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Cover

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First page matter

This product is protected under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is
prohibited without the expressed written permission of Steven Hartline. Nefarious Noise
is a trademark owned by Steven Hartline. GANGBUSTERS is a trademark owned by
Mark A. Hunt. The original names, descriptions and depictions applied to this work are
derived from works copyrighted by Steven Hartline, unless otherwise stated. Historical
names, places and descriptions are used for historical reference only.

Inspired by the original ideas of Rick Krebs and Mark A. Hunt

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Contents
The Gamble.................................................................................................................................................6
Introduction.................................................................................................................................................7
Rulebook and Variances..............................................................................................................................8
The Times, They are a Changing..................................................................................................................8
Backdrop to the Roaring Twenties...........................................................................................................8
New Conventions........................................................................................................................................9
Currency..................................................................................................................................................9
Location, Location, Location..................................................................................................................10
Urban Populations.............................................................................................................................10
City Notes..............................................................................................................................................11
What Separates Us is a Common Language...........................................................................................13
Game Play..........................................................................................................................................14
Where to start?.....................................................................................................................................14
A Thousand Trades................................................................................................................................15
Scuttle on the Streets................................................................................................................................16
Original Gangsters.................................................................................................................................16
Peaky Blinders.......................................................................................................................................17
Birmingham Boys...................................................................................................................................17
Sabini Gang............................................................................................................................................18
Hoxton Gang..........................................................................................................................................18
Cortesi Brothers.....................................................................................................................................18
Alfie Solomon and his Jewish Bookies...................................................................................................19
Elephant & Castle Mob..........................................................................................................................19
West End Boys.......................................................................................................................................19
Non-affiliate Romany Gypsy (Aberama Gold)........................................................................................19
Chinese Immigration..............................................................................................................................20
Forty Elephants......................................................................................................................................20
Criminal System.........................................................................................................................................21
Introduction...........................................................................................................................................21
Courts and Legal System........................................................................................................................21
Police.....................................................................................................................................................23

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The Economic League............................................................................................................................23
Augmenting the Law – Private Investigators.........................................................................................24
Societal Norms - Rank has its Privilege......................................................................................................24
Ranks of Society.....................................................................................................................................25
Adventures And Session Play.....................................................................................................................27
How to Use This Section........................................................................................................................27
Characters and Getting Started.............................................................................................................27
The Adventure.......................................................................................................................................28
Scenario Title.....................................................................................................................................28
The Plan.............................................................................................................................................29
Setup.................................................................................................................................................29
The Action..........................................................................................................................................29
Clues/Perception Checks...................................................................................................................29
The Wrap-up......................................................................................................................................29
Adventures................................................................................................................................................29
Protection Pay-up Blues........................................................................................................................29
Adventure..................................................................................................................................................31
Not So Easy Pickin's...............................................................................................................................31
Adventure..................................................................................................................................................33
Grab and Go..........................................................................................................................................33
Appendix A – Game Tables........................................................................................................................37
Food and Drink......................................................................................................................................37
Equipment.............................................................................................................................................37
Vehicles and Transportation..............................................................................................................37
Rent and Real Estate..........................................................................................................................38
General Gear.....................................................................................................................................38
Clothing.............................................................................................................................................39
Armor................................................................................................................................................39
Missile Weapons................................................................................................................................39
Melee Weapons.................................................................................................................................40
Crime Punishment (Minimum to Maximum)....................................................................................40
Just the Facts, Ma’am............................................................................................................................42
Vehicles.................................................................................................................................................44

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Aircraft Planes....................................................................................................................................44
Boats..................................................................................................................................................44
Cars....................................................................................................................................................44
Lorries................................................................................................................................................44
Motorcycle........................................................................................................................................44

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The Gamble
Looking out the window, the heavy snow fall stopped, but the winds now are fierce. Snow is
drifting into piles. The street is empty, save for the few urchins that gather, hoping to have a
shilling tossed their way by the drunks as they leave the public houses and head home. It is
late, yet everyone you run with is here. It's been awhile since all have gathered and had a good
laugh.

You and your mates are elbow-to-elbow at a table in the overly crowded Wilford Arms pub,
quaffing pints of the locally brewed ale. The tales are tall, and the laughter is loud. A sudden
cold wind blasts you as the door to the pub opens. A well-dressed man, wearing flat cap,
woolen overcoat and leather steel toe boots walks in. He quickly removes his gloves,
effortlessly producing and lighting a gasper. Taking a deep drag, he looks the room over. When
his glance is directed your way, you see a deep scar running from his left temple, under his eye
and into his nose. He stares through you. One of your mates kicks you under the table, hard
enough that you slosh your pint. It breaks your concentration and you look over to him.

"Quit yer staring you bloody wanker, are you daft? That's Able 'Abdaffer' Sheffield of the Peaky
Blinders 'imself!" Without taking his eyes off you, Able walks towards your table, stops and
helps himself to your pint. He throws it back and drains it. "Piss is what you fancy eh pups?"
Abdaffer looks you all over. "Piss for Hoodlums. Fitting." He tosses a Crown onto the table. "A
bottle of the good stuff lads, on old Able's coin." 

You grab the coin and throw it onto the hardwood floor at his feet. "Your money is no good here
Abdaffer!"  You declare, eyes locked. The coin spins then topples, crown up. Able breaks his
blood curdling stare with his eyes glazed over. He looks to the coin, and the tension drains from
his face. He smiles. The scar makes it ghastly, exposing the gums on the left side of his mouth.
"Your lucky day you little shite." He unbuttons his overcoat, removes it and drapes it over his
shoulder. At his belt in a leather holster you notice a nickel-plated Webley Bull Dog. "Where's
your master at pups? Back in his office yeah?"
 
Without waiting for an answer Able begins to walk towards shuttered doors on the far side of the
pub. "Clocker ain't expecting you Abdaffer. Ee's expecting Danny!" you shout. Without missing a
beat, Able continues to walk to the doors. Two brutish men converge to block his entry. Able
lifts his arms out, fully exposing the holstered Bull Dog. "Well, expecting and getting are two
different things ain't they?" he speaks loudly. He turns to look your way. "Is Carl 'Clocker'
Gaston of the Sloggers going to turn away old Able? ‘Twould be a grave mistake!" He shouts.
The room falls silent. The wind outside howls to a crescendo and then stops. Able slowly turns
to take in everyone in the hall until he is facing the two brutes. “Grave mistake” he speaks in a
quiet business-like tone.

At last the doors open and a short man stands in the doorway. He is wearing workman worn
wool trousers with a faded blue cotton shirt tucked in under thin suspenders. His collar is open,
his arms crossed. He seems all business-like. "Able Sheffield. Welcome to my 'umble abode."
Carl uncrosses his arms and nods to the two guards, they take his gun, pat him down and step
back. "Of course, I'll be meeting with you. Let's have a drink before we get to brass tacks, shall
we?”  He nods once to the barkeep, steps inside and the guards close the door. They remain
standing, ever vigilant.

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"What terms do you think they are talking about Ned?" you ask your mate. Nate ‘Nose’ Johnson
always seems to know something about everything. But he has a flare for storytelling. His
embellishments can grow into fish tales too. "Kenny you dingle-berry! Everyone knows Danny
Sheffield just returned from Romania. On his dyin' aunties wish, he brought back a cousin.
Good looking chappie. Fists of gold they say." Ned downs his pint, gets up. "Able, on Danny's
behalf, he's in there arranging a prize fight. Rounds?" You and all your mates nod. Ned walks to
the bar. "I wonder who Carl will pit him against?" one of your mates says. You pull out your
notepad and a charcoal from your vest pocket. "Indeed." you smile. "Boys, I need to work up a
betting line."

Introduction
This is a supplement to the OSR RPG Gangbuster B/X Edition.
Gangbusters is a game that takes place in the Roaring ’20s and early 1930’s, essentially the
American Prohibition Era. The focus of the game is on the Prohibition and the law
enforcement’s struggle to control the streets and the halls of power. These adventures are
protected under the copyright laws of the United States of America. Any reproduction or other
unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Nefarious Noise® and Steven Hartline. GANGBUSTERS™ is a trademark
owned by Mark A. Hunt.

One of the best things about playing in a TTRPG sub genre setting is that it can scratch that itch
to be something different. Every now and again delving in a dungeon for treasure and glory can
get tedious. Flying from sector to sector in a marauding space frigate in order to make money to
pay the note due for said frigate can begin to feel repetitive. A good veteran group of gamers
will recognize this and might decide to put their campaigns on hold. In periods like these shifting
it up for a change of pace is most welcome.

That said, once a handful of sessions has taken place, the setting might begin to go stale. A
player just isn’t into the particular aspect of the genre. They are struggling to relate to the
characters and concepts. Or they just aren’t into the theme for some obvious reason. Let’s face
it, there is a reason these sub genres are just that - some people love exploring them, but they
are not the most common game titles folks’ game in today. So, in order to keep the spark alive
for such a ‘diversion’, it is important to mix in some variety. Change the setting, mix up the
campaign. That might be all the change that is needed. Back in the day one of my player/GMs
in our group wasn’t real keen on the setting of our fantasy setting. He did his own research,
found a setting different than the main one and when it was his turn to run it - viola! Renewed
interest abounded! Gangbusters B/X Edition should be no exception.

Gangbusters B/X Edition provides for settings that traditionally start out in the roaring 1920s of
America.  And as it should be for the game was designed and played originally in the United
States. As the initial offering, this is the red meat of the genre and why most of us who love the
game were drawn in. It captured the drama of soldiers returning home from the Great War, how
they either resumed work in a traditional profession, took up a life of law and order or defied
social norms and pursued a life of crime. Of the latter, individuals went on sprees, sporting
Tommy guns, Fedoras and thick wool suits. Jazz, bars, and bootlegging were their forte. The
cops proudly wore the badge and were brutal against such felons, preserving the public
common good. These individual criminals formed up with those likeminded, and gangs formed.
As crime accelerated and captured the public's fancy, the Federal government became
concerned and commissioned agencies specific to these crimes. Other folks went about their

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daily life, reading all about it in the newspapers and listening to tales as told on the radio…You
play the game, so you understand where I am coming from.  

But what you ask was going on "across the pond”? Many young British men, many who thought
they were not going to survive the trench warfare, were suddenly idle. But almost none went
home after the Armistice was signed. They were furloughed in waves, some taking months to
return home. Younger boys and women in rural areas had to take up the slack of the men who
went off to war. Whereas boys in urban areas were often left to their own devices. Some of the
boys took to petty crimes, even forming loose and wild street gangs. Women suddenly found
real employment opportunities in industries that had only recently been taboo to them. So, in
many circumstances’ things were not that different than here at home in America. But other than
that, would their experiences be any different than those in the former British colony? This
supplement will focus on the life and times of the criminal element and their environs in
England, and let the reader and gamer draw those conclusions.

Rulebook and Variances


All essential rules and information to play are outlined in the Gangbusters B/X Basic Rulebook.
That source is a requirement in addition to this supplement. Other requirements to play are few:
you will also need paper, pencils, unique polyhedral dice, some friends and your imagination!

NOTE: handouts, accessories, maps and the like will also be provided as standalone electronic
files for use on Virtual Tabletop (VTT) platforms. They will be created in a system agnostic
format so that they are easily incorporated into your platform of choice.

