Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
by Rich Parkinson
Copyright 2007
Timeless Games/Bettermousetrap Games
- Saturday Edition
Credits
Written by - Rich Parkinson
Layout by Rich Parkinson and Shelley
Beaudoin
Art by - Shelley Beaudoin and Rich
Parkinson
Cover Art by Rich Parkinson and Shelley Beaudoin
Cover Design by - Rich Parkinson and
Shelley Beaudoin
Thanks to - Clash Bowley, Dan Davenport, and the guys in my playing group.
Table of Contents
Intro What is role-playing; setting introduction, etc.
Pages 6 - 8
Mechanics
Mechanical details; combat.
Pages 51 68
Setting
Era overview; Boomtown overview; newspapers in the 30s; the
competition; particulars about Boomtown; NPCs. Pages 69 175
Generic NPCs
Usual and unusual NPCs.
Slang in Boomtown
The slang of the day.
Hail River
The Hail River Report newspaper; staff; the town. Pages 180 202
Rules tips
A few nal pointers regarding the rules.
Pages 203204
Pages 205206
Character Sheet
Pages 207208
Index -
Pages 209212
Page 91
Page 185
What is Role-playing?
Editors note: the following piece is
written as though Maggie Talent, the
ctional Managing Editor of the Boomtown Planet penned it. As a result, you
may have to use your imagination a bit
as some of the terms used may seem unusual. Nonetheless, I hope you enjoy it.
by Maggie Talent
What is role-playing? This question or
a similar question is found in the rst few
pages of the majority of traditional, pen
and paper, role-playing game (RPG) source
books regardless of whether they were
published on the east coast, the west coast,
or beyond.
For those familiar with the hobby,
the question answers itself. The denitive
answer, however, often eludes these hobbyists as they try to provide it. The denitions found in the source books, and there
are many, have slight variations but the
core theme remains the same. But, for the
layman, even the core theme (the essence of
the answer) is confusing.
Is role-playing make-believe? Is it acting? Is it storytelling? Or is it something
else the core of a secret society, perhaps?
The answer to all four questions is yes.
The Slow-Flow database, Wikipedia,
says that a role-playing game is one in
which the participants assume the roles of
World wide there are millions of gamers. This is interesting because, despite this,
little is known of the hobby itself. More
to the point, self avowed role-players often
give cryptic answers to the question, what is
role-playing? It is not that they dont know
the answer, it is that they choose to be very
selective to whom the clear answer is given.
This leads one to believe that it is a secret
society of sorts.
Like the members of all secret societies,
role-players meet in small groups, their activities concealed behind the walls of homes
or the walls of the public facilities they
use. Sometimes these small groups gather
together at convention halls where they
hold very public, and seemingly, innocent
meetings. They also meet in Slow-Flow
...of it.
Now its your turn, your chance to pick up
where they left off; your chance to stick a
press card in the brim of your hat, gather up
pencil and notepad, and wade into the thick
of it. Your readership is waiting. People of
all ages and walks of life will eagerly pick
up the Boomtown Planet expecting to be
informed. Dont disappoint them.
You are a knight of democracy, a custodian of the public record, and a seneschal
of the written word . . . or something like
that. The uncensored press (free of inuence
political or otherwise) is the pillar of your
ideals.
So, get out there and get the scoop!
The setting
Boomtown Planet Saturday Edition is
set in the Dirty 30s. It isnt necessary to be a
student of history to enjoy this game. Its all
in fun. Its ction.
In this book, I give you a basic outline of
the world as it was in the 30s. I touch on
some of the main events and key historical
gures but the game is very focused.
The core, physical setting of the game is
the city of Boomtown. Boomtown, as it is
presented in this game, doesnt exist in the
real world; its ction; its all make-believe.
The details of some of the outlying communities are also provided. I dont, however,
provide details on the world-at-large. If you
choose to take your game outside the city
limits, youre on your own.
Yes, there are strange things in Boomtown. And many of the strange things are
bad guys. Having said that, the strange
things are often the least of the characters
worries.
Dice Rolling
The Boomtown Planet - Saturday Edition uses a mechanic called Go 4 10. The
mechanic is neither new nor novel. Its a
tool. It works.
1, 1, 1, 1 = a disastrous failure
1,2,2,3 = a failure, but not a disastrous one.
Dice rolling plays a part in most roleplaying games and this is one of those
games. Usually you roll four ten-sided dice
in this game to determine the outcome of
your characters actions. The goal of any
dice roll is to aim for 10 or better.
While rolling a 10 on a single ten-sided
die is the ideal, the chances of it happening are low. To improve your odds you can
add two dice together to achieve the magic
number. The more tens you can amass in a
single roll, the better.
In order to succeed on a dice roll, one die
or two dice together must add up to 10 or
more. Anything less than 10 results in failure, and rolling all 1s results in disastrous
failure.
If you roll a natural 10, it is treated as a
success and the die explodes. This means
you get to roll the die again. The results of
the second roll are added to any remaining
dice that you havent used. If you have no
remaining dice left, the result stands on its
own. If you get another 10, roll again, and
so on.
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Cub reporters Ruby Olsen and Skip Donahue have been following some leads on a
string of violent attacks in the Bridge End
district of Boomtown. Their investigation has
led them to the apartment of Wyatt Henderson, a dockworker with a penchant for booze
and bar ghts.
The overly ambitious Olsen has decided to
charge into the apartment by herself, where
she confronts Henderson. Skip is hot on her
heels but a few steps behind. Backed into a
corner by the prying reporter, Henderson has
just revealed his true nature; hes a werewolf of signicant size but limited power.
Nonetheless, his transformation has left Ruby
cowering in a corner. All that stands between
her and the werewolfs slathering chops is
Skip who has just stepped onto the scene.
The werewolf bats at Skip with the intent to
hit and clear a path to Olsen. The GM rolls
the dice for the werewolf. He rolls 8, 2, 7,
and 2 - a partial success. While the werewolf
does backhand Skip to the oor, Skip still
blocks were-Hendersons path to Olsen.
In desperation Skip decides to kick the werewolf in the groin with the intent of driving
the beast back. The player rolls 4, 10, 10, and
10 a total success. He re-rolls the three 10s
and gets a 2, 5, and 5 making his total success a stunning success. Skips kick not only
wounds the beast, it knocks it to the ground
and it rapidly transforms into an agonized
and pacied Henderson.
Keep the action rolling when someone succeeds in his action but fails in his intent, dont
just leave it as a failure. Make it a new opportunity for the character to succeed. Keep the
action rolling.
Say the character does clear the hedge while
pursuing Bragg, but loses his step when he lands
on the other side. He should still get the chance
to maintain the pursuit, hell just have to take
risks and pick up the pace a bit.
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Degrees of Difculty
Just as there are degrees of success so too
are their degrees of difculty. The more difcult an action is the more difcult it is to
succeed in that action. Simple.
Here are the degrees of difculty and how
they affect dice rolls:
ROUTINE: a dice roll is unnecessary.
The character automatically succeeds.
Examples include, purchasing a pack of
gum at a corner store, taking candy from a
baby, and a walk in the park.
VERY EASY: the roll is sharpened +2.
The character has a very good chance to
succeed.
Examples include, tossing a brick through a
plate glass window, placing a bet with your
regular bookie and riding a bicycle on a
path in the woods.
EASY: a roll is sharpened +1. The characters chance to succeed is favourable.
Examples include, sifting through a newspaper to nd a particular article, conning a
child out of an ice-cream cone, and running
up a single ight of stairs.
Relative to Scale
A small child has a much better chance
to knock over another small child than he
does to knock over a brawny adult. An adult
faces the same difculty when tangling with
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exciting.
If you choose to make your character known
for an item in his possession, youll have to make
the item up. Youll also have to work out what
powers it has, if any, with the Game Master (and
your fellow players). If your group decides they
dont want any mystical items in the game, then
go with the majority.
