# The Syndicate
*A Tabletop Role-Playing Game*
**The Syndicate** is a tabletop role-playing game (TTRPG) built on the Tiny d10 system and set in [[Nova City]]—a gritty, 1960s-inspired metropolis where organized crime families vie for power, wealth, and control of the city’s underworld. Players take on the roles of ambitious members of these organizations, navigating a dangerous web of alliances and rivalries that lucratively reward loyalty and brutally punish betrayal. Whether pulling off daring heists or staying one step ahead of the competition, players must rely on their cunning and resourcefulness—and a heavy dose of luck—to rise to the top.
![[the-syndicate.png]]
>*Welcome to the family.*
## Introduction
It is likely, by now, that the reader is well-acquainted with the idea of tabletop role-playing games. For the few that are not, this brief explanation should suffice.
In a very basic sense, a tabletop role-playing game is a set of rules that provide structure to adventures that are largely the product of a group’s collective imagination. The rules exist to ensure that the outcome of this play is logical, consistent, and fair, thus enabling players to engage in fast-paced, immersive action. In **The Syndicate**, each player creates a character, known as a Player Criminal (PC). Through their characters, they interact with a fantasy world in which they will attempt to do many things: slay enemies, win allies, overcome odds, and more. The game master (GM), also known as the Crime Master (CM), will analyze the results of these attempts in accordance with the game rules & die rolls and inform the players of their success or failure. To succeed in this game, one requires only an imagination and a spirit ever in search of fun and adventure.
**The Syndicate** is divided into three sections: In Section I—Character Creation—players will create a player criminal (PC) following the simple, step-by-step character creation process. In Section II—Game Rules—players will learn the handful of rules necessary to usher their PCs to the heights of infamy in the vast criminal underworld of Nova City. In Section III—For Crime Masters—referees are provided essential guidance on running jobs, managing notoriety, and crafting a dynamic world.
## Section I: Character Creation
When creating your PC, consider things like his or her appearance, background, and general attitude. You are encouraged to take inspiration from your favorite action & crime movies and television shows, and to borrow heavily from beloved tropes.
### Families
**Step 1:** _Select a family._ Each family reflects a cultural and national background representing real-life organized crime groups operating in the United States during the 1960s.
>Note: While it is possible for each player to choose a different family, it is recommended that new players first choose the same family—this will ensure cooperative gameplay and simplify the experience.
The **Chinese (Triad)** are swift and resourceful, excelling in both mental and physical agility. They dominate smuggling operations in the underground economy and specialize in moving contraband, illegal goods, and people through clandestine routes and networks. Their influence over the criminal underworld is often unseen but wholly pervasive, making them powerful allies and dangerous enemies. They gain: the _sneak_ skill; -1 roll penalty to ranged attacks against the Chinese; and +1 Intellect.
The **Irish (Mob)** are strong and unyielding, widely known for their fighting spirit and raw physical power. They are quick-witted and street-smart, often exercising their influence through labor unions and illicit imports. Regarded as brash but honest, they are fierce friends and unpredictable foes. They gain: the _streetwise_ skill; -1 roll penalty to melee attacks against the Irish; and +1 Hit Point per level.
The **Italians (Mafia)** are clever and charismatic, combining sharp intellect with a natural flair for persuasion and leadership. A disciplined and meticulous group, they control a wide array of illegal enterprises, including racketeering, gambling, extortion, and more. Their imposing presence ensures they often achieve their goals without the need for violence—but they are more than capable when the situation demands it. They gain: the _persuade_ skill; +1 attack bonus with firearms; and +1 aspect.
The **Russians (Bratva)** are strong and calculating, widely known for their brutality and efficiency. Their operations are highly organized and involve smuggling, contract killings, illegal gambling, and more. Their tight-knit and secretive nature, combined with their dominance of the arms trade, makes them a formidable force in the criminal underworld. They gain: the _intimidate_ skill; +1 damage bonus with firearms; and +1 Power Point per level.
### Roles
**Step 2:** _Select a role._ Each role represents a criminal archetype and possesses unique abilities that reflect its key function within the syndicate.
**Enforcers** are the muscle of the family and excel in combat and intimidation. They have a Toughness of 5 (T5); use heavyweight weapons and below; gain one weapon proficiency (granting either a +1 attack or +1 damage bonus); and gain +2 Hit Points and +1 Power Point. Enforcers begin with **two** abilities:
_Kneecapper_ – inflicts +2 damage and prevents the target from moving for 1d10 rounds. Cost: 2 Power Points.
_Free Choice_ – player may choose an additional ability from the List of Abilities in Section II.
---
**Fixers** are diplomats and negotiators, resolving conflicts and maintaining the Crew’s network of allies and resources. They have a Toughness of 4 (T4); use lightweight weapons and below; and gain +2 Reputation Points and +1 Power Point. Fixers begin with **three** class abilities:
_Backup Plan_ – when you (or a nearby ally) are at or below half of your Hit Points, reinforcements arrive in the form of a **_hired thug_** (_T5; 1d5 + your level Hit Points_); additionally, you may instantly heal yourself (or a nearby ally) for 1d5 Hit Points. Cost: 3 Power Points.
_Precision Strike_ – if an attack fails, adjust your aim and roll again; if the attack succeeds, inflict +1 damage. Cost: 2 Power Points.
_Free Choice_ – player may choose an additional ability from the List of Abilities in Section II.
---
**Smugglers** are logistics experts, adept at moving contraband, evading authorities, and thriving in the shadows. They have a Toughness of 5 (T5); use mediumweight weapons and below; gain one weapon proficiency (granting either a +1 attack or +1 damage bonus); and gain +1 Hit Point and +2 Power Points. Smugglers begin with **two** class abilities:
_Hot Pursuit_ – the entire Crew automatically escapes a chase or ambush scenario. Cost: 3 Power Points.
_Quick Draw_ – make an attack with a ranged weapon as a free action at the start of combat; additionally, make this attack again at the start of every combat round at the cost of 2 Power Points.
---
**Schemers** are masterminds of tactics and strategy, playing the game 10 moves ahead of the competition and constantly manipulating events to the family's favor. They have a Toughness of 4 (T4); use lightweight weapons and below; and gain +2 Power Points and +1 Reputation Point. Schemers begin with **three** class abilities:
_Calculated strike_ – your attack automatically succeeds, inflicting +1 damage; additionally, at the cost of 2 Power Points, the attack causes one of the following effects:
- the target is disarmed;
- the target is knocked prone;
- the attack inflicts an additional +1 damage.
_Like Clockwork_ –declare a prepared contingency plan that negates a major obstacle. Cost: 3 Power Points.
_Mastermind_ – allies within the vicinity gain +1 to all non-combat rolls.
---
### Attributes
**Step 3:** _Assign attribute scores_. Divide 3 points between the following attributes.
**Aspect** is a measure of consciousness & charisma and is used as a bonus during things like detecting intentions, or persuading/intimidating someone.
**Intellect** is a measure of mental acuity and sharpness and is used as a bonus during things like detecting traps or gathering information.
**Power** is a measure of physical strength and is used as a bonus during things like breaking down doors or restraining a hostile creature. Additionally, Power is used as a bonus when making melee attacks.
**Reflex** is a measure of speed, dexterity, and reaction, and is used as a bonus during things like evading pursuit or jumping from one rooftop to another. Additionally, Reflex is used as a bonus when making ranged attacks (or melee attacks with small weapons, e.g., switchblades).
### Hit Points & Power Points
**Step 4:** _Assign Hit Points and Power Points._ Divide 10 points between Hit Points and Power Points.
**Hit Points (HP)** represent the amount of damage a person can suffer before dying.
**Power Points (PP)** represent a person’s physical stamina and can be added as a bonus to all forms of rolls (must be declared prior to rolling). Additionally, Power Points can be expended to use abilities.
### Reputation Points
**Step 5:** _Generate Reputation Points._ Roll 1d10: On a roll of 1-5, gain +1 Reputation Points; on a roll of 6-9, gain +2 Reputation Points; on a roll of 10, gain +3 Reputation Points.
**Reputation Points (RP)** represent a person’s influence and are expended when “calling in favors” from his or her criminal networks.
### Wealth
**Step 6:** _Generate wealth._ Roll 1d10 and multiply by 100. This represents your character's starting wealth in USD, and can be used to purchase weapons, equipment, and other gear.
## Section II: Game Rules
Once your player criminal (PC) is complete, it is time to play **The Syndicate**. Much of this time will be spent “role-playing” and will rely solely on your wit and quick thinking, along with that of your fellow players criminals (collectively known as the “Crew”). However, there will be times when rolls are unavoidable. Any attempt to do something that necessitates skill to succeed, or that could result in failure, requires a check.
### Check
When attempting to do something that could result in failure—like handling a vehicle in a highspeed chase, sneaking into rival territory, or hearing the soft footsteps of approaching enemies—a check should be made. To make a check, roll 1d10 and add the relevant attribute score (either Aspect, Intellect, Power, or Reflex) and any relevant skill bonuses. There are two types of checks:
**Action Checks** are attempts to perform actions like climbing a crumbling fire escape, dodging a speeding car, or hiding in the shadows of a nearby alley. Action Checks also include attack rolls, challenges, and saves.
>Note: The Syndicate places special emphasis on two kinds of action checks:
>
>**Intimidate** – this Action Check occurs whenever a PC attempts to strongarm someone into compliance, like silencing witnesses, interrogating rivals, or gaining a tactical advantage in a fight, and uses the Aspect attribute.
>
>**Sneak** – this Action Check occurs whenever a PC attempts to do something stealthy, like infiltrating a rival's safehouse, planting evidence, or sabotaging equipment, and uses the Reflex attribute.
>
>**Perception Checks** are attempts to perceive something, like seeing hidden or obscured objects and people, or hearing hushed voices and furtive movements. Perception Checks are performed by rolling 1d10 and adding the Intellect attribute score. Bonuses from the _spot_ and/or _listen_ skills may also be added, as relevant.
