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The Official GANGBUSTERS™Sourcebook

Table of Contents
Foreword ..........•.• . .. .. . ........... . . .....•• . . .... 2 FlStfighu .... • • • • . . . .. • . . . . . .... . . . . . . .... . . . . . . . . .. 48
IDcrod ucd o a . . . . . ...•..•.... . . . . . . . . . . . . . . . . . . . . . . . . . .. 3 GunfigtllS 52
PART I. GANGBUSTERS'"' Player's Guide .........••.... 5 P ART n . GANGUBSTERSJ udJc" Guide .. . • • • . . . . . • • . . . S9
Chapler I: Chancter Cre.tion .. . .. ...•. . .. • • • • • • • • . • • • • • • 6 O!.apler I: Jlldge'. Inuoduction •••••• •••••..••.•••••••••• 60
ChlplC:f 2: Careen •••••••• ••• ••• ........ • ....••.. •••... 10 Chapter 2: Judges and NPCa •...• • . .••.• • • • •• ••••••••••.. 65
Carttn in Law EnfcwteJnenl • •••••••.... ....•••• • ..••.. 10 NPC Raoctiont ••• . •• • . •• .• • •• • . •••••••• ••••••••..... 66
Prohibi.rioa Agents • •••••• •••••.. .... .••••• •••••••••• 10 Encou.nl~ ...•.•••• .•••.•••••••. , •••..... .•.•.•. .• •• 68
F.B.I. A,eDU ••• ... .. . . . . ..•... . • ••....•••••••••••. II Ouip:cr 3: Tbe Lonl Arm oflhc ~ •••••.••• •••••••••••• 70
Polia: OfflCll:n 13 Ouiptcr 4: Tbe 'il'Vr1d oflhc 20', and. 30'• • • • • • • • • • • • • •• • • • • 73
Carer:n in Pri"l~ ProfcuioDs 16 PART m . LAItEFRONT CITY- 76
PriVlllt Invnliplon ••••••••••.• . . .. .•. . . . . . .. . . . . .. 16 Ouiplcr I: lJ:i:kome 10 l..U.d"rool City 77
Ncwspapc'r Reporters . . . . . . • .. . . •• . • • • • • •• • • • • • • • • • • 18 Chaple r 2: Potitics. La. &: Order ••••.••..•••• •••• .• • • • • . . 79
Careen in CrUnt 22 Chaple r ) : The Shady Side oflht SUM 82
Indcpr ndeol Cri.min.als. ••• . ..• .. . .. . . .• .... .... .... . . 22 OuIptcr 4: ~ 10 Go, People 10 Sec ... ..... . • •...••••••• 86
Orpniud Crime Syndicalcs, ••••••.•...•••.... . . . . . . .. 22 Ouipter S: A Day in tbc NciJhbor bood 101
Cbaracter AdV'lncemcnt ... . . .••..... .•.•. ...•••••....• 13 Chaplu 6: On the Lalr.efront •••••••••••••••••••••••••• •• 118
Ouiplcr 3: Skilla &: Equipment •...•••..... ..•••...• . . . . . . 3S APPENDICES ••..••••....•.••. ... ..•••.... . ..•.• .•••• 122
Chap lcr 4: Action .• .••••••••••.... ••......•• . . . . .• . . . . . 40 A. Book &: M om BibLioglllphics, ...•........ . .. ...•.. .. •• 122
Surprise •.• ...•.....•..•• ••.•..•••.•••. . . • . . .• • . . . • . 40 B. Rogucs,'Gallery ... .. . • •. . . . • • • .. . • . • • . . . .. • . • . . . .. . 124
M ovcmcnl • •. . . . . .. • . . . ....•..•••••••..• . •• .•••.••• • 42 C. Comblll Tablcs, . . . . . • • • • . . • • • • • • • • • • . . . . . • . • . . • • • • • . ill
Chap ltr 5: Combat .•.••.•.... .•...... . . .. ....... . ..... . 48 D. Chl!,...;Itr Shcfl . . .. . • • •. . . .. . . . • . • • . . • • . . . • .. • • • . • . 128
Hil Poinu and Injury •••••••...•..•... .••• • • • . . . . • . . . . 48

CREDITS
0ripuI1 Dnlp: M ... 1r. Acfe$1.tld lUck ieI'd,. eo... r AnI Jim HollOWl Y
Addll!ooal ()., nl opmeol: Thm MoldY1y lotemr An : hIT Easley, Jim Hulloway.
Hlrl'} Qui.nD
OrlgIaal EdIOn,r:: S,,:~ Winfer, Jon Pkkcos Canosnr by: Denni' ~ulh. Ron Kaulh
2ad Ed lrlaa Edltlql Sleven E. Scbcnd Gnpbk: Dnip: Slephanie 1'10'-1 , Paul Haochtll t
Abl. AMilla.eel JOll Prltm T ypop-aph y: Anlt li... LoIr.ou

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1
FOREWORD ries for the investiga tive mind. Take, for examp~e. a man p~ing
by on the street. What is there to notice about hIm? The harned,
Louis H owell was a me mbe r of that elite team of govern ment frig htened look in his eye. the tom pocket on his shin. the stains
agents called the Untouchables. The late Mr. Howell often on his shoes, all could be the seeds of theories leading to the ac-
talked about th e excitement . the: danger and the adve nture of the quisition of evide nce.
1920s and 19305 with his grandson Raben. T SR asked Roben
Howell to write the foreword to the GANG BUST ERSN role- Qual ities of an Ideal Qualities of a
playi ng game , because ofbis knowledge of those int riguing yean. Law Enfo rCl::ment Offic er Successful Gangster
Courage Courage
A civilized society sets down laws for its citizens. Because pee- Toughness Toughness
ple ClInnOI always be trusted to do what is best for themselves and Investigative Mind Investigative Mind
their fellow men, those laws must be enforced. A large share of Deviousness Deviousness
our tax payments is used to protect you from me and me from Loyalty La ck of Loyalty
you. . H onesty D ishonesty
My gra nd fathe r, Lou is Howell, was bom July 19, 1899, m Sa.n
Marcos, Texas. By the time he was nine he bad lost both of his As these two list s show, there are only two real differences be-
parents andone brother. and lived througha long period of.pov- tween a good law enforcement officer and a successful gangster.
erty and deprivation. H e decided at a young age to pursue a life of In order to survive the dangers of their respective worlds, both
adventure. The 1 ~ dangerous life of wbat he termed a " ribbon the officer and th e gangster mus t be tough, courageous, investiga -
clerk" pushing a pencil in an office was not for him! tive and devious.
The adventu re began quickly. H e was only 17 when he saw
act ion in France and Germany during World War I. Returning
Deviousness is a quality usually associated with th e criminal el-
home. he worked fint as a private investigator and then went to
ement. However, a good law officer must be able to think like a
work for the government as a member of the Untouchables. crook. This is especially true when the officer is working under-
In neither his background nor his love of adven ture was he C5'-
cover and may have to disguise himself as a crimin al or a patron
senrially different from many men who became criminals . H ow-
of crimina ls in order to get th e evide nce he needs. Deviousness
ever, his basic honesty and decency made him an ear ly prototype
also serves the officer well when be is trying to wive a crime. The
of the modern lawman.
officer must be able to answer questions like " H ow did the crimi-
nal get inside th e building?" and "How did the crook get rid of
An ideal law enforcement officer mus t be that rare kind ofindi-
the weapon be used ?"
vidua l who is able to control himself and think dearly un der the
Aside from the obvious quality of honesty, the quality tha i sets
most despe rate circumstances. Many qualities go int o the making
lawmen furthest apart from criminals is loyalty. Lo yalty is neces-
of such an individual.
sary in any situation that requires coope ration . The real value: of
Courage is an obvious quality ofthe ideal law enforcement of-
loyalty can be seen in rhe relationship between a good lawman
flee. Courage ia not th e absen ce of the natural fears of pain and
and his partners . Self.rislc, self-sacrific e and eupportlveness arc of
death, bu t rath er the ability to control those fears . An officer who
paramount imponance in keep ing a team ofoffictrs at peak effec-
had no fear would lack the humanity and compassion he needs to
tiveness.
deal with the fears of others.
Toughness is another quality of the ideal law officer, but thle
Robert H owell.
quality is often poorly defi ned and poorly understood. Toughness
in the positive sense does not mean II ma n is a sadist who hurt s
others because he enjoys causing pain, no r does it mean a ma n is a
robot, devoid of feelings, who crushes others without a second
glan ce. Toughness in the positive sense is the ability to see what
mus t be done and to do it without hesitation .
For example. imagine a gun battle between officers and crimi-
nals fleeing the scene ofa crime. Faced with the alternative oflet-
ring a da ngerou s criminal escape or of possibly losing his own
life, a good officer may be forced to shoot and poss ibly kill th e
suspect to protect the public.
Per haps th e quality most freq uently associated wit h the ideal
law enfo rcement office r is an observant and investigative mind,
th e abil ity to notice facts and use th em to form a theo ry. The ti ny
detai ls around any penon, place or thing th at would be over-
looked by the causa l observe r may be chock full ofpotential thee-

2
INTRODUCTION wouldbwt in the front wbile IIttIt two other guys in through the
t.d. A couple more were pos.ted DO rooftop to pick off anybody
It was 3 I .m. on I bot July morning in I..aUfronl Cily. We wen who tried to make a break for it.
on . ".ke-out in. lleazy joint dow1l by the docb. It was the.kind We hit them II 3:30 on the ncee. While I stood to the ri&ht of
ofdump that was 1OIDeWhcrt: beeweee e ~housc and. rat bole. the door, Rico stepped directly in froot of it and cut looK with a
ACI'tlA tbe Itrtt1. wu our urget. An empty wucbouse. At least it blast from tm ihotgun. The in&ide P*iIotkflew lW1ly in a lOUtof
looked mlpty. ~ knew better. BdUnd those boarded-up win- flame and, while J was Iliding the door open. Rico barTckoUcd
do....., and blank doon was an iIIeg.1 brewery, pumping 0\11 the through the openin g.
lifeblood for gangster boss Al lblino', criminal empire. With. Then, time seemed to stop. Somcr:imca it happens tha[ way. J
litde luck, we'd be closing down Ibis particular operation in an- heard Rico shout " Hands up . This. a fedual raid." Then there
other half.hour. Boss Thlino would be • little poorer. The resi- wu the sound ofa pu[ol fu ing It almost the same time u Rico'.
dents ofl...akefront City would be. little safer. Me. I'd be hippy shotgun, I came spinni ng thr ough the door just in time [0 ICC
just doing my job. Rico crumpling like I broken doll, blood Iprctding over the front
Those were tough times . With Prohibition, guys Iiu Tolino ofhiI dress shin. J didn 't stop for I c:I01Cr look. There wu a hood
started po pping up like grubs from under I rock. r lrll . it wu just in front of me with I smolting .38 in his han d and I figured it
maki ng I little bat htub tin. Then they Itarted organ izin g the wouldn't help Rico much if l got it too. I dove for cover u the
gambling and vice. Pretty I0OI1, there wasn't. city in th e country hood put I dug through thlC: empty air where I'd been. That was
rut didn't have ill own vtnion of Sou Tolino. With aU thou his last shoe. A. I came up behind a row of cmpty barTct&. I lev-
millions from illegal booze and the other rackets, they could buy dl~ the lbompson and cut 100IC with a bum that: hammered
police, judges and politicians. With enough city government in him liklC: he was a bloody rag.
their pockn.. the bos.scs coul d Jet away with murd«, literall y. I was ducking behind the harrell again when a slu, ripped
1ll.at', where I came in. I'm Bum&, John Burns. Special _gent, through them maybe two inches from my bead, tearing IooIc a
bi, . Iiva- of oak. Even above the sound of SUnfire from the bed
Prohibition Bureau. It _ my ;ob to cut offthe money thaI mIidr
aU thaI corruption possibLe. . • cut it off at the source by closing of die brewery, I could htar someooe bark. "1lle that. ya
copper:' Tbca there were two mort: ihot..
low,
down the illegal brcwcrics aDd distillcric:s. J was very good at it.
M y permer was Rico. Enrico Mancini'. the way he signs his Picking m, time. I jumped up to fue a burst at where I thoucbt
pI~ But after almost siJ: yean together. tMt IOUnds a little ~ goon with the big mouth wu hidinl. That a1moIt coat me my
fonnal . A penna'. like a wife. you see. You live with a guy for life. Maybe1 lot lucky. Or maybe [he Big Guy W1lS watchin&: out
dI,.al a stretch. You share the ume mea'" Trade uck time in the for me that dIy. I don 't know. But the shoI that ahould h.nc
same beds. Slay cooped up together for weeks. sometimcs in the ~Iown mr head otThit the raiaed berrel ofmy tommy gun instead,
same grubby hoI:c1 room. kccpin, tabs on places like this ware- JUSt I."lz~ n g my hand As I tumbled bIckward from the im plCt.
house ofToIi no'•. After a while, it just IttmI right tha t the !WOof can rmgmg from th e sound of metal hitting metal lnd hands ach-
roo ~e together. One day. it get. to tbe point when. you can't ing from the shock, I saw my boy taking aim for another go. I fig.
WN I wu dead mcn then. The sound of the shot didn't even
unagtne It any othe r way. That'. how it wu with Rico and me.
I checked my watch. 3:20. T ime for one more cigarette before register .until.1saw the hood with th e pistol . lamming intOthe big
we moved in . I reached for mine. but Rico had his pack ou t first vat behin d him . There was a red blossom in the middlc of his
offering. I took one. • fO~lC:head w~en he slid to the floor, but it was wHhed away by a
thin fountain of cheap brew flowing from the punctured n l.
"Thanh;' I said. "Almost time." Thirty feet away. Rico wu JUSt lowering his gun. H e fell bad:
" Yeah;' Rico rasped through the 'moke. "Lord. I'm tired : ' with I sigh that tu rn ed into a rattling cough just as I got to him
and managed to crad le his head. in my anna.
I SUcssed I could undel'$tand that. It had been a long .ukt-out. "That'. one you owe me. Johnny." he mum bled u I frantially
AI~ two weeb. That geu to you after a while . Makes you tried to staunch the blood flowing from thc wound in his chtsI .
weary In ~ way that d~ won't cure. I didn't feel too bot myself. " One you owe me."
I beard It then. DutUde. M oving toward us down Canal Srreee. Ten minutca later. an ambulance arrived to take Rico to City
The: ItOUDd. of a truek grinding geara over the broken pavemem. General: As it .Iped off, simi wailing in the Ilicky summer air, J
HiRing the overhc.d light. I aouchcd by [be window for a loot..
made Rico a silent promise. Then J took an axe and joined the
J~POC . It wu 'Thlino'. truck all righl. M oving in for the pickup.
lUI. of my men in finishing the night's work by ~ up Sou
Right on schedule. Standin&o I pu.lled OUt my ICrVice revolver
Tohoo'. bfn.ocry. & my axe bit into th e oU SlIva of each barrd
and cbcded the loads. Rico did the same . On the way out. I
gnbbnJ thc TbomJ*Kt and Rico picked up hit 12-puge. Hctvy
I Ir.cpt: imagining it was Thlino, " You made a mistake." Chop:
" It's not 11 job anytDOrC . .• Now . it'. puIOIIIt." Qx,p. " You hun
. tu ff. But you don't hunt bear with I pc:albootcr and Totino'l
my ~." ~. " N ow. I'm gon.n.a hun you:' Chop . .. It may
boY" were plenty rough. Inside tha t warehouse. they 'd be loading
take I while. Tclioc . .• I got time." Chop. " You see. Tolino, I
a small, f~e in .boot leg beer aboard tMt truck and they made I promise . . :'
wouldn r ID:c ua bu,tlDg up their party. I didn't want to give them
much chance: to show their displeasure.. I figured Rico Ind I It was; a promise I kept.

3
What the Game i. About NPCs the playa- characten meet. The functions of I judge for I
GANGBUSTERS game are explained later in this ru le book.
The GANG BUSTERS· game recruIts the action and..:fve:n- You do not need I judge in order to play. .MaoJ acitinl pmeI
tun of the ro-ring 20s and lOs: the yean of Prohibition, when an be played without I judge.
png5terism wu at it. height. The game em be played in leu A GANGBUSTERS game can be played by any number of
t.b.aD one hour u. fOl and furiouI venion of"cops and robben." playen. The pme usually is the II10Il fun wilh three to eight
It also can be used to create I newr-ending series of Idvenrures, players. A game with only two playen can sim ply be the lMnk
in which pl.yen relive the ('venti that made those two deades 10 robber and the beat cop, whereas the 8 player game (with a judge)
famous. becomes another world of ganllte", police, FB I, and the nevn-
The 20s end lOs produced some ofthe most colorful charactcn papers.
in American hiatory. On the politiCll sccn c there were mach ine In a G ANGBUSTERS game, there are no win ners or losers.
poli ticianllikc Big Bill Thompson, the mayor ofChicago during The obj ect of the game i, ju.t to have fun playing . Each pllyer
the heyday of A1 Capone. honest reformers like Frank Merriam, character hal differem goal•. Businessmen want 10 make money,
and national lcaden like AI Sm ith and Franklin Roosevelt. Radio federal Igents wam 10 catch criminals, and 10 on . Player cha rac-
and Hollywood turned out I galaxyofataJ1 who became the idols ters who Ire succasful will gain experience and power. On the
of I WO gmerations. other hand . a businewnan who goes broke can always make I
There were vicious gangsten coming to power in the cities and comc:back.. The federal l genl who doesn't catch the crooks this
dedicared faknl Agallllikc Elliot Nell and M elvin Purvis who time will have another chance It them later. Even If I player char-
fought the new wave of crime. In nowb and on the screen. the lC1er is loCriously hun and Knl 10 the hospital for I while, the
public thrilled 10 the advUlturel of privau: eyes like Sam Spedc player can ,imply ocate a new chancter and kccp playing!
and Phillip Mark»we, men who walked • m.dowy tig!urope be-
tween good and evil. law enforcnnmr and crime. u araing to Play
Now)'OU an DUltch wits, mUKk. ~ and luck with tbese
kgends ... oo lived in the en ofblthrob Jin, mysterious blondes The best way to learn bow to plly I pme is to play it! ThiI rule
and uninsurN bank depo&iu. The: GANG BUSTERS role- book bas been orpnized 10 make the game fast, fun and easy to
playing pine ia your gatnnly [0 adftnture in this bygone ag-e. If Icam. To learn to plly as quickly IS possible, follow these limple
you really want to clean up tbis town. If you knew you were in a'l'"'
troubLe the minute Wt dame walked in the door or if you rust
want to bring . k the rKCOOI'I ee-t. tbis pme is for you. I. Read the first section oflhe rule boo.... Do DOl try 10 lJ1m)Ofiu
the rules; try to become familiar with them. so you will know
where to look for answers 10 questions during the game .
How the Game is Played
2. Cnate I cbarscter for eKh player wing the step-by-step in·
The GANGBU STERS game is I role-playing game, an 'tructions given in C hapters One and 1Wo of lhe Player',
advanced ,form of" make believe." In I typical glme, two to eight Guide.
players will be seated aroun d I IlCge tab le. They will be ac:ting 3. Play some qu ick scenmOi wing th e mapsheet and your cha rac-
out the adventures of Important peopl e in the city; one player ten to master the basics of movement and combat.
mighl be a proh ibition agent, another may be a newspaper re-
~ner and a I~ird ~d be. a private investigator. Other playen Once you have played it. you will have a much better undentand-
m1lbt be the cny police chief, a detect ive and a gangster. ing of what th e game is about, The additional rules in lhis book
Now ,uppose the gangsler player hal just robbed a mW.I bard- are given to hel p you add depth and derail to your charecters and
ware srcre, The police chief Ind his detective must try to arrest to belp you set up your own adventures and conduct connected
the popter. The police chief knows the popter also rwu a adventures c:aIkd campaigns.
boodqging business, 10 be calla the prohibition agent to Jet up I
raid on the gang', breweries. In the meantime, the ~papcr re- ""'har: You Will NCflI To P lIl,
pener is tryin& to fwd out why the popler would rob I sma1I
hardware 1I0rc and tbe printe invesligator hu been hired by the In order to play I GANGBUSTERS game you will need thiJ
Itore', owner 10 fCCOVtt the Itolen property. ~Ie ,book, pencils, paper. two 10 sided dice, and your
The people Ihese playen are pretending to be are called player lfnIIlnation! For your flJ'll gamea, you should play mKIom. ICe-
characten (Ibbreviated PQ). From time to time these player nariot until you feel comfonable wilh the rules.
characten will need 10 meet and talk to other people in the city, Thil book includes all the rules needed for any GANGBUS-
people woo ICen't being played by any player. Tbcsc other pee- TERS game, 2 maps 'bowing Lakefronl City. I chancter thcet,
pie are called non-pbp:r characters (Ibbreviated N PCI). In Ind I &Met of counten you can use 10 Ihow each pllyer'l lpoe on
games involving many non-playa- chanctcn. one pllycr takes on the .map'. The counler ahect and character lbeet may be photo-
the .perial role ofI judie. The judge ofl pme tcrVCS IS a referee . COPied for mulitple use . M iniatu re figuru can be used iOitead of
H e hell" keep the lCI:ion moving and plays the pans of III the the COUDIen, but neither ICe necc:aaary.


Chapter 1: Character Crea tion 2. Write your own name in the space marked " Player." This will
help you and the game judge know which character sheet is
In real life. there are many differences between people. The yours.
same thing is true of the char acters in a GANGBUST ERS" 3. To get your character's Muscle score. roll percenti le dice. Now
game. In this game, numbers arc used to show how strong a char- fmd the number you rolled on the ABIL ITY MO DIFIERS
act ers is, h ow well a charact er ca n shoot a gun or drive a car, and TABLE.
so on. These numbers are called ability scores. Each character in
the game has five basic ability scores: Muscle. Agility, Observa- ABILITY MODIFiERS TABLE
tion, Presence. and Luck. Each character also bas a number of
Dice Roll Modifier
Hit Points. a Dri ving score, and a Punching score. All of these
terms are explained in th is section. Ol-25 +2 5
When you are playing a GANGBUSTERS game, it is impor- 26-50 +15
[ant to have all of your character's ability scores writt en down . 51-70 +10
The piece of paper thesescores are written on is called a character 71-90 +5
sheet . Whenev er a player creates a character, the player should 9 1-00 +0
fill out a character sheet for tha t cha racter . The last page of tbis
rule bookis a standard character sheet form. You can make copies Add the modifier to your dice roll and write the result in the
oCtros form to U5e in your games, or you can make your own char- space marked " Muscle" on the character sheet. For example.
acte r sheets on blank paper. if you rolled a 63 , me modifier is + 10. Adding this to your roll
gives you a Muscle score of 73 . The additions to the dice roll
How to Use the Dice In Tbu Game help player characters get better scores than NPCs .
4. Repeat step 3 two more times, once to get your character's
Dice are important in this game for determi ning your success score for Agility, and once to get his score for Observation .
in fightin g, drivi ng, try ing to influence people, and many other
effects. To play the GANGBUSTERS game, you must have at 5. To get your chara cter's Presence score, roll IdlO. Find the
least two ten-sided dice (they can roll a num ber from I to 10). number you rolled on th e P R ESENC E MODIFIERS
If the rules tell you to roll one ten-sided die (abbreviated Id lO). TABLE.
roll one ofthe dice and read the num ber that appears on the top.
A 0 is read as ala. PRES ENCE MODIFIERS TABLE
If the rules tell you to roll twO ten-sided dice (abbreviated Die Roll Modi fier
2d IO). roll both dice and add together the two numbers you get.
A 0 is read as a 10. For example, if you arc rolling 2dlO and roil S 1·3 +2
on one die and 6 on me other, me result of your roll is 11 4-7 +1
(5 + 6 - II ). If you rolled 5 on one d ie and 0 on the oth er, the re- 8-10 +0
sult of your roll would be 15 (5 + 10 .. 15). Add the modifier to your dice roll and write the result in the:
U the rules tell you to roll percentil e dice, roll both dice and space marked "Presence" on your character sheet.
read the result as a two-digil number. When choosing dice. it
hdps to have dice of two dilTerent colors. The num ber on the col- 6. To get your cbaracrer' s Luck score, roU percentile dice. Divide
ored die always is the first digit ; the number on the white (or al- the result by two. Ifthere i, any remainder. add it to the result.
ternate color) die always is the second digit. A 0 is read as a zero. EXAMPLE: Tom Cook rolls percentile dice for his chara c-
For example. a roll of 5 on the first die and 7 on the other die ter's Luck score. The dice roll is 85. Tom divid es 85 by rwc
would be read lIlI 57. A roll of 0 on one die and 6 on the othe r die and gets 42 with a remainder of one. Adding the rema inder to
would be read as 6. A roll of 6 on the chosen die and 0 on the al- the result, Tom gets a final score of43. This is his characte r',
ternate die would be read as 60. If both dice roll zeroes (00), the Luck score.
result is read as 100.
7. To get your character 's Hit Point score, add the character',
How to Create a C ha r a cter Muscle and Agility scores. Divide th is sum by 10. If ther e is
any remainder (or fraction) add I [0 the result . Finally, add 5
Players create their characters by rolling dice to find the charac- points . T he final result is the number of Hit Points your char-
ters' ability scores. To create a character, follow this step-by-step acter has.
procedure: EXAM PLE: Tom Cook's character has a M uscle score of 72
and an Agility score 0£37 . Tom adds these together and gets a
I . Take out your character sheet and a pencil. Always use a pencil sum of 109. Dividing by 10. Tom gets an answer of 10 with a
when filling out a chara cter sheet . Some of the information remainder of'nlne, so he adds one to the answer, getting 11. Fi-
you write down may change during the game. Dally, Tom adds five points for a final result of 16 Hit Points •


8. To get your character's Driving score, add together the charac- 4. H elps dete rmine the character's Driving score.
ter', scores for Agility and Observation. Divi de this total by
ObriervatiOQ
two . If there is a remainder, add it to th e final answer. The re-
A character's Obse rvation score is a measu re of the: character's
su lt is your character', Driving score .
alertness 10 things whic h are concealed, unusual or out of place .
EXAMPLE: Tom Cook's character has an Agility score of 37 The Observation score
and an observation score of 92 . Tom adds these numbers to-
1. Is used to determine whether a character is su rp rised at the
gether and gets a tota l of 129. He then divides 129 by two. The
stan of a fight;
resu lt is 64 with a rem ainder of one . Tom adds the remainder
2. Is the character' s percent chance to notice hidden objects and
to the resu lt for a final score of65. This is the Driving score of
clues;
Tom 's character.
3. Helps determine the character's Driving score .
9. To get your character's Punching score, find his M uscle score
Presence
on th e PUNCHING TABLE. The number listed with it is
A character's Pr esence score measures how easily the character
your character ', Punching score .
can influence other peop le. It represents such things as personal
charm. looks and pers uasiveness, and how tough the character
PUNCHING TABLE
seems to be. The Presence score
M uscle Punching Score
1. Helps the cha racter infl uence NPCs;
0 1-20 I 2. Is important in getting answers from prisoners and suspects;
21-40 2 3. Helps the character get jobs, raises and favors .
4 1-60 3 Luck
6 1-80 4 A character's Luck score is a measure ofhow lucky that charac-
8 1-00 5 ter is. It is his perce nt cha nce to perform uncertain actions and es-
EXAMPL E: Tom Cook's character bas a M uscle score of 72. cape certain dea th . For example, a police officer who is shot four
Checking the PUNCHING TABLE, Tom sees that his char- times is certain to die . The pol ice officer's Luck score is th e per-
acter's Punching score is 4. cent chance that the final fatal sho t only grazed him .
10. Give your character a name . Your charact er can have any Hit Points
name you choose . Naming your character is fun, and it makn lo the:G ANGBU STERS'" game system. injury is measured in
it easier for you to play the character during the game . point'; a cha racter's hit pointe determine th e total number of
points of injury th e cha racter can take: before being knocked out
II. If you are planning 10 playa campaign game, you will find or killed. Chapter Five goes furthe r in ell: plaining hit pointS and
more background information for you r cbaracter at the end of injuries.
Chapter One and also in Chapten Two and Three . These sec-
tions will help you make up your character 's background. Driving
A character's D riving score is a measure of how well the char-
Ability Score Es:plantion acter can drive a car or truck. The Driving score
1. Determines whether the cha racter has an accident when driv-
Muscle ing at fast speeds;
A character's M uscle score is a measure ofhow stro ng the char- 2. Determines wheth er the character has an accident when at-
acte r is. In general, a character can lift a weight equa l to three tempting special dri ving man euvers .
times his or her M uscl e score . The M uscle score
1. Determines a character' s Pu nching score; Ability Checks
2. Is the character's percent chance to break down a door;
3. Helps determine th e character's H it Point score . During th e game. characters will want to try do ing many
things. such as breaking down doors and jum ping over fences.
AgilIty
Ability checks are: used to determine whether a character actually
A character's Agility score measures the character's coordina- succeeds at what he or she tr ied 10 do . An ability check is mad e by
tion. It indicates how accurately the character can punch and
rolling percentile dice. The dice roll is compared to the ab ility
shoot, and how well he can perfo rm difficult physical actions.
score for the ability being checked . If the dice: roll is less than or
The Agility score
equal to the ability score, the check is successful and the character
I. Is the character's basic pe rcent chance to hit another character did whatever be was trying 10 do. If the dice roll is greater than
in a flstfight or gunfight; the ability score, the check has been failed and the character did
2. Is the character's percent chance to perform an unusual or dif- not do wha t he was tryl ng .
ficult action such as leaping over a fence or walking on a ledge;
3. H elp s determine the character's H it Point score;

7
Some types of ab ili ty cbedts are crashes are explained in Cha pter Fou r.
3. A char acter who should be killed by wou nds received in falls
1. Muscle checks, made when cha racters try 10 smash do wn
from heights and who makes a successful Luck check is almost
doors ;
killed . One more wou nd point will kill the character.
2. Agility checks, made when char acters fire gu ns, try 10 hit
4. A characte r who should be killed in a fistfi ght, gunfight or car
someone in a flstfighr, or make a difficu h movement;
cr ash. who makes a successful Luck check and who would still
3. Observation checks, made when characters try to avoid bein g
be killed by the redu ced amount of wounds is not killed. H e is
surprised or to find hidden c1ucs;
almost killed, and one mor e wound point will kill him .
4. D riving checks, made when characters driv e cars at fast speeds
or under dan gerous condition s. EXA MPLE: j oe Sullivan bas a H it Point score of 16. Wh ile
These and other ab ility checks will become more relevant when robbing a store, j oe is sho t by a police officer. He receives
discussed in term s of comba t and moveme nt . seven points of wounds . j oe is not allowed to make a Luck
check because he has not received enou gh wounds to be killed .
Modifiers
j oe jumps into his car and races away at da ngerous ly fast
In some situations there arc numbers th aI mu st be added to or
speed . H e bas a terrible crash at an int ersectio n jus t two blocks
subtracted from a character's ability sco re before an ability check
away. j oe receives 20 points of wounds in the crash. H e now
is rolled. These numbers arc called mod ifiers. Modifiers arc used
has enough wounds to be killed, so he is allowed to make a
to reflect special circumstances which increase or decrease a char-
Luck check. j oe's Luck score is 43. Percentil e dice are rolled
acter's chance of doing something. For exam ple, characters in
and the result is 39. j oe's Luck check is successful. This means
Iistfights who arc seriously wounded have a modifier of - 20
he will take only ha lf the injur ies from th e crash. H alfthe inju -
when they try to hit an opponent , characters who fire guns from
ries from the crash is 10 points of wounds. These IO pcinre
moving cars have less chan ce to hit th eir target, ere. A characte r's
plus the seven points from the gun sho t arc still enoug h to kill
ability score, with all appropriate modifie rs added to it, is called
j oe. Because he made a successful Luck check, Joe is not
the character's modified ability score. All modifiers and the ap-
killed. Instead, he is almost killed, taking so many poin ts of
propriate rimes to usc th em are explained in Chapter Four.
wounds that one more point will kill him . Joe has 16 H it
EXAMPLE: The rui n in Chapter Four will expla in that a Points. so he witt survive the crash with 15 points of wounds.
character who tri es to hit another character in a fistfight must He has taken seven poin ts of wounds from the gunshot al-
make an Agility check. joe Sullivan is in a flsrfight . j oe has ready, so he takes eight more from the cr ash (7 + 8 - 15). Note
been severely wounded (has wounds equ alling more than half that j oe has nearly been killed, and one more wound point will
his Hit Point score), so his Agility score is modified by - 20 kill him if he fails any Luck checks before receiving medical
(as explained under Other Effects of Damage). j oe's normal help.
Agility score is 37. H is modified Agility score is 17 (37 -
20'" 17). When joe tries to hit his opponent , he must make an Luck can save a characte r's life under almost any circum-
Agilit y check. Percentile dice are rolled. If th e resu lt is 17 or stances. Even a character who is shot in the head while uncon-
less. joe bits his oppo nent. If the result is greater than 17, Joe scious or tied up gets to make a Luck check. In a case like th is. the
misses his oppo nent. cha racter looks dead and whoever shot him will believe th at he is
dead. Players should not be allowed to shoot someone in the head
The Luck Check several tim es just to be sure he is dead.

Character s are allowed to make Luck checks in any ofthe follow- The results of successful Luck checks are su mmarized on the
ing situa tions: LU CK TABLE.
I . The character has just received enough wound points to be
killed . The check is made at the instant the injuries are re- L UCK TABL E
ceived; If characte r is: Successful Luck cbeck means :
2. The cha racter is attempting an unusual action and it is not
clear which othe r ability applies to the action. M ortally wounded in gun or Character takes one wound
fist6gbt po int
The effects ofa successful Luck check on a character who wou ld M ortally wounded in car crash Character takes only one-half
normally be killed by wounds are: normal injuri es
1. A cha racte r who should be killed by wounds received in a fist- M onally wounded by fan One more wound point will
fight or gunfight and who makcs a successful Luck check re- kill the cha racter
ceives only on e point of wounds. The character is not killed. Attempting uncertain action Character succeeds at action
The fatal blow or sho t only grazes th e character.
2. A cha racter who should be killed by wounds received in a car
crash and who makes a successful Luck check receives only
one-ha lf th e amount of wounds caused by th e crash. Car

8
Character Backgroun ds For game purposes. most people in a city arc considered to
have a special background called assimi lated, A typi cal assimi-
In a campaign, players need information abou t th eir cha rac- lated. character is while with a European heritage. Assimilated
ter's age, height, weight, features, distinguis hing marks or scan characters have blended in with the majority of a city 's popula-
and et hnic background . This information can help other charac- tion and ate not cc raide red to have any special ethnic back-
ters identify your character if he is unconscious, missin g, or a sus- ground. Specific ethnic backgrounds that were commo n in cit ies
pect in a crime. of the period are French. German, Greek, Hungarian , Ir ish, hal -
ian, Black, Chinese, Japanese, C roatian, Polish, Russian, H is-
Age pan ic and Scandinavian .
At the beginning of a campaign game, a player character can
choose an age from 2 1 1026 for hi s or her characte r.
Money
Effects OfAgt. Age affects a character's Muscle, Agility, Observa- Characters need money to survive, just as real people do. Char-
tion and Presen ce scores. These effecu are summarized below. acters earn money by working at th eir careers, which are ex-
plained later in the rules. This section outlines how mu ch money
MUSCLE AND O BSERVAT IO N. A character's Muscle and
characters have at the Sian of th e game and how much money
Observation scores drop two points at age 65 and two point s
the y mus t spend on food, hou sing and clothing.
every year after age 65. These scores are never redu ced below 26.
AG ILlTY_Chara cter 's scores for Agility drop one point at age 42
SlarlingMontY. At the beginning of a campaign game, each char-
acter has the following:
and one more point every two yean after age 42. These scores are
never redu ced below 26. I. Two suits of clothes, including coats, ties, wallet, watch, comb,
toiletries, etc.
PRESENCE. A character can add one point 10 his or her Pr es-
ence at age 4 5, one point at age 55 and one point at age 65. A char- 2. $50 in cash .
3. Any Items the character normally would get from his em-
acter's Pr esence score can never be greater than 10.
ployer, such as a police uniform and weapon, ClC.
Height a n d Weigh t Characters must use their $50 to buy anything else: they want al
th e stan of a campaign game.
A character's height and weight can be chosen by th e player
from [he ranges given on th e HEIGHT AND WEIGHT BasicExpe1Uts. AU characters must pay $20 each week to cover
TABLE. The ranges are based on the character's Muscle score. basic expenses. Basic expenses include rent, food, laundry, etc.
Female characters should subtr act 2 inches and 20 pounds from The rent paY' for a furni shed room in a cheap hotel or apartment
the ranges given. building. Basic expenses do nor includ e a car.
Taxa . All characters must pay 10% ofall the moncy they earn in
M uscle H eigh t and Weight Range
federal and state taxes. Characters can ch eat on their taxes, but
1-25 5'4 "-5' 10" run the risk of being investigated. and cha rged with income tax
90- 1201bs . evasion, a federal crim e. The game judge decides how great the
26-40 5'7" ·6' 1" ris.k is..
120-1701bs. Othn Expenses. Ifcharacters want anything that is not covered in
4 1-70 5 ' 8 ~ -6'2" their basic expenses of $20 per week, they must buy it. Charac-
150-200 Ibs. ters who are above first level certainly will want to find a bett er
71·90 5'9~ -6'-3" place 10 live (in keeping with their social position ). There are
180-230Ibs. countless other things a cha racter may want to buy. Pr ices for
9' -00 5 ' 1 0 ~ -6' 4~
man y items can be found on the P RICE UST in Cha pter Three.
190-240 Ibs.
Failure 10 Pay. Characters who are unable to meet th eir basic ex-
Features. Marks An d Scars penses for four consecutive weeks must find another place to live
Features are such thi ngs as eye and hair color, nose and ear size and probably will be reduced to little mor e than bums. Such
and shape, cheekbone structure, eyebrow slant, etc. Players can characters, regardless oflevd, will find that most of their friends
choose whatever featu res th ey want for their characters. A char- and associates will suddenly have nothing to do with them. The
acter also can have whatever scan, tattoos or other physical details of this situation are left to th e campaign judge.
marks the player wants to give him or her. The Game Judge Ami M ont)'. It is the player's responsibility 10
keep track of hU cberscter's finan ces. The p layer's records
EthnJc: Background should beclear and reada ble. The game judge can inspect a pl ay-
Ethnic Background is the national origin or racial type of a er's records at any time. It is up to the game judge to decide if and
character's famil y. Ethnic background can affect how NPCs react when characters have estra finan cial obligations. (For example,
to a PC or to othe r N PCs. A player can choose any ethnic back- char acter! who get mar ried will ha ve addition al expenses).
groun d for his or her character.


Chapter 2: C a reers Careers in Law Enforcement
Each character in a GANGBUSTERS · game has some type of A player charact er can pursue a career with one of three law en-
career. Char acters can choose careers in the following areas: fcrcemem agencin:
1. Law Enforcement 1. The Federal Bureau of Prohibili on
2. Pr ivate Professions 2. The Federal Bureau of Investigation (F.B.I.)
3. Crime 3. A local city police depanment

Each orrhae carttn is explained in the following sections. Pby' Prohibition Agents
en I.hou1d consider the advantages and disadvantages of aU the
careen before cbooling one for their charactu. Some careen Prohibition agenU IIR the eaforcemem arm ofthe Bureau ofP~
hive minimum requirements charaam must meet to WIer that hibirion. Their tab is enforcing the N aticual Prohibition Aa ,
career. abo blown u the \blstead Act. This fedcnl law prohibited the
manufacture, tran!ponalion and sale ofalcohol. It is aplaincd in
Cbangiuz Careen Part III . Players can play prohibition agents only in gamt.$ set he-
Characters can change from the career they are in to any other, fore December 5, 1933. the day Prohibition was repealed.
with onc attption: characten who have been criminals cannot
enter any other career unless their criminal records are unknown Qualifil:ationa. There are two sets of qualifiC2tions for prohibi-
to their new employers. tion agents . The first set applica prior 10 1927. In 1927. lhe Bu-
A character who changes careers stan. the Dew caner at a level reau was reorganized and placed un der civil service. T he second
that is one-halfthe level he reached in his old career. Fractions arc set ofqualifications reflects thi s cha nge.
rounded down. Cbaracters who change careers do nor lose any of Before 1927. characte rs mwt be appoi nted 10 the bureau by a
the experience pcints accumulated in the "X.P.• To Spend" re- politician. When a campaign is just beginning, the game judge
cord on their character sheet. or any special skills or improve- can malte appclnnnents. The judge ia advised 10 let any player
meDr. [0 basic ability ecores they bought while practicing the old who wanlS to playa prohibition agent do 10. There are no other
career. However, the number of X.P.• recorded under "Career minimum qualif1ClltiOOS for becoming a prohibition agent prior
Total Experience Points" on their charllCtcr sheet must be to 1927.
changed to the minimum number needed for their DC'W It'Vel in After Ian . I, 1927, prospective agenll should meet the follow-
their new career. ing minimum qualifications:
EXAMPLE:. A ninth-lcw llaw enforcement officu who becomes 1. Muscle 40
• private Investigator must stan his new career as a fourth-level 2. Agility 40
P.I. His "Career 'Ibral Esperience Points" must be reduced 10 3. Observation 45
60,000. 4. Presence 4

'0
These min imums ere not absolutely required, but cha racters who could easily increase his earn ings by several hundred dollars per
canno t meet them probably will have difficulty functioning as an week, it is hardly su rprising th at th e honesty of many agents left
agent. much to be desired. The judge should assume that 65% of all
NPC pr ohibition agents are dish onest . PC agents should note
Pewees. Pro hibition agents have th e following powers: this can make th eir job much more difficul t. as th e di shon est
agents in th eir group will often report the ir plans 10 criminals the
I . They can make arr ests for violations of the Prohibition Act;
group is trying to catch . Dishon est agenu who are caught can
2. They can ob tain warnnrs and conduct searches for evidence of
face federal charges ofbribery. income tall evasion. conspiracy to
violations of the National Prohibition Act;
3. They can destroy or confisc:ale any pro pert y (oth er than build- br eak the Nation al Prohibition Act. defrauding the United States
ings or real estate) used to violate the Nat ional Prohibition and per haps oth er charges. depen din g on their actions.
Act;
Eneounten. There is a 100% chance each game week or gaming
4. They can close for one year any building used as a speakeasy;
session that any agent actively seeking information about boot-
5. They can carry any type of gun .
All pr operty confiscated by prohibition agents and aUpersons ar- legging will find some informati on. The information the agent
rested by them should be turned over to the United States district finds depen ds upon his actions, the amoun t ofboodegging going
att orney for disposition. Dishonest agents may fmd other u ses for on in th e campa ign (both by PCs and NPCs ) and the game
judge's discr etion.
coafiscared goods .
Federal prohibition agents usuall y left the dosing of speak-
easies (illegaitaverm ) and the arres t of minor bootleggers to state How To Play A Prohibition Agent. h is assumed that most
or local author ities, and concentrated their efforts on large-scal e PCs who play proh ibition agents will play honest agents. A cam-
operations. paign with many dish onest agents as PCS will stagn ate quickl y.
Foll owing are tips for honest agents :
OrganhatioQ and Salaries . For this game, each ma jor city in a L Spea keasies are a good staning point for investigations. Smart
campaign can be considered the seat of a district office ofth e Bu- agents often will not close down a speakeasy right away, inst ead
reau of Prohibition. Each district office is beaded by a district using it as a source for contacts and a place from which to begin
commissioner. appointed by the nat ional commissioner of prohi- tracing a bootlegging operation. Elliot N ess tr aced beer barrel s
bitioc in Washingron. D .C . The national commissioner is ap- from speakeasies back to th e breweries where they were filled.
pointed by th e U .S. Secretary of the Treasury. This enab led him 10 start closing down AI Capone's breweries.
Within a district oifice there can be any number of agents and
2. M ake and maintai n good contacts with other law enforc ement
high er-level speci al agents. The exact numbers can be: picked by
agencies, including th e local police department and the Ca nadian
the cam paign judge . In actual practice , some district offices had
border patrol agencies (if near the border). This will help you
as few as three agent s, whi le oth ers sometimes had as many as
know when to ex pect ma jor shipments of alcohol and will help
300.
when you need other information or emergency assistance.
An agent 's salary and eligibility for special agent status increase
as th e agent goes up levels. Salaries and titles are shown on th e 3. F ind out as much 85 you can, as quietly as you can, about who's
following table : who in local politics. Remember. polit icians of rhe period often
were in league with major criminal orga nizations.
SALARIES AND TITLES
4. Only very stupid crim ina ls would kill a federal agent. Unfortu ·
Salary natety, there are a lot of stupid criminals. Always carry your
Le vel ~
T."il~
l,,-- _ Annual Weekly weapon and be ready to use it.
I Agent $2,300 $44
2 Agent $2.400 $46 F.B.I. Agents
3 Agent $2,500 $48
4 Agent $2,600 $50 Agents of the Federal Bureau of Investigation (F.B.I .) are re-
5 Agent $2,700 $52 garded as the cream of the law en forcement comm unity. After
6 Agent $2,800 554 19 34, the F.B.I . had prim ary n:!Iponsibility for the enforcement
7 Speci al Agent 43,000 $58 ofa wide variety offederallaws. Prior to that dare, the F.B.I.'. of.
8 Special Agent 53,250 $63 ficial dut ies were more lim ited. Even so, F.B.I . agents figured
9 Speci al Agent $3,500 $61 pro minently in many investigations that were technically outside
10 District Comm . $3,800 $73 their jurisdiction. In the game. F.B.I . agents can assist local pc-
lice whenever asked to do so by the police or by a politician who
Agent Col'ftlption. The dishon esty of prohibition agents was a holds an office.
major problem during the Prohibition era . Cons idering that all
early agents were political appointees, and that a corrupt agent

II
QualiJic a tiona. Characten who want 10 be F.B.I. agents mUit
have !he following minimum scores:
J. Muscle SO
2. Agility 65
3. Observation 75
4. Presence 6

In addition, all F.B.I. applicants must ban one of the following


two special qualificadoos:
1. Accounting skill or
2. At least three yean of experience in law enforcemear wi!h I
perfe:ctly clean record (no evidence of corru puce) .
Charaaen who do II(l( mea these requirements canDO( be F.B.I . charge (A.SA .C .) and a number of field supervisors, ach in
agenu. Otaracren who meet these minimum requirements II the ~ ofa team of IS to 25 special lgents. AU F.B.I. 1gents have
beginning of I campaign can start the game as F.B.1. agent s, al the title " special agmt,"
the judge's discr etion. Characters who app ly to the F.B.I . later in The SALAR IES AND TITLES table lists the highcst title an
the game must make a successful Luck. check, The applicant' agent is eligible for at each level. Agents are automatically pro-
Luck. score is modified by lidding his Presen ce ICOre; th us, char- moted to these tides when th ey reach th e minimum requ ired
acters wi!h high Presence have bener chances of being accept ed level. Pay increases also are automatic upon reaching the re-
by the F.B.I . quired level.

P o_ en. Prior to 1934, F.B.I . agents operate under [he following Asaignmenu. F.B.I . agents at levels J4 art: assigned toCUCI by
restrict ions: their field supervisor and S .A.C. Player characrer F.B.l. agents
1. They may not mak.c: arres ts. They must rely on hX::lll or lIale must always have an assignment. The geme judge must create
law enforcement offICials 10 make arrnts for them. these assignment. ifthere is no player character field supervisor
2. Tbey have no official right to carry guns as law ofIieen. They or SA.C. When an agmt completcs one assignment, he should
may any and usc guns as private citium. (During this per- be given a new one immediately; there was DeYtt a1acll of work
iod, then were num erous reports of F.B.I . agen ts using Wtap- for W F.B.I.1
005 in selfdefense).
3. 1bcy can offtciaUy investigate only cases involving fraud SALA RIES AND TITLES
agaimt the federal government, espionage, sabotage, terror- Siliry
ism, uaaspcrt ofstolen can acroes state lines lind violal ions of Level Title Annual w.etly
the Mann Act .
4. If asked by local authorit ies, they can provide some informal I Special Agent S2,8OO $S<
" assistance" in local inves tigations. 2 Special Agent $2,900 $56
3 Special Agent $3,000 $58
After Jan. I, 1934, F.B.I . agents have the following powers: 4 Special Agent S3, I00 $60
5 Field Supe rviso r S3,3OO $63
1. They can make arrnts. 6 Field Supervisor $3, 500 $67
2. They can carry and use any type of gun. 7 Assistant S.A.C. $3,800 173
3. They can invest igate the following addi tional crimes: 8 Assistant S.A.C. $3.900 175
A. Kidnapping 9 Assistant S.A.C . 14.000 S77
B. Crossing a state line to avoid prosec:ution 1().14 SA.C. 14.400 S85
C . Extortion of mon ey by any means subject to interstate regu- 15 Transferred to
lat ion (including telep hone and the U.S. mails) Washington, D .C. 16.000 1I15
D. Interference with interstate bwincss or trade by mcanl of
threar s or intimidstion (racketeering) PC field lupervison are in charge of a team of 15 to 25 Ip«ial
E. Robbery of any national bank or bank that is a member of agents . The exact num ber may vary at the judge's d iscretion. A
the Federa l Reserve System PC field supervisor should always have a list of about 20 active
F. Transportation of stolen property worth $5,000 or more cases his grou p of agents shou ld be: working on . The field super'
IlCfOSS sta le lines .
visor assigns agenlS to th ese cases and docs field work himse lfon
th e most imponant ones.
O rganizati on And Salarln. All player character F.B.1. agents The A.S.A.C . and SAC. art: responsible for all field offitt op-
art: assigned to a field office in a ma jor city. Each field office has era tions in their region. They coordinate th e efforts ofall field su-
one special agent in charge (S.A.C.), one assistant special agent in puvi50n and do field work themselves on cnremely imponant

12
or dangerous investigations. These arc not requirements; howe ver, police officers with scores
ERI. agents who reach 15th level are transferred. to the na- lower than these probably will not su rvive long in moat cam paign
tional headquarters in Washington, D .C ., where th ey assum e 0;- games.
ecunve responsibilities. In effect , th ey are rem oved from the
game except in very rare instances when th e judge brings them P ewees. Police officers have the following powe rs:
b>ck.
I. They can carry guns ofany type. Uniform office" are issued a
.38 revolver and a billy club or nightstick.
Special F.B.I. R esources. After 1924, all ERI. agents have
2. They can make arr ests when a warrant has been issued, when
access to the follow ing skills at th e indicated score through their
th ey Itt a person committing a crime or when the y suspect
national headqu arters: someone of havi ng committed a crime.
3. They can question suspects.
Skill &0" In the 19208 and 19305, po lice officers had broader powers than
Accounting .9 they do today. They could arrest people for suspicion of a crime"
Art Forgery Detection 54 although such person s had to be released with in 24 hours if no
Chemical Analysis 9. hard evidence could be produced . During this period po lice
Counterfeit Detection 9. could also use a nu mber of rather vague local laws to rid their ar-
Fingerprinting 95 eas of " undesirables" by arresting them for loiteri ng. vagrancy,
Forgery Detect ion .7 etc.

II will take Id lO days for nation al headqu art ers to examine evi- Organization. Promotion And Salaries. A city police de-
dence usin g th ese skills and get a response back to the agent who panment will have: one policeman for every 1,000 people in th e
m bmin ed th e evidence. city. The department is headed by a chief of police who is ap-
pointed by the mayor. Ot her officen are ranked 85 shown on the
How To Pla y An F.B. I. Age nt following diagram:
1. Don't even think of being dishon est. You r personal habits,
spending habits, family life, everythin g abou t you is subj ect to chief of police
constant scrutiny by your fellow agents and supervisors.
chief inspector ~Chjefof detectives
2. Some investigations you are assign ed to will involve extremely inspector detective captain
clever, po werful and dangerous crimina ls. (If the locals coul d major detective lieutena nt
have handled these guys, you probably would DOt have been captain detective sergeant
called.) Be prepared! You should almost always be armed and pr e- lieutenant detective
pared to defe nd yourself and th e public at all time s.
3. Some investigations you are assigned to will involve under- sergeant
cover work and car eful inves tigation of financial records and legal master patrolman
documents. Lea rn the speci al skills tha t are most useful for this patrolman
type of work as soon as possible. rookie
4. N ever, ever discuss F.B.I . busin ess with anyone , including of- Each police departm ent has one central station plus one police
ficers from other law enforcement agencies . They may be un - station in each ward (Itt ward map). Each police station has
trustworthy, incompetent or both. Lim it your contact s to those in
whi ch you arc getting, not giving. information . I. One captain, in command of the station;
2. One lieutenant, who is assistant to the captain and second in
P olice Office n comm and;
3. Three sergeants, each working an eight-hour shift at the desk;
Local polic e office" are the beat cops and detect ives who carry 4. One detective , respon sible for investigating crimes in the
the major burden of day-to-da y law enforcement . ward;
5. A combination of20 master patrolmen, patrolmen and rookies
Quallflcationa. Any PC who does not have a known criminal working in three eight-hour shifts.
record can be hired as a local police officer. Suggested minimum The central police statio n will contain offices for all higher rank-
scores for police officers are ing officers. Detectives from the cent ral station will often be as-
signed to investigate particula rly important crimes. In addition ,
I . M uscle 50 the central station will have some limit ed cri me lab facilities. The
2. Agility 55 extent of these facilities is left to th e discretion ofth e judge. based
3. Observation 4S on the size of tbe city, ere.
4. Pr esence 5

13
Whenever I police OtrlCU character goes up I level, he may be:
promoI ed. The dwxter ahoukl make I Lu ck cbeck whenever be
or abe lOCI up 11cvd. A successful check means the charxter hat
been promoIed to the nat highest rank . the game judge: may 11-
low modiften to the Luck cbeck roll iftbe' otrlar', perfOf'lJ1aJltt
in his current pOOtion wu outstanding or especially poor .
Polia: ICfpnu can Ipply for I tranafer to the detecti ve divi-
'ion on their na t promotion (Ihe dC1CC1ive I nd uniform hnlDcbn
an: IC'panle). The character must have I minimum Observation
IICOf'e of75. Oaracten meeting thil requirement will be: accepted
if they pal I Luck check.
Pol ice pay iJ a function of rank . Pay for the various ranks is
mown on the following table:

SALARIES AND TITLES


50"'",
Annual Weekl y
Rookie $1,300 $25
Pltrolmm $1,560 no wu bued on call bcses, apccial telephones that ....ere located on
Muter Pl trolman $1,8 20 $35
Sac...", $2,080 l40 a.lmost CV'Cf}' block in downtown areas. and every two or three
Lieutenant or Detectrse $2.340 $45 bkxb in area that were leu heavil y puroIled. A key is Deeded to
Captain or Detective Sergeant $2,600 $SO open I call box. so only pll~ offK:en can UK them. A call hoI:
Major or Detective Lieutenant $2.860 $55 l utomatically connecta the offlCU on the strttt with his station..
Inspector or Detective Capu.i.n U,I 20 $60
Chid' Inspector or Chief of P.trol Can . When I police offlttr re8CbCl tbe rank of pat roJ..
0.._ n ,380 lOS man, then is I ~ dwJce be will be assigned to I patrol car .
Chief of Polke $3,640 $10 The characteristics ofpauol ( I f dUly arc listed below.
1. A patrol car always arriea two otriCCB;
RooUe ......ipmeab . AU PC police' ofIi~n begin as rookica. 2. A patrol car can be used to pauolan area wherc there is no om-
All rookiCl an: assigned to walk a beat . A beat is a section ofI city, cu Wilking a beat, or it can be used to reinforce beat cope in
lbout ail: blocb square in downtown 1lfeU. The rookie mwt pe- certain areas of lown. They also cover mfik accident.. chase
trol thit area on foot on I regular basis. M ost rooki es will be al- speeders, SCI up roadblocks, etc . A patrol car usual ly is as-
aigned to work wilh a master patrolman for It least their first six signed itl own beat, which is the size oftwo or three foot beats.
wccb. the location of th e beat and the personality of the master 3. Radios were introduced in police patrol can in the 19301.
parrelman arc len 10 th e campaign judge . Beginning judg es and These were one-way radios only. The dispatcher at the central
playus ahould UIC th e IS.foot-scale map provided with thi s lei II station could tal k to the man in the patrol car, but the man in
the beat area for their rookies, at Icast in their firM campaign . the pat rol car cou1d nOlIllk bltck to the central slation.
Tbe Oblervltion lCOI"e ofI police offlttf who walk!... bea t is in- In all other respects. I patcol car functtons u a norma1 car .
creased by 10 points aft er the officu bu been on the same beat
for liz mo ntha or mote. Uailonn Dlvblo D Upper R. ab. Oaracten who enter the
upper ranb oftbe uniform division will ficd their dut ies becom-
Eacow u e.... A po lice otrlCer on I bea t will bave at least one ing increasingly adminimative and political. The dctlila of du-
cnc:ounter e.dl game week or QCb gaming aession. Most encoun· ties It these ranks arc left to the judge" based on tbe a.i.luIUon in
ten will be minor, created (often on the spur oftbe moment) by his campai gn. The type of work thai can be apccted at upper
the campaign judge. Minor mcounten include tramc ICcicknII, ranb is IUDlmarized bdow.
Itrcet punb, pmy thicva, drunb, booki es llld citizens with mi-
nor problema (the pel at is up in I tree, etc.), Lin4tmallts assist I capllin in tbe day-{o-day operation of I po-
Tbere iJ I 25". dwIcc per game or gamin, lesSion that a beat lice station.. they can make beat assicnmcnts, subject to the cap-
copy will have I major eecccete. Ma jor encounten should be Iain'a approval, and usually an: auigned !DOlt of the caplain ',
created before the game by the judge . ibey incl ude armed rob- pa pcf wor k.
berica in progrcaa, beatings" aboorinp" lighting a wan ted felon , C2pUl i1U an: in charge: of I police ItariGa. They make asailD·
murdcn, bombinp and ganpter activities. men ts for the men below them and Ire responsible for day-eo-day
contact with the ward boasea. pllilicians and DCWIpapcf re-
Pollee Com m uakadoDi. Police communicatio n in th e 19201 porters in the atation'a Wlrd ltel.

,.
Majors are in charge of all the cap tains in several wards . They son who kills a police officer . They will not be too particular
decide how many men are assigned to each stat ion, and serv e as about whe th er they gel the criminal dead or alive.
links between th e captains, the chief inspector and city polltl- Conant Over Image. Police:at higher ranks are very eager to have
clam. th eir stati on, lask force or division look good to polincians and
Insp«tors are ace cops who know bo th the details ofbe at work the public. This usually assures higher budgets and less troub le
and the administrative side of police work . They are assigned by from the press, and may influence their cha nce: for promotion.
the chi efinspector to work on especially tough , da ngerous or sen-
sitive cases. Inspectors are also respons ible for uncovering and H ow to P lay A P olic e Officer. The following are gene ral tips
eliminating corrupti on in the police force (provided their bosses on how to play a rookie police: officer :
let th em ).
I. Stay hon est . Honest police:officcn gain a 10% bonus in experi-
T1u dluf insp«tor (there is on ly on e per city) reports directly 10
ence: points, and have a longer life expectancy.
the ch ief of police. H e is responsibl e for the work of all inspec-
tors , and helps th e ch ief deal with the mayo r and oth er high-level 2. Ge t to know your beat and the peo ple on it as well as possible.
city po liticians . On rare occas ions, he may personally take cha rge 1"hUwill be very valuable in spott ing things that arc strange, out
of a dangerous or sensitive operation in th e uniform division . of place or suspicious. It will also help you 10 know where to go
TJu dt uf of poli« is appoi nted by and respo nsibl e to the mayor for fast information .
for th e operation ofth e entire po lice depart ment. H e is as mu ch a 3. Cuhi vale informers wh o are 0 0 the borderline of criminal ac-
polit ician a nd' pu blic relations man as a police officer . M ost ofhis tivity. They can sometimes pr ovide very valuable tips.
time will be spent either cleaning up his po lice force (ifhe is hon-
est) or making deals with gangs ten and po liticians (if he is not 4. Keep your head in crises . U se th e call boxes to get help when
ho nest) . you are outnumbered or outgunned. Rookie cops wh o rus h
lommy gun-toting bank robbers usually have very shon careers.
Deteetlve D lvllloDUpper R anks_ Detectives are the ma instay
of the pol ice department's investigative force. They are.assigned Law E nforce m c Dt Rnources
by the chi ef of detecti ves to either a police station or the cen tr al
station , and from th ere to pllrt.icu1ar cases. All law enfo rcement officers have me following resources at their
disposal :
Dtt« lroe sergumts are specialists in one or more types of crime.
such as homi cid e, robbery, burglary or arson . They are almost al- Crime Labs. Crime labs in the 19205 were very lim ited. H owever,
wa)'$ assigned to specia l cases involving th eir expertise . in crucial cases a local police department could hire a chemi st o r
Iktectroe lieutDuJnu are placed in charge of speci al task forces other person with Chemical Analysis skill to do tests . M ter 1934,
to deal with specific crimes or cri me areas. For example, a spec ial the F.B.I . Crime Lab in Washin gton, D .C . became availab le for
gambling task force could be cr eated to curb gam bling near the all sorts of chemical and ballistics testing .
lakefront. The chi ef ofdetectives decid es how many men arc as- Fingtrprint Fila. The f1UIlOU5 F.B.I . fingerprint files were not in
signed to special task forces. full ope ration until at least the middle of th e 1920&. Before th en ,
Dtttctiwcaplains usually are in charge ofseveral detective lieu- local police can check with the F.B.I ., but there is only a 50%
tenants and subo rdinate ranks . They are espec ially concern ed chance: a sus pect's fingerprints will be found on file. After 1924
with maintaining th e honesty of the men below them, provided or 1925 (judge's decision). the F.B.I. files will contain th e finger-
higher-ups do not inte rfe re. As ace: detectives, detective captains print s ofall persons arrested for feloni es, all federal priso ners and
arc sometimes assigned 10 cases deemed very specia l or impcrtanr all perso ns fingerprinted by th e federal government for any other
hy th e ch ief of police or th e mayor. reason .
TJu "114 of detectives (only on e per police department ) is in
charge of the entire detect ive division . H e reports directly to, and Cormrn's Off iu. By examining the bod y, th e county coroner w u-
works with. th e ch ief of pollee. H e also has close contact with ally can determine the rime and cause c f death of any penon . DC'-
higher-level politicians in th e city. H e may, on rare occasio ns, termining th e exact cau se ofdeath may require an auto psy, which
take cha rge of a particularly important ease. relatives of the deceased can prevent by getting a court order.
Searc1l Wa rrants. A search warrant can be issued by any judge. A
Special Characterisdca . Local pol ice officers , whatever their law enfo rcement officer mus con vince: the judge that th ere proba-
rank, will usu ally have the following characteristics in eommon: bl y is evidence cont ained in th e pr emises to be searched . If the
Loyally to One Another. Po lice are very reluctant to bri ng evi- judge being approached is an NPC. th e game judge should de-
dence agains t one anothe r, even in cases ofcorruption . They will cid e whether the warrant is issued. Search ing pri vately own ed
often tolerate corru ption in their ranks u long as th e corruption building, or areas with a warrant is illegal.
st ~ from what are called victimless crimes, such as gamb ling
and bootleggin g. They will not usually tolerate corrupt ion in-
volvin g racketeering, murder, arson and other violent crimes.
Mutual Protection. Police will make every effort to catch any per-

15
Polia RtJC(mu And Posten. Local police departments keep re-
cords on all persons arrested in the city and th e disposition of Coufiscare prope rty 1 X.P. for each
their cases. They can request information from other police de- used to violate $100 of property
partments across the country, and will have cop ies ofall inqu iries Volstead Act ccnflscared
sent out by other police departments. The cent ral station should (prohibit ion ageDlSonly)
also have a me of all wanted posters issued anywhere in the "All honest law enforcement officers add 10% to their earned
United States for th e past 10 years. experience: point s.
La w Enforcement Exp erience Points ••A felony is any crime for which the penalty can be death or
All characters in law enforcement can earn experience points as more than one year in pri son-s-see Part II.
shown on the LAW ENFORCEMENT X .P.s Table .
Faa, ArnSl. Characters in law enforcement receive no experi- Careers in Private Professions
ence points for ar resting characters who are not guilty of the
crime they were arr ested for. This is true even if the innocent per- Private Investigaton
son is convicted in court. The game judge shou ld keep his own
record of experience points for law enfo rcement characters . H e Private investigators (P.I.s) lite detect ives who offer their services
should nor tell the characters when or if they have arrested the for hire to th e gene ral public. Private investigator s can take a
wrong person; he shoul d simply tell th em when they have wide variety ofcases, includ ing running routine credit checks, re-
enough points to go up a level, and how many points they have covering lost or stolen property, obtaining evidence to be used in
available to improve th eir basic abili ties and learn skills. lawsuits, solving crimes which ha ve the police baffled or have not
KillingSIlSptclS. If a law enforcement officer kilb a suspect whi le been repo ned to the police, and finding miss ing person s.
tryi ng to arrest him , the character earns experience points as
though he had made the arrest. The character does not earn X .P.s Qualificallons. All private inv estigators must be licensed by the
if the suspect was not gu ilty or if the judge decides the cha ra cter state whe re they have their office. Beginning private invesnga-
did not need to kill th e sus pect to protect hi mself or the public. ton can get a license by paying a $50 licensing fee. Characters
Sharing X.P.s. Wh en more than one character is involved in an who have been convicted of a felony cannot obtain II private in-
investigation, arr est or convict ion, the ju dge must use hi3 own vestigator' s license.
discretion in award ing experience points.
Powers. An y character with a private invest igator 's license has
Demotion: Any law enforcement charact er who makes a serious the following powers and privileges:
mistake may be demoted to a lower rank . Som e examples of seri-
ous mistakes are arr esti ng a politician without enough evidence I . He can carry II concealed weapo n;
to convi ct him, killing innocent bystanders in II shoot -out or get- 2. He can arrest anyone who is wanted by the police ;
ting caught taking bribes. The judge must use hi3 discretion in 3. He can arrest anyone he sees actually commi tting a cr ime.
this area, and may allow the player 10 make II Luck check to avo id
the demotion . Ucense Revocation. A private investigator's license will be re-
voked if the private investigator
1. Int erferes with law enforcement officers performing th eir duo
LAW ENFORCEMENT X.P.I ties;
Action X.P.s Earned" 2. En gages in gross miscon du ct, as determined by th e chief of pc-
Arrest criminal for 1,000 X.P.s X level of lice in the city where the P.I . is working;
felony" 3. Is convicted of II felony.
criminal
Criminal you arrested ill Addition lll 1,000 X .P.s x Note that I and 2 are judged by the local chief of police (whether
convicted level of criminal N PC or PC). The fina l decis ion conce rn ing revocation of a pri-
Recover stolen prope rt y 1 X.P. for each $1 of vate inv estigator's license is left to the campaign judge. Once re-
property value voked, a license can not normally be restored .
Earn reward money for I X.P. for each
captu ring criminals $ 1 of reward Employment. Pr ivate investigators can operate as indepen-
(F.B.I. agents cannot keep dents, as partners in a small agency or as empl oyees ofa large de-
reward money, but earn X .P.s tect ive agency.
for it)
C lose down still, 1,000 X.P.s )( Intkpnuknl$ . An y income a priv ate invesrigatcr keeps for him self
brewery or speakeasy level ofowner must be earned by working on special cases, as expla ined below.
for one year Parmuships. A partnersh ip is a special business arrangement .