The item can also be a prop only. It has no real
power, but your character thinks it does. Pootie
Tangs belt was just a belt, but it takes him the
majority of the movie to nd this out. The real
power lay inside of Pootie all along. If your item
is a prop, right down what powers your character thinks it gives him because that is what he is
really known for.
Its a Double-edged Sword: You get bonuses for doing what youre known for, but
its a double-edged sword. Doing the things
that youre known for can get you into serious trouble. For example, if your character
is known for his Integrity and Honesty,
hell stick to the truth, even when he maybe
shouldnt.
Thats okay! Getting into trouble is fun
in an RPG. Thats when the action heats up
and things get exciting.
When you stick to your guns and continue
to do the thing youre known for and it gets
you into trouble, you get bonuses too. Not
only do the dice roll bonuses apply, but you
gain a Spirit Point as well.
Lets talk about Spirit now.
Step 3. Spirit.
Spirit is good stuff. You start the game
with 1d10 Spirit Points, and you earn more
through game play.
You can bank your Spirit and use it to
improve your character, or you can spend it
to improve your chances in dicey situations
during play. You can also use Spirit Points
to negate damage that your character has
suffered. Its up to you.
The GM awards Spirit Points to the Player
Characters for achieving personal and group
goals.
When you have banked a certain amount
of Spirit Points, you can spend them to
improve your character. For 30 SP you can
sharpen an Attribute, +1 (to a total of +2).
Or, if you have some available Skill slots,
you can acquire a Skill for 20 SP or a Special Skill for 25 SP.
You can spend Spirit Points to improve
the results of dice rolls. Spend 2 Spirit
Points for an automatic success or spend
one Spirit Point for a re-roll. You can also
spend Spirit Points to heal your character.
Spend 1 Spirit Point to improve your Health
by one point. You cant heal your character
if your character is Unconscious or Dead.
Yes, this is a fake, but ctional heroes
frequently enjoy heroic recoveries. If you
dont like this rule dont use it.
Encourage players who are at the table
more often to spend their Spirit Points on
re-rolls. This allows them to succeed more
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Step 4. Goal.
Most people have goals in life. So, too,
does your character. There is one goal,
however, that is more important than the
others and your character will work hard to
achieve that goal. This Goal helps you focus
your characters energies. Its the primary
thing that motivates your character.
For a character like Ebenezer Scrooge his
Goal was rst to, get money and horde it,
and then later to spread good cheer.
For many Planet staffers their Goal is
simple; its to put the truth in print. They
see themselves as the guardians of an untarnished public record.
For others, like Dane Ringwald, their
Goal is more specic. In Danes case, it is
to expose corruption.
Your Goal can change as your character
develops through game play. You have to
have a solid reason to change your characters Goal, and get the approval of the GM
to do so.
Scrooge is the perfect example of a character
that changed his Goal - from getting money
and hording it, to spreading good cheer. Author
Charles Dickens had a good reason to change
Scrooges Goal; so should you.
Step 5. Background.
The preceding Steps have helped you
dene your character. Now, its time to add
some back-story, so we know a little bit
more about him or her.
If your character is new to play and new
to the Planet staff, you might want to reveal
your background through game play, or
keep it to yourself until you feel the other
characters have gained your characters
trust.
While developing background, get into
character and answer these questions:
1. How old am I?
2. Do I have an existing family? What
is my relationship to the members of my
family? Am I still in contact with them? Do
they live nearby?
3. Do I come from a wealthy, middleclass, or poor background? How did my
upbringing affect my life?
4. What are some dening moments in my
life?
5. What led me to choose my career?
6. When did I join the Boomtown Planet
staff?
7. What is my relationship with the other
staffers?
8. Am I harbouring any secrets? If I am,
what are they?
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Part gumshoe, part diplomat, part walking encyclopedia, the reporter is an amalgam of many
things. He is an odd jobs man, an article writing,
jack-of-all-trades.
In the 1930s, reporting was primarily a mans
profession. That is not to say that
it was exclusively so. There
were women reporters. Women,
however, had to work hard to
prove themselves in a predominantly male profession, and they
were paid less for the same work.
Thats just the way things were.
As New York Times Editor,
Arthur Gelb, so neatly put it. The
biased mindset was that, since
women did not have families to
support as men did, they should
not expect to earn as much as men.
The Boomtown Planet has a number
of women on staff and they are
every bit as effective as their male
counterparts.
The newspaper world was also segregated in
the United States in the 1930s. In 1945, the New
York Times (the bastion of white newspapers
in America) had just one African-American
reporter. The staff at the Boomtown Planet boasts
progressive thinkers, tolerant individuals that
run contrary the bigotry of the age. The PCs are
encouraged to play reporters of whatever race,
culture, or creed they fancy.
Many reporters are published authors of some
sort; having either published biographies on
subjects known to them or other works of nonction. Few venture into the realm of ction,
having so long established themselves as professionals who deal with facts. In their spare time,
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Reporter
Goal: to put the truth in print, regardless of the cost.
+1 Balderdash, +1 Leadership
Skills: Curiosity, Education, Fast
Talk, Short Hand, and Status.
Special Skills: Photographic Memory.
Sample Reporter - Bob Kennedyis known for his panache in tackling high
prole crime stories
Goal: to thoroughly cover the Crime Beat in Boomtown.
+1 Brawn, +1 Balderdash
Skills: Connected, Curiosity, Fast Talk, Short Hand, and Status.
Special Skills: Respect.
His story Bob Kennedy is a veteran reporter. He is a short, powerfully built
man with a large head and red face. His build has more to do with genetics than
lifestyle.
Now, in his late fties, he has a tough beat, one that most reporters prefer to
graduate from early in their careers. Kennedy is the Boomtown Planets go-to
Crime Reporter. He could have dished the job off to a junior reporter years ago.
Hes certainly earned the right.
He does his job well; some would argue too well where his personal safety is
concerned. Kennedy, however, loves being a newspaperman. In particular, he
loves exposed the citys seedy underbelly.
Kennedy never settled down or got married and the closet thing he has to a
relationship is a sporadic affair with one of the local nightclub girls, now approaching retirement herself.
Kennedy spends his days and free nights at the club,
drinking whiskey, smoking cigars, and talking to
connected men. He is also a gambler (or so he
likes people to believe) and can be found at the
racetrack on any given Sunday. Few are aware
of the fact that he only places small bets. At the
track he sits as close as possible to high-ranking Syndicate men and eavesdrops on their conversations.
Game Hooks: Kennedy is connected. As
a result, a member of the Syndicate (the mob)
could ask him for a favour. Equally, a member
of the Syndicate or a common criminal could
seek revenge against Kennedy for some past
indiscretion he put in print.
Sample Reporter - Tess Trimbleis known for her keen sense of style.
Goal: to keep Boomtowns fashionable elite well informed on the latest styles
and trends.
+2 Brains
Skills: Curiosity, Eavesdropping, Scrutiny, Shorthand, and Status.
Special Skills: Photographic Memory
Her Story - In her mid-fties, Trimble has been a member of the Planets
staff for nearly as long as Kennedy. The two have formed a solid alliance, if not
friendship, over the years.
Trimble is the Fashion and Lifestyles reporter. As a result, she is a public gure,
courted by celebrities and Boomtowns elite. No one from high society would
dare to snub her. Her poisonous pen and acerbic wit are legendary.
What Kennedy lacks in presentation, Trimble makes up for. She wears her hair in
the latest style and sports the latest fashions. When she smokes she uses a long,
ebony holder. The mink stole is her trademark. When her stole gets worn she
knows its time to nd a new husband.
She likes tall martinis and taller men. Shes been
through several husbands and the joke is that
the list of men shes divorced is longer than the
list of men shes married.