While there are differences to the Basic Rule Book, and those will be specified in this
Accessory, most other elements, such as Campaigns, Pieces of the Actions, Investigations,
Long Arm of the Law, Encounters and Combat remain the same. Keep in mind that what is
different more than anything else is the culture. Sure, a common language is shared (some
would argue with that), but there are varied differences in that fact too. For example, a very
aggravated street-smart lad would say "Ah, bloody hell!" as opposed to more common
expletives used in America. Much of what you will find throughout this supplement will provide a
breadth of differences between the two cultures. Examples, tables, and illustrations will augment
this. Also, while similar, fashion, commerce, currency and to some degree beliefs were different.
Keep that in mind also.

The Times, They are a Changing


Teaser text

Backdrop to the Roaring Twenties.


Like America, Post war in England was a chaotic period of time for adjustment. The country
moved from an efficient industrial war manufacturing environment back to one of peace time.
Factories had to be retooled, service men slowly matriculated out of the military and people
were just getting over the ravages of the influenza epidemic.

Things may have been worse though in Europe, given the fact that the war was fought on this
continent. In the vacuum of what would become normalcy in both countries, a flourishing wave
of major crime took root that had not been seen in generations. At the same time people also

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were joyous to throw off the yokels of an uncertain future and felt liberated. The scrimping and
sacrificing for the war effort were over, and everyone felt certain good times were at hand. In
doing so, many people went on extended celebration, and with the festive attitude came the
increased demand of vices, alcohol, drugs, gambling, prostitution. With this new standard in
society, it was only a matter of time before robbery, theft, and graft became rampant. The rise of
street gangs at this time was an inevitable byproduct.

It was a time of great change. Technology was the main driver, but so too was the economy.
Manufacturing capabilities and efficiency had improved by leaps and bounds. Factories that
mass-produced weapons and munitions were quickly switching to consumer products. The
previous lifestyle enjoyed by elites and privileged were now within the grasp of the growing
middle class. Retail economy was the boom as people were elated to have not just disposable
income, but places and products to spend on. For the first few years after the war, this was a
boom economy. But over the course of the next decade and a half, the boom bust cycle would
rattle the markets and populous and provide chaotic conditions for most. This was a leading
contributor for the crime waves that would follow.

Also similar to America, many of the initial gangs were very localized. Beginning in the 1880s,
many got their start as 'sloggers', youths who lived on the worst streets of the cities, and
slogged through the streets, having rock fights and causing minor property damage. As time
wore on, the worst of these grew into hardened men, and individually they would terrorize all
within a few blocks area. Turf fights broke out, and in the 1890s, the gang known as the Peaky
Blinders first makes an appearance. By the turn of the century, these small gangs had
coalesced into larger gangs throughout a major section of a city. The Peaky Blinders were the
first to dominate Birmingham. In addition to trying to avoid the 'coppers', these gangs would
protect their turf and fight with each other over control of their streets. In time, they would join
one another, fraction, dissolve or even disappear overnight. The 1920s saw a flourishing of
gang activities. By this time, the term Peaky Blinder came to generically represent any gang
member.

Most of this activity can historically be traced back to the Gaming Act of 1845. This put
significant restrictions on gambling with one later exception: the racetrack. When racetracks
reopened after World War I the entirety of England, from the elite to the destitute, would place
bets with bookies. The bookmakers in-turn would hire bodyguards to safeguard money. The
loose regulations enforcing the betting at racetracks was soon exposed. Gangs muscled in and
took control.

New Conventions
The following accommodations should be made to enhance the playability and enjoyment of this
accessory. It is a role-playing game after all, so why not adapt what you bring to the table mate?

Currency
In the core game, the currency is based upon US Dollars ($). In England the currency is based
upon the pound sterling (£). And the British currency that you may be familiar with today did not
exist 100 years ago. All those odd coinage terms (such as pence, shilling, Crown, bob, guinea,
florin, etc.) were in common use until February 15, 1971 when the pound was decimalised. The
table below identifies coins and values prior to the 1971 standardization. It should be referenced

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by both players and game masters. A key point to keep in mind for game play is that one British
pound was equivalent to five US dollars.

English US Note
1 pound (£) 5 dollars coin = sovereign, paper = pound or “quid”
20 shillings = 1 pound 5 dollars one pound = 240 pennies
1 crown = 5 shillings $1.20 four crowns = a pound (there are also half-crown coins)
1 shilling = 12 pence $0.25 2 shillings and 6 pence = half crown
12 pence = 2 sixpence $0.25 1 shilling = a ‘bob’ (1s) (there are also half Sovereign coins)
6 pence = 1 sixpence  $0.15 2 shillings = a ‘florin’ or ‘two bob bit’ (s2)
3 pence = 1 thruppence  $0.10 pence and penny are interchangeable
2 halfpence = 1 penny  N/A 1 sixpence = a ‘tanner’ (6d)
2 farthings = 1 halfpenny  N/A 1 ‘guinea’ = one pound and one shilling (there are also half guinea coins)
Figure. X Currency Equivalency

Location, Location, Location

England's total area is roughly 50,000 square miles, the equivalent to the United States
southern state of Alabama. It is but one country that makes up the United Kingdom. England
occupies roughly five eights of the island of Great Britain. This island also includes Scotland to
the North and Wales to the West. It has a temperate maritime climate. Mild temperatures and
damp conditions blanket most of the country's low hills and plains. The farther West and North
one travels, the more these landscapes elevate in to upland and mountainous terrain.

Urban Populations
While vastly smaller than the United States in terms of area, keep in mind England was known
as the Industrial Capital of the World before and after the Great War. Great Britain benefited
from a network of vital metropolitan areas that at the center were large cities. Connection by
canals, roads and rail ensured ever growing import and export demands were met. The table
below shows the top ten cities by population in England (with comparison to the top ten cities in
the United States) at the time.

Rank England Population American Population


1 London 7,480,200 New York 5,620,000
2 Birmingham 922,200 Chicago 2,701,700
3 Liverpool 802,900 Philadelphia 1,823,800
4 Manchester 730,000 Detroit 993,100
5 Sheffield 490,600 Cleveland 796,800
6 Leeds 458,200 St. Louis 772,900
7 Bristol 377,000 Boston 748,100
8 Bradford 291,000 Baltimore 733,800
9 Kingston upon Hull 287,200 Pittsburgh 588,300
10 Newcastle upon Tyne 275,00 Los Angeles 576,700
Figure 1. City Ranks Table

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City Notes
Each of the ten largest cities in England were unique in many ways. They varied in size,
geography, natural resources and look and feel. Some certainly had the large metropolitan feel
to them (London, Birmingham), while others were more akin to the feeling of townships that had
large populations (Hull, Bristol). Newcastle might be the most unique due to the Geordie dialect,
which isn't spoken anywhere else. The Geordie has its origins in the language spoken by the
Anglo-Saxon.

What follows is very brief list of information regarding each city. At a minimum it should contain
size in miles (area), keys to economic growth, and a unique data point or two. The GM is
encouraged to research more information if they would like to create a campaign in any of these
urban areas. It should be noted that London has far more online resources than other areas.

Figure 2. Map of England, 10 Largest Cities

1. London – Tidal River Thames Area is 607 sq. miles. World’s largest city at this
time. Made up of Burroughs, there were 28 created in 1900. Compared to New York
which consists of five. Most of the documented gangs still active during the late 1920s
had some measure of influence in London.

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2. Birmingham – channels built to connect to the Severn River (longest). Area is
103 sq. miles. Home to the now known Midlands Enlightenment of the 18 century, some
th

scholars believe this became the seed of the Industrial Revolution that spread throughout
the world a century later. A highly paid and adaptable workforce, Birmingham registered
three times the number of patents than did any other city in England. The city also
boasted two of the world’s first long distance railways and an extensive canal system.
3. Liverpool – Tidal River Mersey. Area is 43 sq. miles. In the mid-1850s, due to all
the immigration and cultural mixing, the city became known as the ‘New York of Europe’.
During post war however, the population began to decline due to societal unrest and an
exodus from the inner city to suburbs due to the Housing Act of 1919. Construction of
Britain’s fist provincial airport was in Liverpool.
4. Manchester – Rivers Irwell and Mersey. Area is 45 sq. miles. Cotton and textile
manufacturing. Manchester Ship Canal was built enabling ocean-going vessels to dock
right at the port of Manchester, enabling it to thrive in all manner of the Industrial
revolution. Marxism in Europe took a foothold here, and the city became known for left
thinking ideology. The political Labour party was formed here. As the city thrived during
the Industrial Revolution, it also was known for squalor and extreme poverty and
pollution. An American journalist who visited these areas wrote “"wretched, defrauded,
oppressed, crushed human nature, lying and bleeding fragments".
5. Sheffield – River Sheaf. Area is 142 sq. miles. World renown Cutlery. The flood
of 1864 due to a bursting dam lead to widespread destruction in the city. As a result,
reconstruction at the time of a swelling population led to back to back dwellings.
Overcrowding form an influx of immigrants and rural peoples compounded these living
conditions.
6. Leeds – River of Ayre. Area is 213 sq. miles. Known for its pastures, wool was a
huge export. Other benefits due to geography were flax mills. Industries that were key
included printing, engineering, chemical and clothing. The city benefitted greatly by
railways connecting it to Manchester, Hull and Liverpool.
7. Bristol – Avon and Frome rivers feed Bristol Channel which flows into Severn.
Area is 40 sq. miles. A port city, Bristol was known for its merchants, variety of trade and
warehousing. It was also a major tobacco importer and cigarette manufacturer. The city
enjoyed growth as ports were going through a period of reconstruction at this time to
handle the larger sea faring vessels.
8. Bradford – Wool Capital of the World. Other industries unique to Bradford were
coal and textile mills. Textile machinery was manufactured and exported worldwide.
Jowett automobile and Scott Motorcycle Company were key manufacturers and
employers. Located nine miles West of Leeds.
9. Kingston upon Hull – River Hull that feeds into the Humble Estuary. Area is 28
sq. miles. A port city, Hull was known for a massive whaling industry, building ships and
all industries that supported it. It was home to the world’s largest privately owned
shipping company ‘Wilson Line’. Merchants, trade and warehousing were also key
industries.
10. Newcastle upon Tyne – Tidal River Tyne. Area is 44 sq. miles. Known for glass
making and printing industries prior to the Industrial Revolution. Afterward shipbuilding
and heavy engineering came to shape this city. Newcastle was a model of adapting
technology as it was invented. When electricity and steam were introduced, the city
benefitted from turning theoretical research into marketable goods and products. Major
patents and inventions were steam turbine, artillery, flour, rocket propulsion.

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What Separates Us is a Common Language
" Indeed, in many respects, she was quite English, and was an
excellent example of the fact that we have really everything in
common with America nowadays, except, of course, language." -
Oscar Wilde
Certainly, while most of what is verbally spoken between our two countries is easily understood,
there are differences. These can range from the subtle to stark. Below is a table of such
common words or phrases. Feel free to introduce and use these during role playing.

