanent.
Good locations for a gambling den are most commercial locations.
Average Locations for a gambling den are industrial- and residential locations

Grifters
Con artists. Where ever they want to hang, hang they are. Bars and lounges mostly

Insider trading
Shares are seen more in the world of 'markers' and 'IOUs'. As someones reputation grows, so do the 'favours' you owe and your assets. Knowing that someone or something is going to take a fall before it happens and dumping their markers for someone elses is considered insider trading. Illegal yes, but watcha gonna do 'bout it

Loan shark
Is wiling to loan money when the banks won't. Comes with a price though. Good locations are commercial locations with repeating customers. Restaurants, breakfast bars
Average locations are the admin companies

Moonshine still
Since all the sales of booze and beer is regulated on board -to stamp out speakeasies, the speak easies must resort to smuggling it on board from shore, or making it themselves on board. Beer and gin only, the fancy stuff has to come from shore.
Good locations are the industrial sites and commercial locations with deliveries
Average locations are the commercial locations without delivery

Numbers racket
Illegal betting. Bookies are known to take odds on most anything happening on board.

Office
Your main head quarters where you sit and pass judgement on the rest of the ship -or at least that portion you control. That area that you control radiates outward from your office location. At the boundries of you area of control -territorium, turf etc..- things like intimidation and extortion become more difficult. After a while it pays to open another office or upgrade to an office building
Any front can act as a good location for an office, no exceptions, all equally so.
Some fronts give certain benifits that others don't. A transport/shipping company, ferry service or 'gas' station has access to boats and so on.

Office building
Just as the name implies, a bigger office. As a front usually an admin office or other whitecollar business is used (can't hid a complete office building behind something else, can we?) Increases the area of influence for extortion efforts and intimidation.

Prizefighting ring
This is where bare knuckle fights, freefights and deathmatches take place. Anyway, it's nonsanctioned by the skipper.

Speakeasy
A bar. That runs without paying taxes to the ship (ie skipper)
Popular because the prices are usually cheaper, and there's an atmosphere of being sneaky, which alway appeals.
Usually with some form of floor entertainment and a band. Usually also sports a number of other non-sactioned activities; gambling, drug and prostitution come to mind.

Swap meet
Unofficial market where no taxes and paid for any sales. All sales are final, garantee until it breaks. The troll market is a good example of a swap meet. This also counts for the chinees market aboard the Asian Princess and african market aboard the Caribbean Star

Teamster
This is where the mobster gets hooks into the ships union movement. There are a number of group labour movements and they represent a powerful voting block during elections. They are also a great recruiting tool in securing the labour exchange and the docks from other syndicates recruiting from there, unless they actually own said locations, in which case the location is slip for recruitment between the two.

Brothel
The only prosttutes allowed to work on board are those that have been given a license to do so. The license states that the prosttute hasn't been forced to work, and has had a regular medical. For all of this the brothel owner pays a hefty ships tax, which is why there are so many illegal ones.
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Lizbeth Ruiz
 
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Post » Mon Sep 13, 2010 7:03 pm

Nobody will ever read all of this.
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Chenae Butler
 
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Post » Mon Sep 13, 2010 1:03 pm

Uhhhh, thats alot, what type of Rp is this?
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Ross
 
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Post » Mon Sep 13, 2010 4:50 am

Why don't I start.


I stood on the bow of the speedboat as we slowly made our way down the Potomac and out to sea. Looking back at the boats captain, who went by the name of "Dave, just call me Dave.", a wide manic grin plastered on his face, scruffy bearded and eye patch to boot
"You're letting yourself in with some peculiar characters of lately, Andy me old moron. Man, I hope I know what I'm doing", I was smart enough to keep it under my breath. He waved. I waved back.

There wasn't any way to know if this was a smart move. Probably not. But since staying wasn't an option anymore -someone had seen to that, this seemed beter than hiking it cross country. Besides, whoever had framed me would be gone as well, using me to cover their tracks, keep everyone looking for me instead of looking at or for something/someone else. Either way, whoever it was would be looking for the quickest way out of the area as well, and this was the only show in town, so to speak. And I wanted them in the worst way.
It was a classic frame up job. It had to be. Someone wanted me out of the way, or at least as preoccupied as can be, and I svckered straight into it.

