--<< Numbers >>--
"The Mob runs this town, and if you want a piece of the action, you need numbers"
- Denny, Mook
Building your Gang
Like Dough, Numbers has it's own shiny system. Points in numbers buys you subsidiary Mook Points. (GM Note, whilst this system refers to gangs, it can be used to build any sort of organisation, for example racketeers are perfectly capable of providing "Legitimate" income which cannot be touched by the law).

Numbers Stat Mook Points
0 0
1 1
2 2
3 4
4 8
5 16

Buying Your Mooks

Each Mook point can be exchanged for a variety of possible assistants, choose from the following list.

Complete domestic staff, 1 Mook Point.
Ideal for the PC with a household and a reputation to maintain, don't expect much from them at this point (a Jeeves/Alfred type manservant would be classed as a separate Trusted Leiutenant).

Lawyers/Private Eyes, 1 Mook Point each.
Some people find it very usefull to keep this sort on retainer. No substitute for a PC in the same role however.

Racketeers, 1 Mook Point.
A specialised form of Mook whose sole purpose is to operate one of your sources of income. They will do this competently and under normal circumstances without requiring your attention, even if the income source is not Independent (see dough rules). They are not available for other activities unless the business is lost, and replacing them (and the associated business) will cause problems and income loss for a number of months.

Gunmen and other specialist, 2 Mook Points for 10.
The everyday footsoldier of the crime world. They require regular income, and a belief that they're likely to see next year. While these things are true, they will do your dirty work, keep their mouths shut and let you go about your business. When things go wrong, their friends are getting shot and you just missed their last two payments, don't expect to find them in your corner for much longer.

Bodyguards, 1 Mook Point for 2.
Gunmen loyal and dependable enough to take a bullet for you. Don't expect them to be able to help with the crossword though.

Trusted Lieutenants, 3 Mook Points each.
Among the best in their chosen field. Typically they have an area of specialisation, and in this area they are a match for the best in town (the PC's). They can act independantly on your orders, normally in your best interest, but everyone has weaknesses.

Defining your Gang
Gangs require a base of operations, this may be another speakeasy, a disused warehouse, we'd like to know about this, and turf you run. The more you tell your GM, the less you'll be surprised when they fill the blanks in for you.

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Last Updated 11/10/00, by Stuart Jenkins
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