#### Check Toughness
To determine a check’s **Toughness (T)**, consider the following:
| **Toughness** | **Difficulty Level** |
| ------------- | ------------------------------------------------------------------------------------------------------------------------ |
| T2-5 | _Simple toughness_ – surprising sleeping opponents or hearing the approach of careless enemies. |
| T6-9 | _Moderate toughness_ – kicking down a sturdy door or picking a lock. |
| T10-11 | _Difficult toughness_ – surprising watchful opponents or hanging on to a moving vehicle. |
| T12-13 | _Extreme toughness_ – leaping across a massive gap between rooftops or remaining conscious after a high-speed car crash. |
| T14-15 | _Impossible toughness_ – hijacking a moving vehicle or scaling a building. |
### Saves
When there is risk of immediate death or dismemberment—or similarly dire consequences—a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute scores and/or skill bonuses to the result. Succeeding a save cancels any deadly effects, but other effects (like serious injury) may still occur.
A standard save has a Toughness of 5 (T5), but certain conditions (e.g., favors, effects, environmental factors, etc.) can change that.
### Challenges
When two entities attempt the same thing at the same time, a challenge should be performed. The opposing parties each roll 1d10, adding the relevant attribute score and skill bonus(es) to the result. The results are then compared, and the higher of the two succeeds the challenge.
### Combat
Combat begins according to Reflex scores: highest first, lowest last. Ties should be settled with a roll.
Attack rolls work like Action or Perception Checks. Roll 1d10 and add the relevant attribute score: if the result is equal to or higher than the target’s Toughness, the attack is successful.
#### Movement in Combat
During combat, all classes are moderate in speed (unless otherwise specified) and may only move up to their maximum speed range per turn, though other factors—such as terrain—may affect this.
| **Slow** | **Moderate** | **Fast** |
| --------- | ------------ | ---------- |
| 40-60 ft. | 60-80 ft. | 80-100 ft. |
#### Combat Advantage
When in an advantageous position (e.g., catching opponents by surprise), a character may receive a bonus (e.g., +1 attack). However, if their attempt fails, a negative condition should be imposed (e.g., the character is knocked down, suffering -1 toughness while prone). The appropriate bonuses and penalties (and the situations in which they are awarded or imposed) are entirely at the discretion of the Crime Master.
#### Non-lethal Combat
During combat, non-lethal damage may be inflicted by making an unarmed attack, or by using the blunt edge or flat side of bladed weapons, or similar non-lethal means. Successful non-lethal attacks deal 1 damage; when an enemy has been reduced to 0 Hit Points by a non-lethal blow, they are knocked unconscious, instead of killed.
A non-lethal or unarmed attack requires a successful attack roll against to strike the target, in addition to a successful Power Challenge to damage it. If both rolls succeed, non-lethal damage is inflicted—otherwise, the target is simply struck, not injured.
#### Enemies in Combat
In order to inflict damage on an enemy, a player must make an attack roll that is equal to or higher than the enemy’s toughness.
An enemy’s toughness is based on a number of components: Hit Points, damage bonuses, attribute scores, and more. To determine an enemy’s toughness, consider the following table:
| **Toughness** | **Difficulty Level** |
| ------------- | ------------------------------------------------------------------------------------------------------------ |
| T2-5 | _Simple toughness_ – 1-5 HP; these enemies rarely have bonuses, abilities, or skills. |
| T6-9 | _Moderate toughness_ – 6-12 HP; these enemies sometimes have bonuses, abilities, or skills. |
| T10-11 | _Difficult toughness_ – 10-20 HP; these enemies often have bonuses, abilities, or skills, and rarely favors. |
| T12-13 | _Extreme toughness_ – 15-30 HP; these enemies always have bonuses, abilities, skills, and sometimes favors. |
| T14-15 | _Impossible toughness_ – 20-30+ HP; these enemies always have bonuses, abilities, skills, and often favors. |
#### Simplified Combat Rules
1) One combat round consists of all combatants' turns; each turn represents roughly 10 seconds.
2) Only one attack/ability per turn (unless otherwise noted).
3) Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).
4) Less significant actions (also called free actions) may be done freely.
5) Damage inflicted is 1, unless otherwise specified.
6) Melee attacks use Power; ranged and small weapon (e.g., switchblade) attacks use Reflex.
### Healing
At 0 Hit Points, characters are considered immobilized and dying, and will expire after 5 combat rounds.
Standard healing restores 1-2 Hit Points and Power Points per successful **T5 Intellect Check** (if the character possesses the _first aid_ skill, healing is an automatic success).
During combat, an entire turn must be forfeited to make a heal check. Out of combat, characters may make 1 heal check per every 4 in-game hours or spend an entire day resting to restore 1d5 + your level Hit Points & Power Points. Reputation Points are restored only at the beginning of each new play session (unless otherwise specified).
### Abilities
Abilities are special feats and tactics that enhance a character’s proficiencies, and sometimes require the use of Power Points to invoke. Unless otherwise specified, abilities that target opponents require an attack roll versus Toughness (as relevant).
#### List of Abilities
Additional abilities (that is, abilities that are not assigned by class) are not restricted to classes and can be chosen freely by any classes that possess the _Free Choice_ ability.
_Battle Lock_ – anytime an opponent attempts to flee or leave your immediate area during melee combat, you gain an attack against them.
_Deceptive_ – gain a +1 bonus when attempting to deceive or mislead a person.
_Distract_ – free action; conduct an Aspect Challenge against a target; if you win, the target is distracted (suffers a -2 penalty to all rolls) for one round.
_Driver_ – gain a +2 bonus to all navigation-related checks.
_Dual Wield_ – dual wield lightweight (LW) melee or ranged weapons and make two attack rolls during your combat turn when wielding those weapons (each attack suffers a -1 attack penalty).
_Evade_ – dodge a successful attack. Cost: 1 Power Point.
_Fast_ – become fast in speed and move up to 100 ft. per combat round.
_Feint_ – if an attack fails, roll again; gain a +1 attack bonus on this roll. Cost: 2 Power Points.
_Fists of Fury_ – during melee combat, forfeit your move action to attack twice during your combat turn. Cost: 1 Power Point.
_Hard to Kill_ – once per combat encounter, if reduced to 0 HP, gain 2 HP.
_Indomitable Spirit_ – permanently gain 2 Power Points.
_Lie Detector_ – gain a +2 bonus when attempting to detect lies or otherwise perceive a person’s true motives or intentions.
_Lucky_ – re-roll any result of 1. Cost: 1 Power Point.
_Marksman_ – gain a +1 attack or +1 damage bonus when attacking with a firearm.
_Martial Constitution_ – permanently gain 2 Hit Points.
_Petty Thief_ – gain a +2 bonus to attempts to steal, conceal, or pilfer.
_Power Player_ – permanent gain +1 Power.
_Power Strike_ – increase the damage of your attack. Cost: 1 Power Point per point of damage increased.
_Quick-footed_ – permanently gain +1 Reflex.
_Smooth Operator_ – permanently gain +1 Aspect.
_Street-runner_ – when in urban areas, you automatically succeed escaping pursuers in a foot chase. Cost: 1 Power Point.
_Sweet-talker_ – gain a +1 bonus when attempting to charm, flatter, or persuade a non-hostile person.
_Sworn Enemy_ – pick a family: members of this group must roll one higher than your standard Toughness to successfully strike you; additionally, you gain a +1 attack bonus again them.
_Two-fisted_ – always roll two dice and keep the higher result.
_Wise Guy_ – permanently gain +1 Intellect.
### Skills
Skills are specific competencies and can only be used in specific scenarios. For example: the _spot_ skill can be used in a Perception Check to see something; the _persuade_ skill can be used in an Aspect Check to convince someone of something. When used, skills add a +1 bonus to checks. Skills can be used during combat, but not for combat.
| **Aspect** | **Intellect** | **Reflex** |
| ---------- | ----------------- | --------------- |
| Charm | Counterfeit | Acrobatics |
| Detect Lie | First Aid | Disarm Device |
| Intimidate | Know (Underworld) | Hide |
| Persuade | Listen | Pick Lock |
| Read Room | Sabotage | Sleight-of-Hand |
| Streetwise | Spot | Stealth |
### Influence
Influence represents a PC's ability to manipulate or control people, organizations, and events using his or her resources and reputation. To exert his or her influence, PCs expend Reputation Points to “call in” favors with one of two connections: local law enforcement or union members.
>[!note]
>The Crew can maintain only one connection type at a time. Cultivating new connections—and abandoning old ones—can require some effort, may be fraught with peril, and would be a good goal for a dedicated mission.
#### Favors
Favors enable PCs to leverage their connections with powerful institutions to their advantage, and often at a moment's notice. Favors may be “called in” by one or multiple members of the Crew, allowing PCs to share the cost of expending Reputation Points, in the event that this is necessary.
##### Law Enforcement Favors
These favors leverage law enforcement connections to the Crew's benefit.
_Blind Eye_ – law enforcement ignores one illegal action (e.g., theft, a break-in, or minor violence) for the duration of the scene. Cost: 2 Reputation Points.
_Delay the Heat_ – law enforcement response to the Crew’s activities is delayed for 1d10 rounds. Cost: 3 Reputation Point.
_Flash Raid_ – law enforcement suddenly raids an enemy location, forcing them to fight or flee. Cost: 5 Reputation Points.
_Shield the Crew_ – a high-ranking officer suppresses charges against the Crew, negating one major legal consequence. Cost: 4 Reputation Points.
_Tip-off_ – gain advance knowledge of a law enforcement operation, raid, or response, allowing the Crew to escape or prepare. Cost: 1 Reputation Point.
##### Union Favors
These favors leverage union loyalties to the Crew's benefit.
_Public Sentiment_ – union ties with community leaders and media contacts are used to reshape public perception of the Crew, allowing them to raise of lower their notoriety by one level. Cost: 4 Reputation Points.
_Reinforcements_ – union muscle bolster the Crew’s ranks, adding 1d5 hired thugs (T5; 1d5 + your level hit points) and granting them a +1 attack bonus for the duration of the scene. Cost: 3 Reputation Point.
