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Fallout

Up to date as of February 01, 2010

From The Vault

The Family

The Family members in their common area
founder(s): Vance
leader(s): Vance
headquarters: Meresti Metro Station
locations: Arefu
Meresti Metro Station
notable
members:
Alan
Brianna
Holly
Justin
Karl
Robert

The Family is a gang of self-proclaimed vampires that live in Meresti Station, east of the settlement of Arefu.

Contents

Background

Vance formed The Family by gathering together people like himself - people who experience a cannibalistic hunger. Vance intends to help these outcasts survive and find some sense of community by banding together and adopting a strictly vampiric lifestyle, rather than cannibalism.

The name comes from their metaphorical relation to each other by blood (thirst for it) as revealed by Vance in a conversation. They have been frequently raiding Arefu, and the mere mention of their name invokes fear in even the most intrepid of Arefu residents. They have also abducted Ian West as they discovered he shared the same 'condition' as the rest of The Family. Ian was lucky that Vance found him when he did, and Vance covered for Ian's act, by masquerading it as a 'Family' attack. Evan King pleads with the Lone Wanderer to deal with them, and gives hints to the Family's home.

One of these vague clues involves a trip to Northwest Seneca Station. Murphy lives in the station with his bodyguard making Ultrajet. However, Murphy's back room has a manhole next to vats of toxic waste. The tunnel leads through Mirelurks and eventually, a booby-trapped subway. The entrance to the Family's home is to the left, past Robert the Family sentry. Going straight through leads to the exit by Meresti Trainyard.

Vance is the Family's leader; he can strike a deal in which the Family will protect Arefu in exchange for donated blood packs. It is revealed that Ian was not kidnapped, but voluntarily joined the Family. If you decide to convince Ian to leave The Family, they will accept his decision and allow you and Ian to leave unharmed.

Family members

  • Vance: the leader and guide. He is trying to make his cannibal charges to leave that urge and feed only from blood, adopting the ways of the vampires of the legend; he is very patient and understanding. After completing the quest Blood Ties, speak to him and ask him if he can teach you the ways of the vampire. This will give you the Hematophage perk; This perk allows you to regain +20 HP by consuming Blood Packs.
  • Holly: Vance's wife. She has reservations about Vance's beliefs, but supports him completely. You will be able to acquire the access code to Ian's room via a speech check, high charisma or if you have the scoundrel perk, the player can persuade her to provide the entrance code to Ian's room.
  • Alan: a new recruit who sees Vance as a savior. Depending on how Blood Ties is completed he is sent to protect Arefu.
  • Brianna: She offers prostitution services to the male members of the family, in exchange for moderate caps. With the Lady Killer perk, the player is able to persuade her to divulge the entrance code to Ian's room.
  • Karl: the Storekeeper. He does not believe in Vance's teachings, but pretends to in order to maintain a store. He can be seduced with the Black Widow perk into giving the password of the security computer terminal. You can also threaten him into giving you the password with Strength.
  • Justin: Ian's confidante within the Family. Justin guides Ian in the various teachings of Vance, and serves as a surrogate elder brother. The player can convince him to divulge the entrance code to Ian's room either by passing a Speech check or with the Impartial Mediation perk.
  • Robert: the sentry and first member of the Family the player will meet. (It is unconfirmed whether Robert is actually a full member of the family or only a hired sentry/watchman. He is not obliged to take part in Family's congregations and he didn't have to learn a "Law" to tell. Attacking Robert will cause all the family to attack you when you enter.)

Laws

Vance's laws for the families can be read on two terminals. Reading them provides background information that unlocks further conversation options with Vance.

