Crime Network
Crime Network
Cosa Nostra
CREDITS
Game Designers
Brendan Davis, Steve Bowden and William Butler
Writers
Brendan Davis, Steve Bowden and William Butler
Ryan Quinn (History)
Cover Artist
Jeff Preston
Art Director
Jeff Preston
Interior Illustrators
Leanne Buckley, Adam Schmidt and Michael Prescott
Editor
Alex Miller
Copy Editor
Alex Miller
Proof Editor
Dan Orcutt
Play Testers
Robert Rosenthal, Dan Orcutt, Lisa Sears, Dana Atterbury, Brendan Davis, William Butler, Steve Bowden, Robert
Willey, Devin Dworkin, David Kot, Heather Kot, James Johnson, Jeziah Johnson.
ISBN 978-0-9841026-2-4
BED 3001
Published by Bedrock Games
Crime Network is Copyright 2010 by Bedrock Games. All rights reserved.
Printed in the U.S.A.
Contents
Acknowledgements . ................................................................................................................................................... 5
Introduction. ............................................................................................................................................................. 6
Tools of Play................................................................................................................................................................................... 6
What Is A Role Playing Game?...................................................................................................................................................... 6
Mechanics....................................................................................................................................................................................... 6
Character Elements...................................................................................................................................................................... 6
Crime Network favors simplicity, style, and fun. All of the rules
presented in this book are designed to maximize these elements
of play. Character creation is a breeze, and those who enjoyed our
game “Terror Network” will find the same easy to use skill system.
The skill groups in Crime Network are streamlined to better fit the
genre, and we added a host of Shortcomings and Crime Skills to
enhance the flavor of the game.
In Terror Network, you got a chance to play the good guys. With
Crime Network, you now have the opportunity to walk on the wild
side. So fire up the stove, cook a spicy arrabiatta sauce and a pot of
linguini, and set the table for Crime Network!
6 Crime Network
Family use the Crime Families provided in the Crime Network Rulebook,
Every character belongs to a crime family. They are expected to be or design their own (see GM section).
loyal to their family and obey orders from the family Boss. Family
determines bonus Knowledge (Crime) skills, but it also shapes story.
Characters
In Crime Network, players get to be ruthless mobsters. They begin
Connections the game as lowly Associates, and work their way through the Mafia
Connections are resources available to characters in the form of ranks. Players will typically be members of the same crew, work-
personal relationships: people they know who can help them out ing for the same crime family, and taking orders from a Captain
from time to time. (or Capo). As they advance in level, they will earn more points to
allocate on skills, Expertise and Connections.
Respectability
Respectability represents a character’s standing within the family
Crews
and the world of organized crime. It is used to call in favors from The players in a game of Crime Network function as a team, be-
Connections, and to avoid being targeted by enemies and allies. longing to the same crew. They work collectively to achieve similar
This is done by making a Respectability check, a number of d10 objectives and please their Bosses. They also compete with one
equal to a character’s Respectability rating (1-6) against a Target another as they advance in rank. When a character achieves higher
Number of 6. Characters start with a rating of 1 in Respectability rank than the other members of the crew, he can issue orders and
and advance as they gain ranks. get a percentage of their income.
Rank Advancement
Rank indicates a character’s position within the family. There are Characters advance by gaining experience points, which they can
six ranks in Crime Network: Associate, Soldier, Consigliere, Cap- spend on skills, Connections, and Expertise. Game Masters (GMs)
tain, Under-Boss, and Boss. Characters start out as Associates and hand out 1 to 3 experience points for every storyline the characters
advance by achieving personal and family goals. complete. Storylines are comprised of personal and family goals.
Characters advance by meeting these goals.
Character Details
Personal Goals are specific agendas each player sets for himself,
Character descriptions are details like name, sex, place of birth, and informs the GM. It can be anything the player wants, but it
and date of birth that go on the character sheet but have no real should be challenging and take 1 or more adventures to achieve.
mechanical effect. Players may also add additional details like back-
ground story and personality, if they wish.
Even though Crime Network is set in the real world, Game Masters
should flesh out setting details, like city locations, crime families,
etc. This book comes equipped with a fictional city setting (Bay-
bridge) and its own crime families. All official Crime Network prod-
ucts use the Baybridge Setting and the Baybridge Crime Families.
Game Masters can set the game in any city they wish, and either
Introduction 7
Every time a character advances, another personal goal should be Rank Advancement
selected. Characters receive 1 character point when they achieve Characters are awarded ranks within their crime family when they
a personal goal. are eligible for advancement and have pleased the family Bosses.
The GM decides when to move characters up in rank. As a rule of
Family Goals are assigned to players during each storyline. The
thumb, the character who does the most work or achieves the most
GM hands every player a note at character creation (or when they
during critical family goals is the one chosen for advancement.
advance in level) that gives them a secret mission from their Cap-
tain or Boss. These can vary as well. Usually they involve whack-
Family Networks
ing someone (maybe another player), investigating a situation or
person, or collecting something owed to the family. Family goals Because player characters die more frequently in Crime Network
should always be secret. Players are not intended to know one an- than in other role playing games, players should make 2-4 characters
other’s family goals. Characters that meet their family goal receive before play begins. When a player character dies, a member of the
1 character point. family network takes his place.
5 XP 1 New Connection
5 XP 1 New Expertise
8 Crime Network
Chapter One:
Character Creation
The name’s Orlando Lipioni, but you can call me Lundo. I‘ve been in the crew for years now. A guy can make some sweet money here
in Baybridge. I’m not from the city originally, mind you. I was raised over in Ocean Park, down by the old Stone Yard. Hell, I started
out as a boxer. Had a mean left hook if I do say so myself. I took some nasty blows to the old noggin in my time, but never once got a
black eye. This bookie, who used to get us to fix some of the fights, introduced me and my brother Ralph to Tony, and I started collecting
for him. When Tony got whacked, Ralph was made into a Captain. Now I bring in dough, keep a nickel for myself and send the rest up
to Ralphy, who takes his share and then passes the rest to Primo De Luca. Yup, a guy sure can make a lot of money here in Baybridge,
if he keeps his eyes open and his mouth shut, that is.
So you want to be somebody in this town, eh? Well, first you got to got to make a character. Character creation is a breeze. Just grab a
character sheet from the back of the book, a pencil, and follow the process outlined in this chapter to make your mobster.
Making a character is like making a rich red sauce. You start with some basic ingredients like tomatoes, garlic and olive oil, then you
add in your own personal details (like a strip of veal or fennel). The point is, make the character your own. The steps below are a skeletal
framework; they give you the nuts and bolts of a character, but you need to breathe life into it. Dig deep into what makes the character
tick. Figure out his psychology. Make him interesting.
2. Select Personality Type: Choose from one of the three types below
3. Mark your primary and secondary skills: Based on your personality type, mark down which skill groups are your primary and which
are your secondary skills.
4. Select Family: Choose which mafia family you belong to. This is very important.
5. Mark down your rank: At character creation, you are an Associate, lowest of the low.
7. Purchase Skill: You have 12 points to spend on each of your Brawn
primary skills groups, and 9 on each of your secondary skill You’re not the brightest bulb, but you’re one tough guy. Brawns
groups. See the cost chart below. Its cumulative baby. aren’t cut out for the higher ranks, but they make good Soldiers and
8. Purchase Expertise: These precious things are 1 point each, Capos. Most are physically strong and good in a fight. It’s important
and give you a whole extra d10 on your skill roll— in certain to have a Brawn in the crew (even two or three) because they deter
circumstances. would-be attackers and help intimidate the opposition.
9. Select your Connections: You got to be connected to make it Primary Skills: Combat OR Physical plus one other skill group.
in life. At Character creation you get 2 Connections (1 deter-
mined by personality, 1 of your choice). Connections: One Criminal Connection plus one other.
10. Select Shortcomings: Try to keep these to yourself. They give Casanova
you an extra character point, though. You’re a lover boy and charmer, a regular ladies man. You know
how to get what you want from people, and make them feel at
11. Determine Starting Cash: You begin with 500 dollars, plus 200
ease. Casanovas are versatile, and capable of surviving in both the
additional dollars for each rank in the Finance skill.
high and low ranks. Frankly, for a crew, Casanovas can be a double
12. Purchase Equipment: Spend that cash so you can walk heavy. edged sword. They can smooth over complications with a wink and
smile, but they can also be extremely dangerous because you never
Character Details really know what they’re thinking.
Pick any name, age, or sex you like. This is all up to you, and has
Primary Skills: Mental OR Defense plus one other skill group.
no impact on the mechanics of the game. Character details may
affect storylines though, so you might want to run them by your Connections: One Social Connection plus one other.
Game Master before making a final decision.
Primary and Secondary Skills
Personality Type After you’ve picked your Personality Type, mark down which of
Everybody’s got a personality, and in Crime Network there are only your skill groups are primary and which are secondary (the character
three to choose from, so pick carefully. Personality reflects your sheet has handy little boxes for this). Don’t pick your actual skills yet
gangster’s inner soul and natural aptitudes. It also determines your wise guy, just mark down which are primary and secondary for later.
primary and secondary skill groups. Characters get 12 character
points in their primary skill groups and 9 in their secondary skill
groups.
Family
From cradle to grave, it’s all about the family— not flesh and blood
Brain family, but the crime family. They feed you when you’re hungry,
give you jobs when you need work, and whack you when you get
You ain’t too tough, but you know how to work the numbers and
out of line. The family is the center of your world.
be a reasonable man. Brains don’t get so much in the lower ranks,
but they make great Bosses and Consiglieri. Brains are usually good A crime family is like a tribe or noble bloodline. Within the mob,
with money and strategy. It’s important to have a brain in the crew, each family has an area of control— usually geographic, but it
because they know how to maximize profit. can also be a crime specialty. For example, a family may have a
monopoly on a particular drug trade.
Primary Skills: Specialist OR Knowledge plus one other skill
group. If possible, you and your fellow players should always be from the
same family. An occasional member from an allied family is accept-
Connections: One Political Connection plus one other.
able, but the flavor of Crime Network requires players to begin the
game as members of the same crime family.
James sits down to make his first character for Crime purchases rank 2 in Hand-to-Hand, Heavy Arms, and Small
Network. He’s watched plenty of mob movies and knows Arms, which costs him 9 points (3+3+3=9). He has 3 points
exactly what type of guy he wants to play: an enforcer- a remaining, so James decides to put 1 rank in Medium
big, muscle bound thug with plenty of street smarts. With Arms, for a total of 1. This leaves him with 2 more points
the basic concept in mind, James starts to work. for the Combat skill group (he’s spent 10 of his 12 points
Step One: so far). Knowing he will buy some Expertise, he holds on
James fills out all the background elements on the to them and purchases skills for all his other skill groups
character sheet. He selects a name for his enforcer: Vinnie (Note: It looks like James somehow spent a dot in sniper,
Clemenza, then marks down his sex, height, weight, and he does this by taking a Shortcoming- see below).
age. James decides that Vinnie is built like a pit bull, short
but packed with muscle (and maybe a couple of love Step Eight:
handles as well). He decides to make Vinnie 5’5” and 190 James buys an Expertise to round out Vinnie. Expertise
lbs. Figuring Vinnie is still young, James makes him 23 all cost 1 point. After completing his skills, James had 2
years old. points left over from his Combat skills and 1 point left over
from his Mental skills. He uses the 2 points in Combat to
Step Two: buy Hand-to-Hand-Bladed, and Small Arms-Single Shot,
James needs to choose a personality type for Vinnie. which he marks down in the Expertise box near the
Personality reflects a character’s core strengths and
relevant skill. Then he purchases Bully-Intimidate with
weaknesses, so it’s really important to James that he
his point in the Mental skill group and marks that down.
gets this right. Out of the three options (Brawn, Brain,
and Casanova), James thinks Brawn best represents his Step Nine:
concept for Vinnie. James needs to choose his Connections. Like primary
Step Three: and secondary skill groups, Connections are determined
James needs to record his primary and secondary by personality types. James sees that Brawns get one
skill groups. These are based on personality type and Criminal Connection plus another Connection of the
determine how many points players have to spend in player’s choosing. For his Criminal Connection, James
each skill group (9 for secondary and 12 for primary). chooses a Criminal Insider named Jeff Ryan. He decides
Brawns choose Combat skills or Physical skills as their first to take a Political Protector named Officer Hayden for his
primary, and then choose one other skill group for their second Connection.
second primary. James chooses Combat and then selects
Physical, giving him 12 points in those two skill groups, Step Ten:
and 9 points in all the other skill groups. James decides to take a Shortcoming. To mix things up a
bit, he selects Womanizer, imagining Vinnie as a bit of a
Step Four:
lothario. Shortcomings give players one character point
James must select his family. The GM has already told all
each. James takes the character point and spends it on
the players they will be members of the Martino family
1 rank in Sniper.
in the Baybridge setting, so James writes down Martino
on the top of his sheet. Step Eleven:
Step Five: James calculates Vinnie’s available cash. All characters
James marks down his rank. Since this is a new character, start with 500 hundred dollars, plus 200 for each rank in
he begins as an Associate. He writes that down as well. Finance. Since Vinnie has no ranks in Finance, he begins
the game with 500 dollars.
Step Six:
James records his Respectability rating. All beginning Step Twelve:
characters start with a rating of 1, so he circles the 1 on James spends his cash on equipment. He buys fancy
his Respectability tracker. clothes ($100) and a Glock ($200), for a total of $300
(100+200=300). He deducts this amount from his cash,
Step Seven: leaving him with 200 dollars (300-500=200).
James spends his character points to purchase skills.
All skills cost the rank desired, cumulative. So James Now James is ready to send Vinnie on his first adventure.
Character Creation Overview
Crime Network
Vinnie Clemenza Male 5’5”/190 lbs 23
Name 1 Sex Ht. / Wt. Age
Brawn Martino Associate
Personality Type 2 Family 4 Rank 5
Defenses S Wo u n d Tr a c k e r
Hardiness 3 + = 9 Incapacitated -2d -1d
Stealth 3 + = 3 6
Evade 3 + = 3 Respectability
Parry 3 + = 3 1 2 3 4 5 6
Wits 6 + = 6
Resolve 6 + = 8
Connections Equipment
Jeff Ryan- Criminal Insider Fancy Clothes
Officer Hayden- Political Protector Glock
9 12
1. Boss Acting Ranks: When a ranking mobster goes to jail, the Boss finds
a temporary replacement. This is an acting rank. For example, Joey
2. Under-Boss de Costa, a Santini family Capo, gets ten years in the slammer for
murder. Emilio Santini makes one of Joey’s Soldiers, Nick Moretti,
3. Consigliere
an acting Capo to hold Joey’s position until he gets out of jail.
