A crew is any organized group of people that have banded together to work toward shared goals. They may be a typical street gang looking to take over territory. They may be a tight-knit group of mercenaries who all work jobs together and share the profits. They may be drug runners looking to establish connections and earn money. They may be businessmen looking to buy up properties and control territory with a briefcase instead of a shotgun.

Whatever the motivation, these people understand that there is strength in numbers and that the best protection from the violence of Midnight City’s streets is a crew you can depend on.


A crew can be formed by characters of any level. There must be at least three characters in the crew with one designated as the leader and another as the lieutenant. The leader will control membership, the distribution of crew funds, the purchase of buildings and reinforcement of territory, and so on. The lieutenant acts as a second in command and also has access to crew funds.

To create a crew, the designated crew leader must provide:

  1. Crew name

  2. List of founding members and designated Lieutenant

  3. Which neighbourhood or district the crew is based out of, if applicable

  4. Initial crew trait (see ‘Crew Traits’ section)


Crews may earn money through RP. This RP must involve multiple crew members engaging in activities that establish, strengthen, or grow the crew. This could be anything from the crew patrolling its territory, collecting protection money, recruiting new members, setting up a front business, making connections, and so on and so forth. This does not mean RP where crew members just hang out and shoot the shit. They must be actively doing something to benefit the crew.

This RP can either be logged or posted on the forum for GM review, and the GM will award money according to the number of players involved and the quality of the writing.

Crews may also earn money by participating in quests and duels. They will receive $25 per participating member per quest. This money goes directly into the crew bank, not to the members.

Members of the crew may donate personal funds to the crew bank.

A crew may also run a business. This can occur in one of several ways:

- crew members use class skills to craft items or provide services to other Player Characters, and the money earned is sent to the crew bank

- the crew purchases a building (see Holdings) as well as the Business trait (see Crew Traits); this building passively earns money every month for the Crew


Reputation is a measure of your crew’s place in the city, how well known and respected they are. Reputation is earned much like money - through RP of crew activities. The higher a crew’s Rep, the more well known and/or well respected a crew is.

Earning rep also unlocks access to crew traits, which will affect how a crew is seen by those in the city. For example, a crew with a high rep that wants to remain in the shadows may use their rep to purchase a ‘discreet’ trait, enabling them to remain a secret to all but the most knowledgeable of brokers.

Reputation is represented by two numbers: Total Rep, which is a measure of your Crew's standing and notoriety, and Available Rep, which is what you can spend on Crew Traits.


Traits define a crew. Are they a shadowy cabal that nobody’s heard of? Are they a large, public gang spraypainting their name all over the city? Are they a mysterious group that everyone is whispering about?

Traits allow you to create a crew that might only be known and respected in certain circles, or a crew that keeps aspects of itself secret, while still earning Rep from crew RP.

Each crew is allowed to choose one trait upon creation, defining whether they will be a public crew or a private crew. Then, as they advance through each Reputation tier, they can select additional traits to define the public perception of the crew.

Note that certain activities will override a trait. For example, if your crew is Secret and then goes and publicly assassinates an important figure and takes credit for it, that will nullify the crew’s secrecy and they will become Open.




Rep Cost


Your crew is known to the public; members display their allegiance openly

0 (at crew creation), 500


Your crew is not known to the public; members maintain secrecy

0 (at crew creation)


Your crew’s name and reputation is known to the public, but its membership is not

500 (requires and supplants Secret)


Your crew is known for its honour code and fair treatment of others; members are respected by most

1000 (supplants Brutal)


Your crew is known for its ruthlessness and cruelty in dealing with any opposition; members are feared and given a wide berth

1000 (supplants Honorable)


Your crew is known to be professional and has the appearance of being above-board; members are the suit-and-tie wearing sort and fight their battles with briefcases and contracts

1000 (supplants Gritty)


Your crew comes from the street and its members aren’t afraid to get their hands dirty; cops are watching you

1000 (supplants Respectable)


Your crew has a reputation as hired guns and others may approach you with jobs



Your crew enforces their own brand of justice and acts as the law in their territory; criminals and cops alike seek to stop you

Earned through specific RP


Your crew owns and operates one or more businesses of some kind. This brings in money per month to the gang's bank per active business holding. Money earned depends on the type of Holding.

1000 (requires Holdings)


Your crew has connections to powerful people, giving them access to money, resources, or aid

Earned through specific RP

An example of how these traits come together:

A hero group such as The Defenders would be represented by the traits Shadow, Honorable, Gritty, Vigilante. The true identities of its members are not known, they operate on a code of honour, they ply their trade with violence, and they take the law into their own hands.

A Mafia-style crew could be represented as Open, Brutal, Gritty, Business, and Connected.


A crew may have holdings, which are buildings owned by the crew. These may be headquarters, labs, businesses, and so on. In order to purchase new holdings and upgrade them with new features such as security cameras or magical wards, the crew must RP out the locating and purchasing of the property and then spend crew funds.

Upgrades can be made to holdings that don’t cost crew funds if someone in the crew has relevant skills. For example, an Engineer could build security drones or a mage could cast protective wards. In this case, the crew must RP the acquisition of materials and the construction of the upgrades. If nobody in the crew has relevant skills, the upgrades can be purchased outright.