The First Law "Feast not on the flesh; consume only the blood. This is our strength."
We do not eat the flesh of those we kill for food. We will only drink of their blood and leave the body intact. The consumption of flesh is filthy and unclean. This action is what causes the humans to treat us like animals. We are not animals, we are The Family.
The Second Law "Bear not the child; welcome only the exile. This is our fate."
Because we carry the stain of our past in our bodies, we can never let it pass to our offspring who would in turn carry out those foul actions beginning the cycle anew. The Family must seek the Wasteland for others of its kind in order to maintain itself. That is our fate.
The Third Law "Feed not for pleasure; partake only to nourish. This is our dignity."
We only kill the humans when we are hungry or when we must defend ourselves, we never hunt for sport or pleasure. We do not prey on children for they are not yet tainted by society's view of us. The Family will not tolerate murder.
The Fourth Law "Seek not the sun's light; embrace only the shadows. This is our refuge."
Because we are creatures of the night, we must not set foot in daylight. We move silently across the ground only under the watchful eye of the moon above. At the rising of the sun, we must seek the embrace of the shadows and never again gaze at its brilliance. The Family seeks the dark as its refuge.
The Fifth Law "Kill not our kindred; slay only the enemy. This is our justice."
Above all, no member of The Family will ever take the life of another member without the consent of the current leader. Anyone disobeying this action, the most heinous of all our crimes, will be exiled from this place forever. We must not let our own inner demons cause us to fight amongst ourselves. We number only in the few, and we cannot risk extinction.

Notes

  • If you kill all the Family, Ian will be hostile when you talk to him, until you offer him the letter. After that, Ian will ask to be left alone. The next time the player returns to Arefu, he will be told that Ian had returned, and the player will be offered a (minor) award.
  • Attacking (or killing) anyone in Arefu will cause every single person in the Family headquarters to turn hostile towards you (Excluding Robert, who will turn hostile if you attack or kill any members of the Family).
  • The Family will also attack you if you sneak past Robert without him letting you in.
  • If you hack the family's terminal they will attack you, even though no negative karma is gained in doing so (Confirmed on Xbox 360 and PS3).
  • It is easier to enter the Family's home through Meresti Trainyard as the Mirelurks are bypassed.

Behind the scenes

  • The password to open Ian's room is "Vespertilio," which is a genus of the bat family.
  • Vance's use of the term, "Kindred," as well as The Family's traditions (designed to preserve the lives of vampires in the midst of hostile humans), may be a reference to "Vampire: The Masquerade".

Appearances

The Family only appears in Fallout 3.

Related quests

The Family

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This article uses material from the "The Family" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

eWrestling

Up to date as of February 01, 2010

From the eWrestling Encyclopedia.

Stable Information
Faction Name The Family
Time Existed Fed 2009 - present
Members Chris Jericho, Gregory Helms, Jeff Jarrett, Brock Lesnar, and Trish Stratus

The Family is an American Heel stable for UNIVERSAL WRESTLING ENTERTAINMENT. Under a Mafia gimmick same as TNA’s Main Event Mafia.

Members

Current

  • Chris Jericho
  • Jeff Jarrett
  • Gregory Helms
  • Brock Lesnar
  • Trish Stratus
  • Layla El

Former

  • Nathan Jones

History

The Family was officially formed at UWE Survivor Series where, before a scheduled match between Chris Jericho and long time rival AJ Styles, Jericho and protogee Gregory Helms would be joined by Jeff Jarrett and Nathan Jones in attacking Styles and taking him out of action.

On RAW Episode 11, Jericho declared the group as The Family. With Jarrett's power as RAW's General Manager, the group began a bloody war with Jarrett's enemy Jeff Hardy. Later that night, Hardy would defeat Jericho, Jones, Helms and Jarrett in a four on one Handicap match via disqualification after Jarrett used his El Kabong finishing move on Hardy. The Family then proceeded to beat down Hardy after the match. Later that week on Smackdown Episode 11, Jarrett would book Hardy in a two on one Handicap match with The Brian Kendrick and Abyss. During the course of the match, where Hardy would attempt a Leg Drop off a ladder, Jarrett would appear on the Tron and threaten to strike Hardy's girlfriend with a Guitar if Hardy didn't lay down. Hardy would lose the match to Kendrick after Kendrick use his finishing move The Kendrick.