4. Captain (Capo)
Respectability
5. Soldier Maintaining Respectability is important in the world of organized
6. Associate crime. If you lose your Respectability, you risk getting whacked.
Every character begins the game with a Respectability score of 1.
Associate: An Associate is not a made member of the Mafia. As- When characters advance in rank, their Respectability score in-
sociates can be people who aspire to become made men, or they creases by 1 for each advancement. Respectability functions exactly
could just be criminal contacts used by mobsters. Make no mistake, like other scores in the game. It indicates how many d10 you roll on
these guys get their hands dirty, they just aren’t official employees a Respectability check. Respectability never goes above 6 or below
of the mob. 0 (If you have a Respectability score of 0, roll 2d10 and take the
lowest result when making Respectability checks).
Soldier (Soldato): The bottom of the barrel. Soldiers do the grunt
work of the mob. They are made, and therefore members of “the Respectability represents your standing within the family, the com-
family”, but generally have very little influence and rarely deal with munity and in the criminal underworld. Frankly, guys who are
anyone beyond the rank of Captain. respected can get away with more things than guys who aren’t. They
can also call in favors more easily. Every time you do something
Captain (Capo): A Captain, or Capo, handles a large number of that violates the Omerta code of organized crime (see chapter 4),
Soldiers and controls a geographic area (usually one or two crews). you have to make a Respectability check. When a character fails a
A Captain may also be in charge of specific rackets. The Captain’s Respectability check, someone will try to whack him in the next
job is to make money, take his cut, and move it up the ranks of week. This will continue to happen until the character is able to
Crime Network. make amends for his transgression. The Target Number for Respect-
ability checks is 6.
Consigliere: The Consigliere functions as an advisor to the Boss,
and is typically in charge of the books. Another function of the In addition to your standing in the family, Respectability represents
Consigliere is to arbitrate disputes within the family and between your character’s influence over his Connections. When you request
families. There is only one Consigliere in each crime family. a favor from a Connection, make a Respectability check (see below)
to see if the Connection is willing to do it.
Under-Boss (Sotto-Capo): The Under-Boss takes care of the day-
to-day responsibilities of the family. He is also there to lead the At the GMs discretion, Respectability can go up or down for reasons
family should anything happen to the Boss. other than position in the mob hierarchy. Making friends with the
right people, keeping your mouth shut when the police question
Boss: The head of the crime family. The Boss is the highest rank a you, and being loyal to the Boss, are all things which can increase
player character can achieve in Crime Network.
Every skill in Crime Network starts with a rating of zero and can
be raised by character points. The cost to raise a skill is the rating
desired, cumulative. For example, it costs 1 character point to bring
your Small Arms skill from rating 0 to 1 and costs 6 character points
to bring it from 0 to 3. You listening? Don’t go buying anything at Primary and Secondary Skills
a 1 to 1 cost, capiche? Primary Skill Groups: Players have twelve points to spend
in each of their two primary skill groups.
Note: You can also spend 1 character point to gain an Expertise (see
Chapter Four). Expertise indicates advanced training. Secondary Skill Groups: Players have nine points to spend
in each of their four secondary skill groups.
Advancing: Character advancement is different. At the end of each
session, your GM will hand you some character points for a job
Skill 3 is an individual that is greatly above average or the 2. There are three types of skill groups in Crime Network: De-
peak of human capability. fense skills, Combat skills and Non-Combat skills. Defense
skills are passive, Combat and Non-Combat are active.
Skill Rolls 3. Character points are the mechanism by which you increase
As stated before Combat skills and Non-Combat skills determine ratings in your character’s skills at the time of character
how well characters fight, how far they can jump, how much they creations. The cost for each proficiency level is cumulative.
know, etc. Combat and Non-Combat skills are active, like Jimmy Players get character point pools to spend on primary and
after a cup of espresso, and represent a character’s ability to do secondary skill groups. This is a pool of character points that
things. This is an important detail. Only these skills get skill rolls. they can spend in each of those groups. Characters have a
pool of 12 for each of their primary skills, and a pool of 9
To make a skill roll, characters roll a number of d10s equal to their for each of their secondary skills.
proficiency rating in that skill against a Target Number (which they
must meet or exceed). Only make skill rolls for Combat, Special- 4. Skills can be enhanced by taking an Expertise, which allows
ist, Physical, Knowledge, and Mental skills because these are the characters to specialize in specific uses of each skill.
active ones.
If you don’t have ranks in a skill, you can still make an unskilled
Defense Skills
roll. To make an unskilled roll, roll 2d10 and take the lowest die Defense skills are kind of lazy. They don’t give you a roll; they just
result. This works with every skill, because there will always be a sit there and provide a static defense number. Defense skills deter-
marginal chance of success. mine if characters take damage, how well they avoid being shot,
how stealthy they are, etc. Defenses represent a character’s ability to
Evade
If you got the moves, take ranks in Evade. It helps you avoid attacks
Combat and Non-Combat Skills
from Small Arms, Medium Arms, Heavy Arms, and Sniper Rifles. Combat and Non-Combat skills allow you to make skill rolls
Evade allows you to maneuver and position yourself so that ranged against objects, the environment or other characters. Always roll a
attacks are less likely to strike you. If someone makes a Small Arms number of d10 equal to your proficiency level to make a skill roll
skill roll against you, he needs to score a success with a d10 roll that (remember to include any pertinent bonus dice). Skill rolls are made
meets exceeds your Evade rating in order to make a damage roll. against other character’s Defense rolls when appropriate, or against
a Target Number selected by the GM. A skill roll that meets or
exceeds the Target Number or Defense rating produces a Success.
Small Arms
You know how to use small firearms effectively in Combat situ-
ations. In Crime Network, small arms include Pistols, Revolvers,
and Submachine Guns. When your character shoots any of these
weapons, make a Small Arms skill roll against the opponents Evade
rating.
Medium Arms
You know how to use mid-sized firearms effectively in Combat
situations. In Crime Network, Medium Arms include Shot Guns,
Rifles, and Assault Rifles. When your character shoots any of these
weapons, make a Medium Arms skill roll against the opponent’s
Evade rating.
Heavy Arms
You know how to use large firearms effectively in Combat situa- Hand-to-Hand
tions. In Crime Network, Heavy Arms include Machine Guns, You know how to use melee weapons and your fists to take out an
Flame Throwers, and Rocket Launchers. When your character enemy in close quarters. When you character makes an unarmed
shoots any of these weapons, make a Heavy Arms skill roll against attack or uses a melee weapon, make a Hand-to-Hand skill roll
the opponent’s Evade rating. against the opponent’s Parry rating. Damage for Hand-to-Hand
attacks is determined by the weapon. For an unarmed attack, use
Explosives your muscle roll -1d for damage. Whenever you make an unarmed
You know how to set and throw explosives effectively inside and Hand-to-Hand you can either damage or restrain (see Rules Sec-
outside of combat. In Crime Network, explosives include Dyna- tion) your opponent.
mite, Molotov Cocktails, Grenades, etc. When your character
throws or sets any of these, make an Explosives skill roll against Physical Skills
the opponent’s Evade rating. This is also used to disarm explosive
Real men have raw physical ability. You need to hit the gym a little,
devices.
and eat big meals to be a true tough guy. Physical skills reflect your
character’s level of fitness and ability to move in the world. They
Sniper Rifles
come into play when your character reacts quickly to an event or
You know how to use Scoped Rifles and other stealth-related fire-
tries to outmaneuver someone. Normally, Physical skill rolls are
arms. When your character uses any of these weapons, make a
made against a Target Number set by the Game Master, but not
Sniper Rifles skill roll against the opponent’s Evade rating.
always.
Mental Skills On a normal success for most Bully rolls, you obtain partial dis-
closure from the target within one hour. On a total success for
You need brains to survive this thing. Mental skills encompass your
most Bully rolls, you obtain full disclosure from the target within
character’s ability think fast and act in the appropriate manner
minutes.
for a given situation. Characters that are clever, sophisticated, or
suave should have plenty of character points in Mental skills. Most
Mental skill rolls are made against other character’s Resolve or Wits
Detect
Defense rating or against a Target Number set by the GM. For You move through a room with the precision of a surgeon and can
example, a player who wants to get information out of a rat would find almost anything under the right circumstances. You know how
make a Bully or Manipulation skill roll against the rat’s Resolve to spot minor details or movements in any environment and how
Defense roll. Mental skills should be ajudicated with care by the to search for things. Use Detect to spot stealthy opponents. Detect
GM. Information obtained through a Mental Skill roll, should be can be used for searching a person, room, or vehicle. At its core,
within reason. Detect is the ability find something amid other things.
Lying Crime
You can lie to the pope and not bat an eye. Sometimes you even This is what it’s all about— breaking the law and making quick
convince people you aren’t who you say you are. This is a useful cash. Crime skills do not replace role playing. Player characters who
skill when used against your family’s enemies. Within the family, want to rob a bank must still carry out the operation themselves.
lying becomes more complicated. They cannot simply make an Armed Theft skill roll. Crime skills
modify the reward gained for performing a given crime and help
On a normal success for most Lying rolls, you convince the op- resolve its consequences. A character with the Armed Theft skill
ponent that you are telling the truth. On a total success for most knows what locations to target and how to get away without get-
Lying rolls, you are so convincing that you achieve an automatic ting caught. When a team of characters commits a crime, someone
success the next time you make a roll against the same target. must make a Crime skill roll. The base difficulty of the Crime roll
is based on the complexity and difficulty of the crime (See Sources
Empathy of Income and Crimes in The Way of the Gangster Section). The
You understand people, and what makes them tick. Empathy is used character closest to a leadership role in performing the Crime makes
to decipher the motives of other characters. It can also be used to the Crime roll. One Crime roll per Crime.
see if someone is lying or fearful. It can also help gangsters figure
out what cards to play during dangerous deals. Crime Skills are used to determine:
On a normal success for most Empathy rolls, you achieve partial 1. The Target Number for police investigations into the crime
insight into your target’s motives. On a total success, you achieve committed
full insight into your targets motives and know how truthful the
2. The amount of income the crime can generate
target is.
Player characters who achieve Capo rank or higher can make Crime
Reasoning Rolls to run ongoing Rackets carried out by their underlings. For
You can think on the fly, and put facts together to formulate conclu- more information on Rackets see Sources of Income and Crimes
sions. You also know how to be a reasonable man. When others lose in The Way of the Gangster Section.
their cool, or think violence is the answer, you formulate a plan.
Characters with high Reasoning scores know how to put two and The leader of the crew, or the character most involved in the plan-
two together. Game Masters can also request that characters make ning of the crime should make the relevant Crime Skill roll each
Reasoning skill rolls under certain circumstances, such as when a time the group commits a crime. In the event of an investigation
player misses clues his character would not. into the crime by the police, the success or failure of the Crime roll
sets the TN of the Police Investigation roll. On a failure, you leave
Armed Theft: For those who have graduated from simple theft,
this is the big leagues. A mistake here can cost you and your team
their lives. A character with this skill knows how to execute these
high risk jobs and get out in one piece by controlling the room and
formation about someone and threaten to expose it unless proper
maximizing profit without increasing the risk.
payment is made. The Blackmail skill allows characters to uncover
Arson: Pesky rival gang holding up in a building you can’t get into? other people’s dark secrets.
Burn it! Need the insurance money for a failing business? Burn it!
Counterfeiting: From money to diamonds to watches, counter-
A building blocking your view? Burn it! This is for the character
feiting is a great way to turn lead into gold. A counterfeiting op-
that chooses results over finesse and knows how to make things go
eration can generate plenty of wealth, but it can also attract lots
up in smoke. Arson is the art of destroying property.
of unwanted attention. It can even get you in trouble with other
Assassinate: Okay, we lied. There is one crime skill that occasion- mobsters. It is hard to run an efficient gaming room if someone
ally replaces role playing: the assassinate skill. Not everyone is cut floods it with fake cash.
out to be in the mob, and those who aren’t, need to be dealt with.
Embezzle: The man who does the books for the various activities
Assassination is for those times when the problem just needs to go
conducted by the Mafia and legitimate businesses alike has a lot of
away, or when the bay needs a new buoy. This skill can be used to
power and if they know how to get away with it, can set up a nice
kill someone without engaging in normal combat (see Assassination
retirement plan for themselves by “cooking the books”. Of course,
in the Fighting section). In order to use assassinate, players need at
those who try and fail often find themselves with a new pair of
least one hour of preparation. In some circumstances, a GM will
shoes— cement shoes.
rule that more than an hour, perhaps up to a week, is required.
Using this skill without the consent of the higher-ups requires a Re- Extort: Every business needs money; some get it by skill and others
spectability check to avoid getting whacked. If used against anyone by force. The man who can bring in the cash for the group will soon
above your own rank (even with authorization), a Respectability set himself apart. Not everyone wants to pay the protection money
check is also required to avoid getting whacked. When you use or cooperate with the mob, and when that happens the gloves need
the Assassinate skill, your GM may require you to have ranks in to come off because, after all, this is a business.
relevant skills, depending on how you plan to use it. For example,
if you need to break into a Boss’ house to assassinate him, the GM Fence: There is an art to selling stolen products and those who have
may require you to have two or even three ranks in Security. The it stand to make good profit from their endeavors. Characters with
Game Master may also rule that a skill roll is not enough, and that this skill know how much to sell stolen goods for and also how to
you must role play the assassination attempt. alter the merchandise in such a way that it does not appear stolen or
come back to him or the mob in any way. Hey, it fell off the truck,
Blackmail: There is an art to blackmail. It’s more craft than crime, and you my friend can have it for a reasonable price.
and can be very lucrative. Blackmailers take harmful personal in-
Places Animals
You have knowledge of, and can navigate different places in cities. Cars
This skill allows characters to know the layout, streets, geographic Cuisine
features and buildings in different sections of town. You can take
Cooking Using Electronics to alter performance (such as hot wire a car, dis-
Dancing able a unit or start a fire) takes 1d10 minutes. On a normal success,
you adjust performance as desired. On a total success, you alter it
Gardening
faster (1d10 seconds instead of minutes).
Performing (instrument)
Explosives-Disarm Athletics-Leap
You have advanced training in disarming explosive devices. This You are adept at leaping over distances and heights. When you use
Expertise applies when you use your Explosives skill to disarm an your Athletics skill to leap, apply your Expertise bonus.
explosive device.