18
Each of'the part ners OWIU a cert ain perce nt of the comp any, and 2. All cases brou ght to pri vate investigato rs by other Pes are spe-
is en titled to that percentage ofthe company's earn ings. A begin- cial cases;
ning pri vate investigator can be offered a part nership by an NPC 3. A pr ivate investigator has a 10% chance per level per week of
private in vestigator, at the judge 's discretion . If a PC does fo rm a obtaining a special case, if he or she is not already working on
part nership with an N PC, use the following procedure to deter- one (th ese must be made up by the judge);
mine the PC's income each game week: 4. The campaign judge can give a P.1. a special case at any time.
The cam paign judge must cr eate spec ial cases for private investi-
I . Roll Idl Oand subtract two. If th e resu lt is zero o r less, tr eat it
gaton wh enever they are supposed to hav e one, or shou ld have
as zero.
one for the good of the cam pai gn . Suc h cases ofte n can be m ade
2. M ultiply the result of th e die roll by $25 .
up on the spot; see th e examp le under How To P lay A Private
3. Add any money earned thai week by the PC partner.
InvestIgalor.
4. M ul tiply the sum from step 3 by the percent of the part nership
owned by th e PC . The result is th e PC's income for that week .
Peesf or Spedal Cases. In dependent or partnership private investl-
EXAMPLE: John M anin, an esta blished N PC p rivate inves- gators must negotiate th eir own fees with the client who brings
tigator, offers a 25% partnershi p to PC N ick An gelino, a be- them th e case. First-level investig ators should try to get at least
ginning P.1. At th e end ofth e firs t week ofplay, the judge roll s $10 per day plus expenses. This may be higher if the case in-
Id l O and gets a seven; subtract ing two gives a result of five. volves special dangers . Higher-level private investiga tors can
H e multipli es thi s by $25, getti ng $ 125. During t hat week . command much higher fees.
An gelino made $50 on a case. This is added to th e S125 for 11 Privat e investigators who work for a large agency are paid a sal-
total of$ 175. N ick's earn ings for the week are 25% of $ 175 or ary, so th e fee the agency charge s th e clie nt is cf little interest to
(.25 x $175 " )$43 .75. th em. However, agency em ployees can negotiate with th e client
for a higher fee for their agency if the case invo lves more wor k
ExpeDKS. Independents and partnership P.l s must provide than was expected. In such cases, th e investigator us ually will re-
themselves with an office, a secretary and a city business license. ceive a bonus in addition to hi s regu lar salary.
These cos t bet ween $50 and $75 per week, but all P.l.s are as-
sumed to earn enough money in min or cases to cover th eir office Benefiu or Gaining Levda. Private investigators who go up
expenses. If any pr ivate inves tigator goes six weeks without a spe- in level gain the following special benefits in addition to the nor-
cial case, and does nor have at least $100 in case, that P.I . must get mal ben efits:
a special case the next week or he will be un able ro pay hi s a '
penses and will be kicked our of his office. Lewl 3-the character's Presence scor e is temporar ily increased
by two poi nts (to a maximum of 10) wh enever he or she is dealing
LARGE AGENCIES . A private investig ator can try to get a job with NP Cs of the opposite sex .
with a large detecti ve agency. Beginning detectives must make II
Presence check by rolling IdlO. If the roll is equa l to or lower Lewl 5-the cha racte r's Lu ck score is permanently increased by
than the PC 's Pr esen ce, th e PC has landed a job. Pri vate investi- 10 points.
gator s who have reached third level or above can get 8 job with II lAitl 7- the character can lose his license only if convict ed of a
lar ge detect ive agency auto matically. felon y; his prestige is eno ugh to preven t local officials from re-
Beginning private investigators are paid $25 per week by their mo ving his licen se.
agency. I n addition, th ey may receive bonuses if their emp loyer Level JQ-the characte r gains th e permanent friendship of any
(usually an NPC played by the judge) is impressed with th eir congressman, senator, governor or jud ge of hi s or her choice.
work. PCS must negotiate their own pay raises with their em-
ployer. Third level or higher detectives usuall y can comma nd a H ow To Play A P ri va te Invesdgalor. The following are tips
salary of $35 ( 0 $50 per week. Top detect ives (seventh level or for players with private investigator characters:
higher) can sometimes negotiate salar ies up to $100 per week .
Pri vate invesrlgaro rs wh o work for large agencies will be fired if l. Become acq uainted with as many PCS and N PCs as possible.
the y fail two assign men ts in a row. You never know when you might need a tip o r a favor. Private in-
vestigaton should make a point ofbecoming acq uaint ed with the
SpedaJ Cases. A special case is local police, ward bosses, po liticians , crime repo rters, bootleg-
gers and secre taries in the offices of th e high and mighry. They
1. Any case brough t to a private investigator by a PC; o r are valuable sources of inform ation .
2. Any case br ought to a priva te invesrigaror that the game judge
decides is a specia l case. 2. M ake good use of public information sources suc h as credit bu-
reaus, car license branches, ciry agencies whi ch give bu ildi ng per-
Obraining S/Hcial Cases. Privat e investigators can obt ain special mi ts, zoning ch anges, business licenses, etc . They are easy
cases in rhe following ways: sources of fast and ofte n very imporfam informarion .
1. Employees oflarge detect ive agencies will always be assigned 3. Always pr otect your license. Essen tially, this means eithe r be.
to special cases by th eir agency; ing on good term s with the chiefof police, o r having information

17
PRIVATE INVESTIGAmR X.P.s
Action X.P.s Earned
Earned fee or bonus mone y on 1 X.P. for each $1
special case
Solved special case 1,000 X.p.s x level of
client
Criminal convicted due to 2,500 X .P.s x level
invesrigatcr 's work of criminal
Politician convicted due to 10,000 X.P.s x level
investigator's work of politician

about him. tha i he does nOI want t h e public 10 hear. You may Newspaper Repone"
sometimes have to bend a few laws to get the information you
need for a case. Reporters are characters emp loyed by newspapers to write news
stories. Their work involves finding as many maier news stories
4. Always get at least part of you r fee in advance .
as posalble and getting those stor ies prin ted before competing
EXAMPLE OF PLAY. Nick Angelino has set up an office as an newspapers hear about them . Their goal is to uncover and make
independent private investigator. Nick.is still at first level, so he public as much inform ation as possible about local crime and cor-
has a 10% chance per week ofgetting a special cascoOn the third ru ption .
week, Nick gets lucky and rolls 09 on percentile dice; he gets a
specia l cascl Q ualifica ti ons. A character must have an Observation score of
The cam paign judge tells Nick thai a young blonde woman 60 or higher to begin a career as a reporter.
comes 10 his office, sobbing over the disappearance ofher father,
a prominent local businessman. He bas been missin g for three Restrictions. Report ers can own automatic pistol s, revolvers
weeks. The police are baffled. Can be fmd her father? and rifles withou t violating any law. Reporters may nOI legally
Nick quickly negotiates bis fee. and takes $ 100 in advance. H e own an auto matic weapon , and may not legally carry any con-
then questions the lady in detail, learning all he can about her fa- cealed weapon.
ther, his bus iness and the circumstances surrounding his disap-
pearance:. The campaign judge, who is playing the daugh ter, Emp loy m en t and Salaries. All first-level reporters Start their
make up most of this infonnation in respo nse to Nick's qu es- careers by working as " cub" report ers for a daily newspaper.
nom. Befor e the investigation gets very far, of course, the judge Starting salary is $25 per week. PC reporters must negotiate their
will have to decide what really haa happened to the girl's father. own pay raises, but normally should get a raise of $5 to SlOper
Nick learns from the woman that ber father was the president week each tim e they go up one level. Edi tors should make $50 10
and founder of Fa boo Manufactu ring Co. He had an annual in- $7'S per week. Editors-in-chief earn at least $80 per week, up to a
come of $ ll ,OOO per year. He: was last seen three weeks ago, at maximu m of $125 per week.
5:30 p.m . Friday. in his office at the plant. The last person 10 S«
him was his secretary. H e never came home thai night, and has Bea ts (Optional). Reporters who have reached second level or
not been seen since . H e had no known enemies and no pro blems higher can be assigned to beau , either by the ju dge or by a PC ed-
at home . itor. A beat is a news source tha t the reporter covers exclusiv ely.
Nick begins his investigation by checking with a friend at the Examp les of beats are listed below.
pohce department to see what the cops have on the casc. He: calls
another friend at the local newspaper 10 sec what he knows aboul City Hall. The city hall beat includes covering the city council,
Fabco. H e checks intO the company's finances by asking some the mayor, the school board, public works, city politics and city
discreet questions oftocal stock bro kers and investment analysts . elections .
We'll end ou r exam ple here; your characte r might have to work Police. Police and crim e reporters handle breaking police and lire
on a similar cue in your campaign ! departm ent news, as well as sifting through police arrest records
daily looking for interesting crimes.
Private Invuugator Experience Poinu. P rivate investlga- &dety. The society beat covers rich and famous citize ns, their
tors gain experience points as shown on the following table: romances, weddin gs, parties and problems, and all other gossip
that can be discovered about their private lives.
Bw irrns. Business reporters follow maior bus iness deals, sales of
bus inesses, bankru ptcies, stock scandals and other financial
news.

.
High.Level Rcportcl'll. Repone" become eligible for more im- Story will be evolving in the game judge's mind just one step
port ant position! and higher salaries at higher levels. ahead of the PC's legwork.
5rh Leod. 5th level reporters are eligib le for promotion to edit o- EXAMPLE. PC reporter Norm Rippom is assign ed to the police
rial pos itions. Edi tors have charge over a large number of te- beat in th e 1st ward. While he is at th e police station c hecking the
porters. T hey assign reporters to stories and can edi t wh at the routin e arr est records for th e day, a petty thi ef is broug ht in and
reporte" wr ite . The most important editor on most daily papers boo ked for an anempred burglary at Goldst ein's Jewel ry Store .
i! th e city editor. H e is in charge ofaU local news, including local Nor m talks th e desk sergeant into letting him look at the list of
polit ics, and the reporters who cover local news. the pri soner's belongings. They include some burgla ry 1001", a
wallet with $359 (mostly in $20 bills), three driver 's licen ses in
7th Leoel. A 7t h level reporter can write a daily or weekly column
which will be syndicated and run in many newspa pers across the three different names and a slip of paper with a tele phone num-
country. Obviously, the repo rter must have something to writ e ber on it. Checking the arrest report, Norm nouces that the pris-
abo ut in each column. A columnist is paid $100 per week in addi- oner's name matches none of the driver's licenses. The tepa"
tion to hi! regular :llllary. also stares that the pr isoner was inside the store for some time be-
fore being cau gh t, but he had nor tak en anything. In fact. the list
8th Leoel, An 8th level reporter is eligible to become editor-In- of belongings sbows that the priso ner was not even carrying a
chi efof a major dail y newspaper, ifan ope ning exists (this is up to sack or su itcase to carry his loot in . Norm asks to ta lk to the ata-
th e game judge), The ediror-in-chief'Is responsible for the day-to- tion's detecti ve, Der . O 'Ma1lory. O'Mallory brushes Norm aside,
day operation of the newspaper's entire news depa rtme nt, H e saying the case is ope n and shul; the guy is a pet ty crook and
controls beat assignment s, raises, promotions and the hiring and nothing more.
firin g of repo rters. A repo rter who wril es a natio nally syndica ted Norm has a lot of u nanswered questions and a 101 oflegwork to
column mull give up the column ifhe becomes an editor-in-chief; do. Why did the priso ner have three fake dr iver 's licenses? How
the edito r-in-chief job will require all the reporter 's time. d id he get them? Wha t is his real name? Whose phone number
10th LnJel. 10th level repo rters are the cram of their profession . was he carrying? Why does a petty crook walk aroun d with mo re
They are shown grea t respect, even by editors-in-ehief. They than $300 ? Wh at was he planning to take from the jewelry store?
usu ally cove r and associat e with the upper levels of society, such Who owns the store? What'! in there that mi ght be of value to
as congressmen, sena tors, cabinet members and the very wealthy. someone, other than th e obv ious jewels? At the very least, Norm
They can write free lance art icles and books. if th ey choose. will be talking 10 the jewelry store owne r, the Bureau of M otor
Ve.hicle& and the county cterk'e office (to check for a birth certifi-
Major Siories. A ma jor story is any news story th e game judge cate for th e prisoner). No rm may also check all th e wante d
decides should be front-page news. If the city editor or edit or-in- posters he can find. He may develop a contact at the ph one com-
chief is a Pc. the PC can make this decision with the game pa ny to find out whose ph one nu mber the prison er had. H e may
judge's approval. The types of stories that qu alify can be illus - even deci de to intervie w this pe tty crook , if the man will talk to
trated most easily with examples: him. This kind oflegwork can rum an everyday, dull siory intO a
major onel
1. 17 Di e in Slum Apan ment Fire
2. M ayor Embezzled Campaign Funds Tips are inform atio n given to a reporter by frie nds and oth er con -
3. Bootlegger Says Payoffs To Cops Total $ IOO,OOOl tacts that can lead to m ajor stories. There is a 5% chance per wed;
4. Secret Documents S how Councilman took Kickbacks! per level of th e reporter tha t one of his con tacts will call with a
5. Reporter Uncovers Boss of$1 Million N umbers Racket! ti p. It is up to th e reporter to meet and develop th ese contacts.
6. Six D ie I n Gangland Massacre!
Assig7ll1lt1lts are made by edit on. Editors receive nu merous tips,
The following proba bly would not be considered major stories in and will sometimes assign repo rters of second level or high er to
a well-run campaign : look into a situation th ey have heard about . The chance a reporter
1. Planning Commission Appr oves Zoning Change will get an assignment is 5% per week per level of the reporter.
2. Council P asses New Do g Control Ordinance Some typical assignment s are listed below .
3. Police Chie f Vows War On Crooks . .. Again 1. "There's a rumor syn dica te boss AI Tolino is tryi ng to fIX the
4. Thieves Take $120 Radio From Store welterw eight champio nshi p fight nex t mon th . Check it out."
5. Boy Scout Jamboree To Be Apr il 19
2. "A frien d of mine says this guy Antonelli who owns Antonel-
H(JW Reporters Gtt MajorSsories, There are three ways repo rters li's Co nstruction Co mpany is a crook. Find out why he keeps get-
can get the in formation tb ey need for a ma jor sto ry: legwor k, tips tin g consrructi on contr acts from the city; '
and assign ment s. 3. " You know that apa rtme nt building th at burned down on 79t h
Legwork is going ou t and talk ing 10 peo ple, asking 101 5 ofqu es- St. yesterday? H ow come there weren 't any fire escapes on it
tions and digging int o anything th at is going on . This is the way when the city code requires them?"
PC reporters will discover mos t of their major sto ries. Most of
th e people th e PCs talk 10 will be N PC:l, so in many cases a major

19
scoops is the best way for reporters to earn espenence points.
_WITH
,NtIt). :r II',..
TIl'~ _ D Every major story written by a PC repo rter will fall into on e of
PUT ""a ,. , .....
~ th e following categories and have the stated cha nce of bein g a
e~ ""D ANn !
scoop :
~ H ~ .
BUdkirtgSlarin. These are ste ries involv ing some obvious event
any reporter could find out about. Examples include the robbery
of a jewelry store and the apartment fire discussed above . If the
PC journalist does some legwork to develo p such a Story, he has a
5% chance per level of scoring a scoop . 1b count, the story mUSI
be filed by thai day's deadline.
Assiptd S tarin. A repo rter working on a story assigned by an edi-
4. "There was a traffic accident down at Dutton Coun this morn- tor has a 25% chance of scoring a scoop if the story is filed by
ing . Some guy plowed into a S16,OOO imported car. The guy who deadline on the day the assignment is given . This chance de-
owns that car is a city health inspector who makes $30 a week. cre ased by 5% each day the reporter works on the story. Thus, if
Where'd he get a car like that?" the story is filed the day after it is assigned, there is a 20% chance
the reporter will score a scoop .
Writing Major Stories, In orde r to get a majo r story printed in PtrW7lQ/ Stones. Perscnal atc ries are stories the reporter develops
his newspaper, a PC repo rte r must on h is own, about events or situations that are nOI obvious. There
1. Obtain all the information he need s to write the story; is a 40% cha nce a personal story will be a scoop . This chance de-
2. Give the game judge a list of all the information the Story will creases by 5% each day the reporter works on th e story,
contain, and the sources of that information; Excfw tM. Stories it would be impossible for another repo rter to
get are exclusives. Exclus ives are always scoops. The game jud ge
3. Tell the game judge how the story will be slanted.
must decide whether a story is an exclusive.
Slanting Storles, The same set oHam can be used to tell two or
more diffe rent stories, depending upon how tbey are presented . Ch a n ging Types of Stories. A reporter can, by his act ions,
The way a reporter presents his facts is called the slant or angle of change the category into which a Story is placed. This usua lly
the reporter' s story. For exampl~ th is set offaets might be the ba- happens when a breaking story is turned int o a personal litory.
sis for a typ ical news story: For example, Norm Rippom 's story about the jewelry store bur-
glar was a breaking story. H e had a 5% chance per level ofscoring
1. An apartment building at 1209 S. 13th St . burned down this a scoop, because he did a little extra legwor k and was not satisfied
morning. with the easy answers given by the police. If Ri ppo m had decided
2. The fire department arrived jWt five minutes after receiving to spend a few days findi ng answers to his questions before writ-
the alarm. ing the story, he would be working on a personal story with
3. Fire department workers Were able to save 42 people. higher chan ces for scoring a scoop. He would still file a story
4.17 people were trapped on th e fifth floor and died . about th e arrest cfrhe bu rglar, but it would have no chance of'be-
5. The building had no fire escapes. ing a scoop unless Rippom included all his unanswered ques-
This story could be slanted at least two waYl. One reporter could tions . This could be risky, because it would tip off all the other
wri te a slory praising the city fire department for its fast response reporters in town as well as th e bu rg lar, th e police and every one
and valiant efforts to save the people in the building. Another re- else that he woul d be investigating the matter.
porter could use the same facu to writ e a story emphasizing thai The game judge makes the final decision about what cat egory a
17 peop le died because the buil ding had no rue escapes . A linle story belongs in and what its chances are for being a scoop . The
more digging would reveal that the city requires rue escapes. that game ju dge may rul e that a SIOryhas no cha nce to be a scoop if, in
th e buildi ng was inspected two months ago by a city inspector his opinion, the reporter did not include any information beyond
who reponed no violations, and that the bui lding is owned by a what could be found by a casual observer.
ward boss who is a member of the parry in powe r at city hall .
Faile Siories, Reporters sometimes make mistakes. They may
D eadlines. A reporter mwt turn in his SIOry by a certain tim e to be misled by oth ers, they may misinterpret what others tell them
get it in tha t day's news pape r. The deadl ine for an afternoon or the y may be tempted to lie or make up iii few facts to score a
newspaper is 12 noon . The deadline for a morning news pape r is ICOOp or make a Slory mo re interesting. The game judge shou ld
10 p .m. the evening before. This can be extended to 2 a.m . if the use the following procedure wheneve r a reporter files a Sto ry con-
edi tor-in-chief thinks the story is important enough. taining false information for any reason.

Scoops, A scoop is a major story that a new s.paper priars before I . The judg e determines if the repo rter' s newspaper finds out
any of its competit ors hea r about it. When a newspaper gets such about the false information. If the information is of vital con-
a story, it Is said to have "scooped" the competi tion. Getting cern to a perso n, corpo ration or the city government. there ill II

2.
100% chance that the concern ed people will call the newspa - Careers in Crime
per to complain. If the information is not very impcrtam,
there is a 50% chance that a complaint will be called in to the Any character can pursue a career in crime. This section of the
newspaper. rules concerns characters who earn thei r livin gs thro ugh cri me. It
2. If a complaint is called in, the following things will happen: docs not cover characters wit h other careers who happen to run
a. The PC will get a severe reprimand from his boss; afoul of the law.
b. If the information was completely false and made up by the Criminals can work as independents. as members or leaders of
reporter, the reporter will be fired; a gang, or as members or leaders of an organized cr ime syndicate.
c. If the information was used to severely criticize someo ne,
the re is a 50% chance the individual will sue for libel. See Independent Criminals
Civil Suits in Pan II , Cha pter Three.
Indepe ndent crim inals usually work alone. commi tt ing crimes
Repone " ' Esperic nec P oints. Reporters gain expe rience without hel p from other crimina ls. They may have contacts with
points as shown on th e NEWSPAPER REPORTER X .P.I table. gangs or a syndicate, but are not members ofa gang or syn dicat e.
All first-level crimi nals begin a campaign game as independent
NEWSPAPER REPORTER X .P.s criminals. They can try to join a gang or a synd icate only after
commining at least one majo r crime.
Action X .P.s Earned*
Scooping th e com petition 3.400 at first level; 5,000 at Sp«ialim . Specialists arc expe rienced independent criminals
second level or above who commit only a few types of crimes. They usually have high
Providing information that 2,500 x level of criminal. scores in the skills needed for their specialty. Typical specialists
leads to the arres t and plu s points for scoop, if any are safecrackers, pickpockets, forgers and counterfeiters. An in-
co nviction of any criminal dependent criminal can become a specialist during th e game by
Providing information 5,000 x level of po litician, concentrating on one type ofcrime and learning th e spec ial skills
leading to the arrest and plus points for scoop, needed for it.
conviction of any politi cian if any
"Reporters who take photographs to go along with their FINDING JOBS. Speci alists above first level will automatically
scoops add 10% to X .P.s earned for each scoop. be offered jobs by othe r crimina ls or persons in need oftheir serv-
ices. A specialist has a 10% chance per level per week of being of.

•••

,I

. -.( / -'"
,

Y
21
fered employment. Thw, a fifth-level specialist has a 50% cha nce cise arrangements must be negot iated in either case.
per week of being offered some type of job.
F orming An Organhed C rim e Syndicale. PCa who have
FEES. The fee char ged by a specialist must be negotiat ed for reached third level or hi gher and arc attracti ng NPC criminals
each new job, and varies with the skill of th e specialist and th e (described und er Formina A Gan g) may decide to have their
danger invo lved. The fee may be eith er a set amount of money or gan g settle in a city and thu s become an organized crime syndi-
a percent of th e profit from th e job. cate . Newly formed syndi cates should realize that any syndicates
already established in the area will nOI welcome them, and will in
Gangs fact fight to defend their territory.

A gang is a group of cr iminals who work. together committing Synd icale Organization. There is no set organization or struc-
crimes and who move around frequently from city [0 city or state ture for all crime syndicates, nor is there any set patt ern to their
to state. These criminal gangs should not be confused wnh street activities. Some organized crime syndicates try to control ooly
gangs, groups of tougha who try [ 0 control an area within a city. on e type ofcriminal activity in one section ofa city; others try to
The gangs headed by John D illinger and Ma Barker arc typical ccntro l all crim inal activity in an entire city. The followin g char-
exampl es of the gang5 covered by th ese ru les. These ganga acteristics, however, were common among many histori cal orga-
roamed the Mi dwest in th e 19305, terrorizing the citizens, es pe- nized crim e syndicates. Players and judges may wish to
cially the ba nkers, of th e states they visited. incorporate them into the syndicates in their campaign.

Fonning a G a n g. Indepen dent player charact er criminals can Insulat ion of Top Bossa . The top bosses in an organized crime
decide to cooperate and form a gang at any tim e. syndicate seldom take part in illegal activities themselves, espe-
cially once they becom e wealth y enough to bire oth er people to
Independent PC criminals who have reached third level or do their diny work for th em . Orders from top bosses typically are
hi gher will attract first-level NPC criminals who want to join up passed through several subordinates before reaching the charac-
with th em. There is a 10% chance per week per level of the PC ters who actually carry out those order s. This makes it difficult to
crimi nal that a first-level NPC criminal will ask to join the PC tr ace: Il. cri me aU the way back to a top boss.
ttiminal's gang. If there is more than on e PC cr iminal in the USt of u giti11WU Fronts. Organized crime synd icates often gain
gang, only the gangleader can attract NPC criminals in this way. control oflegitimate businesses, which are th en wed as front s or
The game judge must creat e these NPC cr iminals. covers for illegal activities. Money earn ed through illegal activi-
ties can be funneled through th ese legitimate busin esses and,
Organized Crime Syndicates with sufficient accoun ting skill, made to look like legal profit.
USt of Fami ly Monbers. Some organized crime syndicates, espe-
An organized crime syndicate is a group of criminals who work cially the type often portrayed in movies, are organi zed and run
together to commit crimes and who usuaUy limit thei r activities by families. Many of the members of th e syndicate are related to
[0 one city or even one area within a city. This definition coven one another, with the top boss being th e head ofthe ma jor famil y
everything from groups whic h are little more than organ ized in the syndicate.
th eft rings to groups whi ch are commonly thought of as gangsters Snni-Indepnuknt Operations. Some operati ons arc not directly
and often referred to loosely as " the Mafla," " the syndicate" or controlled by the organized crime syndic ate, but are financed by
" the mob." The definition is intentionall y broad, to reflect the th e syndicate in exchange for a percentage of the profits. An ex-
fact that modem criminal organiza tions evolved gradually during ample would be a gambling or loan sharking operation " given"
the 19205 from less sophisticated groups of meet toughs and to a new son-in-law in the family.
pett y cr iminals. Pmnranon of Gof.lnnmnrt. Organized crime synd icates cannot
exist for long withou t th e silent cooperation ofat least some poli-
Joining An Organized C rim e Syndicale. In order to join ID tician s, policemen and judges. Syndicates typically have several
organized cr ime syndicate, a PC must meet and get a favorable re- pe rsons from each of these professions on th eir payr oll. In some
action from another chara cter (PC or NPC) who is already a cases, syndicate mem bers were actually elected to office: and
member of th e group. Such meetings are left to the discretion of served on important board s, commi ssions and agencies.
the game judge . Ifth e gangster is an Npc, use the NPC reaction
system described on page 66. No character can join an organized Criminal E xperie nce Poin"
crime syndica te until he has successfully commi tted at least one Criminals earn experience points solely by mak ing mon ey. Play-
major crime as an independe nt. (The judge may decide to let PCs en and judges must be very careful to award experi ence points to
join a syndica te without having cemmnted a crime, if it would criminals only for profits, not for gross income. They mwt also
benefit th e cam paign. ) be careful not to award experience points more than once for the
C haracte rs who join an organized crime syndicate may be same money .
given a specific job with a set salary or they may be assigned to
various jobs and paid a percent ofth e profits from each . The pre-

22
EXAMPLE: First-level criminal Willy Johnson sticks up some ARMED ROBBERY TABLE
small businesses and puts togeth er the sum 0[$3,600. According
Cash Registers or
to the CRIMINAL X .P.s TABLE below, be has earned 360
Teller Windows,
X .P.s. Willy takes h is $J,600 and buys 100 cases ofliquor for $36 per register or
each . He sells those cases for $75 each, a total of $7,500. Willy
Type Of Business window
does not get another 750 X .P.S; that would be counting the same
mon ey tw ice toward experience. Instead, Wl1ly gels 7,500 minus Average store or handbook
3,600 ""3,900; 3,900/10 - 390 more experience points. (see Bookmaking) IdlO )( $ 10 IdlO x $100
Large store or speakeasy Id lO )( $20 Id l 0 )( $1.000
C RIMINAL X .P.s Luxury store Id lO )( $100 IdlO )( $1,000
Level Of Bookie parlor or small Id lO )( SI50 IdlO x SI,500
Criminal X .P.s Earned bank"
M edium bank" Id lO x $250 Idl0 x S2,5OO
1-3 I X .P. per SIO profi t
Large bank" IdlO x $ 1,000 Percentile dice
4-'
8-'
1 X .P. ~r $100 profit
1 X .P. per SI .000 profit
x $1,000
above 9 1 X.P. per SIO,OOO profit Super bank" Id lO x $ 1,000 Percentile dice
x $3,000
E:cperinocefor Syndicale Businesses. PC criminals who run an op- Other businesses Percent ile ilia: Id lO )( Sloo
eration for a syndicate earn X .P.s for a percentage of th e profit x $1
from th e operation and not for the money the syndicate pays Mail truck.... N umber of
them. The judge can award experience points for 100/0 to SO% of bags - Id lO x Id lO x $1.500
th e operation's profits, depending on the PC's level and the 20 per bag
amount of money and risk involved.
"B aw are rated for size by the number of teller windows they
E:cptrimu forSlo/m h ems. If a criminal stea ls an item and uses it have; 1· 10 tellers is a small bank, 1H 5 is a medium bank, 16-25
to commit another crime, th e judge may award X .P.I for tbe item is a large bank and ove r 25 ie a super bank.
even though th e criminal did not earn any money directly by ....Applies to mail trucks going to or leaving from a post office in a
stealin g it. For example, if a cr iminal steals a truck and th en uses major city.
it to deliver bootleg alcohol to speakeasies, the judge may award
X.P.s for the truck the same liS if the character had sold it to a All cash regis ters will be em pty at night. There is also a chance a
fence (I« Fencing Goods). cash register or teller window has just been emptied , and contains
only 10% of the listed cash. This d left for the judge [0 decide.
Crimes Committed by Independents and Gangs
Burglary
This section describes crimes usually committed by independent Burglary is the act of breaking into and entering a home or busi-
criminals or gangs . PC independents and gangs arc net limited to ness and stealing something from it .
these crimes; they are given only as examples.
VallU of Loot. The value of goods stolen from a home or business
Anned Robbery ca n be foun d by rolling IdlO and consulting the S70LEN
GOODS TA BLE.
Armed robbery is stealin g something from someone or some
place (such as a bank) while using a gun or othe r weapon to STOLEN GOODS
threaten the vietinu of me robbery.
Multiply Ro ll of
Goods Stolen From 1dl0 by
Value of Loot. The amount ofcash stolen from a business cash
register or safe during an armed robbery can be determined by Working class home $10
consulting the ARMED ROB BERY TABLE. Middl e class home $30
Upper class ho me $ 100
Average retail business $500
LUIW}' retail business (fur shop, $J,OOO (or more at
jewelry store. etc} judge's discretion)

The cam paign judge uses this table on ly when the value of the
stolen goods is not know n. If a more pr ecise value for the stolen
goods becomes available during the gam e. then that value should
be used .

23
T he values on tbe table are actual retail values of the stolen M u rder
goods . In order to receive money for stolen goods, thieves must M ost murders committed by indepe ndent criminals and gangs
sell them to a special ist known as a fence (see Fences, below). A occur during anothe r crime and are neithe r intentional nor pre-
fence will pay no more than one-third of the retail value of the planned. H owever, some independe nt criminals specialize in
goods and usually far less tha n tha t. T he amount the fence will
murder for money. These profeselcnal " hit men" are sometimes
pay is left to th e discretion ofth e judge. Ten percent of th e retail hired semi-permanently by organized crime syndicates .
value is suggested.
Fur. The fee charged by a hit man depen ds on both biB level and
EXAMPLE: Two criminals randomly pick a home in an upper
th e victim 's level. M ultipl y the base fee for th e victim's level by
class neighbor hood to bu rglarize. They break in when no one is
th e level of the hit mao to find the final COSI.
home and randomly grab anything they can carry easily. Us ing
the STOLEN GOODS TABL E, the game judge rolls Id lO and Victim's Level Base Fee
gets a result of5, determ ining that the value of the stolen goods is
about S500 (5 x SIOO). The criminals will be able to sell th e o $tOO
stolen items to a fence for SI66 at most.
EXAMPLE: The same two criminals notice a man buying a
,t $'00
$300
3 $600
$5 ,000 diamond necklace in a iewlery store. They follow him
4 $1,200
home, break in, and steal the diamond . The diamo nd is known to
5 $2,000
be worth S5,OOO, so there is no need to consult the STOLEN
6 S3,OOO
GOODS table. The burglars will be able to fence th is necklace:
7 S4,OOO
for no more tha n SI ,600, and will proba bly only get $500 for it.
Both burglars and armed robbers can try to get into safes. Use ,8 S5,OOO
S7,OOO
the ARMED ROBB ERY TABLE when ever a safe is robbe d. 10 $9,000
Loo t taken in other types of robberies and burglaries can be de- II or hi gher $10,000 and up
termined by the game judge, wing th e amou nts shown on the
ARMED RO BBERY and STOL EN GOODS tables as guide. SU«tSS. PC s who commit a murd er for money must play cut the
lines. murder in the normal course of play. When N PCs are hired tc
commi t a murder, the game judge must determine two thinp:
Fencing G oods
1. Whether th e mur der attempt is successful
A fence is a spec ialist who buys stolen goods from cr iminals and 2. Whethe r the hit man leaves behind any evidence: that could
resells them to peop le who do not mind buying stolen goods, or to link the person who hir ed him to the murder (or, if caught,
people who do not know the goods are stolen . whet her he gives any information to the police).
Fencing common merchandise usually is not difflCUlt; some- To dete rmi ne these things, the judge must calcu late the hit man 's
times fences can be found in pawn shops or stores that sell used chance for success . An NPC murder attempt has a 50% chance: to
merchandise, with the store serving as a legitimat e front for fenc- succeed. This chance is increased by 10010 x the hit man's level,
ing activ ities . Fencing special items, such as stolen jewelry, art and decreased by 10% )( the victim's level. Thus a fifth-level
works , large gems, etc. is more difficult . The fence mu sr have ex- N PC hir man has a 10% chance to kill a nin th-level victim.
tensive underworld cont acts, which can only be developed over a After calculating the chance ofsuccess, the judge rolls percen·
long period of time . tile dice twice. The first roll determines whether the victim was
A PC who becomes a fence with a legitima te front can earn killed . The second roll determines whether evidence was found
about $50 per week through his legitimate business. Earnings linking the PC who hired th e hit man to the crime. A dice roll less
from fencing stolen goods mus t be kept track of separately. The tha n or equal to the hit man's cha nce for success means he killed
retail value of stolen goods brought to a PC fence each week will the victim (first check) or avoided tippi ng off the police: (second
be S500 x the level ofthe fence . PC fences who have developed check).
extensive contacts for handling special items will be offered
goods with a retail value equa l to $2,500 x the level of th e fence Bootlegging
each week. The PC fence can negotiate a purchase pr ice: for the
It is difficult for independent criminals or gangs to make much
goods with th e criminals who bring th em in . The goods can be re-
sold for any price up to the ir retai l value, subject to th e judge 's money in bootlegging; most bootlegging is con trolled by cri me
discretion. syndicates. H owever, independents and gangs can get small
amo un ts ofboorleg alcohol by
Players should remember tha i known fen ces are watched al-
most constantly by th e police. 1. H ijackin g trucks belonging to a syndicate;
2. Robbin g a feder al warehouse where confiscated alcohol is
stored;
3. Finding caches of alcohol owned by bootleggers, stealing the
alcoho l and resellin g it;

2'
4. Any other way the independent or gang can think of. bard liquor. It is up to m e pcs to discover the location of such
The resale prices for bootleg alcohol are given in the sections on warehouses.
bootlegging by organized crime syndicates, below. Governmen t warehouses were establis hed at the beginning of
Pr ohib ition to hou se huge amounts of confiscated liquor pr o-
Petty Crime duced by legitimate manufacturers before the Na tional Prohibi-
Pett y crime includes mugging, pickpocketing and other crimes tion Act look effect. Almost every city with a population of
1.000,000 or more had at least one ofthese warehouses, under th e
against indi viduals. The amount of money made from petty
supe rvision of the Bureau of Prohibition. By 1925. th ese ware-
crimes is left to the judge's discretion. k. a genera l rule, people of
lower or middle class will rarely carry more than $10 at one time. houses had been consolidated into only seven or eight locations.
due to the large amount ofliquor being stolen from them. Should
PCs locate such a warehoullC. it will contain at least ldlO x
Crimes Committed by 1,000 cases of hard liqu or.
Organized Crime Syndicates Bootleggers in the 19205 also faced the constant prob lem of
baving their shipments and tru ck convoys ofbootle g stolen or de-
This section provides details and gu idelines on some of the stroy ed by othe r criminals. It is up to the PCS to figure out where
cr imes usually committed by organized cr ime syndicates. Syndi- rival synd icates are storing their bootleg booze and when they are
cates are not limited to these crimes; they are given as examples shipping it.
only.
MANUFACTURING BOOTLEG . Criminals can set up stills
Bootlegging to produce pure alcohol and brewe ries to produce beer .
Bootlegging is a general term referring to the manufacture, trans- A still can be set up in about one week for $500 . It requires an
port and sale of alcoholic beverages in violat ion of the National area equa l to eight squares on a 15' scale map . The still requi res a
Pr ohi bition Act and numerous other stale and local laws. The crew offour workers who mus t tend it abou t eight hours per day.
N ationa l Prohibition Act took effect Jan. 16, 1920, and was in ef Such workers are norma lly paid $10 to $15 per day. A still this.
feet until December 5, 1933. During this period, bootlegging was size will produce 100 gallons of alcohol per day, or 700 gallons
by far the most profitable syndica te crime. PCS who boot leg must pe r week. The alcohol can be mad e from grain, potatoes, com,
keep careful records of their purchases. production and sales . grapes. or almost any other plant. T hi s material will nOI COSt
more than $ 10 per week, bu t still operators mu st make arra nge-
Obcaining Bootleg L iquor .:Jnd Ben. Criminals can obta in bootleg ments to purchase it and get it to the still. The alcohol produced
beer and liquor, referred to simply as bootleg or bootleg booze, in can be used to make imitations oflegitimate1y mad e liquor or to
thr ee ways: cut legitima tely made liquor (see Cutting Liquor, below).
A brewery can be set up for $ I,OOO. lt takes nine squares on a
L Buy it from Canadian, Caribbean or European manufacturers;
15' scale map. and a crew of four men . These men must be
2. Steal it from legal manufacturers, government warehouses or
other criminals; present only one hour per day, but are paid $ 10 to $1 5 per day. A
3. Manufacture it themselves. brewery will produce 100 barrel s of beer per day. A brewery re-
quires 70 cents wonh of grain per barrel of beer produced, or
$490 worth of raw material per week.
BUY ING BOOTLEG. Genuine hard liquor, referred to as "the
real sruff," can be bought from Canadian, Caribbean and Euro- Cutting Liquor. Bootleggers commonly "cut" legitimately pro-
pean brewers at an average price of$36 for a case of 12 bott les. duced hard liquor with pur e grain alcohol and other ingredients
Beer can be bought for $3 per barrel, PC criminals must make to add color and flavor. One case ofm e " real stuff' could be CUt
their own contacts with manufacturers, and must make thei r own and diluted inro thr ee cases. PCs who choose to cut their "real
arrangement s for smuggling the bootleg into the country. H istor- stuff" will need nine gallons of still-produced alcohol per case of
ically, a tr emendous amount of bootkg was smuggl ed across th e "real stuff:' They must also arr ange to get bottl es and forged la-
Canadian border. and ships carrying bootleg cargoes from Eu- bels . These will cost 1% to 2% of the resale value of th e alcohol.
rope crowded the waters along the Atla ntic coast.
SellingBootleg L iquorAnd Beer. Bootleg booze can be sold to pri-
PCs may also buy bootleg form oth er criminals. The price
vate citizens. to speakeasy owne rs, to me public through speak-
must be negotiated with those criminals, whether PC or NPC.
easies and to other criminal syndicates . Sales to the general
pu blic through speakeasies are covered in a separate section.
STEALING BOOT L EG . Under tb e prohibition law, a few dis-
Sales to other cr iminals must be negotiated with those cr iminals.
tillers were allowed to produce limited amount s ofliquor for me-
dicina l purposes, and large amounts of pure alcohol for indu stry. The remainder of th is section covers building a bootle g business
with speakeasy owners and private citizens .
This liquor and alcohol was stored in warehouse s under the su-
pervis ion ofthe Bureau of Prohibition . A large amount of bootleg
FIRST-LEVEL BOOTLEGGERS. First-level bootleggers must
was stolen from these warehouses in the early years of Pr ohibi·
tion , Such warehouses should contain IdlO x 1,000 cases of build th eir own list of clients through the normal play of the
game. This meanl they must visit speakeasy own ers and wealthy

25
private citizens and try to sell th em th eir wares. Loca l ward EXAMPLE: 8tb level bootlegger AI Tolino has 16 salesmen
bosses can be a valuable source of information co ncerni ng possi- working for him, producin g a tctal of 140 cus tomers per week.
ble customers, especially if a nice " political contribution" is Eighty ofthcse customers are speakeasies; 60 ofthe m are wealthy
dropped in their hands. individuals. At the beginning of the game we<:k, Totino ralls per-
cent ile dice to determine the type of business week. He rolls a 64.
HIGHER-LEVEL BO OTLEGGERS. Bootleggers of second Checking the TYPE O F WEEK TABLE, Tolino sees this will be
level or high er can hire two salesme n per level to handle extra an average week. Nen, Tolino checks the BOOTLEG SALES
cus tomers . Thes salesmen may be NPCs or PCa. Their wages TABLE. He sees that in an average week, each of his speak cus-
must be negot iated. Ifthere is a gang war for control ofthe boot- tcmers will bu y 20 barrels ofbeer and 16 cases ofliquor for a tot al
leg business in certain areas of town , salesmen will wan t signifi- of $2,300. He multipli es all the figures by 80, the num ber of
cantly higher salaries tha n normal. speaks he serves . The resul ts indicate sales of 1,600 barrels of
beer and 1,280 cases of liquor for a total of $J84,OOO. Totino
Each salesman mu st specia lize in servi ng either private citizens
checks th e table again and sees th at for every 10 private cus-
or speakeasies . A salesma n serving speaks will obtain a number of
tom ers be will sell three cases ofliquo r for a total of $225. Tolin o
speakeasy cu stom ers equal to his Presence score. A salesman
serving private citizens will obt ain a number of cus tomers equal has 60 private customers. Dividing 60 by l a, he gets six. H e mul-
tlplies three cases and $22 5 by six. The result is sales of 18 cases
to his Pr esence score x 10.
for $ 1,350. Adding all th e figures togeth er, Tolino sees that his to-
tal sales for th e week are: 1,600 barrels ofbeer and 1,298 cases for
AMOUNTS SOLD. The volume and dollar amount ofboodeg
sales are determined each week by th e bootlegger PC usin g the liquor for a tot al of $18 5,350.
following procedure: Competition. The above example shows why competition among
1. Roll percentile dice and consult the TYPE OF WEEK TA- criminals for control oftbe bootl eg market was fierce and blood y.
(0 the game , Pes and the jud ge must assume th at any bcorleggers
BL E to determine whether this was a good , avera ge or poor
week for bu sin ess. sellin g to speaks , and most bootleggen selling to private ciuzera,
2. Check th e BOOTLEG SALES TABLE to determine the num- are invading some other bcctleggers 'e territory. The speaks and
ber of barre b ofbeer and cases of liquo r sold to speakeasy cus- citizens who are buying from PCa in a game were buying fro m
tom ers. Multiply the amounts shown by the number of speak someone else before, and that someone else is going to be un-
cus tomers to get the total sales. happpy about losing a very lucrative bu siness. It is wonh no ting,
3. Check the BOOTLEG SALES TABLE to determine the num- for example, that Chicago gan gsters warring for control of boor-
ber of barrels of beer and cases of liquor sold to private citi- leg markets managed to kill about 2 15 rival gangs ters between
zens . The amounts shown on the tabl e are sales per to Sept ember 1923 and Oct ober 19261
customers . To find th e total sales to priva te citizens, div ide th e Ju st how often there will be trouble with riv al syndicates, and
number ofprivate citizen customers by 10, dr opping any frac- the nature of that trouble, is left to th e discretion of the campaign
lions. Multiply th e resul t by th e am ount shown on th e table. judge. PC bootleggers should be warned, how ever, to expect a lot
of trouble a lot of th e time.
TYPE OF WEEK TABLE Bootleg Price Summa".. The BOOTLEG PRIC ES TABLE is a
D~ Ro ll Type of Wed :; general reference to determine the going price for bootl eg when-
ever sales arc being negotiated oflocal prices arc Ouetu:ating . The
10-20 Good tabl e shows the average prices that were used to set up the
30-80 Avecage BOOTLEG SALES, SPEAKEASY SALES and S PEAK EASY
90-00 Poor INCOME tabl es.

BOOTLEG SALES TABLE BOOTLEG PRIC ES TABL E


Type of Type of Week Liquor Beer
Customer Good Average ,p"oo",-' _ (CaK) (Barrel) H omebrew"
Speakeasy 24 B; 20 C 20 8 ; 16 C 12 B; 12 C Wholesale from fore ign
(Per Speak) ($2,930) ($2.300) ($ 1,500) manufacturer $36 $3 NA
C itize n IB;4 C 3C 2C Retail as sold to speaks,
(po< 10) ($350) ($225) ($I SO) citizens and other
B = Barrels of Beer; C = Cases of liquor criminals $75 $55 $4/gallon or
$75/case · ·
The profits on th e BOOTLEG SALES TABLE are gross in- Notes:
come. Players must subtract the COSt of manufacturing or buying "Homebrew is grain alcohol mad e in stills, as descri bed un der
the bootleg, th e cost of shipping, sales men's salaries and payoffs MANUFACTURING BOOTLEG .
to po lice .

2'
··Homcbrcw may be sold aI pun grain akobol for S4/gallon. In T4iIrowT DfLqiriMOU Brftl.lIt'rin . When Prohibition came into ef-
lhis form., it is often used to CUt " real sruff" as descri bed under feet. some legi timate brewers struck deals with gangs ters
Q m i", Liquor. Wbm bomcbrnr is mixed with flavoring andcol- whereby the brewers would supply the equipment, capital and
oring chemicals and bouled and labeled, it can be passed off as brewing skill, while the gangsten handled political prceecnc n,
"151 srnfr' for $75 pe r case. legal problems and sales and disrributicn. Gangstcn ecquired
InIn y former ly legitimate brewing companies this way.
Other Forms Of Bootlegging. The booder ~g methods de-
scribed above are just a few of those actually used in the 19205. Spcakeuies
This rule book is too small to describe all the bootleggers' n icks, Speakeaeiee are illegal bars operated in violatio n of th e National
but a few more will be mentioned so judges and players can use Prohibition Act and numerous other Slate and locallaWl. Wh en
them if they want. the Nliltional Prohibition Act went into effect, speakeasies sp ring
up like mushrooms in every large city in the country. The name
Nudk Bur. Under the National Prohibition Act, it was legal to "SpelkCllSy" refers to the faa that a penon needed to know a
produce a distasteful product called "Dear beer " which con tained password or have a membership card to get into many speak!..
onl y one-halfof I % alcohol. In order to make ncar beer, howeve r, Owners took this precaution to prev ent underco ver federal agents
a brewer had to make real beer [mt, then estrecr the CltCC:SI alc0- from gening imide.
hol. There was a ready mark et for this exceP alcohol, especially
amo ng criminals who wou ld buy both the alcohol and the beer. Typn of SPNJrttuin. For game purposes there are three lfPCS of
then lhoot the alcohol back in to the bott led beer with needl es. speakeasies:
Neigltbor/ux,d DUtiJJns. MobIters in KVef'll cities paid ghmo res-
I . Di ves are very cheap, shabby, somewhat rough pbca that at-
iden ts to set up stills and coo k alcohol in their homes. The gang-
ter to a lower class of client;
iteR collect ed the alcohol each week. A home still could turn out
2. Taverns are avmtge ban that cater to all classes;
350 gallons of raw alcohol pu week. The residents usually were
pa id SI5 per week per family for their efforts. 3. N ightclubl are higb<lass ban that cater to woIthy client'.
They furnish a band and perhaps a flOOl Ihow in addi tion to
serving drinb.

SPEAKEASY PROFITS TABLE

Dive Sincome Tavern $Income Nightclub $lncome


$ealing Seating Scating
Units Good Avg. Poo, Units Good Avg. Poo, Units Good ~ Poor
I
2
3
- 20'
263
13}
-,
-340

330
- 475
- 275
-7}
1
2
-30
m
- 260
Il5
}10
-435
-195 2
I 1,650
3,975
1,055
2,785
J8}
1,445
3 1.260 4} 3 6.300 4,515 2,50 5
4 1,205 ias 4 1,905 283
s
6
1.550
2,020
66'
87}
1.210
200
400 6
s 2,4 25
3,070
'"
1,27 5
1,690
400
640
4

6
s
8,625
10,82 5
13,ISO
6,245
7,8 50
9,580
3,565
4,500
5,560
1 2,490 1,545 600 1 3,7 15 2, 105 880 1 15,4 75 11,310 6,620
,
8

10
2.960
3,430
1,880
2,21}
800
1.000 ,
8 4,360
5,00 5
2,520
2,935
1, 120
1.360 ,
8 l 7,8OO
20, 125
13,040
14, 770
1,680
8,740
3,675 2,323 1. 100 10 5,425 3.125 1,375 '0 22,225 16,27 5 9.575
II 4,145 2,660 1.175 II 6.070 3.>10 1.61 5 II 24.550 J8.oo 5 10,635
12 4,6 15 2,99' J.375 12 6. 7 l5 3.955 1,8 55 12 26,815 19,13 5 11,695
13 5,08 5 3, 330 1.575 13 1.360 4,370 2.09 5 13 29,200 21.4 56 12.755
14 5. 555 3,665 14
'.-
1,775 8,00' 4,765 2,3 35 14 31,5 25 23.1 95 13,815
I} 3.875 1,8SO I} 8,525 5,075 2,4 50 I} 33.725 24,800 14.750
16 6.370 4,2 10 2,050 16 9.170 5,490 2,690 16 36,050 26,5 30 15.8 10
11
18
6.840
7.310
4.880
4.880
2.450
2.450
11
18
9,8 15
l O,4bO
'.903
6,320
2,930
3.170
11
'8
.38.375
40,700
28,260
29,990
16,870
17,930
l' 7,780 5,2 15 2,650 19 11, 105 6,735 3,4 10 19 43,025 31.720 18,990
20 8,025 5,325 2,625 20 11.525 6.925 3.425 20 45.1 25 33,225 19,825

21
Ownership of SP«JItNUil:S. Some speaks are owned by indepen- T he Num be" Gam e
dent operators who buy th eir beer lind liquor from organized
crime syndics les. Other speaks are owned by syndi cate bosses . The numbers game is a form of illegal gambling tha t tw netted
In dependent owners ope rate under the conti nua l threat tha t orga- hu ge profi ts for organized crim e syn dicates since it started in the
nized crime syn dicates will try to rake over their bus iness . Own- late 1800s.
ership often is shared, with th e independent operato r serving as a H uw TItt N umbers GJmt Works. The numbers game appeals
manager for a syndicate part ner who takes a large cut of the pr ofit mainly to small wage earners who see it as a chance to m.U.e an
in excha nge for liquor and protect ion from both th e law and other enormous profit on I small wager. The person playing bets a
syndicates. small amou nt, usually less than 50 cen ts, that a certain three-digit
Space RtquirTmm ts. Space req uireme nts for speaks are given in number will be picked in some type of Ion ery, If the be tto r',
numbers of squares on a 15' scale map. Remember tha t one guess is correct, he can win up to 600 times the amount bet.
square on a 15' scale map equals nine squares on a 5' scale map .
The winning number is supposed to be picked nndomly. It may
SEATING CAPACITY. Speaks can p rovide seating for 20 cus- be picked in a drawing, or it may be the last three digits of the
remere in one 15' ma p square. One such square is cons idered th e U .S. Tr easury balance for th e day, or it may be the sum ofvarious
basic unit ofseat ing capa city. The maxim um seating capacity for odds at a given nee track . All that is important is that the people
any speak in th e game is 20 units (400 cus tomcn). makin g bets believe th e operator of the numbers game can not
control th e winning number.
OTHER REQUIREM ENT S. In addition to searing, a speak In a fair game, the odds against piclring the winning number
must provide space for th e followin g add itional areas: are 1,000 to 1. Ifth e bettor wins, he is paid offat on ly 600 to I, at
most . Thus, the person operating th e num bers game will make
1. All speak easies must provide at least one square for an office or
manager's ba ck room, and at la st one square for storage; 40 cents on each $1 bet, on th e avenge. If the operator of the
2. N ightclubs must provide at least one square for a bandstand, at numbers game can control the winning number, he can make
even greater pr ofits simply by picking the number wit h th e
least two squares for a dan ce floor and at least two squares for
performers' dressing rooms and lounges. fewest best on it as the winner.
Sptakeiuy Profin. Speakeasy owners calcu late their profits each 1101/1 Cn'minab OrganiM T1u Nu mbers Game. The num bers game
week by rolling on the TYPE OF WEEK TA BLE and th en is usually set up in lower-class neighborhoods with large ethnic
checking the SPEA KEAS Y PROFITS TABLE . minorities. In such neighborhoods , the re may be as many as
The SPEAKEASY PROFIT S TABLE shows profits after de- 1,000 peopl e in I single block who play the numbers every day.
ducting liquor costs, rent , wages, payoffs to law enfo rcement offi- The lyndicate has I runner in each block. The runner is the
cers and miscellaneous expenses. The profits shown are based on person who contacts th e bettors in the block, takes the bets and
the assumption that the speak owne r is paying a minimum of collects the money. The mon ey is then turned over to a bag man .
$300 pe r week rc local cops, politicians and prohibition agents, A bag man collects mon ey fro m many run ners and takes it to a
and that the owner is paying a manager $1 50 per week to run the cemral lccaticn, called a "bank." At the bank, the money is sorted
speak for him. If the cost ofbuying off the law gOCl5 up, the pr ofits and counted. and the amount that must go to the winners is set
should be reduced accordingly, Similarly. an owner who acts as aside . The bag men then take the winnings ba ck to the runners,
his own manager can add $ 150 per week to the profit s shown. who delive r it to the winners.
Any numbers game set up by an organize d crime syndicate in a
campaign must ha ve one ru nne r for every block and one bag man
for every 10 blocks. A bank can hand le any number ofbag men 's
deliveries. However, each hank should have al least two workers
for each bag man delivering to it .

Income From TM N umhtTs Game. The weekly income fro m a


numbers game can be determined by rolling 2d l0 and consulting
the N UMBERS IN COME TABLE . The amounts shown on the
table are profits per block of territory in which the syndicate is
running its game.

MODIFIERS. The dice roll is modified as follows:


1. For ethnic minority neighborhoods + 3
2. For lower-class assimi lated neighborhoods + I
3. All other neigh borhoods, except upper class -I

28
The numbers game cannot be Set u p in an upper-class neighbor- Multiplying this figure by the number of blocks, Tolino nets
bood. S10,260 (30 x $342 - SI0,26O). Next. Totin o finds the income
from the 25 blocks in the assimilated neighborhood . In this
LOSSES . Ifthe roll to determine income from the numbers game neighborhood, the modifier is + I, so the modified dice roll is 12.
is a 20 before the addition of any modifiers, a second roll of2d lO Again consu lting the NUMBERS INCOME TABLE, Tolino
must be made. If this second roll is also a 20. the syndicate has ~ that the income per block is S286. Multiplying th is figure by
lost that day. The amou nt of mon ey lost is $500 per block where the number of block&, Tolino rakes in $7,150 (25 x S286 :-
the game is run. This loss must be paid from the syndicate's own S7.150 ) from this neighborhood. Thus Tolin o' s total income
funds . lfthe loss is not pa id. th e jud ge must determine what will from bis numbers game for this week is SIO,26O + S7. 150 ..
happen. At th e very least. the syndicate's game will fall apan in $17,410.
neighborhoods where th e loss was not paid .
Expenses. The expenses ofoperating a numbers game are figured
FIXED NUMBERS. It is somet imes possible for a syndicat e to into the profits on the NUMBERS INCOME TABLE, so PCs
cont rol the selection of the winning num ber. If, for example, the do not have to deduct any further expenses. The expenses as-
winning number is selected by totalli ng odds at a given race tr ack sum ed when setting up tbe table were a 30% rotal CUt of th e
and a member of the syndicate owns that race track, the od ds can profits 10 runners , bag men and bankers, plus $50 per week per
be manipulated to produce: a winning number of the syndicate's block to pay offtocal police.
choice. Syndicates that flI the numben determine their weekly
Sl411illC /I Numben Game. A PC criminal can try to stan hi s or
income by reading the Fixed column on th e NUMBERS IN·
her own numbers game . The cr imi nal mUSI have a starting bank
COM E TABLE.
of at least $500 in cash per block, and must organize at least 10
blocks. The PC must recruit his or her own runners. bag men
NUMBERS INCOME TABLE
and bankers. The person in charge of each bank must ha ve ac-
Modified Di ce Roll N ormal Fixed coun ting or bookm aking skill.
I -$22 $2. Competition. Just as there often is bloody competitio n for bootleg
2 $0 $90 mark ets, there often is violent competitio n for cont rol of num-
3 $34 $160 bers ope rations in pr ofitable neighborhoods. The extent and vio-
4 $62 $230 lence oh his competitio n is left to th e discretion of the campaign
5 $90 $300 judge.
6 $ 118 $370
7 $148 $440 Bookmaking
8 $174 $5 10
Bookmak ing is a form of illegal gamblin g. Bookmak ers take bets
9 $202 $580
on the out come of a variety of event s, with horse races, boxing.
10 $230 $650
11 $2 58
ball games and other spo rts events bei ng the most popul ar.
$720
An independent criminal with bookmaking skill can set up his
12 $286 $790
or her own bookmaking operation. but most bookmaking opera-
13 $314 $860
14 $342 tio ns are set up as pan of, or at least in partnersh ip with , an orga-
$930
nized syndicate.
15 $370 $1000
16 $398 $1070
Requirements. A bookmaking operation requi res th e following:
17 $426 $1140
18 $45 4 $1210 1. On e character with bookmaking skill per ward in which the op-
19 $482 $1280 eration is being run;
20 $510 $1350 2. A central office, preferably with ample room for bett ors to
21 $538 $1420 await the results of races and sporting events;
22 $566 $1490 3. At least 20 handbooks (see below) per level of the bookmaker;
23 $594 $ 1560 4. ACCC$S to th e racing wir es.
EXAMPLE: AI Tolino' s mob bas a numbers ope ration covering Handbooks. A handbook is a place where a private citizen can
30 blocks in an ethnic minority neighborhood and 25 blocks in a make a bet . Many handbooks are legitimate businesses whicb
lower-class assim ilated neighborhood. To determine the weekly take bets on the aide. Each bookmaker must have at least 20 such
income from th e numbers game , Thlino rolls 2d10 . The result is handbooks for each level he or she bas attained . The bookmaker
11. Tolino uses this number for both neighborhoods. Fi rst, To- must keep a record of the nam e, address and contact perso n at
lin o fin ds th e income from the 30 blocks in the ethnic minority each handbook. The handbook mana ger takes bet s and either
neighborhood. H e adds the + 3 modifier for the neighborhood to phones them in to the bookmaker or delive rs th em to a bag man
11. obtaining 14. Cbedci.ng th e N UMBERS INCOME TABLE, sent by the bookmaker.
he sees th at th e income per block for this neighborhood is S342.

2'
Rtxi"l Wim. It. raring wire iI a special wire K rvKe that flabes ing akill score. which il73. The number listed lbere is $1,400.
me btClc trklt results, trkltodds and ocher TKing information to Joey multiplies this numbcr by his own level , which is four. Joey
CUJtomen Kt05iI1hc: country. The racing wira themselves ue a and AJ's booltmaking opcntioo bas earned them a tOCI I of " )C
IqitiDulte business. ControJ oftbe ncing wires in. given city is . $1,400 - $5,600 in the 1st 'Ward.
franchise that is purchased from me ~t company. There is
Srirrp. A bookmaking opcntion bas been scung wbcncva the
o nly ODe rKing wire service per city, aDd onl y one franchise
dice roll uscd. co determine weekl y income is 0 1 or 02.Ifa syn di-
holder. Anyone can be connected to the racing wire by plying I care has bookmaking operations in more than one ward, aU of
fee to the franchise holder. This fee may be I fixed amount per
them suffe r a sting ifanyone rol ls 01 or 02 . When I bookmaking
week or, in the cue ofbookmalten, I percentage ofthcir profits. opention i, stung, it 105cs money. The amount lost is determined
Pea must negotilte their own deals with the franch iac holder in by rolling percentile dice and multiplying the result by $ 1,000 .
their city. The fee should never be less thin 5"" of the bookmllt·
ing operalion ', weekly income .
EXAMPLE: Joe Tolino rolls for Wffkly income and gels a resul t
A franch ise holder can sell t he franchise, but probably would not
of 02 . Joey has taken a sting. He rolls percentile dice again and
unlcu he wu under tremendow pressure.
gecs 74. Joey has lost 74 )C $1,000 or $14 ,000.
Lim;" Orr Boolt",alt;nl . An organized crime syndicate may have
oo1y ODe top bookmaker per ward. This means that the syndkare When I sting occura, it is up to the campaign judge to tell the
rolls only once per ward OD the BOOKMAKING IN COME bookmaker who stung him and how it was done.
TA BLE.
EXAMPLE: To cont inu e th e example above, the judge might
IJta1ffW. Income: from bookmaIting is determined each game weelt teU Joey that be cook a bet for $1,480 on I bone tha t was a sure
by rolling pcra1ltik dice and consulting the BOOK.M AKING loser and gave the " sueUr" makin. the bet odds of 50 to I. The
INCOME TABLE. Cross inda: the result of tm percentile dice bettor then ru.cd the bone JKe 10 his bone won. If the judge de-
IOU with the skill score of the bookmaltcr in the ward being cidca to lift Joey I chanc'c to J et his money b.cIt be might simply
checked. The rault is the profit made per Level ofthe bookmaltcr. tell Joey the name: of the bettor. Joey will han to figure om bow
EXAMPLE: AJ Tolmo bas a large book mlking operation in the the bettor beat bim, bu t Joey, AI and some of the boys will cer-
hc ward. II is beaded by Joey "The Boot" Totino, At', clever tainly be on band to have I Iinle chat with this benD!" when he
coma by to po up his winni ngs.
younger brothc:r. To detc:rminc his inco me from boobnlkinl for
a giV'CD week. Joey rolls perceeule dice and gets a 55. Joey kIob WiNifa/h. A booItmahnJ operation bas a windfaI1 (tJ'CmUdow;
on tbe BOOKMAKING INCOME TABLE in the column profit) whenever the dice roD to determine weekly income is 99
hcaded " 5 1-60" and moves down to the row with his bookmak- or 00 . If a syndicate has booltmaitinJ operations in more than one

BOOKMAKING IN COME TA BLE


Skill Dice Roll
re 0 1.(12 03-10 11·20 2 1·30 3 1-40 41·50 1·60 61·10 71-80 81-90 91-98 99<JO
30 S <> 100 200 300 400 SOO 600 700 800 900 WF
1-35 S 100 200 300 400 500 600 700 800 900 1,000 WF
200 JOO 400 600 700 800 900 ,000 1,100 WE
41-4 5 S 300 400 500 600 700 800 900 1,000 1, 100 1,200 WF
.6-SO S 400 500 600 700 800 900 1,000 1,100 1,200 1,300 WE
51-55 S 500 600 700 800 900 1,000 1,100 1,200 1, 300 1,400 WF
S 600 700 800 900 ,000 1,100 1,200 1,300 1,400 1,500
I·M S 700 800 900 1,000 1,100 1,200 , 1300 1,400 1, 500 1,600
~ 1,000 1,100 1 1,400 1,500 1,600 1,7
11·15 S 900 1,000 1,100 1,200 1, 300 1,400 1,500 1,600 1,700 1,800
76-80 S 1,000 1,100 1,200 1,300 1,400 1,500 1,600 1,100 1,800 1,900
8 1-85 S 1,100 1,200 1,300 1,400 1 500 1,600 1,100 1,800 1,900 2,000
1,200 ;300 ,400 1,500 I, 1,700 I,BOO 1,900 2,000 2, 100
S 1,300 1,400 1,500 1,600 1,100 1,800 1,900 2,000 2, 100 2,200
S 1,400 1,500 1,600 1,100 ,BOO 1,900 2,llOO 2,100 2 ~300
Noca:
S means me operation bas been stung.
WF means the opention has bad a windfall.
Double tbe profits shown if the eveDtS have been fixed.

30
~\
\

ward, all of thml have • windfall if any ODe rolll 99 or 00 . The Slot Machines
amount of money mad e in • windfall is determined by rolling per-
Sloe machines are illegal in most states, but anyone willing to
centile dice and multiplying the result by S1,000. It is up to the
make enough pilyoffs can gtt them pleced in speaks, cigar ~tores.
judge 10 tell the bookmaker what caused the windfall.
candy stores and other businesses. The machine must be pur-
EXAMPLE: Joey Tolino is rolling for weck1y income: and rolls I chased from a manufacturer, and manufacturers usually will deal
99, • windfalll He m ill percentile dice again and gets a 43. He with only one syndicate in I territory (a lerritory is the size of I
multiplies t his by $ 1,000 and gets a tot al 0£ S43,OOO. The judge major city). Prices for the machines and exclusi ve rights to place
tells Joey that th e heavi ly favored horse in • ma jor race dropped them in a territory are negotiable, but should not be less than
out of the race (scratched) at the last minute. $500 per machine. Each slot mach ine placed will produce IdlO
)( $10 per week. pC! should simply rollldl O, multiply the re-
Fixiltg Ewnu. A bookmaker can double his weekly income ubis
sul t by $10 and then by the number of mach ines in ope ratio n.
syndicate can flI the maior spo rting events of th e week in th eir
Payoffs to local officials and II W enforcement officers are higher
city. Fixing event s must be don e through the norma l pby of the
game. The judge must use his discretion in this . than normal for slot machines, because of their high visibility.

