Character Skills

The Character Attributes classed as 'Skills' are those which may be purposely studied, practiced or otherwise intentionally learned. Skills are mainly improved during a character's free time, so if you limit the free time available to your underlings you also limit their capacity to practice or study to learn and perfect these useful talents. However, as with Abilities, Skills will also improve - up to that Character's natural aptitude - simply through experience in using them, but at a much slower pace than do natural Abilities.

Every named Character in the game, including your own Boss Character, has a rating of 1-9 in each of ten different Skills, with a 5 being average. These are shown on each member's 'Character Profile' screen, both as a current Skill rating and an Aptitude rating for each Skill. The Aptitude rating shows how high it's possible for each individual character to progress in a particular Skill. For example, a Character might join your gang with a current 'Marksmanship' Skill of only 3 or 4 ('Below-average'), but with an Aptitude for Marksmanship of 8 ('Very Good'). The more he uses or practices his 'Marksmanship' skill, the quicker his actual level of Skill will rise, until it reaches level 8.

Both the current level of Skill and the Aptitude for each Skill are determined mainly by the Characteristics of that individual. A character's background might also affect some current Skill ratings, or the Aptitude for some Skills. For example, an 'Ex-Getaway Driver' for a gang of bank robbers will have a natural bonus to his 'Driving' Skill, and to his Aptitude for this Skill, whereas an 'Ex-Soldier' would likely have superior 'Marksmanship' Skill.

You can guide the Skill development of each of your characters during the course of the game, by suggesting Skill(s) each should pursue and by allowing enough free time for them to do so. The more free time you allow your various characters, the faster they will improve in their main Skills, but of course giving them lots of free time means less time allocated to either Business Operations (basically, making money) or carrying out your Orders. Achieving the right balance will be critical.

Although all Skill & Ability ratings are displayed graphically using 1-9 stars (including halves) the actual numeric rating for each covers a much wider range. This is why Skills & Abilities will appear to change only occasionally, when in fact they are almost constantly improving, but only by amounts too small to immediately register on the graphic display.

Character Skills

Unarmed Combat

This is a measure of the character’s skill in defending himself without a weapon, whether boxing, street-fighting, or even perhaps some martial arts skill. Although mainly of use in dealing with non-gangsters, there are some gang-related situations where this skill might suddenly and unexpectedly come into its own.

Close Combat

Close-combat is the skill of fighting with mainly non-powder weapons, such as clubs, pipes, blackjacks, knives and other assorted cutlery, though it also includes skill in knife-throwing. At a very high skill level, Close Combat also includes the ability to kill swiftly and silently, whether with a knife or the deadly garrotte (piano wire).

Marksmanship

This is the skill of general firearms proficiency, from the handling of - and familiarity with - a wide range of firearms, to actual marksmanship, as well as actually engaging in a gun battle. At very high levels this Skill includes the use of high-powered sniper rifles with deadly accuracy.

Explosives

This skill involves the use of any explosive or combustible device, from a ''Molotov cocktail'' (petrol bomb) to dynamite and nitro-glycerine. At reasonably competent skill levels (6-7 stars) triggered rather than fused devices are possible, such as a car bomb. A character with very high skill (8-9 stars) in Explosives is able to build sophisticated timer devices and even to disguise these as something else. In later game years, remote detonation devices will be available to those with very high skill. Characters with below-average skill should avoid handling explosives of any kind...

Streetwise

This is the skill of understanding, relating to, and adroitly using, the lower-echelons of the criminal underworld infesting the city streets. Streetwise Skill enables a character to use his rank and prestige within a Syndicate or Family to build a ''street rep'' for himself, and to foster useful relationships & contacts among ordinary criminals on the streets. A character’s Streetwise skill is therefore a direct measure of his ''street rep''. This skill is especially useful in obtaining information on rival characters and operations, and at very high levels a character can do so in much greater personal safety. A character’s ''street rep'' is also very useful in ensuring smoother operation of many different rackets.

Law Study

Study in this Skill enables a character to better understand his own rights under the Constitution and State law, to grasp the mechanics of the entire judicial system and identify & use the loopholes to his advantage, and to be in a better position to select the right man for the job should he ever be in need of legal representation in a Court of Law but have no ''friendly'' Lawyer available. Similarly, understanding how the law works with regard to the procurement of evidence; search & seizure; and the serving of arrest warrants, indictments and subpoenas, might all be better used to his own advantage. In addition, understanding the intricacies of the law as it applies to certain, specific situations (such as fraud, bankruptcy, contracts, insider trading, etc.) also enables a character to operate certain types of high-level rackets more efficiently and profitably, and with much less personal risk.

Accountancy

Accountancy is the skill of book-keeping and those areas of the law specifically applying to business and personal taxation. Not only will characters with good accountancy skills be able to operate many types of rackets more profitably, they will also be better able to avoid many of the taxation pitfalls - such as the means by which Al Capone was eventually brought to justice when everything else had failed. Characters skilled in accountancy will also be much more adroit at spotting any shortfalls in the income declared by their subordinates within the organization, should someone try to rob them.

Driving Skill

Driving skill is literally how well a character is able to drive and remain in calm control of a vehicle, especially at high speeds on crowded city streets. This Skill also involves actual street knowledge of traffic systems and short-cuts, which streets are likely to be busiest at which times, etc. Although your character may not always drive himself (as every named character is accompanied by 2-6 aides and guards at most times), the game system assumes that he will always use a driver at least as good as himself.

Acting Skill

This might at first glance seem like a strange skill to include in the repertoire of the average hoodlum, but it is in fact a very useful skill to possess and many real-life gangsters were actually superb actors. Whether dealing with or deceiving customers, bluffing rivals or lying to the authorities, a character’s ability to play a particular part convincingly can make a huge difference in a wide variety of situations. The most useful aspect of this skill is, of course, the possibility of a good actor being able to infiltrate a rival organization...

Disguise

This is another skill which at first glance might not seem as useful as many others, but in fact the opposite is true - and especially so in certain, dangerous situations. A character’s ability to disguise himself to some extent can mean the difference between life and death if rival mobsters (or the police) are on the lookout for him and, for one reason or another, hiding is not a viable option. In addition, a character highly-skilled in Disguise as well as Acting skill would be even more suited to safely infiltrating a rival organization, as there is less chance of him being recognized.

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