Territory refers to crew control over entire neighbourhoods. Territory requires manpower to hold, so a crew must have at least 6 members to begin acquiring territory. Crews may fight each other to establish control over a neighbourhood.

A crew does not have to control territory to have holdings in a particular neighbourhood. However, having holdings in territory controlled by another crew leaves those holdings vulnerable to attack.


Small Headquarters

Medium Headquarters

Large Headquarters


Apartment Building






Blast doors

Reinforced windows

Security cameras



Lab bench

Guard dogs

Security staff


Currently Online:   guest guest  


rez rez  Jan 04, 2020 / 2:02 PM
art added to the races pages

guest guest  May 06, 2019 / 6:36 AM

rez rez  Feb 24, 2019 / 12:03 PM
hacking/theft rules and driving/vehicle combat rules are up! now on to crafting

rez rez  Apr 25, 2018 / 8:09 AM
Assorted updates have been posted. Check the forum for details!

Boone Boone  Aug 25, 2017 / 7:25 AM
shiny new sidebar!

rez rez  Aug 16, 2017 / 10:01 PM
duel rules done wheeee

rez rez  Aug 13, 2017 / 1:37 AM
added 2 new classes, operative and street preacher

rez rez  Aug 08, 2017 / 11:19 PM
combat rules are done (mostly). paladin class name changed to defender. paladin group description done. itshappening.gif

rez rez  Jul 30, 2017 / 1:00 PM
doing a big overhaul of combat rules. basically using D&D 5e as the framework and changing where necessary. much simpler than trying to start from scratch -__-

Boone Boone  Jul 23, 2017 / 1:23 PM
doot doot

chadamas chadamas  May 28, 2017 / 12:22 AM
Glad you had a good time! (And good bread and cheese.) Hope to hear more about it soon.

guest guest  May 26, 2017 / 2:03 PM
europe was excellent and so very full of bread and cheese

guest guest  May 09, 2017 / 11:27 PM
Have fun in Europe! -Chad

guest guest  May 07, 2017 / 12:56 AM
in europe atm. work begins again when i return -rez

Boone Boone  Apr 02, 2017 / 11:19 AM
he lives!

guest guest  Apr 02, 2017 / 1:41 AM
Yeah, this is Chad, btw :)

guest guest  Apr 02, 2017 / 1:41 AM
I'm still alive and am still working on this when I can! Promise to have more for you soon.

Boone Boone  Mar 29, 2017 / 8:23 PM
Slowly but surely picking away at the groups

Boone Boone  Mar 15, 2017 / 11:58 PM
No worries! Hope things settle down for you soon.

chadamas chadamas  Mar 15, 2017 / 9:41 PM
Nice! Wanted to pop in here and say that I haven't forgotten about this...just a hectic time right now. I'm still working when I can, though, and am hoping to push a few new things live as soon as possible.

Boone Boone  Mar 13, 2017 / 3:04 PM
started on the engineer skill tree

Boone Boone  Mar 11, 2017 / 10:55 PM
got channels registered on darkmyst, #vancity for IC and #2277 for OOC

Boone Boone  Mar 05, 2017 / 10:50 PM
awesome. I'm mainly working on organization and posting up all the rest of the stuff from the docs right now. I think maybe next weekend I'll see about getting the rooms set up. Should be enough info up to do some test RP.

chadamas chadamas  Mar 05, 2017 / 10:01 PM
Yeah, absolutely! I didn't really have any time this weekend to work on stuff, but should have time to dig back in probably around the middle of next week.

Boone Boone  Mar 03, 2017 / 1:53 PM
question: would it be possible to have a notification/link that shows up to unregistered users and directs them to the newbie/starter guide that I haven't written yet? sort of a "Hey, it looks like you're new, please go here instead of stumbling around in confusion" thing

Boone Boone  Mar 02, 2017 / 9:41 PM
haha, I was going to ask you how I could tweak the css for the blockquotes, but it looks perfect now. also I haven't finished the udemy course yet, still kind of getting through all the stuff I already know since it starts from the ground up, but it's really well structured so far. I signed up for a bunch of other ones to do after it. JS, Python, SQL

chadamas chadamas  Mar 02, 2017 / 8:22 PM
Also: I like the new dice page! Made a quick change to the blockquotes so your examples are more visible.

chadamas chadamas  Mar 02, 2017 / 8:20 PM
Btw, how was the udemy course?

chadamas chadamas  Mar 02, 2017 / 8:18 PM
OK, cool. Really, any time you want to should be fine. If you want to wait a little longer until more of the game-related stuff is ready, though, I'm good with that. I've been paying for this website forever and there has been practically nothing on it for years, so it's not hurting me any to keep it here as long as we need, haha.

Boone Boone  Mar 02, 2017 / 12:40 PM
btw, let me know when it's time to set up the real hosting and buy the domain and all that. i do have a free year of hosting that came with a web dev course on udemy, but i think it'll be a little pricier (to renew) than bluehost and also doesn't come with a domain.