_Safehouse_ – the Crew gains access to a secure location owned by the union. This safehouse provides a temporary hideout and removes law enforcement pursuit for the rest of the session. Cost: 3 Reputation Points.
_Tools of the Trade_ – the union discreetly provides tools, blueprints, or inside knowledge about a secured site, helping with break-ins or heists. Cost: 2 Reputation Points.
*Union Transport* – the union provides vehicles or equipment, ensuring the Crew has untraceable transport for the duration of the job. This guarantees safe delivery or escape without law enforcement or rival pursuit afterward. Cost: 2 Reputation Points.
### Experience Points
Experience points (XP) can be earned by defeating opponents (usually earning between 1-5 XP per opponent), either in combat or through other competitions or schemes; gaining wealth and riches (usually earning 1 XP per $500); or succeeding checks in spectacular and stylish ways (usually earning 1 XP).
### Notoriety
As the Crew goes about their business conducting reconnaissance, competing with rivals, or plotting schemes, their activities will not go unnoticed. Notoriety represents the real-time infamy of the Crew. There are five levels of notoriety, each one simultaneously conferring advantages and imposing penalties.
| **Levels** | **Reputation Point Pool** | **Bonuses** | **Penalties** | **Special Favors** |
| ------------------------- | ------------------------- | ------------------------------------- | ------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| Level 1: Low Profile | +1 RP | +2 to all stealth-related checks | -2 to all intimidation-related checks | _Buy Some Time_ – avoid triggering a rival or law enforcement response for one action. Cost: 1 Reputation Point. |
| Level 2: On the Radar | +2 RP | +1 to all stealth-related checks | -1 to all intimidation-related checks | _Minor Favor_ – gain a +2 roll bonus to be used on any one action. Cost: 2 Reputation Points. |
| Level 3: Making Waves | +3 RP | +1 to all intimidation-related checks | -1 to all stealth-related checks | _Apply Pressure_ – force a neutral faction or party to perform a minor task (Crime Master's discretion). Cost: 3 Reputation Points. |
| Level 4: Feared & Loathed | +4 RP | +2 to all intimidation-related checks | -2 to all stealth-related checks | _Coercion_ – impose a -2 roll penalty on a faction for an entire scene. Cost: 4 Reputation Points. |
| Level 5: Notorious | +5 RP | +3 to all intimidation-related checks | -3 to all stealth-related checks | _Domination_ – declare a major advantage (Crime Master's discretion) for an entire scene. Cost: 5 Reputation Points. |
The Crew begins at Level 1 (Low Profile), with their notoriety increasing based on their activity. Activities that will affect their notoriety can include, but are not limited to:
- Gaining control of a portion of a rival's territory, increasing notoriety by one level.
- Assassinating a rival faction's leadership, increasing notoriety by two levels.
- Killing law enforcement or politicians, increasing notoriety by three levels.
- Betraying one's own faction, increasing notoriety by four levels.
Notoriety levels can also be purchased using XP, either increasing or decreasing the Crew's Notoriety level. It costs 100 XP to increase or decrease the Crew's level by one.
Additionally, any member of the Crew can use Reputation Points from the shared Reputation Points Pool to invoke favors, which is replenished at the beginning of every game session.
>[!note]
>It is a good practice to require a “quorum” when members of the Crew are spending shared Reputation Points, as doing so both encourages cooperation and presents additional opportunities for role-playing and challenges.
### Weapons
Weapons are essential to any criminal enterprise worth its salt, and the Crew should never leave home without one—preferably two. Weapons can augment a PC's combat abilities, granting them attack bonuses, enabling them to inflict additional damage, or providing other unique bonuses. There are three classes of weapons: lightweight (LW), middleweight (MW), and heavyweight (HW).
#### Melee Weapons
| **Weapons** | **Class** | **Effect** | **Cost** |
| -------------- | --------- | ------------------------------------------------------------------------------------------------- | -------- |
| Brass Knuckles | LW | +1 damage on an attack roll of 8 or higher | $50 |
| Switchblade | LW | +1 attack; +1 damage | $75 |
| Baseball Bat | MW | +1 attack, +2 damage | $100 |
| Crowbar | MW | +2 damage; +2 to attempts to force entry | $120 |
| Lead Pipe | MW | +2 damage | $80 |
| Sledgehammer | HW | +3 damage; if your attack misses, roll 1d10: if you roll 6 or lower, lose your next attack action | $150 |
| Fire Axe | HW | +3 damage; +3 to attempts to force entry | $130 |
| Chainsaw | HW | +5 damage; -2 attack penalty | $300 |
#### Ranged Weapons
| **Weapons** | **Class** | **Effect** | **Cost** |
| --------------------- | --------- | ------------------------------------------------------------------------------------------------------- | -------- |
| Throwing Knife | LW | Range 20 ft. | $60 |
| Molotov Cocktail | LW | Range 20 ft.; inflicts +2 damage on all entities in a 10ft. radius | $50 |
| Revolver | LW | Range 100 ft., +3 damage; 6 round capacity, standard reload | $250 |
| Semi-automatic Pistol | LW | Range 150 ft.; +2 damage; 8-round magazine; fast reload | $300 |
| Sawed-off Shotgun | MW | Range 10 ft., +5 damage or range 30 ft., +2 damage; 2 round capacity, standard reload | $350 |
| Pump-action Shotgun | MW | Range 40 ft., +4 damage; 5-round capacity, standard reload | $400 |
| Tommy Gun | HW | Range 70 ft., +1 attack, +2-4 damage (roll to determine); 30-round drum magazine, standard reload | $500 |
| Sniper Rifle | HW | Range 200 yds., +3 attack; +5 damage; 5-round capacity; equipped with scope for long-distance targeting | $600 |
>[!note]
>Standard reloading requires the PC's move action be forfeit. Fast reloading reduces the PC's movement range by half.
### Items & Equipment
There is a wide range of items and equipment that can provide a tactical advantage to the Crew, provided they are sharp enough to use them wisely.
| **Item/Equipment** | **Effect** | **Cost** |
| ------------------------------ | --------------------------------------------------------------------------------------------------------------------- | -------- |
| Lockpick Set | Grants a +2 bonus to lock picking attempts | $50 |
| Fake ID | Provides a false identity to bypass minor law enforcement checks | $150 |
| Wiretap Device | Used to secretly listen in on conversations; requires 5 minutes to set up | $200 |
| Briefcase (Hidden Compartment) | Used to smuggle small contraband items undetected | $75 |
| Police Scanner | Alerts the Crew to nearby law enforcement activity | $200 |
| Binoculars | Grants the ability to observe targets at long range | $75 |
| Two-way Radio | Allows communication between Crew members within a 1-mile range | $200 |
| Bolt Cutters | Automatically defeat chains or locks | $75 |
| Kevlar Vest | Reduces damage from firearms by 1 | $300 |
| Safecracker Kit | Provides the ability to break into safes; grants +2 bonus to safecracking attempts | $250 |
| First Aid Kit | Restores 1d10 Hit Points when used | $50 |
| Smoke Bomb | Creates a smokescreen, granting +2 to stealth actions for one scene | $40 |
| Signal Flare | Can attract attention or signal an ally | $15 |
| Briefcase Bomb | Inflicts 1d10+5 damage to all entities within a 25 ft. radius and 1d5+5 damage to all entities within a 50 ft. radius | $500 |
| Trench Coat | Allows for the concealed carry of larger weapons like shotguns or SMGs | $100 |
| Toolkit (Small) | Consists of small screwdrivers, pliers, and wire cutters; conveniently pocket-sized. | $20 |
## For Crime Masters
The Crime Master (CM)—known in other tabletop role-playing games as the **referee** or **game master**—operates the world in which missions unfold. He or she knows the setting, portrays non-player characters (NPCs), commands enemies, controls environmental events, and more. The players interact with and influence these elements through their Player Criminals (PCs). This brief section consists of guidance that will aid CMs in running games in which all manner of wild and unpredictable things can—and will—happen.
### Navigating the City
The natural habitat of organized crime is the Big City—Nova City, to be exact.
#### Home Turf
Every Crew knows their own territory inside and out, and so traveling within and across it, under normal circumstances, presents no challenge whatsoever. There is always a car, or a taxi, or a beat they can walk to get where they're going, and fast. Generally, the residents of the Crew's home turf are quick to help whenever they can, either out of reverence, fear, or a little of both.
#### Neutral Ground
Any territory not belonging directly to a crime family or faction is considered “neutral ground.” These are typically areas where there is a large government or law enforcement presence. While the Crew may know their way around these areas and so not be at risk of getting lost, they will not always find getting around so easy, nor the locals so friendly. Additionally, there will likely be increased scrutiny of their activities in these areas.
#### Enemy Territory
The second a Crew enters enemy territory, there is very serious risk of conflict—especially where the rivalries run deep. Travel through these areas is difficult and must be done cautiously and discreetly. Depending on the nature of the Crew's visit, the specific location they are navigating, and the quality of directions they are operating on (e.g., a map, word of mouth, etc.), there is between a 1-in-10 and 1-in-2 chance of the Crew losing their direction and becoming lost in enemy territory. When the Crew first enters enemy territory, and each time they enter a new area within that territory, the GM should roll 1d10 to determine if the Crew loses their direction. If any members of the Crew possess the _know (underworld)_ or _streetwise_ skill, their +1 bonus(es) may be used to improve the result.
### Wandering Mobsters
When in enemy territory, there is a high likelihood of encountering enemies actively “patrolling their beat.” Depending on several factors—including the time of day and specific location within the territory—there is between a 1-in-10 and a 1-in-2 chance of randomly encountering such an enemy. In these instances, CMs should roll 1d10 and use the following table to determine an enemy's reaction to encountering a trespassing Crew:
| **Roll** | **Reaction** |
| -------- | ----------------------------------- |
| 1-4 | Hostile and aggressive, will attack |
| 5-6 | Hostile, may attack |
| 7-8 | Unfriendly, hesitant |
| 9 | Willing to cut a deal (unfavorable) |
| 10 | Willing to cut a deal (favorable) |
#### Mobster Morale
During combat, an opponent’s morale may be affected by two events: the first time his ally is slain, and when more than half of his allies have been slain. Any time one of these two events occurs, the CM should roll 1d10: if the result is 2 or below, the opponents’ morale falters, and they may consider fleeing. It is up to the CM to determine how (and if) the opponents flee—whether they panic and run, retreat while fighting, or otherwise.