& pmsn. The apenacs for bookmaking incl ude Loansbarklns


I. Payoffs to handbooks for their services. usually 5,. or I" ' of Loansharking is loaning money at higher interest rates than those
the take; offered by legitimate loan sources and often higher than those al-
2. Payment to the wire suviccs; lowed by law. Loansharb find CllStomen in debr.ridden busi-
3. Payoffs to local law enforcement omcen. nC$S.lllCD who cannoc get hank loans and in garnblen wbtl have
AU of these expe nses must be oegotiatcd. ln addition. syndicates suffered heavy losses.
must negotiate with book:JnaUn for their services. A loanshark', fintloan to a customer usually is made It 10'
Co",petitUm ANl Dawp:n. Li ke other forms of criminal en ter- interest, compounded weekly. The money is loaned for I 'bon
prise. bookmaking can set off violent competitio n. However, time, often only four weeks. If the customer cannot repay the
bookmaken run an additional risk. Whenever violence breaks out loan and the interes t at the end ofthat tim e. he or , he ill forced to
between competing gangs and th e local police are pressured into take a new loan to pay for the old loan. This new loan usually has
a temporary aaddown on vice and orga nized crim e, bookmak- a higher int erest rate, sometimes J5lfD or 20% . This bo rrowi ng of
ing offices usually are amon g th e firat places to feel th e result s. money at higher and higher interest to payoff the origiMl loan
Bookies often keep th eir records on chalkboards or light paper so continues through two or three cycles . If the customer cannot re-
th ey can be destroyed quickly during a raid by police or rival sya - pay th e 100000000k after th e third loan is due, the loan is " en-
da tes. forced." Enforcc:n cnt starts with verbal threats., followed by
violence to the borrowtt, his business and/or his family.
ea..... !Xu;"g Up It LoaIfSlta,1t;"IOpnariorr. PC criminals can let up a
The types of gambling howes called casinos varied so widd y loansharking operation if th ey have I starting bank of $ 100,000
prior to the appean.ncc of the modem Las Vegas.-style luxury a. or mere. Pea who want tosbark loans but who do DOC have such a
sino that it is DOC possible to give specific rules for cas ino opera- bank. can work for I higher-level " banker." ....lalting the CX"ntacts
tion s. The cam paign judge m us t use his d iscreti on in to gtt 5UCb a job is up to the PC.
determining th e cost ofset1ing up and operating I casino, and the A PC who is sbarking for a higher-Jevel banker normally pilyl
profits generated. As I guideline, a high-class cas ino catering to that banker 5'" interest per week on th e mo ney he ill using. Inter-
the very wealthy would require at least twice as much space as I est rates may fluctuate at the discretio n of the campaign judge,
nightclub and could generate as much as IdlO )( 55,000 per PC SJuJ ,1tJ. A PC loanshark who wor b for a hig her-level banker
week in profits. will be able to loan out ld 10 )( $1,000 per week. The initial loan
sbould be at 10'fD interest for a periodoffour weeks. The amount
the loanshark mould collect II the end of those four weeb can be

31
calcu1ated from me LOAN SHARK TA BLE. The table shoW1 EXAMPLE: When AI Tolino tries to collect th e S206.635 owed
the amo unt owned on a $ 100 loan at various times. him. in the previous example, be finds thaI be comes up
S2O,663.5Oshort. The judge telb him this debt is owed by one of
LOAN SHARK TABLE his loans har b . AI takes some ofthis boys to call on th e loanshark
50% and instruct him in th e virtues of timely payment. The loanshat k
W«k 5% 15%
I 10 5.00
-110.00
-
10%
115.00
20%
120.00 150.00
is nOI home, howe ver, and Al learns late r lhat he bought a ticket
on the train for M exico C ity. AI probably will call up al'1 "en-
2 110.25 121.00 132.25 144.00 225.00 forcer" friend of his in Tens.
3 115.76 133.10 152.09 172. 80 337.50
4 121.55 146.41 174.90 207.36 506.25 NPQ ANI Bad INhu. Most bad debts owed to PC 10araharb and
5 127.6 3 161.05 201.14 248.83 759.38 bankm will be owed by NPCs.. Sman Ioansharb will takr steps 10
prevent these NPCa from leaving town. If this is the cee, mo5l
6 134.01 177.J6 231.3 1 298 .60 1139.06
7 140.71 194.87 266.00 358.32 1708 .59 NPCs will try to raise the money 0'W'ed in senne way. lfthey c:anJIO(
..... _y, tb<y probobly will try """"lUng iIko>I. 11>< _
•• 147.75
155. 13
214.36
23'; .79
30'; .90
351.79
429 .98
515.98
2562 .89
3844.34 an decide what they will do, beed on the NrCs chanaer.
10 162.89 259.37 404 .56 619 .17 5766.50 BUSINESS TAKEOVERS. When independent busi neJmlen
EXAMPLE: Pete DiLua is a smaIl-time Joanshark working for I arc unable to pay money they owe to loansbarks, the loansharks
higher-level banker. In his first week in business. Pete rolls IdlO will often take part ownership of the businesa instead ofpayment .
and gets a seven . Pete has loaned out $7,000. Four weeb later. This is one of the means most frequently used by syndica les to
Pete is read y to collect on those loans . Consul ting th e LOAN take control cflegitlmate businesses . This option is open to PC
SH ARK TABLE on the 10% column and the " 4 weeks" row. loansharb and bankers.
Pete sees he shoul d collect $ 146.41 for every SI OO loaned out.
Pete has loaned out 7, 0001100 : 70 hu nd reds of dollars. He is Rackereerlog
dce ru x $ 146.41 - $10.248.70 . He bo rrowed th e $7.000 from Racketee ring is using or threatening to usc violence to extort
hi s banker at 5% interest . so be owes the banker S12 1.55 per money from legitimate businesses.
SI OO he borrowed. This comes to a tota l of 70 )( Sl 2 1.55 -
$8,508.50. Pete's Del pr ofit is S10,248. 70 -S8, 508 .5O - 1M Proucritm Radu•. The protection racket is the lDO$t bask
SI .74O.2O. form ofrackdeering.lt is brutal. direct and often dTective. The
organiud crime syndicate sends representatives to variou, busi-
PC &MerJ. A PC running a loansbark bank (minimum of nesses, usually in a specific territory. These rcpresentatiftS tell
SIOOO,OOO needed 10 StITt) will be able to loan OUt up to IdlO the owner of the business that he has two choices:
times S I 0,000 for every $100,000 in his bank per week. The PC
loans this mon ey to lower-level loan sharb al 511b interest com- t. He can pay the syndicate a specified amount of money per
month for protection; or
pounded weekly, usually for four weeb.
2. H e can expect acts of violence which will harm his business,
EXAMPLE: AI Tolino usn some of his earnings from gambling his health, his family and perhaps his life.
and bootlegging to ru n aloansha rk bank. At the beginning of the
week he has $355 ,000 in the bank. AI can rollld l 0 to determine The letS of violence help "persuade" the businessman thai he
how muc h he can loan out this week. H e rolls a total of 17. Muhi- should pay protection money to the syndicate, and serve II an exam-
plying this by $10,000, AI sees that he can loan out up to ple ofwbat will happen to other businessmen if they refuse to pay.
S170,OOO th is week at 5% interest. After four weeb, th ose loans U,,,07r Ra.cJuturi"g. In the late 1920s and 19305, organized syndi -
will come due. Consulting me loan shark table, AI sees that he cates began infiltrating labor unions with three intentions:
sbouldcollcet 1,7(0)( SI21.55 - S206,635. Tbis is a profit of
S36,635 in four wee ks. The wW after loaning our the $ 170,000.
I. Controlling the unions made it easier 10 extort mo nC} from
businesses. An employer who refused. to pay the Synd icate
Tolino's bank is temporarily reduced to SJ85,OOO. so he can roll
could have suikes and ether labor problems;
only IdlO to determine the amount he can loan outlhat week. T~
2. The unions themselves were. source of owncy thaI could be
line could, of C'OW"Se, decide to pu t more owney into the blink
from bis other sources of income. taken from worken direaly through payroll deductions and
indirectly by embezzling pens ion funds .
B4d lkbu. Ten percent of all the money PC Ioansharb and bank- 3. By controlling the unions, the syndicale could sometimes force
en loan out will not be repaid. When WttkIy paymentScome du e. legitimate busi nessmen to trade only with other companies the
the PC and the judge should determine 10% of the amount du e. syndicate controlled.
This amount is deducted from the PC's collections for the week.
The judge should give the PC the name of th e borrower or bor- INFILTRATING UNIONS. Syndicates were able to gain powe r
rowers who owe him this money so the PC can try to enforce the in some union s, espec ially after 1929. because the unions were
loan. How the loan is enforced is up to the Pc. provided rbe bor- very poor. U nions need mon ey to organize more workers, strike
rower can be found . for recognition and other goals, and support political action. The

32
syndicates were a source of large amounts of camfor the uni ons. EXAMPLE: PC Joe Sul livan begins a cam paign game as a first-
In ret urn for their money, the syndicate leaden were sometimes level character with zero X.P.s. After five sessions of play, Joe
ab le to put their own peop le in powerful positions in the unions . finds he has earned 10, 500 X .P.s. This is enough to advance Joe
to second level. When his X.P. total passes 30,000, Joe can ad-
PC ACTIVITIES. PC syndicate bosses in a G ANGBUSTERS"
vance to third level, and so on.
campaign may atte mpt union racket eering . The campaign judge
mus t determine what unions are eet up and their financial condi-
What Level. Mean. A character's level is an indication of how
tions.
successful that character has been at his or her career, It measures
InaJme From R adulUring. Due to the wide variety of rackets, ther e how much professional respect that character has among N PCs
are no complete guid elines for determining how much money a in th e same career. Level also can be used as a gen eral guide 10
syndicate can make from racketeering. The income PCS cam from what level of society a cha racter is accepted in .
racketeerin g will depend on the type ofbusinesses the PCS victim-
EXAMPLE: A first-level policemen is a rookie, and will spend
ize and the judge's estima te ofbow much those businesses could af-
most of ws tim e dealing with other PCS and NPCs who also arc
ford to pay. For Isrge-scale rackets, profits running into millions of
first level. A fifth-l evel policemen deserves mu ch more respect,
dollars per year are certainly realistic and possible.
will handle tou gher cases, an d will be able to associa te more eas-
ily with social and polit ical lead ers . Law enforcement offICers
C har acter Ad va n cem en t who reach 10th level or higher are living legends, and the mere
Each PC in a campa ign game has some type ofcaree r. Characters mention of their nam e will strike te rro r into lower-level crimi-
who are successful at their careers earn expe rience points . Char- nals.
acters who earn many experience points are able to rise in level.
Ga ining levels makes characters more powerful and better able to Advantage. of Advancement
solve the problems they face in the game. Characters who advance in level earn the following advantages :
1. They can use accumulated expe rience point s to increas e their
Experie nce Points basic abilit y scores;
Experience points [abbreviat ed X .P.s) are a measure ment of a 2. They can use accumulated expe rience poin ts to learn new
PC 's success in his or her career. PCs earn X .P.s by performing skillS;
tasks related to the ir careers. For examp le, PCS with careers in 3. They can add five points to their score for one skill they know
law enforcement earn X .P.s by capturing cr iminals, while re- already;
po rters earn X.P.s by findi ng and publishing major sto ries before 4. They cam oth er special benefits that ap ply to th eir career.
the competing newspapers. The tasks PCs can perform to earn These are described in th e sections on the various careers .
X.P.s arc described in the sections on the various careen. Exper l-
ence points shou ld be reco rded in th e space marked "Carta To- IMPR OVING BASIC ABILITIES
tal" on th e character sheet. When a char acter advances a level, the player may spen d some of
the character's experience points to improve his basic ability
Level scores.
Levels are an easy way to exp ress the number ofX .P.s a character
has earned. All Pes begin a campaign game as first-level charac- P rocedu re
ters. Characters can advance in levels as shown on the C HARAC The following pr ocedure should be w ed whenever a character
TER ADVAN CEMENT TABLE. rises a level:
C H ARACTER AD VAN CEMENT TABLE 1. In th e space on th e character sheet marked " Level;' note the
Level X.P.s Needed X .P.s To Spend ch aracter's new level.
2. Find the nu mber ofX.P.s th e characte r can spen d . It is listed in
I 0-9,999 o th e third column of the CHA RACTER ADVANC EMENT
2 10,000-29,999 10,000 TABLE above. Add th is nu mber to any num ber already in the
3 30,000- 59,999 20,000 space on the character sheet labeled "x.r.s To Spend ."
4 60,000-99,999 30,000 3. The characte r can spend any number of X.P.s up to tb e aum-
5 100,000- 149,999 40,000 ber shown under "X.P.s To Spend;' to im prove his basic abil-
6 150,000-199,999 50,000 ity scores or learn new skills. Points spe nt arc subtracted from
7 200,000-249,999 50,000 th e " X .P.s To Spend " total shown on the character sheet .
8 250,000-3 49.999 50,000 A char acter is never forced to spend X.P.s. A character can save
9 35O,()()().499,999 100,000 X.P.s in his or her "X.P.s To Spend" record as long as he or she
10 500,000-749,999 150,000 wants to.
Above 10 250,000 per level 250,000
No te: A PC can never advance above 15th level.
EXAMPLE: In the previous eumple. PC Joe Sullivan bad ABIUTY SCORE lMPROVEMENTS TABLE
earned 10.500 x.P.s and ~ from fim to second level. Improvement Cos=o.t _
When that happened, Joe did the following:
Add J to M uscle Score 2,000 X.P..
I. He cceed that he had 10,500 x.P.s under his "Career TOlal" Add I to Agility Score 5,000 X.PoS
=><d; Add I to Observation Score 3,000 X.P.s
2. H e recorded 10,000 points in his "x.P.s To Spend" record; Add I to Presence Score 20.000 X.P.•
3. H e spent all 10.000 of these point s. reducing his " X.P.• To
Limil02tWru On Scon ImprwmtnJu
Spend" record to zero.
The following limi tations appl y to improving basic ability SCOrc:5
Com of SaM Im p1'fJ'VnMJfu by spending X.P.s.:

The number of X.P.s that must be spent to improve the various I. M uscle. Agility and Observation scores never can be inc:eased
basic ab ility scores is given on the ABILITY SCORE IM - mon: than 20 points above their originallevel.
PR OVEMENTS TABLE. 2. The Presence score never can be increased more than lwo
points.
3. No ability score can be increased above 100.
4. A character's Presence score never can be increased above 10.
Chapter 3: Sldlls & Equipment anyone, with a 20Cfe chance for IUCCCSI. Charactcn with training
have a better chance eo usc general akills sua:essfully.

Skills Skill Scores


When a charac1er lcarna a wll, the pb yu must roll percentile
Chanctc:n who advance in level can spend X .P.• to learn special dice to fmel the charac1er', ICOf"C for that akill. This dice roll is
stills. Skills give characters unique abilities. Spmding X .P.• for modified using the ABIUTY MODIFIERS TABLE from pege
stills is done the same as spending X.P.• to improve basic ability 6. When the character tria to use the skill, he or abcmu st make a
scores. The COSts in X .P.I for skills an given on th e SKI LL aki.lJ check. Skill checks an made the same way ability ch ceb are.
COST TABLE. The character passes th e chec k ifbe rolls less than or equal to his
skill score. A character who tria to do somrthing that is covered
SKILL COSTS by a general skill, and who docs not have that skill, is assumed to
haft a score of 20. Charaet en who learn I skill will never get a
Skill Cost in X.P.• score lower than 26.
I. Au to Theft 5,000 EXAMPLE: Shadowing i, a gen eral skill. j oe Sullivan dt el not
2. Fingerprinting" 5.000 have the shadowing skill, bu t is trying to shadow another charec-
3. Lockpicking 5,000 ter anyway. j oe has a 20% chance of success. If j oe had learned
4. Photogr.phy 5,000 , had owing and had a score of S2 (for aam plc) he would haft a
5. Pickpocketing" 5,000 52% chance of success.
6. Public SpWing' 5,000
7. Shadowing 5,000 AU'O""llic Failllrt. A dice roll of 100 (00) on any akill chcd
8. Stealth 5,000 means the ancrop!: to use the aki.lJ has failed, rcg:ardless of the
9. Wuetappmg* 5.000 charaaer', sbll score.
10. Alarm Systems· 20,000 S«r«y oj CA«h All skill chceb arc rolled secretly by the. game
II. Auto Body Work - 20.000 judge. The judge should I10l tell the character whctba" the chcd
12. Auto Mechanics- 20.000 wu succcuful; the judge ahouId limply describe the clTcetJ ofthe
13. Bookmaking- 20,000 check on the course of play.
14. Boxing- 20,000
15. Disguise 20,000 EXAMPLE: A character with disguise skill dis guises ~ in
16. EzplO!liva 20,000 order to rob a bank without being rccogniu:d. The judge ICCt't1ly
17. F inding Smuggled Goods 20,000 roU, a ' kill check and llOl:a that the character failed the check.. He
IS. Gombling' 20.000 tells the player nothing. When the character commits the r0b-
19. Gnphology (Forgery Detection)* 20.000 bery, several witnoscs in th e bank may be able to give the police a
20. Kn ife Thrc wln gw 20,000 good descripti on despite the character', disguise.
2 1. Smuggling 20,000 M odi/ius. The game judge can introduce , kill score modifien if
22. Accounting· 35,000 he decides a spec ific task is more difficult than the avera ge task
23. Ballistics'" 35.000 covered by that skill. Some examples are a -10 modifier for tak-
24. Forgery 35,000 ing photographs in dim light or a + 10 modifier for opening a
25 . M art ial Am- 35.000 sm all, poorly madc we.
26 . Pu blic Relations 35,000
27. Safceracki.ng* 35,000 Improving Scoret. A character can increase his or her score for
28. An Expen.... 50.000 one skill by five po ints each time the cha racter goa up one level.
29. Chemical Analysis· 50.000 The character can increase the tame 'kill KW:taI times, or a dif·
30. Counterfeit Detection - 50,000 ferem ' kill each time: he advances a level. A skilllCOre can be in-
31.~tbing · 50,000 creased to any level .
32. Jeweler- 50,000
33. Art Forgery· 100.000 sun, AI The Start Of A Campalp.
34. Counterfeiting- 100,000 At the beginning of a campaign game. the judge shou1d let each
* e..cl U5ivc Skill character cbooee one skill. This skill must be chosen ffOU'l thoee
cost ing only S,OOO X.P., .
nertnidoas
Skill Descriptiont
There are two types of skills: eadusive skilb and geutta1 skills.
Es:c1usive mIls gift a character the ability to do things tha t only Followin g an brief dc:scriptions of the sblb. They an:: u,ted in
characte.n with that sbll can do. General lki1b can be used by alphabetical ord er. Exclusive skills arc indicated with an (E).

35
Accou.ating (Erthe Ibility to keep an types of financial re- for a high price . Any character wit h this skill will be ab le to make
cords, to alter financial records to hide stolen or misused. mOD~ fakes which will auro matically fool anyone except a character
and the ability to detect altered records. A ~er WIth ~ with th e an expertise skill. An In forger also can det ect forgeries,
skill is able to manipulau: ftnancial boob to hide wrongdoing using his forging skill score.
from anyone escepr anot her accountant . Whe n falsified or doc-
to red boob are exami ned by ano th er accounta nt, use the follow- Auto Bod)' Work (E)-the ability to repair or mod ify a ca r or
ing procedure to see if the changes are detected: truck so that DO character without thi s skill will notice (he . ltera·
rion or repair. lfanother character with thi s skill exam lnea the ve-
1. Subtract the skill score of the accountant who ~ored tbe hide, the procedure described under Accounting is used to see
boob from the KilllCQre of the accountant checking them. whether the cha nges are noticed.
2. Use the result u a positive or negative modifier to the Uill
score of thc: accountlnt checking the boob. Auto Mechanlca (E}-tbe ability to do any type of mechanical
3. U se the modified skill score to make a skill check for the ac- work on a ar or truck, with the proper tools. The score is
countant checking the boob. Ifthe modified akill tcou is neg-
1. The percent chance to repair a mechanical problem. lra.char-
ative. the check will fail automatically, but the judge should
serer trying to make repairs fails his skill check, the car will de-
pretend to m il it anyway.
velop problems of the judge's choosing sometime within the
next: game week;
EXAMPLE: Pete Longello is AI Tol ino's accountant. Pete bas
2. The percent chance to modify an engine to increase I Clr's
an accounting skil1sco n: of86. He has "fixed" the boob ofA)'s
maximum speed by 10 miles per boar. (This can be don e onl y
" athletic dub" to hide large amounts of illegal gambling income
when players are using the expert rul es.)
(this is called laun dering money). Frink M cLo ughlin , F.B.I. ac-
cou ntant witb a sltill score of 73 . has been sent to check these
Au to Theft - the ability to enter I locked car or truck without
boob. The game judge subtracts Pete's accou nting score of 86
the keys and stan it. The score for this skill is the character's per-
fmm Frank's score of73 for a difference of - 13. The judge then
cent chana to do this in 15 seconds . Failure mean s the car bas
modifies Fnnk's score by this difference. getting a modified
not starred. The charecter can continue tryin g to borwire the car,
score of (73 - 13 - )60. Finally the judge rolls percentile dice . If
checking for each 15-seoond interval un til the car starts . There it
the resul t is 60 or less, Frank will bave found Pete 's manipula--
a 51llt chance any car a character tr ies to steal will not stln no mat-
tions of the boob. If the mil is 61 or greater. Frank will have
ter what the character docs. This is determined KCletly by the
m issed the manipulation.
game judge.
Alarm S)'atellla (E}-tbe ability to co nnect and disconnect aU
B all b tka (E}-the abili ty to determi ne whether. specific bu llet
typeI of burglar alarms. The: KOn is the percent chance to sue-
was fired from a specific gun by using lab tests. The score is the
cessfuIJy connect or diKonnect the: system. Failing a cbc:ckwhen
percent chance tbat the character conduct ing the ballistics test
disconnecting a system meant the alann goes ofT. A character can
will reach a definite and accur ate conc lusion.
try to disconnect a panicular system onl y once during a single ad-
venture. Disconnecting an alarm. takes 2 to 20 minutes (the game
judge m ils 2d l0). A character with this skill can detect tampering Rookma kln g (E}- Bookmaking skill is fully ex pla ine d in th e
section on Bookmaking under Car een In C rim e .
with an alarm system by using the procedure descri bed un der Ac-
COUnting.
Bom g (E)-the boIi.ng skill is full y explained in Chapter 5.
AM Ex pertiH (E}-a general knowledge ofan and an worb and
the ability to detect I n forgery. The scott: is used Chemical Analysis (E}-th e abi lity to use ch emical tests con-
ducted in a labontory and I general knowledge of science to Ina:-
I. As the character's percent chance to be famil iar with a piece of Iyze evidence in a cri minal case. The score is the character's
an or I lpeciflC art ist; percent chance of dnwing a correct oonclusion from his or her
2. As th e character '. chance to detect an art forgery. The proce- tests . The usc of th is lkill may be limited at the discretion of me
dun outlined under Accounting is used. The an a pert isc: campai gn judge.
score ofthe detect ing character it compared to the an forgery EXAMPLE: The prime suspect in a murder case has two friends
score of (he forger to find the modifier. If [he: work being who swear lb at be wu nowhere near the scene ofa murder. How-
checked is not a faite. the jud ge shoul d roll again st the charac- ever, an F.B.I . agent with chemical analysis sltill is able to prove
ter's unmodified score to see if he can tell that the work is gen-
that some tiny fibers found under th e victim's fingernails Ire
uine.
made of th e same material that is found in th e suspect 's coal.
AM Forge ry (E}-the ability to forge paintings and scu lptures
Cou n terfeit Detecdon (E}-the ability to detect cc unterfeh
and, at the judge's discretion, other types ofIn. Usually, the fake
money. Use the procedure ou tlined under Accounting.
is substituted for the original an and the original is sold illegal ly
CoUDtCrfeltiq (E )-the ability to make printing plall~S for ing soldy by gambling. The skill score can be used to influe~
counterfeit money. the abili ty to NO a preu and, equally impor- the outcome of private card games. 10 determine winnings wben
tant. contact with people who can supply the special paper the chacacter gamb les ala casino and to determine the chuacter's
needed to make good counterfeit bills. These contacts, acquired chances when placing bets with a bookie. The score is also the
with the counterfeiting skill. are NPCs played by the game judge. character's percent chance 10 detect cheat ing at cards. fixed tables
A character with this skill can produce counterfeit bill s that are 10 in casinos, loaded dice, etc.
realistic they can be detect ed only by chuacten with counterfeit
Card Game. When characters gamble at card gam es, cad. char-
detection or counterfeiting skill.
acter should role percentile dice. The highest roll winsthe hand.
Characters with gamblin g skill can add 20 to their dice roll iftbey
D lipiac -c the abiliry to we man.up, ckKhea, wigs, masks and
pus their skill cbttk. (If playeB actually play ou t hands ofpoker,
ot ber items to disguise • person's appearance. The score is the
characters who make a succasful gambling check can reatI tbeir
percent chance that the d.isgui..scd character cannot be rccogniud
hand as the lowest type of the next highest hand. For example.
or described accurately by others. acept people who know the two pain becomes three deuces).
dis guised person very well . If the skill chcdr. roll is 05 or less,
evea close penonal friends can be fooled by the disguise. This is CasillDS. When characters gamble: at a casino, usc the following
true regardless of the character's Presence. proce:dure:
Step I : Eacb character announces how much money he or she
&ploslvn - the ability to use all types of explosives to make will gamble that evening;
bambi. blow up ufes. etc . The score is the percent chance that Step 2: Each gambler makes a skill check;
the character will set up the explosives correctly and safely. Fail· Step 3: Gam blers who fail their skill check lose the slated amounl
ing an explosives skill check can mean the character made a mi- of mc ney;
nor mistake (the fuse didn't work) to a major m istake: (the fuse Step 4: Ga mblers who pass the skill check increase their initial
wu 100 shan and the character blew bimselfup). T he seriousness funds as follows:
of the failure should depend on the amount by which the charec-
ter missed his explosives score . A unall difference should indio Gambling Skill
cete a minor mi.slulp; a large diff~ce &hould be a major mishap. minus Dice Roll Winnings
The effects of exp losives arc covered in Chapler Five under EJ.- 1-20 loi liJIl amount plus 10"i9lI
piolives. 21 or more Init iJIl amount plus 25'11
Any roU of 0 I or 02 Double initial amount
F indins SmuaJed Good. - the ability to frnd smuggled goods
which have been bidden in a eat. truck. boet. airplane or orner ve- BooJt.ia. Characters who gamble with. bookmaker have • per-
hide. A character without this skill will not find smuggled goods cent chance to pick winning hones or sports reams. This chance
by searching normally. A character's score for this skill is m0di- is equal 10 their gambling score divided by two with frllctions
fied by the smuggling score ofthe smuggler. using the procedure rounded down. This 8S5umes that tbe races or spon. events are
outlined under Accounling. not being fixed.

Fingerprinting (E)-the ability to take fingerprints at th e scene GraphologylPorgery Detection (E)-the abilit y to analyze
of a crime. analyze and match sets of prints and recognize at- handwriting and detect forgery. Characters can detect forgeries
tempts 10 alter frngerprints. The score is the character's percent using the procedure outlined under Accounting. Any character
chance to do these tasks correctly. who makes a successful graphology check while ezamining •
handwriting sample can dererm lne the sex. age (withi n 10 years)
Forge..,. -the ability to produce fake signatures, document.. and general state of mind (happy. excited. depressed. normal.
and ether papers, and knowledge ofwhat equipment is needed 10 etc.) ofthe person who wrote the samp le at the rime it was writ-
for~ a document. Ncee that this is DOt an exclus ive skill. When- 'On.
ever forgery is attempted, a skill check must be made . A succeu-
ful ched; means the forgery can be detected only by chuacters Gunsmlthln, (E)-the ability to make and repair any type of
wuh graphology/forgery detection skill. Failing the chcdr. means fll"CltDl available in the 1920s or 19 301. A successful check means
the forgery can be detected by any charlcter who examines the tbe character can repair or build the item in question. The p me
document closely and passes an Observation check. The charac- judge must usc his or her discretion concerning the types of spe-
ler examining the document must know what he or she is looting cial weapon s gunsmilhs can make for PCS. Typical spec iJIl items
for. For example. a character coul d not detect. forged signat ure inclu de silencers. remote trigger-pulling cables. guns th at can be
without having seen the handwriting of the person whose signa- hidden inside books. etc .
lur e was forged.
Jeweler (E)-the ability to recognize: the value of jewelry. gems
Gambling (E)-the characten with gambling skill are consid - and precious melal s and to produce fake items of jewelry and fake
ered professional gamblen, and may even decide to cam their liv- gems. A successful skill check means thai only another gemnolo-

37
gist can detect the fakery, usin g the procedure ou tlined u nder Ac- 1. The: cha racter being sha dowed makes any movement that
counting. would, in the opinion of the game judge, make it difficult to
keep him in light. Typical moves include running into a
KnIfe Throwing (E~the abil ity to throw kn ives accurately in cro wd or suddenly getting on a bus. Failing the check means
fistfighu or gunfights. Throwing a knife is handled the same as the cha racter has gotten out of light of tbe character who was
gunfire, but th e th row ing player chec ks against his knife throw- shadowi ng him or her;
ing score instead of his Agiliry score. The game judge can allow 2. The character being sha dowed moves more than 60 feet in-
players to thr ow other items. if he wants. doors, two blocks outdoors in th e city or two miles outdoors in
the country. Failing a check in one of these situations mean s
Lockplc:k1ng (E~the abilit y to open locks using a small set of the cbarscter being shadowed has noticed be i.s being followed .
lockp icking tools. These tools can be obtained legally by anyone It does not mean th e character knows he is being followed in-
with a locksmith's license (available from the state for S50) or tentionally; that is left to the discretion of the game judge,
they can be bought or made illegally. A successful ch eck indicates based on th e characters involved and the overall situation .
the cha racte r with this skill can pick the lock in question . Picking
a lock takes 3 to 30 seconds (judge rol ls 3<110). Lockpi cking skill Sm uggling - th e ability to hide contraband goods in cars,
cannot be used to open a safe. trucks, boats. airplanes and other vehicles 110 that border police,
customs officials, federal agents, erc., cannot find them. A sue -
Martial Arts (E)-this specia l skill is explain ed in Chapter 5. cessful smuggling skill check means tha t the Items being smug-
gled can be found only by perso ns with skill at finding smuggled
P bolography - th e ability to shoot and develop clear, usable goods.
ph otos under most conditions.
Slealth -the ability to move short distances without bein g seen
Pickpo<:ked ng (E)-the ability to steal th ings out ofanother per- or heard, and th e ability to bide in a position where you can watch
sen's pockets. pu rse, vest, etc. The score is th e character's per- someone else without bei ng seen. Characters with stealth skill
cent chance to pick someone's pocket without being noticed. use darkness. shadoW&, doorways and other natural cover to stay
out of sight. Characters using stealth must make a skill check
Public Relalionll -the ability to gain the suppo rt and favor of whenever:
newspa per report ers and publishers . The score is the character' s
percen t chance to favorably im press reporters or publishers at a I . Someon e is act ively looking for th em or trying to see th em dur-
pr ess confe rence or an interview. A successful check means any- ing the turn;
thing wrin en as a result of the press conference or intervi ew will 2. They ha ve moved 60 feet;
be favorable to th e character. This skill has no effect on PC re- 3. They first come into someone'e Field of Vision .
porters . Failing a chec k under these circumstances means other cha rac-
ters involved get to make an Obsccwrion check. If they pess the
Public Spellklng (E)-the abili ty to make a speech that will Observatio n check, th ey ha ve seen or heard the character using
sound convincing to most of the peopl e who hear it. A successful stealth. The game judge must not let players abuse this skill . To
chec k means a majority of the peop le listening to the speaker ei- use it, there must be darkness or covet for the character to bide in.
ther believe what he says or have a reaction to him of 13 or higher A character ClUT}'ing a tommy gun down the street in broad day-
on th e NPC Reaction Table. (See Page 66 for an explanation of light cannot say he is usin g stealth so the cop at the corner won't
NPC react ions.) This skill is especially useful when a characte r is not ice himl Stealt h cannot be used along wit h shadowing. Char-
on trial. acters in gunfights do not need stealth skill to completely conceal
themselves behind cover.
Safecracking (E)-the abilit y to break into a safe, bank vault or
li milar high-security box . The score is the character's percent Wiretapp ing (E)-the ability to connect and run wires from
chance to get into any particular safe. At the judge's discretion . someone 's telephone lin e to another location where their tele-
some safes (no mo re than 10%) may be impossible to open with- phone conversarioD5 can be secretly overheard and recorded.
out explosives. regardless of the safecr acker's skill score. Charac- Usually this location can be no mor e than 50 feet from the tele-
ten need both explo sives and safecracking skill to open such phone pole which carries the wire to th e phone being tapped.
safes; characters with only explosives skill will either fail to open Failing a wiretapping skill check means either the equipment
th e safe or blow it up , along with all its COnte nts. malfunct ioned or the cherscree made a mistake wiring the tap. In
either case. th e person sening up the ta p probab ly won't know
Shadowing - the ability to follow someone under normal cir- there is a probl em unt il th e penon being tapped seems to ~et by
cu mstances, on foot or in a car, without being noticed. A shadow- for a long, lon g time without makin g or receiving any ph one
ing ch eck should be mad e when ever : <all>.

3.
Equipment Price Lists RE NT and REAL ESTATE
Room. cheap hold $2 per night
The following lists show typical prices from the J920s foc. vari- Room, good botel $5 to $7.50 per night
ety of goods and services. Playen and judges should note that Room . best hoed $25 or more per night
pritts fluctuated dramatkally between 1920 and 1939; as. gen- Suite, best hold $100 or more per night
eral rule, deducr4QlJ. from the pricel ahown after tbe 1929 stock Apartment, tenement $10 to $15 per week
market: auh. Office, cheap $30 per wed.
OffICe. luxury suite $60 or more per week
Wea ponl Rent, 2 or 3 bedroom home $20 to S40 per week
Handguns, rif1~ and shotguns can be bought in gun shops or Residenrial Ior, cheap ara. $300
through criminal supplien. Guns bought from gun shops wil l be Residential lot, average area $350 to $500
registered wit h the local police. Automatic weapons (Thompsons Resid ent ial lot, exclusive $ 1,000 o r more
and B.A.R.s) can be bought throug h mil itary surplus BtOres un - l nd uatrial Iand $500 or more per acre
der severe restr ictions, or from criminals. The prices shown for Commercial lots $500 to $5,000
weapons are general guides; the game judge am adjust the pr ices 2-bedroom house and lot $3,500 or more
as he sees fit, due to circumstances o r the quality of the weapon La kefront mansion $50,000 or mo re
sought. guns bought from criminal! may COIIt as much as twice Cceseucuce, new building $1. SO or mo re per square foot
their listed value. of space

WAGES (Per ~)

Factory Worker $20


S<cmuy $25 to $30
WIIiuess $20 to $25
Store clerk $25 to no
Low-level manager $35 to $45
Middle-I~I manager $4510 $55
WEAPONS
Corporate executive $100 to $200 or more
.22 revolver $25 or more Lawyu $75 to $)25
.38 revolver $40 or more 1>0<10' $60 (0 $125
.44 or .45 revolver $45 or more Salesman $50 to $100
9mm or .38 automatic SSO or more Small business owner $40 to $75
.45 automatic $75 or more Executive below cabinet level
Any rifle $SOo r more in Washington, D .C . $175
Thompson submachine gun $200 or more Top- level gangslen $350,000 or more. pe r week
Rifle, pistol and lomm ygun
ammunitio n $2 per box of 100 MI SC ELLANEO US EXPENSES
Shotgun ammu nition $2 per OOl: of24
Car: gas, oil and maintenance $5 per week
CLOT H ES and ACCESSORIES Lawyer's fen:
Criminal defense $25 or more, negotiable
Man', suit. plain $12 Civil suit 50'¥0 or more of any settlement
Man '"uit. well-made $ I5 to S40 Doctor', fees:
Man', suit, excellent $200 or mo re OffICe call $1 or more
Shoes 53 (0 $60 H ouse call $1. 50 or more
Woman', dress, plain $3 M ovies SOttnts to $1 .50
WOman', dress, well-made $5 to $10 M eal in fancy restaurant $ 15 to $20 for best in town
Woman', dress. excellent $100 [0 $4,000 Radio (large cryml set) $35
Fur coet $200 or more Furniture, cheap $100 or more per room
Fur stole $ SOO or more Furniture, quality SISO or more per room
Silk tics $10 to $50 Hcspiral room $ I5 to $25 per day
Jewelry $2SO or more
Fine watch $40 or more N otes 0 0 ExpeD&CS.. The game judge must determine C05U for
items thai arc not listed, using the prices above as a guide.

39
Chapter 4: Action SURPR ISE

This pan of the ru les explains how to move and how th e ability Characters who I re attacked sudde nly and unexpect edly ray be
scores are used in p!:lly. It also explains game time and basic game surprised. An Observation check is used to determine whether a
play. character is surp rised and how long th e character remains sur-
prised. Surprised charact ers cannot do anything while they arc
surprised.
The GameThm
Wh en To Chedt Fo r S urprise
It i. imponanr for th e players to keep uaclr. of time and me dis- A character must check for surprise when
t~ th eir characters have moved. 1bis section describes how
that is done. 1. The character first sees or bean an enemy he did DOl ejpecr.
2. The character is first attacked by an enemy he did. DOl eapect or
Game Time by someone be thou ght was a friend .
3_The judge:(in games with a judge) decides the character should
Playen should understand the difference between real tim e and chttk (or surprise.
game time. Real tim e is the time that bas passed for the players of
the gam e; ifyou ha ve been pla yin g for two hours, then two boun How To Cb« k For Surprise
of real tim e have passed. Game time is th e rime that bas passed A character being checked (or surprise must make an Observa-
for the charact en in tbe game. Game tim e is kept track oCby us- tion check. If the Observatio n check (ails, the character is sur-
ing rums. Each tum is equal to one second of game time . prised. The same dice ro ll determines how lon g th e character
remains sur prised. To find out how many turns a characte r will
Speeding Up the Action be surp rised, subtract the chara cter's Observat ion score from the
Observation check dice roll and find the result on the SUR-
When characters are only moving and arc not having fistfights or PRISE TABLE.
gunfights, it is easy 10 speed up the actio n and igacre the turn K-
que-nee. The tum sequence is needed only during fight s and SURPRISE TABLE
thuc:s, where. few feet or a few seconds can make the difference D IOO minus Observation: Surp rised (or:
between living and dying. If charKtcn arc driving across town
for a meeting with the mayor, the action can be condensed for any 1-20 I rum
number of turns thll ts sgreeable to the players . 21-40 2 turns
. ,+ 3 tunu
Sequence of E ve nts
EfI'« ts Of Su rprise
Characters who are surprised
A turn consists of seven steps, performed in the order outlined
below. 1. Can take no actions for the nu mber of tur ns indicated on the
SURPRISE TARLE.
SEQUENCE OF P LAY OUTUNE
2. Are autom atically hit in fllitfights each tum that they remain
Step 1: Check to see ifany characters were surprised by actions in surprised. Their att ackers do not have to make an Agility
the previous tum. ch eck to hit them.
Step 2: Players declare what action each character will perform Surpnw Driom. Characters who are su rp rised while drivi ng a
this turn. These can be ~ted down on I sheet of piper car mu st make a Dr iving check 10 avoid an lICcident. If the driver
and nvraled simultmcous1y. if the playa-a want . passes his cbeck, th ere is DO cras h. The surprised driver cannot
Step 3: Cbanctcn who are cbing with an op ponent for a fut· bump, cut ofTor do racing turns u long u be: remains surprised.
fight arc moved . Some chanlctcn may be able to flre at If the driver faiIJ the chttk, the car crashes and the driver mu st
roll on the CRASH TABLE.
this time-see Guns In Fistflghts.
Step 4: All ot her charactcn who are moving complete one-halfof Sighting
their movement. Before deciding whet her a character must be checked (or sur-
Step 5: Fistfighting actions are resolved. pr ise, it is impo na nt to know what the charact er can and canno t
see. N ormally, a characte r can see anything that is in front of him
Step 6: Gunfighting and other actions are resolved . or her, in the space shown on the Field of Vision illustration.
Step 7: Characters frnisb movin g. Note that th e Field of Vision extends unti l it is blocked, except at
ni ght . A character al wa~ faces the direction he or she is moving
or sbooting. If you are using th e counters and maps in th is set,

.0
you can rurn the cou nters so their tops po inr in the direct ion the Hea r ing
chara cter is facing. It is difficult to give pr ecise rul es for what characters can and can-
not hear. The following statements are gui delines only. The
• Diagrams A and B show the fields of vision of a character
facing the side or comer of a squ are. judge can modi fy them to deal with diffe rent situa tions.
C haracters will normally be able to hear anyt hing that is said or
• D iagrams C. D and E show the fields of vision of ch aracters done in the same room . Characte rs outside a room normally will
looking through doo rs or windows. not hea r anyt hing inside that room excep t unusually loud sounds
• Characters cannot see through a window into a com pletely such as scream ing, shouting, gunshots or cras hing furn iture.
dark room . Characte rs who are outside on a city street will hear gunshots
within 150 feet and burglar alarms with in 600 feet.
• Di agrams F. G and H show the fields of vision of characte rs
who are lookin g past buil dings or othe r obstacles. S u rp rise Judgmenl
• Di agram I shows the field of vision of a character who is It is im possible for the ru les to cover every case th at could come
leaning around a comer to fire a gun. u p in a game, so sometimes players will have to decide for th em-
selves whether a character should check for surp rise. In games
Light ami Dark1U'lS. The following restrictions appl y in normal with a judge, the judge makes this decision . The judge should
dar kness, suc h as an unlit street on a moonless ni ght: consider everyt hing th e characte r can see and bear. and what th e
ch aract er is expect ing to ha ppen .
1. C haracters can see no more tha n 50 feet;
2. C haracters' Observ ation scores arc mod ified by - 20 when EXAMPLE: Federal agen t John Bums and his partner, Ri ...o, are
checking for surprise. about to cras h thr ough th e doo r ofa warehou se. They believe sev-
era l crooks are hiding inside . They muscle down th e door and go
in with weapons drawn. There are three criminals in the ware-
bouse. Two are standing in th e ope n and one is bidden behind
some boxes. All three crimina ls must check for surprise. Bums
and Rico do not have ro check for surprise because th ey have not
seen, heard or been attacked by anything they did not expect.
The rwo criminals in plain view raise thei r han ds and surrender.

II
I F

.
The third criminal draws his gun and opens fire from behind the interiors ofseveral buildings in detail at a scale of one square = 5
boxes. Bwns and Rico did not see the third criminal and were not feet. This side of th e map is used during gunfights and chases.
expecting this attack, so they must check. for surprise at the start when building floor plan s and other details are needed.
of the nest tum.
Movement On Foot
ACTIONS
The distances a character can move on foot in one tum art' listed
Every tum. players must choose an action for each ch aracter they on the FOOT M OVEMENT TABLE. Counters can move diag-
control. A character can perform one action per rum. un less the onally through the square grid on the map .
descript ion of the act ion says otherwise. The actions characters
can choose from are listed be low. A character can move freely through a square that contains
other cha racters . A character can try to prevent someone from
Movement moving through his or her square by using a hold action. H olds
are explained under F istfigh ts (Chapter Five).
M ovement gets characters from one place to ano ther. It includes
walking. running. crawling. jumping. leapin g and difficult If the counters and maps are used. a character can make one 90
movements . degree tum or two 45 degree turns at any point during his move-
ment. Miniature figures can be tu rned up to 90 degrees .
Keeping Track Of Movement
FOOT M OVEMEN T TABLE
Vslog the Counters. Use one counter to repr esent each cha rac- Di stance M oved During One Turn:
ter. As th e character moves, move the counter the appropriate Action Feet 'i ' squares 15' square s
nu mber of squares on [he map . Players can keep track of the di-
Walking 5 I ~3
rection a character is facing by pointing th e top edge of the
Running 15 3 I
counter in that di rection.
Crawling 2 1/2 1/2 1/6
Uaing the Mapa. The large map included in this book is printed
Leap ing 15 3 I
Jum ping 10+
on tw o sides. On e side shows several blocks ofa down town area at
a scale ofone square" 15 feet. This side of me ma p is used when
*C losing for fistfight 10 2 ~"
characters are moving in cars or when details about the interiors "N ote: See page 48.
ofbuildings are not needed. The other side ofme map shows the

Movement Actions Driving Actions


I. Walk (5 feet) I . Start a Car Engine
2. Run (1 5 feet) 2. Drive
3. Crawl (2 1/2 feet) 3. Racing Twn
4. Leap (15 feet) 4. Bum p
5. Jump (10+ feet) 5. Cut Off
6. Fall Prone
7. Sta nd Up (can be combined with Drawing a Weapon and F istfigbting Action
Turning Around) I. Close for Fistfight (10 feet)
8. Twn Around ISO d egrees (can be combined with Standing 2. Fight Fair
Up and Drawing a Weapon) 3. Fight Dirty
9. Open andlor M ove Through a Doo r (move up to 5 feet} 4. Hold
to. Break Down Door. 5. Break Free
II . Move Up or Down Stairs. Ladder or F ire Escape (5 feet per 6. Maneuver
rurn) 7. Disarm
12. Crouch or Drop Behind Cover 8. Fire Pistol
13. Ge t Into or Out of a Ca r Gunflgbtlng Actions
14. Stand SliII I . D raw or Holster a Weapon
15. Pick Up Object 2. Fire a Weapon
16. Fan From Heigh t 3. Reload
4. C lear a Jamm ed Weapon
5. Aim (opt iona l)

42
M ovement ACtiO DS menu an: walk:i.ng along a led ge, clim bing a wall or jumping out
Some movanent actions nquire special explanatiODI. These are of a fast moving car. O1aracters who try a diftkult movement
listed below. must malte In Agility check. CbarK'tcn wbo fail the ch«k have
DO( performed the difficult movement. The oacr result of the
LmpiJII and Jw".piJlg. Chancten can tty to leap borizonta1 dis- failure (wheu the chancter emU up. whether the character is in-
tances or jump vertical distances. The maximum distance II char-
jured, ete.) is left for the game judge and the pbyen to decide.
acter can leap or jump is shown on the FOOT MOVEMENT
TABLE above. Leaping includes vaulting over fences, leaping
from rooft op to roofto p and leaping over or behind furniture to
Ca...
get to cover.
In these ru les, the word car means any type of motor vehicle.
Charactl:n trying to leap or jum p must mllke In Agility check. Wh en cha racters are traveling in a car, one charact er must be
Characters who fail this cheek have not made their jum p or leap dr iving.
and have fallen dow n.
Car Movement
Doon and S,airways. Moving cha racters must stop when they
reach a dosed door or stairway. lfthe character is nest to a door or
In th e basic game, all cars have two speeds; slow and fut. The
stairw ay at the start ofthe tum, he can mo ve through th e door or
dista nce I car can move in one tum is shown on the CA R MOVE-
onto the stairway, A cha racter on stain can move only 5 feet per
M ENT TABLE.
tum. A character can move at his full movement rate on th e rum
he leaves the stairs .
CA R MOVEMENT TABLE
Getting int Oa car is done the same as moving through a door; Distance
the character must stop when he teaches the:car, and can get into
the:car during th e next rum.
Speed Feet IS ' Map 5' Map
Stow 30 2 squan:s 6 squares
FoIl ProIW, SIQrtd Up, TImI Arov-4 Crmd. A character wing Fast 75 5 squares 15 squares
one of these actions does oot move out of his square,
CM"';JIgSptttd. A car must move at slow speed for at least two
Brdi", Dorzm Doon. Cbaracten who tty to break down a locked turns before it can move at fut speed . A car moving at fast speed
door must make a Muscle check. A aucca:sful check means the can slow down (brah) to slow speed at the end ofany tum. A car
character has kicked the door down Otthouldercd it open (charac- moving at slow speed can sto p at the end ofits move on any rum.
ter 's choK:e). Failure means the door is Itill shut. Chanctcn can A car moving at fut speed can SlOP by braking to slow speed It
keep trying to break down th e door until they succeed. Anyone the end of a rum. It must then drive at slow speed or two tunUo
beh ind the door should be cheeked for surprise after the fll"lt at- Ind can stop at the end of the second rum.
tempt, however, so cbaracten will lose the advant age of surprise
ifit tBts more than a few tw1lS to break the door open . Shoot ing K «f'ing Trod: 0/ Car Mowmmt. Counters represe nting cars are
locb off doors is explained under Gunfights. provided in this set . When used on the maps. the: car coun ters
shou ld be placed so the front of th e counter is pointing in the di.
Dropping or Falling. Characters who dr op or fall from a height of rect ion the: car is moving. Wh en the car moves, the coun ter is
more tha n 20 feet will receive one wou nd po int for every 5 feet moved th e appropriate number of squares ce the map . (O n the
they fall. Any fractions of dista nce arc ignored . Fo r gam e pur- 15-fttt-per-square map. th e front half of the counter shows the
poses, each story of a buil di ng adds 10 feet to the buil ding's position of the car.
height . If a faU woul d Itilla character. that character is allowed to
make a Lu ck check u explained in Chapter One.
M ovement Rat"
EXAMPLE: Joe Sullivan is trying to will: along the third story
ledge of a building. This is a difficult movement (sec below). so In the basic game, cars move at eith er slow or fast speed. U..
Joe must make an Agility chcdt. Joe fails the cbeck and falb off ing the optional rules, cars can move at any speed that is an
the ledge . H e falls 30 feet (3 stOOts (fS> to feet). Joe receives siJ: even multiple of 10 miles per hour (10. 20. 30, 40, ~c .)
points of wounds from the faU. A car moves 15 feet per tum (or every 10 mph of its speed.
For exampl e:,a car traveling at 40 mph will move 60 feet per
Pidti", Up a" Obj«s. A character can try to pick up an object du r- game tum (4 )( 16 • 60).
ing a gunfight or flSdight by mat.ing an Agility check. (f two or
more characters try to pick up the same ob ject at the same time, Accclention And BrakinS
the character with the highest Agility cbecb ftrst.
Variow types ofcars can eccelerare and decelerate at differenl
D ifficult Movements rat Q . Tbese arc lbown on the EXPERT CAR DATA TA-
Difficult movements are standard actions that are being per- BLE. The numbers shown on the table arc the numbers of
formed under dangerous conditions. Enmples of difficult move- turns needed to accelerate 10 mph or slow down to mph.

43
Car Crashes
EXAMPLE: The table shows that a standar d five-passenger
sedan has an acceleration rate of5 and a braking rate of2. This A crash ha ppens automatically whenever two cars are in the same
means the car must travel at the same speed for five turns be- space at the same time during th eir normal movement. In addi -
fore increasing its speed by 10 mph and for two turns before tion, the driver of a car mwt make a Driving check whenever
decreasing its speed 10 mph. lfthe dri ver of this car wanted to
I. The dri ver is surprised;
accelerate from a dead stop to 40 mph, it would take 16 turns;
2. The driver is in jured by gunfire or Slruck in a fistfight.
the car mu st tr avel at 10 mph for five turns, at 20 mph for five
3. One of the car's tires is hit by gunfire;
turns and at 30 mph for five turns. It would hit 40 mph at the
4. The car goes thr ough an intersection at fast speed;
start of th e 16th rum. The driver then could decelerate to a
5. The car is traveli ng at fast speed and makes a turn that is
stop in nine turns; the car mu st travel at 40 mph for two turns,
tighter than 45 degrees;
at 30 mph for two turns, at 20 mph for two turns and at 10
6. The drive r atte mpts a racing turn or tries to bump or cut off
mph for two turns. It sto ps at the beginning of the 9th turn.
anoth er car (bumps, cut offs and racing turns are explained be-
low).
Turning. A car moving at slow or fast speed can turn 45 degree s to
A dr iver who fails one oftbese D rivin g checks must consult the
the right or left ifit has traveled at least 15 feet in a straight line
DRIVIN G CHECK TABLE.
since the last time it turned. This means a car can tum 45 degrees
in each IS-foot square it enters, or in each third 5-foot squa re it
enters. If the car is moving at slow speed, one ofthese turns can DRIVING C H ECK TABLE
be a 90 degree tum. A car moving at fast speed can make one 90
Dice Roll ~R~
,,~u~It,-- _
degree turn ifit docs not make any 4 5 degree turns, but the driver
mu st make a Driving chec k to avoid crashing. M ore tha n 20 points below No Effect
Modified Driving score
Diagram A shows a car making a 45 degree tum. The car
20 or fewer points below Car must imm ediately
moves one square str aigh t ahead and turns 45 degr ees to th e left.
M odified Driving Score brake to slow speed
If this maneuver is performed on the s-feer-pe-sqc are map. the
Above M odified Driving score Car Crashes
car must travel str aight three squares before turning again. O n
the 15-feet-per-sq uare map, a car can turn 45 degrees in each EXAMPLE: Joe Sullivan is driving his car at fast speed, trying to
square it enters. get away from a police car that is ch asing him . Joe enters IlL inter-
Diagram B sho ws a 90 degree tum on the 15-feet-per-square section. H is Driving score is 65. M aking his Driving check, Joe
map. The car moves ahead one square and th en turns 90 degrees. rolls a 45. He does not crash. but he must brake to slow speed be-
The car can make nc oth er rums during this move ifit is tr aveling cause th e dice roll was within 20 points of ms Driving score. T his
at fast speed. A car tr aveling at slow speed could make another 45 will give th e police car a chance to get closer to him .
degree turn during this move.
Crash Locations. When a car crashes because the driv er failed a
D iagram C shows a car makin g a 90 degree tum on the 5-feet-
D riving check, check th e CRAS H TABLE to see where tbe car
per-square map . The car makes twO45 degree turns, one immedi- counter shou ld be placed .
ately after the other.
CRAS H TABLE

If Gar Car Should Be Placed


Crashed whil e going through In center of intersection; car hit
intersection NPC's car in intersection
A B Crashed while making left Ad jacent to nearest build'ug to
tum car 's right
Crashed while making right Adjacent to nearest building to
car's left
'"'"
Cras hed whil e bu mp ing or One full move off the rigLt side
cutting off another car of th e road or street (car may
hit buil ding)
Crashed while makin g racing Adjacent to near est building in
rum direction of th e turn

The car is in square A at the beginning ofthe turn. It is moving at


fast speed down the alley. The driver tries to make a 90 degree

..
Cmsh Diagram Optioaal Ruin: Car Crashes

'I
When using the expert rules, driven must check fOT car
cr ashes in the same Situa lioJu listed in the basic game. Any
T
U~
speed of 30 mph OT (asler iJ considered fut speed.
I "

=IJI
t
!
a"

mil - Typ<
2 AlB Top spd.

B em.",
Spon touring
Touring
SI2 50 raph
5J2 60 mph
5J2 60 mph

rlnl
tum to the left, but faill his Driving check. The car goes out of
Sedan
Limousine
l...ight Truck
Heavy Truck
5/2 60 mph
5/2 70 mph
612 50mph
613 50 mph

control and cruhes into the building across the street.


Crwlr Damagt. When • crash oa:un at fast speed, me driver of
each car involved should roU 2d1O and consult the CRAS H
DAMAGE TABLE. 2 SI2,OOO 15 4/2 120 mph

CRASH DAMAGE TABLE 5-7 S5,000+ 16 412 100 mph


Inju ry to
Dice Roll Paucngera Damage to Car 4 S18,000 15 4/2 90 mph
2-4 None minor Body Damage; Car will 5-7 S3,99O 18 90 mob
run again in 10 turns
5-8 5 points each Body Damage; Car will not
run until repaired
9-14 10 points tach Bod y and Engine Damage;
Car will not run unti l repaired
15-1 8 15 points each Body and Engine Damage;
Car will not run until repaired
19·20 20 points each Roll and Ex plode; Car totally
destroyed
All injuries suffered by passengers in a crash are wounds.

Crashes at slow speed automatically cause minor body damage,


wit h no injury to passengers .

Ludt in Croslin. Passengen (including the driver) in a car cruh


are allowed to make Luck checks . Tboee who make successful
Luck cbccb take only cee-balf the injuries shown on the
CRASH DAMAGETABLE. If. character who makcsaauccess-
fu] Luck check would be blled even by the reduced cruh in ju-
ries, the character is still alive: but one morc wound will kill him
(sec The Luck Qed. in PART 2).

45
EX PERT C RAS H RESULTS TABLE
Modified Vehicle Critical Passenger
Dice Roll Da mage Damage Wounds
12-18 2 points 10% none
19-25 4 points 20'lb 2 each
26-32 6 poinu JOlVo 4 each
33--39 8 points ~ 6 each
~5 1 IO poin u 50% 8 each
52-58 13 poinu 6()lJ\ 12 each
59-65 IS points 7"' 16 each
66-12 18 points 8()1r, 22 each
73 + Thc:al I £lOIH:l Killed
The EXPERT CRASH RFSULTS TABLE shows the num-
ber of pciats of damage a vehicle takes in an accident, the per-
cent chaDcc tha t the vehicle will not run until repa ired
(Critical Damage) and th e number of wounds suffered by pas-
sengers. Passengen who should be killed are allowed to make ofTwill run ofT the I'O:iId and cras h, and a 50lftl chance it will crash
Luck checks as in the basic game. into the car th at cut it 0IT.
The first car is performing a racing turn on th e I s.rool down-
RepaIring Damaged Can town map. It starts it move at position A and ends at poaiuon B.
The black car can bump the white car from position A, B or C .
Repairing a damaged car costs $25to $50 per point ofdamage . The black car can cut offthe white car from position D or E. The
The cua price depends on how ~nsive the car Wall ori gi- can must be in these positions on the S-foot map to bump or cut
nally. off.

SpeclaJ Drivia. Acdona


OpdoaaI Car Rules
Tbere are three special driving actions: racing turns. bumping
and cutting ofT. The illustration on lhis page shows these three Driving Maueuven
mancuven. All special dri ving maneuvtn from the basic game are in-
Raring TllnIS. It. driver using a racing turn sends the car into a cluded in the expcn rules. When malting Drivin g checks duro
skid by slamming on the brakes and then UICS the skid to tum th e ing maneuvers. ignore the Driving score modifi en from the
car around 180 degr ees. This action can on ly be attempted at fast basic rules and use the procedure given under H ow to Check
speed. It requires a Driving check with a mod ifier of - 30. Fail- For Cras hCli.
ing the Driving check means the car crashes.
Jumps. Jumping is a new driv ing maneuver. Driven can try to
Bllmpi,.,. Trying to force another car to crash by smashing into make their can jum p over obstac les under th e following con-
ita side or rear is called bumping. A car can bump at any speed . ditions:
Wh en a dri ver tries to bu mp anodler car, both drivers must make
Driving c:hccb. The driver who is bumping checb normally. I. There must be a ramp angled at 45 degrees or less for tb car
The driver who is being bumped chccb with a modifier of - 30. to jump from . The ramp must be at lcasl: five times longer
If bolh drivers try to bump at the same time. both check with than the car.
modifiers of - 30. A driver can bump only once cvc:ry three 2. The car must be traveling .t least 50 mph.
lurnS. DISTANCE JUMPED. A car malting a jump will d ear vern-
wUing Off. Forcing another car ofTthe road by passing it and cal ob5tades that are Icss than 10 feet higher than the ramp. It
then tu rni ng directl y in front ont iI called cutting off. Cutting ofT will travel 5 fm horizontally for every 10 mph or speed.
can be do ne at any speed. The driver who is cutting ofTthe other DRIVING C H ECK . The driver of. car making a jum p must
car must make a Driving check. If the check fails, neither car make a Driving chceJc using the pr ccedcre given under How
crashes. If the check is successful, the dri ver of the car being cut To Check For Crashes. However. th ere is an addit ion al modi-
ofTmust make a Driving check with a modifi er of - 30. [f this fier of - 20 for rhis check. Failin g the check means the car
check succeeds, the driver has avoided being cut off. If the check crash es when it lands .
faib. the car crashes. There: is a 50% chance the car that was cut

••
tha t hit the windshield or a window will wou nd one passenger
each . The game judge determines wh ich passenge r
each bullet hits. either choosing randomly or by cons ide ring
th e angle of the shot and th e arrangement ofth e passengers in
the car.
Bullerproofing. Bulletproofmg increases a car's Hi t Points by
10 and reduces its top speed by 20 mph. The windshield and
windows ofa bull etproofed car can withstand five sing le shots
or one burst before shattering. Hulletp roofin g costs one-halfas
much as the car bein g bullet-proofed. Touring cars cannot be
bull etproofed. Without bulletprcofing, no stock car can have
more than 20 Hit Points.

P edes trians

Any pedestrian who is about to be hit by a car should be


checked for surp rise on the tum before he will be hit . This
check is not needed if th e ped estrian could see the car comi ng.
If the pedestrian is not sur prised, he is allowed to make an
Agility check on the next tum. A successful check means th e
pedestrian dodged just in time to avoid th e car. The pedestrian
is hit ifbe fails his Agility check.
Any pedestrian who is hit by a car must roll on th e C RAS H
DAMAGE TABLE. The pedestrian is injured exactly as ifhe
were a passenger in a car crash. He is allowed to make a Luck
check if the injuries are sever e enou gh to kill him . Hining a
pedestrian has no effect on a car.

TndlI,

Traffic is not cons idered in th e basic game. In th e expe rt game,


players can take into accoun t varying densities of traffic at var-
ious tim e. of day. The amount of traffic found in downtown
areas at various times are shown on the TRAFFIC DENSITY
TABLE.

TRAFFIC DENSITY TABLE

T ime Oe Day Typ!: Oflh ffic


10:01 p.m. to 6:00 a.m . Light
6:01 a.m. to 9:30 a.m. H eavy
9:31 a.m. to 12:00 noon Moderate
Firing Weapons From Can 12:01 p .m. to 1:30 p.m . Heavy
Driving a car take. two hands, 80 a character who is driving can- 1:31 p .m. to 3:30 p.m . Moderate
not nrc a gun. If th e car is stopped, a dr iver who has a weapon 3:3 1 p .m. to 6:30 p.m . Heavy
must spe nd a tum dr awing it or picking it up from the seat before 6:31 p .m. to 10:00 p.m . Moderate
be can nrc it.
Effu u of Traffit Density: naffic density affects the ctaece
that a driv er will crash. A char acter's Driving score is modl-
S hooting At Can
tied by the types of traffic as follows:
Shooting at cars is handled.exactly as th e basic game with one Light traffic + to
exception. When a bunt from an automat ic weapon hits a car. Moderate traffic +0
the anacker mu st ched: to 5ee where each bull et bits. Bullets H eavy traffic - 20

.7
Chapter 5: Combat four points of bruises from each punch . The last punch knocss
Joe out. Percent ile dice are rolled, and the result is 68. Joe will be
This chapter gives you the laws of th e etreete-c-your fists and unconscious for 68 minutes unless another character does some-
your gun. You will be given information on in juri es and recovery. thi ng to bring him to, such as pouring a bucket of water in his
fistfighting, gunfi ghts, and all th e dat a necessa ry to keep your face.
agent s and your thugs alive on th e streets of La kefront City.
Characler Dealh. Whenever th e numbe r of wounds a charac-
ter has equals or exceeds th at character's Hi t Point score, th at
Hit Points and Injury character is dead. Characters are never killed by bruises. A player
who se character is killed can CRaie a new cha racte r and continue
Characters can be in jured in gunfights. flStfights and car crashes, playing.
and by falling from heights. In ju ry is m~s.ure ~n ~ints . Eac..h
character has a Hit Point score. A character s H it POint score IS Healing. Injury points are removed when tbey are healed. In ju-
the total number of points ofinjury the cha racter can take before ries will heal only if the in jured characte r rests . A character
being knocked unconscious or killed. spends the day resting if he receives no new in juri es and does
There are two types of in juries: wounds and bruises . Wounds nothing stren uous, like fight ing. For each day spent resting, a
are serious injuries to I character's head, bones or internal or- cha racter heals one point of wounds and three pointe of bruises.
gens . For example, all in juries caused by gunshots are wounds. When a cha racter heals, the appropriate number and type of
Bru ises are minor in juri es. M ost of the injuries from a fistflght checked boxes in the In juries section of the character sheet
are bruises. sh ould be erased .
Players must keep an exact record of'rhe amount and type of m- Unconscious characters aut omatically heal three point s of
ju ries th eir cha racters su ffer. There are two lines in the area on bruises then they wake up,
th e characte r sheet marked " Injuries." One line is for recording
wounds and the other is for recording bruises. Players shou ld EXAMPLE: Joe Sullivan has a H it Point score of 16. Joe is shot
mar k th e appropriate lin e for each po int of injury the ir characte r once for eight points of wounds and pun ched twice for a lotal of
receives . When in juries are healed (explained below). th e appro- eight points of bruises. Joe now has 16 points of injuries and is
pria te number of woundlbruise mark s should be erased. knocked OUI. A roll of percentile dice indicates Joe will be un con-
scious for 68 minutes. At the end of that time , be automatically
Other Effects of Injury. heals three po int s ofbruises and wakes u p. Joe now has 24 hours
to get to a doct or, because he has poin ts of wounds equa l to one-
A characte r who has wounds equal 10 or great er than one-halfhis halfbis H it Point score. Joe goes to the doctor and spends th e
number of H it Points suffers three special effects: next day resting. On that day, Joe heals one point of wounds and
three more po inte ofbruises . Joe now bas seven point s of wounds
I. The character's Muscle, AgililY and Driving scores are re- and two poi nts of bruises remaining. Joe is not affected by th e
duced by 20 po ints . special penalties listed under Other Effects ofinjuries because he
2. The character's mo vement rates are halved (movement rates no lon ger has points of wounds equal 10 one-half his Hi! Point
are explained on page 42); score . In one more day of rest, Joe will heal th e remaining two
3. The cha racter must be treated by a doctor within 24 hours. points of bruises and one more point of wounds. Mter tha t, he
An y cha racte r who is not treated by a doctor within 24 hours will need six more days of rest 10 heal the remaining six points of
will die at the end of tha t time . wounds.
The first two of these effects app ly only as long as the character
has wounds equal to or greater th an one-half his H it Poin ts .
Fistfights
Characl er Unconscious ness. Whenever a character receives
pointe of in jury (ofany type) equal to or greater than that cbarsc- A fistfight includes punching. kicking, gougi ng and brawling in
ler's H it Point lICQn:, that character is unconsc ious (knocked ou t). general, using fists, clu bs, knives, chai r legs or whatever else is
Both wounds and bruises are counted when determining if a band y. A fistfight start s when ever any characte r closes with an-
characte r has been knocked out. Characters who are knocked out other characte r, or whenever two or more characters are in th e
will be unconscious for a number of minutes equa l to a roll of per- same square and one of those cha racte rs chooses a fistftghling
centile dice. Unconscious characters can be revived by other action for the current rum .
characters. Unconscious characters automatically heal three
po int s of bruise injuries when they wake up. Punching
EXAMPLE: Joe Sullivan bas a H il Point score of 16. Joe is shot A character' s Punchin g score is [he number of points of bruises
once, laking eight po ints of wounds, and punched twice, taking th e character causes when be hit s an opponent in a fistfigbt.