Game Hooks: Trimble is always on the lookout for an eligible man. Trimble has made a
number of enemies amongst Boomtowns
elite and anyone of them could be out to
get her.
Cub Reporter
Goal: to get the scoop and get noticed by doing it.
+1 Brains, +1 Balderdash
Skills: Athletically Inclined, Camera Work, Curiosity, Education, and
Short Hand.
Special Skills: Reckless Abandon
Photographer
Goal: to capture a shot that says it
all.
+1 Brains, +1 Versatility
Skills: Artistic Talent, Camera Work,
Curiosity, Fast Talk, and Schmoozing.
Special Skills: Reckless Abandon.
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Sample Cub Reporter - Skip Donahue is known for his eager to please attitude.
Goal: to become a full-edged Reporter.
+1 Brawn, +1 Versatility
Skills: Athletically Inclined, Curiosity, Education, Short Hand and Swim.
Special Skills: Lightning Draw
His Story - Skip is the poster boy for the wholesome, young American male.
Tall, good looking, with golden locks and grey eyes he epitomizes the Hollywood
ideal.
Skip is a recent college graduate and something of an idealist. The 22 year old
is a baseball enthusiast and he played for his university team. He could have gone
pro but instead went the academic route. He rolled through writing courses and
became obsessed with the reporter legend. He knew what he wanted to do.
Skip is a solid churchgoer and somewhat naive. Kennedy
would call him wet behind the ears and all of the veteran
staff at the Planet would agree. Skip has only been a part
of the Planet for two and a half months, supplementing his
income with a part-time job at a bakery, baking bread in
the evenings and on the weekends.
Currently, Skip writes obituaries, getting the names of
the deceased and their particulars. Skip is anxious to get
into the eld.
Game Hooks: Something odd is going on at the bakery
that Skip works at. The owner works late into the night
and often meets behind the bakery with rough looking
customers. Skip plans to investigate his bosss affairs.
This could be the big scoop he has been waiting for.
Sample Cub Reporter - Ruby Olsenis known for her drive to succeed regardless of the odds.
Goal: to gain veteran reporter, Bobby Kennedys, respect.
+1 Brains, +1 Versatility
Skills: Curiosity, Fast Talk, Gambling, Scrutiny, Shorthand, and Status.
Special Skills: Photographic Memory
Her Story - Ruby is 21 years old. Shes small with dirty blonde hair and a
pretty face but she rarely dolls herself up.
As a hard hitting dame who grew up on the wrong side of the tracks, Ruby left
high school and became a switch board operator at the Planet. Her typing skills
(which she improved through a night course) landed her a secretarys job.
She would constantly solicit Elliot to give her a try as a reporter and nally
Elliot gave her a chance. Now, she primarily does reporting but sometimes gets
demoted to the typewriter. She desperately wants to make a name for herself and
shes driven to succeed. Unfortunately, shes a perfectionist and abhors bad grammar. She got on Kennedys bad side when she dared to comment on his incorrect
use of grammar in one of his articles and he overheard her. He immediately tore
several strips off her and humiliated her in front of the bulk
of the staff. Now, he refuses to have her assist him on any
assignment to Olsens great consternation.
She has redoubled her efforts to salvage some sort of
respect and spends a lot of late nights at The Planet.
Game Hooks: Olsen has a number of rough
contacts in the slums, inlcuding her brother, Reg, a
Bayside runner for the Boomtown mob.
Columnist at larger newspapers the Columnist is an expert in a certain eld, quite often a
reporter who has graduated from covering hard
news to covering what he likes. Furthermore, his
column is a subjective piece (based in fact) rather
than an objective one.
Columnists for smaller newspapers are rarely
journalists. Instead, they are people in the community who have a desire to write, to state their
opinions boldly in print. Quality varies, but the
zeal of the columnist does not.
The Boomtown Planets columnists are mix
of graduated reporters and experts in the eld.
Some, like Candy Windstrom and Irvine Marcott,
spend more time at the Planet than they do at
their day jobs. Others, like Pete Plasky and Dr.
Brian Bedesko, are very attached to their vocations and are rarely at the Planet building.
Editor while the Boomtown Planet has several copy editors, the copy editor isnt the type
of editor that we are concerned with. The three
Editors we are concerned with at the Boomtown
Planet are: Editor-and-Chief, Seth Elliot, Metropolitan Editor, Maggie Talent, and Night-time
Editor, Ted Worthy.
Im not diminishing the copy editor, who has
the important job of editing and often rearranging the reporters copy before it goes to print; its
just that the copy editor rarely leaves his desk.
As a result, he isnt the stuff that a good PC is
made of.
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Columnist
Goal: to win a large audience of
adoring readers.
+2 Balderdash
Skills: Education, Fast Talk,
Schmoozing, Short Hand, and Status
Special Skills: Respect.
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Editor
Goal: to put out the best edition possible, day after day.
+1 Brains, +1 Leadership
Skills: Bargain, Curiosity, Education,
Status, and Worldly.
Special Skills: Respect.
Legman
Goal: to gather the facts and keep the
reporters informed.
+1 Balderdash, +1 Brawn
Skills: Connected, Curiosity, Fast
Talk, Interrogation, and Schmoozing.
Special Skills: Photographic Memory
Sample Editor - Seth Elliot is known for being immensely cool under pressure.
Goal: to always put the truth in print, no matter how outlandish the truth is.
+1 Balderdash, +1 Leadership
Skills: Bargain, Education, Curiosity, Education, Investigation, and Status.
Special Skills: Respect
His Story - Seth is of average height, with broad shoulders and a thin, respectable frame. He has thick brown hair, blue eyes, and rugged good looks. He
dresses in the attire of a Boomtown businessman with a touch of non-chalance
about him (often his suit coat is tossed over a chair and his sleeves are rolled up).
Elliot is 37 years old, which is young for an Editor of a daily.
He isnt a Boomtown native. He grew up in Drurytown, West Virginia, a small
town (pop. 8,000) with agricultural roots. In Drurytown, Elliot was the big sh
in a small pond a gifted student, an exceptional athlete and he showed great
promise.
He avoided parties and being a part of high school hierarchy. His popularity
spared him any ribbing, however. Elliot was the quintessential nice guy. His
main passion was writing and with a small group of friends formed a writers
circle. They had grandiose dreams of creating a magazine similar to the New
Yorker but the dreams gave way to reality when the members of the group graduated from high school.
Elliot went to College, got a degree in English Literature, and despite a desire
to become a real writer he got a job in the newspaper business. He worked
at the Timber Rapids Gazette, a bi-weekly in the Planet Publishers stable. He
worked at the Gazette for 11 years and went from copyboy to reporter, and
reporter to Assistant Editor. When the Editors position at Planet became available, he applied on a whim with no real hope of landing the job. He was more
surprised than anyone when he was selected.
At 35 he packed his belongings into his old Model A and drove the twenty-ve
miles or so from Timber Rapids to his new home, Boomtown.
Hes been Editor of The Boomtown Planet for two years but has yet to meet his
employer, the Publisher, a mysterious benefactor who keeps the money rolling in
and has got Elliot out of a few scrapes.
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Detective
Goal: to dig up the dirt and crack the
case.
+1 Balderdash, +1 Versatility
Skills: Connected, Curiosity, Gun
Fu, Interrogation, and Schmoozing.
Special Skills: Photographic Memory.
Informant
Goal: to right a wrong and set the
record straight.
+1 Brains, +1 Balderdash
Skills: Bargain, Connected, Education, Schmoozing, and Status.
Special Skills: Every Man.
Sample Detective - Merv Wileyis known for his attention to detail. He leaves
no stone unturned.
Goal: to nally break free from her past.
+1 Balderdash, +1 Versatility
Skills: Acting, Camera Work, Curiosity, Education, and Short Hand.
