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Dark Streets

1-9-3-0
Role-Playing Game in America’s Bloody Past
The Basics
Dark Streets is based on the Interlock rule system of R.Talsorian Games – this firm had developed
the Cyberpunk 2020, and a lot of other more or less famous role playing games. If you ever played
one of R.Talsorian’s settings, you will be familiar with the rules in this booklet too. In fact,
characters in Dark Streets and in Cyberpunk 2020 would be total compatible with each other, if it
wasn’t nonsense.

The Statistics
All characters have nine statistics – values representing the character’s native ability on specific
areas of activity. These values are rated from two to ten, with two being the worst possible and ten
being the best possible, and the average falling between five and six. Distribute your 55 character
points among the nine primary statistics.

Intelligence (INT): This measures the problem solving ability, noticing things, remembering
information.

Reflex (REF): This is a combined index, covering not only your basic dexterity, but also how your
level of physical coordination will affect feats of driving, piloting, fighting and athletics.

Cool (COOL): This measures how well the character stands up to stress, fear, pressure, physical
pain, and/or torture. In determining your willingness to fight on despite wounds or your fighting
ability under fire is Cool essential. It is also the measure how “together” your character is, and how
tough he appears to others.

Technical Ability (TECH): It is an index how well you relate to technically oriented things. In the
modern world the use and repair technology is important.

Luck (LUCK): It is the intangible something that throws the balance of events into your favor.
Your Luck represents how many points you can use each game to influence the outcome of a critical
event. To use Luck you may add any or all Luck points a character has to a critical roll (declaring
your intention to use Luck before the roll is made), until your Luck stat is used up. Luck is always
restored at the end of a game session.

Attractiveness (ATTR): This measures how well looking you are. It is very important for some
careers – such as journalists, entertainers or whores – but there’s a big advantage for practically
everyone if this stat is high.

Movement Allowance (MA): This measures how fast your character may run (important in combat
situations). The higher your MA is, the more distance you can cover in a turn.
RUN: To determine how many meters a character can run in a combat round (three seconds) in
meters, multiply your MA by 3.
LEAP: To determine how far your character can leap with a running start, multiply your MA by 4.

Empathy (EMP): This stat represents, how well you you relate to other living things – the measure
of charisma and sympathetic emotions.
Body Type (BODY): Strength, endurance and constitution are all based on the character’s Body
Type. It determines how much damage you can take, how can you can lift and carry, how far you
can throw, how well you recover from shock, and how much additional damages you cause with
physical attacks.
SAVE: It is a value equal to your Body Type. To make saves you have to roll a number on 1D10
equal or lower then this number. There are two types of saves in Dark Streets:
Stun Saves: When you take damage, or you have been exposed to the effects of knockout drugs or
poisons, you’ll be required to make a Stun Save. If you fail a Stun Save you will be knocked out of
combat, and be unable to recover until you make a successful Stun Save in a following combat turn.
You may make one Save in each combat turn, until you succeed.
Death Saves: When you have been mortally wounded, you’ll need to make a Save against death. On
a failed roll, you die.
BODY TYPE MODIFIER (BTM): Not all people take damages on the same way. The Body Type
Modifier is subtracted from each damage you suffer.

Body stat BTM


2 –0
3-4 –1
5-7 –2
8-9 –3
10 –4

Skill Checks
If you want do something in the game world that is more difficult then walking around, speaking
and breathing, and it is questionable if it succeeds or fails, you have to make a check. In the
Interlock rules practically every tasks are made by skill checks. Making a skill check is very simple
task: first, it must be determined, how difficult the task is. Then it is determined, which skill should
be used to solve that task; then you take the skill and the associated statistic. Then you roll on 1D10,
and add them together. If the value is equal or higher then the difficulty, the skill check succeeds. If
it is lower, the check fails. There are two exceptional cases:
ROLL OF 1: If you roll 1 on the 1D10, it’s a critical failure. Roll on the Fumble Table to see what
shit happens.
ROLL OF 0: If you roll 0 on the 1D10, you add this to the value and you can roll again. In this case
a roll of 1 isn’t a failure, just a number. Another roll of 0 means, you may add it and re-roll again.

Skill Check Difficulties:


Easy 10+
Average 15+
Difficult 20+
Very difficult 25+
Nearly impossible 30+
Fumble Table
1D10 Roll Result of roll
REF (Combat situations)
1-4 No fumble. You just screw up.
5 You drop your weapon
6 Weapon discharges (make reliability roll for non-auto weapons), or strikes something
harmless.
7 Weapon jams (make reliability roll for non-auto weapons), or imbeds itself into the
ground for one turn.
8 You manage to wound yourself. Roll randomly for location.
9-0 You manage to wound a member of your own party.
REF (Athletics)
1-4 No fumble. You just mess up and make an idiot of yourself.
5-7 You fail miserably. Take 1 point of minor damage (sprain, fall, stumble), plus make a
Stun Save.
8-10 You fail abysmally. You take 1D6 damage for falling or strained muscles. Also make a
Stun Save -1.
TECH (Repair or create)
1-4 No fumble. You just can’t get it together.
5-7 You not only fail, you make it worse. You drop the tools you’re working with, or you
lose the grip and damage the thing you’re working on even more. Raise the difficulty
by 5 and try it again.
8-0 Wow. Did you ever blow it! You damage the device or creation beyond repair. Buy a
new one.
EMP (Convince, fast talk or seduction)
1-4 No fumble. They just don’t buy it.
5-7 So much for your people skills. You not only don’t convince them, you leave them
totally cold. Raise the difficulty of your next EMP-check to any other suggestion
against those people by 5
8-0 Yow! You blew it royally. You not only don’t convince them, but they are now
actually violently opposed to anything you you want to do. Roll 1D10. On 1-4 they
are attempt to do you physical harm.
INT (Figure out, notice, catch a clue)
1-4 No fumble. You just don’t know how to do it.
5-7 You don’t know anything about what is going on, and you haven’t a clue about what
to do anything about it. Make a Convince check at -2 to see if anybody else notices
how dumb you are.
8-0 Wow, are you oblivious. You not only don’t know about what’s going on, or anything
about the subject, but everyone knows how ignorant you are.
Character Creation
1. Choose your Career. In Dark Streets each character has a career. It represents his life-path and
his place in the society. Each career gives a Special Ability. It belongs the given career, and it can be
raised like skills (and they will be described among skills, too). Careers also give you a skill list.

Assassin: you may be a hired gun working for those who can pay for your services, or the hitman of
one crime organization. There are also government agents having the same qualities. Even so, you
work on secret and shadowy ways.

Career skills:
Special ability: Sneak
Awareness/Notice
Disguise
Forgery
Fast Talk
Pick Lock
Handgun
Melee
Rifle
Stealth/Evasion

Business-man: you can manage money and make things happen. You can be a stock market broker,
a business agent, an accountant or you may have your own company.

Career skills:
Special ability: Resources
Awareness/Notice
Human Perception
Education
Accounting
Library Search
Social
Persuasion
Black Market
Wardrobe & Style
Personal Grooming

Cop: you may be a street cop, or a detective. You may be working for a city police or a federal
agency – most important, you are fighting crime as part of an organization.

Career skills:
Special ability: Authority
Awareness/Notice
Handgun
Human Perception
Athletics
Education
Brawling
Melee
Interrogation
Streetwise

Doctor: you may be working in a hospital, or in your private practice – you are an educated medical
man.

Career skills
Special ability: Medical Tech
Awareness/Notice
Basic Tech
Diagnose
Education
First Aid
Pharmaceuticals
Zoology
Human Perception

Driver: you may be a Hollywood stunt man, a former war pilot, and now a cab or bus driver. Most
important that driving and vehicles have been your life.

Career skills
Special ability: Vehicle Sense
Awareness/Notice
Endurance
Handgun
Heavy Weapons (Canons)
Operate Vehicle (2 different types)
Basic Tech
Repair Vehicle

Entertainer: you may be a jazz-musician, an actor, a circus artist, or anything similar. Your life are
the limelight and you know how to relate to people.

Career skills
Special ability: Charismatic Leadership
Awareness/Notice
Wardrobe & Style
Composition
Oratory
Brawling
Play Instrument
Persuasion & Fast Talk
Streetwise
Seduction
Fixer: you see yourself like a business-man, but you make usually illegal businesses with
dangerous types on the streets. You know everything about the streets and the mob – it is your
living, and if you’d fail sometime, presumably there won’t be a second chance.

Career skills
Special ability: Streetdeal
Awareness/Notice
Forgery
Handgun
Brawling
Melee
Pick Lock
Pick Pocket
Intimidate
Persuasion

Rogue: you may be a thief, a smuggler, a pocket-picker, or a gambler. Your live on the shady side,
even if your ways are less violent.

Career skills:
Special ability: Grift
Awareness/Notice
Forgery
Persuasion
Fast Talk
Gamble
Pick Lock
Pick Pocket
Storytelling
Social
Personal Grooming

Investigator: while cops use firearms to fight criminals, you examine clues, evidences and facts; but
even your methods are different, your goals are mostly the same. In fact, you work often for the
same legal organizations like a city police or the FBI.

Career skills:
Special ability: Deduction
Awareness/Notice
Education
Handgun
Human perception
Interrogation
Library Search
Persuasion
Streetwise
Journalist: your job is to tell the truth, to announce news. And it may be dangerous for some
people. For dangerous types – and it is why this job is so exciting. You may be a traditional
journalist writing for newspapers, but it is also possible that you work for more modern mediums,
for example you’re a speaker of a radio, or a photographer.

Career skills:
Special ability: Credibility
Awareness/Notice
Composition
Education
Persuasion
Human Perception
Social
Streetwise
Photography
Interview

Made Man: made men are the typical soldiers of the criminal organizations, but the members of the
bigger street gangs are very similar to them (even if they might bear less elegant clothes). They are
always members of a large criminal organization, which mean duty, but also security for them.

Career skills:
Special ability: Family
Awareness/Notice
Endurance
Handgun
Melee
Brawling
Rifle or Submachinegun
Operate (Light Car or Motorcycle)
Streetwise
Intimidation

Mechanic: you are an expert of modern day or elder technology. You may repair cars and weapons,
be a demolition expert, and so on. A good mechanic may be a good member for every parties.

Career skills:
Special ability: Jury-rig
Awareness/Notice
Basic Tech
Demolitions
Teaching
Education
Electronics
Any three other Tech skills

Negotiator: you may work on both sides of the law – for legal bureaus, for criminal organizations,
or you might be a professional politician too. You are the spokesman, the man whom they trust.
Career skills:
Special ability: Charismatic leadership
Awareness/Notice
Notice
Education
Wardrobe & Style
Composition
Persuasion
Oratory
Social
History
Library Search

Soldier: probably you are veteran of the last world war. In the war you were killing Japs or
Germans, and you must have done it good, since you are still alive. Now you try to make a living of
your combat experiences, as a hired gun, a body guard, or as a police officer. If there is a fighting,
you are the worst news to your foes.