#### Common Mobsters
A sample of common mobsters is provided below to illustrate how statistics (or stats) are displayed, and to provide enemies that can quickly be dropped into any job to increase the stakes.
**_Hired Thug_** (_T4-5; 1-4 HP; Weapon: brass knuckles_) – rarely more than wannabe gangsters hired on the cheap, the hired thug's loyalties typically lie with whoever's paying the most, but that doesn't make him any less deadly.
---
**_Syndicate Enforcer_** (_T6-7; 5-7 HP, 1-2 PP; +1 Power; Abilities: Hard to Kill; Weapon: Crowbar or Revolver_) – the muscle of the organization, enforcers handle collections, protections, and disputes. They're stronger, meaner, and more experienced than hired thugs, and they're loyal to the boss.
---
**_Veteran Hitman_** (_T8-9; 6-9 HP, 3 PP; +3 Reflex; Abilities: Deadly Precision, Ghost; Weapons: Silenced Pistol_) – a cold-blooded killer, the veteran hitman is a precision instrument of death. Whether by silenced pistol or garrote wire, their targets rarely see them coming, and they have a way of disappearing the moment the job is done.
- _Deadly Precision_ – gain a +1 attack bonus when targeting unaware enemies.
- _Ghost_ – after successfully attacking a target, conduct a Reflex challenge versus them or their allies; if you succeed, you disappear into the scene, your escape untraceable.
---
**_Capo (Crew Boss)_** (_T10-11; 8-12 HP, 3-4 PP; +2 Power, +1 Reflex; Abilities: Command, Made Man; Weapons: Sawed-off Shotgun, Switchblade_) – a mid-level crime boss, the capo oversees operations, managing muscle and enforcing loyalty with fear and favor. The capo is smart enough to avoid direct conflict whenever possible but is deadly when cornered.
- _Command_ – allies within earshot gain a +1 attack bonus for 1d5 rounds. Cost: 2 Power Points.
- _Made Man_ – if reduced to 0 Hit Points, gain 2 Hit Points; additionally, immediately summon reinforcements (**_hired thug_**) at the cost of 1 Power Point per ally.
---
**_Kingpin_** (_T12-13; 10-15 HP, 7-9 PP; +1 Intellect, +2 Reflex, +1 Power; Abilities: Blood in the Water, Reinforcements, Untouchable; Weapons: Brass Knuckles, Custom Semi-auto Pistol_) – the head of a criminal empire, the Kingpin is feared and respected in equal measure. His hands are likely not as bloodstained as his subordinates, but when he fights, he fights to win—so if you swing at the king, you better not miss.
- _Blood in the Water_ – if an enemy is at or below half of their Hit Points, gain a +1 attack bonus against them.
- _Reinforcements_ – summon 1d5 **_enforcers_** (arrive at the beginning of the next combat round). Cost: 3 Power Points.
- _Untouchable_ – gain +1 Toughness against the first attack of the combat round. Cost: 1 Power Point.
---
### Pulling Off Jobs
A large portion of action in The Syndicate consists of the Crew “pulling off jobs.” Jobs—also known as **missions** or **adventures**—are typically single-session games that take anywhere from 1-3 hours to complete and consists of 3-5 major scenes, mirroring the structure of such classic films as _The St. Valentine's Day Massacre_ (1967), _The Godfather_ (1972), and _Killing Them Softly_ (2012). Nearly all action in The Syndicate occurs “on the job.”
Note: Scenes are self-contained segments of gameplay that focus on a specific goal or conflict or occur in a specific location. Scenes end when the primary goal or conflict is resolved, or when the Crew leaves the location. A typical job usually includes between 3-5 scenes.
For the purpose of illustration, we will use the example of a Crew breaking into a rival's safehouse. This job consists of “casing the joint,” accessing the building, cracking the safe and stealing its contents, and finally, making their getaway into the night—a little bit richer, and perhaps, a little more notorious.
#### Planning
Careful planning is the key to success for almost any job. PCs should be encouraged to outline a plan and possibly even prepare a contingency that leverages their Favors, in the event things go pear-shaped.
##### Gathering Intelligence
Useful information may be gathered using a number of different methods: gained from contacts within the Crew's criminal network, learned through a stealthy stakeout of the building, or intimidated out of unallied individuals “in the know.” This intelligence could include:
- Floor plans of the building (even including possible locations of the safe and/or other valuables)
- Security measures like alarms, CCTV, or guards
- Schedules and locations of guards, or other building occupants
- Weaknesses in the building's defenses, like bribable guards, or a blind spot in CCTV coverage
Additionally, the Crew should divide planning responsibilities based on their particular skills. For example, the **_fixer_** might focus on identifying security features that need to be bypassed or disabled (the _disarm device_ skill grants a +1 bonus to these attempts), while the **_smuggler_** secures an escape route (and maybe several); the **_schemer_** might be working his connections to coordinate backup or distractions (as needed), while the **_enforcer_** procures effective melee weapons for any hairy situations (or something even more deadly).
#### Execution
Executing this job will test the Crew's mettle, demanding that they work quickly, quietly, and cleverly. Security measures like alarms and guards, hazards like traps and creaky floors, and unexpected challenges like bad intelligence and random encounters threaten the Crew at every turn. They will have to deftly navigate the building using their knowledge of its layout, searching carefully for valuables, and using their fast thinking—and faster acting—to get in, get the goods, and get out alive.
##### Physical Barriers
Barriers like doors, locks, and windows create a tactical challenge, and introduce the need for strategy, finesse, and when all else fails, bold action.
_Doors_ – are often reinforced or locked, which may require brute force (necessitating a Power Check against the door's Toughness) or finesse (picking the lock, necessitating a Reflex Check against the lock's Toughness) to open. Forcing a door can be loud, and any time this is attempted, a wander mobster check should be made.
_Windows_ – are alternate entry points, but windows risk triggering alarms, drawing attention, or creating noise, and must be used carefully.
##### Alarms, Surveillance, and Traps
Additional security measures further compound challenges, and typically require planning, foresight, or a deft mind and a heavy dose of luck to overcome.
_Alarms_ – may be activated if a lock is picked incorrectly, a door is forced open, or a pressure plate is triggered.
_Surveillance systems_ – can be avoided, disabled, or sabotaged; however, in the event that the Crew are spotted, guards may be alerted, or the tapes may be reviewed and the identities of the Crew revealed (resulting in an increase in the Crew's notoriety).
_Traps_ – like electrified handles and hidden tripwires can injure or incapacitate PCs who don’t proceed cautiously. To detect a trap, a character must be actively searching the immediate area using a perception check. To disarm a trap, a character must 1) possess a _toolkit_, and 2) succeed a Reflex Check against the trap’s Toughness.
##### Wandering Mobsters (and Other Opponents)
Valuable locations are rarely left unguarded, and a wide range of opponents may be lurking around every corner, ready to thwart the Crew. This can include:
_Guards & Thugs_ – ranging from bored “rent-a-cops” to upstart wannabes, guards & thugs may follow predictable routes or may be encountered at random (according to the wandering mobster rules).
_Rivals_ – it is not uncommon for more clever opponents like members of enemy factions to be protecting their own assets; these mobsters often present a more serious tactical challenge than the hired help.
_Watch Dogs_ – vicious, loud, and possessing a keen sense of hearing and smell, watch dogs will bite first and ask questions later.
>[!note]
>Crime Masters should use these obstacles to build tension and reward creative problem-solving. It is therefore recommended that failures lead to complications to the job, rather than immediate defeat.
##### Stealth
The Crew's ability to use stealth to their advantage determines how smoothly the job proceeds and how cleanly they get away; it is also a key factor in whether their actions escalate their Notoriety.
Stealthy players may avoid detection entirely if their rolls are successful and their approach is careful. However, loud actions (e.g., breaking down doors or setting off alarms) increase the chances of being caught.
If the crew is caught red-handed, a number of things are likely to occur:
- They may be immediately pursued by law enforcement or attacked by rival members.
- Their Notoriety will increase by one level.
- If they are unable to escape, they may be incarcerated, killed, or worse, and the job will have been a failure.
Even if the Crew escapes unseen, there’s always a chance that evidence left behind (e.g., fingerprints, camera footage, or a reliable witness) will link them to the crime. Depending on how well-executed the job was, there is between a 1-in-5 and 1-in-2 chance that the Crew will be identified as responsible for the crime (the actual chance is dependent on a variety of factors up to the CM). In the event that the Crew is discovered, this knowledge should have a meaningful impact on the world, such as attracting heat from law enforcement or retaliation from rivals.
#### Completion
The final act of the job is the escape. Sometimes this occurs under duress, with enemies or law enforcement in hot pursuit; other times, it occurs quick, clean, and quiet. The outcome depends on how stealthily the Crew performed the job and how tightly they tied up any loose ends.
To facilitate their getaway, the Crew may use pre-arranged escape routes, getaway vehicles, or disguises to blend into the crowd; to prevent their getaway in the event of compromise, rivals may set ambushes on escape routes, sabotage getaway vehicles, or accost crowds of people in an attempt to find the disguised Crew members.
If the Crew can successfully escape and complete the mission, they should take stock of any loot acquired during the job—such as cash, stolen goods, or valuable information—while ensuring that the appropriate “tithe” is paid to their crime patron. Additionally, CMs should award XP as necessary, and consider any secondary benefits resulting from a “job well done,” like increased influence over a neighborhood or damage to their rival’s operations. The outcome of the job may also have effects on the broader city, and could produce subsequent hooks like retaliation, an increase in law enforcement presence, or emboldening other factions.
### Creating Jobs
Game masters can quickly create jobs similar to the one described above by building details around just three key components:
1) _What is the Crew's objective?_ Common goals include robbing a bank, smuggling contraband, or eliminating rivals.