Athletics-Sports
Explosives-Set You are skilled at team sports. When you use your Athletics skill in
You have advanced training in set-explosive devices. This Expertise a competitive team event, apply your Expertise bonus.
applies when you use your Explosives skill to set an explosive device.
Speed-Initiative
Hand-to-Hand-Unarmed You have lightning reflexes, and react with perfect timing in combat
You are trained in a number of unarmed fighting styles and under- situations. When you use your Speed skill to make an Initiative roll,
stand the basic principles of striking and grappling. This Expertise apply your Expertise bonus.
applies when you use your Hand-to-Hand skill to make an unarmed
attack. Speed-Pursue
You are fast on your feet, able to run more swiftly than most. When
Hand-to-Hand-Bladed you use your Speed skill to make move fast, such as a foot pursuit
You know how to wield a bladed weapon. This Expertise applies or race, apply your Expertise bonus.
when you use your Hand-to-Hand skill to make an attack with a
bladed weapon. Speed-Elude
You move with cunning, and make an elusive target. When you
Hand-to-Hand-Blunt use your Speed skill to escape pursuit, apply your Expertise bonus.
You know how to wield a blunt weapon. This Expertise applies
when you use your Hand-to-Hand skill to make an attack with a Swim-Fast
blunt weapon. You are an experienced swimmer, and know how to move quickly
in the water. You may have been a competitive swimmer in your
Physical Expertise youth, or were trained by an expert. When using Swim skill to race
or move quickly, apply your Expertise bonus.
Vehicle-Race
You know how to move fast in your vehicle. When you use your Swim-Diving
Vehicle skill to go fast, apply your Expertise bonus.
You are an experienced diver, and know how to dive under water.
When using Swim skill to dive into water, apply your Expertise
Vehicle-Maneuver
bonus.
You know how to maneuver in your vehicle. When you use your
Vehicle skill to perform a stunt or unusual maneuver, apply your Endurance-Exposure
Expertise bonus.
You have experience in harsh environments, and know how to
pace yourself. When you use your Endurance skill to endure the
elements, apply your Expertise bonus.
Endurance-Encumbrance Empathy-Intention
You can move while carrying heavy objects. When you use your You read other people’s intentions accurately. When you use your
Endurance skill to see if you are encumbered, apply your Expertise Empathy skill to decipher another person’s intent, apply your Ex-
bonus. pertise bonus.
Muscle-Lift Detect-Quick
You are strong and trained to lift heavy objects. When you use your You can find things at a glance. When you use your Detect skill
Muscle skill to lift something, apply your Expertise bonus. to find something at a single glance, apply your Expertise bonus.
Muscle-Break Detect-Prolonged
You are good at breaking things, from tables to reinforced doors. You are skilled at conducting exhaustive searches of homes, cars, and
When you use your Muscle skill to break something, apply your buildings. When you use your Detect skill to conduct a prolonged
Expertise bonus. search, apply your Expertise bonus.
Connections are a two way street, when a Connection performs a information, they usually help keep a player from getting whacked.
favor for you, it’s expected the favor will be returned at some point. They can call off hits, or help men rise quickly through the ranks.
It’s okay to hold off for a little while on this, but if owe someone two
or more favors, it’s best not to ask for any more until you’ve taken Arrange a Meeting
care of them. This is a matter of respect. Should you push a Con- The Connection arranges a meeting between a leader in his or-
nection for an additional Favor, when you still owe him, you have ganization and someone in your family. This is useful for making
to make another Respectability check. If you fail, the Connection important deals or setting someone up for a hit. Just beware it can
becomes an enemy (you get the Enemy Shortcoming). swing both ways. Always make sure you have good security at any
meeting.
Further if you put a Connection’s life in danger, without his knowl-
edge, by calling in a Favor that makes him a target, you risk losing
Provide Contraband
that Connection. Again make a Respectability check, to see if the
Your Connection supplies you with contraband at a reduced rate.
Connection becomes your enemy. You only have to make the check
if the Target experiences consequences for helping you that you
Whack Someone
didn’t inform him about.
Your Connection agrees to whack someone inside his organization,
Lost Connections can be regained (and removed as Enemies) if you but only a person beneath him in the hierarchy. This is dangerous,
make amends. The exact details of this are left to the GM to decide. and both you and the Connections need to make a Respectability
check if people find out or deduce who’s to blame.
Criminal Connections
You know someone inside a criminal organization (other than your Political Connections
own family). It doesn’t hurt to make friends in other outfits. Some- You know a politician or person who works for the government.
times they can give you good inside information or help you stay a Corruption and politics go hand in hand. Use that to your advan-
Boss’ hand. Your criminal Connections in other families can never tage and befriend people within the political machine.
be higher rank than yourself (without special approval by the GM).
Insider
Insider A Political Insider is usually a member of government or the police
Criminal Informants can provide useful inside information about force. They often have valuable information about ongoing criminal
ongoing criminal operations and planned murders. Characters that investigations. A Political Insider can help players to stay ahead of
are in danger of getting whacked would do well to build a rolodex the police.
of Criminal Informants.
Protector
Protector A Political Protector serves a number functions. Sometimes they
Criminal Protectors hold great sway in a crime family other than help facilitate movement through government bureaucracy. They
the one the player belongs to. Sometimes they even wield influence also have the power to redirect or stop ongoing criminal investiga-
outside their own family. While they might not always have inside tions. When characters find themselves in jail, Political Protectors
can usually help negotiate an early release.
Early Release
Your Political Protector gets you or someone you know a com-
muted sentence. If you go to trial and have to do time, this helps
get you out of jail.
Eliminate Evidence
Your Political Protector removes evidence from a crime scene or
police station. This is really useful if you left evidence behind.
Social Connections
You know someone you can rely on in times of need in a social Business Connections
capacity. Befriending pillars of the community can help keep you You know a legitimate businessman. Maybe he isn’t so legit, but
out of trouble. Always be on the lookout for such individuals. he knows how to get things done. Having business Connections is
key to keeping things under wraps and staying beneath the radar.
Insider
A Social Insider is someone who can give you information about Insider
their community or neighborhood. Social Insiders knows all the A Business Insider can give you valuable information about a com-
local gossip. pany’s weak points and assets- useful for planning a heist.
Protector Protector
A Social Protector is someone with influence in his community. A Business Protector can move people and things in his own com-
Others look up to him, and look away when he asks them to. pany and companies friendly to his own.
No Witnesses Services
Your Social Protector encourages all witnesses present at a crime to Your Business Protector provides you with a service, discreet and
keep their mouths shut. If the police have witnesses lined up for an off the record- great for avoiding a paper trail.
upcoming trial, this can silence them.
Alter Schedule
Safe House Your Business Protector alters the scheduled activities of his com-
Your political protector provides a safe house for you to hide. You pany. This can be anything from altering security procedures to
can stay at the safe house for a week before anyone finds you. re-routing a shipment of goods.
Impatient Shaky
Impatient characters can’t handle frustration. They hate lulls in The last thing any team needs is a shaky character when police or
activity and require constant stimulation to be happy. They can investigators arrive on the scene. Shaky characters are very bad at
be especially problematic during more strategic and slow paced hiding their intentions from people. They are susceptible to ner-
operations. vousness and anxiety. Take a -1d on Lying skill rolls.
Weapons
Weapons are divided into four categories: melee, explosives, firearms, and toxins. Melee weapons are used for close quarter combat,
sometimes allowing an additional 1 square reach. Explosives cover a broad range of devices from grenades to C4. Firearms include all
held weapons that fire projectiles at a range. Toxins include caustic chemicals, gasses, etc.
Firearms
There are four groups of firearms: Small Arms, Medium Arms, Heavy Arms, and Sniper Rifles. When shooting a firearm within one of
these categories, use the corresponding Combat skill (i.e. use Small Arms skill to fire Small Arms).
*All firearms, except Tasers, normally inflict lethal damage. Shotgun slugs are available that inflict non-lethal damage.
Range
Distance is everything. The closer you are to your target, the easier it is to fill him with lead. All firearms have a range expressed in feet.
The range is divided into three categories, separated by a “/”: Close Range, Medium Range, and Long Range. There is also Point Blank
range, which is anything within ten Feet. Range modifies Combat skill rolls.
Firing within Close Range has no penalties or modifiers. Firing within Medium range imposes a penalty of 1d10 on the Combat skill
roll. Firing within long Range imposes a 2d10 penalty on the Combat skill roll. Firing at Point Blank range bestows a 1d10 bonus on
the Combat skill roll and on the damage roll.
Rate of Fire
Sometimes a single well placed shot does the trick. Other times, it takes a blaze of machine gun fire to get the job done. All fire-
arms have a rate of fire. Rate of fire is divided into three categories: Single, Burst, and Auto. This represents a firearm’s ability to
fire one round, three rounds, or the entire clip (approx. 30 rounds). The categories listed under a firearm’s rate of fire are the op-
tions available to those firing the weapon. It is usually better to go
for the higher rate of fire; the only drawback is it depletes ammo Deadly Point Blank (optional)
faster. To add an extra level of grit to the game, power up Point
Blank attacks by giving a +2d10 bonus to Attack and Dam-
Single Round fires one bullet and does not modify any rolls. Three
age rolls to any weapon fired at point blank range. Not
Round Burst fires three bullets, and adds 1d10 to the Combat
enough? Crank it up to 3d10.
skill roll. Full Auto fires 30 bullets and bestows a 2d10 bonus to
the Combat skill roll. Note: If your current ammo is less than 3
rounds, you can’t use the Burst rate of fire option. If your current Damage
ammo is less than 30, you can’t use the Full Auto rate of fire option. It has already been said, but it’s worth repeating: this indicates the
number of d10s used for the Damage roll. After any successful hit,
characters roll a number of d10s equal to the damage listed under
the weapon, to determine if their opponent(s) sustains any wounds.
Lethal
This states if the weapon is lethal or not. Lethal weapons can kill
characters by dropping them below Incapacitated on the health
tracker in a single roll. Non-lethal weapons do not.
Equipment 37
Firearms
Firearm Type ROF Magazine Range in Feet Damage Price $
22SW Small Arms Single 8 60/120/180 2d10 150
44 Mag Small Arms Single 6 60/120/180 3d10 300
M9/Glock Small Arms Single 15 60/120/180 2d10 200
Burst
Mp5 Small Arms Single 30 (110) 150/450/600 2d10 400
Burst
Auto
FN Minimi Medium Arms Single 50 300/600/1200 3d10 3,500
Auto
Burst
MG4 Medium Arms Single 50 400/800/1600 3d10 4,000
Burst
Auto
RPK Medium Arms Single 50 100/200/400 4d10 5,000
Burst
Auto
Shotgun** Medium Arms Single 9 60/120/180 3d10 270
Lupara** Medium Arms Single 9 30/60/120 3d10 300
XM110 Sniper Single 10(20) 1000/2000/3000 3d10 1300
Burst
Rem700S Sniper Single 5 800/1600/2400 3d10 1100
SVD Sniper Single 10 900/1800/2700 3d10 1200
M60 Heavy Arms Single 200 600/1200/2400 4d10 8,000
Burst
Auto
KPV Heavy Arms Single 400 1000/2000/3000 5d10 9,000
Burst
Auto
Rocket Launcher Heavy Arms Single 1 1000/2000/3000 SeeRocket 10,000
(Ex)
Taser* Small Arms Single 2 20 1d10 200
*Non Lethal Damage
**Shotguns- Shotguns fire ‘Shot’ (multiple small metal balls) as a default. Shotguns firing shot lose damage dice equal to the body armor
worn by the target(1-3). Shotguns firing shot get a penalty of 1d10 and 2d10 on damage at medium and long range. Point blank range
for a shot gun firing shot is increased to be within 30 feet instead of 10 feet. Shotguns firing slugs(regular bullets) have twice the listed
range(120/240/360). Point blank range for a shot gun firing slugs is within 10 feet.
Explosives Small Blast Radiuses encompass a 30 foot area. They have an inner
and outer blast.
The classics never go out of style. Explosives are devices that generate
a blast of force with enough heat to harm people and structures. Medium Blast Radiuses damage a 60 foot area. They have an inner
There are three categories of explosives: set and thrown. Set explo- and outer blast.
sives are put in place and programmed to detonate under a specific
condition. Thrown explosives are released by hand and detonate on Massive Blast Radiuses are very large, encompassing a 1 mile area.
impact or according to a timer. Launched explosives, such as missiles These kill or harm everything within their blast radius.
or rockets exist, but are not usually handled by the Explosive skill.
Super Blast Radiuses are enormous, damaging things beyond a 1
Type mile area. These kill or harm everything within their blast radius.
This is the category of explosive based on how it’s used. Set explo-
Explosives have inner and outer blasts, which correspond to differ-
sives are programmed and placed in advance. Thrown explosives are
ent zones of intensity in their blast radius. Inner and outer blasts
thrown at targets. Both set and thrown explosives use the Explosive
determine the damage roll. Most explosives achieve more damage
skill. Launched explosives, which are projected out of devices, use
in their inner blast.
the most appropriate skill. For example, a rocket fired out of a rocket
launcher uses the Heavy Arms skill, whereas a missile fired from a Inner Blast
plane uses the Vehicle-Plane skill.
The inner blast is the part of the explosion closest to the center
of the blast radius. Anyone inside the inner blast suffers the listed
Blast Radius
Damage roll.
Explosives damage everyone within an area-of-effect called a blast
radius. Blast radiuses are divided into five groups: focused, small, Outer Blast
medium, massive, and super.
The outer blast is the part of the explosion further away from the
Focused Blast Radiuses only damage a 5 foot area. They have no center of the blast radius. Anyone inside the outer blast suffers the
outer blast. listed Damage roll.
Equipment 39
Melee Weapons
Weapon Damage Lethal Range Price $
Unarmed (Muscle –1) d10’s No None 0
Cleaver Muscle d10’s Yes None 20
Machete (Muscle +1) d10s Yes None 40
Katana Muscle d10s Yes 5 feet 150
Knife/Switch blade/Shank Muscle d10s Yes None 10
Tire Iron Muscle d10s Yes 5 Feet 12
Bat/Club Muscle d10’s No 5 feet 15
Black Jack See Entry No None 15
Golf Club Muscle d10s No 10 Feet 50
Garotte d10 (See Entry) Yes None 5
Toxins the number listed, their character suffers the negative effects of
the toxin.