Career skills:
Special ability: Combat Sense
Awareness/Notice
Handgun
Brawling or Martial Arts
Melee
Weapons Tech
Rifle
Submachinegun
Stealth/Evasion

Undercover: you are a cop who disguises himself as a criminal. You know that your criminal
friends would kill you immediately if they’d know who you are in fact, so hiding is your life style.

Career skills:
Special ability: Chameleon
Awareness/Notice
Human Perception
Handgun
Stealth
Persuasion
Fast Talk
Disguise
Perform
Intimidate
Resist Torture

Whore: you don’t need to be a real prostitute – you might be a strip dancer, or a bar singer. You
know how to use your attractiveness to your own advantage. Most members of this career are
women.
Career skills:
Special ability: Allure
Awareness/Notice
Streetwise
Seduction
Melee
Wardrobe & Style
Personal Grooming
Seduction
Dance

2. Determine your statistics


Each character has 55 character points to distribute among the nine stats. You have to give at least 2
point to each statistic.

3. Choose your Career Skills


As you saw above, each career has several career skills. You have 40 points to distribute among
them. Unlike statistics, you can choose to give no points to a skill. At the start of the game no skill
can be raised over 6 points.

4. Choose your Pickup Skills


Pickup skills are skills which you learned beside of your career skills. Characters determine the
number of points for these skills by adding their REF + INT stats. You cannot raise your career
skills from these points. Like career skills, also Pickup Skills cannot be raised over 6 points before
the beginning of the game.

5. Determine the life path of your character


To do so, go to the Life Path chapter.

6. Spend your starting money


Each character gets some money for starting, that depends on his career’s special ability. It isn’t real
cash in the game world – it is for buying his starting equipment, some contacts and life style. Each
character must choose himself a life style, even if he will be a homeless person living on the street
(although this life style is gratis). Finally, the starting cash must also be bought by this fictive
money.

7. Final touches
Name your character, tell what he looks like, what clothes he bears, what his car looks like, what he
likes and what he hates, and so on. If you think you’ve finished, show your character to your Game
Master.
Life Paths
Attributes and skills aren’t more then just numbers on a piece of paper. They tell you how strong or
clever your character is, what he is able to do in the game world – but they cannot tell you why he
would do that. He has abilities but no motivations. There is nothing he loves or hates, there is
nothing he fears of, or nothing he desires. Shortly he is not a living person still. In the following
chapter you’ll find that spark of life, which will vivify your character.

1. Family
Where does your character come from? What kind of family had he born in?

A. Origin
1. Both parents are immigrants.
2. One of the parents was born in the United States.
3. Both parents were born in the States.

B. Origin of the parents.


1. Parents are of the same origin.
2. Parents are of different origins.

C. Ethnicity of the parents.


1. Anglo-American (English)
2. West European (German, Dutch, Skandinavian, French)
3. Irish.
4. Italian.
5. Jewish.
6. Eastern European (Polish, Russian, Hungarian, Croatian, Serbian, Greek)
7. Middle Eastern (Arab, Persian, etc.)
8. African American.
9. Hispano American
10. Eastern Asian (Chinese, Japanese, etc.)

D. Family ranking
1. Upper class or aristocrat. (Living environment: mansion, big countryside palace, penthouse flat)
2. Upper middle class (Living environment: large house in a safe suburban district)
3. Middle class (Living environment: suburban house or safe tenement flat)
4. Farmer (Living environment: country house)
5. Worker (Living environment: downtown tenement flat)
6. Lowlife (Living environment: poor tenement or flatshare)
7. Urban homeless (Living environment: a shack or a shanty)
8. Rural seasonal worker (Living environment: wandered around)
9. Military officer (Living environment: service flat in a military base)
E. Family status.
1. Both parents are living.
2. Both parents are living, but not together.
3. One of the parents is dead.
4. Both parents are dead.

F. Something is happened to one of the parents.


1. Parents divorced.
2. You grew up with just your mother, and knew nothing about your father.
3. One of the parents has moved away and did not come back.
4. One of the parents has moved away but stayed in contact with you.
5. One of the parents was imprisoned for a long time.
6. Your father died in war.
7. One of the parents was murdered.
8. One of the parents died in an accident.
9. One of the parents died in an illness.
10. Even if the parents were together, one of the parents was nearly always far from home.

G. Something happened to both parents.


1. You were taken to an orphanage because of the financial status of your parents.
2. Your parents are alive, but you had gotten to a reformatory for some crime.
3. You had been sent to a classy boarding school so you met your parents just in vacations.
4. Your parents left you alone.
5. Your parents sent you to relatives, and you saw them few times.
6. Your parents died an accident.
7. Your parents were murdered.
8. Your parents were victims of a war or a genocide.
9. Your parents were imprisoned in a foreign country for political reasons.
10. Your parents were killed by a crime organization, and it can be hunting you as well.

H. Family status
1. Family status is in danger or was drastically changed.
2. Family status is OK.

I. Family status is in danger.


1. Your family has been financially ruined and lost nearly everything it had had.
2. Your family was betrayed and lost many of it’s properties.
3. Your family has a high debt to a national bank. They can sell up your house, if you don’t honor it.
4. Your family has a high debt to a rich but honest person. You should honor the debt somehow.
5. Your family has a high debt to criminals. It’s the most dangerous form of debt.
6. Your family exiled from it’s original country and left all it’s properties.
7. Your family had to escape from it’s original city from a criminal organization.
8. Your family was involved into a long time conspiracy.
9. Your family was scattered into the wind.
J. Siblings. Maximal 8.
1. Roll d10. Even: sibling is male. Odd: sibling is female.
2. Roll d10. 1-5: Younger. 6-9: Older. 10: Twin.
3. Your relationship. Roll d10. 1-4 Likes you; 5-8 Neutral toward you; 9 Loves you; 10 Hates you.

2. Motivations
What do you love and hate? What do you wish to have and what does disgust you?

A. Personality Traits.
1. Shy and secretive.
2. Rebellious, antisocial and violent.
3. Arrogant, proud and aloof.
4. Moody, rash and headstrong.
5. Picky, fussy and nervous.
6. Stable and serious.
7. Silly and fluffheaded.
8. Sneaky and deceptive.
9. Intellectual and detatched.
10. Friendly and outgoing.

B. Person you value most.


1. A parent.
2. Brother or sister.
3. Lover.
4. Friend.
5. Yourself.
6. A pet.
7. Teacher or mentor.
8. Public figure.
9. Personal hero.
10. No one.

C. What do yo value most?


1. Money
2. Honor.
3. Your word.
4. Honesty.
5. Knowledge.
6. Vengeance.
7. Love.
8. Power.
9. Having a good time.
10. Friendship.
D. How do you feel about most people?
1-2. Neutral.
3. I like almost everyone.
4. I hate almost everyone.
5. People are tools. Use them to your own goals and discard them.
6. Every person is a valuable individual.
7. People are obstacles to be destroyed if they cross me.
8. People are untrustworthy. Don’t depend on anyone.
9. Wipe them all out.
10. People are wonderful.

3. Life events.
You know where you came from and what you look like. Now take a look on the major events that
made you what you are. Roll 2D6+16 to determine your character’s age, or pick any age of 16 or
greater. For each year of your character’s life past age 16, roll 1D10, check the chart below, and go
to that section of the Lifepath. What happens there is the major event what shaped your character’s
life for that year. When you are done, come back here and roll for the next year. One more thing: if
the character was adult in the years 1917 and 1918, or the story finds place after 1942, the war years
use specific event charts. These charts are only available for the years 1917-1918 and 1942-1945
(and in some rare cases in 1951-1953 as well).

Normal years:
1-3. Big problems, big wins.
4-6. Friends and enemies.
7-8. Romantic involvement.
9-10. Nothing happened that year.

War years (1917, 1918, 1942, 1943, 1944, 1945, 1951, 1952, 1953)
1-2. Big problems, big wins.
3-4. Friends and enemies.
5-7. Calling of Uncle Sam.
8-9. Romantic involvement.
10. Nothing happened that year.

Big problems, big wins.


Roll with d10. If it’s even, you score a big. If it’s odd, you take a hit.

Disaster strikes!
1. Financial loss or debt. Roll 1d10x100. You lost this much in dollars. If you cannot pay it now
you have a debt to pay in cash – or in blood.
2. Imprisonment. You have been in prison or possibly held hostage (your choice). If you were in
prison, you get a criminal record. Roll 1D10 to determine the length of your imprisonment in
months.
3. Illness or addiction. You have contracted an illness or alcohol habit in this year. Lost 1 point of
REF permanently as a result.
4. Betrayal. You have been backstabbed in some manner. Roll another 1D10. 1-3: you have been
blackmailed. 4-7: a secret was exposed. 8-10: you were betrayed by a close friend in either
romance, or career (you choose).
5. Accident. You were in some kind of terrible accident. Roll another 1D10. 1-4: you were
hospitalized for 1D10 months that year. 5-7: you have lost 1D10 months of memory for that year. 8-
9: you constantly relive nightmares of that accident and wake up screaming. (Roll 1D10 each night.
On a roll 6 and above the nightmares come). 10: you were terribly disfigured (subtract -5 from your
ATTR), or were crippled (subtract -5 from your REF). You choose.
6. Lover, friend or relative killed. You lost someone you really cared about. 1-5: they died
accidentally. 6-8: they were murdered by unknown parties. 9-10: they were murdered and you know
who did it. You just need a proof.
7. False accusation. You were set up. Roll 1D10. 1-3: the accusation is theft. 4-5: it is cowardice.
6-8: it is murder. 9: it is rape. 10: it is lying or betrayal.
8. Hunted by the law. You are hunted by the law enforcement forces for crimes you have or
haven’t committed (you choose). Roll 1D10. 1-3: only a couple of local cops want you. 4-6: it’s the
entire local police being after you. 7-8: the State police hunts you. 9-10: it is the FBI.
9. Hunted by criminals. You have angered some dangerous types. Roll 1D10. 1-3: it is a street
gang. Don’t go to their turf and you are mostly secure. 4-6: it is a less important crime family, or
alternatively it’s just a street gang, but they are willing to leave their turf especially to harass you. 7-
8: it is a crime family with great power. Their hitmen take high risk to kill you. 9-10: it is a big
crime organization with good contacts in other cities. You can move in another place, but you will
never be entirely out of the harms way.
10. Mental or physical incapacitation. You have experienced some type of mental or physical
breakdown. Roll 1D10. 1-3: it is some nervous disorder. Lose 1 point REF. 4-7: it is some kind of
mental problem. You suffer anxiety attacks and phobias. Lose 1 point of your COOL stat. Consult
your Game Master. 8-10: it is a major psychosis. You hear voices, are violent, irrational or
depressive. Consult your Game Master. Lose 1 point COOL and 1 point REF.