Word or Phrase American Meaning Use or Example


balls up messed up situation “This plan of yours is balls up mate!”
biscuit cookie or cracker “Would you care for a biscuit with your tea?”
bloody intense adjective “You bloody idiot, you’ve left behind clues!”
bobby Policeman “Yell for a bobby, we’ve been robbed!”
bollocks exclamatory adjective “Bollocks Pete! That’s absurd to think that!”
boffin expert “Sam is the safe cracking boffin. Is he part of the crew?”
chemist’s pharmacy “I’m picking up some headache tables at the chemist’s”
chips French fries Burger and chips. Fish and chips
constable police officer Police that enforce both civil and criminal laws
dodgy suspect, gray area “Constable, he looked dodgy to me. Squinty eyes and all.”
fag cigarette “He lit his fag, deeply inhaling the rich aroma.”
flat apartment “Come by the flat at seven sharp for dinner.”
flutter to place a bet “He’s down at the track making a flutter.”
Gasper cigarette “Hey Freddie, give me a light for my gasper.”
gobsmacked shocked, surprised “When I saw diamonds in the vase, I was gobsmacked!”
holiday vacation “I’m taking a weeklong holiday at the end of the month.”
jammy lucky “That’s the third time I’ve won. I’m just jammy that way.”
knackered tired, exhausted “What a day! I’m knackered mate.”
Loo restroom “Excuse me while I go to the loo and powder my nose.”
MP Minister Prime An elected official, similar in scope to Senator
mad crazy, troubled “I thought he was going to hit me. He’s mad!”
mate good friend “Meet you at the pub mate.”
miffed upset “They lost the game on a penalty. I was so miffed!”
PM Prime Minister Top elected official, like our president
pissed drunk “That bloke can’t stand. He’s pissed!”
peckish hungry “I did my lunch, so I am feeling a bit puckish.”
pub bar or tavern Last one to the pub is buying the first round!”
queue line To stand in the queue.
rubbish garbage “Don’t believe her mate, she’s full of rubbish.”
lorry truck “Just load the goods on the lorry and meet up in an hour.”
taking the piss mock, parody “He’s really talking the piss about the MP. Hysterical!”
tosh nonsense “She was spooked and talking tosh. She just kept blabbering.”
wanker jerk, cursing adjective “Shut up wanker! Nobody wants to hear your nonsense!”
wazzock Idiot “The man is a wazzock. He doesn’t know day from night.”
Figure 3. Slang Table

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Game Play

As both a player and Game Master, this should be enough to get you started on preparation for
game play. If you want to know more, and I am sure you will, there are vast amounts of
information easily at your disposal. I would encourage both players and Game Master to do as
much (or conversely just enough) additional research as needed. With that said, let's get the
heart of the matter, getting things to the table for some role play!

Where to start?

Is there a certain city you want to setup as your home base? Are you keen on interacting with a
certain historical gang? Or law enforcement? Maybe you want to be a copper out of Scotland
Yard and go after the vile thugs and gangster disgracing glorious England? Are you a renowned
detective on the path to discovering who the serial killer or notorious bank robbers are? These
are questions that may not need to be fully addressed at the onset, but one to consider for
longer term. Maybe in one city you want to play one faction, and then in another city reverse the
roles. Excellent ideas all. Any of the five Campaign Types listed in the Basic Rulebook are
applicable with Hoodlums! Gangs of Great Britain.

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A Thousand Trades
English urban life leading up to and during the 1920s for the most part can be described mildly
as gritty. While like every era, those elites hailing from privilege and prosperity were able to
enjoy the offerings of the thriving Industrial Revolution. However lower- and working-class
conditions were atrocious. The day to day is filled with the bustle of a working class at the heart
of the country. Rural folks flocked to the city for better wage-earning opportunities. As a result,
housing was scarce, rents increased, and inflation took a firm foothold in the cities and towns
throughout England. As a result, crime was rampant and the police at times were overmatched.

During the war, industry shifted to the manufacture of war materials. New jobs were created by
both large and small businesses. People either were able to find work in those capacities or
within the military itself, through enlistment early or conscription as the war raged on, or as
civilians in a supporting capacity. This provided much better opportunities for the lower and
working classes during the war year until 1918.

When men returned from the war into these large cities, jobs are taken directly in a robust
industry or roles that support it. The lessons learned from manufacturing in World War One
have been put into practice at factories, foundries, mills, distilleries and Mass Production
Assembly Lines are the bulk of how men earn wages. Many smaller enterprises that benefit
from such large outputs are flourishing as well. Specialty tools, parts, transportation, retail and
construction are required as a means for salaries to be legitimately spent. 

Diversions of this period, like so many others, are also prominent: horse races, alcohol,
narcotics, prostitution, and places to obtains and participate in these activities are popular. Tying
them together is both the religious and political sector that exists at the crossroads of the
working class of England. Politicians need a constituency and religious organizations need
souls saved and tithing from the flock.

Much of Europe, and certainly England, had been crowned the center of Industry decades
before, and that still is the case in the 1920s. The cities of England were described as "Torrents
of thick smoke, with ever and anon a burst of dingy flame, are issuing from a thousand funnels.
‘A thousand hammers fall by turns.’ You hear the clank of innumerable steam engines, the
rumbling of cars and vans, and the hum of men interrupted by the sharper rattle of some canal
boat loading or unloading, or, perhaps, some fierce explosion when the cannon founders are
proving their new-made ware. [*]” And for all of the industrial toils of these thousands, there
were those inhabitants not content to adapt to the working class.

Profession Wage
Ag laborer 12.6 pounds/month
Bricklayers 20 pounds/month
Painter 16 pounds/month
Bus driver 14.7 pounds /month
Fitters and Turners 16.8 pounds/month
(engineering)
Manual laborer 14.7 pounds/month
Cargo workers 15 pounds/month
Steel worker 22 pounds/month
Seaman 25 pounds/month
Fireman 35 pounds/month
Copper 35 pounds/month

15
Constable 42 pounds/month
Detective 65 pounds/month
House Butler 40 pounds/month
House Maid 28 pounds/month
House Chef 32 pounds/month
Banker 90 pounds/month
Dentist 120 pounds/month
Doctor 150 pounds/month
Nurse, public 45 pounds/month
Nurse, private 40 pounds/month
Judge, House of Lords 240 pounds/month
Judge, Assize and Quarter 180 pounds/month
Lawyer 60-133 pounds/month
Baker 42 pounds/month
Butcher 38 pounds/ month
Teacher 30-45 pounds/month
Reporter 50 pounds/month

Figure 4. Wages Table

Scuttle on the Streets


Let’s take a closer look at the individual major gangs of England. It is advised that the GM be
aware of the historical backstory, starting cities and people when setting up a campaign. It
would be suggested to keep these in mind, but by no means are you required to adhere to the
actual timeline.

Original Gangsters
The fact that organized crime of this period became a blight and controlled the comings and
goings on the streets is in no doubt. But were there common denominators why this occurred
throughout the world in heavily industrialized areas? Did conditions exist that gave rise to these
notorious gangsters? You bet they did. The historical record confirms. The famous criminals we
have come to know more than likely were all exposed to a unique set of circumstances that
shaped what they would become. They were often from the poorest of urban areas. Many were
from broken homes. Others dropped out of school and ran wild on the streets. Others had
homes they would go to at night but were subjected to domestic violence. They lived hand-to-
mouth and would beg, steel and commit acts of violence. Typically, all boys, they would band
together in common interest; there is strength and more importantly safety in numbers.
Altercations would occur as these bands would cross paths.

In England, when they were especially riotous, it became known as 'slogging' through the
roughest neighborhoods, looking for other gangs of boys, and get into rock fights. These fights
almost never ended up in fatalities. It instead was a form of reckless sport as much as turf war.
These were the beginnings of what would become 'sloggers'. And over time many sloggers
would get arrested on various misdemeanor charges. Most survived into adulthood and would
become productive members of society. Over time though some would go on to become
hardened criminals. The craftiest of them would form gangs.

16
Peaky Blinders
A note about the Peaky Blinders television series on Netflix:
As much as I love this show (and who doesn't), writer and creator Steven Knight has gone on
record that he has taken some poetic liberties on the actual gang. His great uncle was a Peaky
Blinder, and he took stories told by the family and incorporated them into the series
[https://deadline.com/2016/04/peaky-blinders-season-3-cillian-murphy-steven-knight-interview-
tom-hardy-1201742958/]. He also acknowledges the timeline and interactions
amongst historical characters isn't quite right. In creating this supplement, it is the author's
desire to also take some elements out of context as to enable more theatrical possibilities for
gameplay. These timelines and dates will be thrown into the cocktail shaker as if to produce a
concoction as tasty and lethal as the Shelby Dry Gin itself.

The Blinders operated out of Birmingham from the late 1900s until about 1910, when rival gang
Birmingham Boys overtook them. Like most other gangs of their time, they too came primarily
from the working classes. Productive as laborers and Unionists by day, they took up secondary
crimes initially in petty crime of theft, robbery and thuggery. They took in recruits from Ireland
and Romania as well as home grown English. Unlike most of their peers in crime though, the
Peakies were fashionistas in their own right. They were known for expertly tailored outfits,
polished shoes, cufflinks and pocket watches. And of course, the caps that reference their
name. There is some doubt however if they did indeed put safety blades in their caps because
those were only invented at the time of the gang’s demise.

The most notorious of them, and leader, was Thomas Gilbert aka Kevin Mooney (Billy Kimber,
who is associated with the Birmingham Boys in the series, became leader of them). Little is
known about him as the predated most other gangs. One of the first gangs to truly organize,
they would expand their turf either peaceably through outnumbering their opponents or violently
through conflict. Both were known as Land Grabs. As they territory increased, so did their
criminal enterprise. They were known to engage in the following criminal activities: bookmaking,
assault, extortion, fraud, murder, fencing, hooliganism, bribery, smuggling, hijacking and
robbery.

Birmingham Boys
Of the location and period, perhaps the most numerous and notorious gang consisted of the
Birmingham Boys. Hailing from the city of Birmingham, from the period beginning in the 1910s
to 1930, this group of criminals grew their influence by expanding their control of the streets
from the North of England southward to London. By 1920, incredibly their criminal activity
consisted of controlling nine of the 10 largest cities in-country. But nothing was easy in this
turbulent and deadly period in history. Gang warfare was constant and often resulted in bloody
turf wars.

The biggest contribution to their fortune was by cornering the racetrack industry in the North and
Midlands of England and managing it an enterprise level. For every legitimate bet made, the
Birmingham Boys had their fingers on it in some fashion. Of the approximate 40 racetracks
throughout England, they controlled to some degree the bookies, security, riders and some of
the racetrack laborers of many, with the exception of the South. Those they didn't corrupt were
more than likely managed by a rival gang.

The mastermind was William "Billy" Kimber, who was described as a "very intelligent man with a
fighting ability, a magnetic personality and a shrewd [awareness]". He seemed to be one step

17
ahead of his adversaries, and also was willing to negotiate in pursuit of the bigger picture of
what he envisioned was his empire.