Special Skills: Photographic Memory
His Story - Wiley is in his mid-30s, a hardened gumshoe in every sense of the
word. Like most Boomtown detectives he wears a trench coat and fedora. He is
naturally a good-looking man but typically sports a few days of growth on his
chin and is entirely disinterested in his appearance.
Hes been doing investigative work for the Planet for a number of years. In fact,
the work that he does for the paper pays his bills. His other work (infrequent and
often shady) pays for his whiskey, cigarettes, and repairs on his old car.
Wiley is a good detective and he loves his work. He also loves his pulp ction.
He also likes his neighbourhood bar, The Crooked Roost, his
whiskey, his cigs, and his dame - Samantha Cowley, a downtown ofce gal who works a switchboard.
Wileys done some shadowy business in the past. What it is
he isnt telling. Hes also worked for some shady characters.
Who they are, again, he isnt tellin.
Wileys frequently used by Elliot and the reporters
to scrounge up information that they would have
difculty getting their hands on. The dic seems
to have a little black book full of contacts, from
high hats to ragamufns, from cops to palookas.
He even knows a few heeby jeebies from Ghost
Town.
If it werent for Dan Davenport, many detectives
would have lucrative careers. As it is, the P.I.s of
Boomtown have to make due, renting out cramped
ofces on the edge of Slaggy Bottom and Crumbly Court and living in apartments off Wire Road
or some other second rate main road.
Socialite
The Wizard, as a subject, will be explained further in the book. For now, it is safe to say that the
Wizard can harness the power of the supernatural
world. As for wizards on the Planets staff, they
carry out similar duties to the rest of the frontline staffers.
Wizard
Goal: to master the arcane arts.
+1 Brains, +1 Balderdash
Skills: Bargain, Connected, Education, Occult Knowledge, and Worldly.
Special Skills: Arcane Inclination.
For simplicitys sake, each Skill is governed by a single Attribute. You roll on the
Attribute when you use the Skill, to see if
you successfully use the Skill or not. Your
Skills improve as their governing Attributes
improve.
Step 7. Skills.
We all have some select Skills that help
dene who we are, or at least dene what
we are capable of. Characters are no different.
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ld Wars
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When it comes to a Characters possessions the ones that are listed on the character sheet, we
arent talking about humdrum items like clothes,
packages of cigarettes, etc. We are talking about
special items, including personal equipment,
weapons, etc. things that hold real value to the
Character for practical or personal reasons. For
example, a detective may value his trusty detective kit, a reporter may value a gold pocket watch
that belonged to his father that keeps exceptional
time, etc.
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Usually, the Phobia is trauma related. For example, a character that is savaged by wild dogs
might gain a phobia of dogs of all sorts.
Whenever the character is around the thing
they are afraid of, the player suffers a -2 on all
his rolls. To overcome the effects of a Phobia,
a player must roll on Brains and the -2 modier
applies.
Usually, a character has a Phobia forever. In
rare instances, however, the Phobia becomes a
mania.
If the Player fails his roll, the characters Phobia becomes a mania; his overwhelming fear of
something becomes an irrational passion for it.
For example, a character that has a Phobia of re
suddenly loves re and becomes a pyromaniac.
Changes of diet, prescription drugs, herbal remedies, mandatory relaxation and institutionalization might all be a part of the recovery process.
Usually sessions with a psychiatrist are essential
for full recovery. For more extreme cases electric
shock is prescribed.
Neurosis - come in many forms. Hypochondria and Compulsive/Obsessiveness are obvious
examples.
These afictions dont impact on dice rolls,
but they certainly impact on how a character
acts. For example, the hypochondriac will never
shake hands, he avoids places where he believes
diseases may congregate, and he avoids sick people. The compulsive/obsessive might constantly
clean his glasses, check out his appearance in a
mirror, re-arrange his comic book collection, put
his clothes on in a specic order, etc. He gets
angry if he isnt allowed to do so.
Changes in diet, prescription drugs, herbal
remedies, therapy and relaxation help curb the
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himself. Homicidal mania is brought on by extreme trauma or extreme loss through violence.
Changes of diet, prescription and herbal drugs,
mandatory relaxation, therapy sessions, institutionalization, and electric shock are essential for
full recovery.
56
Disease - In the 1930s, diseases like tuberculosis, cholera, measles, inuenza, etc.
were a real problem, particularly in poverty
stricken neighbourhoods. There are stories
in the slums and reporters have to go cover
them sometimes the story is a particularly
vicious outbreak of one ailment or another.
When a character comes in contact with a
disease, a roll on Brawn is required. The
intent is to avoid any ill effects from the
disease. A failed roll results in the character
contracting the disease. A Partial Success
means the character will contract something, not necessarily the disease itself, and
suffer mild illness.
It would require a lot of real estate to present you with a long list of common diseases
and their effects. I suggest a quick pass
on Google to gather any details you might
need.
Against the Elements - Ill-prepared PCs
suffer from climate extremes just like anybody else. Harsh elements rapidly eat away
Health.
In terms of game mechanics, the GM
should determine how harsh the climate is
and how exposed the character is to it. The
character drops one rung down the Health
Ladder every day, every hour, or even every
minute.
A character that falls Unconscious might
suffer some form of permanent injury
because of exposure. A roll on Brawn is
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60
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If the roll is successful the character manages to climb to his intended destination
(probably the top of the hill). If the roll is
partially successful, he has not nished the
climb, and another roll is required. A failed
roll means the character loses his grip and
starts to fall.
A character that is falling has one chance
to grab onto something and stop his fall.
Even a partial success is treated as a full
success. If the character fails to grab onto
something he suffers from a fall.
Regardless of the height of a fall, the dice
are rolled. If you roll a 1 on all the dice,
the character is killed outright. If you roll
all 10s, he is perfectly ne. Otherwise, the
character takes a point of damage for every
4 metres he falls.
Spirit Almighty!
Each game session is a single episode in your
gaming season. And each session can be broken
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Combat
Initiative before
combat begins we must
determine who attacks
rst. Each combatant
rolls 1d10 and then adds
their Versatility to the
result.
Combat is broken down
into two basic categories
ranged and close combat. Lets look at ranged
combat rst.
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+1
+2
To hit - you roll on Versatility. The number of dice you get to roll may be modied. Like any roll you need 10 or better to
succeed. With automatic or semi-automatic
weapons, the number of successes determines the number of bullets that hit your
target.
Shabby Light
Near Dark
Target is Silhouetted
-1
-2
+1
+1*
-1
-2
+1
0
-1
-2
-3
-1
-1
3
2
4
4
1
Arrow
Crossbow Bolt
Spear
Knife
3
3
3
2
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Close Combat: is all face-to-face, toe-totoe combat. Close combat comes in two
forms; hand-to-hand combat and melee
combat.
Hand-to-hand combat: incorporates all
forms of sticuffs. To-hit rolls are made on
Versatility. The damage of an attack is equal
to Brawn + the Type of Attack. The Types
of Attack, modiers, and the applicable
damage are as follows:
Rabbit Punch - damage 1, no modier
Roundhouse - damage 2, -1 modier
Uppercut - damage 2, -1 modier
Elbow - damage 1, no modier
Knee - damage 1, no modier
Straight Kick - damage 2, -1 modier
Head Butt - damage 1, no modier
Stunning Opponents - you can stun an
opponent with a Rabbit Punch and a Head
Butt. Your opponent rolls on his Brains. If
he is successful (even partially successful),
he is not stunned.
Grappling you can attempt to overpower an opponent with a grappling attack.
A grapple attack does no damage. When
you hit, roll against your opponents Brawn.
The winner of the grapple is free to act the
next combat round, while the loser is pinned
and helpless.
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Tossing you can attempt to toss an opponent. A toss does no damage, but your
opponent must roll on his Versatility to stay
on his feet. If he fails his roll, he is prone.
You get a +1 modier when you attack a
prone opponent.