On RAW Episode 12, Hardy would face Jericho in a Submission match, which after Nathan Jones hit Jericho with a Chair, Hardy would emerge victorious but would be beaten down by the other members of The Family at the concussion. Jericho, in anger, declared one member of the Family would be removed. Jones would be removed from the group in a vicious attack which revealed Brock Lesnar as his replacement. Lesnar would decimate both Jones and Hardy before Jarrett announce the Armageddon Main Event. A Four on One Handicap match where Hardy would face Jericho, Helms, Lesnar and himself in a Hell in a Cell match. Hardy would have to pin every member of The Family if he was to win. The winner of the deciding fall would be declared Number One Contender for the UWE Undisputed Championship at the Royal Rumble. On Smackdown Episode 12, Hardy would be awarded a forfeit victory over the Human Tornado where Jarrett served as Special Referee. The Family would attack Hardy once again before Armageddon.

At Armageddon, Jericho would be attacked before the match by the returning AJ Styles making the match a three on one. Hardy would eliminate Helms and Lesnar from the match but both Hardy and Jarrett would leave empty handed as Edge injected himself into the match and scored the pinfall over Hardy to become the number one contender for the UWE Undisputed Championship. Before RAW Episode 13, Jericho would unveil Trish Stratus as the newest member of The Family.


This article uses material from the "The Family" article on the eWrestling wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents

Overview

Background

The Family official info ( Copied from the City of Heroes official website [1]):

Despite a world of giant monsters, super-powered vigilantes, undead horrors, and alien invaders, there are those who believe the old values and established traditions are the most important things in life. These rough men by their nature live on the edges of law-abiding society. They deal in the illegal and the immoral, and create a space for themselves through the rule of the gun or knife. They profit by exploiting the weakness of others while maintaining a veneer of civility around the Sunday night dining table. They are The Family.

The origins of The Family can be traced directly to Paragon City in the 70s, and even more loosely back to the 20s and 30s. In the heyday of organized crime, Paragon’s underworld was controlled by the Sicilian Families: Blundetto, Bonanno, Dante, Denaro, Garibaldi, Genovese, Gravano, Gualtieri, Liggio, Marcone, Navarra, Troia, and Verandi. A who’s who of Italian names originally from Corleone and Capaci, and Palermo Centro and Santa Maria di Gesu. The Prohibition era was a boon to them, as Rhode Island was one of two states not to ratify the 18th Amendment to the Constitution (“Prohibition”), and 400 miles of Rhode Island’s un-policed coastline was a dream for rumrunners who smuggled in good quality liquor from Canada and the Bahamas.

Several of the families were rumored to be funded by some mysterious benefactor. He was some sort of wealthy industrialist (the stories say), who provided a significant investment of cash for them to run their rackets. In exchange, he gained influence over them and could potentially manipulate them for his ulterior motives. This benefactor may have also helped arm and equip the gangs, for they certainly had an easy time accessing military-grade munitions.

One of the families to gain prominence early was the Marcone family. They operated from a speakeasy called Caesar’s, which was visited every week by Prohibition agents … who delivered cases of wine, scotch, rye, and gin! The agents would then enjoy their fill of Marcone food and drink, sitting down in the cellar with the Marcones and their guests.

The Sicilian Families bought the police, owned the politicians, and put the fear of the mob into the hearts of the hardworking poor of Paragon City. They controlled the rackets, the speakeasies, the bootlegging, and the prostitution. Territory was fought over in quick and bloody strikes, but for the most part there was enough profit for everyone to fill their pockets and the families were held together by Old World traditions. The Sicilian Families rose to dominate the New England mafia, ruling from Paragon, Rhode Island.