No one made a serious threat to the gang control that went without either retribution on
assimilation. Once the Birmingham boys made a move on London, there was inevitable conflict
with the likes of the Hoxton Boys, Elephant & Castle Mob, Solomon’s Jewish Bookies, Cortesi
Brothers and finally the Sabini Gang, their biggest rival. Of those, they made alliances with
Hoxton and the Elephant & Castel Mobs. The Sabini Gang was ultimately brought in as muscle
to defend the Solomon Bookies who sought protection. Over the course of time, these events
led to the Boys losing control of the England South racetracks after the battle known as the
Epsom Road Battle, which took place in Leeds in June of 1921. Police arrested 23 Birmingham
gangsters in the aftermath, which lead to a vacuum of power and the Sabini gang gaining
dominance by sheer numbers alone.

The Birmingham boys were historically active in all of the ten largest metropolitan cities with the
exception of Bristol, who was controlled by the Sabinis at that time. They were known to engage
in the following criminal activities: bookmaking, assault, extortion, fraud, murder, fencing,
hooliganism, bribery, smuggling, hijacking and robbery.

Sabini Gang
The Sabini Gang was to be formed by Charles 'Derby' Sabini. As a young man, he was a failed
prize fighter (notably because of his refusal to train before fights) that gained notoriety in the
Griffin Pub in a brawl by severely beating a well-connected London mobster. This event lead to
his initial fame as he became known as a 'godfather', specifically protector of Italians and
women. Later in his career, he would garner critical connections with both the legal system
(police and judges) and politicians. He was considered the gentleman of gangsters but feared
no one. He would often instruct his men to use razors when clashing with rival gangs. The
Sabinis were active from the 1920s well through the second World War. 

The biggest contribution to their fortune was by cornering the racetrack industry in the South of
England and managing it an enterprise level. For every legitimate bet made, the Birmingham
Boys had their fingers on it in some fashion, controlling to some degree the bookies, security,
riders and some of the racetrack laborers of the Southern tracks. This proved quite profitable.
After time though, other gangs began to attempt to muscle into the racket, at times disrupting
cash flow. As a result, Sabini branched out to include manage and own drinking and gambling
houses.

At their peak, the gang boasted some 100 members. The Sabinis were historically active in
London, Bristol and Birmingham. They were known to engage in the following criminal activities:
Bookmaking, racketeering, murder, fencing, bribery.

Hoxton Gang
The Hoxton Gang were rivals to the Sabini's Gang in Soho London during the Interwar Years.
They would later make alliances with them.

Cortesi Brothers
Another rival of the Sabini Gang. They consisted at their core of four brothers: 'Gus', 'Frenchie',
Paul, and George Cortesi. They would make alliances with the Finsbury Boys and Alfie
Solomon and his Jewish Bookies. The rival came to a head at a meet with Sabini's at the

18
Fratellanza Social Club November 1922. Derby Sabini was shot twice in the stomach. Surviving
members joined with the Sabini’s or disbanded.

Alfie Solomon and his Jewish Bookies


Made infamous by the series Peaky Blinders, Alfie and Harry Solomon were real characters at
the time, and provided protection for the Jewish Bookies of Camden Town, London. Historically
they became 'famed and feared' during their enterprise. Alfie was known to be violent and
unpredictable. He also ran a distillery and bakery, using the bakery business as a front for his
rum making. Later they would form alliances with the Sabini boys.

In his life, twice Alfie was brought up on murder charges. During the former, in 1921 Alfie
attempted to kill Peaky Blinders leader Billy Kimble, but ultimately failed. Witnesses in the trial at
the last minute forgot details and he was acquitted of charges. He was convicted on the latter,
but subsequently his sentence acquitted again. It is rumored that Alfie became a police
informant at this time.

Elephant & Castle Mob


A bitter rival of the Sabini Gang and close associates with the Birmingham Boys in the early
days of this period. Brothers Charles "Wag" and Wal McDonald were conjoined leaders. Bert, a
third brother but not active in the gang, was boyfriend to Alice Diamond, leader of the Forty
Elephants. They were also involved in the notorious gangland battle Epsom Road Battle of
1921, where afterwards Wag fled to Canada to avoid arrest.

In Wag's departure, Wal took sole control of the gang. The more considerate and patient of the
two, he ruled for several prosperous years. In 1927, they battled the Sabini's in what would
become the Battle of Ham Yard. There, Derby Sabini and his gang were defeated. 

Sister Ada McDonald became a prime receiver and fence of stolen goods. She serviced as
many as five major gangs of London. She was also a member of the Forty Elephants.

West End Boys


A small gang that were rivals to the Elephant & Castle Mob. Led by Matt and Mike McCausland,
they were defeated and run out of the West End. They joined Alf White's King's Cross gang.

Non-affiliate Romany Gypsy (Aberama Gold)


Not much of a historical record is available regarding the famed Romanichals, or English
Gypsies as is seen in the series Peaky Blinders. What the historical record shows though is that
Romanians began to depart from Romania centuries earlier and settled down throughout
Europe. In England, there developed a great rift amongst these settlers, as dialect and
vocabulary were different between Northwest areas of Wales, Scotland and England and South
Settlers. Prior to and at the early onset of the Industrial Revolution, English Gypsies during
spring summer and fall would work in various agricultural roles. During the winters they might
move to the fringes of town and provide flat rate services in the town where they relocated.

Once Industrial work took a foothold and urban labor became more abundant, Gypsies took up
jobs in road paving, horsemanship, scrap metal, and tarmacking. They also provided fortune
telling, hawking services and went town to town with travelling carnivals. During this period

19
notable boxers such as Henry Wharton and Billy Joe Saunders were of Romanichal descent
made the prize fighting circuit.

Chinese Immigration
Not much in the historical record backs up the Chinese community as portrayed in the series
Peaky Blinders. However, there is anecdotal evidence, at least in Liverpool and London, that
can be leveraged in this period for historical significance in game prep and play.

Beginning early in the 19th century, Chinese sailors who were employed by The East India
Company began to settle small communities in the cities of London and Liverpool. With the
growth of demand for imports from China by import houses, many merchants also needed
trustworthy middlemen to support this specific market. Most of these men were employed short
term and did not remain, being replaced as contracts ended. But by the 1880s, Chinese
immigrants began to settle Chinatowns in London and Liverpool. They created groceries,
restaurants and other vital community services that serviced their needs another community.
During economic downturns, many families lost their business, but managed to survive by
opening laundries.

The Chinese, like African and African-Caribbean Englishmen, were victimized by racial
discrimination. Many English sailors felt threatened in hard economic times by the Chinese
sailors, and rumors of prostitution, opium and gambling dens flourished. While most of these
allegations were rumor, some were legitimate.

Forty Elephants
An all-female crime syndicate traditionally associated with the Elephant & Castle Mob. But
historical documents indicate these ladies were active long before and afterward, dating from
the late 1700s up to 1950! These ladies of crime ran theft and fencing rackets. Traditionally the
highly organized theft ring operated out of London. But trips by rail were planned out and
executed in other top metropolitan cities with equal efficiency. They also were into blackmail,
seducing wealthy and powerful men. In turn, they would threaten to go public if payment wasn't
received.

Their other source of revenue, fencing, took advantage of their association and relationships to
prominent gangs of the time. Noted for their fair play in this manner, they cornered this aspect of
the underworld for decades.

Key historical figures include Annie Diamond, who became Queen of the Forty Elephants at the
age of 20. She was very intelligent and ran the organization with military style tactics and
precision. In a pinch, she would fight fisticuff, leaving deep bruises and abrasions from the
diamond rings she wore. Her second in command was Maggie Hughes. Maggie was known to
have a temper and would lash out with her straight razor. Both Annie and Maggie were arrested
and convicted of surprisingly inciting a riot when one of their underlings married into a gang
without permission. Upon their incarceration, the Elephants were taken over by the fashionista
Lillian Rose Kendall.

To ensure the continued success of the fencing enterprise, many of these ladies married
prominent gang members. They also were known to throw lavish parties at various
establishments and spared no expense in doing so. They were both feared and admired.

20
Others there are many other gangs mentioned in the historical record, most throughout London,
although little is known about them. Their names are included here:

Abbey Street Boys Globe and Duckett Street Gang


Bemerton Boys Green Gate Gang
Benthal Green Boys Grosvenor Street Boys
Bow Boys King's Cross Gang
Broadway Boys Lambeth Boys
Camden Town Gang Lisson Grove Gang
Canonbury Boys Manor Street Boys
Chelsea's Bay Boys Pentonville Boys
City Road Boys Sand End Boys
Clerkenwell Boys Silver Hatchet Gang
Dodger Mullins Gang Somers Town Boys
Donkey Row Gang The Titanic
Dove Row Gang Whatney Streeters
Fann Street Boys White Lion Street Gang
Fitzroy Place Boys
Figure 5. Other Gang Names Table

Criminal System
The criminal system in England is a mirror to America in many ways, such as the enforcement
of crime. Prosecution however differed in the details and complexity.

Introduction
Crime and subsequent punishment throughout England in many ways was quite similar to
America; Law Enforcement was routinely administered by police, and punishment was enacted
by the combined efforts of lawyers, judges and juries in court. Police forces throughout England
were similar, but each municipality had final ruling on how it was to be structured and enforced.
In London this was declared in Peel's Metropolitan Police Act of 1829. Other areas followed this
blueprint, and by the 1850s policing was nationally standardized. Rural areas relied heavily on
citizens to augment the few sheriffs and patrols for a given geography.  

Where Great Britain differed is terms of law is the fact that a muddled and confusing historical
backdrop complicated the process, with many more centuries of precedent and countries to
boot (Wales, Scotland, England, Ireland). America based law upon the English system in its
founding but traced everything to the US Constitution. England instead had centuries of law and
precedence to fall back on.

Courts and Legal System


While Courts typically deal with matters either Civil (County Court) or Criminal, this supplement
will consider the latter. The Judicature Act of 1873 established criminal courts in England be
divided along three lines; major crime (felonies), lesser crimes (misdemeanor), and those at a
national level. If you were charged with a misdemeanor or lesser crime, that case would be tried
at Assize and Quarter Session courts (today known as Magistrate Courts). Felonies were tried
in courts known as House of Lords such as the Old Bailey in London (known today as Crown
Court). This system remained in place until Reform Acts of 1956 and 1972 were established,
which brought about changes that are used today. Worth noting is that criminal law is further
divided upon how laws are created. If they were created by proceedings of historical cases

21
established in court, they belong to what is known as common law. If they were written and
passed by a body politic, they belong to statutory law. This supplement will not however
distinguish between the two.

The evolution of major crime history in England in part can be traced to judge and jury trials at
the 'Old Bailey’, the House of Lords courthouse in London. First mention of a criminal trial here
dates back to 1585. The Old Bailey is well known for creating precedent by establishing new
crimes that didn't fit into a previous classification. For example, dozens of different types
assaults, numerous felonies (a felony was punishable by death) and several charges of murder
were created as cases went to trial. Consider that each city and region in Great Britain has a
similar House of Lords court that practiced these same policies and one can begin to see just
how complicated and convoluted punishment might be. To add to this multi-layered quagmire,
judges meted out vastly wild and far reaching sentences for exact same crimes in the same
trials! Jurisprudence indeed!

