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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.
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.
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
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.
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.
H. Family status
1. Family status is in danger or was drastically changed.
2. Family status is OK.
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.
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.
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.
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.
Make a friend!
You lucked out and made a new friend. For each friend determine sex. Roll 1D10. Even: male. Odd:
female.
Romantic life
There is more to life than just combat and bad breaks. Romance is also a part of living.
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.)
Attractiveness skills:
Personal Grooming
Wardrobe & Style
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
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
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.
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)
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.
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).
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:
Skill may be Melee, Fencing or Athletics, depending on the situation and the GM’s decision.
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.
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.
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.
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.
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:
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.
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).
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.
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
Motorboat motorboat
Speedboat motorboat