You get lucky!


1. Make a powerful connection in the city government. Roll 1D10. 1-4: it is in the Police
Department. 5-7: it is in the District Attorney’s Office. 8-10: it is in the Mayor’s Office.
2. Financial windfall. Roll 1D10 x 100 for the amount of dollars.
3. Big score on job or deal. Roll 1D10 x 100 for the amount of dollars.
4. Find a master. Add +1 to a physical or technical skill of your choice.
5. Find a teacher. Add +1 to any INT based skill of your choice.
6. Powerful businessman or corporate executive owes you one favor.
7. Local gang befriends you. You can call them one favor a month, equivalent to Family special
ability of +2.
8. Make a friend in the police force. You may use him as information source as Streetwise +2 on
any police related situation.
9. Make a friend in a crime organization. You befriends someone belonging to one of the crime
families of the city. You can call upon him or his friends for one favor a month. But don’t push it.
10. Find a combat teacher. Add +1 to any martial skill of your choice.
Friends and enemies.
Roll 1D10. If it is even, you made a friend. If it is odd, you got an enemy.

Make an enemy!
Enemies are the way of life on the Dark Streets, so don’t skip this step. For each enemy choose or
roll sex on 1D10.
Even: male; odd: female.

1. Ex friend
2. Ex lover
3. Relative
4. Childhood enemy
5. Person working for you
6. Person you work for
7. Partner or co-worker
8. Gang member
9. Member of a crime family
10. Government official or military officer

The cause.
1. Caused the other to lose face or status.
2. Caused the lost of a lover, friend or relative.
3. Caused a major humilitiation.
4. Accused the other cowardice or some other personal flaw.
5. Caused physical disability. Roll 1D6. 1-2: Lose arm. 3-4: Lose leg. 5-6: Badly scarred.
6. Deserted or betrayed the other.
7. Turned off the other’s offer of job or romantic involvement.
8. You just didn’t like each other.
9. Was a romantic rival.
10. Foiled the plan of the others.

Who’s fracked off?


1-4: They hate you.
5-7: You hate them.
8-10: The feeling is mutual.

Whatcha gonna do about it?


If you ever met face to face the injured party would…
1-2. …go into a murderous killing raid and rip his face off.
3-4. …avoid the scum.
5-6. …backstab him directly.
7-8. …ignore the scum.
9-10. …rip into him verbally.
What can he throw against you?
What kind of forces can your enemy put on the table to stop you?
1-3. Just himself.
4-5. Himself and a few friends.
6-7. An entire gang.
8. A smaller gang of mafia hitmen.
9. An entire crime organization.
10. A government agency or the military.

Make a friend!
You lucked out and made a new friend. For each friend determine sex. Roll 1D10. Even: male. Odd:
female.

1. Like a brother/sister to you.


2. Like a kid brother/sister to you.
3. A teacher or mentor.
4. A partner or co-worker.
5. An old lover (choose which one)
6. An old enemy (choose which one)
7. Like a foster parent to you.
8. A relative.
9. Reconnect with an old childhood friend.
10. Met through common interest.

Romantic life
There is more to life than just combat and bad breaks. Romance is also a part of living.

How it worked out?


1-4. Happy marry.
5. Tragic love affair.
6-7. Unmarried love affair.
8-9. Love affair with problems.
10. Fast affairs.

Who is this girl?


1-2. A girl of a respectable family.
3-4. A girl of a poor but still honorable family.
5-6. A girl working in an honest job (teacher, journalist, vendor, etc.)
7-8. A girl working in a dishonorable job (dancer, singer in a nightclub, etc.)
9-10. A whore or a homeless girl wanted by the police.

If you are a female, who is this man?


1-3. An honorable and wealthy man.
4-6. An honorable but poor man.
7-9. An hustler or a criminal.
10. Someone other’s husband.
Tragic love affair.
1. Lover died by an accident.
2. Lover mysteriously vanished.
3. It didn’t worked out.
4. A personal goal or vendetta came between you.
5. Lover kidnapped.
6. Lover went insane.
7. Lover committed suicide.
8. Lover killed in a fight.
9. Lover married someone else.
10. Lover’s family moved to another city or lover was imprisoned.

Love affair with problems.


1. Your lover’s family distrust your financial or social status.
2. Your lover’s family would use any means to get rid of you.
3. Your family hates your lover.
4. One of you has a romantic rival.
5. You are separated in some way.
6. You fight constantly.
7. One of you is insanely jealous.
8. One of you is messing around.
9. Your lover’s race is conflicted yours (for example your lover is African American, Asian or
Hispano).
10. You are the same sex as your lover which means a lot of heavy social problems.

Mutual feelings after a tragic love affair.


1. They still love you.
2. You still love them.
3. You still love each other.
4. They hate you.
5. You hate them.
6. You hate each other.
7. You’re friends.
8. No feeling’s either way. It’s over.
9. You like them, they hate you.
10. They like you, you hate them.

Wartime charts – Calling of Uncle Sam


How did you join up the armed forces?
1-5. You were enlisted.
6-10. You volunteered.
Which branch did you serve at and which kind of soldier has you been?
1. You were infantryman in a regular infantry regiment. Add +1 to your Ranged (Rifle) or Ranged
(Submachinegun)!
2. You operated machinegun at the infantry. Add +1 to your Ranged (Heavy Weapons) skill!
3. You were at the artillery. Add +1 to your Operate (Heavy Machine) skill!
4. You were in an elite infantry (paratrooper or marine) unit. Add +2 to one or +1 to two martial
skills of your choice.
5. You were at the navy. Add +1 to one naval-related skill of your choice (but consult your Game
Master)!
6. You drove a jeep or a truck most of the time. Add +1 to Drive (Light car) or Drive (Heavy Car)
skill!
7. You were fighter or bomber pilot at the air force. Add +1 to Pilot skill.
8. You were commanding NCO. Add +1 to your Leadership skill.
9. You were spy or commando. Add +1 to your Hide/Evade and your Stealth skill.
10. You were a logistic officer and did not fight.

Events on the battlefield.


Roll 1D10. If it’s even, you lucked. If it’s odd, you were fucked.

Battlefield disasters.
1-3. You were shot, but weren’t sent home.
4-5. You were punished for some misdoing.
6-7. You suffered a psychic damage. Consult your GM about the exact results, but you lose 1 point
of REF or 1 point of COOL.
8-9. You suffered a serious wound. You recovered partially, but you lose 1 point of REF.
10. You suffered a very serious hit. You have lost a body part. Roll 1D6. 1-2: You have lost an arm.
3-4: you have lost a leg. 5-6: your spinal was hit. You cannot go anymore. (It isn’t recommended to
play a character with so serious disability.)

Lucky events on the battlefield.


1-3. You fought well and were awarded.
4. You were awarded and sent home as a war hero.
5. Your brothers in arms become your friends. You can call them favors after the war.
6. You got the one million dollar hit and were sent home. You recovered entirely and got a Purple
Heart medal.
7. You made good deals with the people of the liberated lands, so that you earned 1D10 x 100 dollar
in cash and goods.
8. You made good contacts in the liberated lands, which you can use after the war.
9. You made good contacts in the army, which you can use after the war.
10. Because of your service you have good contacts to government officers and politicians. You can
call them a favor sometimes the GM agrees.
Skills
Skills are the backbone of the Interlock system. If you make a skill check, you add the skill and a
statistic together and roll on 1D10. Each skill has an associated statistic which it is normally used
with. On the following pages there is a full list of the skills in Dark Streets.

Attractiveness skills:
Personal Grooming
Wardrobe & Style

Body Type skills:


Endurance
Strength Feat
Swimming

Cool skills:
Interrogation
Intimidate
Oratory
Resist Torture
Streetwise

Empathy skills:
Human Perception
Interview
Leadership
Networking
Perform
Persuasion & Fast Talk
Seduction
Social

Intelligence skills:
Accounting
Anthropology
Astrology
Awareness/Notice
Biology
Botany
Business Sense
Chemistry
Composition
Diagnose Illness
Education
Expert
Gamble
Geology
Hide/Evade
History
Language
Library Search
Mathematics
Occult
Shadow/Track
Stock Market
Teaching
Wilderness Survivol
Zoology

Reflex skills
Archery
Athletics
Brawling
Dance
Driving (Motorcycle)
Driving (Light car)
Driving (Motorboat)
Driving (Sailboat)
Escape
Fencing
Martial arts
Melee
Operate (Heavy machine)
Operate (Sailing ship)
Operate (Motorship)
Operate (Airship)
Piloting (Light airplane)
Piloting (Heavy airplane)
Ranged (Handgun)
Ranged (Submachinegun)
Ranged (Rifle)
Ranged (Heavy weapon)
Riding
Stealth
Throwing

Technical Ability skills


Basic Tech
Demolitions
Disguise
Electronics
First Aid
Forgery
Mechanics
Paint & Draw
Pharmaceuticals
Pick Lock
Pick Pocket
Play Instrument
Repair

Special abilities: career special abilities are special skills usable just to members of a given career
(although Charismatic Leadership are usable both to Entertainers and Politicians). They represent
the character’s influence within his own social group. Special abilities aren’t used the similar way
as other skills: they are normally added to different skill checks as bonuses.