Crime Punishment
*Affray (public fighting) Varied. From lashes to years confinement to hard labor
Assault Varied. From months to years confinement hard labor
*Blackmail (larceny) Varied. From months to years’ imprisonment
*burglary (larceny) Varied. From months to years’ imprisonment
*Blasphemy Varied. From lashes to months confinement to hard labor
*Bribery Fine of up to 500 pounds, up to 2 years imprisonment
**Villainy, petty and organized Lashings, assignment to reformatories, confinement
*Gambling Fines, Imprisonment. This typically wasn’t enforced.
Fixing races Varied From a year to multiple years incarcerated.
Homicide - Attempted murder 6 most hard labor, (life sentence, 15 yrs. - same judge two
convictions same crime) - juvenile (placed in a boys home
until graduation) -juvenile (3 mos. hard labor to consider his
life choices thus far) -2 mos., 3 mos. (firearm), 6 yrs. hard
labor, 2 yrs. juvie home
Homicide – Murder Varied From years to life confinement hard labor. Execution
Homicide - manslaughter Varied From a year to multiple years confinement hard labor.
(provocation)
Prostitution Varied. From months to years confinement hard labor
Protection / Extortion Varied From a year to multiple years incarcerated.
Theft - *pickpocket Varied. From days, months to years confinement hard labor
Theft - *shoplifting Varied. From months to years confinement hard labor
*Repeat offenders sentences doubled (5 to 10 yrs. hard labor), mos. into yrs.
Rioting (gang) Varied. From months to years confinement hard labor
* Antiquated crime
** Reserved for juveniles
Figure 6. Crime and Punishment Table

At the turn of the century, social reforms of the times played a large part when viewing how
punishments were handed out during conviction sentences. Statute law itself was constantly
churning through political cycles as standards were adopted and submitted, only to stall due to
political process election cycles. This was very similar to gun reform measures that have been
at the forefront of American politics for decades. It should be through that lens that punishment
for crimes be gamed in Hooligans!

22
Police
The history of policing in all of the UK dates back to the 13th century. The Statute of Winchester
in 1285 provided legislation for policing in country to be supported by the average citizenry - it
was created for protection based in large part by active and vigilant population. This remained
the basis until the 1800s. Local communities were left to organize law enforcement and policing,
and the implementation ranged widely therein. Although standards did evolve for the creation of
the Office of the Constabulary and Justice of the Peace, which as still employed today.

In the 1700s, townships created provisions for professional watch men (constables) to patrol
streets at night. In England, London created standards for these watchmen. A standing force
known as the Bow Street Runners (1749 - 1839) was created and were dispatched to
investigate after a citizen reported a crime. Their office was organized into what we have come
to expect from a Western police station. In 1830 Liverpool and Manchester hired men to police
the railway that ran between them. As the railway system grew, the need and use of these
officers ('bobbies') followed.

The creation of two police forces in London started in the 1800s. This grew out of the need for
more manpower as there were 500,000 citizens policed by 450 constables and 4500 watchmen.
In 1829 the Metropolitan Police were created to police a radius of the greater surrounding area
of London but excluding the City of London (one square mile). Additionally, in 1842 the Metro
created a branch of plain clothed detectives. They formed the Criminal Investigative Department
(CID). The entirety of the Metro occupied the iconic Scotland Yard. The City of London Police
were tasked with policing the City of London. 

As the boroughs and counties of England prospered during this period of the 1800s, so too did
the need arise for more policing throughout the country. In 1835 the Municipal Corporations Act
was passed, establishing that the total of 178 Royal Boroughs hire and maintain a standing
police force. in 1839 another Act was passed stating that rural areas could replicate the Act of
1835 but were not forced to do so.

Name Duty
Constable (Copper) The foot soldier that walks the beat
Sergeant Operational and administrative. First Supervisory rank
Detective A sergeant may become a detective. They solve the crime
Inspector (also Operational and administrative over Sergeants and Constables.
Detective) Second Supervisory rank
Chief Inspector (also District Commander. Oversees all operational and administrative
Detective) over their assigned district.
Superintendent Oversees all within a division.
Commander Equivalent to American Chief of Police
Figure 7. Police Officer Rank Table

The Economic League


At the turn of the century there was massive unrest with the working class throughout Europe.
These blue-collar workers felt the owners and ruling class were taking advantage of their output
and productivity. They began to organize, strike, and hold massive protests. It caused concern
even at the national level. At the British equivalent Federal level was created the organization
known as the Economic League (EL). This agency was chartered in 1919 by a group of

23
powerful industrialists with the support of elected MPs. Their initial purpose was to promote
capitalism and keep track of those who would oppose, collecting data on left wing organizations
and communists. 
By the mid-1920s, the EL was a powerhouse, structured with 41 voting council members across
14 districts that promoted opposition and to the strikes and hunger marches that spread through
England by holding meetings and printing anti-labor propaganda. Their network was vast,
bolstered by members from business, industry, prominent news agencies and parliament. They
continued to covertly obtain data, and police members favorable to their cause were provided
names.

Augmenting the Law – Private Investigators

Most of the economic benefit of this era, while not all, was realized through the expansion of the
middle class. Common laborers began to organize and unionize, demanding and garnering
better pay, benefits, that standardization of the work week and overtime. Government
employees soon followed suit and a transformation within the workplace resulted as there was a
whole new majority of people with which to market to. The investigative practice to look into
things criminal not covered by policing became a new industry. The business of Public Inquiry or
Private Investigation (PI) was born.

The PI profession can trace its history to France. In 1883, Eugene Francios Vidocq, a French
soldier and later criminal founded the first private detective agency. At its inception, Vidocq
standardized the practices of record keeping, ballistics, criminology and modernizing
anthropometrics. He hired and trained ex-convicts in these methods. Other agencies in the
Western world would soon study and follow.

These private investigators would hire out to citizens in such capacities as one of investigations
or in ongoing capacities. Often times they would provide services with investigations that police
involvement ended or conflicted with. These could lead to clashes with law enforcement. Both
PCs and NPCs should have contacts within the local police force if they want to make a decent
living.

Some investigators would also contract with the city and/or state, to assist in major criminal
cases. They could be contracted to track criminals and investigate foreign agents (Communists,
Bohemians, IRA, etc.). They might even be hired as private mercenaries and strike busters.

Another unique option to England was the Thief Takers. These were created because
constables and watchmen were not effective at hunting down criminals due to too few
resources. Thief takers were hired by victims of crime to catch criminals. They were paid a
reward for doing so and delivering them to the law. However, corruption did exist as some
criminals operated as thief takers and informed on rival criminal gangs to make money.

Societal Norms - Rank has its Privilege


Medieval Britain consisted of a multi-layered class system largely dominated by bloodlines
(Royalty), land holdings (Nobles, Barons, and to some extent Gentry and Yeoman) and those
without land (Tradesmen, Serfs/Cottagers). The first requirement to be a member of the social
elite meant holding and owning land. For the vast majority of citizenry, this was prohibitive and
an obstacle that could not be overcome. That began to change to some extent during the
Industrial Revolution, where the traditional patterns in society were evolving.  Fortunes could be

24
made in a generation, and those that rose up wanted to become a member of the club. By and
large, Great Britain society was receptive to this influx of new blood. Often English landowners
soon entered into the political arena, gaining seats in Parliament and acquiring titles. In truth,
once this level of status was obtained, families could be ruthless to ensure it was maintained.

No doubt, a family's status within this level of society also brought about privilege. To use a
phrase popular today, the ruling elite operated within an almost impermeable bubble. This
status afforded luxuries and access to resources unmeasurable. From private education,
concierge medical services, business investment opportunities through avenues to access the
best of just about anything that was dispensed at a tiered level, members of the elite had at their
fingertip’s abundant resources. If they found those levels at times obscured, well, suffice it to
say where there was a will there was a way. It was not always free, but access also was always
within reach if the price could be met. That didn’t always revolve around money.

This status too included avoidance of scandal. The elite class was not immune to the problems
of modern society by any means. No one is untouched directly or through association to
addiction, corruption, and the deadly sins. The benefit of high society in England was a genteel
handling of such diversions. They had a tendency to protect and inoculate their own, and
breaking those transparent yet real boundaries meant scandal, perhaps even ruin. As long as
the deviant and scandalous activities did no greater harm to the crown, most events were
quashed or stopped from becoming part of the society gossip pages in the tabloids. And if
things went too far, a lady would suddenly move to more agreeable climates, while a gentleman
was offered pistol with one round.

Ranks of Society
Royalty: This class belonged to the royal family and extended relations. It was the highest rank.
A king or queen would rule England, and their children were princes, and princesses.
Peer/Nobles: They belonged to the House of Lords and played a vital role in court. They owned
a large number of assets, including vast tracts of land. Many could claim distant relations to
prior or former royalty.
Baronet: This rank was above the knights. These were also among the aristocratic people in
the society who enjoyed a large number of social privileges. They too owned assets and moved
around in tight circles. Many would hold government positions that were appointed.
Knight: The job roles of the knights were different depending upon the varying time periods of
the past. During the medieval times, the knights acted as common soldiers. In the seventeenth
century, the knights acted in various military roles. They organized the military forces and
judicial authorities. It was an official act of the king or queen to grant knighthood status.
Afterwards, they would over their lifetime have new paths of access to acquire assets.
Gentry: The members of this class were well educated and were associated with law, politics
and educational fields. These used to work in government and educational institutions. Assets
included luxury homes, tracts of land and a business venture.
Yeoman: This class included small farmers, who had a reasonable amount of land with them.
They would hire cottagers for seasonal work or permanently and give the latter their own
structures to live on the land.
Tradesmen: These individuals had little land with them and were hourly workers.

25
Cottagers: These were the lowest classes in the former British social hierarchy. They
generally worked for others for a substantial wage.

26
Adventures and Session Play
The information in this section is for the GM’s eyes only. They will guide the players through
each adventure. If you plan to participate in this as a player, please stop reading now. Each
scenario is organized as follows:
How to Use This Section

This series of unrelated adventures is designed for 2-6 players all of lower levels. The duration
of each will range from one setting (one shot) to multiples. The Game Master (GM) is
encouraged to not rush the action but rather should let the encounter develop at its own pace.
Both lenses and random tables are provided to add uniqueness to each adventure, providing for
unique and different paths and outcomes. Their use is optional of course. 

The adventures also could be based in the same urban area or city. In fact, it is encouraged.
Read through all of the Adventures and then pick one that sparks your curiosity. Plan out a
framework for a few additional locations. This would include a few establishments adjacent to
the primary areas, and routes to and from these to police precinct, Crime Syndicate
headquarters, Newsroom, etc. The author firmly believes that just a bare bone back story is
needed at the onset, and through the course of engaged role play, additional path and ideas will
be generated by the players. As the GM you should use these to further your shared gaming
world.

If the players are having fun interacting with minor non player character (NPCs) or an unplanned
side adventure, encourage this! Keep an After-Action Report (AAR) so you can in the future
refer to and build upon this path as needed.

Before trying to use any of these adventurers, read through them and the provided NPCs to
become familiar with the material and main concepts. Make some notes on how you think it
might play out and prepare the adversaries you think they may encounter along the way. While
not specific to Gangbusters, I highly recommend the GM watch the following video by Professor
Dungeon on how he uses a composition notebook as he preps for a session. I found this to be
quite illuminating. (https://www.youtube.com/watch?v=0-ngv6-Pr1c)

Characters and Getting Started


The following suggestions outline how the various types of characters may be introduced with
any of the Adventures below. This will ensure that each PC will quickly interact with the others.