•8
Fistfight Sequence Breaking Free. Brakin g free can involve pushing, tripping,
twisting out of holds or even scattering furniture in someo ne',
Step I : C haracte rs wh o are closing for a fistfigh t are placed in the path a5 th ey charge at you . It can be used to escape from a fist-
same square as the character or characte rs th ey arc att acking . fight, to avoid a character who is closing for a fistfight or to get
A characte r who is closing can be shot at by someo ne who is OUI of a hold . A cha racter who tri es to break free must make an
not involved in th e fistfight (see Guns in Fis tfights). Agility check. If the charact er is bei ng held , there is a - 20 modi-
Step 2: Characters who are try ing to get a hold on an oppon ent fier. lfhe passes th e check, the cha racte r is immediately placed l'i
make Agilit y checks. feet away from hi s opponent, facing whatever dir ecti on he
Step 3: Characters who arc trying to disarm an oppo nent make chooses . If an obs tacle pr event s the cha racter from movin g 15
Agility checks. feet, the ch aracte r is p laced as far from his attackers as possible.
Step 4: Characte rs who arc fighti ng fair or figh ting diny make Breakin g free cannot be combi ned with any other actions
Agilit y checks, and any cha racters who were hit or who arc
held record their in juries. Maneuvering. M aneuveri ng is a mean s ofSlaying close to your
Step 'i: C haracters wh o arc trying to break free make Agilit y o ppo ne nt without attacking. It invo lves du cking, dodg ing blows,
chec ks. feinting attacks and pr eparin g for your nex t atta ck. There arc two
Step 6: Cha racters who are firing pis tols make Agility ch ecks. types of maneuvering: offensive and defensive. Offensive maneu-
Step 7: The fistfi ght continues, tu m by tu m , until all the charac- vering makes it hard er for an opponent to br eak free. If a charac-
ters on one side have esca ped or arc knocked out or killed. ter tries to break free from an opponent wh o is maneuveri ng
offensively, there is a - 10 modifier to his Agility for th at turn .
F istfigh ting Actions De fensi ve maneuvering makes a person harder to hit or hold, be-
cause th e person is d ucking and blocking punches. If a cha racte r
A ch aracter in a fistflght mu st choose one of the following tri es to hit or hold an opponent who is maneuvering defensively,
acti ons: close, fight fair, fight dirty, hold, break free, maneuve r, there is a - to modifier to his Agility for that tum. M aneuvering
disarm, fire pistol. never causes in jury to an opponent and neve r requ ires an Agilit y
chec k to usc.
C losin g. Closing is chargin g int o an opponent's square to fist-
fight him. Closi ng characte rs can mo ve 10 feet to get to th eir op- Di llannmg. A character can disarm an opponent by knocking
ponent . N ote that closing happens first in the turn sequence . the weapon from his hand. A cha racter trying to d isarm an oppo-
Someo ne who is attacked by a closing character cannot move un- nent makes an Agility chec k with a mod ifier of - 20. If the dis-
less his declared ecrion is breaking free and he makes a successfu l arming attempt is successful, the disarm ed characte r drops his or
Agility check. A closing action can be com bined with any other her weapon in th e same square. O n any following turn, any char-
fistfighting act io n except breaking free o r maneuv eri ng . This acter can try to pick up the dropped weapon by making an Agility
means a character can close with an o pponent and try to hit him check. If two or more characters try to pick up the weapon at the
in the same tu m . same time, the characte r with th e highest Agility checks first .

Fighting Fair. F ighting fair inclu des punching, kicking, jab- Special Movemenl Reurlcdons
bing and bod y slamming. Characters who pass their Agility When one cha racte r closes for a fistfigh t with ano ther, the charac-
check when fight ing fair will do poi nts of in jury equal to their ter being attac ked cannot move that tu m un less his declared
Punching score . action was breaking free an d he ma kes a success ful Agility chec k.
A cha ract er in a fistfight cann ot mo ve away from his oppo nent
Fighting Dirty. Fighting diny includes such ungentlemanly unless th e opponent is knocked out or killed, or th e character
things as biting, gougi ng and rabbit pu nching (pu nching the kid- breaks free.
neys). Characters who fight din y must make th eir Agility check
with a modi fier of - 30. If th ey pass the check, they cause six Limits On Attacks
po ints of in jury. Characters who tried fighting fair, figh ting dirty or disarming,
and cha ract ers wh o tr ied a hold and failed , can choose only ma-
Holding. Holding incl udes bear hu gs, arm twists, tackling, most neuvering, breaking free or picking up a dr opped weapon for the
types of wrestl ing ho lds and, in general, actions that both cause next two turns. This mea ns t ba t a character can hit or try to hold
injury and preve nt th e oppo nent from figh ting back. A hold an opponent on ly o nce every three turns (unless the character
causes onl y half as much in jury as fighting fair (roun d fracti ons ma inta ins a hold on the o pponent) .
up), but this in jury is inflicted each tu rn th e hold is maintained.
A hold always causes at least one point of in jury each turn it is S u rp ri sed Chancten
maintained . The only action the victim of a successful hold can A character can hit a surp rised oppone nt each and every turn the
try is breaking free . U ntil th e character breaks free, th e hold is opponent remains surprised . No Agility check is required to hit a
main tain ed automatically. If two or more cha racters get holds on sur prised o ppo nent . This is an except ion to the ru le that lim its
each other at the same time, all t he hold attempts fail. fistfighting blows to one every thr ee turns.

4.
Multiple Character Flghu PullN Puec hee, Charactcn an delibcntdy " pull" their
punches. reducing the injuries they cause. For examp le, a dwac..
When more than two characren are involved in a. f1stfight. the tee with a Punchin g score of'.i could decide to cause only 3 points
following rules apply: ofin jury. Playen must announce their intention to pull a punch
and bow much injury it will do before rolling the dice to sec if the
I . Only four charaeten can be in a 5-foot square at one time. If
punc h ruts.
more than four characters get into a Iistflght, the ewas stand
in an adjacent square .
2. No character can attack more than one opponent in a single Hand WeapODI La Fistflghll
turn;
3. No character can be attacked by more than duet opponents in Many ittml can be used as weapons in flStfightS. A chantcter 111-
a single rum: ing a weapon cbocees whether he will flght fair or dirty and
4. A chanetcr can be held by one opponent llDd bit by up 10 twO
makes his Aplity checks III usual. If he hits hi! opponent, the
otbcn in the same tarn. On each following turn, the chanctcr character consults the HAND WEAPONS TABLE. The table
who is being MId can be hit by two opponents and the anack· shows the aua injuries caused by the weapon; rbese in juries arc
en do DO!: need to make Agility chedts. This is an accptlon to in addition to the injuries normaUy caused by the attack. AU inju..
the rule that limits f1sdighting to one blow every three tw'11S. riescauscd by knives. broken bottles or other cuning weapoDa arc
wounds. Knife throwing is a ap«ial skill used only in the cam-
IDjUries 1D Fistflghu paign game. The effect ofa heavy thrown ob ject. such as a clair,
is left to [he discretion of the judge and the players.
Injuries received in flStfights usually arc bruises . However, for
each poin t of injury received from a single blow, there is a 5% HAND WEAPONS TABLE
chance the injuries from tha t blow arc wounds. Weapon Extra Injury
EXAMPLE: Joe Sullivan and federal agent John Bwus are in a Wooden Club, Baseball Bat, Billy Club + 5 points
Iistflght . Bums hiu Sullivan (Burna, of count, is fighting fair). Lead P ipe. Bladtjack, Gun as Cub + 7 points
BW'11S bas a Punching score of5. Joe will take 5 points ofiniwy. Brass Knuckles, Coin Roll Inside Fist + 4 points
There is a 25'" chance (5 points )( 5%) that these points will be Small Knife + 3 points, wound
wounds. Percentile dice arc rolled. If the result is 25 or Icss, the Large Knife + 5 points, wound
injuries will be wounds . If the result is 26 or mere, the injuries Broken Bottle + 2 points. wound
will be bruises. A2:e, Sword + 6 points, wound
Note: The word "wound" in the atta Injury column means the
additional injury points inflicted arc wounds.

GUOI ID Fistflghll

Charaeten involved in Iistflghts can fire pistols, but no other


type of gun. A character cannot fire a pistol on the same tum
someone bits bim by fightin g fair or fighting dirty, di.sarms him,
holds him or tries to bold him. Firing a pistol counts as fighting
fair, so It can be cone only once every three: turns. A t:baracrer
who fsn:s a pistol while involved in a fudight bas a modifier of
- 40 to his Agility score.
Charactcn in fwfights canDO!: rue pistcla until after aU other
fwfighting actions arc resolved. A character is in a futfigbt from
the time his opponent closes with him until be wins the f1gbt or
breaks free. This means that a character cannot fire a gun al
someone who is closing witb him until after the opponent has a
ebeece to bold, hit or disarm him .
Someone who is DOl alJ't'adyin a futfigbt an shoot at a charac-
ter who is closing witb someone else. He fues at the midpoint of
the closing character's move.

Examples of Fistfighting
Federal Agent John Burns has just kicked down the door of a bo-

50
tel room, apccting to find j oe: Sullivan inside. Bums was right, Tuna t. Burns mancuven offensively again mis turn, Irying to
Sullivan it inside. This aample will follow the rot of'the action keep joe from escaping. joe tries to break free . He rolb a 31 for
rure by tam. his Agility check, bul his AgililY is modifted to 27 because of
Burns' maneuver. joe does nOl break free .
Turn 1. Sullivan ischcded for surprise. H is Observation score is
92; me percentile dice roll is 58, 10 joe is nOl surprised. 80lh Tum 10. joe will tty to break free again, but before he can make
characters DOW declare their actions for this tum. Bums will close his Agility check Burns gets a hold on him, cawing three points
and fight fair; Sullivan declares he will run for the bad: door. Be- of injury. Percentile diet are rolled, indicating the injuries arc
(a1UC Bums is closi ng, he reaches j oe before j oe: ~ts a chance to bruises. joe has now taken a total of 18 points of injury. H e has
move. Burns' counter is placed in the same square with j oe. only 16 hit points, so he il knocked OUt . Burns will bring j oe to
Bums tak es a swing at jce. He panes me Agilit y check and hits the pollee station for qucstioning.
j oe for five points of in jury. There is a 25% chance this will be
wounds. Percentile dice are rolled and th e result is 53, 50 me in- Expert Flstflght Rules
juries are only bruises.

Turn 2. Bums used a figh ting fair action last turn, so he cannot Bolting
t ry to hit j oe again until Tum 4. Inst ead. he maneuvers offen- Boring is a skill. It gives characters the following advantages
sively, reducing Joc's chance to break free . j oe tri es to break free in fistfights;
anyway. lIis Agility is 37, modified to 27. He rolb a 49 and fails
to break free . I. A character with boring lkill can make a boring skill d1ed:
instead ofan Agility check when trying to hit an opponent in I
Turn 3. joe declares he will try to hold Burns, who must maneu- flStftght .
ver 19ain this [Urn. Bums is still maneuvering offensively, so 2. A successful check means the boring character bas bit hit
there is no modifier for Ice's anaclt. joe: fails his Agility check opponent twice in me s.ame tum. One hit causes normal inju-
anyway. He docs DOl get a bold on Bums, and will only be able to ries, me second hit ClUIQ double in juries.
maneuver or tty to break free for the nest two turns. 1. If I boring chanct.er faib his boring check, that chanct.er
can JtiI.I tty 10 hil his opponent oormally by making an Agility
Turn 4 . j oe tries to break free while Burns fights fair. Bums "'<elL
swinp at j oe and passes his Agility check., 10 be hiu j oe for five 4. All modifiers that apply to a character's Agility score in a
more points of injury. A second percentile dice roll is made to fistfight also apply to a character's bolting score.
check for wounds. but it resulu in a 73; joe: now has 10 points of 5. A character with bolting lkill who rolls 05 Of less when mak-
bruises. j oe makes his Agility check and rolls I 17; he has broke n ing a boring check has knoclr.ed OUt his or her opponent.
free ! joe is immediatel y placed 15 fm away from Burns, which in
this case puts him out in the hall, throu gh me door Burns kicked Martial Arts
down. M art ial arts suc h as judo and [u-jitsu were just beco ming
known in the U nited States in the 19205. The deadlier forms
Tum 5. Joe runs down th e hall, and Bums chases him. j oe gets to of t be mart ial art s, such as kara te, were almos t unheard-of duro
th e stairway door , which is closed. Burns is 15 feet behind j oe. ing t his period . C haracters wh o have martial arts skill gain th e
followin g advantages in ftstfights :
Tu rn S. j oe opens the door and moves through it. Bums gets to
the doo r, which is still open. I . M art ial arts actions arc resolved before all other actions a -
cept dosing in I flStfight.
Turn 7. Seeing that Burns is within 10 feet, j oe dec lares that he 2. Charac1en using manial arts make a skill check instead of
will try to break free . Burns will close and fight fair . j oe rolls a 62 an Agility check.
on his Agili lY check, 50 he has DOl broken free . Bums swings. 3. A successful check means me character wilh manial arts
pa.scs his Agility check and hits Joe for five more points of in- skill bas accomplished two things:
jury. There is a 25lV. chaece the iniuriel will be WOIlIW, and l)be has caused any atuck being made by his opponent 10 miss
Burns rolll a 22, so the injuries are wounds. auromatically;
b)be: bas eithe r getten a bold on his opponent or thrown his
Turn 8. Burns cannOl attack this 1W1l" 10 he maneuvers offen. opponent to me ground, causing injuries cqualto his punch_
Jively. joe does ece try to break free, bul desperately kicks back at ing score. Characters thrown to the ground must spend I turn
th e federal agent, fighting diny. He bas a - 30 modifier on hit Itanding up.
Agility check, but he rolls an amazing 06 and passes t he checkl 4. If two cbsrecters with martial arts lkill fight one lnother
Bums takes six points of injury. Percen tile dice are rolled again and both make successful manial ans checks, neither inflicts
and the result is 28; Burns' in juries arc wounds. any damage on th e other.

51
EXAMPLE: Joe Sullivan , Agility 37, is firing a burst at three
Gunfights characters. The - 30 modifier for firing a burst modifies Joe's
agility score to 7. Joe gets lucky and rolls an 06 . Each ofthe three
G u nfight P rocedure characters in the area of th e burst lakes 13 poi nts of wounds
(4<¥,." 13 sb» 13).
The following steps are used whenever a character fires a
weapon: Tar gets that are completely hidden behind cover (not exposed to
Step I: C heck to see if the character can see the tar get. fire} are not hit by bW'SlS, but do count as targets in th e area of the
Step 2: Determine th e range (th e distance between the attacker burst . Thompsons with fewer than 10 bullets left in them can not
and the target) . be wed to fire a burst,
Step 3: C heck the FIREARMS DATA C HART to see if the at-
tacker's weapon is effecti ve at lhU range. (It is helpful to write BrowD1ng Automatic Rifle• • The Browning Amc mauc Rifle
the ranges of the weapons a character carries on the character (BAR) can be fired as a single-shot weapon or it can fire a burs t
sheet). like the Thompson submachine gun . The BAR also can be fired
Step 4: Check the GUN FIGHT M ODIFIERS TABLE 10 find as a semi-automatic weapon, firing two or three shots per tum.
out ho w the character', Agility score is modified for this shot. The firing c haracte r chooses how many shots will be fired .
Step 5: Use the character's modified Agility score to make an
A separate dice roll is made for each shot wh en the BAR is fired
Agility check. If the check is successful, the target is hit; pro-
as a semi-aut omatic. The ftrin g character's Agility is modified for
ceed 10 Step 6. Otherw ise, th e target ill missed.
each shot as follows:
Step 6: Determine the injury or damage caused. The FIRE-
ARMS DATA CHART gives th e Dumber of wounds caused - 0 for the first shot
by each type ofweapon. The VEHICLE DAMAG E TABLE - 10 for the second sbot
describes the effect of gunflle o n vehicles . - 20 for the thi rd shot
Step 7: Repeat the fin! six steps for each character who is firing. A character firing a BAR gets th e + 10 modi fier for firing a ri-
Remember that all gunfire is simul taneous. This means that fle and can get the + 10 modifier for takin g an aiming tum (see
characters who are hit will not sutTer pen alties for their Aiming Thrns). The aiming tum modifier applies on ly to the first
wounds until th e followi ng tum. Characte rs who arc killed.die
shot when the BAR is fired as a semi-a utomatic.
at the end of the turn .
In GANGBUST ERS" gam es, characters may not shoot at tar- S hotguns. At a range of 25 feet or less, a shotgu n will hit only
gets they cannot 5«:. Characters can see a target only if it was o ne target and will inflict 15 point s of wound s. Between 26 and
within their Field of Vision at the beginning of th e tum. Char-
75 feet, it will hit all tar gets in an area 15 feel wide. with its cen-
acters who fire a weapo n cannot perform any other action in the terline being the Line of Vision of th e firin g character. At this
same tum. ran ge, a shotgun will infl ict five wound poi nts on each target . At
ranges of 76 to 225 feet, a shotgun will hit all targets in a similar
S p ecial Weapons target area but will inflict only two points ofwounds o n each tar-
get character.
Throe of the weapons amiable to players require special expla-
nation, They are discussed below .
Ammunition
Thompson S ub machinc G UIUI. The Thompson submechin e
gun (or tommy gun) is an automatic weapon. It can be fired as a Players mu st keep track of thei r c haracters' ammunition. The
single-&hot weapon (at the rate of 1 shot per turn) or as a full aut o- num ber of rounds of ammunition each weapon can hold is given
matic weapo n (at the rate of 10 shots per nun). Firing on full auto- on th e FIREARMS DATA CH ART. Removin g a round or cli p
matic is known as firin g a burst. When a character fires a burst, aU from a weapon takes two seconds (two turns]. Loa ding one rou nd
modifiers for what the firin g character is doing apply normally, but into a clip or weapon, or loading a full clip int o a weapon , also
tar get modifiers are ignored . If the dice roll indi cates a hit, then all takes two seconds . This mean s it takes a total of four seconds
characters in th e fuing character's Field of Vision are hit . (four tu rn s) to remove . spent shell and load a new round in each
chamber of a mu lti-chamber weapon (two SCCQnds to remove the
A burst infl icts . . . empty shell and two seconds to load the new round). It woul d
a) 20 points of wounds if there is o nly one tar get character in th e
take 12 seconds to load an em pty s ix-shot revolver and 24 seconds
area of th e burst . to reload the same revolver (12 seconds to un load the em pt ies
b) 15 points of wound on each of two characters in the area of the from th e Sill chambers and 12 seconds 10 load new rounds into
burst. th em). A gun does not have 10 be comple tely reloaded to be used .
c) 40 poi nts of wounds divided evenly (drop fractions) among all A character in a gunfight could reload onl y on e roun d into a six-
characters in th e area of the burst if three or mo re characters shot revolver, if the player wanted.
are prese nt.

52
Cover
GUNFIGHT M ODIFIERS TABLE
Situatio n Modifier Cover is any solid ob ject that h ides ha lfor more of a ch aracter 's
body. A character who is completely hidden behind a solid object
Target is cannot be hit by gunfire in the Basic Game. Because all playen
· •• Standing Still -0 mus t announce: th eir actions at the same time, characters behind
· . . Crawling, Walking or Prone - 5 cover can be shot at in case th ey " stick their heads out" during
· •• Running, Leaping or Jum ping - 20 the turn. A char acter firing from behind cover is exposed and can
· •• Dropping behind Cover -20 be hit. H owever, charaeten ftrin g at anyone behind cover suffer
· •. Behind Cover --10
'0 the - 30 modifier for flriog at a covered target.
· • . Car M oving Slow
· • . Car M ovin g Fast - 30
• •• Locked Doo r + 20
F irin g character is In some cases, it should be almost impossible for a character with
· .. Pr one -5 a gun to miss his target (for example, when shooting a prisoner
· • . Firing any type of rifle +10 who is tied up). In such cases, the target is hi t automatically,
· •• Firing aftcr an aiming turn +10 However. the victim still gets a Luck check ifbe wou ld be killed .
· •• In a car moving slow - 10
· .. In a car moving fast - 30 Shooting Into A Fistflght
· • • Firing a burst - 30
· • . F iring a BAR on semi -au tomatic - to (2nd shot)
A character who shoots into a fistfight has a modifier of - 30 . If
- 20 (3rd shot)
the fir ing character rolls a number that is higher than his modi-
· . . Firi ng two pisto ls - 30 fied Agility score bu t equal to or less than his unmodified Agility
· • • In a fistfight -40 score. he has hit someo ne other than the penon he was shootin g
NOTES: at . The penon who was hi t should be chosen randomly.
1. All modifiers that apply are added together into one fmal
modifier. Vehicles and Gunfights
2. Wh cnever the result ofthe gunfire dice roll is 0 1-05, the tar-
gct is always hit regard less of modifien. Characters can shoot at can or at passengers in can. Before roll-
ing the dice. the player must ann ounce whe ther he is fir ing at the
car or at characters in side it. In eith er case. the standard gunfight
FIREARMS D ATA CHART procedure is used. Thompsons an d BARs cannot be used to fire
Weapon Damage Rate Ammn bunts at specific person s inside a ca r. All bunts must be fired at
the car.
Revolvers: Shots fired at cars or th eir occu pants arc: subj ect to the modi-
.22
.38
150 '
150'
4
5
1
1
•• fiers on the GUNFIGHT M ODIFIERS TABLE for cars mov-
in g fast and can movin g slow. These modifi ers do not apply ifth e
.44/.45
Automatics:
225'
• 1
• car is moving directly toward you (not at an angle) .
Wh enever a car is hit by gunfire, ro ll2dlO for each hi t or burst
9mmJ.38 75' 5 8 and consult the VEHICLE DAMAGE TAB LE to determine th e
.45
Rifles :*
150'
• 8 damage.
.22 1800' 5 1 10 VEHICLE DAMAGE TABLE
.30 /.30-06 1800' 7 1 5
B.A.R . 1800' 7 Special 2 D ice Roll Result
Special:
Thompson SMG
Shotgun
300' 7
25175/225' 15/5/2
Special 20/ 50* *
I 2
...
2·3

7·1 5
T ire H it; dr iver must check for crash.
Critical Hit: en gine stops running in 5 turns.
Body Hit: no serious damage.
Not es: 16-18 Extreme Critical Hit: engine stops immediately.
Range - Range in feet; Dama ge - In ju ry in wounds 19-20 Windshield H it: one passenger wounded. (all
Ra te .... Rounds fired pe r tum; Ammo · Rounds weapon can passengcn wounded if shot was a burst)
hold
*AIl rifles add to to AGility of firing character The driver of th e vehicle mu st immediately check for a crash if
"Thom pson SMG carries a 2o-round clip or a 50-round th e car takes a T ire Hit. If no crash occurs, the car mu st slow to
drum. slow speed on th e nat turn, and can travel only at slow speed un-

53
til the tire is changed. Tb.rn I I. O'flahmy draws his pistol. Inside the store, Joe pulls
Vd1icIes suffering Critical H its will 1101 run again until the: out his .45 automatic and points it at the derk behind the cam
damage is repairedby a mechanic at a shop or garage . Any WUld- register. The Bafcrcer stans running through the ston toward
shield H it raulu in one passengu being hit (roll a die to decide the service window in the rear. The Worm loob up anddown the
which one). If a bunt of su tomatlc rite hi ls the wiodshield, all st reet, making sure the coast is clear.
passengen, incl uding the dri ver, suffer the full effect of the burst.
lithe target of I sbot is a paaaenger in a vehicle, the normal pro- Tu rn 12. O 'Aahmy runs to the door of the Five and Dine. Joe
cedure it used 10 determine whether !hat character is hit . The tar- tells the cashier. "This is a stickup." The Enfor cer moves to
get character is a covered targ et, and there are modifiers that within one square of th e service window. The Worm is still on
ap ply ifthe vehicl e is moving. lf'tbe target character is hit. th e ve- lookou t.
hicle suffers a Body Hit as well.
lUrn 13. D'Flaherry moves throu gh the door of th e Five and
Running Boards, If a character fires at someone riding on I car's Dime and out int o the street. The Enforcer approaches the serv-
running board and the body ofthe car is between the attacker and ice window. The cashier i. banding Joe the mon ey. The Worm
the target character. then that character is completely covered and spots a man with a drawn pistol (O 'Flaherty) running toward the
cannol: be hit. Oleck the line: of lire with the car at the: midpoint of jewelry sto re.
its move. Passmgua on th e running board on the exposed side ofa
car suffer the full effect ofbunu;. Running board passclgua on the lUrn 14. O'Aahcny runs three squares toward the jewelry store.
covered side of a car cannot be hit by bunts. The Worm, sens ing thaI something is going wrong, draws his .45
automatic. Inside the store, Joe is gett ing more money from the
Exa m p le of Movement and Fighting cash regist er clerk while The Enforcer is drawing his own .45 au -
tomatic.
This aample U5CS the movement and gunftghting rules, the
cccnrere and the 5-fOOI scale map from this set. You may want to lUra IS. O'flaherty, heading for his car, rounds the comer jusJ:
let: up the map and countcn and follow this aample turn by as The Worm decides rhar he probably is. cop and takes; a shol: at
tum, to actually sec how the game worb. him. The shot is fired al the midpoint ofO'F1ahc:rty's move. The
Worm 's Agility of82 is mod ified by -20 because O'Flabcny is
Joe Sullivan, Alben " The Worm" Apple and Nick "Enforcer" running. Percentil e dice: are rolled, with a result of 53. The
Bruno have decided to hold up Goldstcin's Jewelry Store on Worm hits O'Aaherty and causes six wounds. O'Flahcny is DOl
Broad Street. They have parked the ir car in front of the Store: and seriously hun, since:he has 24 Hit Points. Inside the store, Joe is
walked inside Little Augie's nest door to review their plan for the still getting money from the cash register. The Enforcc:r is telling
robbery. They are seated at a table in Little Augie 's . Across th e the clerk. behind the service window to open the safe. Both rob-
SU4:et.de tect ive Pat O'F1aherty is watching through the nonh· ben hear th e shot from outside.
east windo wofG. C . Hurley's Five and Di ne and has recognized
the three cr ooks . He sees Joe, The Worm. and The Enforcer go Turn 18, D'Flaherty does no t have to check for surprise; he knew
into Little Aug ie's and decides to watch un til th ey come out. The Worm was a croo k and he had figured out that a robbery was
O 'Aaherty is carry ing his .38 revolver. He also has a Thompson taking place. He can use rbe tu rn to get into his car. The Worm
submachi ne gun in his car, which is parked 00 Michigan Way. fires again . Because O'Flahert y is getting into his car and th e car
The text will follow the action tum by turn. is between The Worm and O'Aaherty, O 'F1aherty is a covered
target . He also is walking. so The Worm fires with a tocal modifi-
TW'1lI I ~. Joe, The Worm an d The Enforcer spend six turns cationof - 35. H e needs . roll of47 or less to hit O 'Aaherty. The
walking fro m the door of Li nle Au gie's to th e jewelry store. dice ro ll is 63, so The Worm misses. The playell a~!hat both
O 'F1ahcny watches from. the window. hemming more and more Joe and The Enforcer should be checked for surprise because of
suspicious of the three, the gunfire. Both pass their check. Joe continues taking money
from the cashier and the clerk.al the service window waln to the
Turn 7. Joe opens the doo r to the store and strpl inside. The En- ufo_
forcer is behind Joe. The ~ stcpl out intO the street in front
of the thieve's car. which they dc:vuly left parked outside the Turn 17. O 'F1abcny grabs the tommy gun from. the floor of hit
Store. O 'Flaherty keeps Wllching. car. The \tUm fires again and misses again. Joe ydIs at The En-
forcer to hurry up. The: SC'JVice window clerk Starts opcoing the
Tunu 8- 10. The Worm moves to me left of the car. opens the ufo_
door, gets in and starts the engine. 'T1lis takes three turns. During
this time. Joe moves in fronl of the cash register whil e The En- lUrn 18. O'F1ahcrty fuea a bum form the tommy gun at The:
foeeer walb toward the back of the jewelry srore. O'Flaherty real- Worm'acu. H is Agility is 93 and he has. modifier of - 30 for fir-
iza !hat something ~ happening when be sen The Worm Slan ing a bunt, so be needs to roll 63 or less to hit the car. He rolls •
th e car. 52 and hits. The hit location is found by rolling 2d10. The result

54
is 20• • windshield bit! The Ubrm. tUleS the full effect of ~ Optional rules
bunt. Since The \l\:mn bas only 13 Hit Pinu ~ the burst m-
Ilieu 20 points of injury. The Worm should be killed by the a~­ The following rules will add more color to your ~ u well as
mck. He tries a Luck cbect. but docs not pus it. 'The Worm IS some cornplaity. Playen should decide before W game wbetbcr
dead. Inside the store. Joe and The Enforcer hear the tommy guo they will usc these rules.
bum. The clerk at the acrvicc desk continues opening the safe.

narD I' . O'Flaherty starts his cu's engine. Joe and The ED- Crirical Hits (Optional). Whenever the diet: roll is 01 or 02,
forcer run toward the door ofthe jewelry store. the tlrget bas bern hil in the head and hUed. The target char-
ect er can make a Luck check whenever this happens. A sue-
nam ZOo Joe gets to the door. The Enforcer is behind him in the cess1UI Luck check means that the character halla critical head
store O'Flaherty's car moves sir: squares straight ahead at slow wound and is unconsciow; one more wound will kill the char-
lIpeed and then turns 45 degrees to the left in the last square. acter,

nam 21. Joe eteps through th e doorw ay and ho ldl the door open
while The Enforttl' runs outside. Joe and The Enforcer are now A Ulo marIc Jam (O ptional). On a roll of 00, ,all weapons ex-
in the IUIme square. O'Flaherty drives his car at slow speed. The cept revolvers jam automatically. Weapons being used for full
car moves straight ahead one square, turns 45 degrees to the left, automatic fire jam on a dice roll of 98-00. Jammed weapons
movIeS straight four squares, turns 4S dcgrcc:s to the right, moves cannot be fued until cleared. Clearing a jammed weapon takes
ooe more square and stops. He cannot fire this tum because he three turns and all three turns mwt be in sequence. Ifyou stop
wu driving the car. after one or two rurns to do something else, you have to start
clearing the weapon all over again with the first tum.
1\ar:a 2%. Joe runs for the driver's side ofhis car. The Enforttr
flres It O'Flabe:rty, woo is picking up his tommy F from. ~e
front leat. The Enforcer bas an Agility of53, but 0 Flaherty IS. Aimlo, Turns (Optional). Charaeten can iooeue their ec-
covered tuget (- 30 modifier) 10 The Enforcer needs to ron a 23
aIr:acy by taking an aiming tum before fuing. During an aim -
or I~ to hit . He rolls I 94, • dear miss. ing tum, the character docs nothing ~t aim: a weapon ~r a
s pecifIC target be can I t t. On the tum unmediatcl! fol~g
TurD 23. O 'Flaherty gets out of his car on the driver's side u an aiming turn, the aiming cbancter grtll a modifICation of
The Enforcer fues (and misses) 19ain. Joe pulls the u:brm's dead + 10 to Agility (in addition to other modificn) for that shot.
body out ofthc car.
Aiming turns cannoI be used by chanctcn who arc firing a
bunt or who arc in (or on the running boards of) I moving car.
Turu 24 . Joe gctJ into his car. The Enforcer drops pr one u An aiming tum gives a + 10 modifier on the first s.hot fired
from a BAR on semi-automatic, but not on succeeding aholS
O'Flaherty fires a burst fro m his tommy.~. Joe'~ car is.in the
during the same tum.
burst area and can be hit . O'Flahcny's Agility of93 IS modified to
63 because he is firing a burst. The ro ll is 38. The Enforcer also is
in the burst area so he takes IS wound poi nts (he hu 19 H it
Shooting Off LoC'b (Optional). Characten can shoot locks
Points). Damage to the car is ro lled on 2d 10. The resu lt ill 16, so
off doors instead of breaking th em down by w ing the proce-
the car engine dies .
dure for shooting at characters. H owever. the only modifiers
used arc those thai apply to the firing character and a + 20
Thru 25. Joe throws himself prone in the front leat ofth~ car,
modifier for firing ar the lock. A hit will blow the lock open.
where: he ill completdy covered. The Enforcer fires again at
Anyone behind the door should be checked for surprise.
O'Flaherty, who is firing a bunt at him. The Enforcc:r's Agility is
modified by - 20 because ofhis wOUDds and by - 30 because he
Flring While Movin&
is ruing It I covered target. His modified Agility is 03. H is only
hope is to ron 05 or less for an IUtomatic hit. He rolls 04! O'Fla-
In the basi<: rules, charactcn could nOi. combine. gunfighting
hcrty takcsllir: more points ofwounds. O 'Flaherty fires back ~th
action with any GIber action. In the cxpen ruks, characten
I bunt. hitting The Enfon::er with. roll of42. The Enforcer tnes
• Luck check, fails it and dies . can fire • gun while moving or performing any «her action
the game judge decides is pouible. Firing while moving will
affect. character's Agility as aplaincd below.
Tum Z5. O'Flaherty turns 90 degrees to his left. c:alling to Sul-
A character who firc:s I gun while performing another actioo.
livan to surrender. Joe decides be would ratber face. judge than
O'Flaherty's tommy gun and agrees to gift up. bas a modifier to his Agility because of the action. in most
cases, lhis modifier is the WIle as the one that would apply if
the tugct character was perfonning the additional action.

55
This modifi~r is added to lIny normal modifi~n for target Range
movement or act ion .
The basic rules largely ignore: the range from the firing charac-
EXAMPLE: A PC is standing OD the roofofa one-story build- ter to the target. In the expert rules, each type of weapon bas
ing . He decid es to jum p from the roof to the ground while fir- four ranges- point blank, shan, medium and long-and spe-
ing a bunt from a tommy gun ar a running target . The target cific modifiers for each range. These ranges and modifiers are
is at close range . The modifiers that apply are: listed on the EXPERT FI REARMS DATA charact er. If you
WI! this ruk, ignort tM + 10 modi/itTfor rifks from tM bam gamt.
- 30 for ruing a burst;
- 20 for firing at a running target (see Bunts, below);
- 20 for firing while jumping (the same as if the target was
EXPERT FIREARMS DATA
jumping).
T he total modifier for this shot is - 70. Pistols
Point Blank Shan Medium Long
Weapon 5' or less 6'·15' 16'·75 ' 76' to max.
Special CaSC8. There are three new gunfighting moves that .22 + 10
- 0- -10 -20
do not have target modifien listed on the GUNFIGHT .38 +10 0 -1 0 - 20
M O DI FI E RS TABLE. These are listed below . .44/.45 + 10 +5 0 - 10
9mml.38 +5 0 -10 X
ADDITIONAL GUNFIGHT MODIFIERS .45 auto +5 0 -10 -20
Firing Char acter's Action M odifier Rifles and Thompson submachine gun s
Point Blank. Shon Medium Long
Drawing and Firing - JO
Weapon 25' or less 26'· 100' 101'· 300' 301'·max.
Turning Around and Firing
Turning Around, Drawing and Firing
- 10
- 20 Any rine· + 20
-+ -10 +5 0
The game judge should feel free to set up modifiers for any Thompson
other special or unusual ClISC1 that arise. SMG +5 0 - 10 X

••
Not es: D ice Roll Location Injury
* includes B.A.R. 57-58 Right H and Full
X Beyond maximum range 59-60 Left H and Full
Shot guns are not effected by range ; USt: the basic rul es for 6 1·75 Abdomen Full
shotguns. Maximum ranges are listed on the FIREARMS 7<>80 Abdomen 3 points
DATA TABLE. 8 1-85 Left Leg Full
86-90 Left Leg 3 points
91·95 Right Leg Full
Bunts 96-00 Right Leg 3 points
When a character fires a burst. use the following procedure:
Wound Effects. Wounds restr ict a character's actions. The
I . The firin g character rolls percentile dice to sec if the ter-
get(s} are hit . The modifiers that apply art:
CUet effect must be decided by the game judge. Some exam-
pies arc:
- 30 for fir ing a bu rst
Any expert rul es modifiers for cover 1. A character shot in the hand ca nnot hold a gu n in that hand.
All modifi ers for the firing character's actions 2. A character shot in the leg or abdomen cannot tun.
All target modi fiers 3. A char acter shot in the shoulder will have di fficulty firin g a
2. I f a hit is indicated, divide 10 (the number of bullets fired} rifle.
by the number of tar gets in the area. Drop aU fractions . The A wound that has full effect should be more crip pling tha n one
resul t is the number of bullets that hi t eech target. that causes only three points. These pena lties are in addi tion
3. Each bullet tha t biu causes seven peinta of wounds. If you to the effects ofbaving more woun ds than one-halfof'your Hit
are using the Hit Locations and Variable Injury rule, roU hit Points.
location and in jury separately for each bullet .

Pla yers shoul d note that these rules make it mort: difficult to Partial Cover
hit ta rgets with a burst. bu t such hi ts art: more deadly. In the basic rules, there is a - 30 mod ifier to hit a targe t be-
hind partial cover. In the expert ru les. this modifier is changed
to - 10. If the target is hi t. chec k the hit location. If the hit lo-
H it LcK::adons An d Variable Injury cation is a part of the target's bod y that is behind cover, the
In the basic rules, one dice roll determines whether the target is shot misses unless the bul let can penetrat e the cover (sec Pene-
hit . In the expert rules, the dice must be rolled a second time to tration).
determine where the target is hit and how badly the target is in-
jured, The firing character must role percentile dice again and Full Cover
check the HIT LOCATIONS AND INJURY table . If a burst In tbe basic game. a target that is completely hidden behi nd
was fired. roU separately for each bullet that hits the target . solid cover cannot be hit . In the expert rul es. a cha racter can
shoot at a hidden target with a modifier of - 30. The character
must know where the target is. If the target is hit and the bu l-
let can penetrate the cover (see Penetrati on). roll on the HIT
HIT LOCAT IONS AND INJU RY LOCATIONS AND INJURY tabl e as us ual.
Dice Roll Location Injury
Penetradon
01-05 Had Full Gunfire can penet rate certain types ofcover to hit whatever is
00-10 Had 3 points behind it . Guidelines for differ ent types of weapons arc given
11-12 N,d Full below.
13-14 N'd 3 points
15-25 Chest full Pistolsand Rew/wrs. Automatic pistols and revolvers can pen-
26--30 C hest 3 points etrate soft cover when fired at point blank range.
31· 35 Right Shoulder Full
36--37 Right Shoulder 3 points .22 CA LI BER. H andguns of .22 caliber can penetrate up to
38-42 Left Shoulder Full 1 112 inches ofsoft wood (pin e. for eumple) and still infl ict full
43-44 Left Shoulder 3 points damage.
45-48 Righ t Arm Full .38 CALIBER. H andgu ns of.38 caliber will penetrate up to 2
49-50 Righ t Arm 3 points inches of soft wood if fired at point blank. range . The bullet
51·54 Left Ann Full will still inflict full damage.
55-56 Left Ann 3 points

57
Effects Of E :q,Josivn
.4 5 CAUBER. H andguns of .44 or .45 caliber will pe netrate The effects of nitroglycerine and dynamite arc summarized be-
up to 2 1h inches ofhard wood or 4 inches of soft wood if fired low.
at point blank range . The bullet will still inflict normal dam -
age. EXPLOSIVES TABLE
In jury In Injury Within
Ot/rn- Weapons. Rifles ofgreater than .22 caliber, B.A.R .s and Typ< Blast Radius Radius 20' of Radius
Thompson submachine gun s will penetrate most wood or
pl aster wall s, floors or ceilings when fired at short range or Dynamite 10' +5' per 3 wound pts I wound pt per
less. rifles of .22 caliber arc trea ted as .22 caliber piSlOls for (I sticlt) extra stick per stick stick
penetr ation.
N itroglycerine 15' + 5' per Luck check; 3 wound pu
( I ounce) extra ounce pass or die per ounce

Spcclal Casts. In any uncertain cases. it is left to the game


jud ge to decid e whet her a bullet will penetrate a specific type Bom""
of cover. Bullets that do no t penetrate a target' s cover miss the Characters can usc explosives to make various types of bombs.
target aut omatically. The penetration limits given above are The types ofbombs that can be made and their effects arc so vari-
the marimum penetration for the weapons listed. able that they are left to th e di scretion ofthe game judge and the
ingenuity of the players .

EXPLOSIVES Hand Grenades


Ga ngsters were some times Itnow n to use ha nd grenades, called
The most common explosives in a GANGBUSTERS'" game are " pineapples," to intimidate othe r gangsters and everyon~ else
dynamite and nitroglycerine. All characters can use explosives in nearby. H and grenades usually can be found in U.S. Army R~­
the campaign game, but the game judge should note that charac- serve armo ries. Ge tting them out is left to the ingenuity of the
ters who do not have explosives skill have only a 20% chance to players .
use them correctly.
G renades have the following effects:
Obt.jning E zplosives 1. All characters withi n 30 feet of an exploding grenade must be
Law enforcem ent characters can get all types of explosives (within checked for surprise;
reaso n) through their police department or agency. Other charac- 2. Characters within 10 feet of an exploding grenade will take
ters can get exp losives by buying them legally or by acquiring them 2d I 0 point s of wounds;
illegally. Exp losives can be bought only by persons with a permit 3. Charact en within 20 feet of an exploding grenade will talte
issued by th e state . Kno wn criminals and persons who cannot Id 10 points of wounds;
demo nstrate a need for explosives will not be given a permit. 4. Characters within 30 feet ofan exploding grenade must make a
Luck check. Those wh o pass arc not in jured; those wbo fail
take Id 10 points of wounds.
5.
Chapter 1: off to a successfu l start, you arc well on your way to mont hs ofen-
joyabl e play. There are four things to consider when starting your
Judges' Intro and Campaign Play campaign game : the rul es, the setting for the campaign. getti ng
the playcrs ready to play. and setting up the first adventure. You
Once you have mastered the basic G ANGBU ST ERSIM game probably will fmd that after the first evening of play. th e cam-
rules, you probably will want to play a GA NGBUS T ERS cam- paign will take offand pra ctically run itselfas your player cbarac-
paign. A campaign is a continuing series ofadventurt'$ invo lving rers build new adventures through their own actions!
the same characters. T he sho rt games you have played up to now
were like short adventure stories; a campaign is like an exciting The Rules
adventure novel.
A campaign cannot be played in one even ing. Rather, a cam- As a game judge, you should be familiar with all th e ru les vou use
paign stretch es over many evenings of play, and follows the ca- in your cam paign. This means you should be familiar with
reers of characters as they become mor e and more experienced PARTS I and 11 of tho rul e book. After all, you arc the fina l au-
and face grater challenges. A good campaign can go on for thor ity on th e rules in your game!
months or even years, as long 85 players are having fun . This does not mean you must memorize the rules; tha, would
A campaign must have a gam e judge . The judge and all th e not be poss ible for a begi nning judge . 11 does mean you should
players should be fami liar with the rules in Pans I and II of this know them well enough to know whether something 0 wro ng,
rule book. The judge shoul d also be fami liar with the remainder and where to look in the ru le book to find the correct rule.
of th e rulebock. Remember that you arc an interpre ter and adaptor ofthe rules,
not a slave to th em. N o set ofrul es cou ld possibly cover every sit-
The Game Judge uat ion that could arise in either real life or in a GANGBUS-
TERS cam paign game. If the rules do not cover a situation
Judging a GANGBU STERS cam paign gam e is a lot of fun . It peculiarity in your cam paign, just think about the problem and
also is a big respo nsibility. This pan oft be rules is for beginning decide how you want to handle it.
judges. It explains what the judge must do to start a campaign,
how to keep a cam paign running and how to keep the game lively, The Setting-l.akefront City
interesting and funl
The game judge is in some ways th e most important player in a The hardest part ofthe judge's job bas already been do ne for you.
GANGBUSTERS cam paign game. H e docs the following The maps included with the game give you a prepared city in
things: which to set your cam paign. Lakcfront City is not based on a par-
1. H e designs the city where the cam paign will take place. ticular city. but is typical of any Eastern or M idwcstcm city with
2. H e pl ays the roles of all NPCs in the city. a population of about 2,100,000 in the 19201. It is alrcady
3. H is planning and tastes will affect the adventures tha t develop mapped out. althou gh you probab ly will want to add mor e de-
in th e campaign. tailed maps as your campaign expands . It is rcady to be pop ula ted
4. H e serves as the eyes and can ofth e player characters. H e tell s with all the policemen, federal agent s. private eyes, report ers,
the players what they can see, what th ey can hear and what 0 politicians and crooks you will need to get your campaign game
happening all around them at any time. started. For mor e informa tion about Lakefront City, including
5. H e is the final authority on all rules interpretation s and may more than 100 pre-rolled NPCs, sec Part III of this book.
modify the rules as he or she sees fit to handle special situa- Lakefront City can also serve as a model for designing your
tions. If a player docs no t like th e way a judge 0 handling a own cam paign setting if you choose to do so. Players may enjoy a
campaign game, the player can make suggestions bu t should cam paign set in their own town. as it was in the 19208.
never argue with the game judge. If differe nces cannot be rec-
onciled ot herwise, the player sbou ld leave the game. A game Preparing Your Players
judge's authority over his or her game is and must be absolute.
Before starti ng your cam paign game. it 0 a good idea to have an
As the judge of a campaign game, you arc like th e author of an initial meeting with your players . At this meeting you should
exciti ng adventure novel. You have a big advantage over most au- 1. H ave each player create a character. Explain the ability scores
thors, though, because: some ofyour ma jor charactcrs, the player as th e playera rolt them.
characters, will be eager and willing to help you work out the de- 2. Playa sho rt gunfight or encounter using the basic rules so the
tails of the plot! playcrs can learn how to move, eheor and flstfight,
3. Us ing the same characters or new ones, have the players pick
GettIng Started careen for their characters .

The hardest step for a beginning game ju dge often 0 gett ing the After tho initial meeting. you will be ready to set up the first ad-
cam paign game sta rted. You can be sure that ifyou get your game venture which will stan your campaign.

6.
The Flnt Adventure. The first adventure your PCs encounter G ame T ime . It is crucial that you, as th e judge, keep careful
should be carefully planned. You should try to se t it up so that the track of game tim e. It is in your pow er to slow th e actio n down or
following things happen: speed it up. You must always know what day and tim e it is during
th e game . When characters arc inte ract ing with each ot her. and
1. Each and every PC should have something important and ex- especi ally if they are working against each othe r, you canno t let
citing to do right away. You should have at least one planned
one pl ayer get very far ahead of th e oth ers in game time.
encounter for each beat cop, a case for each federal agent and pri-
vate inves tigato r to work on, a Story or tips on a story for th e cub
reporters. some leads for prohibition agents, etc. The exception
Balance
to this is criminal PCS. They must make their own opportunities
fro m the very Start. It is very important for the game judge to balance the abilities of
the player charact ers with the pr oblem s or cha llenges they face .
2. The cases and adventu res th e various players are working on As. game judge, you are neither for nor against tbe P~; you are
should be design ed so the PCa will meet each oth er naturally and absolutely neutral. The jud ge ca n contro l th e balance ofthe game
start working with (or against) one another. by adjust ing th e numbers of NP~ encountered and the levels of
EXAMPLE : A campaign game has one repo rter, one beat cop, NP~ . As a judge, you mu st be pr epared to handle players who
one F.B.I. agent, one private investigator and one criminal. The blunder foolishly into problems as well as those who plan th eir
game judge &ets u p a first adventure involving a murder mystery. actions wisely and avoid trouble.
The murder takl~s place on the cop's beat . The cu b reporter is
told th at hi s "nose for news" tells him th ere is more to the story N u m ben of NPCa. It is important tha t you, as judge, control
tha n meets the eye. A relative of th e murder victim hires th e pri- the number of NP~ the players encounte r in gunfights and
vate inves tigato r to look into th e case, and the F.B.I. is called in oth er deadl y situations. A PC criminal who walks into a bank in-
because th e murder suspects were seen leaving th e scen e of the tending to rob it only to find ha lfth e police force inside deposit-
crime in a car sto len from across the state line. The criminal PC is ing th eir pay ch ecks will have no chance of escaping alive . On the
left to hi s own devices in determining what he want s to do first. other hand. if six prohibition agent s raid I still. there shoul d be
more than one or two criminals on hand to protect it. This does
not mean you should pull ch araeten out of tr ou ble if th ey act
Making the Game M or e Fun foolishly; it does mean that when they play well, they should have
a fighting chan ce against fair od ds.
A good game judge should always rem ember tha t th e reason his
or her friends are playin g is to have fun ! The following tips will Levels. Level is another key to balance in a game. It is very im-
help you make your cam paign as much fun as it can be for your portant that PCa seldo m meet or associate with characters of
players . higher levels. H igh-level char acters have greater ability scores,
more skills, more friends and mor e power. All th ese thi ngs make
Fl ow Of Pla y them too tough for lower-level characters to handle. Gea r your
encou nters to the level of your cha racters. N ote tha t most citizens
The gam e judge controls the pace of the game, and it is impo rta nt are first level. and always will be. so as PCa go up levels they will
(hat th e gam e be kept movin g. Players do not like lon g tim e peri - beco me more powerful than average citizens . H owever, they
ods with nothing to do. should then spen d most of their time interacting with th e higher-
level characters in th e city.
Handllns Many Events At Once. There will be tim es when
you will have several Pes all trying to do different things in differ- Wise and F oolish P la y.
ent places at the same tim e. Don't panic! Resolve the situations one
at a tim e. talting care to move from situa tion to situatio n ifyou find Some players will play th eir charact ers with intelligence. while
you an: spendin g too much time on just one PC's activities. oth ers make rash and foolish mistakes. Those who make mista kes
EXAMPLE : A PC private investigato r goes to interview a pro- should be allowed to suffer the natural consequences.
spect ive client. a beat cop is walking bU beat and a criminal is get- EXAMPLE: On the very first evening of p lay in a campaign
ting ready to pull a robbery. The judge runs the robbery first . If game. a PC criminal decides to rob Goldstein's Jewelry Sto re. To
the rob bery takes more than . few minutes of real time. the jud ge
create a diversion, be steals a stick of dynamite and throws it into
moves on to one of the other players and th en switch es from one
the andy store around th e block. H e then robs th e jewelry store.
to anoth er. giving each player a chance to do somet hing.
using no mask or disguise, and returns to the hotel room whe re he
is staying. Two children are killed by the explosio n in the candy
Confused S ituadons. Gunfights or Iistfights involving many
store. The cr imina l has committed a needless double murder, he
characters can get very confusing. Again, dce't pan ic! Foll ow the
has been seen by dozens of people on th e str eet and he has taken
sequ ence of pla y carefully each turn, resolving each action at the
no pr ecautions to conceal his location after the robbery. It is very
correct tim e.
likely that he will be caught quickly. In fact, there is a chan ce the

.,
policemen in the area may decide a child killer is not worth the you stashed the dough?
expense of a trial; he may be shot down " resisting arrest." The JUDGE: Take a hike, G-man.
game judge is not staclring the odds against the cr iminal by over-
reacting 10 the crime; the PC mad e a foolish mistake and the Game Creation and Play
judge is lett in g him suffer the co nsequences .
The rest of the rules describe ho.... to run a COntin uing cam pa ign
What Characters Can Know and ho.... to add more color and depth 10 your games. To begin,
the following ru les will show you how to set up exciting sho rt
It is necessary for you as a cam paign game judge to prevent play- GANGBUSTERS" games .
ers from using information their cha racters wou ld not know .
Players will often hear things dur in g the game that their cha rac- Types of Adventures
ters would have no way of knowing. You must not let their cha r-
acte rs act on the basis of such info rmat ion . For example, a beat Short games can be abou t almost anything . However, most good,
cop cannot run to the scen e ofa robbery if no one has repo ned it short gam es involve two or more groups of char acters in some
yet . Usually I friendly reminder like "No, your cha racter would type of conflict . Suggestions for shon adventu res include
have no way of knowing that" is sufficient.
I . Robberies: One group plays th e robbers and th e othe r plays the
Impro vis in g police who arrive in the middle of th e rob bery.
2. Raids: One side plays local police or feder al agents trying to
From time to time you will need to make u p events or NPCs as ca pture the other characters, who might be gangsters in the ir
you play. You will never be able to predict or plan ahead for hideout or bootleggers loadin g tru cks for delivery.
everything your players might do. Do DOl be afraid to improvise 3. Car Chases: One side can play the members ofa gang try ing to
as you go. Just be sure to keep notes so you do not forget impor- get away from the scene of a crime whi le the other side plays
tant detail s as you develop a story or adventure in th e middle of the local sheriffs or police.
playin g it out! 4. Reenactments: Players can play ou t their favorite even ts from
books, movies or newspapers form the 205 and 305. Shoo t outs
P layer Interacti on th ai led to the capture or dem ise of famous cri minals make es-
pecially good reenactments.
The judg e sh ould take every opponu nity to encoura ge Pes to in-
teract with one another. Player characters should always be en- Pla y Balance
couraged to deal with oth er PCS. Suppose, for example, that a Whatever type of adventure you set up , it is important to keep th e
reporter PC want s to hire a private detect ive. There may be game balanced . This mean s each group ofchar acters sho uld have
dozens listed in the Lakefront C ity phone book, but it is much about the same chance of surviving th e adventure, and each
better for the game if he decid es to hire the PC private investiga- gTOUp should have about the same chance to win or to achieve
tor. It may be difficult to give criminal characters much int erac- their goals.
tion with the ot he r characters at the beginning ofthe game . Once As you beco me more familiar with the game, it will be easie r
the criminals advan ce past first level they shou ld stan making for you 10 balance adventures. At first, it is imponant to have
deals with a few cr ooked N PC politicians, who probably arc in- about the same num ber of characters on each side. It also is im-
volved with other PCS. ponant to limit the nu mber of Thompson submachine guns and
BARs. Some players tend to ru n wild wnb these weapons, and
th ey an: very deadly; one character with an automatic weapon can
Enco u raging Rol e-P layin g wipe out a small army in just a few turns. It is best to allo w no
Whenever possible, you shoul d encourage you r players [0 " act more than one of these weapons per side.
Another important factor in play balance is the pow er of indi-
out " the pans oftheir characters rathe r than sim ply announcing
vidua l char acters. Ifone side has thr ee characters with more than
what the character is do ing . The players will get the idea from
20 hit points each and the other side has three weak characters
you. if you do a good job acting the pans ofimponant NPCs. Try
to give each NPC a distinct personality. with low Agility scores and only 10 or 12 hit points each. the
game is seriously unbalanced. It is a good idea to give each team a
mixture of characters; one character who is very strong. another
EXAMPLE: This is an example of poor role playing:
with '..ery high Agility, another with a high Observation score,
PC F.B.I . AGENT: I'm asking AI Tolino to tell me where the and $0 on . One way to get interesting cha racte rs is to let p layers
stolen mon cy is hid den . roll three ability scores and then assign them to M usc le, Agility
JUDG E: (Ma kes a reacti on check) He won't tell you . and Observation however they want . It is all right to tamper with
This is an example of better role playing: the ability scores you rolled in order to balance your games . This
AGENT: Oka y Tclinc, you know we've got you red-handed [his shou ld not be allowed, however, if th e characters arc going to be
time. Wh y don't you make it easy on you rself and tell us where used in more than one adventure.

62
Maps The game judge can decide 10 make Observation checb secretly
01let: the charaeten roll them for themselves.
Themlipt proTided in this ICt are all you will need for endless
GANG B USTE~ games. There will come a time, however, Exa m p le of Campaign Game Play
when you will wanl to aperimeDl with , peciaJ. situations or
places you designed. When you dra .... your own mlip&, be sure to The actual play ofa campaign gam e is a constant conversation be-
use graph paper. Incl ude aU tbedetails you will need to play. Ask tween the playen and the game judge. Pla yers tell th e judge what
yourroelfquestions like: Are all the building$ one story tall, or do the y are doing; he tells lhem what happens as a resu lt of their
they have several n oon? Is th ere a fire escape by the window ? Is actions. Watching an actual gaming session is the eas iest way 10
th ere a poli ce call box somewhere on th e block? AIe doo n open or Itt how a campaign game is played.
shut? Are they locked? D rawing in as much detail as poss ible be- In th is example. six playen are involved in a cam paign . Three
fore th e game starts will speed up tb e game an d make it more fun characten ace criminals: Joe Sullivan, Lucky Nelson and Bruno
to play. Ant on ino. the notoriou s Sullivan gang. The othen are law om-
cen: John Burns, federal pr oh ibition agent, and Adam Sm ith and
Game T ime and Game lUro. Bill Jon es, city po lice otlicers. The ampaign has been going on
for several weeks of game time . Smilh and Jones heard Joe Sul-
In the basic game. aU turns wert one second long . These on e sec- livan has finan cial troubles, and eventually learned he wu sclv-
ond turnS are still used in th e campaign game, but only when ing them by getting invo lved with A1Tolino ', bootlegging mob.
there is a sbooI:-out. a fWfIgbt or a chase in progress. The game Smith and Jones called in Burns, knowing he would love to nail
judge keeps tnck oftime in a campaign game. TlD1ecan pass in anyooe connected with Totino ', opentions.
seconds, minules, bouts, daY' or wcdts. depending upon 'Whal is The pme $Uf1ed with the characten praenting their plans ror
happening in the game. the week to the judge:. Smith is shadowing Sullivan, Jones is 1taJt.
Week·long turns ace recommended for campaign games. At the ing OUI Sullivan', hotel room and Burns is catching up on pa-
beginning of eKh game ~ players tell the iudge whal their pen;ork until he bears from Smith or Jones. M ean while, Sullivan
characten will do that wees, The plans abould include specifIC and his boods have planned 10 rob • bank in a small town aboul 30
times whe never possi ble. When the judge bas the playen' plans miles outside the city. They have l1al:ed the tab for 3 p.m. Wodncs-
for thai game weej, be em decide how to pact: the action . <by afternoon. just as the bank is aboul to close. Our esample will
roUow the di.a.1ogue between the characters and the ~.
Changing The Ruin
JU DGE: Okay, from looking al your plans for the week, I can tell
/0$ sta ted above, the campaign game judge can modify any rules you that not much ha ppens on M onday or Tuesday. Smith , you
to handle spccisl , ituations. The judge and players may decide to shadow Sullivan. but he ooly does the usual things: goes out 10
expand their campaign by adding ru les to cover new character ca- ear, window sho ps, and 10 fon h .
reers, animals, airplanes or anything else lhey deci de they want .
H owever, cha nges should be made only after extens ive play with JONES: Do I notice anything unusua l around Sullivan's hotel ?
th e rules as th ey are. C han ges made by playen who are Dot cern- I' m ru nn in g the slakeou t from a room abo ve th e grocay ' tore
pletely familiar wit h an th e rules could serious ly affect the game's acTOHlhe str eet . Oon es shoWi the judge the locat ion on the map).
balance, giving some cbaraaen great advantages over others.
JUDGE: N o. you don 't notice anyt hing until Wednesday. At
Observation In Campaign Games about 1 p.m . you see two of Su llivan', old playmates, Lucky Nel -
son and Bruno Antooino. go intc th e hotel.
A chaneter's Observatio n score is more important in a campaign
than in shon basic games . The game judge dJould require cbarac- BR UNO: Yeah, we park the car out front and go in the front door
ten 10 make Observat)on cbecb when ever just like norbin's up, see? And we ain't showin' no rods, neither.
I . The judge has any daub!: about whether the character woul d
see a penon, thing, clue or unusual sitWltion; LUCKY: Ri ght. Do we notice the heal in the: window acrms (he
2. A charact er is ICI.rching for something whic h is hidden or diffi· street ?
cult to see.
JU DGE: Since you thought 10 look, Lucky, 1'1l 1e1 you make an
EXAMPL E: A rookie police offlCCf is searching for clues at the Obeervancn check. Let's see. your Dbseevaricn score is 63. right?
sane ofa crime. The judge seae1ly makes an Observation check Okay, roll for il(Lucky rolls a 17). No, you don't notice anything
for him . In this case, the rookie passes the check and QO{iccs a unwual.
tiny dWnond earring lying in the gutter by the curb where the
victim was attacked. BRUNO : Okay, we go righ t up to Joe 's room and use th e key he
gave us to get in .

63
JOE: Right. And following our plan, I show up at about 1:15 BURNS: Yeah. my office is only a few blocks from there, (The
p.m. judgc knows this already.)

J U DGE: O kay. Smith, t hat means you'll show up right after that. JUDGE: O kay, Smi th, you luck OUI and don't have any acci-
dents. (The judgc bas bee n rolling percenti le dice.] You spot
SM ITH : I go up 10 the room wh ere Jones is running the slake- them just as they tum onto highway 17. Burn s, you pick t hem up
out. I pa rk my car about I block away and go up th e back entrance about 300 feet down the highway. (The judge points to tbe map
and stain. of the street system . He has worked ou t the relative speeds of the
vdUcles Involved, and t he time it would take Bwns to get to the
SULLIVAN: We're getting our guns ready for the robbery. I'm hi ghway from his offltt.) You arc headed in thc opposite direc-
taking my .45 automatk, loaded. and twc atra magazines. tie n, SO they St:C' your car. H owever, none of them know vou. so
they don't think anything is up.
BRUNO AND LUCKY: (At tbt:samctimt) Yeahl We're packing
the chopper in the violin case! BURNS: I' D tum around.

JUDGE: Okay, okay. How much ammo? SMITH: I'm dropping back behind them.

BR UNO : Two ~round drums. JUDGE: I'll be rolling for Smith's shadowing check every two
mil es, since we have a lon g way 10 go. (About 14 miles. OUI of
JOE: We leave around 2 p .m ., since it will take us about 45 min- town, Lu cky finally notices a car that keeps hanging back, just
utes. to get to th e S ma lhown Bank. Lucky, you go downstairs within sight .)
first , look around and stan the car. Bruno and I will follow you.
L UCKY: I think someonc's on our taiII
LU CKY: Ri ght . Do I notice anything mis timc?
JOE : Make a tum and then stop behind, hill . See if they follow.
SMITH : Wc'rc walching from an open window, but we 're ltay-
ing well inside thc room. SM ITH: Of ClJUr'Se I follow. hanging back.

JUDGE: No, you wouldn't oonnalJy be ablc to let: anything at JUDGE: Okay. Lucky has the car stopped. joe, your gaog K'CS
thiJ angle unless mey
wen: right at the window, the way j on es the car with Smith and Joocs pop over a hill, and another car
was before. right behind that one.

LUCKY: I give thc guys the sign to comc out. SMITH: Wc'Il keep going right past them.

JOE : Wc pile into thc car. Lucky will dri ve. We head offdown thc JOE: I know those rwc guysl
eeeet, toward highway 17. It', about a mi lc from bere.
JUDGE: O kay, bu t you might nOI recognize them in th e car.
SM ITH AND JO N ES : (AI same time) We spo rted that violin Make an O bservation check as th ey pass. Ooe passes the check.)
case Oltay, you've spotted S mith an d j on es. The guy in the ICCOnd car
you've never seen befo re.
JUDG E: Okay, what do you do?
JOE: Tum around! Let's get out ofberel ~ 'II head back to the
SMITH: I'll run for thc car- OUt the b.ck way. j ones, you call hotd.
Bums and tell him somcthing's up. Then call hcadquartcn and
see ifa uniJorm boy can tnlCk them until we can get: our tai l run- BR UNO: I'm getting out my tommy gun .
ning.
JOE: No!
JONES, Right.
SM ITH : ~'re turning around.
J U DGE: Okay, you've madc your calls an d arc in the car.
As Smith', car approaches, t bc inepres,ible Bru no opens up
SM IT H : I'll drive. Wc drivc fast unt il wc get them in sigh t. with th e tommy gun. At th is. po int, th e judge slows the act ion
down 10 one-second turns until [he fighting is finished .
JONES : Bur ns said he could pick them up if th ey go all the way
to the high way.

..
to a maximum of one skill per level of the NPC. In terms oflevels,
Chapter 2: Judges and NPCs count an addit ional level for every tw o skills an NP C possesses.
For example, a lst level criminal with 3 skills counts as a 2nd level
In any GANG BUST ERS" game, one of the Judge's most im-
portent jobs is to role-play th e NPCs, or non-player characters. criminal in terms of experience rewarded for his cap ture .
These are the cha racters who popu late the game world and are
nOI under the players' control. It is the Ju dge's NPCs who pro- Special NPC classes
ject muc h of the flavor and color of the world of the Proh ibition
Era. Cronies
Most GANGBUSTERS campaign games will have three to
ten players. M ost campaigns are set in cities with populations of C ronies are NPCs who are close friends ofa PC . At the start of a
at least 500,000. If is obv ious PCs will spend a 101 of their time campaign game, a PC is assum ed to have a numbe r of cronies
dealing with non-player characters (N PCS). T he game judge equal to his or her Presence score.
spends countless hours developing the NPCs and thei r city.
Playing C r on ies. A player ru nning a characte r may, at th e game
C r ea ting Non-Player Characters jud ge s discretion , also play his or her cha racte r's cron ies. Con -
tr ol of cronies can be taken back by the game judge at any time.
No n-player characters are created nearly the same way player The judge should do this if a player is abusing the priv ilege of
characters are. However. the ability scores for NPCs are never in- playing cronies by using th em to take risks th e characte r him self
creased by using the ABILITY M ODIFI ERS TABLE. NPC will not lake, failing to play th em as sepa rate personalities, etc.
Presence scores are found by rolling IdlO with no addi tio ns.
C ron y Advancement. Cronies can earn experien ce point s and
N PC Levels advance levels at one-halfthe rates given for pe s. All cronies will
guard thei r chances 10 earn expe rience points ju st as jealously as a
N PCs who are criminals, law enforcement officers , pr ivate inves- PC would.
tigato rs or repo rters sho uld be given a level by th e game judge
when they are creat ed. They ma y have any level the judge decides C r ony Reactions. The personalit ies of cron ies should be well
is reasonable for his or her campaign. enough developed during th e course ofplay that it will seldo m be
N PCs who do not fall into one of rhe above classes usually are necessary to roll an N PC reaction from them. However, if this
assumed to be first level for pu rpos es of the game. However, a shou ld be necessary, the cro ny uses the PC's Pr esence and adds a
game judge may assign these N PCs higher levels as he sees fit. In bonus of + I . A roll of two or less means the cron y has decid ed 10
general, the more im port ant, wealthy or powe rful an NPC is, the aban don the PC and perhaps betra y or attack him of he r.
higher his or her level should be. An NPC 's level determines how
many experience po int s PCS get for arresting or convicting him NPC Politicians
or her; NPCs who are hard to capture or convict should have
high level. M ost organized crimi nals, law enfor cement officials , repo rters
and pri vate investigators will quickly find themselves involved
H ere are some guid elin es for assign ing levels to N PCs: with a number of N Pe politicians. This sectio n of the ru les out-
NPC's Posit ion Level lines the types of po liticians likely 10 be encountered in a cam-
paign game .
Ward boss 1-5 The chief official of any city is its mayor . A mayor has con trol
City councilman 2·5
over city jobs. For game purpo ses, he awards th ese jobs to people
M ayor 4-6
who worked for him in the last elect ion. The mayor appoints im-
District attorney 3-7
port ent cit y officials like the chief of police, the city att orney and
Judge 4-8
heads of the various city department s. These include th e stree t
Small busi ness owner 1·3
de partment, which spends lots of money building and rep airing
Wealthy businessman 4- 10
streets; the transportat ion department, whic h handles city buses
Lawyer 3-10
and trains; th e water and sewer ulili ties, which handle vast sums
Doctor 3· 10
of mon ey; and , in a GANG BUSTERS" game, the school board.
Each city also has a city council. The city council passes laws
N PC Skills
for the city and ap proves th e city budget. A city council consists
of two me mbers from each ward in the city. Lakefront Ci ty has 28
M ost first-level NPCs do not have any special skills. N PCs do not wards as shown on the ward map. In addition, each city council
acquire skills unl ess the game judge decides to let the m. If the has three members elected at large .
game judge decid es an NPC should have one or more skills, he Fina lly, there are the ward bosses . Each part y has a ward boss
may give whatever skills and skill scores he chooses to the N PC, up in each ward. The ward boss looks after th e part y's interests in

6S
the ward, recruits campaign workers, recommends peop le for but no specific respo nses 10 situations. In such cases, the game
city jobs, and generally tries to ensure thai people who support judge shou ld let the NPC respond in a manner consistent wuh
his or her party are treated well by the city. h U _ " ,.
Political COITUption was a major factor in the rise ofcrime Iyn-
dicates in the 19201. PayoffI to high-level policemen and politi- EXAMPLE: The game judge bas decided that the bouncer It
cians often were arr:anged through ward boues. Ward bosses Little Augie', speakeasy is a fdlow with a nasty temper who hap-
pens to hate the Irisb. trjoe Sullivan (who is Irish) walk. into Lh-
could influeoa the awarding of imporunl cit)' conrrects. some
tie Augie'.. there is a good cbancc thebouncer will at least insult
ward bosses were 10 powerful that even mayon from their own
party would flO[ rid:. offending them. Of coune, many mayon him, if DOl try to start I ftsdight .
were corrupt themsdves and worked with crooked ward bosses to
ProCcssionai Reactiona. NPCs will ecr in a manner consistent
Illy in power and make money. A 101 of money could be made by
taking bribo from syndicates; this was a majo r reaso n why orga- with tbeir professions Or careers. For example, policemen will
nized syndicales were able to grow so powerful. nOIstand around qua king with fear when th ey see an armed rob-
An imaginative game judge can easily construct some adven- bery taking place, politicians will not normally get involved in
tures involving NPC politicianl. This will add considerable in-
gunfights and police who han been bribed will not normally
tees, u well u reality, to the game. close down the ,peakeasies paying them off.