Just it ignore it sometimes, it makes
sense to ignore certain rules, especially if
it enhances the gaming experience. For
example, two characters are in a stght
and neither have the Skill, Hand-to-Hand.
Ordinarily, youd roll 2 dice for both because they lack the necessary Skill. But, to
enhance the brawl and increase the Players
options, you should ignore the rule and allow the Players to roll 4 dice.
Melee combat: incorporates all attacks
made with close quarter weapons. To-hit
rolls are made on Versatility. The damage of
an attack is equal to Brawn + the Weapon.
Weapons, their modiers, and damage are
listed below:
Knife - damage 1, +1 modier
Sword - damage 2, +1 modier
Hammer - damage 1, no modier
Maul - damage 3, -1 modier
Axe - damage 2, -1 modier
Spear - damage 2, no modier
Billy Club - damage 1, +1 modier
Crowbar - damage 2, -1 modier
Improvised - damage 1, -1 modier
Multiple-attacks - you can technically attack twice in a single round. You just split
your dice between your two attacks.
The same holds true if you want to attack
and carry out a non-combat action. You split
your dice.
Soaking Damage - if your GM allows it,
you can spend Spirit Points to soak damage.
Health and Recovery - remember, a person
who is hurt usually recovers 1 point of
Health per day. Medical attention can accelerate the healing the process.
It takes a long time to recover from
signicant injuries, like multiple fractures
or gun shot wounds. In these cases, its up
to the GM to determine recovery times. He
might decide to accelerate recovery times
for the sake of the game.
When it comes to hand-to-hand damage
health is recovered quicker. A character
recovers 1 point of Health
per hour until he reaches
Scraped, at which point he
recovers his Health
as per normal.
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Hit location when you strike your opponent in combat, you roll to see where
your blow landed. 1 = head, 2 = right
arm, 4 to 6 = upper torso, 7 = left arm, 8
= lower torso, 9 = right leg, 10 = left leg.
Head: a blow to the head does two times
the damage.
Arm: when your arm is hit, a roll on
Versatility is required to hold onto
whatever is in your hand. The damage
modier applies to the roll. A partial
success means that you still have a hold
on the object but you cant you use for
one round.
Torso: when you are hit in the torso, a
roll on Brawn is required to stay on your
feet. A partial success means you are still
on your feet but suffer a 1 for a single
round because you are off balance.
Leg: a roll on Brawn is required to stay
on your feet. A partial success means
you are still on your feet but suffer a 1
for a single round because you are off
balance.
Social Combat
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+1
-1
-1
-1
-2
-3
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1935 In February, Bruno Hauptmann is sentenced to death for the murder of the Lindbergh
baby.
1936 In January, Englands King George V
dies and Edward VIII becomes the new King of
England.
In March, German troops return to the Rhineland.
In November, Franklin D. Roosevelt is reelected as the President of the United States.
In December, English King Edward VIII
abdicates in order to marry American sweetheart
and divorcee Wallace Simpson. George VI is
Edwards successor.
1937 In May, the German airship, the Hindenburg, burns over Lakehurst New Jersey. 21
people are reported dead in the spectacular crash,
another 12 are reported missing. 64 escape.
Also in May, George VI is crowned King of
England.
In December, Japanese bombs sink a U.S.
gunboat, the Panay, on the Yangtze River.
1938 In February, Hitler demands the right of
self-determination for Germans in Austria and
Czechoslovakia.
In March, the Nazis seize Austria and German
troops are invited in to maintain order.
In September, British Prime Minister Neville
Chamberlain meets with Hitler over the CzechSudetan crisis. Europe is on the brink of war
despite Chamberlains assurances and optimism.
1939 In August, Germany and Russia sign a
ten-year non-aggression pact. Two years later,
Germany invades Russia.
In September, Germany attacks Poland. Britain
and France declare war. World War II begins.
71
The world in which there lies a Boomtown is a ctional world, but not so ctional
that world geography is unfamiliar and
history unfolds itself in some suspicious
manner. There is a New York, a United
Kingdom, and a China. The stock market
crashed in 1929 and the Great Depression is
on. The World War is over but another war
is possible with the Nazis on the rise. You
see its all familiar stuff.
Boomtown is a nexus of sorts, a cross
roads or focal point of weirdness. There are
other forms of weirdness in the world of the
Boomtown planet. The supernatural is an
accepted part of the fabric of this otherAmerica.
Still, the reporters and staff at the Boomtown Planet suffer a lot of ribbing from
their colleagues. Sometimes the ribbing is
in good fun, but usually it is condescending
and vicious. This only reinforces the staffs
resolve to stick to the facts as they see them,
rather than compromise and publish safe,
but misleading, articles.
The Planet opened its doors over 50 years
ago. At that time it was called the Boomtown Globe. Located in a small ofce behind a shoe store on Wire Road, the Globe
was run by Grant Granite, an out-of-towner
with a loud voice and a stony personality.
He was known for his pull no punches
reporting and his scathing editorials.
It was a vibrant time in Boomtown and
Granite faced erce competition. There
were four other newspapers in the community. Each represented a particular class
of readership. The muck was ung fast and
furious and the stink of it lay heavy over the
city.
In those days, Boomtowns readership
was clearly divided. Blue-collar workers
read the Record, intellectuals the Herald or
the Reader, the well to do the Tribune, and
everyone else the Globe.
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Newspapers in
the 30s
We all have perceptions of what a
reporters life is like but few of us have experience that life. And the life of a modern
reporter varies greatly from the life of a
reporter in the 20s, 30s, and 40s. Thankfully, great reporters and newspapermen of
the past carefully chronicled their careers.
I draw on the recorded experiences and
observations of two great journalists to get
a feel for what journalism was like in the
1930s, New York Times editor, Arthur Gelb
and CBS anchor Walter Cronkite.
Gelb rst stepped into the New York
Times city room in 1944. Like many, he
started his career as a copyboy. He was 20.
The city room was his home away from
home; the epicentre of action at the Times
as far as Gelb was concerned. In his autobiography, City Room, he provides a description of what he saw on his rst day at the
New York Times 1:
What I saw was a high-ceilinged room
lled with clamor, clutter and cigarette
smoke. There was an overwhelming sense of
purpose, re and life; the clacking rhythm
...continued
1
City Room, by Arthur Gelb. The Berkley Publishing
Group, New York. Published by the Penguin Group.
Copyright 2003
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2
A Reporters Life, by Walter Cronkite. Published by
Ballantine Books. Copyright 1996.
edition on Saturday. For the morning edition, Editors shoot for a 1:00 a.m. deadline,
which is extended in the event of a large,
breaking story. Extra editions might push
the deadline as far forward as 4:00 a.m. The
paper hits the streets at around 6:00 a.m.
The Saturday evening edition has a 2:00
p.m. deadline, rarely pushed to 4:00 p.m.,
and hits the streets around 6:00 p.m.
Mack Wellington in his mid-40s Wellington once worked for the Boomtown Planet.
In fact, he built his reputation at that newspaper. But perks, promises and money lured
Wellington to the Trib. It wasnt a smooth resignation as many Planet veterans feel that
Wellington purposely tried to sabotage the Planet in the weeks prior to his
betrayal.
Wellington covers the city beat and he covers it well. He is a top-notch
reporter. He is smooth, well liked, has connections at city hall
and friends among some of the citys well to do. He is a keen
observer and works well under pressure.
He has a tendency to talk down to Planet reporters, particularly the cubs. A smug arrogance and obvious vanity are
his weaknesses.
Goal: to climb the social ladder and be somebody.
+2 Balderdash, +1 Leadership
Skills: Acting, Athletically Inclined, Connected, Curiosity,
Fast Talk, Gun Fu, Investigation, Lingo - Mandarin
Chinese, and Short Hand.
Special Skills: Block/Dodge and Naturally
Lucky.