Coppers
A PC who is playing a police officer routinely walks the beat where the Adventures take place.
Unless specified, they know of area criminals, reporters, and detectives by name. They could
easily be chasing a juvenile 'slogger' for theft or purse snatching and run into any character at
any given time.

Detectives
A PC who is playing a detective is well aware of the coming and goings of the Syndicate. They
could easily be having a coffee or meal and a reporter encounters them for comments on a lead
story. Same applies for casual interaction at a restaurant with criminals.

Reporter

27
A PC who is playing a reporter is always looking for the scoop. They would be willing to talk to
any other Character if it means getting a good story lead in. Place them in a pub, restaurant,
church, etc. for an interaction with another PC.

Criminal
Criminals will take advantage of situations offered in each Adventure. Through the course of
their actions they will interact with any other character types.

Key NPC Stat Block


Adversary Name (Type (Armor Class, Hit Die or level, hit points, Movement Rate, Number of
Attacks, Damage, Save As, Morale, Contacts, Alignment)). This will be presented using the
following standard abbreviations. Adversary Name (Type (Type AC, HD, hp, MV, #AT, D, Save,
ML, Con%, AL)).

The Adventure
Each adventure consists of common elements. Each element has a starting description for their
purpose in the Adventure. They will be made up of the following sections: Title, The Plan,
Setup, The Action, Clues/Perception Checks, and The Wrap-up.

Scenario Title
Title for the adventure, also a basic background for both GM and players.
GM Preparation
Provides initial key elements the Game Master will need to set the stage for the adventure. Also,
the GM should make a roll on the Weather Table. This is optional, but highly recommended an
England is an isle, and the weather can change daily.

Percentile Time of year Weather Modifier


1-8 Spring Clear None
9-16 Spring Rain -25% to movement and visibility, -2 melee, -1 Morale
17-24 Spring Snow -50% to movement, -25% visibility, -2 melee, -2 Morale
25-32 Spring Fog -25% to movement, -50% visibility, -4 ranged
33-40 Summer Fair None
41-49 Summer Rain -25% to movement and visibility, -2 melee,
50-57 Fall Fair None
58-63 Fall Rain -25% to movement and visibility, -2 melee, -1 Morale
64-72 Winter Fair None
73-82 Winter Rain -25% to movement and visibility, -2 melee, -1 Morale
83-91 Winter Snow -50% to movement, 25% visibility, -2 melee, -2 Morale
92-100 Winter Fog -25% to movement, -50% visibility, -4 ranged
Figure 8. Weather Table

The Plan
Highlights the situation at the start of the adventure and may include additional background
information. The game group decides which lens to utilize. Lenses:

28
Criminal Campaign Gang (CCG)- specific to criminals within an organization.
Criminal Campaign Independent (CCI) -specific to independent criminals.
Detective Campaign (DC) -specific to detectives solving the crime.
Law Enforcement Campaign (LEC) -specific to police who catch the criminals in the act.
Reporter Campaign (RC) -specific to a reporter who works the crime beat.
Strange Mysteries Campaign (SMC) -specific to any of the above but incorporating a
supernatural element.

Setup
Provides locations, beginning details and important initial information as play begins. Tables
may be consulted to further augment the setup.
The Action
Describes real and possible things that will happen during play. Tables may be consulted to
further augment the action. Identifies any key NPCs that will be encountered.
Clues/Perception Checks
Key plot points that 'may' be revealed during the course of the adventure. It will be up to the GM
to determine if, when, and how these plot points come into play. Also, certain elements might
unfold as the adventure progresses. GMs are encouraged to add Clues/Plot Points to an
adventure as they see fit. Tables may be consulted to further augment the action.
The Wrap-up
Lays out details for the end of the adventure, gives special instructions for awarding experience,
and outlines any special effect the outcome may have on the entire course of a campaign
(optional).

Adventures
Protection Pay-up Blues
The Syndicate Boss is upset. There are a few establishments on his monthly protection plan
that are behind on payments. There are also a few that are light on payments. He wants to test
the mettle of the best of his new soldiers, so he tells his Lieutenants to select their best for the
shakedown. The soldiers are given assignments and are sent out to get those in arrears to pay
up or else. The group that has the best success gets an offer they cannot refuse!

GM Preparation
Become familiar with the NPCs identified. In addition to the details of each establishment, the
GM might want to sketch out other adjacent buildings and think about routes to and from these
locations. For PCs involved: Gangster Criminals will be assigned establishments. For
Independent Criminals scenario, they are muscling in on the area, possibly setting up a turf war.
Coppers somehow will interact with one of the three encounters during or after. Both Detectives
and Reporters are made aware after the first establishment is hit.
Roll three times on the Shakedown table and record the results. These are the three
establishments that will be covered.

Percentile Type/Name Shakedown Patrons/Staff


1-12 Restaurant – O’Malley’s 30 Pounds 12/4
13-25 Bakery – Sodham’s & Sons 18 Pounds 5/2
26-38 Pub – Bennett Arms 80 Pounds 18/3
39-50 Hotel – The Regale 70 Pounds 3/2

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51-63 Grocer – Smith’s Grocery 22 Pounds 11/3
64-75 Pub – Fenster’s Wizz Bangs 72 Pounds 22/4
76-88 Butcher – Golinski’s Fine Cuts 19 Pounds 5/1
89-100 Restaurant – Dartoosh’s Curry 23 Pounds 15/4
Figure 9 -Protection Pay-up Blue: Shakedown Table

The Plan
Non-criminal type PCs get news of this shakedown from a Contact or are on the scene. How
they react depends upon the circumstances of the Campaign. It is assumed they will proceed
along one of the following lenses.

 Criminal Campaign G (CCG) - If the PCs are criminals of an established gang, their
Lieutenant gives them the assignment.
 Criminal Campaign I (CCI) -If f the PCs are is an independent criminal, they have been
muscling in on the Syndicate Boss's territory. The PCs happen to be there when the
Syndicate's soldiers arrive.
 Law Enforcement Campaign (LEC) -If the PCs are coppers, then they are making the
rounds when the shakedown occurs.
 Reporter Campaign (RC) -If a PC is a reporter, then they get a tip after the shakedowns
and find out other nefarious information that leads to bigger crimes.
 Detective Campaign (DC) -If a PC is a detective, then they find incriminating evidence
and pursue the perps.
 Strange Mysteries Campaign (SMC) -If any of this is a Strange Mystery Campaign, then
add your supernatural element here.

Setup
Depending upon the lens of the Plan, the players will make arrangements to be at one of the
businesses that Syndicate Boss has assigned for them to squeeze as mentioned above. During
the encounter the proprietor talks loud and defiantly to the soldiers collecting debts. He will even
take a little bit of roughing up. If this continues, the proprietor's son interacts and tells about how
they were muscled by new thugs that are mean, and they have threatened to rough up his
family. If things turn sideways, patrons will not get involved, nor will they stick around. Other
staff will interact with a ML check of 1 or 2.

The Action
There are three establishments that are visited in this adventure. All three require rolls on the
Shakedown table as stated above. During the shakedown, two Morale checks rolls for each
other staffer may be necessary. If the criminals are non or very slightly threatening, the
proprietor does not want to pay-up as a collection has already been made to the
Syndicate/Independent Gang. If the current gang agrees and does not demand the payment,
the owner is accommodating and docile. If they are angry and insist on payment first, roll Morale
again. If the staff gets a 1 or 2, they become incensed and agitated. Regardless of the outcome,
when the shakedown is complete, there is a cumulative 15% chance per establishment that a
good willed patron left and called for coppers. NPC?

30
Clues/Perception Checks
There is a 'stash' location where cash is normally kept. Upon checking, the PC confirms that it is
empty, giving credence to the proprietors claim.

If staff agree to provide answers, the descriptions they provide of the Independent gang aligns

After the first establishment, if a PC declares perception, roll. If they pass the check, they see a
group that resembles the other gang.

If a staffer in any above scenario fails morale and becomes agitated, it can be observed that
they have recent bruises to the face, black eye, fat lip, etc.

If pressed, the staff will admit the previous gang just made the pickup.
 
The Wrap-up
money collected, new Contacts made, and 750 XP, plus 15% for role play.

Adventure
Not So Easy Pickin's
The Rumsfeld’s are taking a trip. To Ireland to be precise. They are going to be away for 15
days: Saturday through the next two weeks. On their itinerary is first to attend the reading of the
will for Mr. Rumsfeld's Auntie in Dublin, Shirley Morrison. After that, a day or two spent with the
relatives, and then they plan to go on a proper holiday. While away, the Rumsfeld’s have given
all their staff time off, and have shuttered their home. Because of the rise in street crime, they
asked the staff to look into making arrangements for added security by coppers while off duty.
Mr. Rumsfeld is actively involved in the Police Charity for Homelessness and has made
arrangements for routine patrols around his premises.

GM Preparation
Become familiar with the NPCs identified. In addition to the maps for the townhouse, the GM
might want to sketch out other adjacent buildings and think about routes to and from the home.
The townhouse is situated in the high society area of the district and it has a bull’s eye on it to
be robbed. One of the PCs hears about this as described in the Plan below. Consult the
provided map and various Situational and Lens Tables.

The Plan
One of the PCs gets news of the idle townhouse from a Contact. How they react depends upon
the circumstances of the Campaign. It is assumed they will proceed along one of the following
lenses.

 Criminal Campaign G (CCG)- If the PC is a criminal of an established gang, the Boss


gives them the assignment.
 Criminal Campaign I (CCI) –If f the PC is an independent criminal, then a lover, sister,
friend etc. that works for the family mentions it at the pub.
 Law Enforcement Campaign (LEC) -If the PC is a copper, then a lover, sister, friend etc.
that works for the family mentions it and the 'moonlighting money' they can make
providing security while off duty.

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 Reporter Campaign (RC) -If the PC is a reporter, then they get a tip after the break in
and find out other nefarious information that leads to bigger crimes.
 Detective Campaign (DC) -If the PC is a detective, then they find incriminating evidence
and pursue the perps.
 Strange Mysteries Campaign (SMC) -If any of this is a Strange Mystery Campaign, then
add your supernatural element here.

Setup
Depending upon the lens of the Plan, the players will make arrangements to be at or near the
townhouse.  
The Rumsfeld’s are away to attend a funeral in Ireland and hear the reading of the will. They
made an offer to have the grounds patrolled and have agreed to pay ____ for routine security.
The house is empty except for the gardener, who happens to be there. He is working there by
day, drinking and sleeping one off by night. A role on the Gardener Situation table is also
required [TBD].

The Action
The Rumsfeld’s are wealthy, but frugal. They do have valuable possessions, but very little in the
way of easy theft. Their town home is three stories, and each room is detailed as follows.  If and
when necessary, role on the Not So Easy Pickin's Action Situation Table.
NPC?