Allure (Whore): it is added to the Whore’s Personal Grooming and Seduction checks.
Authority (Cop): it is added to the Cop’s Interrogate and Intimidate checks.
Chameleon (Undercover): it is added to the Undercover’s Disguise, Perform and Persuasion & Fast
Talk checks.
Charismatic Leadership (Entertainer and Negotiator): it is added to all charisma based checks if
you want to convince other persons to do something. Similarly to the Journalists’ Credibility, this
ability is tenuous and if the character is perceived as betraying his own words, or following
different agenda, this special ability drops accordingly as he loses influence.
Combat Sense (Soldier): a soldier’s combat sense is added to Initiative and Awareness/Notice
checks to sense danger.
Credibility (Journalist): it is added to Interview and Persuasion/Fast Talk checks. The special ability
represents how credible the journalist is for the public. If he is perceived as lying or his news
perceive as being fake news, his credibility drops. In some especially justified cases Credibility may
become Incredibility – it depends always on the Game Masters decision. In these cases GM may
order that Credibility value should be subtracted from social checks. However, the Game Master
has to know that it may be a mighty penalty, so it should not be abused.
Deduction (Investigator): this special ability is added to Awareness/Notice and Human Perception
checks to find clues and sense falsehoods.
Family (Made Man): this is the ability to call upon the resources and help of the Made Man’s own
group. The higher your Family ability is the more important you are in your group, and the more
help you can call upon. Unlike other special abilities Family can’t be added to skill checks as a
bonus, it is used like normal skills instead. The associated stat is Intelligence. If you require help,
the Game Master decides how difficult it is, and requires a Family check. The help – depending on
the nature of danger – may be cash, shelter, equipment or a group of armed men.
Grift (Rogue): it may be added to Persuasion & Fast Talk and Human Perception checks.
Jury Rig (Mechanic): this general repair skill allows the Mechanic to fix anything temporally for
1D6 turns for each level of this special ability. It is not a permanent repair – after the elapsed time
the jury-rig breaks down (if it isn’t repaired meanwhile).
Medical Tech (Doctor): it is added to the Doctor’s First Aid and Diagnose Illness checks.
Resources (Business-man): this ability is added to the business-man’s Networking and Business
Sense checks.
Sneak (Assassin): it is added to the Assassin’s Stealth, Hide/Evade and Disguise checks.
Streetdeal (Fixer): this special ability is added to Streetwise checks if you are looking for goods on
the streets or the black markets, and to the Persuasion checks if you want to sell or buy them.
Vehicle Sense (Driver): this special ability is similar to the soldier’s Combat Sense. It is added to the
Driver’s Initiative if sitting in a vehicle, and his maneuver checks to avoid losing control over the
vehicle.
Character Development
Okay, you started a character and you played some sessions with him. In this time the character may
have experienced a lot of things. The more experience he gains, the better he becomes on some
fields. This is represented by Improvement Points (IP). After each game sessions the character gains
a number of IPs. There are two types of Improvement Points.
Bounded IP: if the character uses a skill, it develops. Bounded IPs are always added to certain
skills. They cannot be used to something else then to improving this one skill. If the number of the
IPs reach a number, the level of the skill grows by one level. Certainly, a Game Master must give
bounded IPs to untrained skills if the character used them first time.
General IP: these IPs are given for good decisions in critical moments, for good ideas, or just for
surviving the session. The player may decide what he uses them to.

Skill Level 1 2 3 4 5 6 7 8 9 10
IP Cost 10 10 20 30 40 50 60 70 80 90
Total IP Cost 10 20 40 70 110 160 220 290 370 460

IP Award Guideline
Award Based on
1 Used the skill often, even not effectively
2 Used the skill effectively
3 Used the skill frequently and effectively
4 Did something out of ordinary with the skill
5 Very clever and effective use of the skill
6 Extremly clever and effective use of the skill
7 The skill was critical to the character in this session
8 The skill use was critical to the entire group in the session
9 Did something really incredible with the skill

Other ways to get IPs


Although the best way to improve skills is to use them in sharp situations, there are other useful and
more harmless ways also.
Studying/practicing: the character may practice his skills alone. It may mean several things: reading
books, practicing in a shooting range. It depends first of all on the skill. For example, developing in
history means reading a lot of articles and books; but if you want to develop in Ranged (Handguns),
books hardly help you out – you have to go to the next shooting range. It is a hard and slow way of
development, and you cannot improve skills to levels over 2 by lonesome studying. You get
maximal 1 IP for each day of intensive study/practice (this means, the Game Master may decide that
you need more time then one day to gain 1 IP).
Being Taught: finding a teacher is a useful way to improve skills. However there are some things
you need to know. First, the teacher must have a Teaching skill high enough so that he could
transfer his knowledge. Second, the highest level a teacher can teach is two levels lower then his
own level in that skill. Third, the more developed a teacher is on his field, the more expensive his
services are. This is also a slow way to improve skills: you gain 1 IP for each lesson. But how often
these lessons are, depends firstly on the teacher.
Combat System
Dark Streets uses the same tactical combat system (aka Friday Night Firefight) as Cyberpunk 2020.
In the next pages there is a summary of it, which is enough for the game.

Initiative: Reflex + 1D10


Initiative must be rolled on the beginning of the combat. The highest value begins, the next highest
follows, and so on until the lowest value.

Fast draw: You may choose at the beginning of a combat to handle faster but to hit more difficult,
if you take fast drawing your weapon. You gain +3 to your initiative, but you have to take -3 to your
next attack.

Ambushing: at the beginning of a combat you may take some advantage of not being seen by your
enemy (or of not being identified as a foe). If these circumstances consist, you can make an ambush.
At ambushing your opponent you gain a bonus +5 on your first attack.

The combat round


In a combat round every combatant may make one combat and one moving action, and he may
make a free action as well. Combat actions are for example making an attack, loading a weapon,
aiming. Moving actions are actions for changing place. Free actions are mostly harmless actions
which don’t need too many concentration, like saying a word or a very short sentence, or similar
things.

Ranged attack: Reflex + Weapon skill + 1D10


The difficulty of the attack depends on your weapon’s range and the distance between you and your
target, and it may be modified by a lot of circumstances. The weapon range is given in the
description of the weapon. The weapon range is equal to the long range of the weapon. There are
shorter and longer ranges also.

Ranges
Point blank range (0 til 1 m)
Close range (less or equal then ¼ of the range)
Medium range (less or equal then ½ of the range)
Long range (less or equal then the range)
Extreme range (less or equal then twice of the range)

Difficulties of the ranges


Point blank: 10
Close: 15
Medium: 20
Long: 25
Extreme: 30
Circumstance modifiers
Before making an attack roll, the Game Master have to consider every circumstance, and adds all
advantages and disadvantages to the difficulty of the attack. It will be the final difficulty.

Target immobile: –4
Moving target: +4
Fast draw/snapshot: +3
Ambush: –5
Aimed shot at body location: +4
Indirect fire: +5
Target partially covered: +2
Blinded by light or dust: +3
Target silhoutted: –2
Turning to face target: +2
Using to weapons: +3 to the difficulty of the attack with both weapon
Firing by running: +3
Firing shoulder arm from hip: +2
Turret mounted weapon: –2
Vehicle mounted, no turret: +4
Large target: –4
Small target: +4
Tiny target: +6
Aiming: –1 for each round, up to three rounds.
Targeting scope: –5 (in Medium, Long and Extreme ranges)
Three round burst (close and medium): –3
Auto fire (close): –1 for every 10 rounds
Auto fire (medium range and above): +1 for every 10 rounds

Automatic weapons:
There are three ways to use automatic weapons. The three round burst is used to put multiple
shots in a single target at any range. Full auto mode is used to deliver a lot of bullets in one or more
targets in close or medium ranges. Suppressive fire is used to force an opponent to keep his head
down or risk taking a slug.

Three round burst: +3 to attack on one target, close and medium only. If the attack roll is
successful, roll 1D6/2 to determine, how many of the three shots hit the target. Roll damage for
each shot.

Full auto: It bases on the Rate of Fire (ROF) of the weapon, it is the maximal number of shots you
may fire in one combat round (you may decide to fire less). You may attack more then one targets.
If you do so, you must divide the number of shots by the number of the targets (round down) and
roll for each target individually an attack.
Close range: for every 10 bullets fired on that target subtract 1 from the difficulty of the attack.
Medium range and above: for every 10 bullets fired add 1 to the difficulty of the attack.
For every point of success over required to hit roll, one bullet hits the target, up to the number of the
bullets fired on that target.
Suppressive fire is used to fill an area (called fire zone) with bullets, making it hazardous to pass
through. All targets entering or passing the fire zone must make an Athletics + Reflex roll. The
difficulty of the roll is determined by the number of the bullets divided the width of the fire zone in
meters. At a failed save the target takes 1D6 shots, each is randomly located. The minimal width of
the fire zone is 2 m. It is also possible that more then one characters fire on the same fire zone, to
make it even more hazardous. The numbers of the shots are certainly added together. For example, a
Tommy gun has a rate of fire of 30 shots per round. If you fill a two meter wide area with it’s
bullets, everyone passing that zone must succeed an Athletics roll against the difficulty of 15 (30
divided by 2). If you overlap your fire with a partner of you, and both of you shits 30 rounds on the
same zone, the difficulty will be 30 for a round. If the fire zone would be 3 meter wide, the
difficulty of the Athletics check would be 20 (60 divided by 3). Suppressive fire is only effective, if
you can concentrate a LOT of rounds on a space as small as possible. The problem is that most
automatic weapons have a limited number of shots. Tommy gun has a relatively big drum magazine,
but it contains only fifty rounds, and that means it can be fired at full capacity just for one round.
Thus, suppressive fire may just be used for a very limited time. It may be prolonged if the members
of the group cleverly coordinate their firing, but it cannot endure infinitely long.

Special ranged weapon rules:


Shotgun: these weapons fire a cloud of metal patterns. It means the closer the target is the more
concentrated he is hit and the more damage he takes. At higher ranges the cloud of patterns covers a
wider area, but in change it causes less damage. Short, shotgun damage depends primarily on range.

Range Damage Area of effect


Close 4D6 1m
Medium 3D6 2m
Long 2D6 3m

Area effect weapons:


At an area effect weapon the attacker targets the center of an area. If it hits, everything in the area
takes damage.

Effect areas:
Grenade: 5m
Molotov cocktail: 2 m/liter
Flamethrower: 2m
Bazooka: 2m
Grenades:
Grenades come in two types. Hand grenades must be thrown to a range up to 10x the character’s
Body Type. There are also military grenade launchers which can shot a damage to a range which is
determined by the weapon; but these grenades can not be thrown by hand. If a grenade hits, it blows
on the end of the same turn (which means, the target can leave the area effect, dive for cover or
throw the grenade back). If you misses, the grenade will blow still. It hits a point as far from the
targeted center in meters as many points you failed your roll. For example if the difficulty of your
roll was 15 and you rolled 12, the grenade hits a point three meters from the original center. In the
second step you have to determine the direction of the miss, as shown on the following table.

(It may happen that the missed attack damages the target. If it happens, so… grenades are unreliable
but effective weapons.)

Flamethrowers:
Flamethrowers are very rare and terrible weapons of the battlefields. They use the same rules as
every area effect weapon, with one difference. They may be swept between two points. When using
a flamethrower, you may decide both the starting point and the ending point, then roll on hit to
determine, if you are on target.
Hitting the fuel tank of a flamethrower: since flamethrowers are feared weapons, they are extremely
dangerous to their own users as well. If the character using a flamethrower suffers a torso hit from
rear, roll a 1D10. If you roll 1-2, you are hit and suffer normal damage. If you roll 3-0, the tank is
hit. It’s SP value is 5. It must make a Death Save against 15+Damage, otherwise it explodes. The
explosion radius is small, just two meters, but it causes 5D6 points of damage for 1D10 rounds
continuously (or until the burning character springs into water or the fire is extinguished on some
other way).