Gang wars, gambling dens, and backroom deals were the order of the day – until it all changed with the birth of the Freedom Phalanx in the 1930s. Statesman’s team put tremendous pressure on the organized crime families, and rather than band together they tended to tear each other apart. Several families were destroyed in this era, any mysterious benefactors were scared off, and they lost control of the New England mafia – with control moving to Boston. A “tough-on-crime” mayor and city council was elected in 1936, and those who survived the mass-arrests scurried back into the shadows.

The crime lords nursed their wounds and slowly rebuilt their empires, bringing in their families, absorbing distant cousins, promoting proven soldiers. By the 1960s, the Sicilian Families were ready to plunder Paragon once again. At a sit-down at Bell Point in the heart of Independence Port, territory was again divvied up and partitioned. Several families would stake their claims in Paragon, focusing on Independence Port and Steel Canyon, a few would move out to the territory of Striga Isle, while other families would move into the Rogue Isles in the wake of the lucrative mining and industrial ventures currently booming off the coast.

The Marcones rapidly moved into the Rogue Isles, where they took root before any of their rivals could find a niche. They bought their way into the docks, brought in drugs and prostitutes for the miners, and fought fiercely with anyone who got in their way. In Paragon, meanwhile, the other families formed partnerships with a number of drug cartels and street gangs.

One of the up-and-coming drug traffickers was a young hood named Harry Frost. Frost had a rap sheet for petty larceny, and was arrested several times for distribution of controlled substances, but the charges never stuck. He managed to avoid tangling with the street-oriented Super Groups, like the Regulators, but still made a name for himself as a “go to” guy. When the Regulators and the Dawn Patrol teamed up and took their War on Drugs to the drug fields of South America and Central Asia the North American street dealers panicked. Many got out of the business or went into hiding, but long-range thinkers like Frost bided their time and made sure they were positioned to take advantage of the next big thing – it happened to be the first cut of Superadine.

Harry became the contact point for Superadine. Numerous dealers crawled back out of the woodwork and lined up to be on his payroll. With such an ever-increasing street rep Harry could no longer keep a low profile, and his men began to clash with the various Super Groups in Paragon. Frost’s gang was known as the Frost Cartel, and they ran the entire supply chain for Superadine, acting as the contact and distribution point for the Sicilian Families.

At one point the Regulators managed to corner Frost and deliver him to the authorities. While he suffered a brief stint in prison, his lieutenants struck back hard at the Regulators. In the midst of a brutal ambush, the Illustrated Woman, aka Mina Horne, was killed. These events ratcheted up the tension between the groups. When Frost was released a short time later after several key witnesses disappeared, the animosity between him and Back Alley Brawler and the Regulators was extreme.

Back Alley Brawler redoubled his efforts to put a dent in the drug trade on Paragon’s streets. After a series of daring raids put the heat on the traffickers, the Regulators followed a tip to a front company for the Frost Cartel. In late 1982, the Regulators stormed a building that concealed a major distribution center for the Cartel, and they closed it down. Harry Frost had been at the site at the time, and he attempted to flee. Frost was chased to the roof by Back Alley Brawler, and during the confrontation Frost was accidentally killed, falling to his death. An investigation cleared the Back Alley Brawler of any suspicion, but Frost’s death would have major implications for the city.

Meanwhile, despite the Regulators efforts the Superadine flow didn’t stop. Several other dealers immediately filled Harry’s role – it was as if some mysterious benefactor was supplying them. The Regulators worked with the mystics in the Midnight Squad to finally track the drug back to a source – a secret laboratory beneath a skyscraper in Steel Canyon. They uncovered a well-funded, high-tech research center where the scientists were studying the effects of Superadine on a wide range of test subjects. The Regulators shut the facility down with the help of the Freedom Phalanx, and although the scientists were arrested, over the ensuing weeks they would vanish into the system – clearly they had powerful connections who could pull strings for them. Similarly, much of the equipment and research vanished in a cloud of “national security.”