Townhouse
Ground Floor
G1 - Hall
G2 - Library
G3 - Inner Hall
G4 - Storage/Clean
G5 - Cigar/Ante Room
G6 - Open Area
G7 - Dining Room
G8 - Service/Meal
G9 - Water Closet/Loo

First Floor
F1 - Drawing Room
F2 - Bath/Water Closet/Loo
F3 - Reception Room
F4 - Bedroom
F5 - Open Area
F6 - Gallery
F7 - Double Locked

Second Floor
S1 - Bath/Water Closet/Loo
S2 - Bedroom
S3 - Open Area
S4 - Bedroom
S5 - Live in Maid

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S6 - Live in Butler
S7 - Bath/Water Closet/Loo
S8 - Storage

Clues/Perception Checks

In addition to items that are pilferable, there will be the possibility of a few very unique items
found within the Rumsfeld house. Each room will have a brief description of type, viewable
contents and any items that might be worth thieving. As mentioned, there will be unique items
within the dwelling as well. The GM can roll for these or pick from them as they see fit. Some of
the items will make for great hooks to another adventure.

The Wrap-up
Details the end of the adventure, gives special instructions for awarding experience, and
outlines any special effect the Scenario may have on the entire course of the campaign.

Adventure
Grab and Go
The local gang has an agreement with the one of the storage companies in the warehouse
district: they get tip offs on the good stuff and a cut from inbound and outbound shipments.
Tonight, there is a shipment received originating from Kingston. The gang plans to arrive on a
canal boat, grabs the loot from the yard and heads back to home turf. The GM should anticipate
some conflict, based upon choices offered in The Plan Role on the Grab and Go GM
Preparation Table.

GM Preparation
Become familiar with the NPCs identified. In addition to the map of the warehouse and yards,
the GM might want to sketch out other adjacent buildings and think about routes to and from
these locations.

The Plan
One of the non-criminal PCs gets news of the theft from a Contact. How they react depends
upon the circumstances of the Campaign. It is assumed they will proceed along one of the
following lenses. The adventure presents itself so that there are opportunities for a successfully
heist while overcoming obstacles. Consider all lenses offered and pick from those that the PCs
do not choose. The game group decides which lens to utilize. Lenses:
Criminal Campaign Gang (CCG) -If the PCs are affiliated with an establish criminal gang, they
have assembled in the yard of the warehouse.
Criminal Campaign Independent (CCI) -If the PCs are not affiliated with an establish criminal
gang, they are trying to muscle in on the yard action at the warehouse.
Detective Campaign (DC) -If the PCs are playing a detective role, they are investigating a crime
associated with the yard at the warehouse
Law Enforcement Campaign (LEC) -If the PCs are playing coppers, they interact with the gang.
Roll on the Law Enforcement Plan Table
Reporter Campaign (RC) -If the PCs are playing a reporter, they have a tip to the activities and
are on the scene when events occur.

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Strange Mysteries Campaign (SMC) -specific to any of the above, but incorporating a
supernatural element

Setup
Depending upon the lens used, players prepare for, are aware of or stumble upon the heist.
Some special considerations are canal navigation, can the characters swim? Weather (see
Weather table). Tables may be consulted to further augment the setup.

The Action
Describes real and possible things that will happen during play. Tables may be consulted to
further augment the action. NPC?

Clues/Perception Checks
Key plot points that 'may' be revealed during the course of the adventure. It will be up to the GM
to determine if, when, and how these plot points come into play. Also, certain elements might
unfold as the adventure progresses. Tables may be consulted to further augment the action.
The Wrap-up
Lays out details the end of the adventure, gives special instructions for awarding experience,
and outlines any special effect the Scenario may have on the entire course of the campaign.
In these adventures, non-player characters (NPCs) will be presented using the following
format.  

Adversary Name (Type (Armor Class, Hit Die or level, hit points, Movement Rate, Number of
Attacks, Damage, Save As, Morale, Contacts, Alignment)). This will be presented using the
following standard abbreviations. Adversary Name (Type (AC, HD, hp, MV, #AT, D, Save, ML,
Con%, AL).

PCs and NPCs


Part of the fun for many gamers in the tabletop role playing hobby is the process of creating
your own character. The act of rolling the dice and letting the results inspire your imagination to
create a persona you would like to play has been with role playing games since it's advent. But I
get it. Not everyone wants to do that. If you are a beginner to this hobby, rolling dice and
creating something from scratch may be intimidating. Or you just prefer to get right into the
action, using pregenerated characters. With that in mind, the following characters can be used
for any and all of the adventures in this supplement. 

Player Characters 
If ongoing campaign considerations are a factor, there is the likelihood that PCs would level up
at some point in time between the Adventures presented here. If this is the case, it is
encouraged that the group decide which adventures to start with, then the GM can make some
adjustments so the remaining adventures are balanced to reflect circumstances and events that
develop during play. It is assumed all character will start off at first level.

Non-Player Characters
A pool of non-player characters (NPCs) has been created that can be utilized in every
adventure. Depending upon the lens used, these NPCs may have limited, if no appearance. For
example, if the party wishes to run a Criminal campaign, there more than likely will be and

34
encounter with the police NPCs. Odds are lower for criminal NPCs. Likewise, if the party wishes
to engage in a police or detective campaign, then the criminals will be encountered.
For each adventure, the appropriate NPC are specified here. It is encouraged the GM have
these stats separate for ease of reference during actual game play.

Winston the Gardener (Common Citizen (AC 9, HD2, hp11, MV - 120', #AT -1, D - 1d6, Save -
Brute 2, ML *, Con% -10 AL - LA)).
Winston will either be studiously going about the yard and garden during the day, or hamming it
up with mates (d4, 1 or 2 he is alone tonight. 3 he has one friend; 4 he has two) with a bottle of
whisky. A veteran of the Boer war, Winston is middle aged, but no pushover. His morale is
normally an 8, but if he has been drinking it can be as high as 11. If he has mates with him, treat
them as common citizens.

Detective Simpson (Police Detective (AC 3, HD3, hp15, MV - 120', #AT -1, D - 1d6, Save -
Brute 3, ML 9, Con% -20 AL - LA)). Simpson has been assigned this case form Precinct.

Police Officers Campbell and Lipton (Police Officer Campbell (AC 4, HD 2, hp 10, MV 120', #AT
1, D 1d6, Save Brute 2, ML 9, Con% -33, AL LA)) (Police Lipton (AC 4, HD 1+1, hp 6, MV 120',
#AT 1, D 1d6, Save Brute 2, ML 9, AL LA))

Prudence May (Femme Fatale (AC 6, HD 2+1, hp12, MV 120', #AT 1, D 1d6, Save Brute 2, ML
8, Con% -56, AL N))

Giles (off duty Police Officer/moonlighting (AC 4, HD 2, hp 9, MV 120', #AT 1, D 1d6, Save
Brute 2, ML 9, Con% -33, AL LA))

Clark Parker, (Reporter (AC 6, HD 1+1, hp 7, MV 120', #AT 1, D 1d6, Save Brute 2, ML 7, Con
% -45, AL N)).

Proprietor (Common Citizen (AC 9, HD 1+1, hp 6, MV 120', #AT 1, D 1d4, Save Brute 1, ML 6,
Con% -10, LA)).

Lloyd Berton, yard master/warehouse proprietor (treat as Gangster - Uncle to a PC (AC 4, HD


3+2, hp 17 , MV 120', #AT 1, D 1d6, Save Brute 3, ML 10, Con% -40, Deceitful)).

yard/warehouse worker 1 (treat as Klansman (AC 8, HD 1, hp 3, MV 120', #AT 1, D 1d6, Save


Brute 1, ML 6, Con% -10, Deceitful)).

yard/warehouse worker 2 (treat as Thug (AC 5, HD 1, hp 4, MV 120', #AT 1, D 1d6, Save Brute
1, ML 7, Con% -25, Deceitful)).

yard/warehouse worker 3 (treat as Thug (AC 5, HD 1, hp 4, MV 120', #AT 1, D 1d6, Save Brute
1, ML 7, Con% -25, Deceitful)).

Tut Simpson, canal barge captain (treat as Moonshiner - cousin to a PC (AC 4, HD 1+1, hp 8,
MV 120', #AT 1, D 1d8, Save Brute 2, ML 8, Con% -33, N)).

Sampson Simpson, barge first mate (treat as Hooligan - cousin to a PC (AC 6, HD 2+1, hp 10,
MV 120', #AT 1, D 1d6, Save Brute 2, ML 9, Con% -15, N)).

35
TEMPLATE -
Adversary Name (Armor Class, Hit Die or level, hit points, Movement Rate, Number of Attacks,
Damage, Save As, Morale, Contact, Alignment). This will be presented using the following
standard abbreviations. Adversary Name (Lens (AC, HD, hp, MV, #AT, D, Save, ML, Con%,
AL)).

36
Appendix A – Game Tables
If a similar table as these are present in the GANGBUSTERS B/X Edition, use these instead. They have
been modified or created to better facilitate game play in an English setting.

Food and Drink


Type Cost
Bitter, half pint 8 pence
Bitter, pint 1 shilling, 6 pence
Ale, mild, half pint 5 pence
Ale, mild, pint 1 shilling
Whisky, shot 5 pence
Tumbler, distilled 2 shillings
Bottle, distilled 10 shillings
Barrell, mild 120-150 shillings
Barrell, bitter 120 shillings
Fish and chips 5 pence
English beef steak & kidney pie 6 pence
Lamb stew 5 pence
Beef or pork pie w/ chipped potatoes 5 pence
Roast rib & Yorkshire pudding 5 pence
Pork sausage & tomatoes 4 pence
Side, dressed spring cabbage 3 pence
Side, potatoes (mashed, boiled, baked or 3 pence
chipped
Side, Baked beans 2 pence
Side, Green peas 2 pence
Side, Butter beans 3 pence
Side, fruit salad 3 pence
Cold salad sandwich (cod, crab, lobster, etc.) 6 pence
Desert, egg custard 3 pence
Various fancies 2 pence

Equipment
Vehicles and Transportation
Type Cost
Airfare, Local £.80/20 kilometers
Airfare, International £5/100 kilometers
Auto, Luxury £500+
Auto, Lorrie £120
Auto, Sports car $3,000+
Auto, Typical £80
Bicycle £$2
Biplane, Used £300
Biplane, Quality £700
Boat, narrowboat 56’ £75
Boat, narrowboat 70’ £100

37
Boat, Speed 27’ £300
Bus Fare, City 2halfpence
Bus Fare, Cross Country shilling/100 kilometers
Farm Tractor £1300
Motorcycle £35
Fare, Ocean Liner, 1st Class £50
Fare, Ocean Liner, £8
Steerage
Sailing, Ship 50’ £700+
Ship, Yacht 80 £45000+
Taxi Fare 3 pence/5 kilometers
Train Fare 1 shilling/75 kilometers

Rent and Real Estate


Item Cost
Room, cheap hotel 12 pence/night
Room, good hotel £1.00 night
Room, great hotel £5.00 night
Apartment, tenement 2 crown/week
Apartment, nice £1.00 week
Apartment, great £5.00 week
Apartment, luxury £15.00 week
Warehouse storage 12 pence week
Industrial storage £5.00 week
Office, cheap £2.00 week
Office, nice £5.00 week
Office, great £10.00 week
2-3-bedroom house £20.00 month
3-6-bedroom house £40.00 month
Industrial land £50.00 acre
City lot residential £75.00
City lot commercia £150.00 acre
Farmland £50.00 acre