77
Ray Archer is closing in on 60. He should have made the jump from reporter to editor
a decade ago but has stayed true to his calling. Ray has an almost superhuman instinct
when it comes to the news. He can nose out a story with ease.
Ray sees reporters as part of one big fraternity. Regardless of what newspaper you
write for, if you respect the profession then Ray has respect has for you.
Ray is a chain smoker and is rarely seen without a cigarette hanging from the corner of
his mouth.
Goal: to just stay true to the job, dammit!
+1 Balderdash, +1 Leadership
Skills: Artistic Talent, Camera Work, Curiosity, Eavesdropping, Fast Talk, Investigation, and Short Hand.
Special Skills: Everyman.
Scott Webster is a abby, pasty-faced man in his mid-thirties. Despite his appearance,
Webster has a forceful personality. He has a way of bullying information out of people
and he has a knack for squeezing sources.
Webster is very competitive and very career oriented. He has loyalty to only one person,
Scott Webster. He wants to build up an impressive portfolio and move to a New York
newspaper, preferably the Times. Webster is certainly capable of being underhanded.
Goal: to become an editor at the New York Times.
+1 Balderdash, +1 Leadership
Skills: Bargain, Break & Enter, Connected, Curiosity, Eavesdropping, Interrogation,
Schmoozing, and Short Hand.
Special Skills: Ruthless.
Mary Ann Clark is a forceful woman in her late-thirties. She is short, stocky, and
walks with purpose. She doesnt take no for an answer. In fact, she demands answers
to all her questions. Clark has earned the respect of a number of key sources including
several Councilors, mob gures, and big businessmen. She protects her sources well and
never reveals or hints at their identities.
A direct woman, she dislikes attery and subterfuge. She believes that the only way to
tackle a story, or a problem, is head on.
Goal: to never take no for an answer.
+1 Balderdash, +1 Leadership
Skills: Athletically Inclined, Bargain, Curiosity, Eavesdropping, Fast Talk, Interrogation, and Short Hand.
Special Skills: Photographic Memory and Tough.
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Boomtown a short
history
In 1819, Jim Boom, a veteran ofcer of
the War of 1812, traveled to the west coast
and established an outpost for the American
Republic.
The outpost was nothing more than a
single cabin at the mouth of a modest bay. A
few years later, a handful of settlers arrived
and built cabins of their own. Ships cruising
along the coast put in where the cabins were
to collect water, food and news. In 1833 a
saloon was built on the waters edge, attracting more ships. A few shops followed
and the population grew. By 1853, Blissful
Bay, as the community was then called, was
a proper port community.
Twenty years later, the town, which was
bursting at its seams with prospectors and
failed prospectors, merchants, adventurers,
charlatans, and freeloaders, became Boomtown, in honour of its founder, Jim Boom,
recently deceased. Boomtowns population
at the time was over 50,000.
By the 1880s, the arrival of heavy
industry pushed the citys population past
100,000.
At the turn of the century, Boomtown was
referred to as one of United States largest and most promising cities. The boom
continued until well after WWI. When the
stock market crashed in 1929, a number of
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Darwin Kraftifman
+2 Leadership, +1 Versatility
Skills - Bargain, Connected, Public Speaking, and Schmoozing.
Special Skills - Respect
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Clarence MacDoyle
+1 Brawn, +1 Leadership
Skills - Connected, Fast Talk, , Gambling,
Public Speaking, and Scrutiny.
Bob Holden
+1 Balderdash
Skills - Connected, Fast Talk, and Schmoozing.
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Oliver Martin
+1 Brains, +2 Balderdash
Skills - Fast Talk, Public Speaking, Status,
and Worldly.
City Administration
When it comes to the citys administration, the big cheese is Clerk Carleton
Slick Whitewash (a.k.a. Whitey to his
friends).
Whitey has a shock of white hair and
shiny blue eyes. He is a conservative dresser and he has a dry, humourless personality. His ngers are yellow from constant
smoking.
Whitey is close to retirement and there
are many who think its about damn time.
Whitey works hard, for his friends. If he
doesnt know you, he passes off the work to
underlings or ignores the matter entirely. He
appoints friends to various paid positions.
He makes concessions for his friends. In
short, he makes sure his friends are taken
care of. Unfortunately, for Whitey, his list of
friends isnt long enough.
Syndicate boss Tony Testerone despises
the Clerk having been snubbed by him one
too many times. The nal straw for Testerone was when he heard that Whitewash was
in tight with the Chinatown Gang. As a man
who likes to gamble Whitewash prefers
the backroom games in Chinatown to the
racetrack. Testerone is seriously toying with
the idea of putting out a contract on the city
Clerk.
Whitey has a peculiar way of walking
with short, quick steps. Testerone commented on Whiteys shufe. That guy
86
Security
Keeping Boomtowns citizens safe
is difcult. Common hoods, mobsters,
supernatural aberrations, monsters, mad
scientists, wizards, mutants, and everything
in between keep the Boomtown Police Department and the National Guard busy.
There are half a million people in Boomtown and around 700 police ofcers.
This number includes plainclothes detectives but excludes meter maids and trafc
cops.
The Boomtown Armoury is where the
National Guard parade. It is located in Old
Downtown. The National Guard unit trains
with old, WW I bolt action ries. In addition there are two WW I vintage machine
gun, several crates of untested grenades,
and two armoured cars.
The National Guard is called out when
theres a dire emergency. Funnily enough,
thats quite often in Boomtown.
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Transportation
People in Boomtown tend to stick to
their own neighbourhoods, walking to the
corner store for the staples, the news, and
the gossip. Each neighbourhood has its
own commercial district its own grocer,
88
Magic in Boomtown
The Society, the Arcane Brotherhood, and
the Arcane Circle are just three of the names
that the community of wizards goes by.
Modern wizards prefer, the Society. There
are wizards in Boomtown and, yes, they
create a society of their own.
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Old Heights
Many city residents shop here for the artwork and other oddities.
New Heights
Artists Quarter
From 1841 to 1869 sawmills lined the
banks of Sluice River in this area; most
remained in operation until the turn of the
century. A good portion of the lumber that
is found in the frames of the citys older
buildings came from these mills. A few of
these mills still operate, sawing up coastal
lumber.
Behind the mills is a congested neighbourhood consisting of tight dwellings,
store-lined streets, market squares, the odd
factory, and a hodge-podge of other things
besides. Theres little rhyme or reason
behind development patterns in the Artists
Quarter.
Its no surprise that Boomtowns intellectuals and artists are drawn here. It is
an ecletic and interesting neighbourhood.
94
The Syndicate
Like any large city, Boomtown has its
share of criminals - on the streets, in the
back alleys, and behind closed doors. While
there are petty thieves, two-bit hoods, cat
burglars, and the odd street gang of ragamufns and reprobates, the majority of the
citys criminal activity is organized by one
group, the Syndicate.
The Boomtown Syndicate was founded
25 years ago when Pino Pops Pallumbo,
a respected member and head of one of
Boomtowns four crime families, negotiated
a truce after a bloody mob war. The truce
brought the warring families together. The
truce was a direct result of the biggest gang
battle in Boomtowns history. The gang
war to end all gang wars, they called it.
The shootout occurred in Old Market
Square, right outside the Boomtown Planets front doors. Boomtown natives refer to
Old Market Square as the Four Corners. On
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Tony Testerone
+1 Brawn, +1 Leadership
Skills - Bargain, Break & Enter, Driving,
Gun Fu, Hand-to-hand, Interrogation and
Schmoozing.
Special Skills - Respect and Ruthless
muscle.
Hooligan took it all in stride. Work was
work and the money was good. In 1921 he
carried out his rst hit. As usual, Lefty tackled the task with effectiveness. He was so
good that he was given similar assignments
and his reputation as a torpedo was made.
