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Blood Money Empire

Gym

Train strength, speed, stamina, and dexterity for mugging scraps and underground fights. Guns stay on the range.

Updated 1 week ago

The City Gym builds the physical stats used in mugging scraps and underground fights. Shooting accuracy stays on the range. Gym is fists and melee.

Every city has its own gym (sidebar). Looks change by city; your stats, training, and the fight board travel with you - flying never resets progress.

Four stations

No ceiling on any of them:

  • Strength - how hard you hit. Landed shots do more damage.
  • Stamina - how much you take before you drop.
  • Speed - who swings first, and extra shots against slower fighters.
  • Dexterity - timing. You land clean more often and slip more of what comes back.

Balance beats a one-stat freak. Empty tank = early KO; no punch = you never win on points. Lean into a style - don’t leave a station at zero.

The gym page rolls this into offence (strength + speed) and defence (stamina + dexterity). A scrap is one measured against the other - if those numbers are miles apart, you already know which station to book.

Training cost

  • Each session plays a short progress bar, then costs energy and a small cash fee, and starts a cooldown.
  • Energy is the volume cap. Adrenaline does not bypass gym.
  • Every session is worth one point up to 100. Past 100 a session buys a fraction of a point - the higher you climb, the more sessions each point costs. It never hard-caps at zero gain.
  • Watch for double gym gains events - extra point per session while climbing to 100; half the grind after.

Stats decay if you leave a station idle. Decay is a percentage of your combined total, not each stat alone - holding 400 costs the same upkeep whether it’s 100 each or all in one. Higher totals still cost more training just to stand still.

Energy spent here is energy you’re not spending on jobs or the dump.

Mugging

Mugging uses both fighters’ gym stats as a small swing on top of rank odds, and can show a fight log. Guns stay out of mugs; equipped melee and armour matter. Rank still decides who you can mug: Mugging. Gun accuracy is a different grind: Shooting Practice.

Underground fights

Off the gym page is a fight board where players stake cash.

  • Post a fight with a stake of $1,000 or more. Costs 5 energy; stake is held until someone takes it.
  • One fight up at a time. Withdraw anytime before it’s taken - stake comes back.
  • Taking a fight costs 5 energy and matches the stake. Anyone can take any fight, gang mates included.
  • Winner takes the doubled pot minus a 10% house cut.

Nothing is a coin toss. The fight plays out exchange by exchange from both fighters’ stats; the log after is the record. Training tells - a fighter even ten percent above you wins about three times in four; a serious gap is nearly settled. There’s still a puncher’s chance on a clean shot.

Both fighters take damage and earn XP. How badly you’re hurt depends on how the fight went. Loser takes the worse beating; either side can land in hospital: Energy & Health.

The board stays blind. You see a name, a record, a stake, and how the matchup reads for you - never the other fighter’s numbers. If you’re outmatched, the board says so before you commit. It won’t stop you.

House spars

The gym page also keeps house regulars on the pads. No stake, no fight board.

  • House pads, even bout, and tough regular. Each one is scaled to you, so a veteran is not punching a nobody.
  • They only show up when you have a fighting chance. Fresh characters with no gym training will see a “keep training” note until the matchup is no longer a foregone conclusion; the tougher regulars unlock as you get stronger.
  • Costs 5 energy. A win pays a small house purse until you hit the daily cap. A loss pays nothing.
  • Same fists, same log, same hospital risk as a posted fight. House spars do not count as underground fight wins.