Area effect weapons and enclosed spaces


If you use an area effect weapon against a target which is in an enclosed space smaller then the
effect area of the weapon, and the damage of the weapon is not able to destroy the walls of the
space, the effect is reflected by the walls. More problematic for the target is that it may be reflected
more then one time. Take the difference of the central point from the obstacle in meters. Subtract it
from the range. Then take the distance between the obstacle and the target of the attack, and subtract
it also from the rest. If it is still more then zero, add as many D6 to the damage, and take the
distance between this point and the obstacle on the opposite side (if any), take the distance between
this and the target of the attack, and so on, until you reach zero or below. And still something: take it
for both axis.
Let’s see an example. You throw a grenade in a 2x2 meter room. Your target is in the middle of this
space. The grenade has an effective range of 5 meter. You begin reckoning. It hits the middle of the
room, and blows. It is one meter from each walls. The blast hits the right wall and is reflected by it.
The target is one meter from the wall. One plus one is two, five minus two is three. You add 3D6 to
the damage. You keep reckoning anyway. The distance between the target and the opposite wall is
one meter, you take it twice. While you yet subtracted two from five, there rested three. Three
minus two is one, so you add still 1D6 to the damage. Until now you have added 4D6 to the
damage, but there is the other direction still. So… let’s reckon. The distance between the center of
the blast and the rear wall is one meter, the distance between the rear wall and the target is also one
meter. You subtract two (one plus one) from the effective range of the grenade, three rests – it
means further 3D6 to the damage. You keep reckoning. The distance between the front wall and the
target is one. But – luckily for the target person – there is an open door on this wall, so it doesn’t
reflect the damage effectively. You finish reckoning. You add 7D6 point to the damage. It is very
awkward for the target.

Melee
Melee attacks include clubs, knives, swords, axes, sledgehammers, improvised weapons,
martial arts attack forms and hand to hand combat as well.
Melee attacks differ from ranged attacks in that you are an opposing person, instead of a target. To
make a melee attack the formula is:

Attacker: Reflex + skill + 1D10 vs.


Defender: Reflex + skill + 1D10.

Skill may be Melee, Fencing or Athletics, depending on the situation and the GM’s decision.

Martial arts & brawling


Martial arts and brawling differ from other forms of melee attacks in that they can be made on a lot
of ways.

Striking: 1D6/2 + Damage modifier


Kicking: 1D6 + Damage modifier
Blocking/parrying: stop or absorb damage.
Dodging: +2 to attackers difficulty on his next attack.
Disarming: on successful roll knocks or removes weapon from opponent’s hand.
Throw: requires a Grapple first. Opponent is knocked to ground, taking 1D6+Damage modifier,
plus has to make a Stun roll at –2.
Hold: a painful joint or body hold. You must grapple your opponent first. Foe is immobilized until
an escape is made.
Escape: on a successful roll you are free from hold and may move again.
Choke: requires a Hold or Grapple as a previous move. Opponent takes 1D6 damage per turn until
he escapes.
Sweep/Trip: knock opponent to ground. He is –2 to next his attack; you are +2 to your next attack.
Grapple: a grabbing or holding move.

Dodging: at beginning of a combat turn the defender may announce his intention to dodge in that
turn. It means all melee attackers have a penalty of –2 on their attacks against him, and he has a
penalty of –3 on all other actions except defending.
Parrying: at beginning of a combat turn the defender may announce his intention to parry melee
attacks in that turn. Any attacks made against him will damage the parrying object first.
Bladed weapons may be used to parry without taking damage, but must make a save (must be rolled
9 or lower on 1D10) to avoid breaking. The defender takes a penalty of –3 on any other actions
except parrying.

Damage
Damage in combat is determined by rolling a group of six sided dice – their number is given in the
weapon’s description.

Hit location: after making a successful attack you have to determine, where it hit the opponent.
Most combat attack are just barely aimed, so you have to determine the hit location randomly. There
is a possibility to aim your attack on a specific body location by taking a penalty of –4 on the attack.

Determining hit location at a human target: roll on 1D10.


1 Head
2-4 Torso
5 Right arm
6 Left arm
7-8 Right leg
9-0 Left leg

A successful attack must always cause a hit, but if your opponent stands behind a fence and you
rolls a leg hit, the fence is reckoned as if he would bear armor on his legs. The SP value of the fence
is subtracted from the damage.

Armor
It is not common that characters bear armor, but it may happen. All armors has an Stopping Power
(SP) value, which is subtracted from the attack damage. If a character is hit by autofire, the armor
SP is subtracted from each bullet’s damage individually. Armors have also an Encumberance Value
(EV). EVs are added together and subtracted from the character’s Reflex statistic.

Normal clothing. SP: 0


EV: 0
Heavy clothing SP: 4
EV: 0 → covers whole body except head
Leather pilot helmet SP: 4
EV: 0 → covers head
Steel helmet SP: 14
EV: 0 → covers head. (Both bikers’ and military helmets)
Bulletproof vest SP: 10
EV: 2 → covers torso
Demolition armor SP: 20
EV: 4 → covers full body
Classic leather armor SP: 10
EV: 1 → covers torso and arms
Classic metal armor SP: 14
EV: 1 → may cover full body. The armor consists of parts for each
body location. EVs must be added together.
Classic metal helmet SP: 10 EV: 1 → covers head

Cover: cover defends you in two ways. The first way is that you aren’t seen by your opponent, the
second way is similar to armors: it gives you an SP value.
Sheetrock wall SP: 5
Stone wall SP: 30
Tree/phone pole SP: 30
Brick wall SP: 25
Concrete block wall SP: 10
Wooden door SP: 5
Wooden fence SP: 5
Heavy wooden door SP: 15
Metal door SP: 20
Concrete pole SP: 35
Phone boots (wood) SP: 5
Phone boots (metal) SP: 20
Car body door SP: 10
Armored car body SP: 40
Mailbox SP: 25
Hydrant SP: 35

Body Type Modifier (BTM) is a further number subtracted from the damage. Not all people take
damage on the same way. It takes a lot more damage to stop Arnold the Terminator then to stop
Arnold the Nerd. In the following table you can look, how many points you can subtract from every
damage your character takes.

Body stat Body Type BTM


2 Very weak 0
3-4 Weak -1
5-7 Average -2
8-9 Strong -3
10 Very strong -4
Over 10 Superhuman -5

Certainly, human characters’ Body stat may never go over 10. Since Dark Streets is a realistic
setting, there are no superhuman characters (you never will meet Superman or Batman in this
setting except in cartoons). These values have been designed especially for large animals like bears
or horses, since woodlands, mounted cops and farms do exist.

Damage modifier by body locations


These modifiers come into play after you had subtracted both the armor SP and the Body Type
Modifier from the damage.
Head damage always doubles the taken damage. If the character takes more then eight point of
damage on the head, must succeed a death save. If he fails, he dies immediately.
Limb damage: if a character takes more then eight point of damage on a limb location from one
attack, the location is severed or crushed beyond recognition. The character must succeed a death
save. If he fails, he lost that limb.
Wound effects
Light wound. The character suffers no penalties.
Serious wound. The character suffers a penalty of -2 to his Reflex stat.
Critical wound. The Reflex, Cool and Intelligence stats of the character are halved (round up).
Mortal wound. The Reflex, Cool and Intelligence stats reduced to their 1/3 (round up). Most
characters are out of action by now.
Stun/shock saves
Every time a character takes damage, he must make a Stun save. It equals his Body Type value, and
roll 1D10. The difficulty of the save equals the suffered damage, but this value is modified by the
current wound state of the character. The wound state modifier is added to the difficulty of the save.

Light 0
Serious +1
Critical +2
Mortal +3
Mortal 1 +4
Mortal 2 +5
Mortal 3 +6
Mortal 4 +7
Mortal 5 +8
Mortal 6 +9

A failed save means the character is out of combat by the shock. It takes as long until you make a
successful stun save.

Death saves
If the character’s wound state is mortal, he has the chance of dying. In this wound state, the
character must make a death save every turn: roll on 1D10. If the value is lower or equal to your
Body Type minus your mortal level, you succeed. If the value is higher, you fail. A succeeded death
save doesn’t mean that your state is stabilized – it just means that you will survive that turn. A failed
death save means, you die at the end of that turn. Take it: if you are mortally wounded and must
make each round a save, sooner or later you will fail and fade away. It’s a rule. You are not able to
help yourself. A mortally wounded character must be treated by means of First Aid or other ways to
be stabilized.

Weapon Damages
Every weapon has a damage stat.
Firearms’ damage is determined by the type of the ammunition. For example, all weapons firing
45ACP ammunition has the same damage value.
Melee weapons’ and muscle powered ranged weapons’ damage is modified by the character’s Body
Type: the stronger a character is the more damage he causes. Damage modifiers are in the following
table.
Body stat Damage modifier
2 -2
3-4 -1
5-7 +0
8-9 +1
10 +2

Animals in Combat
Animals use basically the same rules as humans. They have a Reflex stat, use exclusively melee
attacks. The melee damages of the animals differ from the human statistic. For example, a bear
causes more serious wounds with his striking attacks by claws then humans do with their fists.
Many animals have bite attacks.
The most important difference between humans and animals are their body locations:

Body locations – four legged animals


1 Head
2 Torso
3-4 Right foreleg
5-6 Left foreleg
7-8 Right rear leg
9-0 Left rear leg
Vehicle Combat Rules
Dark Streets is a game filled with cool vehicles of the early twentieth century – and thus it has a
sophisticated vehicle combat system as well. It is certainly compatible with all above combat rules,
besides it is detailed and fast in the same time. Vehicle combat involves two element: first is
controlling the vehicle; second is making attacks and causing damage.

Vehicle attributes: like characters, vehicles has several attributes.


Top speed: it is the highest speed the vehicle can achieve
Safe speed: it is the fastest speed the vehicle can perform a maneuver without requiring special
driving or piloting skills.
Maneuver: this value shows how easy a vehicle may be controlled.
Stopping Power (SP): it shows how hard your vehicle is.
Structural Damage Points (SDP): it is the same as Body Type of human characters. It shows how
much damage a vehicle endures before destroyed.
Crew: it shows how many persons are required to operate the vehicle without penalty.
Passengers: it shows how many persons may travel with besides of the operating crew.
Cargo: this value is never used in vehicle combat. It shows how much things a vehicle may travel
with, and it plays very important role in non-combat situations like smuggling.

Controlling the Vehicle


To control a vehicle you must make drive checks: Reflex + Drive/Pilot skill + 1D10
The difficulty of the check is determined by the maneuver and the vehicle type, as shown in the
following table.

Vehicle Tight turn Swerve Hard brake Reverse Rotate Takeoff Pullaway
Motorcycle 15 10 15 NA 20 NA NA
Sedan 15 15 15 12 28 NA NA
Compact car 12 12 12 10 25 NA NA
Sportscar 10 10 10 10 20 NA NA
Van/Truck 20 20 20 15 30 NA NA
Sailing boat 15 10 15 20 20 NA NA
Motorboat 15 10 15 20 20 NA NA
Airship 25 20 25 15 30 15 30
Light plane 15 10 10 NA 20 15 25
Heavy plane 20 15 15 NA 25 20 25

Maneuvers
Tight Turn: the action allows the vehicle to make turns tighter then 45°. At aircraft the maneuver is
called break.
Swerve: the action allows vehicle to move laterally around obstacle in it’s path. These may be
slower moving vehicles too.
Hard brake: the action allows to stop the vehicle on shorter way then it would normally be safe. It
is usually used to avoid a crash or other accident.
Reverse: straight line movement backwards.
Rotate/bootleg: the action allows vehicle to make a 180° turn in a four vehicle space. The aircraft
version is to rotate around it’s axis.
Taking-off/landing: the action allows aircraft to lift in the air or to land on ground.
Pullaway: the action allows aircraft to move vertically tighter then 45°, mostly to avoid obstacles or
to win height in dogfighting. The third possible use is to dive on a target. If so, it gives an advantage
of +5 on the attack on a ground target.

