Crews and organised crime
A Crew is the organisation. OC is the job you run with them. Two different things, and you need the first for the second.
Starting one
- Cost
- £50,000,000
- Rank
- 14 to start one. Anybody can join once their first safety is over.
- Size
- Nobody but you until you buy a building. See below.
Names and permissions
What shows beside somebody in the members list is a title the Boss types in. Call people whatever you like.
What they can DO is separate, and handed out one permission at a time: inviting, setting the tax, buying perks, buying the building, spending the pot, sending mass messages, seeing the killed members list, running the crew forum, putting members out, and editing the crew picture, description and events tab.
Member rights lets somebody hand on what they can do themselves to others in the crew. They cannot hand it to the Leader or to anybody else with Member rights, and only the Leader can put those people out.
The killed members list is every member who died while in the crew, with their rank, how they went and when.
A mass message goes to the whole crew at once, or only the ones you tick. It is Mass Message in the Crews menu, for whoever has the right.
Posting a crew job is not one of them. Anybody in the crew can post one, as long as they are not already on a job and their wait is up.
The rows you get once you are in one
- Crew Profile
- The description. Needs the profile permission. The crew picture is set on the same tab, under the description, and needs the image permission. Its box is 180 by 75 pixels on a profile and 432 by 180 on the crew page, so 1440 by 600 fits both.
- Invite
- Asking somebody in. Needs the invite permission.
- Crew OCs
- The crew board. Same jobs as the open one, and anybody in the crew can post to it.
- Crew Perks
- The shop. 4 perks, five levels each, bought out of the pot and held by everybody in the crew.
- Crew Events
- The noticeboard. What the crew has been doing.
The pot
The crew sets one tax and every member pays it into the pot, up to 75% of what they earn, and that includes what they make on stocks and trade. The tax can be changed once every 24 hours. Anybody can pay in from their bank, and the ones allowed can take out into theirs. The bank keeps 10% either way. The pot is what buys perks and the building, and what pays the debt.
Perks
Ten of them, five levels each, on their own tab. Bought out of the pot and everybody in the crew has them from the moment they land. None of them pays cash.
| Perk | What it does | At the top | First level |
|---|---|---|---|
| Fixer | off the wait between OC jobs. | 25% | £12,000,000 |
| Runner | off travel time. | 25% | £15,000,000 |
| The Garage | off the wait on the Private Collection. | 25% | £14,000,000 |
| The Lawyer | off a spell in the cells. | 25% | £8,000,000 |
The building
A crew starts in an Imaginary building with room for nobody but the leader. Buy a bigger one out of the pot to bring people in:
| Building | Members | Price |
|---|---|---|
| Imaginary | 0 | free |
| Extra Small | 10 | £10,000,000 |
| Small | 20 | £25,000,000 |
| Medium | 50 | £100,000,000 |
| Large | 100 | £250,000,000 |
| Extra Large | 200 | £600,000,000 |
| Huge | 350 | £1,200,000,000 |
| Mega | 500 | £2,000,000,000 |
Every building but the Imaginary one adds 1% of its price to what the crew owes every 12 hours. While the crew owes anything nobody can be invited and the building cannot change, so pay it out of the pot. Moving trades the old one in at 70% of what it cost.
When the leader dies
The strongest member who is rank 14 or over takes the crew. That can only happen once every 3 days. If nobody can, the crew is disbanded.
Leaving
Leaving costs £100,000 for every rank you are, paid into the pot. For a day after the leader puts the tax up it costs less, divided by how many points it went up.
OC, the job
Between 4 and 5 of you, one role each, and every role has its own stat: The Fixer is Power, The Heavy is Defense and Speed, the Explosive Expert is Defense, the Getaway Person is Speed, and the Leader is all three. Pick the seat you are built for. You can join from any city, and travel while you are on it.
One roll for the whole OC. The check reads every seat on its stat against your rank, then how cased the job is, and lands between 80% and 97%. Anybody on the job can case it once, for cash, up to 3 times.
Goes wrong, and anybody on it can end up in the cells. 8 minutes, on top of anything you were already serving.
- The roles
- Leader, Getaway Person, The Heavy, The Fixer, Explosive Expert
- Wait between jobs
- 2 hours.
- A day
- 8 at most in any 24 hours on the open board, and another 8 on your crew board. They dont share.
- Size
- A bigger OC fills more seats and pays more. It is not split thinner.
The five jobs
| Job | Tier | What it hands over |
|---|---|---|
| The Lock-Up | 1 | Use to claim 100k |
| The Cash Run | 2 | Use to claim 500k |
| The Auction House | 3 | Use to claim 1m |
| The Container Yard | 4 | Have a chance to receive a dockyard car key |
| The Bullion Desk | 5 | Have a chance to receive a vault car key |
They are all open to you. The higher tiers pay more and want more from your stats.