Looks like Sal drank a little too much bleach. Toxins are a great way
to kill with style. They include things such as poisons, gas, and acid.
Effects
Characters exposed to any of these things suffer increasing penalties
to all their skills and risk death if they do not seek treatment. All This is how long the effects of the toxin remain. Each toxin is rated
these deadly agents impose a 1d10 penalty to some or all skills. As permanent or temporary. Penalties from toxins with permanent
time passes, the penalty increases by an additional d10 at a set rate effects stay with character forever. Penalties from toxins with tem-
determined by the toxin. Each toxin is rated by lethality, speed, porary effects disappear after medical treatment.
effects, and Medicine skill TN.
Medical Skill TN
Lethality This represents how difficult the toxin is to treat. Use this Target
Lethality refers to how quickly toxins kill. Each toxin’s lethality is Number for Medical skill rolls made to cure characters exposed
rated by minute, hour day, or week. This is how long characters die to toxins.
after exposure to the toxin without medical treatment.
Skills
Speed These are the skills the Toxin affects. C represents Combat, D rep-
This is the rate at which the d10 penalty imposed by the toxin resents Defense, M represents Mental, and P represents Physical.
increases. Each toxin’s speed is rated by minute, hour, day, or week.
Weapon Descriptions
Contagious 44 Magnum: A 44 caliber revolver hand gun. Classic, classy, and
This indicates if the toxin is contagious and spreads from person lethal.
to person.
Black Jack: A concealable club used mostly by police. A black
Infection Rate jack does Muscle -1d10 damage. If a target does not see you (fails
to make a Detect roll against your Stealth), the black jack inflicts
The percentage number in this column indicates the likelihood
1d10 damage.
of infection after exposure. Players must make a percentage roll
(2d10) when their character is exposed to a toxin. If they roll under
Dynamite: Dynamite is a great weapon for mobsters as it can be Machete: A solid weapon with many functions. While this weapon
easily acquired and is small enough to conceal. is often used to clear heavy brush, it is equally effective at cutting
down an enemy and making a pretty significant statement at the
FN Minimi: A light machine gun which is sure to leave lots of same time.
destruction in its path. This weapon has the lowest range of the
common LMG (Light Machine Guns) but is also the cheapest. Lupara: A lupara is just a sawed off shotgun. It functions just like
a regular shotgun except it has a shorter range. Luparas are easy to
Garotte: If you can sneak up on someone undetected, then you conceal before and after attacks. Characters need to make a detect
can use a Garotte. Using a Garotte is similar to Restrain, except roll (TN 7) to notice a Lupara deliberately concealed in a coat or
you do not have to forgo damage. Again, the Garotte only works jacket.
if you make an attack before being detected.
M249 Light Machine Gun: A fully automatic military portable
Glock: There are many versions of this pistol, but the one being machine gun. Don’t let the feds catch you with one of these.
referred to here is the semi-automatic version that is made out of a
high density plastic. The Glock is a very durable weapon that can Molotov Cocktail: A Russian inspired explosive that is very popular
even fire underwater, albeit not very effectively. among street gangs. This weapon is easy to assemble and involves
taking a bottle with high alcohol content, stuffing a rag down the
Grenade: Standard military explosive projectile. Pull the pin, throw, top of the bottle and then lighting to make a fire ball out of some-
and watch the bodies fly. one’s car or home.
Katana: The sword used by people who consider themselves tough MP5: This is a fully automatic machine pistol. Great for filling
and stylish. This blade is well balanced to deliver a clean blow, guys with holes.
capable of taking a man’s head off.
MG4: A military grade LMG that is accurate at about 100 feet and
Knife: This category includes knives you might find in a kitchen is a rare sight on the streets.
and are not meant to kill, but in a pinch they are much more reli-
able than just fists. They are easy to conceal. Rem700S: A bolt action 5 round capacity sniper rifle.
KPV (Vladimirov): Manufactured in Russia, this is the big boy Rocket Launcher: These are tough to get on the black market,
of the heavy machine guns or HMG’s. This is typically only seen and the Bosses frown on using them (too loud, too dangerous, too
in military settings. This weapon is very heavy and therefore lacks much attention). A shoulder launched rocket, not a finesse weapon.
mobility but the punch it delivers is well worth the weight.
RPK: This is the Cadillac of LMG’s. This weapon is similar in
M60: A military grade heavy machine gun that has been around appearance to an AK-47 with the exception of its clip. Instead of
for years. This weapon is still a reliable means of clearing out a the highly recognizable banana shape, the RPK ammo clip has the
crowded room. This weapon requires a bi-pod to use due to its shape of a circular drum, for increased ammo capacity. This gun
weight and size. is mobile enough to carry around and fire with relative ease, while
Equipment 41
providing the firing power and accuracy that is so crucial in a light
machine gun.
Shank: This is the term for any small improvised blade. This type
of weapon is most commonly seen in prison but there may come a
time when you have to use a letter opener to eliminate an enemy,
and in those situations, the shank comes in handy. A Shank is very
easy to conceal.
XM110 Sniper Rifle: Talk about deluxe, this sniper rifle is semi- Armor Hardiness Bonus Price $
automatic. Mow down your foes from a distance. Light +1 1,000
Medium +2 2,000
Heavy +3 3,000
bonus to Reasoning, Detect, Athletics, and Speed but suffer a -1d10 Light armor is most often a standard ‘bullet proof ’ vest used by
to Empathy, Manipulation, Endurance and Vehicle. police and civilians. Light armor is not bulky or heavy enough to
impose penalties on the wearer. The protection provided is not
Body Armor particularly strong, but does increase the chance of surviving an
otherwise lethal wound.
Sooner or later, you’ll probably get shot. Wearing body armor really
boosts your chances of survival when that occurs. The main purpose
of body armor is to reduce the probability that a wound will be Vehicles
fatal. Body armor is generally incapable of making you invulner- There are a number of Vehicles available in Crime Network. .
able to being harmed, however. Body armor turns lethal weapons
into non-lethal weapons for the purpose of taking damage. Lethal Vehicle
weapons still receive normal Damage rolls, but they just can’t drop This is the type of vehicle and category.
you below incapacitated (and into death) in a single roll.
Performance Rating
Body armor is grouped into three categories, based on overall effec- This represents how easy the vehicle is to control. It is also the
tiveness at improving your survivability: light, medium, and heavy. Target Number for any Vehicle skill rolls made using that vehicle.
Armor provides a bonus to your Hardiness Defense.
Equipment 43
Health
This represents how many “wounds” a vehicle can sustain before
Equipment
being disabled or destroyed. Item Price $
Antacid pills 3
Equipment Bug 300
Cars: Cars are mainly a means of conveyance, but can also be sold
Cane 20-100
or used as bribes on occasion. Cars also serve an important function
in mob life as they are the typical getaway method, and they serve Cards 6
as a standard of excellence for most experienced mob members. The Cell Phone, Disposable 45
rule is simple: the nicer the car, the more important the man. Cars Chains 10 to 200
can be used as weapons as well as a form of transportation, and it
Clothes, Street 40
is not uncommon for a man to get run down to save time on a hit.
Clothes, Fancy 500
Clothes: Clothes function here the same as in real life. They can Clothes, Casual 80
be used as disguises or simply to convey a certain status by appear- Cologne, Cheap 15
ance. Clothes range from the ultra high end suits to the very low
Cologne, Fine 150
end rags, and many times the clothes a man wears can accelerate
his rise through the ranks. Cologne, The Best 8,500
Fake I.D., Low Quality 50
Jewelry: Jewelry is not much of a concern to wise guys except when Fake I.D., High Quality 1,000
they’re stealing it or getting something for their wives or mistresses.
Flask 20-2,000
Some mobsters have been known to wear flashy jewelry to impress
people and show off their money-making skills. Jewelry functions Hat 20
essentially the same way as clothes- some people spend a lot to look Hair Cut 25
good and others don’t. The main thing here is simply how a person Meal, Cheap 15
wants to be perceived and whether or not they feel comfortable Meal, Fine 60
drawing attention to themselves.
Meal, The Best 400
Silencers: These come in a variety of sizes, each fitted for a particu- Money Clip 25
lar category of weapon. They are available for Small Arms, Medium Rings 20 to 15,000
Arms, Sniper Rifles and Heavy Arms. All silencers add a penalty Silencer 250
of 2 to the TN of your opponents Detect roll to determine if they
Watches 20 to 15,000
hear your attack (see Detect for more information).
Shoes, Fancy 180
Bugs: You probably won’t use these yourself, but you should be on Shoes, Sport 80
the lookout for bugs and microphones at all times. These minia- Slot Machine 1,000
ture devices come in three types: Visual, Audio and Dual. Visual
Smokes 6
devices provide viewers with visual evidence of events. Audio de-
vices provide audio evidence of events. Dual devices provide both. Track Suit 80
These babies can mean the difference between walking free and a Wine, Cheap 8
life behind bars. If used in an investigation, prosecutors gain a +2 Wine, Fine 100
bonus to the Target Number of the Trial roll (see Trials in the GM Wine, The Best 2,000
section). The TN to spot a bug with the Detect skill is 9.
Being a wise guy has its perks, but when things go bad, they go real bad. A man needs be able to defend himself if he wants to last. Now
I am pretty good with my fists, but this ain’t no fist fight. You should always carry heat, my friend. You best know how to use it too. You
don’t want to end up like my buddy Frankie, with a bullet between the eyes.
Read this section if you want to last. It contains information on combat and other important rules. It also tells you how to handle unusual
situations like falling out of a tree, or searching a dead a body in total darkness.
Character vs. Character: Some rolls occur between characters. One character attacks another or tries to take some action against an-
other. The acting character makes an action roll against the defending character’s relevant Defense rating. The attacker’s highest single
die result must meet or exceed the target’s relevant Defense rating to succeed.
Character vs. Environment: Some rolls occur between characters and their environment. For example, if your character tries to climb
a wall, he makes a roll against a static number based on the difficulty of the task. To climb the wall successfully, your character’s single
highest die result needs to meet or exceed the Target Number.
Example: Victor Salerno, a Corelli Soldier, fires his pistol at a Luca Bruno, a Martino family Capo. Victor has a Small Arms pro-
ficiency level of 2, so he rolls 2d10 for his attack. Luca Bruno has an Evade of 3. Victor rolls 2d10 and gets an 8 and a 2. Victor’s
highest result is an 8. That beats Luca’s Evade rating, so Victor can roll for damage.
Rolling 10s
10s indicate greater than normal success in Crime Network. Rolling 10s always has a special effect, but the effect varies based on the
type of roll being made: Combat roll, Damage roll, and Non-Combat roll.
On Combat rolls: Every natural 10 result means you roll an addi-
tional d10 on your Damage roll for that attack. This increases your Setting Target Numbers
chances of inflicting a wound against your target, and of rolling a Target Number Difficulty
10 on your damage roll. 1 Routine
When targeting a TN of 10, the first natural 10 rolled is a Success Taking Damage
but not a Total Success. The first Total Success is in effect consumed. Some guys can take a hit, and others can’t. After a successful attack,
All nautral 10s after that function normally. make a Damage roll against Hardiness to see if you wound your
target. Damage is determined by the weapon used, and functions
Attacking/Moving Objects much like a skill roll. Hardiness is the relevant Defense to a Damage
Take it easy Compare, the chair didn’t do anything to you. If you roll. Success on a Damage roll indicates one wound. Each result of
insist on breaking it, at least use these handy rules for attacking and 10 on a Damage roll inflicts one extra wound. Each wound drops
moving objects. It is important for the GM to know the defenses of a character’s wound level on the wound chart by one. Wounded
inanimate objects when your character tries to break down doors, characters suffer a -1d penalty per wound to all their Defenses and
shoot gas tanks, and take apart devices. Everyone takes their anger skill rolls. At three wounds, characters become incapacitated. In-
out on furniture and walls once in a while, and the GM better have
Example: Victor shot Luca Bruno with his pistol and scored
one success. A pistol has a Damage rating of 2, which means
it rolls 2d10 against the target’s Hardiness to see if a wound
is scored. Victor rolls 2d10 and gets 6 and 10. Luca Bruno
has a Hardiness of 3, so he takes one wound (10 meets or
exceeds 3). Because Victor’s highest result was a natural 10,
he inflicts an additional wound, for a total of two.
Wounds
Nobody can take a bunch of shells to the chest and remain steady.
The truth is, taking damage in a fight impacts your performance.
Each point of damage you take is one wound on the wound tracker.
Once you take damage, you are considered wounded until the
damage heals. When wounded, you suffer a –1d10 penalty per
wound to all your rolls (then subtract 1d10 from all active skill
rolls). If you reach 0d10 or lower, roll 2d10 and take the lowest
number.
Attacking Objects
Target Number Evade Hardiness/Max Wound Weight
1 Can’t Miss Fragile 20 lbs
2 Large Stationary Thin Wood 40 lbs
3 Medium Stationary Thin Stone 60 lbs
4 Small Stationary Thin Metal 80 lbs
5 Large Moving Thick Wood 100 lbs
6 Medium Moving Thick Stone 120 lbs
7 Small Moving Thick Metal 140 lbs
8 Large Fast-moving Reinforced Wood 160 lbs
9 Medium Fast-moving Reinforced Stone 180 lbs
10 Small Fast-moving Reinforced Metal 200 lbs
Restrained: Reduce movement to five feet, but can attack. A To lay down suppressive fire takes up all your actions for the round
-1d10 penalty with anything other than Small Arms, Hand- and lasts until the beginning of your next turn. Any enemies inside
to-Hand weapons and unarmed attacks is incurred. your suppressive fire suffer a -1d penalty to their Combat skill rolls.
Multiple player characters can lay suppressive fire to the same area.
Pinned: Cannot move or attack. The effect stacks. Multiple player characters can lay suppressive fire
to the same area, up to a maximum of -3d.
Wounded: Sustains one wound.
Shooting at Multiple Opponents
Disarmed: No longer holding weapon. Position of weapon
You can spray multiple opponents with gunfire using the Auto rate
transfers to the restrainer, but takes one round to ready.
of fire option. This allows you to target as many opponents was
Setting Sights you like within a four square line or 2x2 block of squares (like the
Burst Suppressive Fire rule). Each opponent you target bestows a
A good hit man knows how to take aim. You can forgo your normal
cumulative -1d10 penalty to your attack roll and a separate attack
attack to set sights on an anticipated target. To do so, you sacri-
and damage roll is made for each target (the damage roll is not
fice attacking on your turn, and only take one movement action.
penalized). Shotguns firing shot (not slugs) may also be used to
Then, announce the direction your character is facing. This allows
target multiple opponents in this way.
you to interrupt, with an attack, any opponent that enters your
character’s sight.