Circumstance modifiers
Road hazards:
Wet road +3
Gravel, dirt +2
Ice +5
Downhill +1

Conditions:
Heavy fog/rain +3
Insufficient light +3
Driver wounded +2 to +6

Add the difficulty of the maneuver, the speed modifiers and the circumstance modifiers together,
then roll the drive check. If you fail, you lose the control over your vehicle – you have to regain it.
This maneuver has always a difficulty of 15 + the amount by which you failed your original
maneuver roll. If you failed your maneuver by 3 point, the difficulty to regain the control over the
vehicle will be 18. If you fail again, you must make another roll in the next turn with the same rules.
You have to continue it until you regain the control or your vehicle crashes.

Crashing
Flying vehicles may hit the ground, ground vehicles may crash onto a wall, ground object, or
another vehicle. At a crash the vehicle suffers damage depending on it’s relative speed. If you crash
into an immobile object, you reckon just your own speed. If you crash into another moving vehicle,
there are special circumstances depending on the moving direction of both vehicles. If the two
vehicles were moving to the same direction, subtract the speed of the slowest vehicle from the
speed of the fastest one, and it will be the relative speed. If the two vehicles were moving to
opposite directions, add the speeds of both vehicles together (this is the reason why smart drivers do
everything to avoid a frontal crash). For every 20 mph speed you suffers 1D10 points of damage.
All passengers of the crashing vehicle suffer automatically one half of the damage the vehicle takes.
SP must be subtracted. Damages on passengers must be located randomly.
Certainly it is also important what you hit at a crash. Maybe it’s evident that hitting a concrete wall
causes more damage then hitting a mailbox. The result is influenced by two factors: the size and the
durability of the object. The bigger and the harder the object in question is, the more damage causes
it to your vehicle.
Very small (small box, dog) x 1/2
Small (man, large box) x1
Medium (motorcycle) x2
Large (car) x3
Huge (house, truck) x4
Fighting from a vehicle
If the vehicle is a civilian car, it is usually unarmed. For attacking, some of the passengers or the
driver must lean out of the windows and shot with handheld firearms. This is hard action, the
attacker must attack a moving target and dodging target with the usual penalties (you find them
among the combat rules). The other way of fighting another vehicle is to force it crashing. It is an
opposite driving maneuver, both participated vehicles make drive checks against each other.
If the driver uses firearm while he is driving, he takes a penalty of –3 both on his drive checks and
his attacks.
There are some vehicles which are equipped with weapons designed to be fired by the vehicle
operator. This is the case at lighter military airplanes. In this case the operator suffers no penalty on
his driving/piloting or his attacking skills for firing the main weapons of the vehicle.

Determining Distance and Positioning


Distance is an important factor in combat. In vehicle combat, with fast moving vehicles distance is
changing constantly. Besides, obstacles – like houses, trees, other vehicles – may appear. If there are
two opposing vehicles fighting, normally the drivers of both vehicles try to fit a more beneficial
positions. It means, the drivers of both vehicles handle on the start of the round, and they make an
opposing driving check:
Attacker’s Reflex + Driving skill + 1D10 vs Defender’s Reflex + Driving skill + 1D10
Circumstance and speed modifiers must be subtracted from the checks.
Possible actions:
Increasing/decreasing distance. This is a normal accelerating action.
Hiding in cover of a ground object, or a third vehicle
Outmaneuvering. In this case the defending vehicle changes it’s moving direction by means of
swerving or rotating maneuvers. This action may be very useful if you are being shot from the
other vehicle. At a successful action the attackers take a further penalty on their attacks, which
equals the score of success of the outmaneuvering action.
Getting in point blank distance. If the two vehicles are close enough to each other, the attacker may
get into point-blank distance while the defender tries to avoid this.

Forcing another vehicle to crash


If you are in point-blank distance from the other vehicle, you both may make an opposing drive
check. This action may be made from the side or from the rear. If the attacker succeeds the defender
must make another driving check. It reminds a normal check to regain control, but the attacker’s
success score must be added to the difficulty as a further factor. If the defender succeeds, he escapes
from the attacker, and he has to get in point blank distance again. As long as the two vehicles are in
point blank distance, the defender is not able to make a maneuver except to escape from the
situation. The attacker may choose anytime to move away from the defender without making a
special action.
It is absolutely not irrelevant if the vehicle forcing your car from the street is a two seat sporting car
or a heavy truck. There are four size categories: very small, small, large, very large. If the two
vehicles have the same size, no one of them has bonus or penalty depending on it’s size. If they
have different sizes, the larger vehicle has a benefit of +2 per size difference on drive checks against
the smaller one. That means, if a sedan (small vehicle) tries to force a motorcycle (very small
vehicle) to crash, it gains +2 to it’s drive checks. If a very large Kenworth 18-wheeler wants to do it
to the same motorcycle, it gains +6 to it’s drive checks.
Vehicle Damage
If a vehicle is hit by an attack, or suffers a crash, it is damaged. Vehicles suffer damage similarly to
characters: you roll on damage, determine the hit location, subtract the SP value, and then subtract
the final value from the Structural Damage Points (SDP) of the vehicle. If the number of SDPs
drops on zero, the vehicle is destroyed and functions no more.
Like people also vehicles have body locations. Hits on different locations may have bonus effects
beside of the usual SDP loss. An aimed shot on a specific body location means –4 penalty on the
attack roll. Most shots are just barely aimed, so you have to determine the hit location randomly.

Roll Motorcycles Cars Trucks Airplanes Motorboats


1 Front tire Left front tire Left front tire Engine Engine
2 Front tire Right front tire Right front tire Engine Pilot
3 Rear tire Left rear tire Left rear tire Engine Body
4 Rear tire Right rear tire Right rear tire Engine Body
5 Engine Engine Engine Pilot Body
6 Engine Driver Driver Left wing Body
7 Driver Body Cargo Left wing Body
8 Driver Body Cargo Right wing Body
9 Driver Body Body Right wing Body
0 Body Body Body Body Body

Use always common sense. If a vehicle part might not be seen from the position where you are
shooting from, you cannot shoot it. If you roll out this body location, roll again. There are some
additional body locations which are not listed here. For example, some motorcycles may have
sidecars. In this case, sidecar covers the rear tire from one side. So, if the attack comes from this
side, a hit on the rear tire would have no sense, instead the sidecar’s body, passenger or tire might
be taken (roll again randomly or the Game Master decides).

Stopping Power of vehicles


Although in all vehicle’s description is an SP value, there are body zones, which are absolutely
unarmored. These critical areas are tires and windows. (Armored vehicles like tanks are an
exception. They are fully armored, but they cannot be bought on civilian markets.) It means, if a tire
or a passenger is hit, the SP value shouldn’t be subtracted from the damage.

Critical Hit Locations


Body locations which are essential for the flawless function of the vehicle are called critical
locations. These are tires and engine at ground vehicles; as well as engine and wings at airplanes. If
one of these locations takes a direct hit, it has the same effect as if the vehicle would have failed a
Control Check: the operator loses the control over the vehicle, and has to make a drive check to
regain it, before something wrong happens. Roll 1D10+3 to determine how hard the failure is, and
add this value to the difficulty of the drive check to regain control.
Driver hit. Determine the body location of the driver. Use common sense. The vehicle suffers no
damage by the hit, but a drive check to regain control must be made.
Passenger hit. Determine the body location of the passenger. Use common sense. The vehicle
suffers no damage.
Tire hit. If one of the tires is hit, the vehicle loses speed and maneuverability. Maneuver value
decreases by –2 for the first tire hit. If minimum half of the tires are hit, the vehicle cannot move
any more.
Engine hit. At a direct engine hit the vehicle automatically suffers double damage. Roll on 1D10. If
you roll 1, the engine burns and will explode in 1D6 rounds. The explosion of the engine causes
6D6 points of damage to each person sitting in the vehicle.
Cargo hit. Normally it has no special effect, one exception is, if the cargo lives (for example,
livestock or people), or if it is especially dangerous or flammable. If you hit directly the cargo of a
fuel delivery truck, it burns and explodes in 1D6 rounds. The explosion is still more dangerous then
the blast of an engine, for it causes 15D6 points of damage in a 10 meter radius.
Money and Equipment

Weapons
Weapon descriptions contain the following information:
Name: the weapon’s name.
Type: the weapon’s type determines which skill the weapon shall be used with. There are the
following types: Revolvers (R) and Pistols (P) are used with the Handgun skill. Submachineguns
(SMG) are automatic weapons. They’re used with the skill of the same name. Shotguns (SG), rifles
(Rif) and sniper rifles (SR) are used with the Rifle skill. Machineguns (MG), flamethrowers (FT),
grenade launchers (GL) and rocket launchers (RL) are used with the Heavy Weapons skill.
Weapon Accuracy (WA): this number is always added to the attacks with that weapon.
Concealment: this shows, where the weapon may be concealed on your body. The smallest arms
may be concealed in a pocket (P), larger ones under a jacket (J). There are weapons, which still can
be concealed under a long coat (L). The largest weapons cannot be concealed at all. It is indicated
by N (Not allowed).
Availability: it indicates, how often the weapon is. There are four categories.