First there was the crashing noise followed by a muffled scream that came from the Simms house, just as I was walking up the slope towards home. Their door ajar I rushed in to find Lucas's boy Harden lying in a pool of blood, a single casing on the floor, and a shadow in black exit out of the top story window. I was about to move in persuit when a cherrybomb in a bucket in the corner exploded with a report, quickly followed by Lucas Simms rushing in the door.
And he sees me, he sees his son, he sees the blood, he sees my gun, he smells the powder in the air...

..and he started firing.

If it weren't for that chip I have embedded in my head, this would be the end of the story right here. Luckily it was still working and I was able to once again demonstrate why everyone says I have the fastest reflexes in the entire DC wasteland. Stepping under his first shot I took the two steps needed to close the distance and grabbing the rifle's barrel shoved it up and away from my face. A quick jerk on the barrel while kicking hard into his instep and the weapon was mine. Not wanting to kill the guy, -I actually quite like him, and felt sorry about his son- I used the shoulderstock of the rifle and buttstroked him across the face, leaving him outcold.

Faced with few possible alternatives -couldn't go to my place, couldn't leave through the front gate, it would be on lock down until everyone knew where the shots were coming from, couldn't stay here..
Taking the same route Hardens attacker took, I was out the upstairs window in no time. Climbing up to Lucas's look-out, and along the gantry to the vantage point where the towns sniper usually sits -thank god for over hearing Jenny at the restaurant that Stokholm was still sick at home with radiation fever. A quick descend down and I was outside, with nothing but the cloths on my back and my unyielding charm to aid me along with the most basic of possessions -whatever I had with me at the time.

..and I was being fired apon again, for the second time in less than ten minutes. This was starting to annoy me. Normally I would draw a bead on the target with my silenced 10mil and drop the guy. Why a silenced pee shooter, you ask? Because up until now I had yet to find the correct situation when a loud flashy gunshot was better than a sneaky silenced one. Besides, it doesn't leave your ears ringing. And when it doesn't matter whether you're sneaky or not -because they've seen you and are coming fast, I would rather use the blackhawk .44 magnum I carry on my right hip -the silenced 10mil sits under my right armpit in a custom fitted shoulder holster, I'm ambidextrous. Combat knife sheathed in the left boot, snub nosed.32 revolver in my right. Brass knuckles and switchblade in my coat pockets somewhere, along with a few other things, some ammo. Like I said; the basics. Anyway, I had a reason to make some flashy noise -I wanted the guy in Stokholms place to duck ffor a few seconds so I could melt into the evenings dankness, so taking the extra second I got out the .32 calibre police special -snubby I called it- and closing my eyes against the flash- and that I really didn't want to hurt anyone, pointed vaugely upwards and emptied the cylinder in record time.
Opening my eyes again, I could see that who ever was up there was cowering behind cover. I could also hear the front gate being hastily opened and people behind it. Simms was one of those people -Damn that man can shrug off a buttstroke to the face and keep moving?! He just moved up a notch on my [censored] list of people "not-to-mess-with". I'll appologise after all this is sorted.

I quickly back away from the gate and went around the side wall of the town. I was now cut-off from my main source of supplies -goodbye scoped lever action .44 calibre rifle, a personal gift from the Henry Arms Company to Abe Lincoln himself. Retrieved from the DC ruins in the first year out of the vault and kept in perfect working order ever since. Goodbye collection of numerous rifles, amount running in the upper 70's, all in different states of disrepair, all for the sole purpose of keeping the Henry rifle in mint condition. Goodbye crates of pure bottled water, saved up over time, goodbye one-hundred-and-sixty-two bottles of beer from around the world..

That almost made me go back.
Ah man!
My beer!!

I turned and looked back at the captain as he stood at the helm of his boat -sorry, interceptor, and piloted the craft out towards open water. I cupped my hands to be heard over the engines rumble:
"Hey!" uhh, what was it.. oh yeah,
"Dave!"

He nodded in my direction as to say 'whats up?'

"This ship, this Minnow, right? Look, I gotta know one thing or else you can drop me off right now, keep the fee I already paid, no hard feeling, ok?"

Dave powered down the engines somewhat sothat normal conversation could be heard, leaned casually on the helmswheel as he lit a rather large looking sigaret, and asked;
"Sure, whadda-ya wanna know?"
"This Minnow" I still had troubles picturing a huge honking freighter named 'the Minnow', but ok. Looking straight at Dave as he looked at me with his one good eye, I enquired:
"It's got beer on board, right?"