The respite from the drug trade was very short lived. It wasn’t long before some powerful figure seemed to be approaching the various leaders of the Sicilian Families and bringing them together. Both branches of the families, in Paragon and the Rogue Isles, appeared to be working more smoothly together than ever before. Additionally, they redoubled their efforts to deal in Superadine. Amongst other possible sources, they seemed to have liberated some of the equipment the Regulators turned over to the authorities.

The Paragon Police Department noticed that the various families’ soldiers, capos, and underbosses appeared to be working for a common cause – a more rigid control of the underworld. They also reported a much higher rate of encountering super-powered individuals in any gathering of these Mafiosi. It was as if they had access to a cleaner strain of Superadine for themselves. Eventually it was confirmed that some sort of Capo di tutti Capi (“boss of all bosses”) had unified the dons and their respective forces, and they were now all considered part of a new organization: The Family.

In Paragon post-Rikti War, The Family runs Independence Port, and has heavy influence in Steel Canyon. They also use Striga Isle as a way point between Paragon City and the Rogue Isles. The core of their business depends on the flow of Superadine. It is where they make their most profits, though of course they still deal heavily in racketeering, blackmail, selling illegal arms, trafficking in other soft and hard drugs, and prostitution. They also deal in burgeoning markets of pirated DVDs and electronics, and classic crimes of hijacking shipments, stealing cars (and car parts), and so forth. Because Superadine is so important to their cash flow, they are clearly connected to other criminal gangs such as the Trolls and the Skulls, but the depths of those connections remains undiscovered.

Meanwhile, The Family in the Rogue Isles splintered into two warring factions with the conviction of their don, Manuel Marcone. Despite the long, drawn-out gang war, The Family’s power in the Rogue Isles is deeply entrenched.

Villain types

Minions

Marcone

Marcone

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers

Revolver Ranged, Lethal, Med Damage
Small caliber side arm. Not very accurate.

Brawl Melee, Smash
When all else fails, use your own 2 fists.


Marcone Muscle

Marcone muscle

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers

Automatic Pistol Ranged, Lethal, Med Dam
Small caliber side arm.

Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.

Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.


Marcone Blackjack

Marcone blackjack

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers

Revolver Ranged Lethal, Med Dam
Small caliber side arm. Not very accurate.

Blackjack (Melee, Smash) Foe Disorient
The Blackjack has Disoriented you.

Brawl Melee, Smash
When all else fails, use your own 2 fists.


Marcone Buckshot

Marcone buckshot

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers (Levels 1-29)

Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.

Heavy Brawl Melee, Smash
When all else fails, use your own 2 fists.

Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.


Marcone Buckshot

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers (Levels 30+)

Slug Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at a very long range. This very accurate weapon hits hard, and can knock down foes.

12 Gauge (Ranged) Cone, Lethal, Foe Knockdown
Good at medium range. Longer range and more deadly than most shotguns, the 12 Gauge shotgun fires a cone of buckshot pellets and can knock some foes down.

Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.

Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.

Marcone Gunner

Marcone gunner

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers (Levels 1-29)

Burst (Ranged) Lethal, Damage over Time, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Rifle Butt Melee, Smash
A smash with the butt of your rifle.


Marcone Gunner

Marcone gunner

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'The Mooch' Verandi.

Powers (Levels 30+)

Burst (Ranged) Lethal, Damage over Time, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Heavy Burst (Ranged) Damage over Time, Lethal
You are taking Lethal Damage over Time from the Tommy Gun.

Full Auto (Ranged) Damage over Time, Lethal
You are taking Lethal Damage over Time from the Tommy Gun.

Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.

Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.


Button Man Muscle

Typical Family thug: a Button Man

Organized crime has always had plenty of competition in Paragon City, but that doesn't stop young street toughs from wanting to swear allegiance to their Don and live like a wiseguy. It helps to be a stone cold killer with a gun, like these guys.

Powers

Automatic Pistol Ranged, Lethal, Med Dam
Small caliber side arm.

Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.

Kick Melee, Moderate Damage, Smash, Foe Knockdown
A modest kicking attack that has a small chance to knock opponents down.