Excellent (E) The weapon is available almost everywhere


Common (C) It is to be found in most gun stores or on the street
Poor (P) Specialty stocks, black markets
Rare (R) You need luck to find this kind of weapon

It’s important to know that availability has little to do with the weapons quality. There are excellent
weapons which are available everywhere, and there are unreliable weapons, which are made of low
quality materials, but they are extremely rare. For example an Italian officer’s pistol is practically
nowhere to be found, and thus it has a higher price – however it’s actually no more then junk.
Damage/ammo: it shows how strong a weapon is. As you’ll see, weapons using the same caliber
ammunition, cause the same damage as well.
Shots: it shows, how many bullets can be loaded in the weapon. This field also contents
information about how the bullets are loaded into. Magazine (m) is a common solution for pistols
and submachineguns. Magazines must be just loaded into the weapon with an action. Rotary
magazine (rm) is typical for revolvers. It contains almost always six shots, and the bullets must be
loaded into manually. Belt (b) is an alternative solution for machineguns beside of the magazine
(although there are heavier machineguns, which are used always with belt). Pump action (pa) is for
shotguns: it means, bullets are loaded behind each other manually into a tube and are loaded by the
moving of a pump into the chamber. Manual loading (ma) is used until these days at older rifles,
and at heavy weapons like rocket and grenade launchers. Flamethrowers use a special magazine,
which contains flammable liquid.
Rate of Fire (ROF): it shows how many shots the weapon can fire during a combat turn.
Reliability: there are three categories: Very reliable (VR), Standard (ST), and Unreliable (UR). It
indicates the chance that the weapons jams in a combat.
Range: it shows how far the weapon can shot.
Price: If you’d buy the weapon at an official dealership you paid this much. The real price – which
you will pay to the dealer – may strongly vary.
Melee weapons
Name Type WA Con. Avail. Damage* Range Cost
Club Melee 0 J C 1D6 1m –
Knife Melee 0 P C 1D6 1m 25c
Sword Melee 0 L C 2D6+2 1m 2$
Axe Melee -1 N C 2D6+3 1m 1$
Brass knuckles Brawling 0 P C 1D6+2 1m 5c
Sledgehammer Melee -1 N C 4D6 2m 1$
Chain Melee -2 J C 2D6 2m 20c
* Body Type Modifier is always added to the damage.

Ranged weapons
Name Type WA Con. Avail. Damage/Ammo Shots ROF Rel. Range Cost
Colt .38 Special R +1 J E 2D6 / .38 6(rm) 1 VR 50 m 50 $
Charter Arms .44 Bulldog R +1 P C 2D6+2 / .44 6(rm) 1 VR 40 m 50 $
S&W Combat Magnum R +0 J C 3D6+2 / .357M 6(rm) 2 VR 50 m 100 $
Colt .45 M1911 P +0 J E 2D6+2 / .45ACP 7(m) 2 VR 50 m 90 $
Walter P38 P +1 P P 2D6+1 / 9 mm 8(m) 2 ST 50 m 150 $
Carcano C96 P +0 P R 2D6+1 / 9 mm 10(m) 2 UR 50 m 150 $
Thompson M1928 SMG +1 N C 2D6+2 / .45ACP 50(m) 2/30 UR 200 m 150 $
Thompson M1A1 SMG +1 N C 2D6+2 / .45ACP 20/30(m) 2/30 VR 250 m 250 $
MP40 SMG +1 N P 2D6+1 / 9 mm 32(m) 2/25 VR 200 m 300 $
M3A1 Grease Gun SMG +1 L C 2D6+2 / .45ACP 30(m) 2/30 ST 150 m 150 $
Ithaca M37 SHG +0 L E 4D6/3D6/1D6+1 / 12 4(pa) 1 ST 50 m 80 $
Remington M1870 SHG +0 L C 4D6/3D6/1D6+1 / 12 2(ma) 2 ST 50 m 100 $
Sawed-off shotgun SHG -2 J C 4D6/3D6/1D6+1 / 12 2(ma) 2 UR 25 m 35 $
Springfield M1903 Rif +3 N P 5D6+3 / .30-06 5(ma) 1 VR 400 m 350 $
Garand M1 Rif +1 N C 5D6+3 / .30-06 8(m) 2 VR 350 m 300$
Mauser K98k Rif +2 N R 5D6 / 7,92 mm 5(m) 1 VR 400 m 300 $
MG42 MG +0 N R 5D6 / 7,92 mm 50(m)/b 40 VR 300 m 700 $
B.A.R. M1918 MG +0 N P 5D6+1 / .30-06 20(m) 15 VR 300 m 500 $
M2 Flamethrower FT -2 N R 5D6/round / special 10(m) 1 ST 30 m 1000 $
Flammenwerfer-35 FT -2 N R 5D6/round / special 10(m) 1 ST 25 m 1000 $
M1A1 Bazooka RL +1 N R 5D10 AP / rocket 1(ma) 1 ST 300 m 1200 $
Panzerfaust-100 RL +0 N R 6D10 AP / rocket Single 1 UR 100 m 1000 $
Panzerschreck-42 RL +1 N R 5D10 AP / rocket 1(ma) 1 VR 200 m 1500 $

Vehicles
In the time between 1925 and 1955 – in the time when Dark Streets finds place – the United States
are one of the most modernized countries of the world. Automobiles and motorcycles are
everywhere; but cruising motorboats and airplanes may also appear sometimes. Vehicle descriptions
contain following information:
Name: the vehicle’s name
Type: it contains one or two details. The first one is the skill the vehicle is used with; the second
one is the subcategory (if any).
Top speed: it is the highest speed the vehicle can achieve
Safe speed: it is the fastest speed the vehicle can perform a maneuver without requiring special
driving or piloting skills.
Maneuver: this value shows how easy a vehicle may be controlled.
Stopping Power (SP): it shows how hard your vehicle is.
Structural Damage Points (SDP): it is the same as Body Type of human characters. It shows how
much damage a vehicle endures before destroyed.
Crew: it shows how many persons are required to operate the vehicle without penalty.
Passengers: it shows how many persons may travel with besides of the operating crew.
Cargo: this value is never used in vehicle combat. It shows how much things a vehicle may travel
with, and it plays very important role in non-combat situations like smuggling.
Price: the vehicle’s normal price, if you bought it from an official brand dealership. Real prices
may strongly vary.
Production: the years the vehicle is produced. Before this time the vehicle practically doesn’t exit.
After it the vehicle is less available. It depends on the Game Master what that exactly means.
Vehicles of the Prohibition Years (1920-1933)
BSA Model E motorcycle

Top Speed 55 mph Safe speed 30 mph


Acc/Dec 6/15 Maneuver +3
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 200 $
Production 1920-1925

BSA Sloper motorcycle

Top Speed 75 mph Man. speed 50 mph


Acc/Dec 7/15 Maneuver +3
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 350 $
Production 1927-1935

Henderson K Deluxe motorcycle

Top Speed 80 mph Man. speed 35 mph


Acc/Dec 7/15 Maneuver +2
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 500 $
Production 1921-1928

Indian 101 Scout motorcycle

Top Speed 80 mph Man. speed 50 mph


Acc/Dec 7/15 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 0
Cargo 20 kg Price 300 $
Production 1919-1949

Indian Prince motorcycle

Top Speed 65 mph Man. speed 30 mph


Acc/Dec 6/15 Maneuver +3
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 150 $
Production 1925-1928
Norton 16H motorcycle

Top Speed 68 mph Man. speed 40 mph


Acc/Dec 5/15 Maneuver +3
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 350 $
Production 1911-1951

Buick Master Six light car (sedan)

Top Speed 70 mph Man. speed 35 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 10
Crew 1 Passangers 3
Cargo 100 kg Price 900 $
Production 1925-1928

Chevrolet K Superior light car (sedan)

Top Speed 56 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 10
Crew 1 Passangers 3
Cargo 60 kg Price 750 $
Production 1925-1928

Chrysler Series 66 light car (sedan)

Top Speed 66 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 80 kg Price 650 $
Production 1930-1931

Ford Model T light car (sedan)

Top Speed 45 mph Man. speed 25 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 60 kg Price 450 $
Production 1909-1927
Ford Model A light car (sedan)

Top Speed 58 mph Man. speed 30 mph


Acc/Dec 5/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 500 $
Production 1928-1931

Ford Model B light car (sedan)

Top Speed 76 mph Man. speed 35 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 600 $
Production 1932-1934

Studebaker Dictator light car (sedan)

Top Speed 72 mph Man. speed 30 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 800 $
Production 1927-1937

Chevrolet AB National light car (pickup)

Top Speed 50 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 10
Crew 1 Passangers 3
Cargo 250 kg Price 550 $
Production 1929

Alfa Romeo 8C 2300 Monza light car (racing car/speedster)

Top Speed 140 mph Man. speed 50 mph


Acc/Dec 15/40 Maneuver +3
SP 0 SPD 20
Crew 1 Passangers 0/1
Cargo 50 kg Range 10000 $
Production 1931
Auburn 852sc light car (speedster)

Top Speed 100 mph Man. speed 40 mph


Acc/Dec 15/20 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 60 kg Price 8000 $
Production 1925-1937

Cord L-29 light car (speedster)

Top Speed 80 mph Man. speed 35 mph


Acc/Dec 8/14 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 60 kg Price 5000 $
Production 1929-1931

Duesenberg Model A light car (speedster)

Top Speed 82 mph Man. speed 40 mph


Acc/Dec 7/15 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 3
Cargo 60 kg Price 5000 $
Production 1921-1926

Duesenberg Model J light car (speedster)

Top Speed 114 mph Man. speed 50 mph


Acc/Dec 10/25 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 1
Cargo 60 kg Price 7500 $
Production 1928-1937

Cadillac V-16 light car (luxury car)

Top Speed 110 mph Man. speed 50 mph


Acc/Dec 7/16 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 150 kg Price 7000 $
Production 1930-1940
Lincoln L-Series light car (luxury car)

Top Speed 80 mph Man. speed 40 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 150 kg Price 11000 $
Production 1923-1930

Rolls-Royce Silver Ghost light car (luxury car)

Top Speed 80 mph Man. speed 40 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 150 kg Price 13000 $
Production 1914-1925

Rolls-Royce Phantom light car (luxury car)

Top Speed 87 mph Man. speed 40 mph


Acc/Dec 7/16 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 150 kg Price 14500 $
Production 1925-1931

Ford Model AA heavy car (truck)

Top Speed 60 mph Man. speed 30 mph


Acc/Dec 6/15 Maneuver -2
SP 0 SPD 30
Crew 1 Passangers 1+8
Cargo 3000 kg Price 800 $
Production 1927-1932

GMC Truck heavy car (truck)

Top Speed 60 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver -2
SP 0 SPD 30
Crew 1 Passangers 1+8
Cargo 3000 kg Price 700 $
Production 1920-1936
Yellow Coach Type Z heavy car (bus)

Top Speed 50 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver -3
SP 0 SPD 50
Crew 1 Passangers 30
Cargo 3000 kg Price N/A
Production 1923-1936

Sopwith Camel light airplane (fighter)

Top Speed 113 mph Man. speed 70 mph


Acc/Dec 20/30 Maneuver +2
SP 0 SPD 25
Crew 1 Passangers 0
Cargo 100 kg Price N/A
Production 1927-1932 Weapon 2 x hvy MG

Fokker Dr.3 light airplane (fighter)

Top Speed 115 mph Man. speed 80 mph


Acc/Dec 20/30 Maneuver +3
SP 0 SPD 25
Crew 1 Passangers 0
Cargo 150 kg Price N/A
Production 1927-1932

Motorboat motorboat

Top Speed 40 mph Man. speed 20 mph


Acc/Dec 4/7 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 500 kg Price 100 $
Production Since 1904

Speedboat motorboat

Top Speed 56 mph Man. speed 30 mph


Acc/Dec 6/10 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 2
Cargo 200 kg Price 1100 $
Production 1920-1933
Vehicles of the Thirties (1933-1941)
Brough Superior SS100 11.50 motorcycle