Boone Boone  Mar 02, 2017 / 9:21 AM
ooo, shiny

chadamas chadamas  Mar 02, 2017 / 12:02 AM
Oh, by the way, there is another admin theme installed for Processwire if you want to check it out. When you're in there, click your name in the top-right corner, go to Profile, and then switch to Reno. If you don't like it you can always switch back, but I much prefer it :)

chadamas chadamas  Mar 01, 2017 / 11:56 PM
Thank you--I like the work you've been doing too! I went ahead and added a profile switcher in the sidebar as well. I could see scenarios where it would be annoying to navigate to an entirely separate page to switch accounts and then try to find your way back to where you were. This should switch you right there on whatever page you're viewing.

rez rez  Mar 01, 2017 / 11:53 AM
this profile switcher is snazzy

Boone Boone  Mar 01, 2017 / 12:19 AM
no worries! The game system isn't even finished yet, lol, so it's not like anything's being held up

chadamas chadamas  Mar 01, 2017 / 12:13 AM
One more thing that just occurred to me to mention: I know I'm spending a lot of time on the interface/player front, but I promise I haven't forgotten about the game itself. I am working on character generation, level-up functionality, shops, etc. as just trying to get a solid foundation here to build on as we progress.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Oh, the changes might require a hard refresh or cache clearing again.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Went ahead and uploaded some new stuff--mostly account page-related. You should be able to select your active profile directly from there now. Edit functionality is still in the works but should be coming soon. Also, if you're seeing the Admin Dashboard link in the nav next to Processwire, the Site Setting portion should actually allow you to change the site title and the homepage text for now.

chadamas chadamas  Feb 28, 2017 / 7:25 PM
Sounds good and should be fine. Anything and everything here will be exportable. Page looks good, by the way! Going to try to finish up a couple of things in the next day or so and then will push some more updates live.

Boone Boone  Feb 28, 2017 / 8:38 AM
google drive is blocked at work so I'm doing some updates to the race descriptions directly on here >.>

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Cool...shoutbox still works :)

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Just a test after some updates

Boone Boone  Feb 18, 2017 / 9:17 AM
Oooh, I really like that level up indicator! Also like the changes to the navigation

chadamas chadamas  Feb 18, 2017 / 12:05 AM
Haven't pushed a whole lot more live yet, but there are a few new UI-related things ready for review. Might require a hard refresh or cache clearing. Mostly just in relation to heading and form label fonts, subtle navigation menu changes, and sidebar updates. The sidebar shows one idea of how to show that a character has earned enough XP to level up and is ready to upgrade stats.

chadamas chadamas  Feb 15, 2017 / 10:30 PM
Yeah, I'm liking it too. Good suggestion! I've done some more work locally but haven't uploaded it yet. Working back and forth between an admin editor so that you can create/edit pages and a more robust character generator with stats included. Hopefully have more for you to see this weekend.

Boone Boone  Feb 15, 2017 / 10:11 PM
really digging the greyscale sidebar

Boone Boone  Feb 14, 2017 / 9:35 PM
sounds good. I can do something in Illustrator and scale as needed

chadamas chadamas  Feb 14, 2017 / 9:31 PM
For the logo size, not sure off the top of my head what would work best, but I'd go large initially if you decide to go ahead and start working on something. Much easier to scale down than up. To work in the menu for this layout, probably something with a greater width than height would work best.

chadamas chadamas  Feb 14, 2017 / 9:28 PM
Glad you're liking it and glad to see that you were able to successfully create a character account! Edit functionality is coming soon. I like the idea of the grayscale pattern with a thin blue border. I will give that a try!

Boone Boone  Feb 14, 2017 / 9:24 PM
this is so cool. also re: logo, let me know the size and I'll whip something up. As for the sidebar, maybe just a grayscale of that techy pattern with a thin blue border?

blah blah  Feb 13, 2017 / 11:13 PM
Also just discovered that there was a problem with sub-profile creation related to avatars. You should now be able to create new characters from the account page with or without a profile picture.

chadamas chadamas  Feb 13, 2017 / 10:20 PM
Think the navigation is looking a little better now. A nice logo to replace the "Vancity" text would probably bring the whole thing together. Wondering about that blue in the sidebar now too, though...not sure it's needed with a cityscape background in the header.

rez rez  Feb 13, 2017 / 3:35 PM

chadamas chadamas  Feb 13, 2017 / 1:13 AM
Oh yeah, and the navigation menu looks pretty bad right now. That's on my radar and will be pretty high on my to-do list.

asdf asdf  Feb 13, 2017 / 12:58 AM
It's all extremely rough, the stuff in the sidebar is static and non-functional (just as a placeholder) for now, but I think we're building on a solid foundation here. And hopefully having a live example that we can play with will let us collaborate more quickly and efficiently. See something wrong or have an idea? Shout it!

chadamas chadamas  Feb 13, 2017 / 12:53 AM
Eventually, many, many things (like this shoutbox) will load asynchronously, so that the entire page doesn't have to be reloaded.

chadamas chadamas  Feb 13, 2017 / 12:51 AM
Just here testing a shout.

  • mobile navigation not functioning yet