Button Man Buckshot

Button Man Buckshot

Organized crime has always had plenty of competition in Paragon City, but that doesn't stop young street toughs from wanting to swear allegiance to their Don and live like a wiseguy. It helps to be a stone cold killer with a gun, like these guys.

Powers

Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.

No Melee attacks
This gangster doesen´t have any Melee attacks at all


Button Man Gunner

Button Man Gunner

Organized crime has always had plenty of competition in Paragon City, but that doesn't stop young street toughs from wanting to swear allegiance to their Don and live like a wiseguy. It helps to be a stone cold killer with a gun, like these guys.

Powers

Burst (Ranged) Lethal, Damage over Time, Foe -Defense
Your defense has been reduced by the Tommy Gun.

No Melee attacks
This gangster doesen´t have any Melee attacks at all

Lieutenants

Capo Gunner

A Capo Gunner and his Tommy Gun

Each Capo controls his own crew of Button Men. It's a kind of authority you don't earn unless you've proven yourself both ruthless and lucky. Capos save the best weapons and women for themselves and are inevitably smart, tough fighters.

Powers

Burst (Ranged) Lethal, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Full Auto (Ranged) Damage over Time, Lethal
You are taking Lethal Damage over Time from the Tommy Gun.

No Melee attacks
This gangster doesen´t have any Melee attacks at all


Capo Muscle

Each Capo controls his own crew of Button Men. It's a kind of authority you don't earn unless you've proven yourself both ruthless and lucky. Capos save the best weapons and women for themselves and are inevitably smart, tough fighters.

Powers

Automatic Pistol Ranged, Lethal, Med Damage
Small caliber side arm.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Marcone Hitman

Marcone Hitman

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'the Mooch' Verandi.

Powers (Levels 5-9)

Automatic Pistol Ranged, Lethal, Med Damage
Small caliber side arm.

Heavy Brawl Melee, Smash
When all else fails, use your own 2 fists.


Marcone Hitman

Marcone Hitman

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'the Mooch' Verandi.

Powers (Levels 10+)

Sniper Rifle Ranged, Sniper, Lethal, Foe Knockdown
Sniper Rifle is a powerful piece of hardware. It is very accurate and has a verly long range. The impressive round can knock down its target.

Heavy Brawl Melee, Smash
When all else fails, use your own 2 fists.


Marcone Underboss

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliere, Guido 'the Mooch' Verandi.

Powers

Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.

Burst (Ranged) Lethal, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Full Auto (Ranged) Damage over Time (Lethal)
You are taking Lethal Damage over Time from the Tommy Gun.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Focus Toggle, Self +Defense
The Family Boss can Focus his Senses to predict and avoid attacks.

Bosses

Marcone Consigliere

Marcone Consigliere

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliore, Guido 'the Mooch' Verandi.

Powers

Crush Ranged, Low Smash Damage, Foe Immobilize, -Fly
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time.

Gravity Distortion Ranged, Foe Hold
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action.

Propel Ranged, Smash, Foe Knockback
The Family Boss can open up a portal and pull in a heavy object that her can then levitate and Propel at foes.

Crushing Field Ranged, Damage over Time, Smash, Foe Immobilize, -Fly
You are being Crushed. You cannot move or fly.

Gravity Distortion Field Ranged, Foe Hold
The Marcone Consigliere has Held you in a Gravity Distortion Field.

Singularity (Only Level 35+) Summon Singularity
Pet is a summoned entity that is created to assist the caster.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Focus Toggle, Self +Defense
The Family Boss can Focus his Senses to predict and avoid attacks.


Marcone Capo

Marcone Capo

The Family loyalists work for Emil Marcone, de facto governor of Port Oakes. They're being challenged by the Marcone's former chief consigliore, Guido 'the Mooch' Verandi.