Falling
Falling from tall buildings or cliffs can be deadly. When a character
falls, make a Damage roll against his or her Hardiness, based on
Dark: It is dark when only 1/4 of the environment is illumi- Prone Position: One can simulate cover by crouching on the
nated. Walking in the woods by moonlight, or in a building ground in a prone position to reduce one’s profile. This effect
with emergency lighting are examples of dark illumination. can be combined with regular types of cover, to the normal
In dark environments, characters suffer -2d/-2 to affected cap. Prone Position bestows a +1 bonus to your Evade rating,
skills and Defenses. and a -1 penalty to your Parry rating. It takes one Movement
Action to get up from prone.
Lights-Out: This is total darkness, with no light source. In
lights-out environments, characters suffer -3d/-3 to affected Condition Modifiers
skills and Defenses. When circumstances arise that are not covered by the environment
modifiers and hazards listed, the GM assigns ad hoc modifiers.
Cover Sometimes it is just harder to take aim, or get into position. Some
Taking cover isn’t for cowards; it’s for people with brains. To sur- circumstances allow for a bonus or a penalty, given the discretion
vive, you need to make use of cover. Cover improves your Evade of the GM. They can assign a -3d/-3 to +3d/-3 modifier (keeping
and Stealth Defense temporarily. There are three degrees of cover: in mind capping rules) to unusual situations or circumstances in
slight, medium and full. It is important to remember the capping combat.
the numbers rule (above) when calculating cover, or when cover
bonuses stack with bonuses from other sources. No matter what, Terrain
your character can never get more than +3 to each of his or her Some terrain features impede movement. When passing through a
Defenses. square occupied by obstructive terrain, deduct the movement pen-
alty from your total movement. Each movement action is subject
Slight Cover: Small objects such as desks, tables, and chairs to the following penalties:
provide slight cover. Characters with slight cover receive a
+1 Evade bonus. Clear: No Modifier
When rolling to see where the grenade lands, your result is keyed
9 4
one of eight compass points. Imagine that your intended target sits
in the center of a compass, and the squares around him or her form
the cardinal directions (Use the chart below). Direction: North
1-2, North East 3, East 4, South East 5, South 6-7, South West
8, West 9, North West10.
8 6-7 5
You see, us wise guys got rules too. It’s called The Omerta. You don’t ever want to violate the Omerta, or you’ll end up in a pair of cement
shoes at the bottom of the ocean. Always listen to your Boss, earn your share, never look at anyone’s girl, and keep your hands out of other
guys’ operations. I knew this guy once. His name was Mikey, and he liked to talk. He talked a little too much one day; ended up getting’
whacked. Don’t be stupid like Mikey. Keep your eyes open and your mouth shut.
–Lundo Lipioni, De Luca Family Soldier
Appropriately enough, the first agreed-upon historical evidence of mob activity in the US was a murder. In 1890, New Orleans Police
Superintendent David Hennessy was found shot outside his home days before he was slated to discuss (and, by his own admission, testify
against) members of prominent Italian-American gangs in a public hearing.
The response to Hennessy’s death was immediate and extreme – with no prime suspect in the killing, literally hundreds of Italian-Amer-
icans were arrested (many on baseless charges). The immense list of perpetrators was winnowed down to just 19 over time – however,
within just a few weeks, all 19 suspects were acquitted of any charges. Rumors of bribery and intimidation in the courts infuriated the
citizens of New Orleans, and, in the largest mass lynching in American history, eleven of the defendants were hanged or shot, with the
remainder escaping.
Public outcry over Hennessy’s fate and the subsequent furor over the ethnic gangs alleged to be responsible painted an easy picture of
the U.S. Mafia as an Italian-born organization, but far more so than ethnicity, it was Sicilian traditions and symbolism that led to the
later homogenization of the mob. The most prominent of these traditions, the “Black Hand,” a blunt, but effective extortion technique,
was imported to New York in the late 1800s from Sicily, where it quickly gained traction with poor immigrants as a means of rising in
station. To carry out their aims, participants would send a letter to a victim threatening them with murder, kidnapping, or assault if they
did not deliver money to a predefined location. The iconic letters, regularly signed with a handprint in black ink, were quickly alleged
in newsprint as evidence of a unified criminal organization, though
criminal prosecution at the time suggests that anonymous extortion
was far more widespread (and less organized).
the details. Because he is doing the planning and organizing, he In Crime Network, characters can be targeted for a hit for any
must make a Crime roll each month to see if any of his Associates number of reasons. Violating the Omerta will certainly warrant a
get caught. If he fails the roll, the racket earns no income that entire Respectability check, which might result in being whacked. Game
month, and a number of his men, equal to the degree of failure, Masters should keep careful track of who their players cross or
get arrested. To start a racket, the character must invest an amount anger. This is meant to be a fluid part of the game. Don’t simply
equal to the ongoing racket “score” multiplied by ten—or equal let the dice determine what happens. Build a story and create an
to the “score” for the equivalent operation. Each week he pulls in interesting narrative surrounding one player’s attempt to survive
10% of that amount (see chart below). So, for a TN 4 Crime, you while there is a contract out for him. Use this part of the game to
must invest 2,000 dollars, and you bring in 200 dollars each week. create an air of suspicion and fear. If players are on their toes, it
If you fail your Crime roll for that month, you make nothing, and helps maintain the tone of the genre.
your underlings get arrested. The purpose of Rackets is to allow
high ranking player characters to devise money making ventures. One important thing to consider: the Mafia likes to play the odds.
The GM can assign modifiers based on the quality of the associates They don’t like botched hits. Usually the person making the hit is
and soldiers carrying out the crime, and the amount of funding someone very close to the target: a good friend, an in-law, or even
the Capo provides them. a brother. Loyalty to the family demands that wise guys set their
personal feelings aside and take out whoever the Boss asks them to
The Vig take out. For this reason, Game Masters are encouraged to throw
The Vig refers to the interest on loan sharking debts (in most cases hits at players from unexpected directions. This can come in the
due on a weekly basis). Also refers to the a bookie’s cut in gam- form of a fellow crew member, a close contact, or even another
bling (typically 10-20 percent). Failure to pay the Vig gets people player. After all, this isn’t a game of Candy Land.
whacked. The truth is, someone always owes you money and you
always owe someone else. Going to Jail or Prison
Going to jail is something that every mob member has to face at
Respectability Checks and Getting one point or another. Some people view going to jail as a failure or
Whacked as a punishment, but for many members of the family looking to
Mobsters live under the constant threat of getting rubbed out. That’s move up in rank, this may indeed be the place for them. With so
just the way it is. Part of being in the Mafia is accepting that you many high ranking crime figures serving time throughout the state
have to kill, and could be killed yourself. for tax evasion and other crimes, prison is often the place where
+200 for each relevant Connection the contractor will need to possess for
the job.
I am in charge of this town. Here, I am the king. That’s what I’m always telling these guys. They give me respect— forget about it! Every
once in a while, you gotta bust their chops, or they might get out of line. Fear. Fear is a useful tool. Don’t ever forget that.
This part of the book is just for the Game Master, and no one else. If you’re a player, please stop reading now.
(Hey, we’re serious, wise guy. Put the book down, and mind your own business.)
In Crime Network, you get to make your crime families and design your own location. The location is the backdrop of your Crime
Network campaign, the city or geographic region where all the action takes place. Within your location will be a number of established
crime families. These two elements, combined with storyline and NPCs, make up your campaign. This section of the book explains
how to have fun making campaign.
Crime Network is about anti-heroes. The characters inhabit a world of vicious criminals, where the villains rise to the top. Conflict
between players is an important element of the game. Game Masters should encourage in-fighting and even combat among player
characters. These are criminals after all, living in a world where life is cheap and fast. Just make sure that conflicts within a group reflect
a broader storyline, try to keep things dramatic, interesting and fun.
Location
Your own backyard: Use your hometown to create a believable and fun location. The Baybridge setting provided in this book is based
on the city of Boston, where the designers live and work. This enabled them to use their local knowledge to create a detailed setting.
When using this approach, you can play the setting straight (as it really exists) or use the real location as a spring board for a fictional city.
This method has many advantages. Since you live your life in the real location, you know the lay of the land. You know what it feels
like to walk through the streets of the city or cities of your location. When your players get on a train and cross town, you probably
know how long it takes and the sights and smells of the experience. You also know the local culture— in fact, you are part of it. Maybe
people on the north side of town are tougher than the people on the south side. And maybe the locals on the east side make their living
as fishermen. This is important information to have if you want to add believability to your location.
There is one big disadvantage to the In-Your-Own-Backyard method of location design: it is so close to home, players may have trouble
taking it seriously. Even if you change the names, the players will catch on. This is especially true if you deal with familiar local personali-
ties or locations. For most groups, this isn’t an issue, but some have
trouble when fantasy and reality travel so close together.
NPC Design
Designing NPCs is similar to character creation, except you can
Distant Cities: You can set your location in any region of the choose their primary and secondary skill groups. Skill point distri-
country you want (you can even set it outside of the country—the bution is based on the challenge level the NPC poses to the players:
Godfather Trilogy moves from location to location- New York to
Very Easy: 6 Points in each skill group.
Nevada with frequent stops in Sicily and Rome). This gives you a
chance to take a place that interests you and really explore it. You Easy: 9 Points in each skill group
will want to research key details, such as important political figures,
local culture, landmarks, and history. Challenging: 12 Points in 2 primary skill groups,
and 9 points in every other skill group.
Crime Families Difficult: 15 Points in 3 primary skill groups,
It is easier and more fun to make your own crime families than to
and 9 Points in every other skill group.
use existing ones. This gives you the freedom to make crime Bosses
that fit the needs of your campaign. On the other hand, there is When you need NPCs on the fly, refer to the NPC Chart at the
nothing wrong with using real crime families. In a New York cam- back of the book.
paign, using the five families is a fine idea. Whichever path you
take, follow the system set out in this section. NPC Types
Gangster movies are filled with interesting characters, so don’t hesi-
Every crime family should have a name, region of control, Boss,
tate to borrow them for your campaign. Use the following list of
and two bonus Crime skills (which represent their primary sources
Mafia movie tropes as a starting point for NPC design, or when
of income). Sample crime families are provided in the character
you need a cool character in a flash.
creation section. Use these as models for your own.
The Rat: From Joe Valachi to Henry Hill, rats are found on the
Name: The name can be anything you want, anything that works
big screen and real life. Every rat has his reasons for going against
for you and your players. Traditionally, crime families use the last
the family, but that doesn’t make it right. Even among law-abiding
name of important Bosses, but not necessarily of the current Boss.
citizens, rats are often viewed with contempt. The ultimate survi-
Region of Control: This can be a contiguous part of your location, vors, rats look out for number one. Rats make great supporting
separate areas inside the location, or a type of crime (perhaps your characters in a Crime Network campaign (doubly so, if they’ve
family doesn’t control territory, but controls the drug trade in the earned the player’s trust). Some words of caution: don’t over-use
city). The area of control should also reflect the power of the family. rats. If your players don’t trust anyone, then they won’t be surprised
A strong family should have a large region of control. when Uncle Joey sings to the feds.
Boss: This is the fun part. Make your Boss interesting, larger than The Softy: Sure, he can crack heads when he needs to, or when
life. Everyone loves an entertaining mob Boss. You can make him the Boss orders it, but this big lug has a heart of gold. If he can get
nasty, kind, suave, or any other quality you like: but he should be away with it, he might let enemies get off easy. Some softies even
defined by one or two key traits. You aren’t making a literary figure turn against their Boss when asked to do the unthinkable. Softies
here. You’re making someone for your players to love and loath. are great contrast characters. Paired with a vicious higher up, they
work well.
Bonus Crime Skills: Assign two Crime skills appropriate to the
family’s operations. All characters in this family receive 1 free rank The Flash Madman: Everybody’s favorite mob character. Perhaps
in each skill. For example, a family that makes most of its money most famously associated with Joe Pesci’s Tommy DeVito in Good-
from gambling and prostitution should receive bonuses in Gam- fellas, the flash madman is calm one moment and vicious the next.
bling and Traffic (women). Often this character reacts to triggers that drive him into a mur-
The Reluctant Criminal: Some thugs long for a respectable life, but
they can’t seem to extricate themselves from the criminal lifestyle.
Michael Corleone is the ultimate reluctant criminal. He tries to
turn the family business into a legitimate and legal enterprise, but
is forever blocked by circumstance.
The Mama’s Boy: Most gangsters have a little mama’s boy in them.
A real mama’s boy takes it even further. He adores his mama, and
spends as much time with her as possible. He also follows her
advice. Even if mama knows how he makes a living, the mama’s
The Abusive Husband: This loser doesn’t know when to quit. He’s
boy shields her from the gory details.
married to, or dating the relative of a mobster and thinks nothing
The Little Man: Another classic character, the little man need not of giving her a black eye. Gianni Russo’s portrayal of Carlo Rizzi
literally be small of stature. He may just lack something that others in The Godfather is a well known example of the abusive husband.
possess; something that instills in him a need to overcompensate.
The Charming Crooner: A famous entertainer connected to the
This is what drives the little man. Again, Joe Pesci’s character in
mob, the charming crooner is a common character in Mafia films.
Goodfellas is an excellent example of the little man. In fact, the
He never gets his hands dirty for the Bosses, but he is a valuable
little man who is also a flash madman is a traditional combination.
asset to any crime family. He can make appearances at events, or
The Cruel Boss: Some guys kill because they have to; others do help the family form Connections in the entertainment business.
it because they enjoy it. The cruel Boss falls into the latter camp.
The Methodical Criminal: So skilled some may call him an artist,
He not only likes killing, he likes causing pain, and engineering
the methodical criminal knows how to plan the perfect crime. He’s
clever demises for his enemies. The cruel Boss works great in any
all business, and doesn’t appear to enjoy his work, but he survives
campaign, as a feared ally or nemesis.
because he knows how to bring in the money.
The Fatherly Boss: On the other end of the Boss spectrum is the
The Bully: No one, not even criminals like bullies. The bully doesn’t
fatherly Boss. This classy patriarch guides the family with a nurtur-
just bully on behalf of the family, he bullies within the family. He
ing hand, and treats his men like his own children. But make no
bullies because he can, and he knows others are too afraid to con-
mistake— the fatherly Boss is not to be trifled with. He does not
front him. The bully rarely bullies in an upward direction, instead
hesitate to wield the rod against an unruly child.
he picks on those beneath him. This character works well as an ally
The Greedy Wife: The greedy wife married for money, and expects or an enemy. As an ally, the bully can make an interesting character
her man to bring home the bacon in increasing amounts each day. if given redeeming qualities.