Acolyte, showing you the Minnow through his eyes..
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Ellie English
 
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Post » Mon Sep 13, 2010 4:47 pm

WTF kind of Rp is this? You need to have a character sheet for the characters. And a story as well.
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Erich Lendermon
 
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Post » Mon Sep 13, 2010 12:58 pm

WTF kind of Rp is this? You need to have a character sheet for the characters. And a story as well.

It's called an open environment. As for character sheets, I'm sure something can be thought up..

As for the stories,
This locale (I should say worldspace) has been through two previous incarnations, first as a playable location in D&D and again as a cyberpunk location. It has seen 8 full campains played out within it's scope, and well over 100 adventure senario's that I put my mercilessly tortured gaming group through over the course of six or seven years. So be nice, there's alot of saturday nights -among other things- that went into this tome.

I'm working on them. And I just started one. This is after all, fiction.



acolyte :huh:
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Albert Wesker
 
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Post » Mon Sep 13, 2010 3:43 pm

It's called an open environment. As for character sheets, I'm sure something can be thought up..

As for the stories,

I'm working on them. And I just started one. This is after all, fiction.



acolyte :huh:


Well a Character Sheet should not be hard to think up. You really just need the basics to what your character looks like, acts like, and carries etc. And also that is not a story, its just you saying where the game came from. You need a basis to what moves the story, and events (If any) happen or happened before the players begin.
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Alexis Acevedo
 
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Post » Mon Sep 13, 2010 5:49 am

I agree with Strange, it isn't an Rp without an epic struggle. So far you come up with an amazingly detailed layout of the area that I wouldn't be able to do in a million years. And i salute you for it. Now what you need is a way for people to get involved in it.
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Adam Kriner
 
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Post » Mon Sep 13, 2010 5:40 am

Added back story then?

Ok, but since this whole thing is a work in progress, then this thread is going to be one as well.
:bigsmile:
Sorry.

I'll put up more as I get stuff sorted out -I would like to stay as close to the original storyline as possible, while making it FO3 lore friendly
Thanks for the advise!


Acolyte shuffled back to his aclove, with more to scribe...
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Latino HeaT
 
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Post » Mon Sep 13, 2010 12:37 pm

Too much to read.
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Katie Pollard
 
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Post » Mon Sep 13, 2010 3:46 pm

instead of several feet of text, you should give each ship a brief summary so people will actually read it.



Also, exactly how many copyrights did you infringe upon in the gangs section?
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Wayne W
 
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Post » Mon Sep 13, 2010 12:31 pm

so... much... text...

congratulations you've just won the understatement of the millennium award. :celebration:
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Holli Dillon
 
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Post » Mon Sep 13, 2010 8:34 am

Wooooooow. You have a lot of free time
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stephanie eastwood
 
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Post » Mon Sep 13, 2010 6:01 pm

At this point, all of this is just spam.

A lot of the stuff in there doesn't even relate to RPing.
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A Boy called Marilyn
 
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Post » Mon Sep 13, 2010 1:13 pm

At this point, all of this is just spam.

A lot of the stuff in there doesn't even relate to RPing.

yeah this guy is insane and has far to much time on his hands.
a very bad combination.
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Julia Schwalbe
 
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Post » Mon Sep 13, 2010 8:16 am

If you read it, most of it doesn't even make sense.

He just copied and pasted it from some other site.
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Latino HeaT
 
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Post » Mon Sep 13, 2010 8:51 am

Wooooooow. You have a lot of free time

Thanks, I'm taking time off after my last contract.

yeah this guy is insane and has far to much time on his hands.
a very bad combination.

Yes, I'm insane. That has been established by others who have impressive abbreviations before their names, Drs, Dr and all those..
As for also having far too much time on my hands, beats being insane and living under a rock, in a terrorist third world nation with a M4 and/or M21 for company. Now there's a bad combination
Hey, maybe someday you'll watch me as we're standing within 1000yrds of a target, clear field of vision, low side winds, minimal temperature divergence down range.... :evil:

If you read it, most of it doesn't even make sense.

He just copied and pasted it from some other site.

Sorry if it didn't make sense, I'm still piecing it together from a zillion old notes that I came across in the attic from high school days. Thank you for the compliment of not believing I wrote all of this.
I did. All of it. And thought it up too.


So, how about I take everyones ideas ans comments and try to fix this, and maybe in a week or so, it might look a little better?
Otherwise I'll have the moderator close it and appologise for wasting everyones time, deal?
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natalie mccormick
 
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Post » Mon Sep 13, 2010 12:24 pm

Too much to read.
congratulations you've just won the understatement of the millennium award. :celebration:
Wooooooow. You have a lot of free time
At this point, all of this is just spam.