Random ReaetioDlo. Wbm the game judge cannoI decic:k bow


NPC Reactions an NPC will react in I given situation, rbe judge can roll a reac-
tion on the NPC REACTION TABLE. The table does not give
Tbere will be many times during GANGBUSTERS- games sptcific reactions; it would be impossible to list all the reactions
when the jud~ must decide bow an NPC will react to something NPCa could have to any given situation. Instead. the table givleS
a PC does or says. general guidelines to the degree of hostility or friendliness the
EXAMPLE: PC criminal joe Sullivan walks into a tailor shop. N PC shoWl toward the PC involved . The judge can flt the behav-
The NPC store clerk approaches joe, asking if he can be ofhelp. ior of the N PC to the specific situ ation .
joe tells the clerk about a new "Tailor'" Protective AMociJ,tion" EXAMPLE: Joe Sullivan walks into annther tailor shop and
being formed. Joe: uys the tailor s.hould join this ISSlXiation im- makes the same demand for protection money. The game judg e
med.iatdy, and that the duesare $50per week. The association as- rolls for the NPC's rt:IC1.ion and gtU I diet roll of cigb t. He modi-
l uns that no " unfortunate accidenu" happen 10 the shops.. their fies this by adding Joe', Pruence score of four, subtracting the
ownen or their customers. How wiU the store clerk" who is the tailor', Presence of sevee, and adding one because joe IIl.alk a be-
shop owner, react to this attempt at extortion? lievable threat. The fmal result is Itt. indicating baltiliry. Tbe
game judge decides the tailor will Igrtt to pay the money, but
ReactioD Priorities will try to talk Joe intO coming bact later to pick it up. In the
meantime, he will call the police.
The game judge can determine an NPC's reaction in one offour
ways. These are listed below in th e order the judge shou ld con- NPC REACTION TABLE
sider them.
Modified
Planned Reacdona. Often the game judge will have decided Dice Roll
before play begins. how cauin NPCa will respond in certaia l itu - (2d 10) Reaction of NPC
ations . He ~ this decision on the personality and abilities of 2 or less Violent and boItile; anacb regardless of situ-
the NPC in question. tion
EXAMPLE: Joe Sullivan hu been running his protection 3-4 Abus ive and hostile; attach if provoked
racket: for snenl weeks wit bout an y difTlCUlty. The game judge 5-6 Hcstue, but will DOl anack immediately; may
decides it i, about time one of these tailors stood up to Joe. He plot revenge at I later time
decides before play begins thai the next tailor Joe approaches 7-8 Annoyed, mi ldly bostile, but will not attack
will refuse 10 pay, will try to get j oe: out ofthe store and will call 9- 13 Uncertain, hesitant; make another offer, roll
the police. ,..,n
14-15 Pleasant, but will take no action to help; mayan-
Reactiona Accordins to Penonality. NPCa alwlYS tact in a ewer questions
manner consisteDl with their intdligmce, ptrsonaliry and own 1~J1 Friendly, like$ the PC; probably will help
best interesn. NPCa have goals and desires iwt like Pes. They 1~19 Very friendly; will go out ofhis way to be helpful
an: not stupid (usua lly) and will ect intelligently to defend them- 20 Extremely friendly; will risk own life to help
sdves, their property and their gOil.1s. In some l ituations, the
game judg e may have a general ~nality in mind for the Nrc,

••
Modiflen. To NPC Rcxtion Table NPC is being asked. to do something tha t would be against his
loyalty to the other character.
PC 's PrCKnCf: + Presence score
NPC 's Presence - Presence score EXAMPLE : Continuing the previous example, the game judge
Someone has dr awn weapon + I if PC; -I ifNPC decides to ron an N PC reaction for the tailor. Rather than modify
Someon e makes the dice roll by the tailor's Presence score and Burn 's Presence
believable th reat · + I if PC; -I if N PC score, the judge modifies the dice roll by j oe Sullivan's Presence
score and Burns Presence score.
"The game judge decides what counts as a believable threat.

When interpreting the results ofan N PC reaction roll, the game Persuasion
judge shou ld note that an attac k is not necessarily a physical at-
tack; it may be verbal , politi cal Ot economic, and it may be de- Persuasion is the use of physical violence in an attempt to change
layed. A roll of two, however, means the NPC has completely lost an N PC's reaction.
his or her temper and will attack physically regardless of the cir-
cu msta nces. Also, a friendly reaction does nor mean an NPC is Proced u r e . The character using persuasion tells the game judge
happ y, for example, about being held up. It simply means the he is doing so, and then inflicts injury on the character being per-
NPC will try to be as pleasant as possib le until the hold up is suaded. The character being persuaded loses one point from his
over. A roll of20, however, means the NPC has for some reason or her Presence for each five points of wounds or bru ises in-
taken an instan t liking to the PC , and will coope rate with almost flicted . A new N PC reaction check can be made very time the
anything the PC wants to do. cha racter being persuaded loses at leasl one point from his or her
Presence.
Lo yalty
Umits on Penuasion. The following limitations apply to the
In some situations an NPC 's reaction is determined using the usc of persuasion:
Presence score of another character rather than the Presence I_ Persuasion stops automatically .....hen the character being per-
score of the NPC himself This will happen if the game judge de- suaded has lost thr ee: points from. his cr her Presence .
cides the NPC has a sense of loyalty to anot her character, such as 2. Persuasion stops automatically if the character being per-
a gang leader. suaded becomes unconscious or dies.
3. A person or group of people can try to persuade an NPC only
Con ditions of Loy a iry_The game judge is the final authority in once. If th e attem pt fails, then that particular NPC is just 100
determ ini ng whether an NPC is loyal to some ether character tough 10 be forced into subm ission with physical violence.
(PC or N PC). T he game judge shou ld consider the following fac-
tors whe n making his decision: EXA.\1.PLE : Al Totino, gangster boss, has captu red NPC Rico,
B lood R elat ion. Members of the same family (husba nds, wives, the part ner of federal agent j oh n Burn s. Tolino want s to know
sons, daughters, u ncles, aunt s, etc.] usuall y will fed some loyalty what Burn s has found out about Tolin o's operations, but Rico
to other family members. won 't talk. Because Rico is loyal to Burns, the game judge is us-
ing Burns' Presence rath er tban Rico's .....hen checkin g for reac-
Cronitl. Cronies are friends of PCs . T hey usually arc loyal 10 one tion. Burns has a Presence of 10. Tolino decides Rico should be
ano ther. persuad ed to talk, and has one of his thugs stan beati ng Rico.
EmploYttI. Employees will in many cases be loyal to their em- The thug hit s Rico for five points of bruises . Rico's Presence
ployer, if for no other reason than to keep thei r jobs. modifier for N PC reaction drops to nine. A check is made for
NPC ru ction . Rico still will not talk. The thug hits him for five
b rtimidario" . Some N PCs will be intimidated by other characters more points of bruises . Rico's modifier dr ops to eight and an-
to the point where they will act loyal to them regardless of their other reaction check is made. Rico tells Tolino to rOI. The thug
persona l feelings . hit s Rico a third time, and Rico's modifier drops 10 seven . The
EXAM PLE: Federal agent John Bums is tryi ng to get a tailor to th ird reaction check shows thatRieo slill won't talk. Tolino has
give infonnation about joe Sullivan's prot ection racket. The tai- failed 10 persuade Rico 10 lalk.
' or hates j oe Sullivan and is a decent law-abiding citizen. H ow-
ever; he is scared 10 death of what the Sulli van gang will do to him H ones ty
if he lalks. The judge decides the tailor is int imidated and tr eats
him as if he were loyal to Ice Sullivan. Tbere is a JOOlo chana: that any NPC randomly met by res will be
completely honest. These NPCs will always cooperate with lawen--
H andling Loyalty. An NPC who is loyal to another character forccmcnt oJTtcef'S regardless ofthcir personal loyalties. They will al-
uses thar orbe r character's Presence score rather than his own ways try to obey the law, tq)OI1 crimes, oppose criminab, and
when he is checked for N PC reaction . This is done only if the generally perform their dutie;, as citizens. Such NPCs can never be:
bribed , but they can sometimes be persuaded by criminals.

67
P olice H onn ry. Law enforcement OffKCf1 are more likely to be ofviolence or any crimes which cause an advusc public reaction.
bonest than the general public (this is not a historica l statement. (See the sectio n on PUBLIC REACTION AND H EAT.) NPC
but. necuury element oftbe game s)"oteIn). The chance that an reporters, private in vestigaton and F.B.I. agents canner normally
NPC law enforceme nt office:r is completely hon est is given on the be bribed .
following table:
Bribery Procedure. To derermine whether an NPC will accept
POLlCE HONESTY TABLE a bribe, the game judge rolls for an NrC react ion. In additio n to
all oth er modifiers, modify the dice roll by + I for each multiple
Chana: Officer of the minimum bribe offered .
T rpe Of Officer II Completely H onest
EXAMPLE: Offering a policeman $40 to overlook a truckload of
Loca1 polkeman
Prohibition sgem '"'" beer allows a modifier of + I. Offering the policeman $120 al-
lows a modifier of + 3.
F.B.I . agent '"95' This procedure is not used if the game judge has some «her way
to dete rmine the NPC', reaction to tbe bribery attempt, For ex-
This table is included to provide balance for the: game. Gamen
am ple, a game judge sbou1d know automatically that. bat ropy
and judges who are eaperiecced with role-playing games and
knowledgeable of the period should feel Iree to adjust the per-
cannoe be bought offby a criminal in the middle ofan armed r0b-
bery. etc.
centages for local poliet and prohibition agents to more accu-
rately rdlea th e reality of th e times.
A policeman who is not com pletely ho nest is not necessarily Encounters
wholly dishon est. A cop can be willing to take a bribe without be-
ing in league with a cri me syndicat e. An encoun ter is any situation involving a meeting between PCa
and N PCs. The game judge must decide bow many NPCs are
Bribery present in most encounters, using common sense andespeneoce
u his guide.
Bribery played a major role in the rdations between police, polio EXAMPLE: A PC walks into a Iacge downtown bank intendin g
ticians and criminals in the 19205and 19305. A prominent Penn- to commit armed robbery. The game judge QO(es that it is 10:30
sylvania machine leader in the 19205dermed. good politician as a.m. on I weekday, and that the bank is one of the largest in town.
one wbo " stayed bought" once he wu JWd of[ This section of He tells the PC mere arc about SO people in the bank building,
the ru les provides guidelines for minimum bribes and!imitations about 20 of whom are CUStomers.
on the use of bribery.
Bneounters During C rimes
Minimum Bribes. Pes can be bribed if they are wil ling to be
bribed. The amount of money involved is entirely up to th e Pes
Wh en a crime is being committed, the game judge must check to
in the situation. when Pes try to bribe NPCs, however, the fol- determine:
lowing min imums mu st be observed:
I . The number of witnesses to the crime, if any;
MINIMUM BRIBES 2. Whether any of the witnesses can identify the criminals in-
volved;
Minimum Bribe
3. Whether any of the N PC wiUleS$el or bystanden will try to
NPC N PC Will Consider call the police or stop th e crime;
Il<at polkeman $40 per incident 4. Whether a policeman or police patrol car happens to come by
Police Lt . or higher rank $SO pet level of the policeman while the crime is bring committed.
Prohibition agent $75 per level of the agent
Politician $ 1,000 per Inti ofthe politician Obviously, not all these things need to be checked for all crimes.
Judge $2.000 per Inti of th e judge An accountant who is altering some boob alone in his home at
AU others As determined by the game night need not worry about. beat cop dropping by for a chat .
ju dge The game iudg e must use his discretion to decide when these
checks are neccsaary.
The game judge can raise th ese minimuma if the situation in.
volves special riskl to the NPC. Witueucl. The number of witnesses who may notice a cri me in
progress depends on th e time of day and location of the cri me.
Limitations On Bribery. Police officers and politician s who The following is given as a genenl gu ideline; it may be modifi ed
arc not honest can gene rally be bribed to overlook bootlegging by th e game judge to suit circumstaDCC'S:
and gamb ling . They ususlly cannot be bribed to cverlcok crimes

..
WITNESSES AND BYSTANDERS T YP ICAL NPCa

Chance For Number of Following is a list oftyp ical NPCs . The game judge can use the m
T ime Of Day Witnes.scs Witnesses as he needs them. The abilit y scores given arc considered average
Ru sh hour 75% 2-20 (2<1 10) for that type of character. The gam e judge an modify these:
Daytime 5.... I·JO(ldlO) scores 10 suit !he needs of his or her game. The judge should as-
Nighl 15% 1·5 (Id10/2) sign levels and skills 10 the N PC! as he or she sees fit.

Witncues may include cu stomers imide a business, people pass- Nrc Mu Ag Db r, Q, Lu Hr


ing by out side, or the guy who just happens to be looking through F.B.I . Age nl 63 82 90 7 88 30 20
the window , all al the d iscretion of th e game judge . Proh ibitio n
Age", 50 50 57 5 57 15 15
Recognition. The c hance that a witness 10 a crime will be able to Patrolman 63 69 57 5 63 23 19
recogni ze a criminal and give a descr ipt ion to th e police is deter- Police Sergean t 70 73 6 70 25
mined as follows: Police Captain
Det ect ive
65
75
68
73
"
72
74
7
6
70
74
33
28
20
20
20
I. Ifthe witness saw the criminal from a distance of 10 feet o r less
and spoke to the criminal or was given orders by the criminal,
th ere is a 95% c hance the witness will be able to describe the
Priv ate
Inv estigator
NeWlpapc:r
73 68 79 6 74 ., 20
criminal , pick him or her oUI in a line-up, ere.
Reporter 45 60 75 4 67 16 16
2. I£the witness saw the criminal from a distance of grea ter than Independent
10 feet, the percent chana: the witness can accu rately describe Pun, 55 65 60 3 63 18 17
and reccgniae the criminal is ~ual to the cri minal's Presence Gan gster 68 58 57 5 58 14 18
score x 10. For esample, a criminal with a Pr esence offive has a Gangsler
SOCftl cha nce of be ing recognized and ident ified by a witness. Enforcer 78 72 43 8 58 12 20
Gangster Dri ver 37 84 80 3 82 09 18
3. A cr iminal's Pr esence is reduced by one pcim dur ing night o r
if it is dark wh en th e crime is comm itted. This applies spccifi-
caUy 10 2 above.
G angste r Hit
M an
Ga ngster Gun
71 80 .3 6 ., 15 21

M oll 33 65 78 7 72 13 15
4. Crim ina ls using Di sgu ise skill who make a success ful disgu ise Syndicate Boss 62 54 89 9 72 39 17
check will no t be recogni zed by witnesses other t han close friends D istr ict
o r relatives. Att orn ey
J ud ge
51
45
48
39
90
94 •
9
69
68
40
26
15
14
Wiln t Sl Reaaions During Cri mes. The game judg e does not need Defe nse Lawyer 48 43 90 7 67 22 15
to roll an N PC react ion for each witness observing or involved in Store C lerk 50 55 45 3 50 14 16
a c rime situation. Instead, the judge can determine the reaction of Store Owner 45 52 60 5 56 16 15
all witnesses usin g the following guidelines: Corporat e
Executive 47 53 74 7 64 37 15
I. If any witnesses arc free to do so. there is a 90% chance that at Blue Co llar
lest one will try to call the police or otherwise raise an alarm. \lbrker 70 54 44 4 49 20 18
2. Witncsscs who are not free to move , such as customers in a Career Girl 28 43 70 5 22
57 13
Mot e during an arm ed sobbery, usually will obey o rders . Flapper 31 53 57 6 55 II 14
Ther e is a 1{)lVo chance thai one out of every 10 witnesses will _dBou 50 49 83 8 66 24
try 10 interfere with the cr iminals' actions. I'
Derehci 44 32 28 I 30 48 13
P olice P atrols . The chanc e tha t a beat pat rolman o r squad car
will come by the scene of a crime whi le the crime is being com-
min ed is 5,. cu mulative each minute th e crime is in progress up
to a maxi mum chance of 50%. If a crime takes five minutes to
ccmmu, there is a 5% chance the po lice will come by during th e
first minut e, a 10% chance during the seco nd min ute, and so on ,
up 10 25,. duri ng the fifth minute, The chance thai the police
will come by never is greater than 50% , regar dless ef rhe time in-
volved in commi ning the crime.

.0
Chapter 3: T he Lo ng Arm of the Law Bail can be set substantially higher for cri minals who have been
arrested or convicted before. Bail may be denied if the sus pect is
Criminals who are arrested will be brought 10 tr ial unless tbey charged with a panicularly brutal or ruthless cr ime; bail will be
can convince th e distri ct attorney 10 dro p th e charges against denied ifthe public opi nion reacti on to th e crime was four or less.
them. This is not normally possible without polit ical infl uence.
If the charges against a criminal arc not dropped, the criminal Trial D ates
must go through the following ste ps: At the end oftbe arraignm ent hearing, the judge sets a dat e for
the criminal's tria\. Criminals charged with more than one crime
1. Arraignment bearing will be tr ied for only one: at a time, unless they are charged with
2. Plea bargaining several coun ts of the sarne crime, such as three COUIllS of armed
3. Tr ial robbery. Trial dates usually are set within four to eight wed:s af-
4. Sentenc ing (if found guilty) ter the arrest oftbe criminal.

Arraign ment Hea rings Plea Bargaining


An arraignment hearing usually is held wit hin 48 hou rs after th e Crimin als can try to plea bargain with th e distri ct atto rney (D .A.)
arres t of a criminal. At an arr aignment hea ring, the criminal is or with federa l prosecutors. In plea bargaining, the criminal
told what he is being charged wit h and he enters a pr eliminary agrees to plead guilty to a less serious offense , usually with a
plea. Bail may also be sci. promise ofa lighter sen tence, and the D .A. or federal prosecutor
is spared the trouble of preparing for a trial. The followin g rul es
Preliminary Plea . apply to plea bargaining:
A preliminary plea is a stateme nt by the criminal as to wheth er be
is guilty or not guilty. M ost criminals plead not guilty at arr aign- 1. Local prosecutors can be bargained with wing the usua l NPC
ment hearings. Criminals who plead guilty waive the ir right to reaction system .
trial by jury. Thcy arc instead given a hearing before a judge. 2. Federal prosecutors wually will not bargain ove r pleas. They
Their lawyer may be present . The cr iminal usually is sentenced might bargain if the criminal can provide evidence against an -
after such a hear ing. other criminal the federal officers are more interested in con-
vict ing.
B aD 3. The Pr esence score of II criminal who is plea bargaining is re-
A character who want s to be released form jail before his trial duced by two when rolling for NPC react ion from prosecu-
must pay a large sum of money (bail) to the cou rt . The amount of tors .
bail is set high en ou gh to ens ure that the character will appear at
his trial, sinc e th e mon ey is returned to the suspect after the tr ial. Trial.
The amount will depend on th e crime the suspect is charged with
and his or her criminal record . Criminals usually can pay a bail M ost cases will be tried before a t z-member jury. The jury deter-
bondsman 10% of th e bail amount, and the bondsman wiU pay min es the gu ilt or innocence of the criminal.
the rest . The bondsman does not return the 10% fee.
Criminals who post bail are released Into the custody of some- LaW)'e n
one the court trusts, usua lly a relative or the criminal's attorney Criminals are always allowed to have a lawyer repr esent them at a
(see La wyers, be low). Criminals who jump bail (leave town or trial. NPC lawyers can be: hired for th e price show n on page 39 . If
hide) will be pursued by th e po lice and by the bail bondsma n, if the cr imin al cannot afford a lawyer. the cou rt will some times ap-
th ey used one. Crimi nals who cannot post bail mus t stay in jail point one to defend him; this is entirely at th e judge's discretion.
until after th eir trial. NYC lawyers have legal skill. This skill is available only to
The game judge decides whether the suspect will be released NPC lawyers . The game judge determines th e lawyer's legal skill
on bail. The amount of bail depends on the crime th e suspect is score by rolling percentile dice, or by simply assigni ng a number.
cha rged with and his or her criminal record . The following su g- A lawyer's legal skill score effect s his clien t's cha nce of being
gestions are given for selling bail : found not gui lty.
Offense Bail Trial ProcedUft
Burglary $1,000 All criminals Stan th eir trial with a 50% chance of being found
Armed Robbery $10,000 N ot Guilty. This chance is modified as follo ws:
Murder $50,000
Murder of a Law Officer No bail
Kidnapping No bail
Violation of th e Volstead Act Released wit hout bail

7.
TRIAL MODIfIERS nal trial jury. Players mu st use their own ingenuity to figure out
how the y can accomplish th is. However, if even one juror is suc-
Situation Modifier
cessfully influ enced, the trial will result in a hu ng jury; in suc h
Each point of pr osecut or's legal skill score -1 cases there is only a 20% chance the crim inal will be retr ied for
Each point of defense lawyer 's legal skill score +1 the same offense.
Each pi ece of solid evide nce used against th e Ju ry tampering is a felony and carries a penalty of 10 to 15
defendant -5 years in prison.
Each piece of solid evidence used for the
defendant +5 Sentences
Each witness testifying for the prosecution -1 0
Each witness testi fying for th e defense + 10 Sentences for crimes varied widely from state to state and year to
Each eyewitness to th e crime testi fying for th e year during the 19205 and 19305. The following typical sen-
prosecut ion - 20 tences should be used as gu idelines by judges and players. The
Each "a libi" witn ess or eyewitnes s for the game judge must use some discreti on in imposing sent ences.
defendant + 10
TYPICAL SENTEN CES
After all witn esses have been called and all evide nce introduced,
the game judge calcu lates the defendant 's percent cha nce to be Sent ence
found no t gu ihy. Percent ile dice arc rolled. If the number rolled (M inimum 10
is less than or equal to the defendant's percent chance of being Crime Max imum)
found not guilty, the defendant goes free . Ifthe dice roll is higher Armed Robbery 5 to 25 years
tha n the defendant 's chance of being found not guilty, the de- Arson I to l 'j years
fendan t is convicted. Assault 3 to 15 years
Auto Then 1 to 5 years
Evidence Bank Robbe ry (P) 5 to 25 years
Solid evidence is physical evide nce that can pr ove or dispro ve th e Bribe ry, offering 1 to Life
defenda nt 's innocence. Examp les of physical evidence include Bribery, accepting I to 25 years
fingerp rints, a weapo n, a bit of clothi ng, etc. Burglary 3 to 7 years
Conspiracy to Co mm it a Crime 3 to 25 years
Witness es (the maximum sentence was given
Witn esses can be called to give testimony regarding only if the crime was comm itted.)
I . The facts of the case, if the witne ss is aware of them; C rossing Stal e Lines 10 Avoid
2. The location of th e defendant at the time of th e crime; Pr oserution(f*) I to 15 years
3. Expert opinions regarding th e evidence; Election Fraud I 10 15 years
4. The defendant 's law-abidi ng nature (limit of tw o character wit- Espionage(F) 15 to LifelDealh
nesses per tri al). Forgery 3 to l 'j years
fraud 3 to 15 years
Finding Wirnesses. In sim ple cases involving hold-Ups, burglaries Harboring a Fugitive I to 15 years
and so forth, the game judge will have noted the number of peo- Jury Tampe ring (State or f) 10 to 25 years
ple who witn essed the crime. In more complex cases, witnesses Kidnapping an adult(P) I to 15 years
may include accou ntant s who exam ined bookkeepi ng records, Kidnapping a minor (F*) Life (30"lo)/Deat h
agents who have run wiretaps , etc. All witnesses mu st be ap- Loansharking (Us ury) I to 7 years
prov ed by the game judge. A character's husband or wife cannot Murder, 3rd degree (accidenta l) I to 15 years
be forced to testify against him or her. Murder, 2nd degree (in passion) 10 to 25 years
M urde r, 1st degree (premeditated) 15 to Life/Death
Value of tf'irnesst S and Eviden ce. Some witnesses' test imony and Murder of a Law Officer Death
some pieces of physical evide nce may be more important than Possession of Illegal Weapon 6 months to I year
othe rs. The game judge can change the modifi er for any witness Racketeering (F*) 10 to 25 years
or piece of evide nce. The game judge may abo decide that th e ev- Sabotage (F) 10 to 25 years
ide nce against a defe nda nt is so overwhelming there is no chance Tax Evasion (F) 3 to 15 years + $ 10,000
th e jury will no t convict him. T he judge sim ply ignores the trial fine + back taxes
procedure in such cases. Tr ansportation of Stolen Car Across
State Lin es (F) I to l'j years
Jury Ta m p er in g
Anyone can try to bribe or influence members ofa civil or crimi- f = Federal Offense
F* :: Federal Offense after 1934; EB .1. called in au tomatically

71
Sentences arc given ou t in a nnge of yean. as list ed above. A trial to determine if a crime has been committed, there is. trial to
sentence of5 to 15 yean means Ihc character will not spend more determine if one character should pay money to another. The
than 15 years in prison, and will be eligible for paro le after one tria l procedure outlined under criminal trials can be used for civil
third of five yean (sec Parole). (f" a criminal is convicted on sev- sui ts .
eral cha rges, the game rudge decides whether th e sentences arc
added together (served consecutively) or if tM criminal serves The National Prohibition Act
only the. longat sentence (served concurrently).
Repeat offenden should expect maximum sentences . Sen- The National Prohibition Act, also known as the Volstead Act,
tences for misdemeanon (very minor olTenses) nnge from fines
went intc effecr at midnight, Jan. 16, 1920. It continue d in fcrce
of $10 to $1,000 and 10 to 60 days in jail. until December 5, 1933. The act mad e it illegal to manufacture,
Sentences for violati ng th e N ational Pr ohibition Act arc given transport or sell alcoholic beverages in the United States. Some
in the section The N ational P rohibition Act . production fOI religious and medicinal purposes was allowed un-
der special permits granted by th e commissioner of prohibition.
Parole Prior to M arch 2, 1929, the penah ies for violating the act were
All sentences for serious crimes arc served in a state prison (for vi- -First Offense, manufacturing or selling: a fmc ofnot more than
olatin g sta le laws) Ot a federal prison (for violating federal laws). $ 1,000 or impriscnmenr for nOI more than six months;
Parole is release from pnson before the sentence is fmished . A - Second or Subsequent Offense . manufacturing or selling: fine
prisoner is eligible for parole after serving one-third ofthc mini- ofnot les than $200 but not more than $2,000 an d imprisonment
mum time of his sentence. A crim.inal sentenced to 5 to 15 yean for not less than one month bu t not more than five yean;
becomes eligible for parolc after serving one-third offive yurs, or
one year and eight months. -<>thcr Offenses, first olTense : a fmc of not mo re thaD $500;
-other Offenses, KCOnd offense:. fine of not \ess than $100 and
Gcning P a role DO( more than $1,000 and imprisonment for not more than 90
A crimina! can win parole by getting I reaction of 15 or better day>;
from an NPC parolc board. When checking for the paro le -otha Offenses. third or subsequent offense: a fine of not leu
board's reaction, use the normal NPC react ion modificn. In ad- than $500 and imprisonmen t for not Icsa than three mo nths bu t
di tion , the prisoner can get a + 2 modifier if thc prison warden not more than two yean.
recommends that paro le be granted. A criminal can cbcd for pa-
role once per year. Mter March 2, 1929, the penalties were increased so the maxi-
mum penalty for anyoffcnsc was a fine ofnot more than $10.000
Beinl O n P a role and/or imprisonment for not more th an five years. The minimum
A criminal released on parole must report once each week to a pa- penalties were not changed.
role officer. He or she must get a job, cam a steady living and stay Speakea sy customers who arc arres ted in a raid may be charged
free: of criminal associates. The criminal will be retu rned to with Visiting a Common Nuisance, a misdem eanor.
pr ison ifhe violates any of thcsc regulations. Players will notice qu ickly that the penalties for violating the
Volstead Act were hardly severe enou gh to deter professional
Civil Su it. criminals like AI Capone who, by violating the act, wu putting
$300,000 or mo re into his pocket l cvcry day.
Civil suill an brought by PCS or NPCs against other dwaetcn.
They usually involve a dispute over money. Instead of having a

72
C ha p ter 4: action s of the Secret Six led 10 the formanon of the now-famous
sq uad of' Proh ibirion agen ts known as th e Un touchables .
The World of the 20. and 30. Dur ing t he 19205, Am erica prospered. The pu blic cringed al
the brutal killings and gang activities, and cheered when t he
America and the Roa r ing Twen ti es c riminals were brought to just ice. Ch ruch mem bership was high,
and the economy seeme d to be in grea t shape . Depsite t he activi-
What should t he world oft he ]920s look like [0 a role-player of ties of AI Capone, M a Bar ker and her boys, and ot hers, America
t he 1991li? Imagine tbe streets of Chicago , M odel T Fords lining w as happy and enjoying life in tbe 1920s.
the curbs. Nonc e the variety of peop le around you : the natti ly
dressed gentl emen in pinst ripe suits, felt hats firm ly on their America in the Thirti es
heads; the "Flappers," young women in 'scandalously' sho n
skins with their hair bobbed, a new fad ; the wise-cracking cub re- On October 24, 1929, the stability we n! QU I of t he Amer ican
porters laug hing loudly [0 t hemselves, str aw haa tipped jau mi ly economy with the cra sh of the :-':ew '\ork Stock Exchange. From
back on their heads. The sight s and sounds oft he City can also be the heights oflhe 19~, America plunged into the G reat Depres-
s inister, such as the dark -suited gan gsters peering nervously from s ion . The stock ma rkel crash affected everyone in the country,
an alleyv.'ay, sounds of gunfire echo ing away above the rooftops. save the very poor with nothing to lose. The liberal atmosphere
'-"orld ,",,'ar I rec ruiting post ers have disappeared and are being of the 20s was o ne cfthe first thi ngs to dis solve as peo ple became
repl aced by colorful posters adve nising the latest vaudeville frug al and co nservative overnight; for man y, though, ma ny
sho ws. Leaflets can be found eliciting su ppo rt for women 's euf turned to the rich (and short }life of crim e instead of the dead-end
frage on man y signposts. Newspap er boys can be found o n near ly job or pove rty. With the repeal of Pr ohibitio n in 1933, t he boot -
even co rne r, each selling o ne of a half-dozen pape rs published in leggers and criminal empires went un derground once more, th e
1 92~ C hicago . Flappers d raw whistles from many men th ey crim inal elements neve r to be such pub lic figu res again. Wh ere
pass, bur the late st fash ion of men 's suits for wo men d raws o nly excess was once the word for the lime s, fruga lity became rhc key
stares . [0 the 30s.
The sounds oft he big bands and Dixieland jazz coul d be heard
everywhere . The C harleston was the latest da na , and people
brought the da nces a nd the mus ic into thei r homes via the latest The GANGBCSTERS" game is perfect for role-p laying in
inve ntion, the radio . The Ford mot or car allowed many people a 19205 setting, a law and order cam paign up agains t notori-
t he freedom 10 t ravel greater distan ces than to the local town. In- ous gang sters and bootleggers. You, as a Judge, can ada pt ca m-
deed , it allowed a nca r-steady shipment of bootleg alco hol 10 en- paigns using the 1930s as a selli ng also . C riminals become
ter Prohibition America from Ca nada . more interested in taking ever unions and embezzetling
money; poli ce try to keep th e peace am idst the poverty. The
Prohibition a n d Crime game becomes a role-playing session Ihr ough history, J udges
may even want to ex pand the scope of a G ANG Bl:ST ERS
Despite a wide ran ge of other activity by other notables, the cam paign even further, and set the lime frame for th e 1940's :
gangsters seem 10 have len an indelible ma rk on 'he histor y ofthe re porters in war-torn Eu rope , or PI's tra cking down Na zi sym -
19 20s and 19 30s. D uring the thi rteen years of Proh ibition, pat hizers in Lakefrcnt City. The game is limited onl y by your
former small-time criminals became rich an d powerful on the imag inat ion and you r information. Utilize th e his tory abo ve,
public dem ands for alcoh ol. T he crimi nals seemingly took hold as well as many works listed in t hc biblio graphies on paKCS
ofem ire cmes thirst y for alcohol, and kept thei r hold on them by 123 and 124, to ma ke your GANG BUST ERS cam paign real
violence. O vernight , c ities like C hicago and New York became and alive for you and your players alike.
frequent witnesses to gangland slayings, large-scale bribery scan-
dals, and a general increase in lawlessness.
Du ring this time, public o pinion and respect for law enforce-
men' officials declined , prunar ily due to suspicions of bribery Public Opinion and " Hea t"
and graf . If o ne cou ldn't be sure of an honest poli cem an, whose
honest y could o ne trust?'Th is is n01IOsay that there were no hen- Public opinion is the react ion of the hundreds of thousands of
CSt people du ring the Prchibhion era. but the generalla wlessnes s people livin g in a city to [he events th aI happe n in the cilY. II is a
preve nted man y from voicing their co ncerns pub licly. The gen - powerful fo rce that can influence the acuon s of all PCS.
eral public opi nion versu s the gangs was fa r o ut w e ighed by the
fear of th e gang s' remburion. A few notable citizens had the con- Wh en P u b lic O p in io n Is C h ecked
victio n and Ine cloi n \0 combal the gangs, bu t did 1'0 covertly.
The "Secret Six," a group of prominent bus inessme n and others, The game judge just determine public o pinio n abou t an event , is.
gathered in secret an d did their bit 10 clean up Chicago and cu rb sue or situation wheneve r a ma jor even! is made public d uring
t he da ngers of living in t he c uy rul ed by t he Capone mob. The t he campaign game .

73
Ma;orEven u s-6 Public hostile, wants lOme -=tion; event has 5Ql9,
chaoce of becoming I.l1 issue in my election held in
A IIlJItor nrent is any incident Wt would oormally make front - the DC%t aU: months.
page newI in the city daily papcn. Eumplcs of major nmu. in-
clude 7-8 Public annoyed; would like -=han, but apea.s
000• •
I. Expo&Ute ofcrime or corruption in Kx:al politics;
2. Sandals involving Pes or important NI'Cs;
3. Gangland murders;
CJ..13 Public indifferent; attention diverted to oIhcr is--
sues .
4. Bank robberies;
5. Any violent crime committed by a PC;
6. Any violent crime that injures law enforcement officers, the el- 14-15 Public mildly favors but will DOt actively support
th e issue, even t or situation.
derly, ch ildre n or any other group the public \Uually is sympa -
thetic toward.
16-17 Pu blic Iavc rs th e issue or event; will su pport at-
H ow Public Opinion b Checked tempts at further .aion; win rc.mttnbu as In iasu~
in any elect ion in th e na t six mon ths .
The game judge determines the public's reaction to an event by
rolling on the PUBLIC OPINION TAB LE . The judge rolls
1S.19 Public strongly aroused, demands action in favor of
ldlO, applies any modifiers for the situation, and gelS a general
result from the table. The game judge then tnnalates this general the issue or 5itwltioni this will be I.l1 issue in any
election in the nat siz months.
result into specific actions based on the situation in the cam-
paign.
20 Public wild with enthusiasm. lUes to street in IU~
Mjrrj",lIm ANd Ml2Jtjmllm Rali/u pont politicians who .ctively oppose will automati-
When cbccking for public: reaction to a crime, the maximum re- cally lose any elecnce MId in the eest sil: months.
sult Wt caD be obl:aincd on the PUBLIC OPINION TABLE is
Modifiers To Public Opinion Dice rolls
II. A modiflCd dice roll grata than II should be tRllted as II. If
the event is some law eaforcemem .ctivity, the minimum result Situation Modifier
Wt caD normaUy be obl::ained is II . The judge may modify this
Gangland murder -I
rule to handle special situations, such u the arrest of a crooked
but popular politician.
1\vo or more gangland murders -3
Polia: otrlCCt killed -4
Federal agent killed -5
lulerpretlng Public Opiaion
The game judge: must use common sense when interpreting the
Violent crime affecting children, d derly, etc. -5
Unnecessary killing by police -I
resu lts of a public opinion check .
Action to stop bootlegging in city -3
EXAMPL E: Two children are accidentally killed by a gangster's Action to stop bootlegging in rural areas +3
bomb aimed at anot her gangster. A pu blic opi nion check shows N ewspape r campaign" +I or -I
tha t the public is angry. Two weeks later the bomber is arres ted Church campaign" + J or - I
and public opinion is checked again . The game judge should ig-
nore any result indicating the public is indifferent, since people •Sec rules sections below.
were angry just two weeks ago.
PoUtic:i.atu And Public Opinion
PUBLIC OPINION TABLE
NPC politicians will take public opinion very seriously. They
Modified will aIwa)'1 try to cuny public favor. SpccifK:a1ly. ifthe public re-
Dice Roll Result
= "-- - - - -- - -
2 or leu Public enraged, demands immediate action; vigi-
Ktion to s crime is six or leu on the PUBUC OPINION TA.
BLE. the politicians in control ofthe ciIy will order a crackdown
lante or action grouP' forming; violence likely. Pub- OQ crime. This will mean at Ieut rounding up suspects, cbin&

lic otrKials woo fail to .a will automatically lose many local .pcakeasia, and attempting to visibly harass crimi-
any election held with the nest sil: months. nals. The stronger the public disapproval of a crime is, the
stronger the crad:down or "heat" gmen:tcd will be. It is even
3-4 Public angry, demands action; will make this C'VCDt. possible that ganptcn will help local police solve certain crimes
major issue in any election held in the nat six ~ (0 get the heat turned off.
months.

74
Newspapers Bank Loans

Each big city in a GANGBUSTERS'" campaign game should Banks are an important source of extra money for PCS. Banks
have at least two daily newspapers. Newspapers can affect public will make loans to PCs at interest rates between 3% and 5%
opinion by mounting crusading campaigns. (game judge's discretion) . To qualify for a loan, the PC mus t
New spape r cam paigns can be starte d three ways :
I. Have no cr imina l record;
1. Ar kasl one city news pape r will start a campa ign whenever the 2. Have collate ral equa l 10the amou nr ofmo ney being borro wed;
reaction to an event on the PUBLIC O PIN ION TABLE is 3. Be able to make a do w n payment in cash of III last 10% for a
eight or less. piece of real esta te or 20% for a car or other consu mer item;
2. A PC can influence an Nrc publisher 10start a campaign us- 4. Have II steady job with enough income to meet the monthly
ing the norma l NPC reactio n system . payments.
3. An NPC can influence eit her a PC or NPC editor or pub lisher
to begin a newspaper campaign. Loan P a )·menll
Newspaper campaigns have the following effects: The BANK LOAN PAYMENTS TA BLE can be used 10 dete r-
mine the monthly payments for a loan ofany amount. To use the
1. Each week ofthe campaign, the game judge shou ld check pub- rabie, follow these four sleps:
lic opin ion wit h a mod ifier of + I or - I, depe nding on the pi>
smon taken by the newspape r. I. Determine the time period for the loan. This is at the iudge 's
2. All politi cians shoul d be hara ssed constantly by th e press until discretio n. M ost consumer loans are for th ree to five years.
th e issue or situa tion is resolved . Loan s for real esta te purchases usually are for 10, 20, or 30
3. An N PC poli tician with the power to do 50 will always ma in- years.
tai n at least a mild crac kdown as long as a newspaper campaign 2. Determ ine the interest rare for the loan.
concerning crime is going on . 3. Cross index the time period wuh the int erest rate. The amount
shown is the amou nt wh ich must be paid each mon th for each
A newspaper campaign will continue unril the event or situ ancn $100 borrowed.
th;ll spa rked the campaign is resolved ro the newspaper's sarisfac- 4. Calculate the 100ai mom hly payment by mul tiplying the
rion or for three months, whichever comes first , amount obtained in step 3 by the number of hundreds of del-
lars borrowed.
C h u rch es
EXAMPLE: A PC borro..., SI,5OO from a bank for five years at
Churches and clergy organizalions played an important part in 4% Interest . Cross indexing five years with 4 ~ on the BANK
th e social and politica l life of the 19205 and 19305. In a LOAN PAYMENTS TABLE gives a result ofS1.64. The charac-
GANGBUSTERS game, churches have the power to moun! ter has bo rro wed 15 hundreds of dollars (SI,500/100 '" I 5). The
public opinion cam paig ns, min isters thund er ing from the ir pul- amount of the character's monthly payment is 15 x $1.84 -
pits about local events. T he ru les for newspaper campaigns apply $27.60.
ro all chu rch campaigns.
BANK LOAN PAYMENTS TABLE
Hospitals Years 3% 4% 50, 6% 7% 8% ,% '0%
H ospitals will admit pat ients at any lime through the emergency .5 16.81 16.86 16.9 1 16.96 17.01 17.11 17.16
I 8.47 8.5 1 8.56 8.6 1 8.65 8.70 8.75 8.79
room . However, hospitals and doct ors are requ ired 10 report to
1.5 5.69 5.73 5.78 5.82 5.87 5.91 5.96 6.01
the police all gunshot wounds or other suspicious "accidents:'
2 4.30 4 .34 4.39 4.4 3 4.48 4.52 4.57 4.6 1
Pr ices for medical treatment are listed in Ap pendiJ. Two.
2.5 3.46 3.51 3.55 3.60 3.64 3.69 3.73 3.78
3 2.91 2.95 3.00 3.'" 3.09 3.13 3.18 3.22
Jobs 3.5 2.51 2.56 2.60 2.65 2.69 2.74 2.78 2.83
4 2.21 2.26 2.30 2.35 2.39 2..... 2.49 2.54
Characters may need 10get jobs outside their normal car eer areas
for various reasons, The ty~ of jobs available include 21m!», 4.S 1.98 2.03 2.07 2.12 21.6 2.21 2.26 2.31
2ny job that cou ld have been foun d in a city in the 19205 or 5 1.80 1.84 1.89 1.93 1.98 2.03 2.08 2. 12
19305. Befor e 1929, any character has a 100% chance of finding 6 1.52 1.56 1.61 1.66 1.70 1.75 1.80 1.85
some job that will pay at least $20 per week. No PC should ever 7 1.32 1.37 1.4 1 1.46 1.51 156 1.6 1 1.66
find a job th at pays more than S35 per week outside their no rmal
career area. After 1929, a ch aracte r's chance of flOding any job at
,
8 1.17 1.22 1.27 1.3 1 1.36 1041 1.47
1.06 1. 10 1.15 1.20 1.25 1.30 1.35
1.52
1.4 1
all is 5% pe r po int of the ch aracter's Pr esence. A character can 10 .97 1.01 1.06 1.11 1.16 1.21 1.27 1.32
roll 10 find a job once per week. 20 .55 .6 ' .66 .72 .78 .84 .' 0 .97
30 .42 .48 .54 .60 .67 .73 .80 .88

75
THE " '£ATHER
f~·

Vol LX I... S o l7..sn L A KEFRONT CI TY . SU !'loDAl' . JULY ) .1921 -211"11'"

DIE AS GANG
GANGWARI DEM PSEY WINS!
VIOLENCE ERUPTS
IN THE 1ST WARD Th. Battle of ,h.
Century
Gun Battle J"y y City. July 2.
on Broad Street Jack Demptoty it Rill 1M ..-oriel"
Ma " y"'ti,hl ~hampion. Yeoslnday .
before 91.000 fins. M knoc ked out
Lakefroru City, July } GrorFs Cl rpmtin- in only four rounds.
In 1M KCond round . c.a rpenl~r
Yhle-rda y. dallh alnr 10 L. kdron l "nd~ a sta pen n, blew tha i almOIl
C,ly in a Iuo il oI. unrll'~ . Three unide,,' ended lhe filhl. BUI Dnnpsey new r
l ir led me n _re thot in broad da ylilll1l. quil . He fou,hl like a n unbea tab le
"llhou.h the m...rdcn look plll~ al ma~hinr . Tbr Frenchman ..... bldly
tM M,g ht of 11K' noo n rush hour, lhere oUllnaldled . Unbo wed. bUI bloody .
wo:re no wit~ to identify the • ilk". lhe w ldier of F ra~ _n l down fo r
The killc'n. d riyin. do..." BrOlld ,/ ' lhe (OIoInl before the fourth round
SlfC'l:t. op'mcd fire from 1110: bu lo;, of. ended . The ,.IC lor lhe fighl i, be·
black o.ed lll. The vict iml .11 dre w '. ';"- - I. lic\lCd 10 exceed S1.500.000.
_a pons and firrd bac k -

t he ambulance arrived .
but 10 no
aVll i1. The thrrc mn _re dead hefore - , "A NOBLE EXPEI?J/'l!NT ? ~ ' ,' z-""',' THE BABE FI NED
The Firsl W. rd once api n b«omn N~w York. Ju ly 2.
t he scene or p " , land violc'nce. II i$
Babe RUlh WIS ~ tcncN 10 1 SIOO
only. mailer of li nw berorr innoc ent Al the 8 1O&nphThealre: riM a nd a day in ja il ynlefday for
~ ..ndcn . re killed . 1_lhi, the fU lily
behi nd 1M mayor \ -.ncow,,- polil:y?
Q UEEN OF SH EBA Pittsbu rgh. July 1. ' peed ing. BUl c"'t nj udgt'$l re baKball
1It'~~in6 F~i,z UNJn
U.S. Sltd loda y annOlolncN lhat it f. ns. Tllc Sulta n 01 S"'II was rclcallcd
(C_ ,- . I _ t»v 1) <Utd 8m.f 81v,1w is I<>_ rin, iu ...l itS back 10 1M pre- al . :00 P .M . to lhal he eouJd rn.;: h
...ar Ir" t l of JO ttnlS a n Mur. -rje Sa lu.rday.. ,.me by the sillth innin, .
A R AD IO IN THE AI lhe Gra nd Imperia l: lit'" po iie)' ",ill act ua lly fI1Qn mOf't
jobs sinot -.e 'frill be a blr 10 " y more rrs GOODFOR WHA T
WHITEHO USE THE SHEI K
u~ ... PC:09lr w. . . ill I spolu:man for the_
AILS YOU
A ssociated P" JJ R..Jo/pJI .',,~,i_ ,.ny.
By Jake Mingle
WOJhing ton, July 1 , BESTS ELLER LIST
AI lhe l:n,inpon Thal re: Altorney Gmcn.l Palmer dec:fecd
In onic. r 10 - kee p .broll of lhe I. MAINSTREET loda y lhal it is Irpl flM" donon 10
THE TH REE M USK ETEERS
tirnn-. Prn*nl Ha rd' '' , toda y be--
anw 1M fint Prnod",' 10 in.uoU • s,"""'" Do.«ltu F.wtHur/u by SInclair Le.....
2. T HE M YSTERI O US RI D ER
PJ'"(ribo: IIftr .. medicine . Beer CIII
_ '" bcdisprnwd in I,,-o lnd _--ba rf
rad io in the Wh,. t' Houte . Tlw PJni· by ZaIWGrey plkon ql.UlnUlln - by p~plion
dent .... not 10 bor dcn itd 1_ hU'1i 01 At Iftc Rialto: 1. T H E BEA UT I FU L A ~D THE on ly. Donon Ire t'lI~ 10 d o I
Nfwril:an P"'fT'"'- LITTLE lORD FA UNTLEROY DA MNED boomina blOlinns_
fC....- . . " " - " " .'.rriIWM,,~, Pld ,forrJ by F. Scotl Fiu F rald re-.-.I_ ,..... 10J
Chapter I. The Mayor_ Lakefront City is dominated by its colorful mayor,
WUliam "Blg Bill" Johnson . Big Bill, a Republican, won the
Welcome to Lakefront City. elect ion in November, 1920, by capturing 54.8% of the vote
against Democratic oppo nent , Walter Richardson. johnson
All th e inform ation in Part III relays a as a variety of scenarios had earlier defeated Rep ublican reforme r Jonas Up ton in the
cial G ANG BU ST ERS '" game sell ing. primary cam paign .
Before frying 10 use the scenarios, read Part Hl thr ough once or Big Bill ran on the slogan, " Lakefront C ity: A Wide Ore n
twice. U~ the Block M ap to learn wh ere all the bu ildings are- Town! " He says t he sloga n means that he Iavc rs bus iness expan-
and who con trols them . Learn who all th e important NPCs are sion and increased prosperity for all.
and how they iiI into the overall campaign, Know also how the
NPCs are related: who has political " pull" (and with whom). The C ity Council. Lakefront City Co unci l is com posed of 56
whic h cha racters are friends (or enemies), and so o n. Study the cou ncilmen (two from each ward ) and 3 councilmen-at -large
order of eve nts in the:Chapter 5 scenarios to find out when each (elected by all wardl). AUcouncil memb(n. are etected for " 'year
rakes place: a nd which cha racte rs an: involved . A good J udge: pa~ te rm s, wit h th e election s staggered so tha t only ha lf the cou ncil is
artennon 10 these deta ils and knows how each event fits into the up for re-elect ion in any given election year. Big Bill swept 18 Re-
campaign . pu blican councilmen and 2 councilmen-at-large into office with
him , giving his pany a big 32-]7 majority. However, five of th e
Types of Ca m pa igns Republican councilmen arc staunch reform ers, and could prove
troub lesom e to the mayor.
The Judge can set up Ihh campaign in man y different ways. The Fint Ward. Lakefront C uy is divided into 28 smaller areas
Som e of th ese incl ude: (called wards) for admi nistr ative purposes. Each ward has a ward
I . Open Ca m pa ign . T he players play what ever characters they boss, who controls h is party-a politi cal organization in th e ward .
like. The Ju dge fits everyo ne int o tbe overa ll flow of events by The Republ ican boss of the First Ward is Mike Harrigan.
con necting as many minor events as poss ible with the main ad- Police Department. The police are organi zed as descri bed in
venture . Part I (p. 13). The local police sta tion is the 121h Precinct Head-
2. Cops ve , Robben. The judge uses Ihe gang war as a back- qua rters and its h ighcs t ranking olTicial is " B illy" B rown , the
ground for the law-e nforc ing actions of the players . The players Ca ptain of Police.
try to brea k up boIh gangs and close down the brewery as th e war The FBI. The rankin g agent here is Tom S now. the field su per-
ru ns its course. visor. There is also a "special-agen t-in-char ge" responsible for all
3. G ang War. The players side wuh th e O 'Connor gang and try of Lakefront City,
to " take over" boo tlegging ope rat ions in the First \rard . The Department o( Peehibinen. This department is underma n-
cam paign ends wh en one ofthe gangs is pu t out of bu siness or pa- ned in the Fir st Ward, having only two agent s who report to M a-
lice raids d ose down their o perations. rio Antonelli, the Dist rict Co mm issioner (unl ess the j ud ge
4. Individual S cenarios. Wh en the players get togethe r, each wan ts to add more).
takes the pa rt of one or more of the given characters. T he adv en- Detective Agencies. Both the wide spread Burns and Pinkerton
lu re is played out u nder the directi on of the j udge. Win ,lose, or Det ecti ve Agencies have offices in Lasefrom Cit y. I ndependent
draw, the player s go on 10 the next event in the gang war, possibly investigators can rent office spa ce in the Pr eston or the Spea r's
playing on the opposi te side next time! The j ud ge plays other build ing on the Block Map.
N PCs as needed , cont rols ho w fast the " war" develops, keeps
tr ack of who survives, and decides if rep lacem ent characters are C rime Lab Facilhies. Official cr ime laboratories have nOI been
need ed . org anized yet. The Police and FBI both usc the Lak efro m l·ni-
versiry C riminal Laboratory when necnsary. Unless a character
RegaTdlcu of how the campaign is set up, the j udge must be with hi gher sltill is usin g these facilities, there is a base chance for
flexible enough to allo w for player actions. Forcing an adwnfll re successful analys is (5« Lab Table)_
ro Q prN~' conclusion is oJ sign oja poor judg~. Pan of th e fun oft his
campaign is creating a spec ial history for Lake front C ity. Thus, I.akefront CI1,.· Cr i m e Lab 1 ablr
the judge sho uld use th e out lined scenarios as gu idelines only- Art Expe rt ise zs Co u nt t' l'ft"it u erec-
the final outcome may well be' unexpected ! lion -10
Rallisli cs Grdp hIJlugy
Welcome to Lakefront City! Chl'm il·al /\ nitl.v!>is '"
SO Fin/{I'rprin l i II/{
;1O
·10

Lakefrom C ity is a sprawling, brawling metropoli s located on th e


shores of one of the G reat I.akes som ewh ere in the American
,\ tidwesl. T he city has a po pul ation of2 , loo,OOO.

77
Newspapcn. Then: arc three ma jor daily pliIpeBin Lakefront
City. The Hndld Eulfli,.,.,. is an independent newspaper with
the lowest circu1ltton of the three . It refused to support either
candidate in the last mayonl eatDpliIign. The City Scar is techni-
cally an independent paper; but itslIlllmgwtem has close tics to
the Democratic leadership in the city. The biggest paper, the
Ldlfrrm. City Tribllne has both I morning and an even ing edi-
tion. It endorsed Big Bill as the lesser of two evils. and favon the
RcpubliCln party op inion on most issues.
Local 8ualnUl. The incomes ofthe local businesses, includi ng
the amount of cash th ey have on hand and how much "prctec-
tion" money they pay the Tolino mob, are given in a special table
at the end of Chapte r 4.
Crime. Prohibition has just started, and many small syndicates
at e struggling for a piece of the bootle ggin g action. The front
runner is Joe " The Boas" MasleR , who has a stro ng position
due to his control ever profitable gambling and organized theft
operations. However, there are man y newer gangsters who want
to cha.lJcnge Joe the Boss as soon as they secure their own bold-
inI'. AI Tollao and Dioo O'Connor are two such gangsters .
Both arc trying to set up a bootleg mon opoly in the FIn( Ward.
Insiden say Massere: is happy 10 let Tolioo and o'Connor fight ;
as king as they'fC busy, they won 't be thinking about them.
In addition to organized crime, Lakd'ront City has many
freelance criminals aod. specialists. The infamous Cody P owen
and his gang-professional bank robbas who work across sevuaJ.
statCi-an abo somewhat near Lakefront Ci ty.

Info nnatio n K e y

NPC information in all the followin g chapters is given as follows:

Name-profession (age, ethnic background)


Leve l and Cl ass
Skills (if any)
Arrest Record (if any)
Ability Scores
H istory or Charactu Tr aits
'Weapons (if any)
Yaluables Carried.
Vehicle Owned. (if any)

Ability ICOIU are abbreviated as folio....:


MS - M uscle DR - Driving
AG - Agility PR - Presence
08 · 0 bluvltion LK - Luck
up . H it Points

7'
Chapter 2: Politics , Law & Order Level 3 Polincian.
MS ;;:92 ,AG '" 85,O B ;;:90,OR = 88 ,P R = S,lK = 29 ,Hp s 23

The Lakefront City Political Sau l G utzm a n n - 1st ward Democratic boss (age 62, Jewish)
Administration Level 4 Politi cian.
MS = 54, AG os 76,08 ;;:51,OR = 64, P R = 6,lK = 35,HP = Itl
The followin g are a few of th e more importa nt polit icans and ad-
ministrators in Lak efrom City. There are, of'course, many more Mike Harrigan- 1st ward Republican boss
who are not nam ed . SEE Harnga,,'s S~aktasy

Willia m " Big B ill " J ohnson- mayor (age 52, A» imilaled ) The Lakefront City Legal S ystem
level 10 Politica n.
Skills: Pu blic Speaking 90 Elias U p ro n- judge (age 63, Assimil ated]
M S :::26.AG = 63 ,OB = 4.., D R = 54 . P R = lO.LK = 41. H P = 14 Level 8 Lawyer
Big Bill is a Republican who made his fort une in a uk ranch- Skills; Law Degree 75.
ing OUI west and in bu ildin g contract s in Lakefront City. Rumor M S = 45 ,A G = 54,0 0 = 6S, O R = 61 ,P R '" S,l K '" ZJ ,H P '" 15
says he is not completely hon est. He has leI the syndicates thrive
in the first months of his administration . j onas Cassaveles -distr ict attorney (age 44 , Assimilall:d)
Carries: $100 in his walle t Level 10 Lawyer.
Otl:ns: 192 1 Cad illac Sedan. Skill s: Law Degree 90 .
MS '" 7t ,AG = 25,08 '" 79,OR = 52,P R = 9,lK = 20, lIp :II 15
R ob ert Stcale -city attorney (age 47, Assi.milated)
Le vel 8 Politician. William Morris- U .S. Anom ey- Federal court (age 39, As-
Sltil/J: Law Degree 8 l . slmilated]
M S = 84,AG = 99,OR = 94, D R = 97,PR = 6.LK ""' ''S,H P = 24 Level 7 Lawyer .
Bob has made his fortune by advising Big Bill. He now ho lds Sk ills: Law Degree 81 .
the job of Ci ty Anorney. He advises the mayo r on legal mail ers M S = 24,AG = 62,OB '" S6, O R = 74 ,PR = 5,lK = 14,HP ;;: 14
and repr esent s the city in court .
Ca m~s: $30 in his wallet .
S ieve j ol son- b wyer (age 35, Assimilaled )
Owrrs; 192 1 Packard Phaeton Sedan Level 3 Lawyer.
SKIl.LS: Law Degree 79.
Da n Gamtt-ehief of potice (age 54, AssimilateJ) MS = 45,AG "'" 77,OB '" 90, O R = 84,PR = 7,lK = 32,HP '" 18
Leve l 10 Policeman. Ste ve is the lawyer for the O'Connor gang. His specially is
SJullJ: Wiretapping 83; Grap hology 62; Boxing 96; Counterfeit crimi nal law. He joined when he realized a dishoest lawyer can
Detection S'i- make much more money than an honest one in Lakefrcnt Ci IY.
M S " IOO,AG '" 70, OR - 37,O R = 54 ,PR " 8,LK = 02,HP = 22
Da n is a big, tough, allegedly mean cop who worked his way u p Robert Ltme-dawyer (age 37, English)
through the ranks, He is often charged with co rru ption, but no Level 3 Lawyer .
charges have ever been proven . G arr ell usually tolerates boot leg- Skills: Law Degree 60.
grots, but can't sta nd thieves. M S = 61, AG = 26, OB ;;:82,O R = 54,P R = 8,l K = 04, H P'" 14
Carries: $30 in his wallet. Roben is the lawyer for the Tclinc M ob . H e became com-
p lerel y crooked after his regul ar pract ice failed . His office is in
j o",ph DeMotte- Dt-mocratic councilmen-at-large (age 42 , As- the Preston Building.
similated] trropo"s; .38 revolver kept in his d~k drawer.
Lervel S Poluici an .
Cama: $30 in his wallet, keeps SI ,OOO in his safe.
M S '" 70,AG = 30 ,OB = 12,OR = 21,PR = tO,LK = 17,HP '" 15 Orrm: 1921 Lag onda Rap ide Spon Touring Car.
Anthon y Sa nti ni - Re." publican councihnen-ar-Iarge (age." 33, j ohn Samso n - lawyer (age: 32, English)
halian)
Level 3 Lawye r.
M S - 77 ,AG" 54 ,O U - 82 ,O R = 6S, P R ;;:6,lK " 44,HP '" 19 Skills: Law Degree 74.
MS = 37,AG = 39 ,00 '" 98,OR = 69,P H '" S,lK = 07, UP '" 13
Da vid Coh e n- coun cilman . l sr ward (age 38, j ewish)
j ohn is an independent defense lawyer who speciali zes in crim-
Level 3 Politician.
inal cases. He will not usually lake a case unle ss he is fairly sure
MS " 29,AG = 59 ,01\ = 9 1, l>R = 75,P R = 7,LK = 40,H P = 14
thai his client is innocent. He is honest and hates bribes and
threats of violence. H is office is in the Spear 's Building.
P al Fl annigan- councilman, h t ward (age 53, Irish)

79
Carries : $20 in his wallet. Ton y MaJ'C'lnl- master patrolman, homicide (age 28, Italian)
OUll'n: 1920 Ford Modd T Coupe. Level 3 Police O fficer.
Skil1J:Fingerp rintin g 75, G raphology 68.
The Police Department, First Ward MS '" 74,AG = 62,OB- 83,DR = 73,PR - 7,LK= 16,HP >= 21
Tony is a third generation It alian-American. H~ has recently
WUlia m " DUly" Brewe-c pclice captain (age 46 Assimilated) been tran sferred to Homicide and works with detective J ohn
Level 6 Pclice Officer. Wright. H e is a dete rmined investigator who pays careful anen-
Sk ills: Shadowing 50, Counterfeit D etection 83. t ion to detail. By personally examining every bi t of evidence, he
MS '" 88,AG "' 86,O B"" 94,DR "' 90, P R '" 10,LK =38,HP = 23 can usually solve the most baffling case.
~ap<m: .45 automatic in a shoulder holster.
" Billy" Brown is well loved by his men . In return he is devoted
10 their welfare, even over his desire to catch crooks . H e dislikes Carrits: $ 10 in his wallet .
the large amount of corruption in the police force, but feels he
Wh~n they need a car, the IWO use a 1920 Dusenberg Sedan.
can best change the sjru ation " from the inside,"
Weapons: .38 revolver in a belt bolster .
Carries: $30 in his wallet. John Wright- police detective (age 29, Assimilated)
Owns: Vauxhall Sedan . Level 4 Police Officer.
S k illl: Fin gerp rinting 38, Chemical Analysis 91.
George Lewis-police lieu tenant (age 32, Assimilated) MS "" 64,AG = 76,OD ""99.DR '" 88,P R "'" 9,LK ""31,HP = 19
Level 5 Police Office r. Joh n is a brilliant detective who prefers intuition and logical
Skills : Fingerp rinting 62, Chemical Analysis 72. deduction to the steady collectio n of physical evidence . In the
MS = 67,A G = 51,O B = 56, DR = 54 ,P R = 7, LK= 44, HP >= 17 past, John has solved several celebrated murder cases. He and
Geo rge is a hard-working law officer who doggedly pursues Tony Marc:ini make an excellent team .
most criminals. H e is willing to overlook bootlegging and gam- WeaJ>07ls: .45 autcmauc in a shoulder holster .
bling , howeve r, which he does not conside r truly criminal acti vi- Carries: $20 in his wallet.
lies.
Weapons: .38 revolver in a belt hols ter. Gus Petenon- pau olman, car pat rol (age 28, Assimilated)
Carries: $20 in his wallet . Level 2 Police Officer.
Owns: 1919 Model T Ford Coupe. Skills : Fin gerp rint ing 89.
MS "" 6I ,AG = 72,OB :::I 57,DR = 65,PR = 5, LK :::I 26,HP '" 19
Jimmy H arrigan- police sergeant (age 44, Irish) Gus was once an honest policeman, but he has gone crooked .
Level 4 Police Officer. H~ takes payoffs and tries to convince his partner Lu igi V~~
suu« Stealth 54, Balisties 83. pacd to ignore bootleggi ng as a "harmless" crime .
MS ""58,AG = 55,OB '" 64,DR = 60,PR = 7, LK = 46,HP '" 17 Weapons: .38 revolver in a belt holster.
J immy is the brot her of ward boss M ike H arrigan. H e owes Carries: $30 in his wallet .
his job to his brothe r, and is M ike' s informant inside the police
de partment . H e is corrupt and takes bribes from both the Tolino Patrol Car : Buick Mod el 21-41 Sedan, drive n by Luigi. The of-
M ob and the O'Connor gang. ficers us ually have a shotgun in the car. If the Judge thinks it nee-
Weapons: .38 revolver in a belt holster. essary, tb~y may also have a Thompson submachine gun .
Carries: $50 in his wallet .
Drum:: 1921 Du pont Speedster Coupe. J ohn Franklin- beat patrolman (age 24, Assimilated)
Level 2 Police Officer.
Lu ig i Vespaccl- patrolman, car patr ol {age 27, It alian] Skills: Shadowing 83.
Level 3 Police Officer. MS = fi6,AG ""86,O B '" 73,DR = 80,P R '" 7,LK = 08 HP ""21
Skills: Shadowing 51. Boxing 74 . John Fran klin is in charge of the beat that includes ;he Block
M U "" 86, AG = 79, O B = 72,D R = 76,P R = 6,LK '" 13,HP = 22 Map area. H e is now showing rookie Ke vin O ' Don n ell aroun d
Luigi is a second generation lt alian-Amen can . H~ is a dedi- the beat. Jo hn is conscientious and hones t. H~ hates the fact that
cated policeman who believes he is doing a n~ry job 10 the many local cr iminals bave political connections thai prevent him
best of his ability. Recently, however, the edge has worn off his from stopp ing their activities.
idealism , as he has seen 100 much corru ption in official circles . WeapolU.· .38 revolver in a belt holster.
Luigi an~ his. partner G us Petenon patrol the Block Map area Canits: S10 in his. wallet .
(along With several other blocks) in a police car. If an alarm is
sounded, tbey will probab ly be the first police officers on the Kevin O'Donnell-rookie (age 21, Ir ish)
scene. Level I Police O fficer.
Weapons: .38 revolver in a belt holster. Skills: Flngerprlntin g 59.
Carries: $10 in his wallet. MS = 82,A G " 68,08 '" 67.DR = 68,PR = 3, LK = 50, HP '" 19

8.
Kevin is a second gene ration Iri sh-American . He has just The Bureau of P roh ibi tion
joined the force. He has the makings of a good police ma n, if he
can learn to control his temper.
Mario A nto ndli-Disu ict Commissioner (age -16, Italian)
Ifrar "'lS: . 38 revolver in a belt holster. Level 10 Pro hibition Agent .
Carries: C ha nge on ly.
Skills: Stealth 53, Finding Smu ggled Good s 83 .
MS = 56,AG = 29,OB - 95, D R = 57, P R '" 3. LK = OI ,II P '"' 14
The FBI ....brio is a thir d generation Italian-American. H e was up-
pointed because he swu ng certain key sectio ns of'to.....n to Bif: Hill
M an Jack wn- spec ial a~e nt in charge (age .\3, Asslmilau:d) j ohnson in the last elect ion . T he ma)·or has given him orders
Leivel 10 FBI Agen t. "not 10 int erfere too much " wit h bootlegs:mg.•\\ario is taking
SltillJ; Fingerprinting 9-1, Wiretapping 15, Graphology 71, 8011- this opportunity to grab as much money as he can.
Iislies 63, Mart ial Am 11. Ifeapo,u : None.
MS == 86,AG == 92,O B == 94,DR == 93,PR == 9, LK = 22, H P = 23 ClrrieJ: S300 in personal jewelry, S50 in his wallet .
•'-\an is an ace FB) agent with an excellent record of arrests . Re- Ow,U: 1921 ~\ erced C5 Benz Sports Coupe.
cently, he has been sent here to lead the local office and upg rade
the image of the FBI in La kefrcm Ci ty. J ohn B urns- Prohibition Agent (age 29 , t\ ssimiliated)
If rapo1l$: A S automatic in a shoulder bolster. Leve l 3 Pr ohibition Agen!.
GJlTits: $ 30 in his wallet . Skills: Shadowing 62 , Finding Smu~l ed Goods 75.
MS = 52,AG = 61.011 :>:: 51,DR = 62, P R :c 6,1.11: = 17,HI' '' 11
Tom Snow- lield superviso r (age 35, Assimilated) John is a dedi cated , honest man . He knows all about the policy
Leve l 7 F BI Ageru. set by his boss Antonelli, bu t refu ses to accept it. H e will stop
Slt ills: Fingerpnmmg 83, Ballistics 9 1, Chem ical Analysis 84_ bootlegging whenever and wherever he can. H is actions have' al-
MS == 82,;\G = 94,O n == 9S,UR :>:: 95.PR .:a 1, I.K == 27,H P == 23 readv led to several argument s with Antonelli, and will cause:
Tom is th e direct su perior ofplayer cha racte r FB I agents. He is more trou ble in the future.
an expert cri m ino logist wuh a .'-lasters Degree in C hemistry. !tt tlJlt'Ils: .38 revolver in his coat pocket.
Ut apo'u ; .38 revolver in his coat pocket. Carries: S10 in his w alter.
Cama: $10 in his wallet.
Car l Beck- Prohibition agent (age 2S, Assimilated)
Ben Wh il e- special agent (age 28, Assim ilated) Level I Prohibit ion Agent .
Level } FBI Agent . Sit/lis: Shadowing 82.
Slt ills: Wirela pp ing 19 , Disguise 95. MS = 50,AG =90,08 == 55,DR == 73.I'R == 1. I.K = 19. H P =20
.\IS ""76 ,AG = 89,O B == 9 1, O R == 90,PR == 9, LK = 39, H P = 22 John had 10 search for a lon g tim e ro lind another Prohibition
Ben has worked in La kefront City for the: (Y.m two years, most agcllt as honest as he is, In Carl he has mel his equa l. T hey have
of il in the First \l'ard . lie is dedica ted, but no t ambi tious . He recently decided that the only way to imp rove the situanon is ro
prefers 10 remain un known, as fame would lessen his effective- force the removal of M ario Antonelli- boss or not, what he is
ness und ercover. doing is a cr ime. They are secretly collect ing evidence of A\ario's
If i-apo" s: A S automatic in a shoul de r holster. illegal activities, wh ich they plan 10 hand over to the FB I whe n
CalTies; $ 10 in wallet . th eir file is complete .
If(apons: A S autom atic in a shoulde r holster.
Bob C la r k- special agent (age 27, Assimilated) Carries: SIO in his wallet.
Le vel 2 fBI Agen t.
Slt ills: Stealth 86 . The onlv car the agents have access 10 is a halte red 1915 ,\ l od e! T
MS - 7!1 ,AG = 86,OB = 8"" D R = 85, P R ""7,LK == 19. H P =22 Ford coupe (.\\ario will not let them use any of the better agency
Bob is the partner of Ben White . He is mo re flamboyant than cars) .
his partner, and is perfectly willing to take the credu if the two of
them break a big case.
llt llJlt'm : .015 automatic in a shoul der holster.
Curri es: $10 in his waller.