She may even go over her husband’s head when he is denied ad-
The Cool Headed Consigliere: Guided by his intellect, this stoic
vancement or a cut of the loot. Sooner or later, most greedy wives
character doesn’t allow emotion to interfere with reason. He makes
share their husband’s fate.
choices based on what offers the best outcome for the family’s
The Loyal Wife: She may be devout, even saintly, but the loyal wife interests. Sometimes his calculations anger his more hot tempered
will kill to protect her spouse and their children. She’ll lie to police, colleagues, but in the end he usually charts the correct course.
lie to the Boss, and lie to her husband if it will help protect him.
The Ambitious Gangster: From Al Pacino’s Scarface, to Andy Setting Mood and Creating Tension
Garcia’s Vincent Mancini, the ambitious gangster is bold. He has In the spirit of mob cinema, Crime Network emphasizes the high
big plans for himself and for his family. He takes calculated risks stakes culture of Mafia life. Players can be targeted for death when
to advance his criminal career. Some ambitious characters make it they violate the Omerta code, or are simply considered too great a
big while others become victims of their own ambition. Ambitious risk for the family. Members of their own crew could be assigned
gangsters work well as enemies or as leaders. the task of taking them out. It is up to the Game Master to use this
aspect of the game to establish a mood of tension, distrust, and fear.
The Aficionado: This character takes a peculiar interest in an object
or topic. He may be a great connoisseur of game meat, or a lover The Game Master has many tools at his disposal. Most importantly,
of exotic felines. Whatever the interest, it stands out and lends the he should pay close attention to player actions, and make mental
aficionado an eccentricity. notes of anything that might be used against them down the road. It
is always more exciting for a player to find himself in trouble weeks
The Manipulative Mama: The manipulative mama does anything
or months after an event. This helps to keep players on their toes.
for her boys. She may act devout, but is really tough. The quintes-
sential manipulative mama is Livia Drusilla from I, Claudius. When it does come time to target a player character for assassina-
tion, first you must decide if the job should go to a member of his
The Cry Baby: The cry baby may be a tough guy, but he cries easily.
crew (most likely another player) or someone else inside the family
He cries when someone gets whacked, he cries when the pasta is
(an NPC). Mob hits are typically done by someone who knows the
too spicy, and he cries when someone holds a gun to his head. The
routine of the target. Someone who can get close enough to make
cry baby is an interesting enemy to send against the players—who
a clean kill. So the ideal candidate will either be a member of the
may find it hard to pull the trigger when he starts to blub.
target’s crew or be a close contact.
The Religious Hit Man: This character need not be an actual
If you decide that another player character should be given the
hit man (but he is in most depictions). Capably of cold blooded
task of ‘whacking’ his own crew member, convey this message in
murder, he also says all his prayers and carries a rosary. He attends
secret. Either have a sit down in another room while the rest of the
mass, gives confession, and respects the bible (even if he fudges the
group is pre-occupied, or use notes. But remember, this is Crime
not killing or stealing parts).
Network. If you are going to pass notes to your players, do it with
The Dimwit: The dimwit is loyal, but not bright. And this trait is class—a white sealed envelope will do—and away from prying
easy for enemies to exploit. It isn’t that he lacks book smarts (though eyes. The trick is to generate an atmosphere of vague paranoia, so
he may), he lacks basic social smarts and is easily manipulated by that the players are always nervous that the person to their right
characters with a stronger will. A common trait possessed by dim- or left might be plotting their doom. Sometimes a blank note is
wits in film is physical strength. enough to unsettle your players, and establish a mood of paranoia.
By the same token, taking a player aside for no reason at all, can
The Crooked Clergyman: A man of God and the world, the help keep them guessing.
crooked clergyman enjoys the perks of both. He knows how to
Fear: Mobsters never know if and when they are going to get
whacked. Donnie Brasco is perhaps the best portrayal of this on
film. In it, the mobsters get jumpy every time they are called to a
meeting because they know it could be a set up, and they know
their best friend could be the guy who pulls the trigger. The idea
Being the Game Master is hard work, but rewarding. Between game
sessions, the GM must prepare material to keep the storyline going.
This preparation includes creating characters, mapping events, craft-
ing key encounters, and guessing which direction the players will
go next. The last point is important. You never really know how
the players will react to your storyline. For example, you may plan
an adventure about a hit-man who tries to take out the player’s
Capo. In your preparation, you expect them to confront the hit-
man, if and when their Capo gets whacked. But to your surprise,
the players decide to flee to Mexico after the hit-man pulls off the
job. You hadn’t considered the possibility, but the players believed
the family Boss would be angry at them for letting the Capo down.
And they are worried the hit-man will come after them. Instead of
pushing them back in the direction you planned (confronting the
hit-man), go with it. Let them go to Mexico. Now they are being
hunted by their own family. Maybe another family contacts them,
and offers protection if they do some jobs. This sort of storyline is
great, because the players had a hand in crafting it.
Letting the characters move the story is useful, but has some draw-
is, you never know when it is coming or from what direction. Use
backs- namely drift. If the players aren’t motivated, or don’t take
false alarms in your game to establish a mood of fear.
initiative, they could spend hours doing nothing. You never want
War: Wars between families are an important theme. The Godfather this to happen. If things start to lag, introduce some conflict. If
movies addressed this very well, particularly the first one. Going they’ve been sitting in a hotel room ordering room service, do
to war is a big deal, because everyone becomes a potential target. something- anything. Perhaps the phone rings, and the person on
And wars happen for all kinds of reasons: turf disputes, personal the other line asks them to meet at a construction site. Maybe their
grievances, etc. Sometimes even just the build up to a war can Capo shows up, and demands his cut of their earnings—maybe
sustain an entire storyline. Family war is a great theme, but it gets they don’t have the money. As a rule of thumb, if the players are
old quick if used too often. A certain amount of restraint is called moving of their own free will in an interesting direction, let them.
for when using it as a theme. But if things get dull, you need to do a little steering to bring back
the excitement. The best storylines usually combine player choices
Use the preceding themes to bring your game sessions together. with conflict designed by the GM.
Even unrelated plots appear more interesting if bound by a common
theme. Alternately a GM may use a firmer hand in guiding player actions,
with a story driven campaign. There is nothing wrong with this ap-
proach either, and to a certain extent, it is unavoidable. Unless you
are letting the story evolve entirely out of the player’s own choices, Road Trip: The Boss wants to expand, but doesn’t want to cause
you must prepare some basic plot elements and hooks before-hand. tensions among the local families. He decides to open up casinos
Some of these are entirely outside player control, but the key is to out west (perhaps in Las Vegas or maybe on Indian Reservations),
avoid railroading the players into a predetermined course. and sends the players to oversee the project. There they must con-
tend with local politics, police, and crime lords.
In a story-driven game, events occur around the players and the
GM gently guides them to complete his vision of the story. This The Land Grab: The family has its eye on a piece of real estate to
doesn’t mean the players must do everything the GM expects; in develop into a casino. Several other investors, with Connections to a
fact this will rarely happen. Rather, the GM more clearly lays out rival crime family, are also vying for the property. The players must
the terms of success at the beginning of the adventure, and he either convince the bidders to go away, or convince the landowner
makes it easier for the players when they choose “the right” path, to accept the family’s offer.
and harder when they don’t. Still the GM must continue to consider
the consequences of player choice here. Rival Clan: A rival family has taken over a key piece of territory
and set up business. In order to avoid an all-out war and maintain
Remo Loves Lucy (the sample adventure provided in the Crime the image of the family, the lost territory needs to be reclaimed
Network rule book) is an example of a Story Driven plot. The with minimal loss of blood.
players are given instructions to kill Remo’s pet crocodile, Lucy,
and the adventure assumes this is what they set out to do. But even The Heist: A large shipment of currency is scheduled to land at the
in a linear adventure such as this, the GM needs to adapt if the Airport. The player’s Captain has gone over the Boss’s heads, and
players change course. Suppose they turn on their Capo and cut directed them to hijack the shipment. They will need a solid plan,
a deal with Remo? A good GM won’t say “well that isn’t what the and a foolhardy crew to succeed.
adventure is about, so you can’t do that.” Instead he will honestly
The Mole: Offer one of your players the opportunity to act as a
consider how Remo, and the players’ Bosses, would respond to such
police informant. This will be a high risk role, but he will receive
an offer. Maybe Remo agrees but asks them to prove their loyalty
benefits (money, leniency, Connections etc). The player needs to
by taking out their own Capo.
wear a wire, and record his Boss or Captain saying something in-
Ultimately the GM should blend the character driven and story criminating. Of course, once the family discovers his treachery, the
driven aspects of his campaign. full weight of their vengeance will be upon him.
P o l ic e D e p a r t m e n t s and
Investigations
Every city, county, and state has a police department, and every
police department has a Police Investigation rating based on its
resources and talent. This rating is similar to Respectability. It is a
score of 0-6, which indicates the number of dice that department
rolls when investigating a crime. The department gets one roll per
crime, should it take the time to conduct a proper investigation.
If it succeeds, evidence is found leading to the perpetrators and a
case can be built against them. To succeed, the highest single result
of the Police Investigation must meet or exceed the Target Number
set by the perpetrator’s Crime roll.
Trials
Most successful investigations are followed by a trial. Trials take
1d10 months, after which the character must take the stand and
make a Respectability check (TN 6), or go to jail. The Respectability
roll and the TN can be modified by the actions of the character,
the police department, and witnesses. Use the following chart to
adjudicate trials.
Prison
Characters that lost their trial are sentenced according to the severity
of the crime. Roll 1d10 to determine the length of the sentence.
For non-violent crimes, the result indicates the prison sentence in
Get Shorty (film, 1995) The Valachi Papers, Peter Maas (1968)
Ghost Dog: The way of the samurai (film, 1999) The Way of the Wiseguy, Joseph D. Pistone (2004)
What a beauty! I got this crocodile from a Connection of mine out west. Don’t know how he got it, don’t care. But look at the size of this
thing. It’s pure class. I’d like to see Martino top this. What, you don’t like reptiles? You think their dangerous or something? You’re too
good for a crocodile; they’re beneath you or something? How about I put you in her pen for an hour and see how you feel then. Come on
you little punk, let me show you how we do corporate downsizing around here.
This sample adventure is suitable for a group of 3-5 characters. It can be tailored to any family or location.
Introduction
The players are summoned to a meeting with Ricky Benedetto, their new Capo. He was brought in to replace Lou Foscella, their previ-
ous Capo who was recently killed by the Baggio family Boss, Remo Baggio (if the players work for the Baggio family, simply replace
with another). The family isn’t just upset that Remo murdered Foscella, but how he murdered him. Remo has a pet crocodile that he
uses from time to time to intimidate his enemies. Last month, after Foscella hit a truck on Baggio turf, Remo fed him to his crocodile,
Lucy. Now the family wants revenge, and Ricky has a plan to make sure it goes smooth. He tells the players to sneak into Remo’s house
and whack the crocodile. If they can, he wants them to bring back the body so they can make some shoes to send as a gift to Remo.
Also, Lou’s wallet contained a key and a pin number to his deposit box. In order for Lou’s wife to access the box, they need to retrieve
his wallet from Lucy’s body.
Background
Remo recently moved to an estate on a small island in the bay. He brought his mother, and his nephew, Johnny, to live with him. He
also set up a massive terrarium for Lucy and Ricardo (Remo’s two pet crocodiles) in the basement. When word reached Remo that a
shipment of his was intercepted by Lou Foscella, he demanded Lou answer for the transgression. His men kidnapped Lou, and Remo
fed him to Lucy. He then sent a thank you note to Lou’s Boss (see handout in Part One).
After the family got the news, the Boss made Ricky the new Capo. Ricky immediately planned an attack on Remo; one that ensured
Remo suffered and died. But the Boss put the breaks on Ricky’s plan. Concerned about a war between the families, the Boss instructed
Ricky to think smaller- to work out a plan that restored honor to Lou and the family without risking an all-out war. Reluctantly, Ricky
developed the idea to whack Remo’s crocodile.
The Hook as he leaves, followed by the bodyguards. The Boss arranged to be
present when the players arrived, so they would understand that
The players are out on a small job when they get a call from Ricky
Ricky has his support. When the Boss leaves, Ricky motions for
instructing them to meet at the Close Shave barber shop. This is
the players to follow him into the basement.
their normal meeting place, and at this point the players don’t know
that their Capo, Lou, is dead. The night Ricky summons the players In the basement, Ricky asks everyone to seat themselves around a
to a meeting, Remo is away visiting his girlfriend. table. The room is stocked with barbershop supplies and there is a
refrigerator on the northern wall. He lights up a cigar and blows a
Characters few rings before speaking:
Stat are located in the last pages of this Chapter.
You might know that something happened to Lou. The Boss got this
Remo Baggio: See NPC Section note today, and he wants you all to read it real close.
Lillian Baggio: Lillian Baggio is in her mid 70s, and the center Ricky hands them the following message:
of her world is Remo. She moved to the US from L’Aquila, Italy
To Men of Honor:
with her husband in 1956. They had three children: Remo, Flora,
and Rose. Flora and Rose live in a penthouse in Churchill. Her It is with sincere gratitude that I send you this message of thanks. My
husband was gunned down by one of the Martinos twenty years crocodile has a discriminating palette. Your recent gift of Scarafiuni
ago. Now she enjoys caring for her only son, by cooking his meals Foscella with the meat sauce was much appreciated. If Lucy could talk,
and cleaning his home. In the evening, she relaxes by watching her she’d thank you herself for the delicious cuisine.
television programs with a bowl of popcorn.