In 1924 he was sent to Boomtown because
there was concern about how Pops was
running the show. Leftys job was to observe and report back to Chicago.
Less that a month later he wired a statement to Chicago, If I were you, Id put all
my money on TT.
The Chicago bosses now knew that Tony
Testerone was going to be the Boomtown
boss. They wired back, Place the bet. So
Lefty backed Tony when the time came.
While he is Testerones right hand man,
Hooligans real loyalties lie with Chicago.
Of course, he keeps this a secret. Theres
only one price you pay for questionable
loyalty in the mob. Every month he sends a
post card to his aunt in Illinois. The seemingly innocent passages on the post card are
laced with information on what Testerone
is up to.
Lefty Holligan
+1 Brawn, +1 Brains
Skills - Athletically Inclined, Break & Enter,
Driving, Gun Fu, Hand-to-hand, Interrogation and Scrutiny.
Special Skills - Block/Dodge and Ruthless
The Fog
Ghost Town has its share of ghosts and no
living criminal would dare prowl the streets
of Ghost Town (day or night) this includes
members of the China Town Gang. That
isnt to say that petty hoods dont make a
dash into Ghost Town in an attempt to hide
from the law. Unfortunately, most of them
are never seen again.
The few that do come back from Ghost
Town (often a few days later) are soon
institutionalized.
Yeah, I once knew a lolly gagger who made
a scamper for Heeby Jeeby ville, a side street
runner stated in an interview. He took off with
all the kale loaded in his jalopy. No one saw him
for a while and then he turned up again nuttier
than a fruitcake. The white wagon came along
and that was the last I ever saw or heard of im.
He got more than the icy mitt in Ghost Town I
tell ya, and that aint no hooey!
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Station - located in Bridge End at Boomtowns main (train) station, the Station Hotel is a new establishment built on the site
of an old, clapboard hotel of the same name.
The demolition of the old Station Hotel
was a cause for mourning in the neighbourhood. The old Station was attached
to a large music hall that hosted popular
vaudeville shows. The new hotel has a banquet hall attached but it lacks the nostalgic
appeal of the old hall.
Rooms: single/double, Room Service: Yes,
Restaurant/Lounge: Yes/and music hall,
Phone/Telegraph Service: Yes/Yes, Laundry
service: Yes, Chemist: Yes, Pool: No, Pet
Service: Yes. Overall Rating: 3/5, Cost:
Moderate.
Bayside Resort - is part of the Boomtown
yacht & country club. The resort is elegant
and reserved for country club guests only.
The resort has the clubs services at its
disposal, including a large swimming pool,
tennis courts, a horse riding trail, and an
exclusively night club.
Rooms: single/double/suite, Room Service:
Yes, Restaurant/Lounge: Yes, Phone/Telegraph Service: Yes/Yes, Laundry service:
Yes, Chemist: Yes, Pool:
Yes, Pet Service: Yes. Overall Rating: 5/5,
Cost: Outrageous.
Boomtown Barbers
There are many barbershops in Boomtown
and there are many barbers but two barbers
stand out from the rest.
Slick Nick Delucca owns a barbershop in
Bridge End, a stones throw from the docks.
Youll never see a dockworker getting a hair
cut there, however. Instead, Syndicate types
sit in the seats and big sedans guarded by
large men are parked out front.
Delucca is in his late fties. He has grey
hair, hairy arms, and sharp features. He
wears a traditional barbers smock and a
smack of grease in his hair.
Supposedly, Delucca was a doctor when
he was young and he takes care of the
Syndicate men when they need immediate
medical attention and dont want the cops
involved.
Rubbing shoulders with Syndicate men
(and possibly administering medical care to
them), Delucca has access to clubs, parties, and shindigs that a man of his station
wouldnt normally have. Delucca also
has money and owns a large home in Old
Downtown. He collects cars and has 10 in
total, stored in a large garage behind his
house.
For whatever reason, Delucca has an open
rivalry with Boomtowns other celebrity
barber, Francois Cologne.
Dubbed the stylist to the stars, Francois
Four Fingers Cologne is middle-aged and
Francois Cologne
+2 Balderdash
Skills - Artistic Talent, Eavesdropping, Fast
Talk, Schmoozing, Status and Worldly.
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The Satin Club is located in New Downtown. At the turn of the century it was the
Palm Hotel, an exclusive resort for the well
to do. As the city grew, the Palm lost its
appeal. The Palm became a stop over for
out-of-town business types.
In 1928 Tony Testerone purchased The
Palm. The hotel was gutted, renovated
and renamed, The Palm Deluxe. It was the
Syndicate bosss rst attempt in cashing in
on the nightclub craze. While the Deluxe
did quite well, it was a taxing venture and a
year later Tony turned it over to his cousin,
Paulie.
Paulie has a reputation as a man who
can turn a dive into a moneymaker and a
moneymaker into a real moneymaker. He
certainly worked his magic with the Palm
Deluxe, which he renamed the Satin Club.
Four years in and Paulie has turned the
Satin Club into Boomtowns premier nightspot.
Paulie
+1 Brawn, +1 Brains
Skills - Bargain, Connected, Fast Talk, Gun
Fu, and Schmoozing.
Bernie Speck
+1 Balderdash, +1 Brains
Skills - Bargain, Fast Talk, Schmoozing,
Scrutiny, and Worldly.
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Moe Yasky
+1 Brawn, +1 Versatility
Skills - Bargain, Electrical Repair, Fix It, and
Mechanically Inclined.
Moes Garage - Moes Garage (and gas station) is located right behind the Boomtown
Planet,.
Moes has been around for a long time
and Schleps diner (right next door) has
been around for just as long. Both are white
washed brick buildings. The garage has
two bays, one for car repair and another for
larger vehicles.
Owner Moe Yasky is a solid mechanic
and a surly one. Generally he leaves the
handling of the customers to his wife, Mil,
but she is just as surly as Moe. Still, if you
want an automobile xed right (the rst
time) Moes the guy you take it to.
Moe cuts Boomtown Planet staffers a
good deal and he always does his best work
for them.
Schleps Diner - Harry Schlep is the loud
mouthed, animated owner of Schleps Diner,
a diner that makes the best sandwich and
soup around. Most of the Planet staff head
to Schleps at lunch, leaving the mornings
to the deliverymen and the evenings to the
locals. One of the best things about Schleps
is that you can take your sandwiches to go,
carefully packed in a brown paper bag.
121
Harry Schlep
+2 Balderdash
Skills - Bargain, Connected, Fast Talk, and
Schmoozing.
Sharkey Watson
+1 Balderdash, +1 Brains
Skills - Bargain, Connected, Fast Talk, and
Gambling.
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Now, we will explain the other two reasons why people visit Rustys:
3. You want to get rid of someone (or, at
least, their body). If you slip Rusty a few
bucks, he turns a blind eye and lets you use
the yards crusher or the furnace.
4. Youre really in the know and you have
business with Dexter Loominus.
A handful of people know that Rusty is
really one of Dexter Loominuss automatons. Under the grimy exterior (which, at
least, appears vaguely human) are Rustys
innards - transistors, batteries, wires, servos,
cogs, and the like. Rusty is an intermediary
between the Dexter Loominus and others.
He also maintains a half dozen of Dexters
giant robots that are hidden under the mountains of junk. Loominus can activate the
robots at any time.
The junkyard is a dirty place. There are
mountains of junk. It always seems to rain
even when it isnt raining elsewhere in the
city. The rain collects in the yard, creating
oil-covered cesspools and rivers of rust
coloured mud.
Heavy machinery, in various states of
repair, is strewn about the yard. This in-
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125
127
Duncan Portman
+1 Brains, +1 Balderdash
Skills - Bargain, Fast Talk, Gun Fu,
Schmoozing, and Scrutiny.
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seen a Huff ghost. The ghosts seem innocent enough but are a nuisance. Attempts to
communicate with the ghosts have failed.