The FBI have a nu mber of cars for use including:


192 1 C hevrcler Sedan, 1920 Dusenberg Tcuring Car.
T he Judge may also give them shotgu ns or a Thompson subma-
chi ne gun for special assignme nts if desired .

81
MS - 53.AG - 88.0B -34,DR - . l oPR - <l,U< "" 17 .H~ -20
Vito is a veteran of World War I, where he served as a prrvate,
first class. He is unemotional and cool under fire.
Wmpmu: .45 automatic in a shoulder holster.
Carriu: $50 in his wallet..

"Jerry" Butler-Big AI's driver (age 22, Assimilau:d)


Level I Criminal .
Skilb: Shadowing 58.
Record: Jerome Buder. No previous record .
MS -73.AG -IZ,OB - tS,DR - SO.PR - 1 .u - Z2:.H ~- 1 1
Jerry was I private in 'lUld War 1. He met Vllo Upari m the
trenches, where they became close friends. He treats crime as I
joke or a lark. Jury is friendly, and is liked by most gang mem-
bers.
W'mpmu: 9mm automatic in the glove compertmenr of the Cadil-
I".
C4rriD: $SO in his wallet.

"Joey the Boot.. ToUno-second·in~mmand (age 26, Italian)


Chapter 3: Level 3 Criminal.
The Shady Side of the Street Skills: Auto Theft 34. Bookmaking 79.
Rmnd: Joacpb Tolino. Arrcsled twice for AulO Theft, no con.
victions.
The Tolino Mob MS = 30.AG - 4I,OB ""77.DR - SS.P R- <I,LK ""15.HP -13
UBIJ AI" Totino-syndica te boss (age 36. Italian) Joey remained with the Tolino family in Napl es until his
Ln<16 Criminal. brother sent for him in 1911. Joey is hardly tbe master c:rim.inal
SJtilh: AUla Theft 61. Auto Body \\Uk 86, Auto Mechanics 69, type. He is nervous and paranoid, and tends to lee: dan ger every-
wbere , He is highly dependent 00 his older brolber.
Smuggling 71, Publ ic Relations 75.
WtQpOIU: two.45 automatics in twin shoulder bolsters, a awitcb-
Raxmt: Alphonse Tolloo, alias AI B lack. Arrcsled for Burglacy
in April 1903, served I JUt in the Stale Pm.iteotiary. Arrested blade in ODe COlt pocket. anda blackPd in tbe other coat pocket.
for Carrying a Concealed ~poo in December 1905, released Camn; $ 500 in money belt along witb an unset diamond worth
$200. He has used tbe money in the past to bribe his way out of
with. fine of $ISO. Arrested for Auto Theft in March 1915, re-
tight spors.
leased for lack of evidence.
MS - 56 AG = 30,O B - 9S.DR = 541,PR - I O,LX. - 50)JP - 14
AI Toli~ocamc to this country from Naples at agcB. His family "Jobnny" Volte.....-Joey·s bodyguar d (age 25, Italian)
Level I Criminal.
was poor and be had hrt le rime for formal educat ion . He joined
Slti/b: Auto Theft 60.
the Red Rabbi ts, I Lakcfronl C ity street gang whose. banner wu
Record: Giovanni Volle ...... Arrested for Assault and Banery-
I freshly killed rabbit tied to' pole. AI quickly rose to power in
the ranks of the street hoodlwns. When the gang split, AI's fac-
September 19J4. given a 3-montb suspended sentence. Arrested
lion renamed the " Tolioo Mob." When Prohibition started, AI for Assault and Ban ery-May 1917. IUVCd 6 months in the
was ready. He formed his own Syndicalc . nd began to take ovu County Jail. Arrested for Aggravated Assault-July 1920. re-
leased. for lad. of evidence.
crime in the FU'St Ward of UUfroot City. He abo lim ed a new
youth gang known as " Totioo's Rats: ' MS -3i,AG - 10.08 - 41,DR " " .PR - 3,LK = 30.HP- 18
AI is highly charismatic and even his sworn enemies tend to Johnny u a second generation ltaiian-Amcric:aD. He was re-
like him. He is usua lly calm. but has unpredictable temper Oa- cruited for the Tolino Mob from Totino', Rats. He is hotbeaded
and quid: to take insult.
reups in which be is likely to become suddenly violent.
WNpmtS: .38 automatic in a shoulder hoblCf.
WNpmu : .38 revolver in I !boulder bolster.
wl"l"iu; $35 in his wallet.
C4rria: Personal iewelry worth $500 (I diunond ring and I dia-
mond stickpin), plus $200 in his wallet.
Gino Nitd- mobslCf (age 24. It alian)
Vllo Uparl-Big AI's bodygua rd (age 23, h alian) Level 2 Criminal.
Level 1 Criminal. Skills: Shadowing 99, Stealth 87.
Sltills: Stealth 59. R«OI"d: Alias "The Ferret." No previous record .
Record: None. MS - 56.AG - 13,0 8 - 54.DR - 59.PR - 5,U< - 34.HP - 17
Gino is a second generation halian-American . He was a street.

.z
punk in Tonn e 's Rats. AI thought G ino had potential and re- MS = 53,AG ""88,0 8 '" 64,D R = 7i,PR - 4,LK = 49,HP - 18
crui ted him for the Tolino M ob. Gi no is sneaky and dou ble- The Basque fled 10 the U .S. in 19 I 7, one jump ahead of the
deali ng. AI, howeve r, once saved his life and G ino is devoted 10 Spanis h police. In Spain he was a po litical act ivist, and took part
him . Exce pt for his personal loyalty to AI, G ino is unt rus tworthy. in several poli tica l killings. He is enig matic and soft spoken, a
If't-apw u : .38 revolver in his jacket pocket, black jack in the other mysterious figu re of death wh o stalks throu gh the night.
pocket. \.fl'apom: Twin throwi ng kni ves in a special holster plu s a switch-
Carries: Emerald stickpin worth $JOO and $50 in his wallet. blade (small knife) in his poc ket. He prefers knives, though he
will use a gu n if he has to . Throwing knife range is 20' and dam-
Lulh~r Scbuhze -c mobste r (age 27, Assimil ated ) age is 5 wounds when thr own ,
Level I Criminal. Carries: SIO in his wallet .
S killt: I.ockpicking 62 .
RNOrd · None. Maria Volterra - Vito Lipari's gun moll (age 21, Italian)
MS '" 70.AG =' &2,O B - 57, D R = 60.PR '" 5, LK '" 18,HP = 19 Level I Crimina l.
Luther was a private in th e arm y in the First World Urar. When Sk;lIs: Pickpoc keting 73.
he left the army he drifted int o Lakefrom Ci ry. H ere, he became Record: Non e.
friends with Gino Nitti, who recruited him for the Tolino M ob. .\I S ='29,AG ""86.08 >= 26, D R '" 55, P R '" 9.LK = 30,UP '" 17
\.fcaJlO nt: .38 revolve r in a shoul der holster I blKkjack in his COOt M.aria is the siste r of J ohnny Volterra . She is engag ed 10 Vito
rock er. Li pari. Normally she has a sweet (even angelic) d ispos ition, but
GJrrin: $40 in his waller. she will tu rn int o a venge fu l fury 10 protect or avenge j ohnny or
Vito .
" Solli e" Wi es m a nn- b!.lOkkeeper (age H , Jewish) lfeapom : .22 revolver in her pur se.
Le vel 2 C riminal. Carries: $30 in her pu rse.
S killt : Accoun ting 94 .
Record: Saul Wiesmann. Arrested for Embezrlemenr -c-june So phia A r bella-Big AI's gun moll (age 22, Ita lian)
1902, served 2 years in ibe State Peni tent iary. Level I Criminal.
= =
MS - 40 ,AG 5 1.0 R : 63,DR 57.P R ""4,LK '" 3S,HP = 15 S hillt: \X'ire!app ing n .
Sollie was a boo kkeepe r at a bank until he was caught stealing Record: N one.
fun ds . He met AI Tolino in pr ison and the~' became friends . Sol- .\IS :: 41.AG ""78,08 '" J8,D R =' 56,PR '" 8. LK = 47,HP ""20
lie is unemotional and unscrupulous. H is sole weakness is his Sophia is Big AI's curren t girlfriend . She was raised in the ital-
love for fine vintage brandy. ian slums of La kefrom Ci ty, She will do what eve r seems neces -
U'tapons: N one. sary 10 survive and prospe r.
Carrin' $10 in his wallet . lrt'apont : .22 auromaric in he r pu rse.
Carnes: Furs and jewels wort h $ 1500, plus $200 in her purse.
"Bulcher" Ber-teltcc- hir man (age 29, h ahan)
Level 2 C rim inal. T he Tcl in o M ob also owns several cars and extra weapons . T he
Skills: Shadowing 90, Stealth 6 1. cars are:
Record: Frank BeMc llo. Ar rested for M ur der-February 1916, 1921 Cadillac Limou sine, 1921 Buick Model 2l -" 7 Seda n, 1910
released for lack of witnesses. Ar rested for M urder- Augu st Chevy Ca briolet (touring car), 1921 M odel T Ford cou pe.
19 18, released for lack of witnesses . Arrested for M urd er- Ma y
1919 , released for lack of witn esses. The weapons are: 1 Thompson submachine gun in AI's Cadillac,
MS '" 86,AG ""!S,OB '" 75,OR ='88,PR '" 8,LK '" 23,H P = 22 I Brow ning Autom alic rifl e in j oey's Buick, and one shotgun in
Fr ank emigrated 10 the U.S . from ~ a p lcs at the age of 18. He each of the othe r cars.
worked ;iii a but che r umil he lost his job because he drank TOO
much . T hough a cold-blooded murderer, he has charm , and few
who mee t him really be lieve he has commuted all the crimes at- The O'Connor Gang
tributed to him (he has). H is dr inking has ta pered ofTsince he has
joined rhe Tolino .\ lob. He will nOI drink wh en on a "j ob." "Deanle" O'Conno r - syndicalc boss (age 35, Irish)
Level 5 Crimina l.
Ireapo nJ: . 38 revolver in a sho ulder holster; on a job he carr ies a
sawed-off sho tgun (his favorite weapon] u nder his coat. S killt : Lcc kpicking 61 , Alarm System 8 1, Smuggling 93, Public
Relano ns 88.
Carries: a diamond ring worth S2OO, plus $ 100 in his wallet.
Record: DioD O'Con no r. Arrested for Burglary- Fe hru ary
T he lJasque- hil man (age 23, Spanis h) 190 1, received a suspended sente nce. Arr ested for Breaking and
Level 3 Cri mi nal. Ent ering - OclOber 1907, served 30 days in the County j ail. Ar.
Skills: Shado wing 71, S tealth 99, K nife Throwing 88. rested for Bu rglary-Jun e 19 15, released for lack of evidence.
Record: Rod rigo Viloria. Wanted for murd er in Spa in. N o ar- MS :c 77. AG '" 46,OB =62,DR =54,PR '" 9.LK ='06,Hp :: 18
rest recor d in the U.S . Dean ie is a second generation Irish-America n. H e was a memo

83
bee of the Red Rabbits with AI Tolino . Once. they were friends, MS ""54.AG = 93,OB ""SO,DR - 71.PR ""4.LK ""50.HP ""20
but now they are bitter enemies. Dea nie is fiery and charismatic. Lucky has nerves of steel. H e is Cody Power's closest friend
H e is a good planner, but rash. and the gang member who bas worked with him lon gest.
Wtapons: .44 revolver in a shoulder holster. We.:IPO>U: Thompson submachine gun .
Carries: $500 in personal jewelry, plus $200 in his wallet . Carries: $20 in his wallet .

"Flngen" O'M alley-second-in-command (age 32. Irish) Bob " Wease l" McKlnJey-driver (age 28, Assimilated)
Level 4 Crim inal. Level 2 Criminal.
Skills: Lockpicking 65. Alarm Systems 58. Safecracking 94 . Skills: AUlo Theft 44, Stealth 95 .
Record: J osep b O ·Malley. Wanted in the United Kingdom for Record: Roben McK.in1ey. Arr ested for Auto Theft-June
murder. Arrested for Pett y Theft-April 1908, charge dismissed 1914, served 3 months in the County Jail . Arrested for Grand
for lack of evidence. Arrested for Burglary-November 19 13. Theft, Auto-December 1915, served 6 months in th e Federal
served I year in the State Penitentiary. Arrested for Burglary- Penitentiary,
June 1915, released for lack of evidence. MS = 34.AG - 92,OB '" 89.DR '" 91.PR " 2.LK ""24.HP :IIl 18
MS""58.AG = 84.0 B" 98.0R = 91.P R = 4.LK "" 13.HP "'" 20 Bob is a sniveling, un lovable person, but an excellent dr iver.
Joe fled Ireland at the age of 16 after killing a British police- He has been Cody's driver ever since they met in th e State Peni-
man. He is good al following orders, but is no leader. H e is fanati- tentiary.
cally loyal 10 Deanie. Wtapons: .38 revolver in his coat pocket .
Weapons: .38 revolver in his coat pocket and a blackjack in the Carn'es: $10 in his wallet .
ot her pocket .
Carries: $50 in wallet . P aul Sand- FBI undercover agent (age 21. Assitni lated)
Skills: Wiretapping 94.
O'Connor Gang-6-8 memben, either player characters or Record: Supposedly arrested for Armed Robbery-July 1920 and
NPC criminals. One will man age H arrigan's Speakeasy and two sentenced to 6 months in the State Penitentiary. Actually. he was
will be bouncers there; one will be a bouncer at Velma's Restau- planted in priso n, the n allowed to escape so he could infiltrate the
ran t (bouncers maintain order and throw out undesirable cus- Cody Powers gang .
tomers). MS ""11.AG '" 81.0B - 80,DR = lW.PR ""1.LK '" 45.HP ""21
Paul's job is to infiltrate the Cody Powers gang. tap any phones
Cars owned by the O'Connor gang are: they might use, and give advanced warning cftheir next job , U n-
fortunately; Cod y is extremely sus picious of new gang members
1920 Packard Sedan, 1920 Buick M odel 2 1-47 (touring car), and Paul has not had a chan ce to inform the authorities that Cod y
plans to rob the First National Bank of Lake front City. If a fight
The O'Connon will also have: I Thompson submachine gun should stan, he will do his best to side with th e authorilies.
and 2 shotgu ns. WtaPOIlS: two .45 automatics in shoulder holste rs.
Carries: $10 in his wallet .
The Cody Powers Gang
Jake Malone- gang member (age 24, Irish)
Cody Powers-gang leader (age 31, Assitnilated) Level I Criminal.
Level 4 Criminal. Sk ills: Auto Theft 74.
Skills:Auto Theft 79, Alarm Systems 86, Explosives 93 . Record: Jacob Malone. Arrested for Armed Robbery-March
Record: Arrested for Armed Robbery- October 1915. served 1 1918, served 9 months in the County Jail.
year in the Federal Peni tentiary, Arrested for Armed Robbery- MS = 89,AG "" 50.0B ""' ' '.DR'''' 58.PR = 5.LK ""OJ , HP ""' 19
January 1919. escaped after serving 3 weeks in the State Peniten- Jake is a second generation Irish-American. H e has a fiery tern.
tiary. pe r and is quick to shoot when trouble Slam. He is a new gang
MS = 83.AG ""88.0 B - 90,OR - 89.P R '"' IO,LK ""40.HP - 23 member.
Cody is a lough, charismatic leader. H owever, be suffers from se- Ifioapons: sewed-off shotgun.
vere headaches. When he has a headache, he becomes mean and CarTin: $20 in his walle r.
insanely self-destructive.
Wtapons: two .45 automatics in twin shoulder ho lsters . Freelance Criminals
Canitos: $20 in his wallet .
Corinne Dufarge-eat bu rglar (age 25, French)
M ack " Lu cky" Lam b-gang member (age 30, Assimilaled) Level 3 Crimi nal.
S k ills: Auto Theft 58, Exp losives 79 . Skills: Stealth 93, Alarm Systems 97.
Record: Maxwell Lamb. Arrested for Arme d Robhery- MS = 51,AG ""8&.OB""18.0R = 82.PR '"' 9.LK " 25,HP ""20
N ovember 1915, served I year in the Slate Penitentiary. Corinne specializes in stealing luxury goods like jewels, and

84
furs. She is want ed in both France and England . Co rinne was Tommy is a second generatio n H ungatia n-Amer jcan. He was a
born in France aod speaks bot h French and English . In Fr ance World War 1 hero whu III'H.1e sergeant. H e learned to use th e
she is known 3S "Le C hat" ("T he Cat"). T hom pson su bmachine gun in the trenches. In the war he be-
If'l!apons: Non e. came a killer with no conscience .
tf'l!apons: ,45 automatic tucked into his belt; Tommy gu n in a vio-
Mike Mc Guire- freelance cr imi nal (age 27, Irish) lin case when out on a job.
Level 3 C rimin al. Cama: $300 in personal jewelry, S50 in his wallet.
S kills: Lockpicking 87, Stealth 90, Explosives 73.
MS = 95.AG = 72.0B = 6S,DR = 70,PR = S. LK = 43,HP = 22 "Laddy WiJliams"- freeiance criminal (agio: 21, Polish)
M ike was a member of th e Ir ish Repu blican Army. H e came to Level I C riminal.
this cou ntry after he W 3S out lawed for killing a Bru ish soldier. Sk ills: Shadowing 74.
Since then he has turne d his skills toward robbery. He is available Record: Ladlalas Wuj akowski. Arrested for Pett y Theft -
for hi re, and often works with C o r in ne Dufargc . December 1918, served 60 days in the County Jail. Arrested for
Weapon t: .38 revolver in his coat pocket . M urder-March 1920, released due to lack of witnesse s.
MS = JJ ,AG = 93,08 = 68,DR = 8t,P R = 5,L K = 49,H I" = 18
" Tom my" Bathory- freelance crimin al (age 22, Hu ngarian) Ladislas uses the name Laddy Williams because it "sounds
Level 2 C rimina l. more American." Ladd y is a second generation Polish-American.
S kills: Pickpocketing 94 , Stealt h 82 . He is friendly and loyal. H e and Tom my Bathoe-y often work as
Record: Thoma s Hatbory, alias "Tommy Gun " Bathory. N o partn ers and prefer to wor k toget her if hired.
previous reco rd . Weapol1J: two .38 auto matics in twin shou lde r holsters; sawed-off
MS = 73,AG = 90,OB = 58.DR = 74,PR = 7 ,LK = 34,HP = 22 shotgun.
Carrie s: $50 in his wallet.

85
Chapter 4: plus level will be the: manage r of H arr igan 's. O f the: rest, the tw o
with the great est number of hit pointe will become bounce rs.
Places to Go , People to See. T ies are won by pla yer characters, or by rolling a die, wit h th e
h ighest roll getting the pos ition. The manager will be paid a sal-
Key to the Block Map ary of $ 150 a week, th e bo un cers will be paid $30 a week each.
Salaries do not count toward experience.
Details of each busi ness on th e Block Map are give n in this sec-
tion, along with information about N PC! likely (0 be found John O'Rorke- ban ender (age: 3 1, Irish )
there. All ihe descr iption s of'bus inesses in one block are given to- Level I Criminal
gethe r. The first block, which contains the headquarters for th e SkilJa: Stealth 30.
O 'Connor gang , is located in the sout heast comer ofthc: Block Record: None.
Map. MS "" 64,AG "" 77,08 "" 34,DR ""56,PR ""5,LK '"'32,H p z 20
John is a third generation Iri sh Amerlcan . He is Fin gers
Harrigan' . Spea keasy
Tavern-S seating un its

H arrigan 's Speakeasy is owned by Republican ward boss M ike


H arrigan, but manage d by the O'Connor gang. Along with
Velma's Restaurant, Harrigan's is the center of the gang's opera-
tions. Mike H arri gan pays no protection to the O'Connor gang .

Mike Ha rrigaD-Republican First Ward boss and owner of


H arri gan's (age 54, Ir ish)
Level 4 Po litician.
Ski//$: Public Speaking 87. Ga mb ling 68. Pub lic Relations 93.
Record: None.
MS = 3S,A G = 25.0 8 "" 40.DR = 33,PR = 5,LK = 48,HP "" 11
M ik~ Harrigan emigrated to the U .S . at the: age of 19. He: ap-
pea rs to be a coarse, likable: Irishman, even something of a buf-
fon . H is public Image is a front-actually be is ru thle ss and
highly capable. H e: has controlled th e: First Ward for over to
y~an. Wh en Proh ibition started, Mik~ tu rned a cafe: he: own ed
into a speakeasy, The Toli nos are: blocking his plans to expand,
however, so he is Ieula g the O 'Conno r gang do his dirty wor k for
him .
Weapons: N on e.
Carries: pe rso nal jewelry worth $200 , $50 in his wallet.
Owns: 1921 Dusenberg Sedan.

J ohnny H a rrigan- his father's chauffer and bodyguard (age 24,


Ir ish)
Level 1 Politicia n.
Sk ills: Pu blic Speaking 86 .
Record: Non e.
MS = 32,AG ""90,08 "" 79,DR ""85, P R =6,LK "" 15,HP "" 18
j ohn ny is a second. gener ation Irish-American . He: is a vete ran
ofWorld War I. Outside, he is fri~ndly, bu t ins ide he: is as ru thl ess
as his father. H is fathe r is teach ing him the fine: points of political
con tro l and. j ohnny hopes to follow in his fat h~r's footst eps.
Weapons: two .45 au tomatics in twin sho ulde r hol sters.
Carria: $20 in his weller .
Owns: 19 19 M erced es Benz Sport Coupe.

P layer Ch ar acters o r NPC Bounc:e n a nd M anager


The: O'Connor gang member with the highest total ofPresence

8.
O'Malky's brorher-m-Ia w. john is torn betw een his dislike of all Velma Oouglas-owner and operator (age lO, ASSimi lated )
criminal ecnvu y and his strong family lies . He is a sym patheuc Level 2 Busi nesswoman .
listener; always .....illing 10hear anoth er person's troubles without MS '" 50, AG '" 75,OB = 9.f. ,OR '" 85,P R '" 9, LK -= 33,H » = 18
giving un .....ekome adv ice. Velma was raised in the Ap palachian M ountains but letr for the
U'euponJ: a bung Maner (a type of wooden hammer-treat as a big city when she .....as 16. Velma is a hard-headed business
w ooden dub) kepi under the bar. woman. She has worked hard to own her own business and in-
CarTIl's: $20 in his wallet . tends to make it a success . Her restaurant and del icatessen have
alrad y acquired a reputation for good food at reasonable pnces.
F anucd's F ruits & vegetables Carnes: $20 in he r purse.
Owns: 1919 M odel T Ford (3 passenger coupe).

Bouncer - P layer character or Nr c


Fanucci's is a family owned store with a cash register and a safe.
Fanucci pays the Tolino M ob $20 a week for prote ction . Brigil O'Malley- waitress (age 16, Irish )
Level I Worke r.
Alberlo Fanucci -c-owner and ope rato r (age 46, Italian) M S '" 54,AG ""50, O B = 13,OR '" 32,PR :: 7, LK :=09,1-11" '" 16
Level I Husmessrnan. Rrigit is Ffnger-s O 'Malley's daughter by his first wife (who
MS '" 40 ,I\G - 43,OB = 82,O R " 63 ,PR '" 5,LK ""27, MP "" 14 died in Ireland). She is kindl y and usually has a SWCl::l d isplY.oilion .
Alben o emigrated from Rome at the age of 23. In haly, he Brigit seldo m IOSC'S her tem per, but if she does - .....arch ou t! She is
worked in his family 's grocery store . When he first came to this very protective of her family and friends.
country he was energetic and worked hard . but he has gradually Carries: ch ange only.
become lazjer. He no..... relies on his daughter to ru n the store.
GarTin : SIO in brs wallet. Alice G ordon -eook (age S7, Assimilated)
Level 2 \t'o rker.
.\iaria Fan ucct-etcr e desk (age 22, h alian) MS ""62,AG == 76,08 =- 70 ,OR = 73,PR =- 2, LK = 40, H P '" 18
Level 2 \turker. Alice is a tough old loldy with a mean disposition to.....ard every -
.\is = 15, t\G '" 29, 0 8 = 95,OR = 62,PR '" 7,LK = 28, MP = 10 one except Velma, who is he r friend . Alice's excellent cooking
.\ \a ria is a second gene rat ion Italian-American. She is hard- mor e than makes up for he r meanness. However, she 15 very sen-
wor king and self-reliant . Withou t her, the store woul d soon go sit ive abou t he r cooking and has been known to attac k cus tomers
broke . who ins ult it with a rolli ng pin.
GarTiN: SlO in her purse . U"eaponJ: ro1ling pin (sometimes)-tre3t as a wooden dub.
Gam,,: $ 10 in her purse.
Julio Fanued - part-time em ployee (age 1S, Italian)
Level I ~o rke[. Hessel' s Furriers
MS '" 64, AG = 57,O B =- 39,O R = 48,PH. ""5,LK :::29, H I" =- 18
Julio is M aria 's brothe r. He docs the heavier work, such as un - Lux ur y Sto re
10ading,Ihat M aria is ncr strong enoug h to do. Like M aria, he is
a serious worker. Julio plans to teave school soon to work in the Hessel's Furriers is a prestigious fur store . It has a cash register,
sto re full time. but no safe. Each morn ing at 9:30. William Hessel takes out cash
Camrs: change only. from the First ~al iona l Bank . Each afternoon at -l:30. I'll." depos its
th e contents of the cash register. For these trips. he has hired
Velma '" R es la u ra n l .vl'k tr~wc, private investigator, as a guard. If .. robbery is 31-
tempted, Hessel will have IdlO x $ 100. but Ihc morning trip
shou ld be re duced by IdJO x $S. Hessel pays the Totino .\tob
S40 a week pr otect io n money,
Vclma"!i Restaurant is very po pula r. Because Velma is a good
friend of ward boss H arrigan, she supports the O 'Connor at- W ill ia m Ifrlisel -o....mer and operator (sge 48 , A~imil at ed )
tempt to lake over the Tolino ope ratio ns . Velma pays no pr orec- Lc\'C1 3 Busincssman .
non money. In fact, an O 'Connor gang member works as a ....-aiter .\is : 37,AG = 48,OB =- 99,OR :: 74, » R "'" 5, LK = 13, lI p :: 14
and bouncer in her restaurant in case of trouble with th e Tclinos, \t'ilham is a dou r, conservative Republican who insisls on being
.....ho have demanded payment . (The boun cer is the O"Con no r ailed William, never Bill. He dislikes the present cirv administr a-
gang member .....lIh th e 3rd highest numbe r of hit po ints, and will tion bUT usually keeps silent abou r it. William pays protect ion to
be paid SSO a wttk.) Velma's has a cash regis ter and a safe. the Tolino M ob, and ifrobbed he will loudly complain to (hem , de-
manding tha t they captu re the culprh. Il l." will offer 100/a of the
value of the stole n goods 35 a re w ard, provided the: thief is arrested
and sente nced, or taken care of in some other su itable way. He also

.7
tries to remain friendly whh ward boss Harrigan (who has con- Jim Stevensen-cforeman (age 24, Assimilated)
vinced Hessel that he secretly agrees with Hessel's views). Level 2 Worker.
Carnes: $30 in his wallet. MS z= 88,AG :::99.08 = 52,DR '" 76,PR z= 8,LK z= 40.HP = 24
Owns: 1920 Buick Model K-46 Coupe. Jim is Ca rl's youngest son. He was a sergean t in World War 1
and was decorated for br avery un der fire. Jim is our-going and
F ra nk S m it h - assistant (age 39, Assimilated) can think quickly-a natur al leader. He prefers to settle problems
Level 2 Worker. without violence, bu t will set quickly if violence breaks OUI. H is
MS = 54,A G = 40,O B = 17.DR = 29. P R = 9.LK = 04.H P = 15 best frien d is Ed Stone r, anoth er worker. who was his corporal in
Frank reli es on charm 10 sell furs . H e has a phot ographic mem - the war.
ory and remembers the names and personal details of regular cus- Wt>apons: .45 revolver (his service revolver) kept in his pocket
tomers. H e oft en pretends to be far richer than he really is, and (until th e trouble between his father and the Tolino M ob is over).
can be bribed if the money is right. OJm's: $20 in his wallet .
Gam' s: personal jewelry wort h $300 , and $40 in his wallet. Owns: 1914 Buick M odel 24 Roadster (2 passenger coupe).

Nick Woczak- private investig ato r (age 25. Slavic) D a ve Stevenson- worker (age 25, Assimilated)
Le vel 1 P rivate Investigator. Level I Worker.
MS = 88.AG :c 77.08 c 87.DR = 83.PR = 3.LK = 33 .HP z= 22 MS = 70, AG '" 77.08 = 42.DR IE 60.PR ""4,LK ""38,HP ""22
N ick is a second generat ion Slavic-American and an iedepen- Dave is Carl's second oldest son. He is aggressive and forceful.
den! private investigator. He was once on th e Lakefront C ity po- Once, already, he has fou ght (and beaten up) j ohn ny Volterr a
lice force. bu t found that he did not take orders very well . H e when Jobnny came to dem and protection mon ey.
soon quit to go into bus iness for himself. H e is tough and depend- Garms: $10 in his walle t.
able. though nOI particularly likable. Every M onday through Fri-
day ar 9:30 and 4:30 pm he escorts William Hessel to the bank. Ed Stoner-worker (age 23, Assimil ated)
For this service, Nick is paid $10 a week. Level I Worker.
Wt>aPOlfS: .45 automatic in a sho ulder holster. MS = 75,AG = 59,O B ::::l 37,D R= 48,PR = 5,LK ""26.HP = 19
Carries: $20 in his wallet. Ed was a corporal in World War I. He is very pleasant, even-
tempered, and easy-going. Ed is also extremely loyal 10 hi" friend
Stevenson's Machine Shop Jim.

Average Business M ark Cam eron-worker (age 26, Assim ilated)


Level I Worker.
Stevenson's shop makes machine pans for othe r busi nesses. It MS = 42.AG = 83,08 = 20,DR = 52.PR "" l.LK '" 23,HP = 18
has no cas h register, bu t does have a safe. Carl Stevenson refuses M ark was a sniper in World War I. He is qu iet, bUI deadly- a
to pay protection. (Unknown to bo th syndicates, Ca rl's sons have difficult man 10 like. Mark's only close frie nd is Dave Stevenson.
br ought ba ck four German rifles and 100 rounds of amm unition He and Da ve served together in the same platoon during the war.
from their service in the war. These are kepi handy in the shop- Carries: SIO in his wallet .
Carl is expecting trouble and int ends to deal with it.]
Mike Miccbell- workc:r (age 32, Assimilated)
C a r l Steven so n-owner and opera tor (age 48, Assimilated) Level l Worker.
Level 2 Businessma n. MS = 83, AG = 45,08 = 35.DR = 40.PR = 5,LK z= IO,HP '" 18
MS '" 97.AG = 59.0 B = 42,DR = 5 1.P R = lO,LK = 46.HP = 2l M ike is a serious worker who hates cri mi nals and all they repre-
Ca rl is a kindly man , well loved by friends, family, and work - sent . M ike is also a war veteran, and served as a private, first class
ers . When criminals try 10 push him around, however, his mild in World War I.
manners disappear. H e hates the way that crimi nals have taken Carries: $10 in his wallet.
over much of Lakefront City and abso lutely refuses to give in to
them. If the police cannot or will not hel p him he is ready 10 take Harry Maxwell-worker (age 27, Assimi lated)
the law int o his own hands. Le vel 1 Worker.
All three ofStevenson's sons fought in World War I. H is eldest MS = 58,AG = 46.08 '" 64.DR = 50.PR = 2,LK = 40,HP "" 16
son, Carl Jr., was killed in action. Kn owing how ha rd it is for vet- Harry was a mechanic in World War I. H is calm exte rior hides a
erans to find jobs, Ca rl will only hi re ex-soldiers . Ca rl treats th em barely controlled temper that is likely to erupt ifhe is pushed too
fairly, with respect, and-whenever poss ible-sharts the profits far.
ofth e shop with them. In return, his workers look at him as a sec- Carri,s: $ 10 in his wallet.
ond father and are completely devoted to him .
~(.lPOIfJ: .3 8 revolver kept in his desk dr awer.
Carries: $30 in his waller.
Owm: 1920 Maxwell Tou ring Ca r.

88
Pi tzer's News C or n e r

Average Store:
r= '
Pitzer's News Co rner can be a good sou rce of informat ion. II halo
a casb regiaer, bur no safe. Jack Pit zer pays the Tolmo Mob S20 a
week for protection .

jack Pilzer- owner and operator (age -18, G erman )


Le vel I Businessman.
M S '" 26,AG '" 58 ,O n = 87, D R '" 73, P R = 6, l K '" 12,IIP = 14
j ack is second generation German-American . He is very
friendly, always willing to talk about wha t's happening in the

o
city. He: is a good sou rce of gener al informatio n, since man y reo-
pte pass th rough his store each day.
Carries: SID in his wallet.
. -(
Alice Pitzer- ....-orker (age: -I I, Ge rman) I I I er"
,/ ~ I f· I
.
Level I '.Xo rker.
MS '" -I2,AG = -17,01:1 =72 ,DR =iO , l'R =l ,l K = 06 ,IIP :: 14
Alice is Jack 's wife. She is aIM} a second generat ion German-
American . She onl v works in the store wh en her hu sband cannot
"\ .«:
J~~"--'
,L _1__
::'OlI

and she hates it. She is likely 10 be unfr iendly when working .
{Aurin : change on ly.

T he Lexington Hotel

Lar ge: Stor e


line payroll. He keeps undesira bles out of the poker ~a mc _mJ re-
The Lex ington H otel IS actually owned by the: Tolino .\ \ob, pons a"nything of interest 10 the "lolino ." on .
though o wnership is hidd en beh ind a numbe r of dummy com- As a sideline. he has rapped most of the ho te l phones, and
panies. T he lexington IS c lassed as a Lar ge Sto re: and has a cash sometimes blackmails indiscreet guest s. Onty James Holbc ar u.
register and a safe. Oft en , an upstairs roo m is used Ior high-stakes the manager, knows about Lan ce's illegal acnvmcs. JJmes is
poker game: set up by the Tolino Mob . Nat ur ally. the hotel pays afraid to expose Lance becau se it might anger the Tolino ," \lb,
no protection . and because il woul d br ing. the hot el bad pu\:lliclty_Lance is nut .
wardly cheerful and pleasam.T nwardly he I.,. mean. deceitfu l, and
J a m es Hol b ea rn -c-manager (age S3, Assimilaled) conniving.
Level I Businessman . It"eap.''IJ: .38 revolver in his pocket.
MS :: 64,AG :: 11,08 : 82, D R = 47 ,P R ""S, l K :: 18,HP = 13 Ca rries: $30 in his wallet .
james used 10 be the owner of the Lexin gton , but he played in OllmJ: 1920 Packard Sedan.
the high-stakes poker game once too often and lost the hotel to th e
Tolin o ,\ \ ob. He h.ates the idea of his hotel bei ng o....'ned by crimi - Gary Wellmann -desk clerk (age -1 5. ASMmilatcd )
nals bu r is afraid to do anythi ng about It. James appears pleasant Level I "';'orl:.el
and easy-going , bUI somet imes the stress he rs unde r she w s. Since ,""IS:: 41,AG = 07,On '" 57,D R :: 32,P R z 6, 1.K '" -17 ,H I' '" 10
losing the hotel , he has become a sec ret dr inker and keeps a boule: Gary is talkali\'e and well-meaning. He tries brs nest to he hel p.
in his filing cabi net . ful. He know s about the poker game bur doesn't think puker is a
GarTitJ: $10 in his wallet. serio us cr ime.
Carries: S10 in his wallet.
Lance Terrell - h \'u ~e detecti ve (age 32, :\~sim ilated)
5kllll : \'i lirelarping 7-1.
Jimm~.. Smith - be llboy (al:e 17, Assim ilafed )
MS : 79 ,AG '" 93 ,On = 77,DR '" 85, P R ""7, l K '" 27,H P '" 23 Level I ~ar ke: f .
The: Terrels have been in the U.S. Sin ce: 1858. Lance is an ex- ,\-i s = 5S,AG '" 3 1,O n "" IJ,DR :: 22 , P H :: J. LK :: 28 . 111· '" 14
po liceman w ho was fired from the force in on e of th e: rare clean - {imrnv is a practical joker with a war ped sense of humor. He IS
ups of police: corru ption in l .a ke:fron l C it v, After he was fu ed also laz}' and spi teful.
(rom th e force. he someho w got a pnvare im'estlg ator's license, Cama: ch ange only.
but wasn 't \·er}· success ful. He IS now a bouse dctecnve on rhe To-

89
HoU )' Samu~ l5-maid (age 27, Assimilated) MS -13,AG - BI,OB -n,DR - 71.pR- ',LK '" 2t,llP -15
Level 1 Worker. Corinna is a modest girl, despite her beauty. Sbe is helpful and
MS -n,AG - 44,0 8 = 41,DR - 43.pR - 3,LK = 03.HP = II friendly, • favorite with mOIl customc:n.
Holly is. spinster who is looking for • busband. She is indus- CorrVs.= change only.
trious and hard-working.
Corrin: $10 in her purse. M an Barlow-stockboy (age 18. Assimilated)
Level I Worker.
Apes Smith- maid (age 40, Assimila ted) MS - 35,AG -IO,OB - 34.DR - :t2,PR - 7.LK- 12.HP- IO
Level 2 Worker . Ma n is • good worker who is learning George Hurley's busi-
MS - 21,AG - 30.08 ""05.DR - 18.PR - 5.LK '" 13.HP = I I ness met hods. H e bopes to own bis own business someday.
Agnes is j immy's mother. She works har d to keep her family to- Carrin : change only.
gether despite many pro blems.
ComtJ: $ l O in her purse. MOler Brothen Truckin g Com pa ny
j ack S mith-maintenance man (age 44, Auimilated) The Miller Brothers: Tru cking Co mpany delivers beer for the To-
Level 1 Worker. Iino M ob. The beeris brewed right in the warehouse. The M iller
MS -I4.AG - 30.0 8"" 61.DR - 41.PR - 3,LK - 48.HP - 15 Brothers receive 10% of the 'Ic lino profit from beer tales. Natu-
j ack is j im my's father and Agne's husband. H e is often drunk, rally, they do DOl have to pay for protection. The M iller brotben
When sober be is pleasan t, but drink turnS him mean. have a w e in th eir office. If they are robbed, the Tolino Mob will
Corrin: change only. help them fmd the thieves.

G.C. Hurley'. Five &: Dime Sam MllI~r-w-owner and operator (age 38, Assimilated)
Level 3 Criminal.
l.argc Store Skills: Auto Theft 63, Smuggling 42.
Record: None .
H ur ley's is one of the more popular "Five--and-Dime" stores in MS -41,AG - 70,OB ""7t.oR - 75.pR - 8.LK = 17,HP - 17
Lakefront City. It has thrttcasb registen and a safe. George H ur- Sam is the businessman of the family. H e tries to keep his bot-
ley pays the Tolino M ob $40. week for protection. headed younger brother out of trouble. s.m's deal with the To-
lino M ob makes him • staunch supporter of AI Totino .
G~OI'l~ Hurle),Jr.-owner and operator (age 38, English ) WlIlJpom: .45 automatic kept in his desk drawe r.
Leve l 3 Businessman. Corrin: $30 in his wallet.
MS - 41,AG - 50.0 8= 38.oR -44,PR - I .LK - 38.HP"" 15 Drum: 1920 Packard Touring Car.
George H ur ley is the son of George Clarence H urley. founder
of the store. George junior is ambitious and would bui ld a chai n Joe MUler-co-owner and operator (age 35, Assimilated)
of stores if he could raise th e money. H e doesn 't like paying Level I Crimina l.
mon ey to the Tolino M ob just to be able to do business. He will Slei/lJ: Auto Theft 44.
help elect any official who wou ld put a stop to the protection RICOrd.· Arrested for Assault and Ban ery-june 19 13, fined $ 100.
racket . Arr esled for Assault with a Deadly Weapon- April1 9 19, served
Corm,: $30 in bis wallet . 6 months in th e County j ail.
Owru: 192 1 Studebaker Sedan. MS - 84,AG = 85,OB -70, DR - 7B,P R - 1.LK- ZI , HP - 22
j oe is tough and bard-nosed. He is ready to fight any time and
Mary Fittgeraid- ulC5gi.r1 (age 21, Assimilated) tries to bull y anyone be thinks is weaker than himse lf.
Level 1 Worker. WlIlJpom: .38 revolver in jdet pocket.
MS -32,AG - M.OB -47,DR - 51,PR - 8, LK= 03.HP -14 OJrries: $SO in his wa1Iet.
Mary is a third generation Irisb-America.n. She is fiery and fun. Otmu: 1919 M.u:wcII Sedan.
loving. a typical "flapper."
CorrVs.= change only. Jack Browo- foreman and driver (age 41, Assimilated)
Level 1 Criminal.
Matilda JODn-salesgirl (age 23, Assimilated) Skills: Publk Speaking 80 .
Level 1 Worker. Record: None.
MS - OZ,AG - 2O,OB - 5O,DR - 40.pR - 8, LK - 31~P - 8 MS -72.AG - 4O,OB - 7t.oR - 51,PR - ' .uc- 13, HP - 17
Matilda is rather frail and sby, but arrrecnve. Jack is the Miller brothers:' foreman . He is plcasant,l1wsY5 smil-
Corrin: change only. ing .nd )eking. He is, bowever, tough as nails.
Wldpcnu: baseba ll bat .
Corinna Valdn- s.alesgirl (age 20, Assimilated) OJ,.,.jn: $10 in his wallet .
Level I Worker.

9.
Anton Brodsk i- truck driver (age 36, Slavic) Hans came to this count ry at the age of 12. He still spe aks bro.
Level 1 Cr imi nal. ken English . H e is a master brew er who resents Prohibition and
S kills: Stealth 90 . the necessity of working for crooks in orde r to practice his profcs-
Record: Arrested for Assault and Bauery-c-September 1906. fined sion. Hi s family has produ ced brewm aste rs for as long a" anyone
$50. Arr ested for Assault-May 1909, fined $50 . Arrested for can remember. Hans does not consider himself a crimi nal.
Assault-Decem ber 1916, served 3 months in the Co unty Jail. Carries: $10 in his wa llet.
Arrested for Assault and Hane ry-c-Novem ber 1918, served 6
mo nths in th e County Jail. G iovanni Salerno- brewing assistan t (age 35. It alian )
M S = 82,AG = 63,OB :::93 , D R :::78,PR = 2,LK = 48, lIp :::20 Level l Crimi nal.
An ton is a second generation Slavic-American. He is a fighter Skills: Shadowing -t8.
who can barely cont rol his temper. He is very sen siti ve about eth- Record: N one.
nic slu rs. MS :::51,AG = 75,08 :::23 ,D R =49 ,I'R :::6,l.K =36. H P = If!
If bJpo1lS: tin: iron (tr eat 3!> a lead pi pe). Giovann i is a third gene ration Italian-American . He is learn ing
Carries: $10 in his wallet. the art of brew ing from Hans so he can eventually ta ke over the
brewe ry (the Tolinos th ink H ans is too hones t to be trustworthy) .
Tony Far elli - truck driver (age 33, Italian) G iovanni is inquisitive and eager to learn . H e likes Hans and is
Level I C rimi nal. sorry that he will be replacing th e man.
S kills: Shad owing 4 3. U'h i ! W l f: None.
Record: None. Ca rrier: $20 in his wallet.
M S = 75 ,A G :::91 ,0 8 :::4l ,DR = 66,PR = 8,II K = 18,II P = 22
Tony is a third generation Italian -American . He is jack's assist- NOTE : Usua lly, only one broth er and 1\1,.' 0 dr ivers will be in the
ant, and often hand les load ing and unloadi ng . Tony is a likable M iller Brothers warehouse. T he other s will be ou t on the ro..l f
fellow who avoid s violence if possib le. making deliveries. Normally, the truckers will fight 10 protec t the
If eapo1lS: None. brewe ry as long as no guns are in volved . H owever, iflaw enfo rce'
Carries: $10 in his wallet. mem officials are there, or gunpla y sta rts , they will su rrender or
mo.
S ven Jo ha nsso n -tru ck driver (age 34, Sca ndanavian)
Level I Cr imi nal. Th e Sp ears Buildin g
Skills: Stealth ·1J.
Record: Non e. T he Spear's Huilding rises above the E m pty Sto refro n t OIn..1
MS :::47 ,AG = 82,08 = 72,DR = 77,PR = 2, LK :::25 , H P = 18 Le ve n's Pawn S hop . The second floor has seven o ffices. .-\ typ'
Sven is a second generation Scandanav ia n-American. H e is ical office rent s for S30 a week. T he building is managed by
mood y and cynical, but a hard worke r and a good driver. Henr ich Zimm erm ann but ow ned bv the 'Iolino Mo b (the build-
triapmlS: tire iron (treat as a lead pipe). ing is a Mob front ). Heinr ich is also a "handboo k;" that is, he
Ca rries: $ 10 to his wallet. takes bets for th e Bookie Joint.

Gu ilio Sa le rno- guard (age 22, Italian) Heinrich Zim me nna n n - manager (age 3-1, G c rman j
Level I C riminal. Level 2 Cr imin al.
S kills: Stealth 34. Sk ills: Stealth -1 2, Accoun ting '59.
Record: Non e. Record: No ne.
M S = 87, AG :::58 ,OB = 4 1,O R = 50,P R = 5,LK ::: 18,HP = 20 M S = 90,AG = 92,O B = 72.DR = 82,1'"' :::6,LK =22 , H I' == 2-1
Gu ilio is th e young er broth er of G iovan ni Salerno (see below. Heinrich is a big burly man who emigrated to the C .S. From
He wan ts to join the Tol ino Mob and is serving his " apprent ice- G erm any a t the age of 18. W hile he acts " tough," he is actu ally a
ship" guarding th e brewery. He usua lly works with the Basque coward . He avoids fights if possible and will try to stay neutral in
(Tolino hit man ). Both men have orders not to fire gun s, ifpossi- any gang war.
ble. Cama: $30 in his wallet.
lfeapom : .38 revolver in jacket pocket, or baseball bat. OWIH: 1920 M axwell Sedan.
Carries: $20 in his wallet .
Em pty S to r efron t
T h e B asque - guard (see Tolino ,\ \ ob)
This dese rted build ing is owned by DaviJ Thoma s M org:Jll (set
H a ns Mudle r - brcwma.ster (age '52, Ge rman) the M anson Building). The Judge can su gges t this as a p lace for
Level I C rimi nal. secret mee tings.
Skills: No criminal skills.
Record: None.
MS = 87,AG =1i7 ,OB =58,DR = 63 , I' R :::7,LK = 15,IIP = 20

"
Ltvon' . P awn Shop and stubborn. While slow to lose his temper, Jimmy is I deadly
enemy if angered . H e is pcnonally loyal to AI Brown, who
Avenge Store helped Jimmy's family when they needed help.
WNponJ: .38 revolver in his COlt pocket, blackjack in the other
Levon', Pawn sho p bas a cash register Ind a safe. Samuel Leven po<><t.
paY' $20 protect ion money each week to the Totino Mob. Carria: $20 in his wallet .

Samual Levee-cowner and oper ator (age 55, Jewish) AlbeMo Alberti.n.l- bartender {age 38, Italian)
Level 2 Businessman. Level I Criminal.
MS - 34,AG .. 07,OB = SIt,DR - 47,P R - 7,LK - 07,HP 9 IS suu« Public Speaki ng 86.
Samu al came to the U.S. from Poland at the age of 19. H e is a Rtaml: None.
sharp bargainer. but honest. H e will not deal in stolen mer chan- MS - 48,AG -73,OB - 34.DR - 54,PR - IO,LK - 37. HP - 17
dise and he will not cheat cus tomers . He would prefer to work Alberto is a friendly and charismatic bartender. He is a major
alone, but his family pressured him into giving his nephew Abra- reason for the success of the Four Deuces .
ham Leven a job . Samual thinks his nephew is an imbecile and a WtaPOItI: None.
cheat, and docs not like him . CarriG: $20 in his wallet.
Q ,"VJ: $ 10 in his wallet .
Anna Kokbak-waitrcss (age 27, Slavic)
Abraham Levon- would-be fence (age 24, Jewish) Level 1 Criminal.
Level I Criminal SIt;/1J: Slealth 38.
MS - S9.AG - 35.0 B = 2Ii,D R - 3 I , P R - 7, LK- IS,HP- 14 RtanrJ.: None.
Abraham is a second generation Jewish-Amerian. H e dislik es MS - S7,AG - U ,OB- SS,D R - 77,P R - ',LK- ",HP - 18
his uncle Samual and thinb be is old-fashioned. He doesn't mind AI1IUI is the )"OIJDga' sister of Dora Kolcbalr. (see below). She
cheatin g . cust omer when he can . Abraha m wants 10 deal in cam e to the U.S. with Dora at the alt: of 3, and was raised by her
stolen goods but is afraid ofbeing caught by his uncle. His con- after their parenu died. AI1IUI is now II WI( widow with a 6-yeu.
nections arc limited and he will usually only deal with player old boy. She speaks English without . trace o( sccem and is •
characters. close friend of AI Brown.
CarTin: $ 10 in his wallet . WtapttIU: .22 revolver in her purse .
Gartin: $20 in her purse .
The Four Deuces
Danny 8lack-busboy (alt: 17, Assimilated )
Tavem-4 scatin g units Level 1 Worker.
MS -14,AG ""73,08 - S8,DR - 66,PR - S, LK - 10, HP - Z2
The Four Deuces is owned by the Tolino Mob and is managed by Danny is a bit naive. He hero-wors hips gangsters
AI Brown . It makes more money than usual each week because of Ca"i~,: change only.
ils popular bartender. Besides serving liquor, The Four Deuces
abo serves simple meals. nnra KolC!hllk -rook (ag~ 42, Slavic)
Level 1 Worker.
AI Brown- manager (age 34, Assimil ated ) MS · 77,AG - 40,OB - 3S,DR - 3S,PR - 3,LK ""OS,HP - 17
Level 3 Criminal. Dora came to the U.S. from Austro- Hungary at [he age of 18.
Sltilh: Stealth 48, Smuggling 76. Dora speaks broken En glish. She is ' tern and sll"ict, as well as fas-
R«md: None. tidious.
MS - I O,AG - :U,O B " 14,DR " M.P R - ',LK -43, HP - 18 Garrin: $10 in her purse .
AI is a charming but deadly criminal who has lately become
amb itious. He is. d ose friend ofCescrc Ritto (H ime ' . Barbe... The MaDsoa Building
. bop ) and supports Ritto's takeover bid .
Weapoou: .38 revolver in coat pocket, baseball bat in his offn. The Manson Building is .~ The Four Deuce. , Hime' .
Canin: $200 in personal jewelry, $SO in his wallet. Barber Shop, The Bookl~ J olot, Goldstein' . Jewelry
Orvm: 1920 StuU Bearcat Coupe. Store, UnJe Augie'., and Harn.a w' . Hardware. The ICC-
ODd floor bas 20 offlCCS (or rent . Eight of these house the Berte.
Jimmy Villani- bouncer (age 33, Italian) Icy O ln le-medical facilitiC$ for the thr ee Berkeley brot hers
Level 1 Cri minal. (two of whom arc doctors and one of whom is a dentist) plus •
Skl1b : Shadowing 40. nuninglreccptionist staffof 6. Nick Wozeak, the private invest i-
Rtami: None. gator, has hisofficc in another. The ot her offi~ can be rented (or
MS - 87,AG - 70,OB "'" 58,DR - I9,P R - 3, LK-43, HP = 21 $40 a week.
Jimmy is I second generalion Italian-American . He is proud

••
Ban Ca rruth ~ n- man ager (age -lO, Auimilaled) Joan Co lli e r -bead nurse (age 27, A$Similated)
Level I Businessm an . Lever 2 S urse .
MS : 25,AG ""04,On : 59. D R = 32,P R - 6,LK = 4 1,H P = 8 MS '= U ,AG = 8 1,O B = 69 ,DR - 15, P R = 1,LK : 33, B P = 18
Ban is efficient and t ru stwo rthy, a good manager for th e local
M organ holdings. He also manages the Preston Build ing and the Betty Jurgensen- nurse: (age 21, A5!oimilated)
Empty Storefront. Level 1 Nurse .
Cam a : $20 in his wallet . MS = 15,AG = 82, 0 8 = l1,DR = 80, P R = 6,LK = 19,HP = 22
Dums: 19 17 ." odd T Ford Co upe (2 passenger ).
Hime's Barber Shop
T he Berkdey C li n ic
Average Store
The cl inic can treat all norm al illnesses a nd even has eme rgency
facilities for tr eating unusual cases such as gun shot woun ds . Hime's is the local barber shop and from for th e Bookie Joint. It
(N ote rhut all gunsh ot wounds mu st be repon ed 10 the police.) has a cash regi ster and a safe.

J oseph n ~rkel ~ y -dOctor (age 58, Au imilated) Adolp h Hime-owner and barber Iage 50, G erman ]
Level 6 Doc tor. Level I Crim inal.
MS = 48,AG = 85.0 R = 93,DR = 89,PR " 7, LK = 28,Hp : 18 Skills: Stealt h 33.
J05(ph is a good doctor wnh the bedsid e manner ofan older un- Record: Non e.
cle. He is much loved in the commueuy. MS = 24,AG = 15.08 = I4,DR = .tS,I"R = 6,LK = 38, HP = 15
Carries: $40 in his wallet. Adolph came to this countl)' from Bavar ia at rhe age of 2';. H , ~
Ow"s: 1920 C hevrolet Sedan. barber shop here lost money until he rented the backroom 10 the
Tolinos. The}' pay him $200 a week, and he pays no prot ection
Will iam Berkd~ y -de nt ist (age 51, A$Slmilatcd) Of course, the bookie operation is iIl~31, which is makin g
Level 5 Dent ist . Adolph nervous and cau tious. He ex pecl S 10 be arrested at an}'
MS = 57.A G : 83 ,0 8 = 78.DR = 8 1.P R = 5,LK = 14,H P = 20 moment.
William lacks his olde r brot her's patien ce. Even so, he is a good CJ1"rUs: $20 in his wallet.
dentist.
Carries: S}O in his waller. CA'su C' Rtcco-cbarber (age 27, Italian )
Ott: PIJ: 192 1 M axwell Cou pe. Level 3 Crimi nal.
SkIlls : Stealt h 44, Bookmaking 63,
Samu~ llk rk~l~ y-doctor (age 4 1, Assimilal ed) Rtco,J: Non e.
Level 4 Docter. MS : 16,AG : 94,08 : 8S,D R = 80,P R = 9,LK = 48,IIP = 22
MS : 56,1\ {; = 89, 0 11 = 88,D R = 89 ,PR ~ 9, LK = .I' ,HP : 20 Cescre is a second generation Italian-Amer ican. lie is bold ,
Samu el is the baby of the family. He is pleasant, and well-liked cu nni ng, and unscru pulous. He is stud ying th e Bookie joint
by almosr everyone who meets him. He is the most ambitious of setup while planning to lake it over from Joey Tcl lno . He favors
th e th ree brothers and hopes to expand the clinic some day. uniting all rival Lakefront City syndicates into one. Cesere dis-
urries: $30 in his wallet. liku bosses who give orders from a distance and "s oft" characte rs
who "can d ish if out but can't take it." He is shan , but powerful ,
Jud y Hollida y- sen ior recept ionist (age 55, Asr.im ilaled) and a crack shot.
Level 3 'Xo rker. If!'rJpcms: .44 revolver in his coat pocket.
MS = 35, AG " 59,08 = 18,DR = 69,PR ""' ,L K = 29,H P = 15 Carries: $30 in his wallet.

J a n~t
Oerkclcy- recepiionisl (age 23, Assimilated] J ack Dubois- barber (age H , Assimilalt'd)
Level 1 Worker. Level I 'X'or~er.
MS = 46,AG = 8 1,0 8 = 39 , D R = 65,PR = 1,LK : 39,H P = 18 MS :z 5 1,AG = 82, 0 8 = I3,DR '" -IS,PR ;: 1,LK = 3 1,H P = 19
j ack is pleasam and ha rmless. He only wants to do his work and
M a ry C oo k- receprionist (age 31, ASSimilated ) nOI gel involved with all the crime around him .
Level 2 \lor ker. u rnes: S10 in his wallet.
MS om 43,AG " 58, 0 0 = 48,D R = 53,P R - ' ,L K = 23, H P '= 16
The Book ie J o in t
Al ic ia lI~rk~ l~ y - hcad nu rse (age 3';, Assimilaled)
Level 3 N urse. The Bookie j oim is owned by (he "lolino ."ob. It is run by joe y
MS '" 51,AG = 78,08 = 9.1, D R = 86, P R '" 8, LK = 26, H P = 19 the Rook (see the Tolino M ob em ry). The Bookie Joint 1\ the
Alicia is j oseph's daughter. "ban k" for all the Tolino handbooks in the Firs! 'X·ard. It has j
" rills" (which arc the same as feller windows) plus a safe. (See the

93
Bookmabnl Tlble in the GANGBUSTERS- Player's Guide
(put I of this book) for weekly income.)

"Joey the Book" ToliDo-mana ger (set Totino Mob)


Johany Voltcl'nI- j oey's bodyguard (set Tolino M ob)

Vilo Barbonl- bouncer (Ige 24, Itelian}


Level I Criminal.
SJti/lJ: Lockpicking 54.
R«ord: Arrested for Bur glary-February 1920, released for lack
of evidence.
MS - 64,AG - 70,OB - BS,DR - 8.f,PR " 6,LK -21,HP - It
Vito is a second genera tion Italian·American. He is personally
loyal to Ceeere Ricco. who managed to "flx" the bur glary
charge against Vito. Vito is acting as Cesere'e spy inside the
Bookie j oint. H e does his job well, and has avoided suspicion so
f".
Weapopu: .32 revolver in his coat pocket. blackjack in the other
pocket.
Carria: $20 in his wallet.

Charles Dubois-bookie (age 41, Assimilated)


Level 3 Criminal.
SJtiJls.· SIWowinI 42, Gambling 67.
Rtaml: None.
MS -72.AG - 17.0 B .. n .DR - 4.4 .P R - 5.LK - 06JlP - 14
Charles is the ambitious younger btotbcr of Jac.. Dubois (Hi-
Mt''J &rbnSJwp). H e is anot her friend of Ricco's who is anxious
to seca change in management.
Weapo/l.~· None.
Carrin: $30 in his wallet.

NIck Comcmnul - bookie (age 37, G reek)


Level 3 Criminal.
SJtjlls: Stealth 38, Ga mbling 59.
Rtto rd: Non e. Goldstein' s Jewelry
MS - 23.AG - 84.0 B - 85,DR - 85,P R " 2,LK - 46,HP = 11
N ick is a second generation Greek-American . H e is nervous Luxury Store
and excitable. Nick is a friend of J DeY the Book.
WNpo"S: None. Goldllcin's is a luxury sto re. It has a cash register and a safe. Saul
Carria: $20 in his wallet. Goldstein pays the Tolino Mob $30 a week for protection.

Lu igi Coa lerinnl- bookie (age 40. Italian) Saul Go ldslcm-owner and operator (Ige 54, jewish)
Level 1 Criminal. Level 2 Businessman.
SJtilh: Shadowing 38. MS - 43.AG ""51.0 B"" 83. DR - 17. P R -I,LK - Z3,HP -15
RMmI: None. Saul's family have been jewelers in Lakcfront City for the Iasl
MS - 83.AG - 3I ,O B >= 42.J)R - 31,PR - I .LK- 07.HP -17 three gcncratklDS. He inherited the Slore from his father . Saul is
Luigi came to tbe U.s. At the age of20. He is lazy. H e prefcn kind and compassionate. contributing to a number of charities.
crime because he thinks it gives him • liviDl with less work than H is wife and child died in a car 8Ccident. and Saul has no direct
an honest job . relatives 10 inherit the store.
WtQpo>u: None. Carria: $20 in his wallet.
Carriu: $20 in his wallet. o-s.. 1920 Model T Ford Coupe.

••
Fred Russell - S<llesman (age 46, Assim ilated} Max Schulu- ba" ender (age 45, German)
Le vel 2 ',X'orker. Le vel J Criminal.
MS = 53,AG = 39,08 = GJ,U R = 50 ,.-1ot - B,LK = 35, H P = IS Skl1Js: Stea lth 52.
Fred is a dependabl e worker who has been with Saul for more R~.:f),.J; No ne.
tha n 20 years. The two men arc d O$C friend s. In hi s will, Saul has MS '" 78.AG z 48,08 = 32,D R '" 4D,I'R = 9,LK = 07,1n- = 18
lefl Fred the bus iness. .\la' came to the U. S. with his parent!'> at the age of 4. He is a lik-
Comes: $20 in his wallet. able penon, but ....; 11 stand for no nonsense . He hates to be hcd to.
llt apens: blackjack kept behi nd ba r.
Lillie Augie's S peakeasy Carries: $10 in his wallet.