Yours,
Johnny Colombo: Johnny is the son of Remo’s sister Rose and
her husband Carlo. He is just eight years old, and adores his uncle Remo
Remo. Presently, he is staying at Winter Island for two weeks to
be with his uncle. When everyone has read the note, Ricky leans back and asks: “What
should we do about this?” He lets them consider the options until
Ricky Benedetto: Ricky is a well respected member of the family. someone says “kill the crocodile.” He then gives his instructions
He started out robbing trucks, but quickly rose through the ranks. (see boxed text below). If no one suggests killing the crocodile, he
As a Soldier in Lou’s crew, Ricky was a good earner. When Ricky complains that “you guys don’t know nothing. Here’s what we’re
opened the Close Shave, Lou turned the basement into his personal going to do…” and then instructs them on what to do:
office space. Countless enemies of the family spent their final mo-
ments in Lou’s office. Rick and Lou were good friends who worked We kill the crocodile, this Lucy of his. Making a move against Remo
well together. When Lou died, the Boss made Ricky the new Capo could start a war; it would be too dangerous. I want you’s guys to go to
of his crew, and ordered him to plan a revenge that would hit Baggio Remo’s new house on Winter Island, break in, and kill the croc. Then
hard, but not cause a war. I want you to bring me the croc’s body so I can make some shoes and
send them to Remo. You got that? [Awaits response]
Part One: The Close Shave Barber
Shop Now, Lou was a good friend of ours. In fact, I thought of him as my
The adventure begins when the players are summoned to a meeting best friend. So it pains me to go into grisly details here. But Lou had
with their new Capo, Ricky Benedetto, at the Close Shave Barber something in his wallet when he died, and we think his wallet may be
Shop. Ricky owns and operates the Close Shave; he also uses it to inside the crocodile’s belly, if you know what I mean. So I need you to
hold meetings and store contraband. The players are told to arrive bring that back if you can’t take the whole thing. But I will be upset if
at five o’clock. When they get there, they see Ricky giving the Boss I can’t make me some shoes.”
a haircut. Three bodyguards keep watch as the players enter. Ricky
finishes as soon as the players walk in; the Boss gets up and nods
Fisherman
Defenses Combat Physical Mental
Hardiness 5 Hand to Hand ••• Endurance • Bully ••
Stealth 3 Medium Arms Athletics • Manipulation
Evade 3 Heavy Arms Swim • Reasoning
Parry 6 Small Arms Muscle • Empathy
Wits 6 Explosives •• Speed • Lying ••
Resolve 6 Sniper Vehicle: Boat ••• Detect ••
Expertise Specialist Knowledge
Mechanics ••• English •••
Electronics •• Sailing •••
Computers Navigation ••
Medicine
Finance
Security
From here, players can make a Detect roll (TN 7) to notice the The house is also protected by a security system and a lock. It re-
guard standing duty at the top of the steps (area 2). If they know quires a Security roll (TN 7) to avoid setting off the alarm system
he is there, they get a +2 situational modifier to their Stealth when and open the lock. If the alarm system is set off, a siren wails as the
they go up the stairs. Either way, the guard can make a Detect roll remaining guards in area 3 rush to confront the players.
against their Stealth as they move toward the house.
Cabin
Yard Smoke billows from the chimney of this rustic-looking cabin. Through
A pebbled walk-way leads to the front door of the Baggio estate. The the windows, you see figures chatting as they smoke cigars and listen
entire yard is lit by flood lights, and the windows of the place are secured to music.
with iron bars.
Lillian Baggio
Defenses Combat Physical Mental
Hardiness 2 Hand to Hand Endurance Bully
Stealth 2 Medium Arms Athletics Manipulation
Evade 2 Heavy Arms Swim Reasoning ••
Parry 2 Small Arms • Muscle Empathy
Wits 6 Explosives Speed Lying ••
Resolve 8 Sniper Vehicle: Car • Detect ••
Expertise Specialist Knowledge
Mechanics English •
Electronics Italian •••
Computers Cooking •••
Medicine •• Cuisine •
Finance ••• Baybridge •
Security
Ricky Benedetto
Defenses Combat Physical Mental
Hardiness 6 Hand to Hand ••• Endurance Bully •
Stealth 3 Medium Arms •• Athletics •• Manipulation •
Evade 5 Heavy Arms •• Swim Reasoning ••
Parry 5 Small Arms •• Muscle •• Empathy •
Wits 5 Explosives Speed •• Lying
Resolve 7 Sniper Vehicle: Car •• Detect ••
Expertise Specialist Knowledge
Mechanics English •••
Electronics ••• Italian ••
Computers Car Jacking ••
Medicine Fence ••
Finance
Security •••
Welcome to Baybridge Baby, and say hello to its future king, yours truly. Life here is pretty good for a guy like me. I got the cops wrapped
around my little finger, and all the ladies love me. If I can just get that no good Baggio out of the way, I can set my sites on Enzo Corelli.
He’s in my way, and I won’t let nobody stop my rise to the top.
Established in 1640 by settlers from England, Baybridge always had its share of criminals. Indeed, its founder, Nathaniel Morris, was
rumored to be a pirate, and many established families in the area can trace their wealth to privateer ancestors. By the early 19th century,
Baybridge was a booming port city, with a reputation for lawlessness. When the Volstead Act and the 18th Amendment passed in 1919,
prohibiting the sale or manufacture of alcohol in the U.S., criminals of all stripes seized the opportunity and bootlegged alcohol. Fortunes
were made during this era, particularly in crime ridden cities like New York and Chicago. Baybridge was no exception. By 1930, the city
was flooded with members of Cosa Nostra. By the end of Prohibition, eight crime families reigned over the city.
In the decades following Prohibition, the eight families held their grip on the city. But things started to change one year ago when Jimmy
Marino was elected mayor of Baybridge. Marino started out as a prosecutor who confronted organized crime head on, a dangerous tactic
in a place like Baybridge. Despite, or perhaps because of, numerous attempts on his life, Jimmy Marino launched a successful campaign
for mayor promising to eliminate Cosa Nostra from the city. Since his election, Marino purged the police department of crooked ele-
ments, and flooded its resources. He had less success cleansing the city of its crooked politicians.
Baybridge remains a city governed by organized crime, but Marino intends to keep his promise. Armed with a loyal police force, he is
willing to bleed the streets in order to remain faithful to his campaign agenda. The eight families will go to any length to stay in power.
Territories become more and more popular among the gambling crowd, many
of the gyms have added Muay Thai, Wrestling, and Jui Jitsu to
Baybridge is a large metropolitan with a number of districts and
their repertoire. A lot of mobsters frequent boxing gyms and learn
suburbs. The districts are governed by the mayor of Baybridge and
M.M.A. because it’s good practice for the street. They also make
fall under the Baybridge Police Department’s jurisdiction. The sub-
important Connections with trainers and managers- which pays
urbs are independent communities governed by their own mayors
dividends when they need a fight fixed.
or city councils, and protected by their own police department.
There is a lot of money to be made in Reverence, but anyone who
The North Side Suburbs wants to make a dime has to go through Michael “Caesar” Mar-
The North Side has a low reputation among the Baybridge’s blue tino. He won’t allow anyone to operate in Reverence without his
collar Italians. It’s where they go when they want to move up in personal approval.
the world. This is the domain of working class families who aspire
The Chief of Reverence Police, William McClellan, is in the pocket
to be middle class and bluebloods. But it still has rough areas, like
of the Martino Family. He makes sure Michael Martino knows of
Ocean Park, Reverence, and parts of October.
any upcoming raids or sting operations. He also lets Martino run
Reverence the city with impunity. McClellan is so close to the Martino family,
he is regarded as an Associate.
Population: 47,283
Settled: 1630
Sites
Incorporated: 1871 (Used to be North Chesterton)
Pinnacle Park: This place has everything: dog racing, illegal gam-
Mayor: James Antonelli
bling, drinks, fine food, and women. Pinnacle Park is a three storey
Police Chief: William McClellan (Corrupt)
paradise. The first floor has a bar, a stage with live musicians, and
Police Rating: 1
a backroom filled with slot machines and card tables. The second
Sites: Reverence Beach (a summer hotspot), Lorenzo’s Boxing Gym, floor is built for dining and viewing the races. The whole floor is
Pinnacle Park (greyhound race track), Club Martino (dance and set up like a fine restaurant, with a massive window overlooking the
fight venue), The Shire strip club. race track. Waiters walk around taking orders, and bookies move
about taking bets. The third floor is a small hotel for overnight
Reverence is just north of Baybridge. It can be quiet and peaceful, guests with all the amenities, including prostitution.
but still has a lot in the way of night time entertainment. Reverence
has its share of rough quarters. There are still many Italians living in In any other town, a place like Pinnacle Park would be closed by
Reverence- sausage shops and Italian grocery stores are a common the police, but Martino’s been greasing the palms of the Reverence
site on August Avenue, the main thoroughfare. It is also one of Police since he came to power. They are even some of the Pinnacle’s
the few places in the North Side where the Mafia is firmly rooted. best customers.
One of the few dog tracks in the state, Pinnacle Park, is in Rev- Club Martino: Another place of business owned and operated
erence. Just across the street from Pinnacle Park is where Club by the Martino family, Club Martino doubles as a night club and
Martino is located. Club Martino is a great place to go for drinks boxing venue. Michael “Caesar” Martino loves boxing and dancing,
and dance. On Saturdays, it is often used as a venue for boxing so he built a place where he could witness both from the comforts
and mixed martial arts fights. Boss Martino and his men are seen of a private booth. Club Martino is an enormous one storey hall.
at the club frequently. There are also a lot of strip joints and mas- It’s so large, it accommodates a full bar, a stage (for live music), a
sage parlors, Courtesy of “Caesar” Martino. The Shire strip club is dining area, and a dance floor which converts to a boxing ring on
a popular meeting ground for the Martino crew. Saturday nights.
Boxing gyms are a common site in this North Side community. This is Caesar Martino’s base of operations. It’s where he conducts
The biggest place is Lorenzo’s. A lot of good fighters have cut their important family meetings and he uses it to wash money from illicit
teeth training under Vinnie Lorenzo. As mixed martial arts have
Chesterton
Population: 35,080
Settled: 1627
Incorporated: 1739
City Manager: Ash Stevens
Police chief: Eric Meier (Corrupt)
Police Rating: 1
Sites: Lancelot’s Lounge, The Cat House, The Lion’s Club, The
Chesterton River Hotel
Sites Remo Baggio owns the Chesterton River hotel, and uses it as a
Lancelot Lounge: Lancelot’s Lounge is a favorite venue for the skin legitimate front for his criminal activities. It’s a posh place that
trade. It’s run by an Associate of the Baggio family named Nicki caters to people in the entertainment business. Remo loves to rub
Benza. Some call it the poor man’s Pinnacle Park, but this couldn’t elbows with the rich and famous, and running the Chesterton River
be further from the truth. Benza is a shrewd business man, and Hotel gives him plenty of opportunities to do so. It also helps him
knows how to keep clients coming back for more. All the girls at establish important contacts.
Lancelot Lounge are from foreign countries (mostly Europe) and
Benza markets the place as an upscale gentlemen’s club. That it Ocean park
doubles as a hotel ensures a steady flow of truckers and salesmen. Population: 89,050
Settled: 1629
The Chesterton River Hotel: The Chesterton River Hotel is a
Incorporated: 1850
fifteen storey luxury hotel built in the mid 1970s. Its amenities in-
Mayor: Skip De Quincy
clude a day spa, fitness center, a small movie theatre, entertainment
Police Chief: Bruce Ebrey (Corrupt)
complex, three bars, two restaurants, and a large dining hall. The
Police Rating: 0
cheapest rooms cost 500 dollars a night, and the most expensive
cost over 3,000 a night. Sites: Ocean Park Park, High Rock Tower, Jack’s Place, The Pro-
duction Plant
Jack’s most loyal customers are the Lipioni brothers, Ralph and Red rock-Gibraltar-Nathan
Lundo. In fact, Ralph is the real Boss of Jack’s place. There is no
These wealthy sea side communities are hardly worthy of any men-
paper trail to indicate his authority, or any sign that Ralph manages
tion in Crime Network. A lot of the more successful wise guys
the joint, but after hours, Jack answers to Ralph. They hold key
move to these towns once they save up enough money. These are
meetings at Jack’s Place.
predominantly WASP communities, however, and they don’t take
Sites
D/L Waste Removal Company: Owned and operated by Raphael
“Primo” De Luca and his sons, the D/L Waste Removal Company
appears to be a normal waste management company. Their trucks
are familiar to residents all over the North Side, especially on trash
day. The D/L Waste Removal Company has contracts with Rose-
mary, October, Ocean Park, and Red Rock. The De Lucas also use
the trucks to remove dead bodies and stash stolen goods.
too kindly to “new immigrant groups” like Italians, Jews, and Irish Le Fantastique Cinema: This old style movie house remains in
folk. In the last twenty years or so, this has begun to change. Red business by pampering its customers and keeping its prices low. It
Rock has been slowly opening itself up to these groups. And Nathan plays movies that are mostly available on video, but the plush car-
became much more hospitable to them, especially since Michael pets, the fine food, and the array of private viewing balconies give
Martino decided to live there. Gibraltar remains a bastion of Yankee Le Fantastique an air of sophistication. Owned by Maurice Mar-
society. One important thing to note about Nathan, Gibraltar and couf, an American whose real name is Martin Shane, the cinema
Red Rock is the police. The close proximity of these communities to is popular with locals and the mob. Raphael De Luca comes every
Ocean Park has placed their town officials on high alert. The police Friday, and enjoys a film from his own private booth.
closely observe anyone entering or leaving. They know enough not
to bother important members of the Mafia, but Associates and Baybridge Proper
Soldiers would do well to steer clear of this part of the North Side
Population: 800,000
(at least while conducting family business).
Settled: 1640
Incorporated: 1693
Rosemary Mayor: Jimmy Marino
Population: 40,000 Police Comm: Joseph Mansfield
Settled: 1626 Police Rating: 3 (going up)
Incorporated: 1626
Mayor: Bill Tamlin Sites: The Winterville Theatre, Rusty Square
Police Chief: David MacDonald
Police Rating: 3 This is where the action is. Baybridge is built on reclaimed wet-
lands. Its streets are packed and winding and its people keep to
Sites: The Winterville Theatre, Rusty Square Fowler Field is a rich tapestry of cultural blocks packed together.
Really, it is bunch of different neighborhoods made into one. It is
Winterville has large Hispanic and Asian populations. There is mostly a middle class neighborhood and is home to a number of
still a sizeable Italian community, however. It has undergone some significant Baybridge Landmarks.
gentrification since the mid-1980s, and this has been a source of
conflict in the community. A phenomenon known as “Yarns”- anti One landmark of particular interest to members of Crime Network
rich/anti middle class graffiti- is an expression of this problem. is Fowler Field Park, a popular baseball stadium. In addition to
Winterville runs the cultural gamut, possessing a strong art scene,
South Baybridge
Cosa Nostra has to operate carefully in South Baybridge, because
the area is controlled by the Irish mob. This is where the infamous
Shamrock Gang was based. Under the leadership of Patrick Doran,
they terrorized Baybridge (Shamrock was mainly an Irish operation,
but they worked closely with some Mafia crews). An Irish Catholic
neighborhood, south Baybridge is packed with Irish pubs that cater
to the working class. Still, Italian mobsters can make some cash if
they know the right people.