2) _What are the potential complications?_ Regular pitfalls include dramatic betrayals, law enforcement interference, or rival operations.
3) _What are the rewards, if the crew can “pull it off?”_ Rewards for a job well done should come in the form of experience points, a cut of the loot, access to new connections and favors, or all of these—and more!
## The End
In this game, loyalty and ambition are your greatest weapons, and your greatest risks. Play smart, watch your back, and never forget: in Nova City, power isn’t given—it’s taken. Now... go make your mark.
---
*The Syndicate was built using the [Tiny d10](https://td10.org) system and is shared here under its original license. All terms and conditions of the original [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) license apply to this work and all derivatives.*
>[!todo] Buy Now!
>Consider purchasing a copy of **The Syndicate** [here](https://www.edgeweaverbooks.com/product-page/book-of-the-associate-thesyndicate) to support [Wayne Clingman](https://x.com/ClingmanDr)—co-creator of the game and Friend of Tiny d10, whose expertise on organized crime formed the basis for this game.
# Welcome to Nova City
... a pulpy, noir-inspired criminal metropolis teeming with vice, violence, and vendettas! The year is 1967, and the influence of organized crime is beginning to wane across the entire eastern seaboard—in part due to aggressive federal prosecution of criminal enterprises, but also due to competing interests among the multitude of crime families themselves, including the Chinese Triads, the Irish Mob, the Italian Mafia, and the Russian Bratva.
Enter **Nova City**: the last place in the United States of America where organized crime is surviving and thriving. In this sprawling metropolis, the high-stakes drama of **The Syndicate** unfolds. A vibrant city as full of opportunity as it is danger, Nova City is a career criminal's oyster as they explore its dark secrets, exploit its resources, and excel in the gritty and thrilling world of organized crime.
## Introduction
Nova City is a bustling, coastal city on the eastern seaboard of the United States, inspired by cities like New York, Chicago, and Boston. It is a place of contrasts: glittering high-rises cast their shadows over crime-ridden alleyways, and luxurious estates share their borders with coal-stained industrial slums. Every day, ambition, corruption, and cunning collide as factions and institutions vie for the levers of power in this Great American City.
![[nova-city-map-labeled.png]]
This supplement describes in detail the five primary factions that exert their influence over the city, as well as the five neighborhoods out of which these factions operate.
Every faction in Nova City is designed to be controlled by a player, in addition to his or her Player Criminals (PCs). This is a style of play called "faction play," which enables players to exert their influence over not just the outcome of contests, but the city at large. This approach usually emphasizes role-playing more heavily that conventional play, and encourages players to think strategically and leverage their resources in a competitive game of wits against other faction players.
### Quick Facts
**Population:** 3.5 million
**Area:** 333 square miles
**Economy:** Finance (white collar); manufacturing and shipping (blue collar), supported largely by organized labor.
## Factions
Nova City is under the control of five primary factions, each vying to expand their influence and operations into neighboring territories.
### City Government
Red tape and open secrets comprise the Nova City Government. As much a criminal enterprise as the syndicates it claims to fight, its bureaucracy is an endless labyrinth that protects the powerful and exploits the rest.
#### Leadership & Structure
The City Government is headed by ***Mayor Frederick "Freddy" Voss*** -- a charismatic figurehead who talks clean and plays dirty; however, the real power lies with ***Deputy Mayor John Miller***, with anything leftover exercised by the Planning Commission and a shadowy cabal of Council Members loyal to various criminal factions.
Power here is a pyramid of plausible deniability in which underlings take the fall and bosses skate clean, while whistleblowers disappear and reform-minded bureaucrats find their careers mysteriously stalled.
>"Catchphrase"
#### Goals & Resources
Despite its complex structure, the goals of the City Government are simple:
1. Maintain the appearance of law & order while quietly extracting wealth from the many vice's dominating the city;
2. Keep rival factions in check to prevent destabilization of their tax base;
3. Enrich leadership through lucrative real estate deals, embezzlement schemes, and other conflicts of interest.
The resources they leverage to these ends are numerous and powerful:
- Near-complete control of permits, licenses, and inspections, allowing them to grant or withhold legitimacy from any business, event, or operation;
- Strong influence over the Nova City Police Department (NCPD) that, while not complete, affords them significant leverage in prosecuting their enemies and pardoning their allies.
- Access to high-fidelity intelligence like municipal records, case files, public cameras, and in some cases, real-time surveillance.
#### Allies, Rivals, and Territories
A faction is only as good as its resources.
##### Allies
The City Government has several longstanding allies maintained by mutually lucrative relationships:
- While their connection to the Italian Mafia is unofficial, its roots run deep -- especially through construction unions and real estate ventures;
- Wealthy developers and legitimate businessmen, who fund political campaigns and expect favors in return.
##### Rivals
It likewise has its rivals, who either directly or indirectly frustrate their goals and require suppression:
- The Russian Bratva and Irish Mob, whose overt violence and reputation for brutality is drawing scrutiny the city can't afford;
- Reforming elements within the media, activist groups, and even the government itself.
##### Territories
The City Government wields powerful influence in several key locations, but is not without its blind spots:
- The Heights is entirely under the City Government's control, and next-to-nothing happens there without their knowledge;
- The West End enjoys the careful attention of the City Government, due largely to its residents being some of the wealthiest and influential people in Nova City;
- Chinatown is almost completely opaque, however, as the bureaucracy has historically failed to penetrate its distinct cultural hierarchy and so has allowed to its own devices.
#### Assets & Abilities
The power of the City Government is expressed in a few pointed ways:
- **Plausible Legitimacy** - able to shield allies from investigation or prosecution, as well as direct investigations into rivals... for a price.
- **Bureaucratic Sabotage** - may invoke government interference (e.g. building shutdowns, permit delays, road closures, etc.) against rivals.
- **Black Budget** - Jobs that support government goals (e.g. silencing a whistleblower or "resolving" a protest) may receive deep-pocket funding and insider information.
#### How to Use in Play
The City Government is at once a cash cow for enterprising syndicates and a kingmaker for real power-seekers. Crews that cultivate connections with the right officials can secure safehouses, contract gigs, legal protection, and more; however, becoming too entrenched in the system risks entanglement in a war of leverage: bribing (or threating) political opponents, sabotaging rival operations, and recovering blackmail evidence that could ruin powerful politicians.
##### Useful NPCs
A small handful of City Government powerbrokers are listed below.
- ***Councilman Lionel Rusk*** (STATS) - greedy but cautious; accepts bribes in the form of cash and fine art, but values favors above all else.
- ***Auditor Grace Yuen*** (STATS) - fresh on the assignment and ready to make a difference, Grace is on the trail of major corruption and determined to root it out, making her a prime target.
- ***Deputy Mayor John Miller*** (STATS) - a smooth-talking political operative by trade, Miller knows where the bodies are buried -- because he ordered the graves dug.
##### Job Hooks
A small handful of jobs available to crews that will advance the goals of the City Government are listed below.
- A reform-minded reporter has been sniffing around some questionable campaign contributions, and the mayor's office wants them dealt with... quietly.
- An opponent in the upcoming election has uncovered a cache of incriminating documents—real estate kickbacks, offshore accounts, the works. The mayor's office needs someone to break into their headquarters and destroy (or better for the Crew, recover) the evidence before it goes public.
- A local election is tight, and a city official wants the Crew to ensure certain polling machines “malfunction” and stacks of fake ballots get delivered to the right precinct. In and out—no questions.
---
### Italian Mafia
Once the uncontested kings of Nova City's underworld, the Italian Mafia remains the dominant -- but no longer unrivaled -- force. Bound by blood and tradition, loyalty enforced by a brutal code of silence, their empire spans the most profitable of illicit gambling dens, the most relentless union halls, and the deepest levels of the city government itself. Though diminished from their post-war peak, their roots run deep: across neighborhoods, institutions, and generations.
#### Leadership & Structure
The Italian Mafia is commanded by ***Don Vittorio Romano***—an aging father-like figure for the family whose failing health forces him to rule from the shadows, where he is rarely seen but never forgotten. His daughter and consigliere, ***Adriana Romano-Belluzzi***, is a calculating fixer and cunning legal mind who along with Marco "The Oak" Ventura—the Don's six-and-a-half foot tall underboss—run day to day operations.
Power in the family is strictly hierarchical, adhering to centuries-old tradition, and beneath leadership is a number of caporegimes that control various neighborhoods throughout the city, and an army of soldiers and associates that enforce the family's will.
>"Catchphrase"
#### Goals & Resources
Hold.
1. Order
2. Of
3. Importance
The resources they leverage to these ends are numerous and powerful:
- Hold
- Hold
- Hold
#### Allies, Rivals, and Territories
A faction is only as good as its resources.
##### Allies
Hold.
##### Rivals
Hold.
##### Territories
Hold.
#### Assets & Abilities
Hold.
#### How to Use in Play
Hold.
##### Useful NPCs
Hold.
##### Job Hooks
Hold.
---
### Irish Mob
#### Leadership & Structure
Hold.
#### Goals & Resources
Hold.
1. Order
2. Of
3. Importance
The resources they leverage to these ends are numerous and powerful:
- Hold
- Hold
- Hold
#### Allies, Rivals, and Territories
A faction is only as good as its resources.
##### Allies
Hold.
##### Rivals
Hold.
##### Territories
Hold.
#### Assets & Abilities
Hold.
#### How to Use in Play
Hold.
##### Useful NPCs
Hold.
##### Job Hooks
Hold.
### Russian Bratva
#### Leadership & Structure
Hold.
#### Goals & Resources
Hold.
1. Order
2. Of
3. Importance
The resources they leverage to these ends are numerous and powerful:
- Hold
- Hold
- Hold
#### Allies, Rivals, and Territories
A faction is only as good as its resources.
##### Allies
Hold.
##### Rivals
Hold.
##### Territories
Hold.
#### Assets & Abilities
Hold.
#### How to Use in Play
Hold.
##### Useful NPCs
Hold.
##### Job Hooks
Hold.