General Gear
Type Weight Cost
Ammunition, Pistol (30) 2 £1.75
Ammunition, Rifle (20) 2 £1.00
Ammunition, Shotgun (10) 2 £0.50
Backpack 3 £1.00
Binoculars 1 £2.00
Blanket, Wool 2 £0.25
Camera, Commercial 10 £15
Camera, Box 4 £1.25
Canned Food,1 day 5 3 pence
Canteen 1 12 pence
Chain ,10’ 5 £1.75

38
Cigarettes, pack 1 3 pence
Cigars, box 0.5 £half crown
Crowbar 3 12 pence
Film, 24 exposures 0.25 6 pence
First Aid Kit 4 £1.00
Flask, Hip .5 1 crown
Torch (flashlight) 4 half crown
Handcuffs 1 £1.00
Knife, Pocket 0.5 5 shillings
Lighter 0.2 4 schillings
Lock, Pad 1 10 shillings
Lock Picks 0.5 £4.00
Medical Bag 10 £20.00
Radio 5 £5.00
Rope, 50’ 4 £2.50
Sack, Burlap 1 3 pence
Shovel 3 5 shillings
Telephone 4 £4.00

Clothing
Type Weight Cost
Boots 3 £1.0
Hat/Cap 0.5 £2 pounds, 2
crowns
Trench Coat 2 £3.00
Outfit, common 4 £4.00
Outfit, Typical 4 £8.00
Outfit, Luxury 4 £12.50
Shoes, common 2 £8 shillings
Shoes, Typical 2 £1.00
Shoes, Luxury 2 £5.00+
Uniform, Military 5 £6.00
Uniform, Police 5 £9.00
Winter Clothing, Set 15 £6.00

Armor
Type Armour Class Cost
Poor 7 £5.00
Typical 5 £8.00
Luxury 3 £12.00

Missile Weapons
Weapon Damage ROF* Range Ammo Weight Cost
(m) (kg)
Dynamite, Stick! 1d6 2 20 - 1 £5.00
Grenade! 1d8 1 15 - 0.4 £3.0

39
Hatchet, Thrown 1d6 1 10 - 1.2 4 crowns
Knife, Thrown 1d4 1 5f - 0.4 10 shillings
Machine Gun^% 1d10 2 50 100 16 £175.00
Pistol, Derringer 1d6 1 2f 1 0.4 £7.50
Pistol, Revolver^ 1d6 1 15 5 2 £3.50
Pistol, Semi-Auto^ 1d8 2 15 7 2 £5.00
Rifle, military grade 1d8 1 35 10 4.5 £7.50
Rifle, Hunting 1d6 1 40 6 6.5 £10.00
Shotgun, Double barrel # 1d10 1 10 2 5.5 £8.00
Shotgun, Pump d10 1 10 5 5.5 £10.00
Sub-machine gun^ 1d8 2 25 25 3.75 £50.00

Melee Weapons
Weapon Damage Weight Cost
(kg)
Axe** 1d8 3 £2.00
Blackjack#* 1d4 1 10 shillings
Brass Knuckles* 1d6 0.4 £12 shillings
Club (Nightstick)* 1d4 1 2 crowns
Hatchet 1d6 1.5 £ 15 shillings
Hammer 1d6 0.4 £12 pence
Knife 1d4 0.4 5 shillings
Scythe** 1d8 3 2 crowns
Spear 1d6 1.5 £1.00
Staff/ Broom stick** 1d4 1 9 pence
Sword 1d8 2.5 £3.00
Sword, Two- 1d10 4.33 £5.00
Handed**
Unarmed* 1-2 N/A N/A

Crime and Punishment (Minimum to Maximum)


Crime Punishment
*Affray (public fighting) Varied. From lashes to years confinement to hard labor
Assault Varied. From months to years confinement hard labor
*Blackmail (larceny) Varied. From months to years’ imprisonment
*burglary (larceny) Varied. From months to years’ imprisonment
*Blasphemy Varied. From lashes to months confinement to hard labor
*Bribery Fine of up to 500 pounds, up to 2 years imprisonment
**Villainy, petty and organized Lashings, assignment to reformatories, confinement
*Gambling Fines, Imprisonment. This typically wasn’t enforced.
Fixing races Varied From a year to multiple years incarcerated.
Homicide - Attempted murder 6 most hard labor, (life sentence, 15 yrs. - same judge two
convictions same crime) - juvenile (placed in a boys home
until graduation) -juvenile (3 mos. hard labor to consider his
life choices thus far) -2 mos., 3 mos. (firearm), 6 yrs. hard
labor, 2 yrs. juvie home

40
Homicide – Murder Varied From years to life confinement hard labor. Execution
Homicide - manslaughter Varied From a year to multiple years confinement hard labor.
(provocation)
Prostitution Varied. From months to years confinement hard labor
Protection / Extortion Varied From a year to multiple years incarcerated.
Theft - *pickpocket Varied. From days, months to years confinement hard labor
Theft - *shoplifting Varied. From months to years confinement hard labor
*Repeat offenders sentences doubled (5 to 10 yrs. hard labor), mos. into yrs.
Rioting (gang) Varied. From months to years confinement hard labor

* Antiquated crime
** Reserved for juveniles
Other theft - 5yrs ("preventative sentence”), 7 yrs. and 20 lashes, 4 yrs., 2yrs, 

41
Just the Facts, Ma’am
As was important to print journalism of the period, the reader want to know Who, What, Where, When,
Why (if possible) and How as quickly as possible. Additional details and context could be provided
further along in the story. These tables will allow the GM to easily determine the 5W1H with a role of
the dice.

D100 What Action Links the Events and Characters


01-02 Prison brake 2d10 convicts on the 51-52 Local Sports team makes the
loose playoffs
03-05 Property damage during riot 53-55 A wedding
06-07 Church Fire arson suspected 56-57 Political rally turns deadly
08-10 A reporter saw you in connection 58-60 A wake
with a story
11-12 Numbers racket broken up 61-62 Police raid the wrong place!
13-14 Detective got your name from an 63-44 Forgery ring
eyewitness, and is following up
15-16 Embezzlement of funds 65-66 Celebrity visits for 1d10 days
17-19 Childhood friends 67-69 “If I ever needed anything, you said
for me to look you up”
20-22 Slum fire kill 3d10 people 70-72 1d10 found dead
23-24 Military service together 73-74 You were named in the will
25-26 Kickbacks are exposed at city hall 75-76 Governor visits for 1d6 days
27-29 “Johnson from NYC said I should 77-79 You are their godparent
look you up”
30-31 Sports event rigged 80-81 Train derails 3d10 killed
32-33 Your mothers knew each other 82-83 You are neighbors, but haven’t yet
met
34-35 Speak easy raided 84-85 Proof of election was rigged
33-38 Dining at a restaurant when riot 83-88 They are a lost relative and have
broke out tracked you down
39-40 Bootleggers busted on the docks 89-90 Police corruption
41-42 Arson fraud 91-92 Heir to fortune to be named in 1d10
days
43-45 Gangland Massacre! 2d8 slain 93-95 High society scandal
46-48 Witness to a murder 96-98 Workers strike
49-50 Debutante ball 99-00 A spiritualist mentioned you by name
at seance

% Who % Cause of Death (How)


01-03 Husband 01-03 Drained of blood
04-07 Butler 04-07 Severed limb
08-11 Bus Driver 08-11 Beat with trophy
12-15 Reporter 12-15 Poisoned
16-18 Housewife 16-18 Broken neck
19-22 Maid 19-22 Thrown from Car
23-26 Banker 23-26 Throat slashed
27-30 Baker 27-30 Strangled
31-33 Milkman 31-33 Beat to death

42
34-37 Butcher 34-37 Accidental death
38-41 Insurance Agent 38-41 Hit with car
42-45 Private Investigator 42-45 Shot
46-48 Lawyer 46-48 Set on fire
49-52 Street Orphan 49-52 Garroted
53-56 Bootlegger 53-56 Stabbed
57-60 Laborer 57-60 Train accident
61-63 Mechanic 61-63 Drowned
64-67 Senior Citizen 64-67 Electrocuted
68-71 Petty Criminal 68-71 Unknown/TBD/natural causes
72-75 Gang Lieutenant 72-75 Suffocated
76-78 City official 76-78 Removed Organs
79-82 Coroner 79-82 Pushed off building
83-86 Innocent child 83-86 Decapitated
87-90 Lord or Lady 87-90 Killed in explosion
91-93 Farmer 91-93 Tortured
94-97 Shop Owner 94-97 Mauled by animal
98-00 Unknown/TBD 98-00 Dismembered

% Where % Why
01-05 Circus 01-05 Convince someone
06-10 Farm 06-10 Initiation
11-15 Public 11-15 Prove a point
16-20 Railroad tracks 16-20 Jilted lover
21-25 Restaurant 21-25 Revenge
26-30 Side of the road 26-30 Greed
31-35 Main Train station 31-35 Hide information
36-40 The Docks 36-40 Betrayal
41-45 Downtown 41-45 Help someone
46-50 Uptown 46-50 Blackmail
51-55 Bank 51-55 Get information
56-60 Slums 56-60 For fun
61-65 Barbershop 61-65 Distraction
66-70 Industrial warehouse 66-70 Reenactment
71-75 Cemetery 71-75 Free someone
76-80 University 76-80 Copycat
81-85 Fish market 81-85 “God commanded me”
86-90 City park 86-90 Witness intimidation
91-95 Country Club 91-95 Wrong person
96-00 Military base 96-00 Reveal a secret

Bribery revisited

Non-Player Character Bribe Considerations


Beat cop or normal policeman £10 per HD
Police SGT or higher rank £20 per HD

43
Prohibition agent £50 per HD
Politician £200 per HD
Judge £500 per HD
All others As determined by the game master

Vehicles
Aircraft Planes
Type HP AC Move Cargo Crew Pass-
(kg) engers
De Havillian Moth 35 6 150 5 tons 2 2
Avro 504 30 5 150 4 tons 2 2
Autogyro 38 4 130 90 1 0
Sopwith Camel 40 5 200 90 1 0
Fokker Triplane 50 4 190 180 1 0
PW-9C Biplane 45 5 170 133 1 1
Graf Zeplin 58 7 140 50 tons 30 91

Boats
Type HP AC Move Cargo Crew Pass- Sea-
(kg) engers worthy?
25’ Pettersson wooden 34 5 120 1 Ton 1 6 yes
speed boat
52’ Barge Narrowboat 40 5 35 8 ton 3+ Special Yes
70’ Butty Narrowboat 50 5 30 10 tons 3+ Special Yes

Cars
Type HP AC Move Cargo Crew Pass-
(kg) engers
Lanchester Saloon 36 4 170 45 1 5
Wolsoley 10 24 4 130 45 1 2
Vaxhall Tourer 30 5 160 133 1 2
Auston Chummy 24 4 140 135 1 4

Lorries
Type HP AC Move Cargo Crew Pass-
engers
Leyland Ford Truck 45 6 120 1 ton 1 2
Albion Delivery Van 45 5 120 3 ton 1 3

Motorcycle
Type HP AC Move Cargo Crew Pass-
(kg) engers
BMW R32 28 3 180 5 1 0
Norton CS1 30 3 200 3 1 0
Triumph R 25 3 170 4 1 0

44

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