Powers

Burst (Ranged) Lethal, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Full Auto (Ranged) Damage over Time (Lethal)
You are taking Lethal Damage over Time from the Tommy Gun.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Assault (Only level 10+) Point Blank Area of Effect, Ally +Damage +Resistance: Placate, Taunt
While this power is active, you and your nearby teammates deal more damage.

Consigliere

A Family Boss tosses a coin...

In Paragon City you don´t become one of the most trusted advisors without a little super-powered expertise. Consiglieres have far more subtle powers than their Underboss counterparts, which match their more subtle responsibilities within the Family.

Powers

Propel Ranged, Smash, Foe Knockback
The Family Boss can open up a portal and pull in a heavy object that her can then levitate and Propel at foes.

Crush Ranged, Low Smash Damage, Foe Immobilize, -Fly
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time.

Gravity Distortion Ranged, Foe Hold
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Underboss

Family Boss: Both models can be used as Underbosses or Consiglieres

The Underbosses report directly to the Don, and each has control over a number of Capos. In Paragon City you don´t rise to the top without a little super-powered help, and many Underbosses have heightened abilities or access to specialized gear that helps them stay on top in their cutthroath business.

Powers

Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.

Full Auto (Ranged) Damage over Time (Lethal)
You are taking Lethal Damage over Time from the Tommy Gun.

Burst (Ranged) Lethal, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Focus Toggle, Self +Defense
The Family Boss can Focus his Senses to predict and avoid attacks.

Named Enemies

Button Man Quantum Gunner (Minion)

Organized crime has always had plenty of competition in Paragon City, but that doesn't stop young street toughs from wanting to swear allegiance to their Don and live like a wiseguy. It helps to be a stone cold killer with a gun, like these guys.

Powers

Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.

Pitbull (Lieutenant)

Pitbull

Main Article: Pitbull

Pitbull is an enforcer for the Marcone Family in Port Oakes. You've agreed to help the Marcones with a few problems they've been having, and Pitbull has been sent along to assist you.

Powers

Slug Ranged, Lethal, Foe Knockdown
Fires a large slug at a single target at a very long range. This very accurate weapon hits hard, and can knock down foes.

12 Gauge (Ranged) Cone, Lethal, Foe Knockdown
Good at medium range. Longer range and more deadly than most shotguns, the 12 Gauge shotgun fires a cone of buckshot pellets and can knock some foes down.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Elite Bosses

Emil Marcone

Emil Marcone

Emil Marcone is the son of Manuel Marcone, the former Governor of Port Oakes. When Manuel was arrested by Interpol, Guildo 'The Mooch' Verandi stepped up to take control, much to the chagrin of Emil. Emil is now doing whatever he can to seize control from Guido.

Powers

Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.

Full Auto (Ranged) Damage over Time (Lethal)
You are taking Lethal Damage over Time from the Tommy Gun.

Burst (Ranged) Lethal, Foe -Defense
Your defense has been reduced by the Tommy Gun.

Jab (Melee) Foe Disorient
You have been disoriented.

Punch Melee, Smash, Foe Knockback
A Super Strength Punch is a powerful pummeling attack, and it may knock foes off their feet.

Haymaker Melee, Smash, Foe Knockback
The Haymaker is a slow attack, but makes up for it with a greater damage and a high chance of Knockback.

Assault +Damage
Assault is an inherent power of Guildo, which increases the damage of all of his surrounding allies.

Named Bosses

  • Buster (Consigliere, Underboss)
  • Denny Marcone (Marcone Capo) (CoV)
  • Draco (Consigliere, Underboss)
  • Falco Marcone (Marcone Capo) (CoV)
  • Frankie Frost (Underboss)
  • Joey "The Shirt" (Underboss)
  • Marcone Consigliere (CoV)
  • Mr. Crowe (Consigliere)
  • Mr. Fawkes (Consigliere)
  • Mr. Wolfe (Underboss)
  • Paolo Marcone (Marcone Capo)(CoV)
  • Sammy The Man (Consigliere)
  • Tommy One Eye (Underboss)

This article uses material from the "The Family" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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