The Dossier
3 min read
Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.
Part one, the basics in plain language, is in the handbook.
Family
What it is
Blood is thicker than water, and the family forgets nothing. A family shares a member list, a family vault, a heist and tracks. You're in at most one family. The founder is the boss.
Where to find it
More, Family.
How it works
Founding costs $250,000 and is possible from rank Capo. The name is 3 to 20 characters.
You start with 25 spots. Every 5 extra spots cost $25,000 from the family vault, up to 50 members.
Invites and open requests expire after 7 days. Sending one gives the sender a notice. Leaving writes a signal for the member and for the boss and the underboss. When the boss is the last member, the button says Dissolve family.
A family has at most one underboss, appointed by the boss. The underboss approves or rejects requests, invites, removes regular members, manages recruiting and calls the family to a heist; everything is written to the log. The vault, upgrades, logo and description stay with the boss. When the boss leaves, the underboss follows first, otherwise the successor the boss picked, otherwise the longest-standing member.
The confirmation for a track names the weekly upkeep after that purchase.
Tracks: protection, crime cash, heist, family vault and jail bribes. Only the boss buys them, level by level, from the family vault.
The heist pot and the vault limit apply to the whole family right away. The personal perks (protection, crime cash, cheaper jail bribes and revenge) only kick in from rank Capo and after you've been a member for 3 days.
Crime cash: plus 2% per level, up to 10%. It's the last factor in a job's cash calculation (see Crimes).
Heist and family vault: see the Heist and Family vault cards. Jail bribes: 6% cheaper per level, up to 30%. In the hospital you always pay full price.
Protection: every level takes more off three things. A murder on a member becomes less likely, an attacker grabs less loot, and a member who gets put down spends less time in the hospital. The effect is biggest at the top level. Level one costs $150,000, the top level $3,000,000.
From protection level 1 the family gets a heads-up when a member is attacked. From level 2 you see who your enemies are. From level 4 revenge applies. At the top level omertà applies: a murder on a member costs the shooter $100,000 extra.
Revenge: if someone attacks a member, the family has a right of revenge on that player for 24 hours. You get 5% extra win chance when you attack them and you may attack across a bigger rank gap, up to 3 ranks. On a murder on them you also get 4% extra chance.
Costs, returns and limits
Upkeep: every 7 days, 2% of what the family spent on tracks comes out of the family vault. If the vault can't pay, the perks drop a level. Protection is the most expensive track. A murder on a protected member can cost an extra $100,000.