Top Speed 100 mph Man. speed 40 mph


Acc/Dec 10/20 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 0
Cargo 20 kg Price 500 $
Production 1924-1940

Harley-Davidson EL Knucklehead motorcycle

Top Speed 95 mph Man. speed 45 mph


Acc/Dec 7/15 Maneuver +2
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 400 $
Production 1936-1947

Indian Big Chief motorcycle

Top Speed 90 mph Man. speed 55 mph


Acc/Dec 6/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 1 (sidecar)
Cargo 50 kg Price 450 $
Production 1923-1950

Triumph 500 Speed Twin motorcycle

Top Speed 95 mph Man. speed 50 mph


Acc/Dec 10/20 Maneuver +4
SP 0 SPD 15
Crew 1 Passangers 0
Cargo 20 kg Price 480 $
Production 1938-1940

Chevrolet Standard Six light car (sedan)

Top Speed 60 mph Man. speed 35 mph


Acc/Dec 6/15 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 650 $
Production 1933-1936
Chevrolet Master light car (sedan)

Top Speed 80 mph Man. speed 50 mph


Acc/Dec 8/20 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 900 $
Production 1933-1942

Cord 810 Beverly light car (sedan)

Top Speed 83 mph Man. speed 45 mph


Acc/Dec 10/20 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 1200 $
Production 1936-1937

De Soto Airflow light car (sedan)

Top Speed 100 mph Man. speed 55 mph


Acc/Dec 10/25 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 950 $
Production 1933-1936

De Soto Airstream light car (sedan)

Top Speed 90 mph Man. speed 50 mph


Acc/Dec 10/25 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 900 $
Production 1934-1937

Ford Model 48 light car (sedan)

Top Speed 60 mph Man. speed 35 mph


Acc/Dec 6/15 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 60 kg Price 600 $
Production 1933-1936
Hudson Terraplane light car (sedan)

Top Speed 87 mph Man. speed 40 mph


Acc/Dec 8/20 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 600 $
Production 1932-1938

Willys Americar light car

Top Speed 60 mph Man. speed 35 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 50 kg Price 500 $
Production 1937-1942

Ford Model 67 light car (pickup)

Top Speed 65 mph Man. speed 35 mph


Acc/Dec 7/10 Maneuver +0
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 250 kg Price 400 $
Production 1936-1940

GMC Model F/T light car (pickup)

Top Speed 75 mph Man. speed 40 mph


Acc/Dec 7/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 250 kg Price 550 $
Production 1937-1938

Mercedes Benz 500k light car (luxury car)

Top Speed 105 mph Man. speed 50 mph


Acc/Dec 10/25 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 3
Cargo 100 kg Price 14000 $
Production 1934-1937
Rolls-Royce Phantom II light car (luxury car)

Top Speed 90 mph Man. speed 40 mph


Acc/Dec 10/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 10000 $
Production 1929-1936

GMC Model A heavy car (truck)

Top Speed 70 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver +0
SP 0 SPD 20
Crew 1 Passangers 1
Cargo 3000 kg Price 1000 $
Production 1939-1940

Wartime Vehicles (1941-1945)


BMW R75 motorcycle

Top Speed 109 mph Man. speed 40 mph


Acc/Dec 10/15 Maneuver +3
SP 0 SPD 10
Crew 1 Passangers 0/1
Cargo 50 kg Price N/A
Production 1938-1945

Harley-Davidson WLA motorcycle

Top Speed 90 mph Man. speed 40 mph


Acc/Dec 10/15 Maneuver +2
SP 0 SPD 10
Crew 1 Passangers 0/1
Cargo 50 kg Price N/A
Production 1941-1945
Willys MB Jeep light car (military car)

Top Speed 65 mph Man. speed 35 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 3
Cargo 250 kg Price N/A
Production 1941-1953

Volkswagen Kübelwagen light car (military car)

Top Speed 50 mph Man. speed 30 mph


Acc/Dec 5/10 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 3
Cargo 250 kg Price N/A
Production 1938-1945

1941 Dodge Custom light car (sedan)

Top Speed 94 mph Man. speed 40 mph


Acc/Dec 8/20 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 3
Cargo 100 kg Price 750 $
Production 1941-1949

Lincoln Continental light car (sedan)

Top Speed 91 mph Man. speed 40 mph


Acc/Dec 10/20 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 3
Cargo 100 kg Price 900 $
Production 1940-1948

Mercury Eight light car (sedan)

Top Speed 95 mph Man. speed 45 mph


Acc/Dec 10/25 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 3
Cargo 100 kg Price 800 $
Production 1938-1951
Cadillac Series 62 light car (luxury car)

Top Speed 102 mph Man. speed 50 mph


Acc/Dec 12/25 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 6500 $
Production 1940-1953

Chevrolet AK Series light car (pickup)

Top Speed 83 mph Man. speed 30 mph


Acc/Dec 7/25 Maneuver +0
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 250 kg Price 700 $
Production 1941-1947

Ford/GMC CCKW 352 heavy car (truck)

Top Speed 46 mph Man. speed 30 mph


Acc/Dec 5/15 Maneuver -2
SP 0 SPD 25
Crew 1 Passangers 1+8
Cargo 3000 kg Price N/A
Production 1941-1945

Messerschmitt Bf-109e light airplane (fighter)

Top Speed 250 mph Man. speed 120 mph


Acc/Dec 40/60 Maneuver +2
SP 5 SPD 20
Crew 1 Passangers 0
Cargo 500 kg Price N/A
Production 1938-1942 Weapons 2 hvy MG

North American P-51 Mustang light airplane (fighter)

Top Speed 445 mph Man. speed 200 mph


Acc/Dec 60/90 Maneuver +2
SP 5 SPD 20
Crew 1 Passangers 0
Cargo 3000 kg Price 4 hvy MG
Production 1941-1945

Cold War Era Vehicles (1946-1955)


Harley-Davidson FL Panhead Springer motorcycle

Top Speed 100 mph Man. speed 50 mph


Acc/Dec 10/15 Maneuver +1
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 20 kg Price 700 $
Production 1948-1965

Triumph TR5 Trophy motorcycle

Top Speed 90 mph Man. speed 55 mph


Acc/Dec 7/15 Maneuver +2
SP 0 SPD 10
Crew 1 Passangers 0
Cargo 20 kg Price 500 $
Production 1949-1958

Vincent HRD-1000 Black Shadow motorcycle

Top Speed 125 mph Man. speed 55 mph


Acc/Dec 10/25 Maneuver +4
SP 0 SPD 10
Crew 1 Passangers 1
Cargo 20 kg Price 1200 $
Production 1948-1955

1949 Ford light car (sedan)

Top Speed 65 mph Man. speed 40 mph


Acc/Dec 10/25 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 650 $
Production 1948-1951

1952 Ford light car (sedan)

Top Speed 93 mph Man. speed 50 mph


Acc/Dec 15/35 Maneuver +2
SP 0 SPD 15
Crew 1 Passangers 4
Cargo 100 kg Price 900 $
Production 1952-1954
Chevrolet Bel Air light car (sedan)

Top Speed 102 mph Man. speed 50 mph


Acc/Dec 15/40 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 800 $
Production 1949-1957

Hudson Hornet light car (sedan)

Top Speed 100 mph Man. speed 50 mph


Acc/Dec 12/35 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 900 $
Production 1950-1957

Pontiac Chieftain light car (sedan)

Top Speed 94 mph Man. speed 45 mph


Acc/Dec 10/30 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 4
Cargo 100 kg Price 650 $
Production 1949-1958

Chevrolet Advanced Design light car (pickup)

Top Speed 55 mph Man. speed 35 mph


Acc/Dec 10/30 Maneuver +0
SP 0 SPD 20
Crew 1 Passangers 1
Cargo 250 kg Price 600 $
Production 1947-1955

Ford F-1 light car (pickup)

Top Speed 60 mph Man. speed 35 mph


Acc/Dec 10/30 Maneuver +0
SP 0 SPD 20
Crew 1 Passangers 1
Cargo 250 kg Price 640 $
Production 1948-1952
Alfa-Romeo 6C 2500 Supersport light car (sporting car)

Top Speed 103 mph Man. speed 50 mph


Acc/Dec 20/45 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 100 kg Price 4000 $
Production 1938-1952

Austin-Healey 100 light car (sporting car)

Top Speed 123 mph Man. speed 55 mph


Acc/Dec 20/50 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 100 kg Price 6000 $
Production 1953-1956

Chevrolet Corvette C1 light car (sporting car)

Top Speed 104 mph Man. speed 55 mph


Acc/Dec 15/50 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 100 kg Price 6500 $
Production 1953-1962

Porsche 356 light car (sporting car)

Top Speed 116 mph Man. speed 55 mph


Acc/Dec 15/55 Maneuver +3
SP 0 SPD 15
Crew 1 Passangers 1
Cargo 100 kg Price 7500 $
Production 1948-1965

Tucker 48 Torpedo light car (sporting car)

Top Speed 125 mph Man. speed 55 mph


Acc/Dec 15/50 Maneuver +2
SP 0 SPD 20
Crew 1 Passangers 3
Cargo 100 kg Price 7000 $
Production 1947-1948
Cadillac Series 75 Fleetwood light car (luxury car)

Top Speed 105 mph Man. speed 50 mph


Acc/Dec 10/30 Maneuver +1
SP 0 SPD 20
Crew 1 Passangers 5
Cargo 100 kg Price 9000 $
Production 1948-1964

Divco Delivery Truck heavy car (van)

Top Speed 62 mph Man. speed 30 mph


Acc/Dec 10/15 Maneuver -1
SP 0 SPD 20
Crew 1 Passangers 1
Cargo 500 kg Price 500 $
Production 1949-1957

Chevrolet 5400 COE heavy car (truck)

Top Speed 63 mph Man. speed 35 mph


Acc/Dec 7/20 Maneuver -2
SP 0 SPD 30
Crew 1 Passangers 2
Cargo 3000 kg Price 850 $
Production 1954-1965

GMC HC Series heavy car (truck/bus)

Top Speed 60 mph Man. speed 30 mph


Acc/Dec 10/20 Maneuver -2
SP 0 SPD 30
Crew 1 Passangers 1
Cargo 3000 kg Price 800 $
Production 1949-1958

Kenworth 524 heavy car (truck)

Top Speed 75 mph Man. speed 35 mph


Acc/Dec 7/15 Maneuver -2
SP 0 SPD 30
Crew 1 Passangers 2
Cargo 5000 kg Price 950 $
Production 1949-1960
General Motors Old Look Transit heavy car (bus)

Top Speed 53 mph Man. speed 30 mph


Acc/Dec 5/15 Maneuver -3
SP 0 SPD 30
Crew 1 Passangers 60
Cargo 5000 kg Price N/A
Production 1941-1969

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