A lot of the stuff in there doesn't even relate to RPing.
yeah this guy is insane and has far to much time on his hands.
a very bad combination.
If you read it, most of it doesn't even make sense.

He just copied and pasted it from some other site.


I have been following this topic and it seems there are those who just want to add pointless posts. If you want to help get this started or want to participate then constructive posts are welcome, if you have nothing of value to add keep away from the "add reply" button.
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Marine Arrègle
 
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Post » Mon Sep 13, 2010 7:59 am

Holy Blazing Fruit Bags Batman (HBFBB for short)
that is a lot of data,
few questions
1. where are the gangs you mentioned in greater detail located ( Wongs, Duckies, ect)
2. do you have characters for the leaders of each group already? if not which ones do you require characters for? if so does the group need humorous lackeys and such or will the minor league police serve that role?
3. where would the wongs gain ninja gear? I don't believe you mentioned a clothing industry in there.
4. when I think of the "Dragon lady" character you mentioned I keep getting images of Street fighter characters why must you torment my poor brain?
5. where would the duckies find pre-war condition bibles? or would they just find several different ones and glue in the missing pages to one? (horrible idea of mixing up different religious texts occurs)
6. are there other religions on the boat or are the Duckies the black sheep of the ship in that regard?
7. *looks at the scary bear* errmm... Agg?
8. oh yes so you have ninja, you have samurai where have the pirates hidden in the deluge of text you call an intro?

think that's about it I'll try to think up some characters for ya, oh yes and the Duckies are the only gang that kills, is that not kind of counter intuitive when the group that is a horde of angry Irish swarming the other groups that do not even equal half their numbers can run into battle with little fear? or is this referring to people outside of the gangs?

Edit
just had another thought, the way you have this set up it is really quite hard to comprehend due to the scale of this world. so my suggestion focus on one ship to start with, flesh it out and present it as an RP with two different factions having issue with each other, obviously multiple factions could work but it seems that most of the Rp's here are two sided affairs.
perhaps have one happen on the Asian princess with the Yakuza and a Triad faction fighting.

you'll also notice that I have an interest in the larger gangs, the idea of a four faction RP with them sounds interesting, seeing as they are already larger gangs perhaps have them attract attention from larger fish in the game?

also you say that 500 people is a gang and not an organiation if so how many people are on this conglomeration of metal made to float?
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Stephanie I
 
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Post » Mon Sep 13, 2010 9:39 am

Woah.

In the beginning i thought this was a setting to be used by other people in their Roleplays, then realized it was massive, got confused, and now...
Is this showind us something you wrote up?

Some people said it was indeed a Roleplay but ... needless to say wow.
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Steph
 
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Post » Mon Sep 13, 2010 6:28 am

I don't want to be mean, but are your posts going to be shorter. I like it , but thats really your choice about the post length
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Amy Smith
 
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Post » Mon Sep 13, 2010 12:29 pm

DANG Andy...you REALLY needed me back then!!! What you could have DONE with an editor!!!


However, on second thought, it was all for the best. Let's face it, NO ONE could have kept up with you on the RP. and then you would never have written 'memories'...

I am still :rofl: at that IQ challenged guy who thought you COPIED AND PASTED from somewhere else! AS IF...I bet if he ever took a look at 'Memories' his face would turn first several shades of red, followed by even more shades of green!
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Marina Leigh
 
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Post » Mon Sep 13, 2010 4:47 pm

DANG Andy...you REALLY needed me back then!!! What you could have DONE with an editor!!!


However, on second thought, it was all for the best. Let's face it, NO ONE could have kept up with you on the RP. and then you would never have written 'memories'...

I am still :rofl: at that IQ challenged guy who thought you COPIED AND PASTED from somewhere else! AS IF...I bet if he ever took a look at 'Memories' his face would turn first several shades of red, followed by even more shades of green!

I find myself diving in here more and more as well since I'm working on ship's chapters and use it as my over view history and inspirational source
Spoiler
:ninja: I just hope those guys from Bethesda never read this or they'll nick it for themselves :ninja:


you can tell my meds hadn't levelled out yet back then, huh? :)

Post three was actually a draft for a ganger/gangster game I toyed with maybe someday developing (as if.) I borrowed from five different games for that text..
Still make a great mmo gangster game though.
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^_^
 
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