### Chinese Triads
#### Leadership & Structure
Hold.
#### Goals & Resources
Hold.
1. Order
2. Of
3. Importance
The resources they leverage to these ends are numerous and powerful:
- Hold
- Hold
- Hold
#### Allies, Rivals, and Territories
A faction is only as good as its resources.
##### Allies
Hold.
##### Rivals
Hold.
##### Territories
Hold.
#### Assets & Abilities
Hold.
#### How to Use in Play
Hold.
##### Useful NPCs
Hold.
##### Job Hooks
Hold.
## Neighborhoods
Nova City consists of more than 100+ distinct neighborhoods, each one reflecting unique cultural and socioeconomic conditions. This guide focuses on the five principal neighborhoods out of which the key crime families of the city operate.
### The Heights (Downtown)
**The Heights** is Nova City’s crown jewel: its financial and political epicenter, home to skyscrapers, government offices, and high-rise luxury apartments that cast long shadows over crime and corruption—all the better operate unseen. Streets here are pristine, patrolled, and politically charged: every conversation is a transaction, and every alliance is only temporary.
>The Heights is primarily under the control of the **City Government**, but the **Italian Mafia** also exercises a strong influence in this neighborhood.
#### Rumors in the Heights
A flurry of sordid rumors can be learned through investigation, interview, or "hot tips"—the currency of the underworld.
| Roll | Rumor |
| ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | The Mayor is being blackmailed over an affair—by someone inside his own party. |
| 2 | A secret tunnel connects City Hall to the Nova Tower, used for “emergency” negotiations. |
| 3 | The Regal Lounge has been bugged by federal agents—again. |
| 4 | The Italian Mafia is planning to assassinate a city council member. |
| 5 | Billionaire Richard Halloran hasn’t been seen in public in over a year—some say he’s dead. |
| 6 | A rival crew has a spy working in the Mayor’s economic development office. |
| 7 | A private art collection in the Nova Tower vault includes stolen Nazi gold, and a shadowy European organization would pay handsomely to see it returned. |
| 8 | The elevators in City Hall occasionally skip Floor 3—because it doesn’t officially exist. |
| 9 | A foreign intelligence agency is using a Heights law firm as a front for political ops. |
| 10 | Someone's trying to push the Mafia out of The Heights—but it isn’t the Feds. |
#### Key Locations
Political power, massive wealth, and open secrets dominate the Heights. Key locations of activity include:
##### City Hall
A grand building in the neoclassical style, City Hall is buttressed by impressive white marble columns adorning the tops of which golden eagles crane their heads skyward. The heart of civic governance—and a den of conspiracy—it is a powerhouse of unbridled ambition comprised of a thin veneer of whitewash, Windsor-knotted ties, and American flag pins smuggled to the people of Nova City by a bought-and-paid-for press to hide the countless layers of rot reeking just beneath the surface.
**Factions Present:** City Government, Italian Mafia
**Security Level:** High (armed guards, cameras, active police presence)
###### Rumors at City Hall
- Judge Renner is being blackmailed over something hidden in his expense records.
- Mayor Quinn Grayson's Chief of Staff regularly meets with a known Bratva fixer in the records vault, somewhere in the basement of City Hall.
###### NPCs of City Hall
- Mayor Quinn Grayson -
- Nina Vargano -
- Tommy Crest -
- Judge Hal Renner -
- Councilman Jared Masker -
###### Random Encounters at City Hall
The chance of a random encounter at City Hall is 1-in-5. The following encounters may be used, but also provide guidance for creating your own.
- A protest erupts on the steps, giving the Crew cover—or trouble.
- A shady courier drops off a sealed envelope with a city clerk.
- A janitor offers to sell elevator keycards… for a favor.
- A local news crew corners the PCs for comment—on something they _definitely_ didn’t do.
- A City Hall elevator door opens to reveal a mob enforcer inside, straightening his tie.
##### Nova Tower
The tallest building in the city, owned by reclusive billionaire and real estate tycoon Richard Halloran. The bottom three floors serve as the city's largest entertainment center with cafes, restaurants, stores, and a thriving nightlife.
**Factions Present:** City Government, Irish Mob
**Security Level:** Very High
###### Rumors at Nova Tower
-
###### NPCs of Nova Tower
-
###### Random Encounters at Nova Tower
The chance of a random encounter at City Hall is 1-in-2. The following encounters may be used, but also provide guidance for creating your own.
- The crew is confronted by security (STATS).
##### Regal Lounge
The priciest place to grab a drink in the city, where politicians, crime bosses, and the city's elite rub elbows and cut deals. Every night, there is a 1-in-2 chance that any NPC of City Hall or Nova Tower (except Richard Halloran) will be at the Lounge.
### The Docks
**The Docks** are a gritty, working-class area where shipping, smuggling, and union disputes dominate. It is primarily under the control of the **Russian Bratva**, but the **Chinese Triads** also exercise a strong influence in this neighborhood. Key locations include:
_Union Hall_ - a meeting place for dockworkers and union leaders—some of whom are on mob payrolls.
_Pier 17_ - a major hub for smuggling operations, control of which oscillates between the Bratva and the Triads.
_McCready’s Warehouse_ - a 20,000 square foot warehouse widely known as a black-market exchange and operated by the **Irish Mob**.
### Little Palermo
**Little Palermo** is an Italian-American enclave and is dominated by Italian family-owned businesses and under-the-table enterprises. It is primarily under the control of the **Italian Mafia**, but the **Irish Mob** also exercises a strong influence in this neighborhood. Key locations include:
_Romanelli’s Ristorante_ - a front for the Mafia's low-level operations.
_Saint Vitus Catholic Church_ - a place of worship—and the sole place suitable for confession for members of the Mafia.
_Luciano Square_ - the heart of the neighborhood, filled with good food, bustling markets, and ever-watchful eyes.
### Southside
The **Southside** is an impoverished and crime-ridden neighborhood where gangs and low-level criminals run rampant. It is primarily under the control of the **Irish Mob**, but the **Russian Bratva** also exercises a strong influence in this neighborhood. Key locations include:
_The Rusty Nail_ - a seedy dive bar known for its brutal brawls and dirty deals.
_Clayburn Apartments_ - a decrepit housing complex used as a hideout by small-time criminals.
_The Abattoir_ - an abandoned slaughterhouse repurposed as a forward operating base for the Bratva.
### West End
The **West End** is a wealthy residential district with sprawling mansions and private security, home to the city's elite—and a battleground for crime family influence. Key locations include:
_Vesper Manor_ - the estate of Nova City's mayor, whose ties to the underworld have enriched him beyond most politicians’ wildest dreams.
_Nova Country Club_ - a sanctuary for the elite, and a place for them to network—and plot— in secrecy.
_West End Park_ - a pristine and family-friendly area by day, with a dark underbelly of clandestine meetings by night.
### Chinatown
**Chinatown** is a densely populated neighborhood of widely varying architecture and labyrinthian alleyways, shrouded in a foreign sense of mystery and widely known as a place of secrets. It is almost exclusively under the control the **Chinese Triads**. Key locations include:
_Golden Dragon Teahouse_ - a neutral ground for Triad leaders and rivals to parley.
_The Red Lantern District_ - known for its nightlife and hidden dens of vice.
_The Shadow Alley_ - an intricate web of narrow passageways granting access to many of the secretive services provided by the Triads, both above and below ground.
### Power Centers
The city’s control lies in the hands of a few dominant factions, each vying for influence and competing for power. This includes:
_City Hall_ - a corrupt political machine led by a mayor with questionable loyalties.
_Law Enforcement_ - the Nova City Police Department is a mix of idealists, corrupt officers, and those caught in between.
_Organized Crime Families_ - the Chinese Triads, Irish Mob, Italian Mafia, and Russian Bratva, and each control different parts of the city and compete amongst themselves to expand their territory and influence.
_Unions_ - key players in the city’s economy and a battleground for mob control.
### Conflicts
Nova City thrives on conflicts, all of which drive the narrative forward in some fashion: Rivalries between crime families for territory and influence create powder keg conditions; sporadic raids by the Nova City Police hamper and disrupt operations, the threat of the next bust lurking around every corner; corruption within the union and organized strikes cause friction between laborers and the wealthy elite of the city; and backroom deals and betrayals between the political class and the various factions they exploit for personal gain keep the ever-evolving situation unpredictable—and deadly. These conditions—and many more—create a number of opportunities for adventure hooks.
### Hooks
Players can engage with the city's dynamic and dramatic setting through a wide range of hooks:
- The MacGuffin - Nazi Gold; everyone wants it, and it would confer great power (favors, influence, wealth) to the one who holds it—and of course, great danger...
**Expanding the Crew’s territory**, claiming neighborhoods, one block at a time.
Pulling jobs, heists, hits, and smuggling operations that reshape the city’s balance of power.
Building alliances and navigating relationships with rival factions and NPCs.
**Influencing politics**, supporting or undermining key political players with gifts and donations, threats and intimidation, and more.
## Notes
Favors Table - most people are willing to do most things for a favor: money, sidequests, etc. Favors can be randomly rolled
**Final Word:** Nova City is alive and changes on a daily basis. The city you have in your hands will not be the same after you've played it, nor will it be the same as the city in someone else's. It belongs to your crews and faction leaders—all of whom should be portrayed by as many players as you can drag into the seedy underbelly of this Great American City.
# The Emerald Slipper
The Irish Mob has established a secret safehouse on the western edge of **Little Palermo**—a direct affront to the Italian Mafia’s authority. The safehouse holds cash, weapons, and critical intelligence, making it a prime target. Under orders from **Don Vittorio Romano** himself, the Crew must infiltrate the safehouse, loot it, and deliver a clear message: *the Irish aren't welcome in Little Palermo*.
---
**Rico "the Runner" Giancarlo** finds the crew and informs them they've been summoned by Daniele Fasolo—one of Don Vittorio's most trusted Lieutenants—to La Fortezza: the Italian Mafia's headquarters in the heart of Little Palermo. They are greeted by Angela at the front desk and are admitted to the seventh floor, where they meet Daniele, who informs them of their mission, while the Don observes silently.