Dive- 7 seating un its Alice Barton - waitress (age 34, As!'>im ilaled)
Level I C rim inal.
Little Augie's is classed as a Di ve because if is a favorite hangou t S kills: Stealth 9 1.
of criminals. It has a cash register and a safe. Linle Augie's is Record: N one.
owned by th e 'Iolino M ob and mana ged for them by Little Augie MS ""50 ,AG = 47,0 8 = 37.nR = 42,1-R - 1, LK = 16,HI" = 15
Barton . Alice is Li ttl e Augie's wife. She also wants revenge against the
Tolino M ob, and consta ntly nags her husba nd abour it. She has
"Little Augie " Barton- manager (age 4 3, Assimilated) secreuv talked with Deanle O ' Connor, who has w id her that
Level 3 Criminal. th e O'Connor gang will support Lill ie Augie and Cesere when
Skills: Stealth 36, G amb ling 59. they make thei r move.
Record: Augulilus Barton. S"O previous record . tfN-pons: .32 revolver in her purse.
MS = n .J\G - 77,OR = 83,DR = 80,PR = 8. LK = 39,H P = J7 Ca n-its: $30 in he r pu rse.
Augle pretends to be happy-go-lucky. Actually, he hares the To-
lino .\ \ob, who took over his spea keasy about a month ago. He Ha rs h a w' s Hardware
has only stayed on as manager to plot his revenge. He secretly
su ppo rts Cese ee R icco and will take his revenge when Ricco Average Business
makes his move 10 take over the Bookie j oin t.
H arshaw's nor onl}' sells hardwa re and retail lumber, but also
tft <lpem: .44 revolver in a shou lder holster.
Carria: $20 in his wallet. provides most ot rhe lumber for He nson & Pauley construction
Du'''s: 1919 ,\ \ax .....ell Sedan. contracts . T he office has a cash register and a safe. joe Harshaw
pays the Tolino ,\ lob 520 a week for protecnon and " lire insu r-
ance ."
Billy Aluius- bouncer (age 23, Russian)
Level I Criminal. Jo e lIarshaw- owner and operato r (age 'B , :\ s!'> lmi1:lfed )
Skills: Shadowing 58. Level 2 Businessman .
R ecord: Non e.
MS = 70,AG = 43,OM""92,OR = 68,PR = 4,l.K ""33,JlI" = 17
MS = 8J,l\G '" 93,08 = 30, O R = 52,PR =. 7,LK = 18,HP = 23 joe is a mild-mannered businessman . He wants no trou ble
Billy is a secon d generation Russian-American, He projects a from either the police or the mob. li e is willing to bend the la......
boyish cha rm, h ut in reality he is a deadl y killer. As Cesere (like pr ovid ing lumber for padded contr acts] bUI nor break it.
R icco once saved his life, Rilly will do almost anything for him. Ca n-it s: $20 in his wallet .
He will also try 10 avenge Ricco if Ricco is killed . Otnu: 192 1 .\\odel T Ford Coupe.
U't apo" s: two .45 auromancs in twin shoulder holsters .
GJ rTiu: $20 in his .....-allct . Dave Harshaw - worker (age 30, Assimilaled)
Le vel I 'X"orkC"r.
Sammy Spielman- bo uncer (age 3 1, Ge rman) MS = 3 1.AG = 80,O R = 74,DR '" 77,J'R ""1.LI\: = 10,HP "" 11
Level I Cnminal. Dave is j oe Harsha.....'s eldest son. He is, irritable and sarcastic,
S kills: Stealth 42. an altoget he r unlovable penon .
R«orJ: Arrested for As~ult-OctoMr 1919, released for lack of Carnes: SI D in his wallet.
evidence.
MS = 93,AG ""67,OB = 60,DR = 64,PR '" 4,LK = 31, H P = 21 Sam H arshaw- wor ker (age 27, AUlm ilated)
Samm\' is :II thi rd generation G erm an-American . H e is a large Le vel 1 \'l;"orker.
bur ly man With Iiule imagination. He is con tent to do his job and .\1S '" 23, AG = 56,O B= 18,UR ""37 ,P H = I,LK = I9 , H P "" 13
do it wen. Sam is j oe Harshaw's younges t son . It is difficult 10sav which
Ifi apens: . 38 revolver in his coal pocket, blac kjack in the othe r brother is worse. Sam is ~ot quite as mean 3\ Dave, bu t he' IS more
pocket. stu pid. Roth brothers arc avoided by the citizens of La kefro m
Ca rTi~s: $ 10 in his wallet. C ity.
Ca rries: SID in his wallet .

95
The First National Bank Angus started his career U I dock worker. He educated hiaudf
in his spare time and earned his prese nt position. He is a friend of
Small Bank Slnclair Dillingham. who hu promised bimm the vice-
presidency if Dillingham becomes bank pres ident.
The Fint N ational Bank of Lakcfront C ity has four teller win- C:2rrin: $20 in his wallet.
dows and is guarded by an alarm s)'Item thai rin gs in th e nearest Orvm: 1920 REO Sedan .
po lice station as well as alou d. Only the most imponant charac-
ters at the bank art: outlined in detail, though names and abiliry Ala.a J obnson- teller, Window I(age SO, Assimi lated)
scores are give n for minor characters, too . The Totino M ob does Le~1 2 Worker.
not dema nd pr otection money fro m the bank-it would upset too MS · 96,AG ""61.08 '" 66.DR · 64,PR · 4,LK ""OS,HP "" 21
many imponant peo ple (like David Morgan). Alan bas bee n robbed once befo re while working at anot her
bank . If he has a reasonable cha nce , he plans to fight back if th is
(Charles W. Grant- pr esident (age 44, Assim ilated) bank is rob bed. H e is dating Victoria Moran, anot her teller.
Level 6 Busi nessman. m ajkllls: .32 revolver kept in a drawer near his teller's cage.
MS - 62.AG - 99,08 " 97,DR - 98,PR - 8,LK = 42,HP " 23 Cam 'IS: $ to in his wallet .
Charles was a " Rough Rider " wit h the U .S. Cav alry in th e
Spanish·American War. H e is a cnck shol, and practices to keep Vicloria Moran-tellcr, Window 2 (age 27, Assimilated)
up bis skill. He is bluff and hearty, and has a keen business sense. Level I Worker.
H e has no respect for Sinclair Dillingham. tbe vice-president MS - 76,AG "" 92,08 - 91.DR - 92.PR '"" ',LK ""41,HP . 23
of th e ba nk. VICtoria is dating Ma.a Joha.on. She agrees with his idea
Wm pom: .45 automatic kept in his desk dnwcr. about fighting back in case of a robbery, if there is a reasonable
CArrin: $30 in his wallet . chance to do 50.
<mnts: 1921 Dusenberg Model J Sedan. Wm pom: .22 revolver kepi in a drawer near her teller's cage.
CAnUs: $10 in her purse.
SiDcI.ir Dillingham- vice-preaiden t (age 45, Assimilated)
Level .. Bus inessman. Walter Muuday-tcller, Window 3 (age 45, Assimilaled)
MS - 3c4,AG - 02,08 = 93.DR - 47 ,P R - ' ,LK - 24,HP - 9 Level 1 Worker.
Sinclair is pushy ina sneaky son ofway. He wants Grant's job. M S - II,AG ""42,0 8 - OS.DR - 24,PR - 7. LK = 33, H P - 17
He hates Gnnt anyway, and would like noIhing bette r than to sec The M unda)'l bave lived in the U .S . since 1842. Waller is
him lose the president's job. timid and some what cowardly. He wouJd never resist bank rob-
CArrits: $30 in his wallet. boon.
Ourns: 1921 Packard Tour ing Car. C:2nin: $ 10 in his wallet .

Abraham Sapenteio- bank officer (age 49, Jewish) Hcnry Seton-teller, Window 4 (age 34, Assimilated)
Level 3 Businessma n. Level I Worker.
MS - 9S,AG - 34,0 8 = 79,DR '" 57,PR - 8,LK " 29,HP= 18 MS - 4S.AG= 15.08 = 69,DR - 42. P R "" 4,LK '" 4I,HP -II
Abraham came to the U .S. from Holland at the age of 15. By Henry is a good wor ker bUI will net risk his life for his job .
wo rlting ha rd and using his br ains he has reached his present po- Cam'ls: $ 10 in his wallet.
s incn . He is neut ral in the feud between Sinclair Dillingham
a nd Charles G ra n l. Pete Clark- bank gua rd (age 35, Assimil ated)
CArrin: $20 in his wa llet . Le~1 2 Worker.
Orttm: 1920 M odel T Ford Coupe . MS - 80,AG - 73,OB - 90.DR - 81,P R - 4.LK = I Ii,HP - 21
Pete is neither a fool nor a hero. He will defend the bank from
Thomas Hunyadi- bank offICer (age SO, H ungarian) robbers only ifhe has a reasonable chance of success.
MS · 85,AG - 74,08 ""SO,DR · 77,PR - ' .U '" 30,HP = 21 triaporu: .38 revolver in I belt holster.
Thomas is a second genention H un garian·Am erican. He was CArrin: SID in his waller.
once a teller in this same bank, but was promoted after he foiled a
robbery. Since then, Thomas has worked his way up to a bank of- Stefa.a Radu- bank gua rd (Ige 33, Romanian)
Iicer. He is a dose friend of Charles Gnn t, and has I fair Level I Worker.
knowledge of guns. MS - 77,AG '"'90,08 ""i!l,DR - 80. P R '"'8,LK ""32,HP - 22
CAPrin: S20 in his wallet. Stefan is. second generation Romanian-American. He likes to
Dams: 19 19 VaU.I.hall Sedan. imagine that he is a hero. H e will try to stop any bank robbcn un-
less the attempt wouJd be ceruin death.
Anpi MacPberson- loan officer (age 47. Assimilated) Wm pom: .38 revolver in a belt holster.
Level 3 Businessman. C:2rritr: $to in his wallet .
MS - ' 7,AG - 75,08 ""88, DR - 82,P R - 9,LX. = 37 ,HP " 23

9'
jane Hamil ton c-rccepuo nist (age 4 1, Assimi lated) H enson & Pauley Builders
MS = 77,AG = 75,On = 47 ,DR = 66 ,PR = 6,LK = 47 ,HI' = 2 1
Large Business
M a r ga r et Fletcher- secretary (age 29, Assim ilated)
.\I S = 21,AG = 74 ,On =47 ,DR = GI,PR = 4,LK = 14,HP-15 Henson & Paule y are ma jor bu ilding contractors. T hey build
large buildings, do road construc tion, and build pub lic works.
j ohn Boye r -s-boo kkecper (age -10, Assimi lated) Their office safe holds money used \ 0 br ibe officials and gain
M S = JO,AG = 75 ,08 = 49,DR =62,PR =: 2,I.K = II,HP = 16 "padded" cont racts (these offer much more mon ey than is
needed to do the actu al work). While their buisness pract ice:'> are
Cathy Fl ynn - bookkeeper (age ·10, Irish) shady and unethical, they have never quite become criminal.
M S =J5,AG = 94 ,On =63 ,D R = 79 ,PR = 8,LK = 14, HP = 18
Tim H ens on - eo-owner (age ol 5, Assimilated)
O we n Davies c-b ookkceper (age 30, Assimilated) Level ol Busin essman.
M S = 78,AG = 45 ,OB =: 20,DR = 33 ,I'R = 6,LK = 3 1,H I' = 18 MS = 11,I\G = 09,OB = 94,DR = 52,P H = 8,LK = 27,1-1 1' = 7

Herman Fs-ankef c-book keeper (age -16, Ger man ) T im is short and thin -even sickly-but because he is conside rate
and friendly, he is also popula r. H owever, he is also greedy and
MS =40 ,AG = 76,OB =·11, D R = 59,P R =: 3, J.K = 17,HP = 17 some times accepts s hady contracts. He absolutely insists, how-
ever, on using reasonabl y good bui ld ing mate rials. Padd ed con-
Barbara jackson- bookkee per (age 3-1, Assim ilat ed)
tracts are one th ing; shoddy, dangerous work is another. H e is in
M S = 27,AG = 21,OB = 8 1,U K =5 1, P R = 4,LK = 37 , H P = 10
love with Ja ne t Par mer, th e receptionist. and has recent ly asked
her to marr y him .
Louis Ijurnaeier-c book kccper (age 29, French )
Carries: $30 in his wallet.
MS =29 ,AG = 81,0 8 = 32 ,DR = GO ,PR =: 4,LK-36, HI' =: 17
Owm: 192 0 Nash Rambler Sedan.
john Giovanni- bookkeeper (age ·1 4, Italian) R ic k P auley-ce o-owner (age -\3, ASSImilated)
M S =04,I\G = 62 ,08 =35,DR =49,I'R =: 5,LK = 39,H P = 12 Level -\ Businessman .
MS = 37,AG = 75,OB = 93,DR = 84, I'R = 3, LI\ = -I2,H P = 17
Rowena j ones- bookkeeper (age 4 1, Assimila ted)
Rick is an egomaniac and completely dishonest . IfTi nl Hen-
MS =69,I\G = 42,08 = 05,UR = 24, P R <: 7,LK = 33,H P = J7 son didn't stop him , he would use cheap, substandard materials.
H e secre tly hates Tim Henson, and has also recently asked Janel
Helen Pare-es -c- boo kkee pe r (age 32, Greek) Fa rme r to marry him . He has a viole m tem pe r when his des ires
M S = 32,AG = 29,011 <: 17,OR =: 23,I'R <: 9,LK = 18, HP = 12
are blocked.
Carries: $-\0 in his wallet.
Eva n vandameeec-clerk (age n, Assimilated) Owm: 192 1 Alfa Romeo Sport Co upe (2 passenger).
MS = 15,AG = 7H,OR =M ,OK = 71,PR <: 6,LK = 42,HP = 15
j a net Fanner - receptionist (age 30, Assimilated)
Laura G riffith - clerk (age 35, Welsh) Level 2. 'Xorker.
MS = 09,AG = 75,On = 14,OR =45,I'R =3,LK = 3 1, H I> = 14 MS =43, .\G = 76,OB = 34,D R = S5, J>R = 8, LK = OS,UP = 17
Janel is kind and friendl y. She is in love with Tim Henson,
Luke Howard- clerk (age 29, Assim ilated) but is afraid to tell him for fear of Rick's violent temper.
M S = 100,AG = 69 ,08 = 25 , D R = 47,I'R = 4,LK = 2 1, H P = 22 Carries: $10 in her pur se.

Olaf G u nde rson- maintenance man (age 58, Scandanavian) H ard y ' s Fine Meats
,'\-I S =: 62,AG = 65,08 = OS,DR = 37 ,I'R = 5, LK = 07 ,H I> = 18
Average Store
Mabel Ford - switchboard operator (age ·U , Assimi lated)
M S = 85,AG = 49,OB = G3 ,IlK = 56, I' R = I,LK = 28, HP = 19 H ard y's is an average business, with a cash regislet nnd a safe.
j im Hardy pays $20 a week pr otect ion 10 the Tolino Mob.
T h e Pres ion B u ilding
j im Hard y owner and operator (age 4 1, Assimilated)
T he Preston Build mg ISabove H enson & Pau ley Builde rs and Level 2 Businessm an .
Hard y' !; Fi ne MealS. T he secon d floor has 8 offices, usually M S = 76, I\ G = 20,0 8 = 93,DR = 56 ,I'R = 7.LK = 50, U I' = 15
rent ing for $olO. T he offices arc ow ned by David T homas M or-- Jim is a peaceful , friendly man , cont ent to live his own lite. His
ga n and are managed by Bart C a r r u the rs (A1atlw1l Building). busi ness is impo rtan t to him, bUI not important enough to risk se-
rious injury for.
Carries: S20 in his wallet.

97
Donald is a talkative, likable person. H e is a good source of in-
forma tion. H e knows most ofwhat is going on in Lakefront City,
both the facts and the gossip.
Camn : $30 for change for fares .
Driws: 1921 Buick M odel 21-45 Tourin g Car repainted as a taxi.

Carl Slorlnakl-cub reporter (age 20, Polisb)


Level I Report er.
MS " 83.AG = 31,0 8 = 72,DR = 52,PR "" 8.LK = 44,UP '" 17
Carl is a second generation Polish·American . While new to his
job, he is ambitious . H e even looks for stories in his spare time.
He is good-looking and likable, two helpful traits, since he is not
above wing any trick he can to get a story.
Cam'ts: $20 in his wallet (used mainly to buy informa tion).

Jake Minglc-Sra r reporter (age 26. Assimil ated)


Level 3 Reporter.
Skills: Locltpickin g 73. Wireta pping 56.
MS :E>l84.AG = 42.0 8 = 78,D R'" GO.PR'" 5,LK - 48.UP = 18
j ake is a crime reporter for the Laktfronl City Star. H e is good
at ferreting out facts. H owever, he usuall y uses the information to
blackmail criminals rather than to report the stories. A dose look
at his financial records will reveal that he owns mo re property
and has more money tha n he could possibly have, consid ering his
salary.
Wtapo"s: .38 revolver in his coa t pocket Oake is jus tifiably afra id
of being murdered by on e of his victims).
Carries: $50 in his wallet .
Stan Colton- but cher (age 31, Slavic) Owns: 1921 Aston M art in Spon Coupe.
Level I Worker.
MS '" 94.AG = 82.08 =07.DR ""45. P R = I .LK = 43.Hpm: Z3 John C1ark-Htrald report er (age 27, Assimilated)
Stan is a second generation Slavic-American . H e is active in the Level 3 Repo rter.
Pan-Slavic movem ent (the historical movement to set up inde- S k ills: St ealth 90. Shadowing 18.
pendent Slavi c sta tes in Eastern Europe-the membership MS = 53.AG ""72,08 = 89,DR ""'8I ,P R = 4.LK = 25,HP '" 18
ranged from patriots to terrorists). He is a bitter man and a con- John is an investigative reporter for the Herald Exami"tr. H e
stant com plainer, bu t be is good at his job. specializes in un dercov er work. j ohn is best described as inco n-
Ca,..,..;es: change only. spicuous, for he will barel y be noticed and qu ickly be forgott en in
a crow d.
Cathy Mansfield- salesgirl (age 20, Assimilated) Carries: $10 in his walle t.
Level 1 Worker.
MS -14.AG = 97.08 = 34.DR '" 65.PR = 4. LK ""' 47.HP= 17 Becky Flick- Tn'bunt reporter (age 24, Assimilated)
Ca thy is a hard work er-when she works-but she spends Level 3 Reporter.
much of her time daydreaming. MS = 43,AG ""89,08 '" 9G,DR = 93,PR " i,LK = 06,HP "" 18
Carries: $10 in her purse. Becky works for the lAJufrom City Tribune. Sh e had a rough
time breaking into the world ofcrime repo ning, but she has been
Townspeople very successful. While other repo rters just cover the news, Becky
often makes it . She specializes in exposes . She is now working on
These are addi tional characters the j udge can use in the cam- a story about the Tolino M ob, and has hired Luciul KinS, a pri-
paign [customers, off-duty WOlken, contacts, sources ofinforma- vate investigator, to infiltrate the mob.
Co rri~s: S to in her purse .
tion, and so on). Some have been given personality outlines, and
th e judge is encouraged to outline th e e thers.
Lucius King-pri vate investigator (age 29, Assimilated)
Donald Sin<:lair-cab driver (age 25, Assimi lated) Level 3 Priv ate Investigator.
Level I Worker. S kills: Stealth 74, Shadowing 69, Disguise 84 .
MS = 42,AG - 92,08 = 80,DR = 86,PR = 8, LK"" 32,UP = 19 MS '" 4G,AG = 73,0 8 = 94, D R = 84.PR '" 5.LK = 18,HP "'" 17
Lucius is a recent arrival to Lakefront City. He is presently in-

.8
filtratin g th e 'Iohno .' \ob for Becky A ick. Empire. H ~ acts more h ke a butler than a chaufferc-always
Weapons: ,.... revolver in his coat pocket , proper and \'ery Hru ish.
Carries: $ 10 in his wallet . Carnes: $20 in his wallet.

Bob R h 'e n - tra\'e1ing salesman (age 36, Assimilaled ) lisa Hanse -c-private secreta ry (age 22, German,
Le vel 2 Salesman , Level S \tor ker.
M S = 33,AG "" 49,08 - 49,DR = 49,PR :a 9, LK :: 40,Hp :: 14 .\15 = 13,t\ G = 54,0 8 = 93.D R :: 74,PR = 9.LK = 42, H P = 12
lisa is a second generat ion German-American . She is cha nn-
Ka re n F ra ze r - hou!>ewife (age 31, Assimilated) ing and imelhgent , with a photographic memory that makes her
Level I Housewife. an invaluable secretary, She !>p<'ab German. French, and Italian
M S = 60,AG = 20,0 8 = 2t.DR = 2 I, P R ;. 8, LK ;. 05,HP = 13 Iluemly and tr anslates for Mor !!:an during meetings involving in-
remauonal buslOess deals .
Hen ry Van Dor n - gem appraiser (age 44, Dutch) Cam a: SSO in her purse.
Level -I Businessman.
M S = 23. AG '"'36,0 8 = 91. DR ""64,PR = 7.LK = 17,HP ;. II j ohn ny C a n non - bodyguard ( a~e 24, Assimilated}
Le...eI 4 Pr ivate lnvesngator.
M a rty Flah ert y- dock worker (age 28, Irish) Skills: Stealth 87, Disguise 90 .
M S :: 91. AG = 28,0 8 - n , DR - 53,PR "" 8. LK = 22,HP = 17 M S = 84 ,t\ G 2 87,0 8:: 71, n R = 79, P R = 8, LK = -Ia ,IIP =23
T he Cannons have bee n in the L' .5. since 1&).1. j ohn ny is an
Milch Cam e ro n - boxing manager (age 35, Assim ilated) ex-policeman who found that he could make three times the
Level I Businessman.
M S :: 83.AG :: 31,0 8 - n ,D R :: 52. P R "" 7,LK = 44.Hp :: 17

Scott H ol m e- boxer (age 23, Assimilaled )


Level I Boxer.
Skills: Boxing 74.
M S ;. 94,AG = 82,O B = 47,UR :: 64,PR = 8, LK = 35,HP = 23

Harold Magnusson- sailor (age 27, Scandanavian]


Level I Worker.
MS = 55,t\G :: 55.0 8 = 38,DR ""47,PR = 3,LK = 20,HP = t6

David Thomas M orxan- rich investor (age 38, Assimilated)


Level 10 Businessman .
M5 = 78,I\G :: 63,OB = 98,DR ""8t,PR = 9,LK = 44,HP = 20
David Thomas is somet hing of a playboy. He is, nevert heless,
extremely s hrewd and has doubl ed the family fortune since he in-
herited it eight years ago. David Thomas is one of the po wers be-
hind Bi R 8i11 j ohnson , The Tolino M ob and the O'Connor
gang have learne d tha t it is no t wise to try to pressure M organ,
He pays no protection for any of the businesses he owns. In fact,
he receives a substant ial cu t of both syndicates' profi ts me rely for
letting them operate freely withou t much po lice har rassment .
David T homas is usuall y accom panied by his cha uffer, 1\ l be rt
Mortimer; his person al secre ta ry, Lila Hansc; and his body-
guard, j ohnny C a n non .
Gm';es:$ I 000 in personal jewelry and $200 in his walle t.
Oums: 192 1 cus to m built Rolls Royce Limousine , top
s peed = 100 mph , hit point s = 16,AlB - 412;192 1 custo m buill
.\\ ercedes Ben z Sport C ou pe, tOP s peed " 120 mph , hi t
poim s e I5, AlB" -1/2.

Alben M o nimer-e h~ u tTe r (age 37, English)


Le vel 2 \torker.
M S = 76,AG :: 95,0 8 :: 68, D R :: 82,LK = 19.HP = 23
Alben is nOI a citizen of the U ,5" he is a citizen of the British

99
money working as a private investigator and bodyguard for Pre-Rolled Cha r acte rs
David Thomas Morgan. He is likable, but deadly if crossed.
Weapons: two .45 automatics in twin shoulder holsters.
MS AG OD DR PR LK HP
Gam 'n: $30 in his wallet. I. 45 74 95 85 3 34 17
2. 53 65 35 50 4 38 17
Rebecca Lynne Morgan- David Morgan's wife (age 36, As- 3. 95 41 49 45 4 30 18
similated) 4. 72 56 52 54 4 20 18
Level 10 Socialite. 5. 87 48 30 39 5 27 18
MS ""30.AG ""41,OB - I I ,DR- 30,PR ""3,LK = 48.HP = 13 6. 41 68 74 71 5 46 16
Rebecca is the wife of David Thomas Morgan. She comes 7. 59 86 37 62 6 23 17
from Boston, from a very respectable (and wealthy) family. She is 8. 62 77 40 59 7 18 19
beautiful and bas excellent connections, but is rather absent-
minded. Income Tables for Block Map
Garms: Personal jewelry wonh $750, $200 in her purse.
lncome From Salea to Harrigan' s Speakeasy
Pre-Rolled Characten. The following pre-rolled characters
can be used for player or non-player character O'Co nnor gang Beee U q uor Total Ga ng Profit
members. They can also be used as replacements for characters (BllITCls) (Cases) Profit* (5 0% Total)
who are out of action. Further details (names, skills, weapons, Poor Week 12 12 $1092 $546
valuables, and so on) are up to the Ju dge. Average Week 20 16 $1664 $832
Good Week 24 20 $2028 $1014

- 50% must go to O'Connor and the rest is divided among the


gang members . Figures are based on pp . 38-40 of the
GANGBUSTERS" game rules, with costs already deducted.
The most impon ant column is the last-gang member income.

BLOCK MAP BUSlNESS INCOME TABLE


Wlndowl
Business Type Register- Safe· Poor*· Average** Good** Protection
00 ·e JOint xl5 x 00 \\r abI
anucci Fruit & Veg. A, xlO ,100 50 60 70 20
im.NatiooaLBan ISO 1500
Four Deuces Tav-4 x20 ,1000 385 985 1095
Goldstein's Jewelry L~ rlOO , 1000 80 100 120 30
Hardy's Fine Meats A, , 10 xlOO 50 60 70 20
)larrigll.D s ea av·S' ,20 rl OOO 00 1275 2425
Harshaw's Hardware A, ,10 rlOO 60 70 80 20
Jlenmn & ,uoyB Lg
, 100
. 1000 eoo 1000 12
Hessel's Furriers L~ 100 125 ISO 40
Hime's Barbershop A. xlO rlOO 40 50 60
Hurle 's Five-and-Dime Lg x20 rlOOO 100 120 140 40
;r:cvon~s Pawn Sliop ~, x10 xl"<k1 50 0 7
Leaingron Hotel Lg x20 rlOOO 60 70 80
U tLie Augic~ Dive:1 J<2Q .1 I 45 490
Miller Bros. Trucking rl OOO 2000 2800 3600
Pitzer's News Comer A' riO 50 60 70 20
Stev. Machine Shop A' rlOO 70 85 100
Velma's Restaurant A, ,1 0 rl OO 60 70 80
-M ultiply the number given by Id lO for total cash
Abbreviations: Av - Average; Lg -large; Tav '" Tavern (seating units given); Sm '" Small; Lux III Luxury
_· Sec GANGBUSTERS" game rules p. 26

..0
Chapter 5: A Day in the Neighborhood should also have a few min or encounters plann ed to give the
player the feel ing of being a policeman in Lakefrom C it}' (see the
section abo ut sho rt scenarios given later). T he J udge can also use
Setting the Stage these encounters 10 give hints and clues that can be deve loped
into more adventures .
This chapter has a series of rela ted adventures designed for 8- 12
players of any level of experience. If fewer pla yers are available , FBI Agent"
the Ju dge may allow non-player characters (1'PCS) 10 help the One player cha racte r who starts the adventure as an FB I agent
playe r characters, or let the players ru n more than one characte r will be assigned to infiltrate the Cody Powers gan g. A Jud ~e who
each . (f the players ru n more th a n one cha racter, the J udg e mu st want s to sta rt the action righ t a....ay can assume the FBI agem has
make su re the players keep thei r roles separate and distinct . already infiltrated the gang . T he cam paign begin s with the Bank
The: adventures given in th is section are SCI in Lakefrom City Robberv (the first scena rio),
in 192 L. At t h is time, m any sm all gan gs are Iigtuing for contro l of T he) edge's other cho ice is to set u p the infiltration of the gang
(he: profitable bootlegging trade . Large o rganize d crime syn di- at the point the FB I agent is about to be released from pr ison.
cates have: not yet develope d.
T he agent has befriended Len Black, a pas' member of th e gang
T he scena rios outline: a conflict bet ween rival gangs led by AI who is serving time for armed robbery. Le n has sugges ted that the
Toli no and Deanie O'Connor in the First Ward of La kc:front City. agent look up Cody Powers when he is released.
This " war" can be used as the backgro und of an on-going The agenl's first problem is convincing Cody Po ers 10 let him
G ANGBUSTE RS" campaign,
join the gang. The Ju dge should take Cody's part hen the agent
confronts Cody. Cody's norma l paranoia is moderated by two fee-
Afte r read ing the Ctty background and scenarios thoroughly, tors. He trusts Len Black and is willing to lei a friend of l .en's
the J udge should plan how to fit the players into the adve nture. prove hirnself-eand he needs ano ther gan g member for the La ke-
Some ways of doing this are:
fron t City iob . After some initi al sus picion . Cody should accept
the agent , un less the agent blows his cover badly.
I , The J udge allows a player to USt" his or her own c haracter for As long as the agent is taken into th e gang, ' he adve nture ca n
the scenario inslt"aJ ofa given NrC , (T he N PC is saved and used proceed as no rmal to the Bank Robbery, If the FBI agent does nOI
tatcr .)
infilt rate the gang, he or she must still tr y 10 gather eviden ce to
2. The player character is added to t he scenario, and has the same convict Cody Powers. In part icular, the Judge should lei the
goal as a Nl'C (the Judge must make sure this does not make the agent tra ck Cod)' to La kefr om City. The agen t might try 10 fcl-
scenario 100 easy for one side).
low gang members or rap Cody's phone, or any othe r method the
] . Let the players run spes as player characters according to the playe r can think of.
given cha racter descript ions .
A character starting as an FBl agent can also be assigned 10 the
local FBI office right away, and work on spec ial cases .....ith the po-
If d irect subsntut ion is wed, the following are recomme nded :
lice. (The J ud ge sho uld set up several speci al cases if th is is done,
such as the Slolm Car Rmg scena rio given later.)
POliceman = Kevin O' Donnell
FBI Agrnr == Paul San d Prohibitio n Agents
P ro/ll fJltwn Age1ll '"' Ca rl Reck
A Prohibitio n agent characte r's goal is to gather e nough solid evi-
Prirxm Eye = :-.lick Woczac
dence to link members ofth e Tolino.\tob and the O 'Connor gang
ReporltT = earl Storinski
10 the illegal liquor ope rations on the BLOC K _\t AP. The Judge
Cn",indJ = O'Connor gangste r
should set up a nail ofd ues and evidence (sec: the S lOk n lA r Ring
scenario) for Prohibitio n agen ts before starti ng the campa ign.
Starting the P la yers Agents may also work with police or FBI officers on cases related
to boot legging . Prohibuion agent s may also work for the remo val
T he following suggestions outline how to stan c haracters in an of .\ \ario Antonelli, the ir corrupt district boss.
open campaign . Using these scenar ios in other ways will req uire
less setu p time, and may be easier for inexperienced Judges. The Pri vate Invutigators
Ju dge may nor need all the infor mal ion given: for example , if
The J ud ge mu st be prepared to help a player investigator lind an
th ere are no repo rter player cha racters, all the inform ation on re- office, form a partnershi p, o r join a large agen cy, Two large agen-
porte rs can be ignored ,
cies maintain branch offices in La kefrom City: the P,nk" "", De-
P ol icemen recnee Agm,,>" and the Bu rns Dtlletit't " gen.::•. A p layer
investigator o r the NrC N ick \l«zak (J1m t/'s Pumt rs). In ei-
A player charact er slart mg as a policeman should be given :.I beat the r case, the character will have 10 find an office.
that includes the area on the Block .\ ta p. John Fr anklin will be as'
Offi ces can be rented in the Preston BuildiOKfor S40 a week, or
signed 10sho.... rook in around the beat : mttting the store O'\\'1\n"S
in the Spear's Building for $]0 a week. The Spea r's Buildmg has
and discovering whe re: the stores and streets are. The Judge
an un savor y reputatio n (some say it is owned by the Tohno .\ tob).

101
Here, aD invesligator 's iDCODlc would probably be $5-$10 a week &perie:nce for criminal player characters is based on how
less, as hil or her dim ts would be: of . lower class. much money they make from crime. At the start of the game1M
The judge an also have me N PCs William Hessel and Van- only income o'Connor gang mcmben have is from selling beer
Dorn hire the pbyer character instead of N ick Wocz.ac. and liquor 10 Harrigan" Speakeasy. Note that the salary . charac-
ter gm as a manager or bouncer does NOT count toward crimi-
Reponen nal apcrimce.
Bd'ore phiy. the j udge should plan rwe Of three stories for reo Ifo 'Connor gang mem bers make more money by inde pendent
porters to work on in the area covered by Ihe Block Map. One re- action during the course ofthe campaign, SOCJ. goes to O 'Con nor.
porter's first assignmenl will be: to interview Charks Grant, the (Th:is pays off the police, political officials, and the Prohibition
president of the First Nati onal Bank ofLakcf ront City (possibly Bureau; pays bail and Iawyen ' fees; and rep laces lost equ ip men t.
about his U.S. Cavalry days). When the playen are setting up. II also keeps Dean ie from bringing over I dozen of his boY' 10
Ihe Judge may also help the player and reporter decide which pa- beat up gang memben who try 10 cheat him .) The other 50% is
per 10 work for, play the reporter's editor, and so on . divided between the gang members who survive the scenario.

Crlml n .l. NOli 011 BOima n . Bouncers act IS guards in speakeasies and simi-
It is easiest if all player charact er criminals taking part in the lar places. They keep out unwanted guests, break up fights, and
given edvenrures arc members of the O'Connor gang. The Block so on. Each speakeasy door has a small window thai the bouncer
Map is the "territory" that Deanie O'Conno r will assign to them . opens to see who is ouillide. Usually speakeasy customen must
TheO'Connor gang Slam the game wilh Harrigan's Speakeasy say a special password to the bouncu before they are let in.
as their hue ofoperations. Velma's Restauran t is also an O 'Coe- Velma', is a restaurant (no password ).
DO!' stron gho ld. ThC' judge should determ ine which chancter
NOlt A pla~ character docs DOC have to be lID o 'Connor gang
will manage Harrigan's, and which will be bouncers It Harri-
gan's and Velma', . The player character with lhe highest total of member. However. a player who wants to play an independent
Preseece plus level will be: Deanie O'Connor's1ocal "boss" and criminal is on his or her own. The Judge shoul d aU what tbe
manager of H arri gan's. or the rest, the characters with the two player wants to do, make available such equipmeet or help lIS is
highest hit point tota ls will be bouncers in H arrigan's. The third reasonable, then build 1M player'll plans and actions into the
highest will be: the bouncer in Vclma's . ln~oftics, caeh player campaign.
rolls I die, with the high roll gnting the position. Any Olhcr crim-
inal chanct:ers arc ordinary gang members, Judge ' s NOles
The O'Connor gang should have II least 6-8 members for 1M
scmarioI given here. If not enough playen arc available, the The first challenge for tbe j udge is start ing the action rolling
j udge can fiU out the gang with the N PCs given later, or In the when the players are new and unfamiliar with the game. Back-
players run more than one gang member each . The Judge should ground informat ion given to the playen should be kepi short-
also allow replacements for membe rs of both ganp who have gnting them into play is most important . NPCs should be
been put ou t of action. introduced by rumor or described as the playen run into them .
The first orders given to the player characters by Dian O 'Con- Always descri be at least one special feature of an NPC (size,
nor is to "case" (look over) the Firs t National Bank of Lakefront clothi ng, facial feature, habit, erc.). This will help the players reo
City and to hand over the plans to Cody Powell (whom the Pes member whom they are talking to. Remember that the char acters
will know by sighl) . Once Ihis is done, the players will start plan- should have basic knowledge about their city-give them what is
ning a raid on the Milkr Brolltnt WaP't'MUu. reasonable. but don 't give away secret information . (For exam-
ple, if. character mecu j ack M ingle, the character migh l know
The O'Connot gang will try 10 take control of all of tbe Tolino
eperaticns on the Block Map. The O'Coonor gang characters he is a reporter. might know what paper he works for, and might
will know that 1M Four IkuaJ and L irrll A~ '1 arc speakeasies know that he is "smart" or " has connections;" bul shouldn't
controlled by the Tolin o Mob. Hiwu'J Barber SMp is a front for a
know about his blackmailing.)
Totino bookmaking operation. The Mi/kr B rolMrs WartAowu -e- The judge should also make sure that everyone bas a chana: 10
ruaUy contains the main Totino brewery. Also, a big poker game pby. Ifthe action is taking place in VlIrWus pam oftbe map, the
controlled by the Tolinos takes place in the LairrglO1f H Old" in Judge should switch bid. and forth between groups ofplayers so
the meeting room on the ground floor. that everyone gets the same amounl of playing time . P1ayus who
don 't have. major scwario to work on and don't fit into the ocher
Dea.nie o 'Connor and Fingers O'Ata.lley shoul d put in mini- adventureS can be given a shan encounter shen it is their tum to
mal apt)CarlnCa. They will give the original orden for a job, and pl., . Examples of sha n encoun ters are given afier the major see-
10m the characters wbarever special equipment is needed (within narioo.
reason), but the dnails of the planning and action are left to the
player characters. Dean ie may also require gang members to reo Multip le Charaeren, Although beginning role playen should
turn equipment after the scenario, as decided by Ibe Judge. be encouraged to run only one character at a time. there is notb-

102
ing ( 0 prevent them from having several cha racte rs i~ the The Scenarios
campaign- in fact, Ihi!o may be useful if the matn character IS OUI
of pla y for WIDe reason. Ifth e pla yers arc experienced .....ith other .\ \a ny short scenarios make u p a cam pa ign. H o.... ever, (he j ud ge
role playing games, the judge may allo w (hem 10 play mo re than must keep the overall direct ion of tbe campaign in mind at all
one character alone lime . If so, th e judge mu st make sure the limes . The scena r ios given here arc basically a series of clashes
prayers keep the roles separate and disti nct . (AUowing a playe r to bel w ee n the Tolino and O'Con nor gangs. T hese incre ase in no-
run two characters on cpposue sides of a scenario is not lence [with the O'Connon sto..... ly ~ai ni ng rhe up per hand ) unt il
eecommended-ca tso, th e j udge migju consider forbidding a public ou trage forces (he authorit ies 10organize a massive raid 10
playe r ro lake certain actions thai arc OUI of character. h is unfa ir close down the criminals. An experienced j ud ge may allow the
for ' players 10 take advantage of information their characters campaign 10 go in other directions by changing the sce nanos to
would ne t know. The playe rs shou ld be told this be fore play.] Ii! the no w of play.
The following scenarios are designed lo r t he diffe rent c harac te r
T he judge may also consider letting a pla yer whose character is classes. " l a w Enforcers" means the main role is plaved by po-
out of action ria}'(or al least roll the dice for) a friendl y NP C, if lice and FBI agen ts (and possibly l'rohibinon agents) . " G a ng
one is available.
War" means the scenario is part of the conflict between the To-
lino mob and the O'Connor gang. " Inv l'sligalion" means the
scena rio can be a major adventure for a pr ivate invesngator or re-
porter character. Often minor cha nges will ..llo w a scenario 10 be
used for otbe r classes [like the JlIj<Jdul1rf scenario given later},

,- ','
.,.'" !
~.'t ..i., .
t'
r
.... 4<: .
'.;ul r
oJ

=..;;;;;;.. .. ..
~,_ ......"

103
Each scenario is organized as follows: Lu cky will make sure the workers and cus tome rs obey, while
Cody gets the cash from th e tellers. Then th e gang will crack the
Sc r:nario gives th e general theme of the adventure . safe, gra b th e loot, and escape.

Judge Preparation tells the Judge what is needed 10 5C:t th e The Setup: The Judge decides where the bank workers, cus-
stage for the adven tu re. tomers, and guards arc placed. Paul Sand's guar d is S tep hen
Radu. N ick and VanDorn arc in th e Safety Deposit Box Room .
Thc P lan is how one side expects the action 10 go. Ca rl is with th e president in his office. The followi ng townspeo-
ple are present: Bob Riven (salesman). Karen Frazier (house-
Setup gives the location of the cha racters as play begins . wife). and Janet Farmer (recep tionist) are at teller windows;
an d Milch Cam e ro n (boxing maDolger) and Scon Holme
The A ~tion describes thin gs that will happen during play. (boxer) are in loan othce r Angus MacPherson' s office trying to
Events may not always go as plannedl get a loan . The po lice officers are at Velma's.

The Wrap- Up details the end of the adventure, gives special The Action: The action starts when Paul makes his move. If
notes on awarding experience, and outlines any special effect the Paul is an N PC, he will tell his secret 10 Stephan Radu, then take
scena rio may have on the entire count: of the campaign. actio n someti me after the gang tries to open the vault, but before
they escape. H e will give th e guar d back his gun and they will try
Alternate Scenarios are different ways to run the adventure, to stop the robbery, The robbers will shoot back. Cod y will try to
These help make sure no two G ANGBUSTERS" game cam- kill Paul. shou ting as he fires, " You dirty rat! This is what I do to
paigns are the same . coppers!"
One of the tellers will set off the alarm, alerting the police at
The Bank Job
(Law Enfo rcen)

Sccn ario: As the Cody Powers gang robs the First N ationa l
Bank, undercover FB I agent Paul Sand tr ies to stop it with help
from other player characte rs ,

Judge Preparatio n: In this scenario, the Judge must plan care-


fully to ma ke sure all the player ch aracters are in the right starting
positions before the action begins. The FBI a gen t (Paul Sand or
a player characte r) should be: part of the Cody Powers gang. A
private invcstigator (Nick Woc:zac or a player character) will be
hired by NPC town sman Henry VanDorn (gem ap praiser) to es-
cort him from the bank to Goldstein's with a case of gems. A re-
pOMer (Ca rl Storinski or player) will have a routine interview
with the bank president , Charles Grant. J ohn Franklin (pc-
liceman) and a rookie (Kev in O'Donnell or player) will stop by
Velma's for a cup of coffee. Ot he r player ch aracters cou ld be
near by for whatever reason the Jud ge chooses. T he O 'Connor
gang m embcn han already ginn Cody the hank pla ns and will
be busy planning th eir raid on the Mill r:r Wareh ouse (neIt
scenano-c-nore that it is possible to ru n both th e O'Connor raid
and bank job at the same time).

The Plan: The Powers gang will pull up outs ide the bank in a
1921 M axwell Seda n [provided by the O 'Connor gang). Weasel
McKinley will stay in th e car with th e motor running. Cody
P owers, J a ke Malone, Lucky Lam b, and Paul Sand will go
into the ba nk. Jakr: and Paul will drift close to the guards. Wh en
th ey arc in position, Cody and Lucky will pu ll guns on the tellers
while Jake and Paul disarm the gu ards, shouting: " This is a rob-
bery! Everybody down on the floor with your hands behin d your
backs! Now! Move it!"

\04
Velm;i's who will now enter play, If '.lcnel sees them approach (;i R a id o n the ,"t' iIIe r Warehouse
successful observat ion check). he will fire at them. However,
'.lea scl will surre nder if surprised by policemen with drawn (G a ng Wu )
weapons. T he judge should roll every turn for the chance tha t
the police patrol car (Luigi and Gus) will arrive to investig ate the T he Scenario: Dion O 'Connor sends word - the Tolino brew-
alarm . ery must be dosed down! His boys should smash it up and grab
T he rest of the gang will fighl as lon g as they thi nk they have a what they can, bUI the re should be no gunfire unless n~~ary.
cha nce ro escape , bUI will surrende r if il looks hopeless. Cody,
however. has sworn never to be taken alive and will fighl unt il he The Plan : If possible, rhe hit on the Totino bre wery shou ld be
escapes or goes dow n. planned by an O 'Co nnor gang playe r cha racte r. lfnor, th e j udge-
T he repo rte r should meet janet Farmer in this scenario. T his should make up an 1'\PC 10 do the job,
will help set up the .\flfrdt'r 0/ TIm Jltn u m scena rio given later.
In daytime, only the front door is ope n. At night all the door s
The Wrap-Up: If th e gang gets away, 10% ofthe 100 1 goes to the are locked. All doors have a small pa nel that can be opened 10see
O'Connor gang, who provided the car and gu ns , If the Powers who is at the door. Here, Ihe Tolinos use the password "Toledo"
gang is captured , there will be no direct evide nce 10 link them 10 10 ide nti fy friends . (If th e players thin k of checking for a pass-
th e O 'Connors (though the judge may later develop this into a re- word before th e raid, the j udge should allow them 10discover 11. )
porter's adventure if desired). T he j udge shou ld also chec k Pub- Ifrh e O 'Connor gang tr ies to talk the ir way In wit hout the pass.
lic Opinion on p. 75). If th e j udge plans 10 use the R etu rn 0/ word . or tries to break the door down , the 'Iolinov W ill be: alerted.
QlJy Pouxrs scenario given late r, Cody should aurcmarically
make his luck roll for survival. He will be convicted and impris- The Setup: The O 'Co nnors have b-li gangsters. The j udge
oned. Somet ime before the Return scenano, the j udge should an- should place the Tolmos du ring play as the O'Connors encoun ter
nounce that Cody has recovered and broken out ofiail. them , Two trucks are in th e warehouse. On e tru ck has IU..I been
loaded with 10 barr els of beer by ,\ n ton Rrodsld and SH'n j c -
Allernale Scenario: If a player characte r FBI agent has failed han~M)n (Iruck drivers]; the other truck has 10 barre ls of beer
10 infiltrate the gang, the agent may either tra il the gang or be next to it.
posted to l .akefronr C ity by the FBI office in Washington . T he lIans .\t uelle r [master brewer], Gim..;m n i Sal erno (bre wmg
agent can be assrgned 10 watch the bank or migh t recognize gang assistant), and G uilio Sal erno (gua rd) are lending bre \lilng
members on the str eet. The judge may also give the Powers equipment located in the warehouse al!amsi the [on!! wall next to
Gang a typica l N PCgangsl er 10 replace the FBI agent for the job , the office. Joe .' I ill er (co-owner ) and the Basque ( folino hit
man) arc talking in the office. Only j oe .\ hller, the Ba\q uc, and
Guilio Salerno have gu ns.

105
The Action : If alerted, Hans Mueller will dive for cover. Anton Smashing Hanigan' s
Brodski and Sven Johansson will grab tire irons (treat as lead
pipes). Guilio and Joe will draw guns, whi le the Basque pu lls a (G ang War)
knife . Anton and Sven will try to surprise the O'Connon. and hit
them with the tire irons . If they sec drawn guns, however, they The Scenario: Big AI is furious about th e raid on the Miller
will drop the irons and su rrender. Wareho use. H e blames the O 'Conno r gang and orders a ra id on
If one of the O 'Connon. has a Tommy gun, any Tolin o who H arrigan 's Speakeasy.
mig ht sec it must make an observation check. If successful. th e
gun is sported and the Tolino must make a reaction check. The Judge Preparation: Arran ge for the characters who will be in-
character will drop his weapon and surrender on a roll greater volved (includi ng ~ O'Connor gang members) to be at H arri-
than 5. Also, if it is obvious to the Tolinos that they have no gan's. A few rumors hinting at different types of trouble should
chance to beat the O 'Cconcrs, tht:)' will surren der. be prepared (a regular customer is having trouble with a boy-
If the Judge chooses. the w ua l checks for po lice patrols can be friend who may show up and cause troubl e; a corrupt po liceman
made. has demanded a high er bribe; th e FBI is going to try to in filtrate
th e speakeasy; and so on}-ideally the players should not know
IHstrDyi,.c tM BrnDtry: Destroy ing the brewing machinery this scenario is a Tolino raid. H ave a few real customers arri ve to
takes four characters about 5 minutes. The loaded truck can be: put the bouncen off guard.
dr iven away (th e keys art: in th e ignition ). The second truck will
require 10 minutes to load (the keys are also in th e ign ition). This The Setup: The involved char acters and 10-15 customers are
second truckload is a bonus for a fast and silent job-the O' Co n- placed in H arri gan's Speakeasy.
non will ncr have tim e to load it if they alerted the Tolinos (scare
.rhe O'Connors off with approaching police sirens, bring in some The Acti on : Three Tolino cars will drive up to H arrigan's. AI's
Tolino reinforcements, etc.). The O'Connon should be allowed Cadillac (driven by jerry Butler) holds B ig AI. Vito Li pari,
to rob the safe if they think of it. Gino Nitti, and Luther Schultze. The Tolino Buick (driven by
Sophla Arbella) holds Butcher BeneUo. the B asque, j oe
The Wrap. Up: The O 'Connon only get experience for stealing Miller. and Guillo Salerno. Sam Miller's Packard (driven by
....beer or cracking the safe. The safe ho lds IdlO X $1000. The Sam MUler) holds jack Brown. An ion Brods k.l. Tony
beer is worth $55 a barrel, and each trud is wort h $500 to D ion Farelli, and Sven johansson.
O'Conn or. Dion will take the tru cks and get buy ers for th e beer. The dr iven and Big AI will stay in the cars. Butch er Bertello
Remembe r that D ion 's 50% CUt of th e profiu comes out before will knock on the door. When the bouncer opens the panel and
exper ience is figured. asks for the password, Ben ello will shove his sawed-off shotgun
" through and snarl : "Cold lead! Let us in. No w!"
Alternative Scenario: This could also be played later as a raid The Totinos will break down the door if neetMar)'. The secon d
by law enfo rcem ent officials . For example. a rum or of tainted Tolino will have a Tommy gun and th e third will have a BAR .
beer could be investigated by a Prohibition agent or reporte r. They won't shoo t un less necessary, but they won't hesitate if the
The Judge would prepare by making • list ofdu~ and eecccn- O'Connors draw weapons. As soon as the Tolinos enter. the cus-
ters that would eventually lead to th e raid (see theSto/m CarRing tom ers will panic. They will try to push out the door, but will
scenario). dive for cover if shooting starts.
Ifth e O'Ccnnors attack hand-to-hand, a big braw l will start . If
the O'Connors are knocked out or surrender. th e Tolinos will
smash H arr igan's- br eaking bettles, chairs, tables, and beer
kegt -doing as much dam age as they can in a sbort time.
If it looks like the Tolinos might lose. they will retreat to the
can and try to get away. If tht:)' win, they will smas h Harrigan 's.

The Wrap-Up: IfHarri gao's is smashed, th e Judge mus t decide


how lon g repairs will take (probably 1·3 weeks). During this
time, the O'Connor gang receives no money or experie nce for
H arrigan's. The Jud ge may decide that da mage from the fight
will red uce the week's profits. even if H arrigan's isn 't closed.

•OG
T he .\ t.u rde r of Tim Henson the players ask th eir own quesuons as they work ou t the case step-
by-step .
(In\' esliJta t io n)
T he Setup : Janet Farmer has alerted the police and her reporte r
T h e Scenario: Investigators try 10 discover who killed T im friend . She will later hire a private invesngaror. T he scenario
Henson of Henson & Pauky Builders. starts in the office of Henson Pauley Builders, with Janel, some
player characte rs, and at least IWO SPC police present .
J ud/l:e Preparatio n : A rep<lrIe r character should know JaDel
Fanner (receptionis t]. Also, decide how each NPC will talk to T he Action: Janet Farmer, trusted recep tionist and secretary for
the investigators. He ready for ques tions about Henson's known H enson & Pauley Builders, unloc ks th e office each morning . To-
friends, enemies, income, recent activines, and so on; plus, simi- day, [he door was open. Fearing a robbery, she had gone 10 the
lar questions about Janet , Rick Pauley, and others. Decide what storage room where the safe was kept . There, she found the body
will happen if th e investigators que stion those in nearby busi- ofT im Henson, who had been stabbed repeatedly. The safe door
nesses, like Sam C o lt on (Hardy'r Fi" t ,\ft atf) who will become was open and the safe was empty . She called Ri ek Pauley, Hen-
important late r. son's part ner, and [hen the police. She is very upset, as Henson
The Jud~e shou ld also keep the NPC police detectives out of had recently asked her to marr y him.
th is; euhe r arranging for them to have more urgent cases, or hav- Rick Pauley will reveal, when questioned. that he and T im
ing them kept ou t by the politicalt'pull" ofcorru pt officials. Lei Henson had [ust put $ 10,000 in the safe. This was for payro ll and

107
recent "u nusual business a:penscs:' He abo appears very upset One of the documents from the safe is a copy of the uperues
and closcs the office until after the funeral. from the lut Henson & Pauley contract, signed by Pauley. After
The knife used foe: the murder is ~ and the safe has DO usa- each item is a DOte in Tun H enson's handwriting. The llOteslist
ble flOgcrprint:L AU apparent evidence sugge5U that H enson sur- different facts and figura (or each entry (for example, after the
prised a burglar. One of the NPC police should suggest that a entry: " G rade A concrete- IOO tons at S12 • ton, subtotal
repeated 'tabbing doesn't IOUDd like the type of crime a burglar $1200" is Henson's llOte: "Mixture, 6O'Jo concrete, 40". "00-
would commit, but dlis idea will be quickly rejected by the NPC 100 tons at SS a ron. sumoral $500, difference $700 '') . Henson
cffscer in charge. The police will 11m looking for a thief and had discovered that Pauley wu usi nlsubltandard materials and
murderer. chea ting on the contract.
La ter, Janet will can her reporter friend. Rick has asked her to
many him and she has refused. He is an egomaniac who won't ac- The Hija cking
cept her refusal and abe is afraid . He has a terrible temper-he
and Tim had argued in the past . If th e reporter a, b pr obing (Gao g War)
ques tions, she win say abe doesn't know if Rick had anyt hin g to
do with th e murder. lfthe reporte r don not suggest it. Janet will The Sce nario: With beer deliveri es upset by the raid on the
think of hiring a private investigator after this talk. Miller Wardlouse, AI Tolino buY' three: trudloads of beer from
Rick is guilty. He killed T im Henso n and made it look like a Joe " The Boss" Massere. Cesere Rico (Hinu's & lWnhip) has
robbery. If the inves tigation seems to be turning away fro m the learned of tms and passed the word to Deanie O'Connor, who or-
robbery motive, he will, reluctantly, mention that be and H eD$On ders his gang to stOp the shi pment.
have had dealings with the Tolino and O'Connor gangs . The
$ 10,000 was money for bribes. Rickwill do all he can to shift sus- Judge PrepaJ'llUon: Freelance criminals Tommy Bathory
p icion to any other possible murderer. and Laddy WUlIama are available for hire.
T wo dayI later, the body of Stall Cohon (butcher) will be
found inside the walk-in &ec:zcr at Hardy's Fmc M eats . H e bas The Plan: 'The convoy will pas down Dunon Coun on the way
been 'tabbed. In his band is a scrap of newspaper, It is pan of a to Broad Street and the Four Deuces at 1:00 ~esday m0rn-
lIory from the Trib.lrw on the H enson murdtt. The murder ing. Furtba planning is up to the p1a~ involved.
weapon is missing, but might be Iilte the one that killed Tun
Henson. Under Stan Colton', fmgema.ib ia dried blood. Chemi- Setup: The convoy is ammged in a single tine: the Tolino's 1921
ca] analysis wiU reveal the blood ia buman, type AB negative. Buick, three trUcla and the Totino 1920 Chevy Cabriolet. The
Stan Cohon', blood type is 0 positive. flm car (driven by Jerry Butler) carries Butcher Ber1ello.
S tan Colton hear d Henson and Pauley arguing just befor e the Each truck will have • MiUer Brothe rs driver. The seco nd truck
murder. He planned to blackma il Paul ey, so Pauley murdered will have Guillo Salemo II a guard. The last car (driven by Ma-
bim to keep him quiet. In vestigation will reveal tha t Stan Colton rla Voherra) carries Vito Uparl.
always bough t his newspapers from Pitzer 's News Comer. Any Gino NItti, the Basque. and Luther Schultze are in the
investi gator asking Jafi:k Pitzer about Stan will find OUt Sta n Four Deuces wai ting for delivery.
stopped by late on the night be was killed . He told Jack that he
had to work late. H e had to meet someone late r It th e butcher The Action: When the hijack is attempted, any gunfire will alen
shop-it was important. He also bought every paper with a story the 'Iolinos in the Four Deuces . The Judges should also rem em-
about the Henson killin g, and several old pa pers . (These have ber that the trua. drivers are neither arm ed with guns nor he ron.
stories about the past business deal ings o( Henson & Pau ley
builders .) Wh en Jack w ed Stan wbat he want ed the papers for, The Wrap-Up: If successfuJ., each truckload of beer if> wort h
Stan laid: "To let • trap for a rat:' $SSOand each truck is wonh $500 to Deanie O 'Connor. Oeanie',
Pauley will have a bandaged band. H e will claim it was SOCVe CUt comes out before experience is figured.
scratched by an aUey cat he tried to pet. Pauley', medical records
are on me in Dr. J O&Cph Berkeley' . office in the Berkeley Al ternative Sc:eaario: This can also be played as an IITOt at
Oinic. His blood type is AD nega tive. the end of a Prohibition agent's investigation. In this case, the
Rid: has the murder weapon in a briefcase. along with the Judge will have to set up a su1es of duet leading to this advcn-
money, contracts, and bonds that were in the safe. He is thinking ture.
about how to get rid ofthc:msafely. He doesn't want to touch the
knife again-be bas forgonen to wipe otThis fmgttprints-and he
is coo greedy to get rid of the money and bonds.

.os
Burgla ry at H ess el F u rrie rs The Wrap- Up: The valu e of the fu r piles is 53000 , 52500 , and
52000, it th is becomes important . A successful robber)' will have
( La w En force") an affect on the gang war. (Ifthe Jud ge docs nor actually run uus
scenar io, th e robbery is assum ed 10 be successful). The next day
The ~ena ri o: Independent th ief M ike M cGuire teams up Deanie O'Connor will phone a fnend at the Tribune and cla im
w ith Cori n ne Dufa '1te to rob Hessel's Fur riers on a moonl ess thai "as an informed source" he kno.....s lhe Tolino mob is behind
mght. Ab ra ham Leven (l.£um ·s Pawm hop), a w auld-be fence, the theft. At the same time, AI Totino will be calling a friend al
has come alon g to observe . the CitySI<l r and saying he has "conclusive evidence" that poi nts
to the O 'Connor gang as th e rob bers. Both papers will pr int the
Judge Preparalion : This can be used as a chance encounter for sto ries, adding more fuel to the gang war.
a policeman cha racter on a night beat , as the starring poin t of an
invest igat ion, or as an arrest scena rio at the end of an investiga- S bootcu t a t Ste ve n son ' s Mach in e Shop
lion arranged by the j udge. T he j udge sho uld dec ide how much
pr eparation is needed . (G a ng War)

The I"lan: M ike will pic k the leek while Co rinne acts as lookout. The Scenario: The O 'Connors tr y to mu scle in on the Tclmo pro-
Then M ike will act as lookout whil e Co rinne disarms the alarm tection racket, an d meet unexpected resistance. (This scenario
system. They will enter and lock the doo r behi nd them while will tr igger the last scenario, Raid.! within )· 3 game weeks, so the
they pile tbe most valuable furs into three piles. The thie ves can judge should not use it until he or she is ready).
car ry one pi le to the car at a ti me. lf not disturbed, they will steal
all three piles, then turn the m ove r to ..\ b rah3m for fenci ng. Jud ge Preparalion: Litt le Augie gives the O'Connor gang in-
format ion about how much local busi nessmen pay the Tolinos .
SeTUp: ,"'l ike and Corinne are by HC'S!>C'l's doo r. Abr aham Leven He sugges ts that if the paym ent s were lowered SIO a week, the
bas sta yed With their car, .....hich is parked in Tiffin Alley. The business men would be: mor e Willing to side with the O'Conncrs.
judge decides ....·here and when the players sia n . Deanie O'Connor agr ees. He doesn't know why Stevenson's
doesn't pay, bUI orders his boys to hit the place up for S30 a ""C'CJr..
The ACl ion: "" hile Corinne is working on :he alarm, town sper- Alth ou gh most busi nesses willagree flfthe O'Conncrs can con-
son Harold M a Rnusson (sailor)comes strolling down th e S1TC'Ct. vince them rhat the Tobnos will cause no trouble) Stevenson will
If ."'l ike makes a successful observation chec k, he warns Co rinne refuse . An y plan for "persuasio n" i!o up to the O'Connor player
in time and Harold WIll see nothing. If not , [he j ud ge makes an characte rs.
observat ion check for Harold. If successful, Harold sees them .
(The judge should dec ide what Harold .....ill do or roll a SPC re- SeTUp: At least one worker will al wa~'1o be on gua rd with a rille .
action; for example, he might try 10 SlOp the robbery, call the po- MO$t of rhe Stevenson workers will be in the sho p at all times,
lice, igno re the bu rg lars, black ma il them , and so on.} with riOes and pistols neal at han d. They will even sleep in the
For each tr ip the thiev es make, the Judge rolls IdI O. A roll of I shop. T here are a total of fou r rifles here, German .\ huse rs With
or 2 mean s there is someone on the street who may be a witnes s if a 4'shol clip . The Stevensons have 25 cl ips of ammun ition. T hey
a successful observation check is made. The th ieves will take
what they have and go if the y see someone on the stree t (a success-
ful observation chec k is needed- it is a very dar k night) .
If thi s is an encounter for a policeman playe r, the player should
appe ar before the thieves drive a w a)'. lie shou ld be chec king the
locks on all the buildings. If he does nor catc h the cri minals in the
act of robbe ry, the police man gets two observat ion chec ks to no-
tice somet hing susp icious : one to norice tampering w nh Hessel's
lock and one 10 see Abraham Leven and the car in the alley.
lftbe policeman catch es the thieves and tries to make the arrest
alone, the crim inals Will pretend 10 surrende r a!o long as the po-
licem an has a gun pointed at them. If given a chance, ."'\ ike wilt
grab for the gun and Co rinne will run away. Abrah am will nOI do
anything-he has meekly surrendered.
,- ' r
--;rt-

10.
have also put up several powerfullighu in the alley to keep it lit The Setup: The Judge should allow. number ofcbanca for the
at night. There are enough .38 pistols 10 ann everyone in the plan to go wrong (depending on how good tbe plan is) then SCI up
shop. appropriate encounten (with guards, jocIteys. bystanders, and
The Judge should decide where the worken will be if the O'Cce- othen). POMibie problems include: by1t:andcn who may become
nors att aclt. witnesses, uncooperative jodcys, chance meetings with pe:nona.I
enemies, aod so forth.
The Action: ThU depends on the O'Connor gang, but the most
likely resu lt is a shootout . The Judge can always have Deanie can- The Action: If the plan succeeds, Joey the Book will lose
cel his orden to avoid problems with pub lic opinion when the $100.000. Cesere will take some O 'Cannor gang members along
strength of the resistance is know . when he collects . Cesere will leave some gang members as look-
OUts white be ta lb to Joey and his bodyguard, J ob nny Volterra.
The Wrap-Up: Because the Stevensons are only protecting th eir Also present are bookies Charles DuBoll, Nick Com em DlU,
property from criminals, this scmario is likely to cause great pu b- and Lui&i Conlerinni. Joey will be suspicious (when did Ce-
lic OUtcry. It will determine when the fmal scenario, Ra id/, will sere get: all that money?) and refuse to pay. If the plan has failed,
take place . If no Stevenson workers are killed, the Raid! will take Joey will have found OUt about the. ancmpt. Ceeere and the
place in three weeks. If one of the Stevenson worken is killed, the O 'Connors must act fast.
Ra id/ will take place in twoweeks.lf on e ofthe Stevenson family At this, Ceeere will signal Vllo Barbonl (bou ncer ). Both will
is killed. the Raid! will take place in one week. Because the draw and fire at the Tolinos while the bookies dive for cover. Joey
O'Connor gang's income comes from operations like Harrigan's, and Johnny Volterra will fire back. A few Tolino mobsters will ar-
this will affect how much mo ney gang member players will make. rive as dete rmined by the Judge to engage the lookoun and try to
rescue Joey.
AJlerllllle Scenario: TolinG mobIler Johnny Volt erra has
been beaten up by D a ve Stevenson and YOWl revenge. A raid on The Wrap-Up: 1£ the IaIr.eover is successful, the Bookie Joint
the Stevensons is plann ed and made by the Tolino mob , with will run as an O 'Connor operation: so...
to Dcan.ic, 25'" to the
players assigned th e parts ofthe NPCs. The results ofthe raid are O'Connor gang, and 25.. to th e new manager. The new manager
the. u.rne . will be Cesere Ricco. ifhe survives. Otherwise, the manager will
be, in order: Charlet DuBois, Vito Barbon i, AI Brown. Jimmy
The Sting Villani, and the O 'Conno r gang (as H arrigan 's). Two O 'Connor
gang membcn will also be assigned here as guardi.
(GIUlB War) 1£ the takeover is unsuc:cessfuI, the war remains deadlocked.
The Scenario: Cesere Ricco (Hi",~'J &rbmJu,p) tries to lake Alt erna ti ve Scenario: This can be played as a . trai gh t
over the Bookie. Joint, with O 'Connor support . sbootOUt by wing most of me above information as b8c:kgrou.nd
onl y.
JUdge Preparation: The Judge should occas ionally mention
the races at the Lakefront C ity Downs. On e day, Cesere Ricco The Morgan Necklace Caper
will open negotiations with th e O 'Cannor gang through Alice
Banon, Little Augie's wife (Liule /f up's S~Jutuy). When the (In vestigati on )
deal is struck, Dion O'Cannor will order his gang to fa a certain
net: to that a hone caned Whirlwind will win . The Scenario: A private invatigator tries to teCOV'C' a stolen
Whirlwind is a good, fast bone, secretly owned by Dcanie necklece.
O 'Connor. Deanie has hem boldi ng the horse back, making it
look slow and unreliab le. The horse has finish ed dead last in iu Judge Preparation: The Judge should arrange to make G ino
last three: races. Whirlwind will race again 00 Thursday, in the Nllti (Tolino mobs ter) on e ofthe invesligalor's underworld con-
fifth race at Lakefrom City Downs, at odds of 20:1. Deane has tact•• The Judge should alto know thedetails ofthe case to decide
picked this race because Whirlwind, in his best form, is fester bow fast the case should develop .
than the other hones.
Setup: A beautiful woman walks into the investigat or 's offiCe.
The Plan: The O'Connor gang will be given $5000 of Dion She is very upset. "Please lIy you can bdp me," she begins.
o'Connor's money to bet on Whirlwind by Cesee al the Bookie She is Rebecca Lynn Mo....... wife of townsman David
Joint. The rest of the fa. \s up to tbe players involved.. T ypical
Thoma Morgan, the financial wizard. She was at a party last
plans include bribing jockeys. doping the other bones' food, and nigh t and drank some "imported" scorch. It made her ill and she
so on.
took cff'her neclt1acc whee she laid down to rest. When she woke
up, she discovered tha t a thi ef had broken in and robbed the
house. The necklace was also gone. She doesn't know what to do.

liD
The necklace wasn't insured. Her husband had given her the in- Ane enartve Scenario: The Basque has had J fake necklace
surance mo ney, but she lost il pla ying roulette. She had told him made. U nless the investigato r tests th e necklace (like scratching a
the nec klace was insured, meaning to buy insur ance late r, bu t she piece of glass with one of the diamonds), l he in vestiga tor will re-
forgot all abou t it umilIast nig ht. Her husband mus tn't know the cover a fake necklace. If the investi gator d iscovers the fake, the
necklase wasn 't insu red; would the investiga tor take the case? Basque will att ack with a knife. The j udge decides where the rea l
She will pay the investigator $20 a day, plus expe nses, and a necklace is.
$500 bo nus if th e necklace is returned before Thomas M organ
find s ou t. The O'C onnor H it
Sh e is willing to ransom the necklace for up 10 $1000 (it is worth
$5000). (G a ng War)

The Action: If the investigator checks her story against the The Scenario: Big AI has had it with Deanie O'Connor. He
newspapers, he or she will find t hat there was a party last ni ght hires three hit men from the Detroit Purple G ang 10 kill Dennie.
and thai the house was broken into.
Jud ge Preparatio n : T he O 'Connor gang players should hi:
G ino N itt i will reveal (if asked) that he can contact the thief ncar Velma's or Harr igan's at the start of this scenar io.

The Plan: A middleman has rent ed a roo m on the second floor


of the Preston Building above Henson & Paule v Builders. The
hit men will shoot Deani e as he goes into Ve lma ' ~ , then escape in
the black limousine sedan they have par ked outside.

Setup: T he hit men are all stand ard N PC hit men and armed
with rifles.
(M S =71 ,AG = 88,O B = 83,D R = 86,P R =5, LK = 15,HP = 2 1)
Their sedan is parked outsi de the Presson Building on Canal
Stre et. T he action starts as soon as Deanie O ' Connor and Fin-
gers O'Malley drive up in Dennie's Rolls Royce.