Sites
Paddy’s Place: This old time Irish pub looks harmless enough,
but it’s the home base of one of the most violent and ruthless Irish
gangs in all of Baybridge— the Southies. Paul Callahan, an up-and-
coming mobster, rules his gang of violent thugs from this pub and
few who know anything about him want to get on his bad side.
Although a man of unexpected intelligence, Callahan identifies
with, and is popular with, the working class stiffs.
Description
Michael Martino is a charming man with a violent temper and loud mouth. He keeps his dark hair combed back, dresses in comfortable
suits and always wears a 24K cross around his neck. People call him baby face for his youthful looks and weak chin.
Martino grew up in Reverence where he started out as the head of a small gang at the age of 12. His father was a prominent Under-Boss
in the Patriarca family. Michael came to power ten years ago, when a large mob war left a power vacuum in the North Side area. He is
both feared and loved by his men, and smart people think twice before crossing him. He just recently moved his family to Nathan.
Description
Vincenzo Lombardi wears heavy black glasses and a tight cropped crew cut. He does not tolerate failure from his men, having little pa-
tience for excuses or groveling.
Vincent got to the top by using his brains. He climbed through the ranks by pitting his Bosses against one another, and forming clever
political alliances.
Description
Remo Baggio grew up in Churchill, in a large Italian family. Being small didn’t give Remo much of an advantage, so he had to resort
to violence just to survive. His mother, Lillian, is the center of his life. She cooks for him every night, and he has killed more than one
unfortunate wise guy who thought he could get away with joking about Remo’s mama. Remo also provides for his two sisters, Flora and
Rose. They are very close with Remo, but when all three are together, they do nothing but argue and bicker. Unlike some of the other
bosses, Remo isn’t just hot tempered, he is a little crazy as well.
A perpetual bachelor, Remo lives in an unassuming three storey house in the suburbs of East Baybridge. He recently purchased a man-
sion on Winter Island, off the coast of Baybridge. He makes most of his money through hijacking operations out of Logan. His control
of Lancelot Lounge brings in a pretty penny as well. Remo owns the Chesterton River Hotel in Chesterton, which he uses as a front to
wash his money.
Description
Alfonso Bartoli is regarded as the most charming of all the Mafia Bosses. He is always on the peak of fashion and brandishes fancy suits as
well as custom sunglasses. He is known as Alfonz the Bronze for his tan, which appears to be permanent, and called Fonzie for his smooth
and charming ways. Alfonzo is good at reading other people and turning their weaknesses against them.
Alfonso was at one time considering being a model, but when he had a chance to make some quick money running jobs for the mob, he
jumped at the opportunity and soon found a different profession. Alfonso’s good looks got him in with the higher ups and it wasn’t long
before he charmed his way into a leadership role. Alfonso now runs a very serious blackmailing and extortion ring in Roebury.
Description
Emilio may look like a harmless old man, but beneath his trademark Dolce Gabana shades, peer the eyes of a calculating crime lord. Emilio
has a head of curly gray hair, and is bent with age, but still keeps in shape and is actually very healthy for his age. He loves to surround
himself with young women for a night on the town, and is often seen at Baybridge’s hippest establishments.
Emilio began as a numbers guy- a bookie. He earned a name for himself in the Baybridge area, and was known as the go-to guy for gam-
bling and money laundering. He has used his smarts to rise to the top, and now controls Brookridge and Winterville, where he maintains
a number of steady rackets.
Description
Vito Romano is a violent man who dresses down most of the time and is known to carry brass knuckles and a shotgun everywhere he
goes. Viewed as one of the most down to earth Bosses, he typically wears a leather jacket under a tan trench coat. He is also known to
wear a baseball cap to blend in.
Romano was raised in Churchill and knows the streets there very well. He came to prominence within the Mafia by being good with guns.
He eventually worked his way up as a young and talented hit-man, to a personal bodyguard for some of the Mafia’s elite. Eventually, a spot
opened up in the leadership after some FBI crackdowns and Romano was rewarded with a nice piece of the pie in his local area of Churchill.
Description
Raphael De Luca is an ugly man with horrible bumps all over his face. When pressed, he reveals it is a skin disorder he has had since he was a child.
This disorder also affects his immune system. In any country, he would be considered short and highly overweight but he carries a confidence in his step
and mannerisms that seem to overshadow his unimpressive physique. He also likes the finer things in life and dresses very well; there are even rumors
circulating that he sleeps in a suit.
De Luca grew up in Rosemary as the son of a wealthy businessman who was known to grease a few wheels. De Luca quickly used his intellect to get
key politicians into office, a fact he uses to corrupt them even to this day. By the time he was 30, his business savvy and uncanny ability to pick up on a
lie earned him the name ‘The Press’. His reputation on the street earned him a place in organized crime and he solidified this by forming his family in
1988 at the age of 33. His grip on Ocean Park, Rosemary, and October is not the picture of perfection, but he has a lot of muscle and has been known
to eliminate rivals in the past. His privileged background earned him the name ‘Laces’ among his enemies.
Description
Enzo Corelli is a fat and lazy man but still well respected. He is often seen wearing sweat pants for comfort, but also wears suits well tailored
suits when conducting business. They call him ‘The Belly’ simply because he is fat.
Corelli survived by being consistent and staying one step ahead of his competition. Corelli ascended to power when his weapons traffick-
ing operation became the most efficient in Baybridge. His political informants helped keep him out of trouble while he rose to power
in his early years and he hasn’t looked back since. Recently, rumors have spread that Corelli has been making a fortune through a black
market organ donor racket.
Description
The hit-man with a heart of gold. Everybody loves Lundo. He treats everyone with respect, and always seems to wear a smile. Short, but
built wide like a tank, he is one of the most feared hit-men in the De Luca family. He has grown a slight paunch, in recent years, which
compliments his stocky physique. He has a swarthy complexion, and styles his dark kinky hair with pomade.
Lundo Lipioni was once a boxer, and achieved a degree of notoriety in his day. He is the brother of Ralph Lipioni, a respected Captain
in the De Luca family. They were both introduced to the family through a bookie that was known for fixing boxing matches. In time,
Lundo established a reputation as a reliable and efficient hit-man. He is loyal to his brother and to the family.
Description
Mayor Jimmy Marino is a no-nonsense, straight talker born and raised in Baybridge. He is noted for his lack of eloquence while speaking,
and a tendency to use malapropisms.
Mayor Marino was born in Hill Park. Since becoming mayor nine years ago, he has taken the mob head on. He is an effective mayor and
a man of the people. But he has made a number of enemies.
Gang Member
Police Officer
Clever Thug
Consigliere
Elite Thug
Politician
Associate
Hit Man
Reporter
Citizen
Soldier
Thug
Capo
Boss
Hardiness 3 4 6 3 5 3 5 4 3 3 5 3 3 3
Stealth 3 3 3 4 5 3 4 3 3 3 3 5 3 6
Evade 5 6 3 3 4 3 3 4 3 3 4 3 3 4
Parry 3 6 3 3 4 3 4 3 3 3 4 3 3 4
Wits 6 6 6 9 7 5 6 7 5 8 6 8 5 7
Resolve 6 6 6 6 9 5 6 6 5 6 6 6 8 7
Hand-Hand 1 1 1 1 2 1 2 1 0 0 2 0 2 2
Medium Arms 1 2 2 1 2 0 1 1 0 0 2 0 2 3
Heavy Arms 1 1 2 1 1 0 1 1 0 0 1 0 2 3
Small Arms 2 2 2 1 3 1 2 1 0 0 2 0 2 2
Explosives 0 1 1 1 1 0 1 1 0 0 1 0 2 3
Sniper Rifles 0 0 0 1 1 0 1 1 0 0 1 0 2 3
Endurance 2 2 1 1 1 1 2 1 1 1 2 1 1 3
Athletics 2 2 1 1 1 1 2 1 1 1 2 2 1 2
Swim 0 0 1 1 1 1 2 1 0 1 2 1 1 2
Muscle 2 2 2 0 1 1 2 1 0 1 2 0 1 1
Speed 0 0 2 1 1 1 2 1 0 1 2 2 1 3
SKILLS
Vehicle 0 0 0 2 1 1 2 1 1 1 2 3 1 1
Bully 1 2 2 1 2 1 2 3 0 0 2 1 0 0
Manipulation 0 0 2 2 2 1 2 3 1 3 1 3 0 0
Reasoning 1 1 2 3 2 1 2 3 1 2 2 2 1 1
Empathy 0 0 0 1 2 1 2 2 1 2 1 2 0 0
Lying 2 2 2 1 2 1 2 2 0 3 2 2 1 0
Detect 0 1 2 3 2 1 2 3 0 0 2 2 2 3
Mechanics 2 2 1 1 1 1 2 0 1 0 1 1 0 1
Electronics 0 1 1 1 1 1 2 0 1 0 1 1 0 1
Computers 0 1 1 2 1 0 1 2 1 0 1 2 0 1
Medicine 0 1 1 2 1 0 1 0 1 0 2 1 0 1
Finance 0 1 2 3 2 0 0 3 1 3 1 2 0 1
Security 1 2 2 3 2 0 0 0 1 0 1 2 1 3
Crime A 1 2 2 3 3 0 0 0 0 2 0 0 1 3
Crime B 1 1 2 2 3 0 0 0 0 1 0 0 1 1
Language 0 0 1 2 2 0 0 0 1 0 1 3 0 0
Places 2 2 1 2 2 0 0 0 1 0 1 2 0 1
Organizations 0 1 1 2 2 0 1 0 1 2 1 2 0 0
Things 0 0 1 2 1 0 1 2 1 3 2 2 1 0
Talent 0 2 1 2 1 0 0 2 1 2 1 3 1 2
100 Crime Network
Crime Network
Name Sex Ht. / Wt. Age
Defenses Wo u n d Tr a c k e r
Hardiness 3 + = Incapacitated -2d -1d
Stealth 3 + =
Evade 3 + = Respectability
Parry 3 + = 1 2 3 4 5 6
Wits 6 + =
Resolve 6 + =
Connections Equipment
Appendix 101
Index Capping the Numbers 49 Drugs 42
Casanova 10 Dying 48
A Chapter Five:
The Game Master 60 E
Adjudicating Non-Combat Skills 53
Failure, Normal Success, and Total Chapter Four:
Electronics 25
Success 53 The Way of the Gangster 55
Emilio Santini 94
Chapter One:
Advancement 7 Empathy 21
Character Creation 9
Alfonso Bartoli 93 Chapter Seven: Endurance 19
Assassination 48 The Baybridge Setting 80 Entertainment Connections 34
Athletics 19 Chapter Six: Environmental Modifiers and Hazards
Attacking/Moving Objects 47 Remo Loves Lucy (adventure) 69 52
Chapter Three: Condition Modifiers 52
B Combat and Non Combat Rules 46 Cover 52
Baybridge Chapter Two: Illumination 52
Baybridge Proper 85 Equipment 36 Terrain 52
Blue Hill 86 Character Creation 9 Enzo Corelli 97
Brookridge 87 Character Creation Overview 12 Equipment 44
Chaplin 87 Steps in Character Creation 9 Equipping your character 36
China Town 87 Character Details 7, 10 Evade 17
Churchill 87 Combat and Non-Combat Skills 17 Expertise 6, 27
East Baybridge 87 Combat Expertise 27 Combat Expertise 27
Fowler Field 86 Combat Skills 18 Knowledge Expertise 30
North Baybridge 88 Combat Tactics 50 Mental Expertise 29
Roebury 86 Facing 50 Physical Expertise 28
Sea Port District 88 Restrain 51 Specialist Expertise 29
Chesterton 83 Setting Sights 51 Explosives 18, 39
Ocean park 83 Shooting at Multiple Opponents 51
Suppressive Fire 51
F
October 84
Red rock-Gibraltar-Nathan 84 Targeted Shots 51 Facing 50
Computers 25 Failure, Normal Success, and Total Suc-
Reverence 81
Condition Modifiers 52 cess 53
Rosemary 85
South Side Districts 88 Connections 7, 31 Falling 51
Business Connections 33 Families 11
Hill Park 88
Criminal Connections 32 Baggio 11
Little Italy 88
Entertainment Connections 34 Bartoli 11
South Baybridge 89
Political Connections 32 Corelli 11
The North Side Suburbs 81
Baybridge and its Northern Suburbs Social Connections 33 De Luca 11
(Sample Location) 80 Contractors 59 Lombardi 11
Baybridge Proper 85 Cover 52 Martino 11
Becoming a Made Man 59 Creating Crime Families 61 Romano 11
Blast Radius 39 Crews 7 Santini 11
Body Armor 43 Crime 21 Family 7, 10
Brain 10 Criminal Connections 32 Finance 26
Brawn 10 Cumulative Cost of Skills 24 Firearms 36
Bully 20 G
D
Business Connections 33
Defense Skills 16 Going to Jail or Prison 58
C Detect 20
H
Index 103
Muscle 19 Vincenzo Lombardi 91
Speed 20 Vito Romano 95
Swim 19
W
Vehicle 19
Purchasing Skills 15 Weapon Descriptions 40
Skill List 24 Weapons 36
Skill Rolls 16 Explosives 39
Specialist Skills 25 Firearms 36
Computers 25 Melee Weapons 37
Electronics 25 Toxins 40
Finance 26 Weapon Descriptions 40
Mechanics 26 When Grenades Miss 54
Medicine 26 Wits 17
Security 26 Wounds 48
Small Arms 18
Sniper Rifles 18
Social Connections 33
Sources of Income & Crimes 57
The Vig 58
Specialist Expertise 29
Specialist Skills 25
Speed 20
STOCK CHARACTERS 100
Story Ideas 66
Suggested Viewing and Reading 68
Suppressive Fire 51
Surprise 49
Swim 19
T
Taking Damage 47
Talent 25
Targeted Shots 51
Terrain 52
The American Mafia and its History 55
The Commission 57
The Crime Network Setting 7
The Omerta Code 59
The Story 65
The Vig 58
Things 23
Toxins 40
Turn Order 50
Turn Order, Movement & Timing 49
V
Vehicle 19
Vehicles 43, 53