*"You're gonna rob 'em blind and teach 'em that the Irish aren't welcomed in la cosa nostra!"*
## Welcome to Bellagio Landing
Once a busy strip of businesses and apartments acting as the gateway to the beloved Nova City Riverwalk, **Bellagio Landing** has fallen on hard economic times in recent years. Many businesses have closed, the remaining struggling to stay profitable, and lately many locals have noticed unfamiliar (and unfriendly) faces buying up abandoned properties and loitering at some of the seedier establishments. Unbeknownst to most, these scowling mugs belong to members of the Irish Mob, who has recently established a safehouse within the Landing and is using this foothold to exert influence over the area—even going so far as to recruit local young men for Mob activities.
### Establishments
Bellagio Landing isn't what it used to be, but it is still home to a vibrant Italian community and hosts a number of small businesses that are getting by. Those locations key to the Crew's job are described in detail below.
#### Bakery
Celebrating its 70th anniversary this week, **Francesco's Bakery** is still a family affair, though these days the counter is usually staffed by a revolving door of teenagers of dubious relation. The ovens, on the other hand, are trusted only to the Papadias, who take their craft very seriously, making Francesco's the best place around to get a pastry and a caffè. If asked, everyone will recommend the *sfogliatelle*—they're to die for!
#### Billiards Hall
The place for cheap drinks and beer-stained pool tables, **The Hall** naturally attracts *wannabe gangsters* (*T4; 2-4 HP*), which has—as of late—served as a recruiting ground for the Irish. If the Crew go asking too many questions here, they are likely to arouse suspicious, resulting in 1d5 more guards being assigned to the safehouse. Additionally, if they are too persistent, a brawl could break out involving 1-3 of the wannabe gangsters.
#### Delicatessen
Owned by Vincenzo Salvatore and operated by his son Alfonso, **The Red Pepper Deli** has, like many of the local businesses, fallen on hard times—which made the Irish Mob's offer to rent their backroom for gambling activities hard to refuse. Alfonso is uneasy about this arrangement, and if the Crew come in asking questions, his nervousness will be apparent, but no amount of persuasion or intimidation can shake any information out of him: he would die to protect his father's honor. For this reason, he also will not tip off the Mob to the Crew's investigation.
#### Flower Shop
The **Bella Flora** flower shop is owned and operated by Elena DiLaurentis, after inheriting it from her late father, Roberto. The building is small but well kept, its original wood floors still sparkling underfoot—just as Elena's father left them. Beautiful flowers and arrangements decorate the place, and a variety of candies are also available for purchase.
### Residential Buildings
The block is peppered with apartments and old rowhouses, many of which now stand empty, and the rest populated largely by pensioners. They are in various states of keeping, from sagging and sparse to well-maintained and adorned with flower baskets and garden decor. Many watchful eyes peer out from their age-frosted windows with intense interest in the comings and goings of the surrounding blocks.
## Scenes
Most "jobs" in The Syndicate consist of three scenes: the Setup (in this case, reconnaissance), the Execution, and the Resolution.
### Reconnaissance
Before the break-in, the Crew should take the opportunity to gather information on the safehouse. This phase allows them to prepare and gain advantages during the heist.
#### Scouting
The Crew can discreetly visit the area, conducting perception checks near and far to observe guard patrols, identify entrances, and map potential escape routes. If they get too close, however, they'll want to ensure they're operating with stealth (sneak check 4+) to prevent arousing suspicion.
>**Note:** If the Crew is sufficiently observant (perception check of 8 or higher), they may notice a familiar face leaving the safehouse: **Luca "the Weasel" Mancini**. Luca has been instrumental in the Irish incursion into Italian territory, and has been handsomely compensated to betray the family.
#### Interviewing
The Crew may canvas the area, interviewing neighbors, shop owners, or passersby, using their famous persuasion (and if necessary, their infamous intimidation) tactics to gain information. Among the many residents of the area, a few in particular may prove helpful.
>**Note:** The Crew should be careful when conducting interviews; if their interest in the safehouse or Irish activity in the area becomes too obvious, it may draw unwanted attention and result in an increased security presence at the safehouse.
##### Marco Bernardi
Marco is a longtime customer of *Francesco's*, and it shows: he is heavy-set and short, of middling age and good nature. An accountant by trade who keeps an office nearby, he is often found at the bakery, enjoying an espresso or a pastry. While not connected to the Mafia, he has noticed suspicious activity in the area of the safehouse and so has taken it upon himself to keep an eye on the goings-on. He is happy to provide the following information:
- A "nervous looking guy" frequently comes and goes from the building, often with a bag in hand (Note: this individual is none other than **The Weasel**).
- There's always activity at the building, even into the late night hours.
- There are a lot of deliveries received through the garage on the rear of the building, which is sometimes left wide open.
##### Elena DiLaurentis
Elena owns the *Bella Flora* flower shop situated on the western corner of the block. She is dark-featured, with thick black locks and deep black eyes, and speaks sharp and quick. She is fiercely loyal to the Mafia, though may at first be suspicious of the Crew, as she does not know them personally, though if the Crew is respectful she can provide the following information:
- Several unfamiliar men have been coming and going at the safehouse, carrying large crates in through the garage entrance.
- The safehouse has recently had new locks installed on all the doors.
- Loud arguments have been heard inside the building late at night.
##### Rosa Greco
Rosa "Nonna" Greco lives in the floor-level apartment kitty-corner to the safehouse. A widow of just over a decade, her late husband Frank was a widely-respected associate of the Mafia, and Nonna has maintained her ties with the Family over the years. With little more to pass the time, she spends her days on the front porch, tending her flowers and closely watching the activities of the neighborhood. It was this attentiveness that led her to call in the safehouse activity, rightly assuming it to be a rival gang operation—which she would have none of in the Landing. If Nonna spots the Crew walking around the block, she will call them over and eagerly sharing the following information:
- She has seen a traitor working out of the safehouse, and knows his name: **Luca Mancini**. He lives just a few blocks away, and she can give the crew directions if they're interested. If the Crew hasn't already spotted him, there is a 1-in-2 chance that he's home; otherwise, he's at the safehouse.
- The safehouse guards are lazy, often taking long smoke breaks together at the front entrance.
- There's a window that's left open on the second floor, right above the porch roof.
##### Other Residents & NPCs
A number of other residents may provide valuable information to the Crew, providing the situation is approached with tact and style.
**Tony Benetti** is another regular at *Francesco's*. Tony is an elderly man who spends his days sipping espresso and correctly observing “how much better things were back in the day.” He's happy to talk with strangers and make new friends, and while he's seen a lot of new faces lately is entirely oblivious to any suspicious goings-on.
**Maria Luisa Giordano** is a young apprentice working at the local tailor shop. She’s cheerful and optimistic but is entirely focused on learning her craft and preparing for an upcoming fashion showcase.
- “Oh, sorry, I don’t pay much attention to anything outside the shop. Have you seen this silk I’m working with, though?”
- She might have noticed people in nice suits passing by, but assumes they’re just stylish.
**Carlo Ferri** is a teenage grocery clerk who sweeps floors more than he stocks shelves. He’s perpetually distracted and lazy, rarely noticing what’s going on around him.
- “Uhh… I think some guy bought, like, bread yesterday. Or maybe it was eggs?”
- If pressed, he might mention seeing a delivery van with a big green four-leaf clover on it, but he doesn’t remember anything specific.
**Fr. Alfonso Moretti** is a deeply kind but somewhat oblivious priest, Father Alfonso focuses on the spiritual well-being of the community and avoids noticing the darker elements of the neighborhood.
- “I pray for everyone in our community, especially those struggling to walk the righteous path.”
- He knows nothing about the Irish Mob and avoids answering questions that might compromise anyone’s privacy.
**Giorgio Carlotto** is a well-dressed man in a sharply-tailored suit with an immaculate pencil moustache, Alfonso runs the local real estate office and has been facilitating the sale of properties on the block to the Mob. If approached by the Crew, he will be curt; if they are persistent, he will become irate.
- He will lie that business is poor, and he might be forced to move his office if low sales continue.
- if successfully intimidated (T8 Aspect Check), he will admit that someone has been selling property in the neighborhood, but that he doesn't know who; he will also notify the Irish Mob of the Crew's interrogation, resulting in an increase in security at the safehouse.
---
### Execution
A dilapidated row of mostly abandoned townhomes line the street. The brick is crumbling in areas, and most of the windows are broken—except for one, whose windows appear to be new. Dim light can be seen inside. This is the covert Irish safehouse.
![[irish-safehouse-blueprints.png]]
#### First Floor
##### 1. The Front Door
- **Description:** A sturdy wooden door with reinforced locks and a peephole.
- **Security Features:**
- **Reinforced Lock:** Requires a T6 Reflex Check to pick or T5 Power Check brute force to open. Breaking it down triggers a "Wandering Mobster" check.
- **Peephole Watch:** A guard inside occasionally looks out. A failed Stealth roll when approaching will alert them.
- **Challenge:** Entering quietly requires coordination; entering loudly means guards inside will be ready for combat.
##### 2. The Foyer
- **Description:** A small entryway with a coat rack, a worn rug, and a shoe shelf.
- **Occupants:**
- **Guard #1:** A low-level Irish Mobster (T5; 4 HP; +1 power) armed with a revolver (stats). He’s relaxing here, flipping through a magazine.
- **Hazards:**
- **Creaky Floorboards:** 1-in-2 chance that a Reflex Check will be required to avoid making noise.
- **Clues/Flavor:**
- A pair of muddy boots by the door hints at someone moving between the safehouse and a stash in the backyard.
- A poorly concealed security camera overlooks the foyer but feeds to a damaged monitor (no direct alert).
##### 3. The Office
- **Description:** A modest room with a desk, filing cabinet, and bookshelf filled with generic legal texts and ledgers. A single lamp provides dim lighting.
- **Occupants:**
- **Guard #2:** A bored enforcer (*stats*) organizing some papers. He’s lightly armed with a knife and distracted.