T he Ac tio n . First, 0 'M alley makes sure the stre et is clear. Then
he and Deanic get out of the car. When Deanie is hal fway 10 the
doo r of Velma's, a fl urr y of shots ring out and Dearue will crurn-
ple (dead, unless he makes his luck roll).
Any cha racter who the j ud ge decides might see the hit me n
gets an obse rvation chec k to sec the flash of the rilles as the hi!
men li re. Fingers O 'Malley will see the fla shes if no one else
does. If the characters react immed iately, there will be a gun hat-
Ni tti also knows the thief will retu rn the nec klace for $1500. tie with the escapi ng hit men .
G ino will act as int ermediary, and the thief will eventually be
talked down to $ 1000. (Gino should be paid at least $50 for his T he Wra p -U p: If any of the h it men are captured, they will say
scrvices.] they were hired by Al Tolino and thatthey were only do ing their
T he thief agrees to meet the private investigator in the Empty job. If the hit men escape or are killed , the characte rs will find a
Storefron t at 12:00 midnight, but makes it clear that he will not d ue if th ey look in the room the gu nfire came from. This is a
show him self unless he is sure the investigator is alone. At this matchbook from the Detr oit Hotsie 'Iorsic Cluh. Inside the
meetin g, the necklace will be exchanged for th e money. matc hboo k is a telephone number (it is Al Totino's).
The thief is ' he Basque (Tolino mobst er), wh o is doing some
private th ieving on his own. He will be watc hing to make su re the If Deanie dies, Al Tolino has won th is rou nd ofthe war. Fingers
invest igator is alon e. If so, he will meet the investigator. The O '....t atley will Take ove r the O 'Connor gang. If Dennie is on ly
wounded, he will probabl y be out of act ion for the res! ofthe cam-
Basque has no interuion oflemng th e investigator leave with the
pa ign (and AI might try again'].
necklace. HI;': plans 10 kill the investig ator silen tly with a knife. (If
this is too de adly, the j udge can have the Basque frightened away
at th e last minute by a N PC or police patrol before he can kill the
investigato r.)

111
R obbery a t Goldstein'. SeIUp: The judge decides where the player charac1t:n stan. The
criminals, Sam Goldstein, Fred Russel, and any customers are in
(La_ Enfornn) the store. The car is parked in fro nt of lite store .

The .scenario: Free-lance criminals Tommy Bathory and The Action: As the criminals reac h thei r car, lite alarm will go
Lad dy WnUams hold up Goldstein's jewelry store. otT. alening the Law Enforcers . The scenario ends when th e
criminals escape or are captu red .
judge Preparad on: Arnnge to have u many non-criminal
play~r charae:t~n as possible ntlr Goldsl~in', so they can try to The Big Poku Game
stop the robbery. De pending on the number of players, Tommy
may have a full ammunition drum for his Thompson, a single (G a n B War)
clip only, or a .45 instead ofthe submach ine gun . Lad dy will have
a sawed-off shotgu n. The Scenario: The O'Connor gang raids the big poker game in
the bi g meet ing room of the Lex ingt on H otel.
The Plan: Tomm y and Laddy have th eir gu ns concealed under
long, un bu tton ed overcoats. After they ente r, th ey will suddenly The Plan: The O'Connor gang will do the plann ing, as usual.
draw th eir guru and say: " This is a stick-up! Do what you' re told However, they are ordered 10 avoid bloods hed if poss ible. There
and you won 't get hurt." will be influenlial people there, and It will cause trouble if they
They will order any customers ro lie down on the floor. Sam are injured. For lite same reason , the guests are DOl to be robbed,
G oldsle m (owner) and Feed R usaell (assistant) will be ordered only the dealer . The purpose of the raid is 10 make: the Tolino
to pile the iewelry on the counter. The criminals will stuff th e mob look weak and unable to protect irs interests.
iewelry and the money from the wh rcpter into the ir pocketS.
Tbee lItey will tun to their souped-up 1921 M odel T (which can Setup: The from doon oflite hore11ltC open. bu t lite alley doo r is
do 10 mph. AlB - 512)an d escape. locked. 1.aDce TerTCU (bou se detective) and Butcher Bertello
(Tolino hit man ) are outside lite doon to the meeting room. acting
IS bouncen. In lite room IltC Sopbia Arbclla (Tolino gun moll),
who is dealing. and up to six characlen selected by the Ju dge
(councilmen, admini5traton, and $0 on).

The Action: Lance and Burcher will DOl fight if it is obvicus


they are cctnumbered and outgunned. However, ifthe O'Connor
gang always kills Tolinos who surre nder, they will fighr back-
they have nothing 10 lose.

The Wrap-Up: The robbers will gel IdlO )( $1000 . If any of


[he guests are killed, there may be I public out cry (sec Public
l; Opinion on pg. 15). If the guests are robbed, lite j udge should
make a note of thU-the NPC may try to gel revenge on the
O 'Connor gang ar a later time . (For example, if Iudge Elias Up-
ton is robbed here. lite O'Connor gang member who does it lIUIy
get a stiffer sentence if be is ever arrested!)

Alle rnati ve Scenario: 11Us can also be run IS a raid by law


enforcen- pos.sibly as pan of the Pro hibition agents' investiga -

.........- tio n of Mario Antonelli. M ob money (2091 oCme total) will be


COnflSated. Tolino mobsten will be arrest ed and lbe: panicipantl
may be fined .

112
I

\
I,
" " .-
-1b:.

Th e Siol en C a r Rin g Judge Preparation: T his is a long-term invesngauon . T he


J ud RC should make a liM of d ues and evsdence like those belo....
( La w E nfurccM.) that will point eventually to [he .\tiller Hrorbers \t'arc hou~ (an-
eluding a few false lu J s).
The: ~ena rio: T he .\ \iller Brothe rs brewe ry has been closed The success Ofl hl5 scenario depends on kcc:pmR the r1a}"CfS m-
do wn hy the: O'Con nor rard or by P rohi bJ1lo~ agems and H ans retested in th e mvesuganon, so special n rc should be taken in
.\\udler hal> lef town in "hSguM, The .\ \illers have started steal - pre par ing the spes and cont acts encountered. The J udge
jn~ ca rs and rese llin g them (som e: receive fresh coau o f p aint and sho uld prepare a spec ial "rounne" fOT each . (Like lillie G rand-
new licen se plates ), Some of'the cars have been lransponcJ across mother H iggins, who slu lTs the mn~5 11~JIO r5 full of gmge rhre ad
t he state lmes, which offici ally brings in the FBI. and Ira . She will talk o n and on about her cal, Sylvester, and her
niece, Doris-who hap pens 10 be: the next NI'C the invcsIlR3lurs
wi ll tal k ro , ifthey fo lio..... t h is d ue. 0 , maybe she w ill mer men
the " nice man wit h t he strange scar" whose car broke down r i ~hl
ouraide her door 13\ 1 week ar mIdn ight!)

113

Stotup: Typical encounters and clues might include: " A stolen car is recoveted-ccbemical analysis of paint will
match paint in the wu~the Minai bought tbe paint from
" An auto thdi victim who is sure be saw his car. Hanhaw'. Hardware.
...An undtTworkl. COOtlCl who hat • tip On liquor smugglers · - The investigaton go to Judge Elias Upton to get. search war-
(wrong-be has ReD stolen can bring n1OVfti) ""'t.
••A gun moD getting back at herboyfriend (who is. known auto
thid) mentions be is working for the Millen. The Anion: The clues should be related in unexpected wa~
.."The Mill ers recently bought weldi ng equipment at Players like remembering things they have encountered before,
Hm baw'l . and makes tbe adventure more fun. Experienced J udges often
U An independent enforcer warns off an investigator who is get-
make up special connections as they ~ but it is a good ide. for
tin g too close.<an attack. or thrutcns I contact, or 10 on). beginning }udgts to plan a few fin t- and write down any
uA prominent citize o's car isstolen-resulls dema nded fast! changes made during play.
"Midnight 111lffic around the Miller Ward1o~ is heavy.
..-The Mill~ seem to have • 101 of cub. The Wrap-Up: The advcnlU«' ends when the police and FBI
· ·The same stclen car is reported s«D in various areas, each of raid the wardJouse. There will be half. dozen stolen can, some
which must be c:bccUd out . being changed to avoid recognition. The Millen and two drivers
will be in the warehouse. in locations decided by the Judge. No-
body will resist arrest u long as thq know the raid is 01T1CiJJ.
The R e turn of C ody P owers Dutcher Bendlo will rhrow the grenade . The second car will
be the Chevy Cabriolc:t (driven by Vilo Lipari). The Baroque
(Law Edoreen) willthrc w th e gren ade. \J;'h en the grenades are thro w n, both cars
will speed up to SO mph as soon as possible .
T he Scenario: Rank robber CAdy P ow e rs is commg back to
kill th ose who broke up his gang. Serup : T he O'Connors can make any preparatio..s for me meet -
ing Ihey .....a nt 10, _" ost important IS who will be the re, when the
Judge P rep a r a tion : Whi le: ru nni ng the other scena rios, ceca- characters will arrive, and where the ch aracte rs are w hen the
sionally ment ion developm ents in the Po wers case, meet ing begins. T he Jud ~e should have (his informat ion before
starung play, T he Tolino cars will app roach on Broad Street with
Setup: After Cody's wounds healed, he tricked his guards hy th e passe nger side nearest Velma's,
carving a " gu n" from wood and staini ng 11 with boot po lish to
make it look rea l. lie has retu rn ed to Lak efrunt C ity and ta ken a T he AClio n: If the O 'Co nnor gang has a lookou t, the lookout
room in the Lexington Hotel. Cod y has also dyed his hair and is gels an obse rvat ion che ck to recogn ize the cars as Totino's and
weari ng a false beard, but he will sti ll be recognized by anyone sense that S(jffil:thing is wrong. The j udge should 3sk for e\'ery-
who has seen him before unless he makes a success ful disguise one's immediate reaction . Anyone d iving for cover should be
chec k (20%). given some protect ion fro m the coming blasts (Judge's decision,
Cody has sto len a . 38, and will bcRin to stal l;: the ch aracters maybe half damage- rounded up-or similar). If the re is no
who b roke up hiS gang . T he Judge should arrange several 011- .....arning, the characters JUSt lake the coming damage, If the
tempts 10 kill ?,PCS 10establish a pattern for the players to recog- O'Connors catc h the Tolino cars, the li ghl is played normally.
nize , T hese might include lawyers, the judge, NrC law
Grenade t hrowing range is 100', ..\ miss will explode outside
enforcers, and so on .
Velma's, causing no damage (unlc:!olo characters are in the blasl
area). Grenades th at go into Velma's .....ill explode in a square de-
T he Action : The only real requirements ofthe action are that a
termined by the Jud ge (pick one or choose by die roll). Characters
player con front Cody and that the player has a chance 10 avoid be-
within 10' take 2d 10 points of wounds, those within 20' take
ing killed immediately . T he exact details are up to the Judge, but
IdlO. and those withm 30' take IdlO iflhe)' fall a luck check. In
telev ision, movies, and fiction should pr ovide some ideas,
addinon, all cha racters are checked for surprise (1 his is the chance
of bemg stunned or sha ken up by the blast] .
Ahemali ve Scenarios: T his would be a race 10 track down and
ca pture Cody be fore he can finish his plans for revenge. II would
The \':rap-Up: After th is.lhe players should be quite re;ady for
end in a final chase, shoorout, or arrest as law enforcement olTi- the Shvu:J.Ju'II!
cials close in.
Showdown a t Little Augte's
The Bom bing of Velma's
« l a n g War)
(G a ng War)
The Scena rio: Little Au ~ ic: makes a deal with the O'Connors to
The Scena rio : T he Tolino gang strikes back. (This scenario is
wipe OUI the Tolino mob,
supposed to get the O 'Connors r eall v mad ct the Tolinos before
the Show;./oru /! scenario). .
Judge Pre pa ration: Cr iminal l.ittlc Augie Banon sends
The P la n : Tolino hit man Burcher Beetettc will call the act ing word 10 the O'Connor gang thatthey can catch the entire Tolino
leader of t he playe r cha racter D'Ccnnors. He and a few of his mob together Friday mghr at his spcakea~y. The Tclinos are gel-
ting togethe r to celebrate B i ~ AI's birthday, All Little Ac gie
friends are tired of the war and want to switch sides. But cher will
wants is control of his spea keasy when the war is over. It might be
try 10 set up an appointmem at \ 'elma\ an hour after ir doses. He
wi ll be coming with two bodyguards.
a trap, bur : " Youcan 'I win if you don't lake chances. 1I's lime for
a sbc.....Jo.....n .. is the opinion of rhe Sl'C gang members.
The 'Iolmos will watch \ <-Ima's. Their anack is limed for a half
hour befo re the meeting, provided all the O'Ccnnors are the re . If
The Plan: T he bouncer B ill y Alexius. l.in lc: Augie's man, .....ill
nor, the auack w iII come five minutes alter the meeting .....as sup-
posed to start . be watching the door. He will let the O'Connors in, then the
Two Tolino cars will drive past Velma's at 20 mph, while the O'Ccnnors will try 10 .....i pe out the entire Tolino mob, FUrther
details are u p 10 the O'Connor players.
Tolinos throw grenades through \<-Ima') front w indow . The firsl
car will be the 1921 Buick sedan (dnven by Jerry Bueler).
Setup:T he whole Tolino mob and Linle t\ ugie are in Little
Augie's Speakeasy. Billy Alexius is watching the door.

115
The Action: M the O 'Connors arrive, everything should seem The Wrap-Up: Criminals who do not resist arrest will be re-
all right. Billy will let them in: " It's okay;' he says. " They're just leased after one month with a warning and a fine (the Judge can
getting ready to drink a toast to Big AI. Let's get this over. The use this to remove criminal money from th e campaign if neces-
sooner it's done, the better, as far as I'm concerned." sary). C riminals who resist arrest without gunfire will be given 3
This il no trap. AI the O 'Connor gang bunts through the door, months. Criminals who shoot without killing anyone will be
each Tolino must make an observa tion check for surp rise. Little given 6 months. C rimi nals who have any pa n in the death ofany-
Augie and Billy Alaius will draw their guns and help the O'Con- one on the law enforcement side will be tried for murder and be
nors. The war should end very quickly. given the marimum sentence if convicted.
The advent ure ends with the closing of the speakeasies. Trou-
The Wrap.Up: If all bas gone well, this should leave the O 'Con- ble is no longer brewing in Lakefrcra City, at least for a while. In
no r gang in charge of H arr igan's, the Four Deuces, and th e two months. however. the speakea sies, th e brewery. and the
Miller Brothers' Warehouse. Cese re Ricco shou ld be running th e bookie joint will be back in operation. Then th e Judge can create
Bookie Joint , and Little Augie should be running his speakeasy. additional adven tures of his own. like:
If the O'Connor gang leaders have been killed, the gang member
with the hig hest Presence plus level will become the new leader 1. Boss M assett M oves In
and the gang will be ren amed after him. If a player want s to 2. Big AI Returns
change this, role play it out (there may be ano ther warl) 3. Greedy Gang M ember Tri es Inside Takeover
4. Anti-Corruptio n Crusade Cleans Up Police
Alternative Scenario: At the last minute. AI Tolino was sud-
denly called away to a busi ness meeting in Florida , and will nOI
be present when his gang is wiped OUI. He will later rebuild his Short Scenarios
gang and try to get revenge.
Sometimes, a player will be between major scenarios and need
Alternative Scenario: This is a trap! The Tolino s will ambush something to do while the action develops elsewhere. The Judge
the O'Connors as they come in. (Billy AIenus will be very ner- should keep a supply ofshort encounters handy to deal with this :
vous and Little Augie has gone for a "ride." ) The surviving
O'Connors will have to go into hiding and rebuild their gang if
they lose. I . Mlsunderstandings. H arold M agnusson (sailor) is smashing
up Fanucci's store. He is drunk and angry. and claims that AI-
bertc and Maria Fanucc:i have stolen his wallet . They claim he
RAID! must have lost it. Actually, Harold has accidentally dropped
his wallet on the floor, where it will be found when someone
(La w Enforcen)
(like the player chara cter) suggests a search .
The Scenario: There has been too much violence in th e Firs t
Ward. Even Big Bill Johnso n's administration is forced to do 2. 810Ppioi FiBhts: A policeman character hean a fight in
something. A massive raid is planned to close down all illegal op- H arshaw's, whe re both Harshaw brothers are fighting Marty
eration s on the Block M ap. Flaherty (dock worker) . Marty had complained about some
tools he bought. The H arshaws lost their tempers and the
Judge Preparation: The Law Enforcer players should help fight was on. Both sides will stop when ordered and neither
plan the raid. The following places will be raided at the same will press cha rges (but the nest encoun ter like this may be-
time: Harrigan's (if it has re-opened], The Four Deuces, Little come a general brawl).
Augie's, the Bookie Joint. and any other center of gang acti vity
the law enforcers have located. Private investigaton or reporters 3. The Enforcer. One player character is getting tOO close to the
who have helped the law enforcement agencies will be invited to tru th . A hired enfo rcer tr ies to "discourage" him (by tbreau,
lake pan. smashing property, heating, attempted murder, and so on).

Setup: The Judge should assign enough poli ce and law enforcers 4. The Infonner. The player characte r receives a secret tip, but
to the raid to make sure that all exits can be blocked. and thai the must meet the informer for more infonnation . While talking
criminals will face overwhelming odds . The exact placement of to the infonner, a hit man takes a shot al them, possibly killing
th ese forc es is up to the playe rs involved (or th e NPC agency the infonner.
bosses, if necessary).
s. The Ride. A cha racter's enemies decide to make him disap-
The Action: The raids should generally follow the plan, with th e pear. M obsten grab th e character and hustle him into a black
Judge slanting his descriptions to make it appear that armed resist- limousine . Chance gives the character an opponunity to es-
ance would be suicidal (it is). Some criminals might be clever or cape (like a traffic accident ahead causes a policeman to StOP
lucky enough to escape, but their oper ations will be shut down . the car). Ifthe cha racter can tri ck or talk his way out of'the lit-

116
uanon, he .....ill get away. OtherwlK, he will be taken to the coun- The Ktions. of the player characte rs .....ill often lead 10new adven-
try and ,hOL A character who su rvives a shooting (by a luck roll) tu res. For exampje, a criminal character decides 10 rob a luxurv
......ill be found lind taken 10 a hosp ital by a fnendly SPC. store . The j udge seu up the robbery, considers things that might
affect the action (S« the B urglary <Jl }(tu.tl '$ scenario), and de-
i. Lady in nisI n , s. A person or persons unknown arc stalkin g cides how .....ell the characte r deals wlIh the proble ms he or she
a beauuful young l..dy, The character must escort the lady to a will meet. If the robbery SUCCCNS, law enforcer characters l,."OUld
desu nauo n chosen by the j udge. On the ......ay there, the mysteri- be called in to solve the robbery and arrest rhe culprit . The juJge
aus stalker will strike and the cha racter must foil the stalker 's might have the sto re owne r hire a private inveengarcr to find the
plan, criminal. News reporter characters may try 10 gel a scoop about
the robbery. Once a series of advent ures starts, future adventures
are easily created by deciding how NI'Cs .....ill react 10 w hal the
players are doing,

117
Chapter 6: On the Lakefront PC Roles in the Third Ward

You have already been introduced to La kefro nt C ity and in il- Your PCS have entered the Third Ward and the pressu res are
lustriow First Ward in the previous chapters; this chapter ex- buildi ng 10 even greate r pr~pon ions than before . Vari~us classes
pands the scope of Lakefrcnt C ity across the river and into th e can easily fit into the scenanos, such as a reporte r covering the re-
Third Ward . The map on page 119 does not adjoin the Block cent muggings and trou bles of the Third Ward who wants to find
Map of the First Ward, but it provides an overall view of Pier 109 th e real story behind it all. or the beat cop reassigned to the beat
an d its environs . down by Pier 109 . Other options are to assign FB I ag~nt s under-
This chapter follow s the forma t ofth e previ ou s chapters' cam- cover " mole " assign ments within the dockworkers umcn, or Pro-
paign sett ing of the First Ward. After II short backg rou nd of th e hibition agents tipped ofT to ma jor liquor shipments being
activities in the Third Ward. you will be introduced 10 the people unloaded at Pier 109 . Criminals could join the Flynn syn dicate
and bu sinesses of the waterfront, as well as being given scenarios or join a rival syn dicate and try 10 horn in on Flyn n's business on
for use in thi s setting. Thou gh it may be played as an indepen- the waterfron t; many criminals wou ld beangry with Flynn for in-
dent setting, the lakefrom works very well as a companion 10 the terrupting liquo r shi pments, and you might beassigned to ':sol~e
E rst Ward setting. If nothing else, it gives the PCS a good place th e problem" in the Third Ward . Keep in mind that tension ~s
to end a car chase or catch a liquo r shipment . high and everyone is choosing sides here; the atm~phe re IS
strained and PCS must be careful to choose correctl y m order 10
fulfill their goals.
Background
You, as th e Game Judge, arc th e only person to know th e fol~ow­ Personalities
ing informa tion at th e stan c t the game. You may reveal porno ns
of it to your players at ap propriate times during the game session. The Flynn Syndicate
Fo r years th e wealthy and powerful shipowners have imposed Ned Ryaa-syndicale boss (age 42, Irish)
unsafe workin g condit ions and low wages on the powerless doc k-
Le vel 4 Criminal.
workers . Two years ago, desperation drove the workers to form R ecord: N o previou s record
the Longsho reman's Associat ion, and they immediately ca~l~ a
MS '" 65,AG = 53.0 8 = D4.DR "' 74. P R '" IO,LK = 39,HP :z:: 17
strike to dem and recogni tion from the owners. The Assooatlon
N ed Flynn , an amb itious Iri sh-American shipping com~any
was broken by the owners with th e aid ofM ayor Bill Johnson and owner and gangster, has foun d his niche in Lakefront City's
often brutal poli ce cra ckdowns. On e year lat~r, Vasi~y ~onovich Third Ward. Flyn n hopes that, wit h his control over the Long-
U lnovsky, a brilliant and dedi cated 'Trotskyite, arrived ID Lake- sho remen 's Association , be can make or break any bu sinesses in
front Ci ty and offered the workers some hope . Trotskyites were a
the city which rely on dockworkers 10 loa~ and un~oad cargo', In
form of Commun ist in th e 205 and 305 who believed in the vio-
addi tion, he could control the supply lines of hq uor com mg
lent overthrow of govern me nts by the working classes. Ulnovsky througb the G reat Lake from Canada and ruin the business offel-
soon beca me a unifying force behind the union, and th e Lo ng-
low bootleggen. flynn is a no-nonsen se man with a short and ter-
shoreman's Association became a force to be recko ned with . rible tempe r.
The shipping owners formed the WIA ("Waterfront Improve-
Weapons: .45 automatic pistol in shoulder holst er
ment Associat ion" ), publicly pr oclaiming to " better the working
Carries: Emera ld ring worth $200 and $200 in bis wallet .
condi tions of Lakefrom City doc kworkers;" privately, however,
th ey en listed fellow shipowner Ned Flynn to seize cont rol of the
Scan O 'Casey-Flynn's bodyguard(age 34, Irish)
dockworkers' union and control th e workers for them . Flyn n pro-
Level 3 Crimi nal.
ceeded to terror ize th e dockworkers by various bru tal beatings of Skills: Boxing 66, Knife Throwin g 81
key union membe rs. U lnovsky and other leaders were arrested
Record: Arrested twice for Assault and Ban ery- no convictions
for " inci ting a rio t:' and the frig htened workers elected Ben
MS '" 92.AG = 79.08 = 58,DR '" 84. P R = 8.LK :>c 12,HP = 24
Whittier, Flynn's step-brother, their new president.
W~apons:.45 automa tic in shoulder holster; Thompson sub-
In the time since Wh itti er's election, tension has grown stead-
machine gun with 50 rou nd drum in stu dy; brass knu ckles in coal
ily worse, and tempers are flaring up. D isgruntled d~kwork.ers pocket
are voicin g th eir complaints lou der than usual; Flynn IS orde ring
Carries: $50 in his wallet
the beating of more doc kworkers, to " remi nd th em ofho w happy
th ey should be in their situa tion." M ost recentl y, the body ofJim
Dioa Cannody-{age 44, Irish)
M alloy, a syndic ate oppositio n leader and friend to Ulnovsky, has
Level 2 Criminal.
been found dead, a victim of gangland execution. Ulnovsky has
been released from jail and is currently trying to rebuild the un-
sun« Auto Theft 57
R ecord: Arrested twice for assaul t and battery; served two years in
ion while str iking back against the Flynn syndicate. prison, 19 19-1920.

118
Warehou se

12 21

(Apartment Building )

f---------+--_+_~ _+_~ The Big Drink Cafe -f-----Hll!ffi!i


12 19

(Apartment BuildIng )
I
'"
r-

"
f---------+---+---+------1--+-0 _+__ -+-~ -t--'
"
'"
c: The Blue Parrot
f---------+---+---+------1--+-,,_+__
z -+-~ -t--
Of)

I-------+-----' .....- il _+__ . . . . . . . . . -t-- --HHH!


-t-- m
m
....
,
D,.
Bolkanski 's
Office

Alli ed

Manufacturing
w'arehou~e
Frankel Building

AC S REE

WATERFRONT A REA

1 square = 15 feet

1983. 19 90 TSR,lnc , All Righl s Re served

II.
MS = 83.AG = 54,0 8 = 42.DR - 48, P R ""6,LK= 18.HP =21 with Flynn have only brightened his revolutionist ideals. He is
LfMpons: Blackjack; 9 mm automat ic pistol seeking to oven brow the Flynn syndicate th rou gh force, and will
Carrin: $ 17 in his wallet not look upon PCS favorably iftbey do not share his convictions
• Pat R yan--(age 4 1, Irisb)
of the workers' rights to fight their oppo nent s with force.
Weapons: No ne
Level I Criminal. Carries: $7 in his wallet
Sk ills: Stealth 55
Record: Arr ested three times on gambling charges; served six Katrina Pavelovna Krasnik- Revolutionary (age 30, Russian)
months in prison Level I Criminal.
MS = 71,AG = 80,0 8 = 64,DR = 73, P R = 4, LK = 20,HP = 17 Sk ills: Wiretapping 64
W~apons: Dou ble barrelled shotgun in his car Record: Born Moscow, Russia, 1894 ; Parents Russian; immi-
Carri~s: $25 in his wallet grated to U.S. 1921; application for citizens hi p pendin g; no re-
co rd of arrest
Justin D oyl e- H it man (age 39, Irish) MS = 32,AG ""80,0 8 = 94,DR = 90,P R = 8, LK ""24,HP = 17
Level 1 Criminal. Weapons: .45 automatic pistol in briefcase
Skills: Lockpicking 44 Carries: personal jewelery wonh $45, $2 1 in her purse
Record: No arrests. Believed by police to have organized cr ime
• connections, probably with the Flynn syndicate
MS = 84, AG = 71.0D = 33,DR "'" 52,PR = 6,LK = 44,HP ""22
Mike Jones-Revolutionary (age 31, Assimilated)
Level I Criminal.
Weapo'u : Blackjack, .45 automatic pistol MS ""92,AG ""50,OD = &I,DR = 56,PR ""7,LK = 34,HP = 20
Carries: $ 15 in his wallet
Stan WoczYll5k.i- Revolutionary (age 35, Polish)
Spike Johnlon- H itman(age 44, Assimilated) Level I Criminal.
Level 2 Criminal. MS ""69,AG = 87.0D - 43,DR - 65,PR - 8, LK '" 12,HP =21
Skills: Steahh 76, Shadowing 64
Record: Kn own to Detroit police department as professional Sean O'Hara-Revolutionary (age 33, Irish)
killer; no arrest record. Level 1 Criminal.
MS = 78, AG "'" 87.0B = 46,DR "" 69,PR "" 7,LK ""21,HP = 22 MS = 55,AG = 62,08 = 73,DR = 68,PR = 6,LK - 4I , HP = 17
Weapons: Double barr elled shotgun, 24 shells; blackjack
Carries: $9 in his wallet The Workers

J oe y Ferret-Driver (age 33, Assimila ted) Typical DockworkerfStriker-{age 35 (average), Any)


Level 2 C riminal. Level 1 Worker.
S k.1ls: Lockpicking 74, Pickpocketin g 91 MS = 71,AG = 54,OB =44.DR = 49,P R ""4,LK ""20,HP = 18
R«tJTd: Kn own to Detroit police departm ent as professional
gangland driver; arrested Jul y 1916, for possession of stolen Typical Strikeb~aker/"Scab" worker-{age 29 (average),
goods; charges dismissed when eveidence disappeared from po- Any)
lice custody Level I Worker.
MS = 32,AG = 80,OD = 79,DR = 90,P R = 4,LK = 32,HP= 17 MS = 68,AG =55,OB =40,DR "'" 48,P R ""3,LK = 31,HP = 17
tfioapons: 9mm auto matic pistol with extra dip
Carries: $25 in his wallet
The Waterfront
The Trotsk yites
Warehouse
Vasily Leonovicb Ulnovsky - Revolutionary (age 35, Russian)
Level 3 C riminal. This warehouse bas been empty for some time due to the labor
S k ills: Public Speaking 87. Lcckpicking 66, Explosives 79 problems in the district. It belongs to a rival crime syndica te, and
Record: Born Kiev, Russia to Russian father, American mother ; is used to store bcc rleg liquor before tra nsponing it to buyers .
immigrated to U.S. 1919; application for citizenship pending; ar-
rested 1923 for distu rbi ng the peace and inciting a riot-served The Big Drink Cafe
18 month prison sente nce
MS "" 78,AG = 84,0 8 3 92,DR = 81,P R z: 10,LK = 14,HP = 22 This is the local diner for many dockworkers and thei r friends.
More commonly known on the docks as " Comrade Leon;' UJ· George and Etta Gray, the owners, are friend ly and cou rteous to
novsky is a very chari smat ic person, his slender, wiry frame con- their customers, regulars and strangers alike. The food is good
tradictin g his powerful voice. U1novsky bas fou nd his perfect and prices are reasonably cheap .
soapbox in the Lon gshoreme n's Association, and the problems

120
George G ray- Owner and operator (a~e '52, Assimilated ] doctor IS I widower and lives in a small apartment abo ve the
Lever 2 Businessma n. clinic . He is sym pathetic to the Trots kyites, and will not report
.\is s 5S,AG '" s.a,OB =82, O R = 6H,PR = S,LK = 2 1, H P = 17 any gu nshOl wounds of th eirs 10 the police .
E ua Gray- Co-o wner and cook (a~t: ~ 8 , .h~ l m i la t ed ) D r . Edwa rd Bolkansk i- physician (age 'iH. Polish )
Le vel I Business.....oma n. Level J Physician.
MS = 4S,AG " 42,OB = 67 ,D R = 55,I' R '" 9,l "' : 43,HI> = J" ~\S =.as,AG = 49,OB =93,DR ""71,PR =7,I.K = .al ,H P = 16
T he Rlue Parrot Scenar ios on th e \Vaterfr o n t
Tavem -c S scalin g uruts T he li)ll~)w ing sce narios are sim ply anions which will occu r and
T he HIm.' P arrot is managed by He r uru Bo naroui ; ilS sales have may inv olve PCs d ir ect ly, A ll of the eve nts will arfccr one an -
increased recent ly due 10 a new, popular bartend er whose dislike other, and some can be dir ectly solved by t he PC s. l'nlike t he
for Flvn n has brought in rhe slr ike r' and the Trotskvitcs, T he previous scenarios for rhe First Ward , these need to be expanded
Blue Parrol serves hOI a nd cold snacks, and has meal; delivered by the Judge; they are simple setu ps wh ich will spark reac tions
fro m the cali: next door. and nume rous adventu res all around th e T hi rd \X'ard ,
Benil o Uon aro u i- .\ \a nager (age ~ 9 , Italian)
• An undercover FBI agem is ap p rnached by \'lnonky 10 lOin
Le vel 2 C riminal. his smal l band of revolu tionar y Trol ~kyi l e s; he probes rbe PC for
M S = 54,i\G :z 78,OB = 90,DR = 9" ,P R '" 7,1.K = U,HP = 19 in formation, and if the PC seems interested and wtllin g to use
M arco \ 'ice nza - han cnder (age 28, h aha n) force (mcl uding explosives] agai nst Flynn, he sets up finher
Level I Crimina l. meenn gs to speak with the PC and mclude him m pldns 10 arve
MS =66,AG =50,O B = ''' ,DR = 62,1>R =6, l K =3 1,H P = 17 th e murdered .... I alloy "vengea nce and just ice."
Lri <l/ '('Il: Dou ble barrelle d shotgun behind bar • PI characters are hir ed by Kare-lna Kra snik (u nde r th... alias
"Katherme"} to fin d out all thev C3n about the Flvnn svndrcate.
" Kn uckles" Tro)' Ponli- bo uncer ( a~e W, Italian)
T hey will receive a fee of $40 per day plus expt:n~"S wI;h a ZOO
Le\'el I Crimina l.
adva nce. She will nor divu lge any more in formanc n o r An~wcr
.'\-i s = 98,1\G ""n ,OB = U ,OR = 58, I"R : 6, l K = II ,lIP = 12
any ques tions not dealin g specifically d ealmg wnh the C3.'>(: . The
U"i ap-':oIl: Blackjack In CO;Il pocket
Tr otsk ynes need info rmat ion abou t Flynn to liJ:hl tor control of
the uni on .
Allied Manufaclu rinl': Warehouse
• ..\ s tem pers and act ions escalate, the Tl"\lhk~'lles .... ,11 kid nap
and mu rder Ben \X.·hiu ier. T hey will .....rap the boJ y in burlap and
If inveMigali\'e \liI' rk is do ne, PC s will find m at th is warehouse
d eposi t II on S ed Fl ynn' s fro nt la.....n. If an~' pe s art: Slaking ou t
rece ntl y changed hands; it was sold to Ar th ur Baldwin, lawvcr
t he house, they will see th i-, take place; the K PG arc all Long-
for Ned Flynn , fe r a pr ice doubl~ the value of the property. :So
sho remen's Association members, and none of them has a pre-
him of illegal acnv tues can be found on the premises. Anh ur
vious record. If stopped and caught, the N I'Cs are idcnnficd as
Baldwi n has his offices in the Frankel Building.
M ike Jo nes, S tan Wocz ynsk i, and Scan O 'Hara . T hev urc
Arthur Baldwin - lawyer (age .J.I. Assimilated) arm ed wit h clu bs. Ul novsky planned this, hut ha~ an alib i- he
Level 2 Au orn t'y. has bee n sining al tbe Blue Parrm, as man y willlater attest.
MS '"' 42,:\ G ""51,08 = 93,DR = 72,PR - S, LK = "3 ,H P = 15 • P ro hi bit ion agents receive an anon ymous lip rhar S ed f ly-
nn's ship, TIt... Irish Roe, will be lyin g one h alf- m ile 01.11 from Ihe
1219 and 1221 Hlackburn ha rbo r tonight . " Be the re if you'd like to lind halfd million .... orth
of Canadia n hooch ." T he informe r IS really' S ed Flynn himself,
Apa rtments hoping to embarrass and d iscred it the I'rohibmon ageOls wub
false leads and failed raids. I f the Prohrb mo n agents raid the /r uh
These apartment bUIldmgs are ~ stor ies lugh each, with 20 rooms
Rou , the y .....ill find nOl hing except a c a r~o of macmne pans; th i~
on each level. T bev a re bo lh bec om ing <julie ru n-down, and
is only an old ship painted like Flynn 's ~h l p 10 aet as a d~coy.
man y poo r peop le reside here ftlnce they can ' f alTord 10 !i\'e else·
where. Ulnonk}' lives in ApI. ' 410 of 1219 Blackburn, and ThQC are simply a fev.· setups you can usc w ~lan a camrai~ nn
ma ny dockwor ke r~ In'e in lhese com plext"S too . lhe " -Jterfronl. Continuing Ihcsc 3l.k enturo , \'Ou could ha\'(~ rio(s
on Pier 109 ofYrikers fif.hting lhe "s.cab" w~kt~ v.hile lhe-. un-
Dr, Uo l ka n s k i' s Offic e- IoaJ lhe real /nsJr Row 's cargo; the TrOl sk'lll~ could hc\."me·e:vcn
more extreme, plotting 10 kill lhe shipo..... I1~~ 0 1 e\en Ihc: ma\or al a
The d imc here 's small, but il can Ireal all normal illnesftes and pr~ conference on the ward vlOlc:nce. In mrtSl ca-.c:', :-\t:d" H vnn
has emergen cy serviceft for treating /lUnShnl and Slab wou nds. will strike back ....lt h extreme loree, and hnpo.;fulh· Ihe I'C~ can' dl'-
Note lhat all gu nshot wounds mu st bt: Tepo rted to the plllice. T he fuse lhl'SC situalions, bringing law h-Ack 10 lhe Third \X·ard .

121
Appendix A: Bibliographies Sum, PIUl. TJv 1AuIlm DtaJdL NY: CroWD Publishcn. 1957.
Toland, John. TJv Dilli"," DaYJ. NY: Random House, Inc.
1963.
Bcgi.nning judges in the GANGBUSTERS- game will re-
quire background infonnation on the 201 and 30s in order to Tylct, Gus. Orga"iuJ Cn'wu i" S«Ury. Michigan: Univcnity of
run • realistic campaign. The Ml: sources of information can Michi.g:an Press. 1962.
be first-hand knowledge: talk to your grandparents and rela- Ungar, Sanford J. FBI. Boston: Little Brown. 1978.
tives who lived. bwing the time periods in question. VISit your
public library and look for biographies of noted figures. fie- Whilehead, Do n. The FBI Story. NY: Random House . 1956.
tional and non-fictional accounu of Prohibition, the 205, or
the gangsters. With the rise of classic:video tapes. your local Movie U sc
video rental sto re becomes a good source for material on what
life was like in the early 20th century. (Rated *** or more) * . H ighl y Recommended
Belew are a number ofbibliographies whic h you can usc for
finding excellent information for. 19205 game campaign. OrganIzed C rimelLaw Enfon:emcnt
These are only a few examples of sources you can use for re- Al Capo~ (1959). Rod. Steiger.
searching your GANGBUSTERS game characters and set-
tings; there arc many. many mort' sources to choose from . TJv A".IUi,.t Doaor Chtrnltou.u (1938). Edward G. Robinson,
Humphrey Bogan.
Book Bibliography Angels fDitlt Dirty Fa«s ( 1938). james Cagney, Pat O'Brien.
TJv Bit HOIUI(1930). Wal1ltt Beery, Chatel" Morris.
AUc:n. Fudrick. CftrIy Yaurda,y. all i"jtmMl "istory o/rk /9201.
NY: Harper & Row . 1959. BmtIlW and CJyrk (1961). Warren Beatty, Flye Dunlway.
- . Si," YUlnday: 1M 19JOs ill AIIftnica. NY: Harper & Row. B,./ku OT &Jlou (1936). Edward G . Robinson, joan Blondell.
1940. B"reau ofMissing Pn-unu (1933). Pit O'Brim, Bette Davis.
Bonanu Boob. 100 Bot Smtgs oj tlu 20s alld 3OJ.. NY: Bonanza lJ<ad Eod(1931).)00 M<Cna, the !l<ad End JW., Humphrey
Books. 1985. Bogm.
Barron, John. Bredilll 1M Ri1l/f. Boston: Houghton-Mifllin. DiUi'1lF (1973). Warren OaICl, Richard Dreyfuss.
1987
T1u FBI Slory(1959). James Slcwan, Vera Miles.
Fraley, Oscar. TJv Lest of tM U"toudlabln. NY: Pocket Books.
19S5 G-Mm ( 1935). James Cagney, Ann Dvorak.
Horan, JamQ D. TJv DtSpnllU YeC:Jr$: II piclOTlI1 billory of tM TJv God/Glher, Part lJ {l 974). AI Pacino, Robe" DeNiro, Diane
Thirties. NY: Crown Publishers. 1962. Keaton, Talia Shire.
Jenkins, Alan . Tlu Ttvnltia. NY: Universe Boob . 1974 . TIte K ilkrJ ( 1946). Burt Lancaster, Ava Gardner.
Karpis, Alvin with Bill Trent. Tlu Alvill KII'1'is Story. NY: Cow- • Lillle Gu,ar (1930). Ed ward G . Robinson.
ard, McCann, & Geoghegan, Inc. 1971. Murder, I'1It. (1960). Stuart Whitman, Peter Falk.
Lee, Raymond and B.C. Van Heeke. GJ"gJtn'J and HoodlJIms: tlu
<ma
UrtdntDorJd ill llu Ci_a. New Brunswick, New Jersey: A. J.
Barnes. 1971.
-..
UJ>o7l G Time i" AmeriaJ (J984). Robert DeNiro, James

futry Boy F1o;>J( 1974). ManU> Sh een, Kim Duhy.


Kinm1ge, William, and Steven M . Knuzcr, cd. TJv GM:u Amn"-
ie41f Dtuaiw. NY: New American Library (Mentor). 1978. * Public Etttmy. (1931). jllIlCl Cagney. jean Harlow.
Montgomcry Ward, Co. 1922 MoPI1.fO"Wry W'lIrd CatJJ1og. NY: Tie Riseand Fall of Up DiJJ.numJ(I960). Ray Danton.
HC Publishcn, Inc. 1969. *TJv Roan'", TUltrUin (1939). james Cagney, Humphrey Bogan.
Nash, JlY Robert. BloodltlUTJ"and Bad MerI: G IIQn'lJl'iw mcycJo. * Satrfaa (1932). Paul M uni, Boris KukJtr.
ptJi.J of AIrfn'iaJII cri",irr.ah from 1M piJtrims tD 1M preunl.
NY: M . Evans & Co. 1973. Tie U",oudlables (1987). Kevin Costner. Sean Connery. Robe"
De Niro.
- . HlUtm aM Cern Mm. NY: M . Evans & Co. 1976.
• WIIile Heal (1949). JamQ Cagney.
Ness, Eliot. with Oscar Fraley. T1w UII'OIIdr.abln. NY: Award
Boob. 1975.

122
Dramas Comedies

• All lh~ Kmg '. -'1m (I9~9).


Broderick Crawford. • Bringing Up B<lb) ' (1938) . Ca ry G rant , Katherine Hepbu rn .
B~<Ju ]a17l f . (1957). Bob Hope ,
\ era .\l i l ~ . Ch"rti~ .\fcCa rrhy , Dtu u iw (1939). Edgar Bergan, Charl ie
BrOCldw.Jy (l 9~ 2 ) . George Raft,
Pat O'Bnen . .\ k C arth}'.
• GranJ /lord (19 32). Greta Garbo, Joan Crawfo rd, L ionel The L ml( G' wrll ( 19]3). Edgar G. Rob inson, Mar)' Astor.
Harrymcr e. .\fr. I.ucky (19B ). Cary Gram .
TIIf Gua/ .\kGm' y (19 ~0) . Brian Dnnlevv, ,\ l urid Angelus. ,\fy .\fiJIJ Godfrry( 1936). William l' owe1I, Carole l.ombard.
Hard 'Times (197 5'). Charles Bronson. j ames Coburn . TIre U·'!lt'le TOft:n 's Talking (19 35). Edgar G . Robinso n, j ean
Izzy & ,\1, »e (1985). jackie G leason, Art Cuny. Arthur.
] ohm,y A p" II" (19·10). T yrone Power, Dorothy Lam our. YOII GJII ', Cnou 0.11 Honest JliJII (1939 ). W. C. Field s, Edgar
I .IJ dy It'r <J Dol)' (I q 33). Warr en William , f-b}' Robson . Bergan.
A' alJh<JlI <Jn Md oJriJ mil ( 193-1). C13 rk Gable, William Powell,
Myrna Loy. Musicals
AtarktoJ !.forrriJrr (1937). Bette D avis, Humphrey Bogart .
TIle JfaurhpJf u (19]2). james Flood, Warr..:n William. Guvs and [)'.lIs (1955). Frank Sinatr a, Mar lon Brando.
Afr. Du ds G f'( J to Tou-n (1936). Gary Cooper. j ean Art hur. Roblll iJIIJ the 7 Hoods (1964) . f rank Sin atra, Sammy Davis j r.,
• .\fr. Smith G,>(. Itt Inuhmgr"" ( 1939). James Ste wart , Jean Dean ~\art in, Bing Crosby.
Arthur.
Paper .\1llOn (1973) _Ryan O 'Neal, Tatum O 'Neal. Gangster Movies
Pm Kellv's BluN ( 1955). Jack 'Xe bb, janel Leigh.
• TIle 5/;"g (19 73). Paul Newman, Robert Redfo rd . (Rated · · l f2 or b s)
!\iJnS<lI CI(V J liJH<4Te (1975). Dale Robertson. (seq uel to Meln n
De tect ive Series Pu rt:u-G-.\ flll'l)
Kml '11he ROoln'ng 20s (1961) . David j ansen .
Char/i~ Ch<ln (19 39·~ 6J_ Warn er Oland/Sidney Toler. TIlt I.olJ_v III Red (1976). Pamela Sue Marti n. Robert Conrad.
•1.'r. .\1" to (1937. 391. Peter Lorn'. I~plu (1975). Ton}' Curtis.
Phil" ~ ,"'U ( 1929-19). U'ilham Powell and ot hers. •\fa,·!1 ",~ Gut! Kelly (1958) . Charles Bronson.
TIle Thm MiJn (1934-~ 7). 'X'ill iam Powell , M yrn a Loy. .\ld n n PUrt: u -G·.\1a'l (1974). Dale Robertson .
Porm lll "j a .\I"bster (1961). Vic M orrow, Leslie Pam sh
Newspapertpee..s Rog.·r Ti' "h); G"ngsur (19-t4). Pr eston Foster.
51. l ittenfllle's Day .". f<lssac1( ( 1967). jason Robar ds.
Fit-'e Sta r FlniJl (19 ~ I). Edward G . R ob Ln~, m , Hens Karloff The ~'ir t<lc1l1 Papa s (1972). C harles Bron son.
• The From J>.Wf (l9H). Adolphe .\ \eniou, Pal O'Brien . l imng D,/Imger (196 5). N ick Adams.
His G Irl FriJiJy (l 9'1O). Ca ry G rant , Rosalind Russell.
I Cova I n f U·itttrfrom (1933) _Hen Lyon, Claudet te Col bert. TV Series
The .\furJ.·r M,Ul (l q lS ). Spencer Tracy, Virgini a Bruce, james
Stewart. Hanyon (19721. Robert Forster, j oan Hlondell.
Cit y of Angels (1976). Wayne Rogers.
Private Ey es! M ysterie s Gangsrer Ch ronicles (1981) . Mi chael Nouri , j oe Penny.
T he Lawless 'rears (1959.-tiO). j ames Gregory.
The B Ig51«p (19·16). Humphrey Bogart . T he Roanng Twenties ( 1960.1';162). Rex Reason, Donald .\ \ ay.
Chin<lIO'U''l (1974). ja(k Nicholson, Faye l>unawa y. The ll ntouchabl ~(1959·63) . Robe rt Slack , Bruce Gordon . (Two
Far~/l .\fy I.Of:~{\· (197 5). Rebe rt .\ \ itchum. dou ble-length episodes, AI C a pon e and The G u n of
• The .\lll /u y Fale,." (19·11). Humphrey Bogan, .\ tary Astor, lan~ara sometimes appear ;I.:'> movies.}
Perer Lo rre.
• Jf"'rJ.-r My S soea ( 19-t-1). Dsck Powe ll. Claire Trevor .

123
Appendix B: Rogues Gallery Nun. Mu Ag Ob Pr Dr Lu HP Lv Re Mn Mx
LoW.
This section gives statistics for famous gangsters. gangs, prohibi· Buchalt er 59 63 92 9 78 34 18 9
tion agents and F.B.I. agents . M any ofthesc people wert active 1897-1944 . "Lepke" Buchalter. Controlled many N ew York gar-
from the 19201 through the 19SOs, but the statis tics given are ment district unions. Ally of Lucky Luciano. Killed Litt le Augie
only for the 19205and 305. Organ. Skills : smuggling 61%, gamblin g 50% .
The first seven characteristics are the NPC' s basic ability
scores: M uscle (Mu). Agility (Ag), Observation (Ob), Presence Alphonse
(Pc), D riving (D r), Luck (Lu ) and H it Points (H P). The eighth Ca pone 87 74 90 10 82 32 2 l 9
number is the character', level (Lv) . The ninth number (Re) is a 189l}.1 947. "Scarface" Al Capone. Gained control of Ch icago
reaction modifier. This number is added to or subtracted from rackets after extens ive gang wars . Believed to have killed Big Jim
the NPC', reaction roll when meeting a PC. For example, ira PC Colosimo. Skills: smuggling 94%, public relations 86 %.
meets Alben Anastasia, the judge determines Anastasia's reac-
tion to the character by rolling 2d lO and subtracting 2 (Anasta- Vincent Coli 70 79 48 7 64 17 20 4 - 2
sia's reaction modifi er). The last two nu mbers are the lowest 1909-1932. " M ad Dog" ColI. Hired killer who tri ed to take over
(Mn) and highest (Ms.) reactions th e Nrc can have to a player from Dutch Schultz and failed. Skill: smuggling 62% .
character. No minimum figure is given for Anastasia, &0 his reac-
tion to a PC can be as low as 2. However. he will never have a bet- John Thomas
ter reaction than 17. In general terms, this means Anastasia D iamond 68 93 74 9 84 50 22 7
m ight dislike a player character strongly, and will never really 1896-19 31. "Legs" Jack Diamond . bodyguard and killer. Fought
like anyone. a four-year war with Dutch Schu ltz for control ofvariow terr ito-
ries in New York, but lost. Skills: lockpicking 47%. alarm sys-
tems 45%, smuggling 79%. publ ic relations 57% .
Criminal Class John
Dillin ger 65 95 72 8 84 36 2 1 5
Historical Characters 190J..1 934{?). Bankrobber who led three different gangs. some
people still question whether he really was killed in a shootout
N ame Mu Ag Ob Pr Dr Lu HP Lv Re Mn M.x with F.B.I . agenrs in 1934. Skills: auto theft 83% , alarm. systems
37%.
AI"'"
Anastasia 81 77 56 7 67 29 21 7 - 2 17
190J..1957. Allegedly on e ofth e murders cr jce "the Boss" M as- Charles A.
seria . Alleged head of Murder. Inc., and ally of Lucky Luciano. Floyd 94 86 60 7 73 35 23 3
1901-1934 . " Pretty Boy" Floyd, "Chock" Floyd. Bankrobber
Arizona and mur derer. Mistakenly accused of taking pan in the Kansas
Barker 44 37 89 8 63 24 14 5 C ity M assacre, where four law enforcement agent s were killed.
1872-1935 . " Ma " Barker. Organize r of the Barker Ga ng, consis t- Skill: auto theft 67%.
ing mainly of her sons . The gang specialized in robbing banks
and kidnappi ng. Vito
Ge novese 65 67 96 9 84 41 18 7 - I 18
Arthur 1897-1969. "Don virone" Ge novese. One of Luc ky Luciano's
Barker 52 74 55 6 65 3 1 18 5 partners, rumored at one tim e to have become Capo di tu tt i
1899-1939. "Doc" Barker. Skill: auto th eft 58% . Ca pi-"Boss of All Bosses"- for the mafia. H elped kill Joe " the
Boss" Massena. Skill: smuggling 94%.
Fred Barker 54 71 57 6 64 25 18 5
1902-1935. Skills: lockpicking 25%, alarm. systems 24% . Geo rge Kell y 92 71 46 4 58 15 22 2
1897·1954 . " M acbinegun " Kelly. Small-time bootlegger whose
Human wife goaded him into becoming a successful kidnapper.
Barker 53 64 5 1 6 61 23 17 2
1894-1927. Skills: lockpicking 28%. alarm systems 19%. M eyer
Lan sky 43 57 100 8 78 50 15 9 4
Clyde 1902- . One of th e foun ders of a national crime organization,
Barrow 57 84 55 6 70 14 17 2 - 3 15 along with Lucky Luciano. Skills: auto theft 72%. au to-body
1909-1934. Small-tim e robber and murderer. Skill: auto th eft wor k 74%. smuggling 35%, accounting 55%, gambling 63%.
64% .

124
Na me .\~ u A ~ O b Pr Dr Lu HP Lv Re .\ i n .\ h .\\u Ag Ob Pr Dr Lu HP Lv Re ,\ \ n ,\ 1x
Charles Dutch
Luciano '59 M 99 10 sz 50 17 10 Schultz 77 79 82 10 81 29 21 9 -I 18
1897·1962. " Charlie" Lucia no, "Lucky" Luciano. .1\\oSI power- 1902- 19 35. Arthur Fle genheimer . Co nt rolled beer bootlegging
ful boss in t he U .S. from 19 12 10 1936 . Co nt rolled all vice in the in S ew York and th e numbers racket in Harlem. M urdered hy ri-
New York area. Set up a loosely organized national crime syndi- vals after he threat ened ro kill th e reform district attorney, Tom
cate. Skill: smuggling 97%. De.....ey. Skills: lockpic king 59"10, alarm syste ms 53%, smuggfing
88 %, gambling 78% .
Salvatore
,\ \aranulOo 62 63 77 II 70 28 11$ 7 Beniamm
186S-193 I. SuettSsful y fou ght Joe " the Boss" .\h~ria for con- Sie/;rd 7l 76 77 9 77 21 18 5
trol of the :-':ew York rackets in [he "Castellam are War." He was 1906- 19-\l . " Bugsy" Siegel. Gang ster and murderer, junior pa n-
murd ered ~hon(y after on the ord ers of Lucky Lu ciano. ner with .'leyer Lansk)·. Ongmated syndicate gambling m La s
Vegas. II is believed he was killed for steeling Sl million from the
j3Ck syndicate. Skills : aUIO theft 75%, autobodv wo rk 71 Gi11, smug'
M cG urne 91 99 68 7 85 -12 24 -I ghn g 73%, gambling 78% .
1904- 1936. '''\ \a chi negun'' Jad . M cG urne. Ex-pnzeflgbter. Ace
hit man for AI Capone, killed more than 20 men . Skill : boxing John Torrio 57 64 99 10 82 45 18 8
76% . 1882-1957 . " Johnny" Torrio. AI Capone's mentor. A careful
gangster who preferr ed negotiation 10 violence. Afte r bein g shot
George in 1924 he wem into semi-retirement .
M or;l.n 90 76 78 8 77 -IQ 22 7
189 3·1 957. " Bugs" Mor an. Inheri ted control of the Chicago Joseph 'Xe il 72 79 99 10 85 -\6 21 6 8 Ib
Nort h Side gang and its war with AI Capone from Deanie O ' Ban- 1877 -? .. 'tellc..... Kid" 'X·cil. M aster co nfidence man . He retired
mon and H ymie Weiss. Drifted 1010 obsc ur iry after the St. Valen- from (he con game in 1934 because publicity had made his r"c,
ti ne's Day .\ l.assacre . Skills: lockpicklOg 58%, alarm systems lur e too familiar 10 prospective victims. Skill s: stealth 74%. drs-
4 5" . safecracking 37%, smuggling 74%. guise 38%, public relations 89%.

Dion Famous Ga n gs
O' Banmon 61 74 In 1079 35 19 7
1892·) 924 . "Deanie" O'Bannion . For med a gang 10 conrrcl the Dilli ngcr " Super Gang" - bankrob bt:rs
rackets on Chicago 's no rth side. H is mu rder, ordered by AI Ca - j ohn Dillinger, Harry Peir pon t, Homer Van M eier, "Three-
pon e, starred a five-year gang war in C hicago. Skills; lcckpicking fingered Jack " Hamilton, " Fat Charley" .\ t ackley and Ru ssell
72%, alarm systems 50% , safecracking .1-1 %, s m u ~gli ng 89 % . Lee Cl ark .
Bonnie n ru~ge n·Lake G ang-rac kets and hootlcl1:J.:ing
Parker 49 73 51 7 62 1.3 18 2 -3 15 Led by Terry Druggen and Fra nkie Lake. Staun c h Capunr allies
191 )·19 34. M urderess, Clyde Harro w's accom plice. Skill : auto on the west side of Chicago.
th eft ·t l%.
Genna Brolhers-bootlegging
Arnold
ChlC3go Lime h.d)· gang led by ~ix brothers: " Blood y ~\ ngdo,"
Rot hs tein 78 81 7-\ 8 78 -\8 21 8 " Tony the Gentleman," M ike " Th e Devil," Pete , Sam anJ Vin-
188 2-1928. Big-rime gambler who mad e a fortune by fina ncing cenzo "jim" Genna. Started as alJic. bur became rivals of .-\1 Ca-
crime . Alleged ly fixed the 1919 'X"orld Senes. Skill; gam bling pone.
98% .
l.amm Gang-bank robbers
Morris
h rM bank robbers to usc o rganized methods. Led b~' "B aron "
Ru dscnsky 76 87 80 8 8 4 -\7 22 1 Herman K . La rnm . Ot her members Were Walrer Oirrr ich ,
1908 · . " Red" Ru dsencky, Ma sler safe<: racket and burglar .....he "Oklahoma Jack" Cla rk and " D ad" Landy.
oft en worked alone. later reforme d comp letely. Skills: lockpick-
ins 87%, stealth 7,1%, alarm systems 78"10 , explosives 730/0. safe. O ' Donnell Hrolhcn -boollegging and rackets
cracking 91 %.
" \>..'0 different Chicago gangs led by two un related families wuh
[he: same name . The Sl..mlh Sirle O 'Donnd ls we re led by "Spike,"
5Ic\"r. \X'aller and Tommy O' Donnell . The 'Xes t Sid e O 'Oonnd h
were led br " Klondike," Bernard and .\ t yles O'Donnell. Roth
gangs too k sides against Al Capone and lost.

125
"Owner" Maddm Gang-bootlegging and nckm Name Mu Ag Db Pr Dr Lu H P Lv Re Mn MI
New York gang led by "Owncy" MMden. Feuded with the Wa- M ike King 64 67 79 7 73 38 19 4 +2- 8-
:Icy Gordon gang. Skilb : shadowing 83.., stealth 82'Ho.
The Purple Gang-bootlegging, ...aeu and vice
Paul
Led by Abe Bernstein. Ruled the Detroit radets until incorpo- Robsey 63 68 78 8 73 35 19 4 +2- 8-
rated into the national crime syndicate.
Skills : shadowi ng 81llib, stealth 80%, wiretapping 85%.
"Wuey" Go rdon Gang-bootlegging and rackets
Bill
New York gang led by Wuey Gordon . Feuded with the Oweey
Gardner 96 9 1 70 7 8 1 36 24 4 +2- 8-
Madden gang. The feud was hailed on the orden ofthe natio nal
Skill: find smuggled goods 58%.
crime syndicate.
"Reaction to non-criminals only. Members of the U ntouchables
Law Enforcement Class react normally to criminals. Their reaction should be tempered
by their desire to see all criminals convicted and sentenced.
Historical Characten
The Un touc h a b les . The UlUouchablcs were a special squad of Special C itize ns· Groups. Citizens did not always meck.ly ac-
10 men who worked for the Prohibition Bureau in Chicago. cept crime in their cities . To fight the high rate ofcrime caused by
Their job was 10 "dry up" the source of AI Capone's vast crimi - prohibition, citizens sometimes joined together to elect reform
nal income by sbun ing down his breweries and distilleries andar- candidates and put pressure on public officials to stop crime and
resting his men. The Untouchables got their nickname because corrupuon. These groups ofcitizens often remained anonymous
they could. DO[ be bribed. Finding an entire squad. of prohibition to avoid retaliation from gangslen.
agents who were uncorruptible was so unusual that the event Perhaps the most famous citizens' ann-crane organizalion wu
made Dationwide headlines. The leader a f the Untouchables was formed by sa influmtial businessmen in Chicago. The organiza-
Elliot Ness. tion was known as Tbe Secret Sil. It was beaded by Robert
Isham Randolph. The Secret SiJ: was responsible for the fonna-
Name Mu Ag Db Pr Dr Lu HP Lv Re Mn Aoh tion or tbe Untouchables, among other things...

Elliott Ncu 87 82 85 10 84 SO 22 10 +2- 8 - FBI Agents


1903-1957. Leader of the Unlouchables. Afterward named chief
investigator of prohibition forces in Chiago. In 1935 he was Name Mu Ag Db Pr Dr Lu HP Lv Re Mn M:r:
elected di rector ofpublic safety for Cleveland. Skills: mania! arts
74"'. public relations 70%, shadowing 6O'fo, stealth 66% . wI) .
Connelly 67 72 73 8 73 41 19 8 + 2- 8-
Marty!.ahen 86 82 71 8 77 38 22 4 + 2- 8- 1892·1957. Special agenl in charge in Ci ncinna li unl il I934 . Spe-
Skill: mart ial arts 72% cial agent in charge in Chicago from 1934 unt il 1940. Later
served as field assistant director. Skill: manial arts 74%.
Sam Seager 94 81 70 7 76 39 23 4 + 2- 8-
Skill: find smuggled goods 62% Samuel P.
Cowley 63 82 7 1 8 77 12 19 7 + 2- 8-
Bam,y Special agent in charge in Chicago until his death. H elped ar-
Cloonan 95 79 68 7 69 37 23 4 +2- 8- ran ge the demise ofJohn Dillinger (ifit really was Dillinger who
Skill: find smuggled goods 61' . wu killed outside the Biograph Theatre). Killed in • gun battle
with Baby Face Nelson in 1934. Skill: martial an, 711\.
Lyle
O1apman 83 77 84 7 8 1 42 21 4 + 2- 8 - Melvin
Skill: fingerprinting 6~ accoun ting 93", chemical analysis Purvis 81 78 63 8 71 25 21 5 +2- 8-
41' . Special agcI1t serving throughout the midwest. Helped arrange
the demise ofJohn Dillinger. Killed Pret ty Boy Floyd in • gun
Tom Friel 67 78 66 7 72 11 21 4 + 2- 8- bertle in 1934. Skilk: martial arts 76...
Murdered in the line of du ty by the Ca pone mob in 1930. Skill:
ftnd smuggled goods 76"'. -Reaction applies to non-criminals only. Reaction 10 ttiminals is
normal, tempered by a desire 10 see all criminals convicted and
Joe Leeson 68 88 87 7 88 36 21 4 + 2- 8 - sent enced .
Driver for tbe Untouchables. Skill: shadowing 92%.

12.
SEQUENCE OF PLAY OUTLINE Rolle = Rounds tired per turn Ammo = Ro unds weapon
can hold
Step I: Chcd: 10 ~ Ifan~' charact ers ..... crr lurpn~ by acnons in the • All nfles add 10 10 Agilit}, of !irin g character
J'lrc:\'iou~ nun. • "Thompson S.\ t G carries .lI 2a-round dip or .lI 5O-wunJ drum
Ste p 2; Players.declare whar <IL'10n each CM f.1KICr will pe rform this
tur n . Thc!IC can hi: joned do .....n on a sheet of pape r and reo
vealed simullan~usl)', ,[ ,hI.' players want . GUNFIGHT MODIFIERS TABLE
Step l : Chat'l(lc:n. who arc: closing with an op ponent for a fisrflght
alC:- moved Some charact ers may be able 10 li re at this nm e-.
Suuanon ,\ \ od ilier
see G u ns In f Istfi~hIS . Target i ~
. . Standing Still - 0
Srep -I: All other characters who arc m,wlnJ: complete one-half of
t heir movement. . Crawling, Walking or Pro ne -,
Step 5; Fi ~l li~hl i ng ad itios arc: resolved . ,. Ru nnzng, Leaping or J ump mg - 20
Step 6 : ( ;unli~htm~ and other act wns are u:solvcd. · , , I) r ~\pplng bl;: hind Cover - 20
Step 7: Characters firush rnovmg. · . Hehind Co ver - III
, Cal '\\o\' mg Slo\\" -10
Car ,\ \O\'ing Fasl -30
NI'C REACTION TABLE Loc ked Duu l + 20
....1odilicJ
Dice Roll bring cha ractet is
(2d In)
Pro ne
. Finng <lny type (If nfle
>'
> 10
,.,
2 or les , Filing after an aiming rurn
In a ca r mcvmg .,10.....
> lU
-1 0
>-<> In J car moving fa~l -30
Filing a bunt - 30
1-8
hnng a RAR on semi-sutomauc - 10 (.!nd shol}
'Hl - 10 O rd shOl)
\\-1 S
hling t ..... o prsrols - 30
_.. In a fiM ligh f - -\0
1"'17
1";-111
20 o r more:
ADDITIONAL GUNFIGHT
Mot.l ifiers To NPC Reacti on Table MODIFIERS
I'C 's Presence + P resence score I' Hlnl: Character's Act ion ,\ \wllier
NPC\ Presence -rl'rese nce score D rawing and Firing
Som eone has d rawn weapon 10
+ I if I'C; -I ifNPC Turning Arou nd and Firing -Ill
Someone makes hchevable th reat + l lf l'C; - I if N PC -lurn Jll~ Arou nd, D rawing and F irint: - 20

FIREARMS DATA CHART HAND WEAPONS TABLE


Weapo n Range Damage Rate Am mo
'X-e;lpo
.C" Extra InJury
" --;:---;--;:-- ;--;:-o;--oc::---::;-:-_ - '=:-= = "'- _
Revo lvtrs;
, 'x'ooden Club, BJ ~ball Bat, Btlly Club + 'j pomrs

•••
.22 rso- Lead PIpe , Blackjack, G c n as Club
_38 + 7 roJlllS
l'iO ' s B ra~~ Knu( kl" , Coin Roll Inside h SI + -I P'\JIlI ~
.4-1/ .4')
..\ ulomat ics :
22S'
• Small K rufe
[ -ill g e Knife
+ j pomh. .... uund
+ 'j pemte, wound
IJmmJ.l!l
AS
75 '
1'j0 '
S
• ,
S Broktn Boule
Axe:, Sword
+ 2 pomrs, 1',OUnd
+ fl pouns. wound
Ri fl M:'
_12
_ 301_ ~
1800- , 1 10
1800 ' 7 I S
8. .\.R. isoo: 1 Specia l 20
Special:
T hom pwn o5.\ \(' '10' 1 Special 20150· '
ShotRUn l,li51n5' I'iJ'i12 I 2
Range ~ Ra n ~e EO feet l>amaJ:c = Inlury In wounds

121
GANGBUSTERS~ Character Sheet Date Created: ----l---.J_ _

Player'

C haracte r: AliasINickname:

Profession: Rank (if Law Enforcer):

Salary (per week): Ethnic Background:

Mu scle Luck Hit Poinu Level

Agility Driving Career Total XP

Observation Punchi ng XP To Spend

Presence

Age: _ Color-Hair _ Ge n. D escription _ Injuries


H eight _ -Byes _ Brui ses: --1
Weight _ ScarsJMarks _ Wounds:

Weapon Range Damage Rat e Ammo Cri minal Record

BosseslSupcrion

Skills 500" AIli6JCronies (Profession/Skills)

( ) )

( ) )

( ) )

( ) )

( ) )

( ) )

( ) )

Equ ipment : Car

128
Ward Map of Lakefront City
(1920-1940)

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