- **Loot:**
- **Mob Ledger:** A record of payments to the Irish Mob, useful for blackmail or as a secondary objective.
- **Cash Stash:** $200 in small bills hidden in a locked desk drawer (T6 Reflex Check).
- **Hazards:**
- **Loose Drawer Trap:** If the locked drawer is forced open without proper care, it triggers a loud noise (an improvised alarm).
##### 4. The Bathroom
- **Description:** A cramped but clean bathroom with a single toilet, sink, and cracked mirror. The smell of stale cigarettes lingers.
- **Occupants:**
- Empty unless a guard has been alerted to investigate.
- **Loot:**
- **Pocket Change:** $10 in loose cash on the counter.
- **Painkillers:** A half-empty bottle of prescription painkillers, which can be used as barter or healing items.
- **Hazards:**
- **Slippery Floor:** A spill near the sink, if not noticed first, requires a T4 Reflex Check to avoid falling and making noise.
##### 5. The Garage
- **Description:** A cluttered, dimly lit space with a single car parked inside, surrounded by tools, crates, and junk. A side door leads to the outside.
- **Occupants:**
- **Guard #3:** A mechanic working under the hood of the car. He’s distracted but has a wrench nearby as an improvised weapon.
- **Guard Dog:** A large, intimidating dog (T5; 3 HP) is tied to a post in the backyard, asleep; it will bark loudly if the Crew wakes it (T5 Reflex Check).
- **Loot:**
- **Weapons Crate:** Contains 2 pistols and 1 shotgun, but the crate is padlocked (Pick Lock or Break).
- **Hazards:**
- **Guard Dog:** The dog will bark if it detects an intruder, alerting the entire safehouse unless calmed (T7 Aspect Check or bribe with food).
##### 6. Stairs to the Second Story
- **Description:** A narrow wooden staircase leading up to the second floor. The stairs creak loudly if not navigated carefully.
- **Hazards:**
- **Creaking Stairs:** Requires a T5 Reflex Check to ascend without risking alerting guards above.
##### Notes on the First Floor
- **Patrols:** Guards occasionally move between the foyer, office, and garage. Randomize their routes to keep players on edge.
- **Tension:** Make sure players feel the presence of guards even in rooms they’re not actively occupying by describing distant footsteps or muffled voices.
- **Player Creativity:** Encourage players to use objects in the environment (e.g., throwing items to distract guards, using tools in the garage).
---
#### Second Floor
##### 1. The Living Room
- **Description:** A cozy but cluttered space with mismatched furniture, an old TV, and several empty beer bottles scattered around. A window overlooks the street.
- **Occupants:**
- **Guard #4:** A junior Irish Mob (*stats*) member lounging on the couch, flipping through channels on the TV. He has a revolver tucked into his waistband.
- **Loot:**
- **Cash in the Couch:** $50 in loose bills hidden between the couch cushions.
- **Binoculars:** Left on the windowsill, used for keeping an eye on the neighborhood.
##### 2. The Kitchen
- **Description:** A small, grimy kitchen with a stove, refrigerator, and a table covered in dirty plates and food wrappers. A strong smell of leftover potato stew fills the room.
- **Occupants:**
- **Guard #5:** An Irish Mob (*stats*) member making a sandwich. His gun is on the counter, just out of reach.
- **Loot:**
- **Knives:** A set of kitchen knives that can be used as improvised weapons.
- **Cash Stash:** $200 hidden inside a flour tin.
##### 3. The Dining Room
- **Description:** A sparsely decorated room with a long wooden table, mismatched chairs, and a single chandelier hanging above. A half-empty bottle of whiskey sits on the table, along with a deck of cards.
- **Occupants:**
- Empty, unless a guard from another room hears a disturbance and investigates.
- **Loot:**
- **Card Game:** Evidence of recent activity; the cards and whiskey may suggest the safehouse’s regular use as a gathering spot.
- **Hidden Cash:** A loose floorboard under the table hides $200. Requires a T7 Perception Check to find.
##### 4. The Bedroom
- **Description:** A modest room with a single bed, a nightstand, and a wardrobe. Personal items are scattered around, including a photo of someone in an Irish Mob jacket.
- **Occupants:**
- **Guard #6:** An enforcer taking a nap. He’s armed with a pistol on the nightstand but is groggy if woken.
- **Hazards:**
- **Creaking Door:** Opening the bedroom door without care requires a T5 Reflex Check to avoid waking the guard.
- **Alarm Clock:** A loud alarm clock is set on the nightstand and can be triggered if bumped or disturbed.
- **Loot:**
- **Handgun:** A loaded pistol on the nightstand.
- **Personal Journal:** Contains mundane notes but might hint at Irish Mob plans if examined closely.
##### 5. The Bathroom
- **Description:** A small, clean bathroom with a medicine cabinet, a shower, and a cracked sink. The mirror is slightly askew, and the light flickers faintly.
- **Occupants:**
- Empty, unless a guard uses it during patrols.
- **Hazards:**
- **Medicine Cabinet Trap:** Opening the cabinet carelessly can cause a small avalanche of items, creating noise.
- **Slippery Shower Floor:** Moving too quickly near the shower requires a Reflex check to avoid slipping.
- **Loot:**
- **Painkillers:** Another half-empty bottle of painkillers, usable for healing or barter.
- **Cash Roll:** $50 tucked behind the mirror. Requires a Spot check to locate.
##### 6. Stairs to the Third Floor
- **Description:** A narrow wooden staircase leading up to the second floor. The stairs creak loudly if not navigated carefully.
- **Hazards:**
- **Creaking Stairs:** Requires a T5 Reflex Check to ascend without risking alerting guards above.
---
#### Third Floor
This floor offers the highest stakes, with tighter security and more valuable loot, and includes the safe that is the target of this job.
##### 1. Bedroom #1
- **Description:** A well-kept room with a large bed, a desk, and a wardrobe. A small Irish flag hangs on the wall.
- **Occupants:**
- **Boss Liam "Lucky" O'Doyle (T7; 7 HP, 2 PP; +1 Power; Ability: Two-fisted):** The safehouse overseer and a high-ranking Irish Mob lieutenant. Armed with a revolver and quick to act, Liam is both dangerous and cunning. There is a 1-in-2 chance that he is asleep here.
- **Hazards:**
- **Locked Door:** The door to this room is locked, requiring a T6 Reflex Check or brute force to enter.
- **Backup Alarm:** Liam has a small buzzer on his desk that will alert guards on lower floors if activated.
- **Loot:**
- **Revolver:** A custom revolver on Liam’s desk with an engraving (“O'Doyle Rules”).
- **Cash Box:** $500 locked in a drawer.
- **Personal Journal:** Contains details about Irish Mob operations, useful for gaining leverage or blackmailing rivals.
#### 2. Bedroom #2
- **Description:** A shared bedroom with two twin beds, a pile of clothes on the floor, and a nightstand with empty beer cans. This room is disorganized and reeks of cigarettes.
- **Occupants:**
- **Guard #7 (stats):** Sleeping on one of the beds. Armed with a knife and groggy if woken.
- **Hazards:**
- **Cluttered Floor:** The room is full of discarded items, requiring a T4 Reflex Check to avoid knocking over a can or stepping on a bottle.
- **Loot:**
- **Shotgun:** The guard’s shotgun, leaned up in a corner of the room.
- **Spare Ammo:** A small box of 1d10 shells in the nightstand.
- **Spare Key:** A key to the boss’s room hidden under a pillow.
##### 3. Bathroom #1
- **Description:** A private bathroom with a shower, sink, and cabinet stocked with expensive toiletries. The mirror is spotless, and the towels are monogrammed.
- **Occupants:**
- Empty unless Liam retreats here during combat.
- **Loot:**
- **Painkillers:** A mostly full bottle of prescription painkillers in the cabinet (+1 Toughness for 1d5 hours).
- **Hidden Envelope:** An envelope containing $300 taped to the underside of the sink.
##### 4. Bathroom #2
- **Description:** A small, shared bathroom with a cracked mirror, a grimy sink, and a pile of used towels on the floor. The toilet handle is partially broken.
- **Occupants:**
- Empty unless one of the guards uses it during patrols.
- **Loot:**
- **First Aid Kit:** A slightly depleted first aid kit in the cabinet (restores 1d5 HP).
##### 5. Sitting Room
- **Description:** A large sitting room with a comfortable sofa, a coffee table, and several mismatched chairs. A worn carpet covers most of the floor, and a painting hangs crookedly on the wall, and inspecting it closely reveals the safe hidden behind it.
- **Occupants:**
- **Guard #9:** Asleep on the sofa, a newspaper covering his face. Armed with a pistol and quick to rise to any unusual sounds.
- **Hazards:**
- **Loose Floorboard:** A specific spot in front of the coffee table creaks loudly when stepped on (1-in-2 chance of waking the guard).
- **Loot:**
- **The Safe:**
- **Contents:** $5,000 in cash, Irish Mob documents, and a small box of untraceable jewels.
- **Access:** T8 Reflex Check or T10 Power Check (requires crowbar).
- **Whiskey Decanter:** A vintage decanter worth $100 sitting on the coffee table.
##### Notes on the Third Floor
This floor has the most valuable loot and the most dangerous enemies. The boss and guards will likely coordinate if alerted.
---
### Resolution
### Success
*The Crew successfully steals the loot without being identified.*
The Crew obtains cash, weapons, and other valuables, the majority of which they are allowed to keep as a reward a job well-done. The success of this job also results in a significant increase in favorability among Mafia leadership. Additionally, the Irish are forced to retreat from Little Palermo, losing resources and influence, and having no recourse to retaliation.
### Partial Success
*The Crew steals the loot but leaves evidence or suffers injuries.*
This outcome may result in the Crew's loot being reduced, but ultimately still increases their favor with Mafia leadership. Additionally, their Notoriety will increase, having been identified as responsible for the break-in, and the Irish may consider retaliation.
### Failure
*The Crew is caught or forced to flee empty-handed.*
If the Crew fails the job, Mafia leadership may question the Crew's competence, and the Irish will retain—and perhaps even strengthen—its foothold in **Little Palermo**.