Pete Miles
+2 Brains
Skills - Bargain, Education - Classics,
Fast Talk, Occult Knowledge, Scrutiny, and
Worldly.
Paul Miles
+1 Brains, +1 Versatility
Skills - Bargain, Education - History, Exotic
Weapon - Sword, Scrutiny, and Worldly.
a visit.
Well-armed men, dressed as porters, keep
an eye out for troublemakers (anyone hassling the girls). The tea servers are strictly
off-limits, no pawing allowed. The unruly
customer rst gets a stern verbal warning.
If that doesnt work, the customer gets a
severe beating and is tossed out the back
door onto the streets of China Town. Common thieves lurk near the back door. They
rob the ejected patrons of all their valuables,
including clothes.
An elderly woman runs Madame Kittys.
She is a member of the Chinatown Gang,
well versed in wire-fu. She lives in an apartment found on the top oor of the establishment.
A basement entrance, found on the China
Town side, leads to a small bar where
patrons drink and dance to the sounds of
China Towns Swing bands. In the back of
the bar are rooms where illegal gambling
occurs. Further back, behind a false wall,
are a series of strong rooms where the China Town gang stores smuggled contraband
(including weapons, money, and booze).
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The Minotaur of Bridge End is a nuisance. The authorities are anxious to capture
the beast. At night, residents are careful
when they travel around the neighbourhood
and many stay locked in their homes.
Robert S. Bull
+1 Balderdash
Skills - Bargain, Fast Talk, and Scrutiny.
Were Bull
+4 Brawn, +1 Versatility
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134
Its just rows and rows of run down tenements that wear their neglect openly.
Coal smoke hangs heavy in Crumbly
Court. Reprobates, winos, and criminals are
prevalent but most folk are simply the hard
working or unemployed poor of Boomtown. Its a surprisingly industrious little
neighbourhood where people make money
and make do anyway they can. Women
knit and sew, clean laundry, and make soap
while they care for their children. They tend
chickens that they keep in rooftop coups
and garden plots in the walled courts behind
the buildings they live in. There are even
pens where larger animals like goats and
pigs are kept and a few residents have a
cow or two, selling the fresh milk to their
neighbours.
Many Crumbly Court men work at the
neighbourhood colliery or at the docks.
Some are oddjobsmen or day labourers
working on the farms just outside town. A
man makes a buck however he can.
Gambling and bare-knuckle ghts take
place in alley ends. These lamp lit activities
attract knots of Crumbly Court men and a
fair number of women too.
B.D.S. Smith & Sons Colliery located in
the heart of Crumbly Court, the colliery is a
large yard with coal mounds, coal bunkers,
coal sheds, and other buildings, all contained within a high brick wall. A spur line
runs into the colliery.
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Knock Em Down
While there are plenty of booze joints and
gambling dens in Crumbly Court the most
popular form of entertainment are the
bare-knuckle ghts. Betting on them plays a
big part in the appeal.
The ghts, some of which are impromptu,
take place in alleys and in the larger courts
of the slum. Most of the ghters are known
136
Rocco Bruizer
+1 Versatility, +1 Brawn
Skills - Athletically Inclined, Hand-to-hand,
and Scrutiny.
Special Skills - Ambidexterous and Block/
Dodge.
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139
140
141
a quaint appeal.
Bagley is known for its neon signs, the
shingles put out by the mediums, fortunetellers, palm readers, and clairvoyants who
live along the street. All the clairvoyants
claim to be the real deal. Of course, very
few are legit. Most are opportunists. Some
hire private detectives to dig into their important clients histories and personal lives.
This information is like gold to these con
artists.
It is true, however, that several legitimate
wizards have set up shop on Bagley Road.
Unlike the mass of Bagley Road charlatans,
the wizards are genuine.
Eleanor Hayes - is the most sought after
fortuneteller on Bagley Road. She is large,
wears colourful outts, garish jewelry, and
peers down her nose at the world. She has a
head of brilliantly red hair that has become
her trademark of sorts. The locals refer to
her as Red
Despite her outlandish appearance, Hayes
has a favourable reputation. The demands
for her service are high.
Hayes is strictly a fortuneteller. She is not
a medium nor does she claim to be. The
dead are dead and I dont know how to talk
to them, she snaps when someone asks her
to contact a deceased relative.
Hayes is a low ranking wizard. She is well
versed in her particular brand of the arcane
arts. This has more to do with constant...
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144
145
146
The Reverend Tom Traveler and the Reverend Ed Calm are well known celebrants.
People say that the Reverend Traveler was
a door-to-door salesman before he found the
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149
150
151
152
153
Jimmy Keegan is the Manager of Trampled Downs. He is short and stocky and has
the personality of a Pitbull. Keegan walks
around with a cigar jammed in the corner of
his mouth, stinking of B.O. and whiskey.
Keegan is a notorious gure. Hes tied to
the Syndicate and has been the subject of
police investigations numerous times.
When Keegans brother, Father Kenny
Keegan, was killed, Jimmy was the main
suspect. Father Keegan was well known and
well liked. He was the celebrant for several
churches in the Bayside area. He was also
a vocal advocate for workers rights. Still,
it was a big surprise when Father Keegan
wound up on the wrong end of a revolver.
The priest was shot dead when he stepped
out of a Bayside bar. Who would murder a
holy man? Jimmy sprang immediately to
mind. The authorities, however, failed to
pin anything on the racetrack manager and
he was released from custody. To this day,
Father Keegans murder remains unsolved.
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Jimmy Keegan
+1 Versatility
Skills - Bargain, Connected, Fast Talk, Gun
Fu, and Scrutiny.
Special Skills - Ruthless
155
sunk into the oor. In the event of an intruder, Vito keeps a Tommy gun next to the
bed. Mama will make a phone call directly
to Mr. Testerone if the police demand to
search the place.
Vito Piroli
+1 Balderdash, +1 Brawn
Skills - Connected, Curiousity, Gun Fu, and
Scrutiny.
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157
159
160
hard cases are taken to the basement surgery where extreme treatments like electroshock therapy and chemical ablution are
administered.
In the day the grounds are slightly disturbing; at night they are positively unnerving. Werewolves from nearby Arkhams
Rest roam the woods and their howls are
heard when the moon is full. But they have
learned to stay clear from the asylum itself.
Planet Columnist Dr. Brian Bedeskois known for rehabilitating hard cases.
Goal: to fully understand the human mind.
+2 Brains
Skills: Beast, Education - Psychology, First Aid, Medicine, and Occult Knowledge.
Special Skills: Arcane Inclination (White Magic, Elements - Flesh and Earth).
His Story - Dr. Bedesko is considered creepy by some of his newspaper colleagues. Dour, of
undetermined age, he dresses in old style wool suits and greases down his dark
hair. His skin is the colour of bleached our and he has bags and dark circles
under his tired eyes. He smells of pipe smoke, mothballs, and something else.
Its anyones guess what the something else is.
Although he is something of a loner he is an exceptional conversationalist
when he chooses to speak. He has a calming, hypnotic tone to his voice
and a knack for knowing things and dispensing excellent advice. Much
of this advice nds its way into his lifestyle column, a column that
focuses on health, mental health, and wellness in general. Frequently,
the staff consults with Bedesko when medical knowledge is needed.
Dr. Bedesko is a wizard, but it isnt something he advertises. He is
a medical doctor and a registered Psychologist by trade. He runs the
asylum on the edge of Boomtown.
The Boomtown Prison Castle Krag The Boomtown Prison is on Peril Island, located just off the coast. North of Peril Island
is Beacon Island which houses a lighthouse
that guides harbour pilots and ship captains
entering Blissful Bay.
The only road to the prison is a narrow
causeway. The prison is a great slab of
stone, surrounded by high concrete walls
topped with concertina wire. Guard towers are located around the perimeter. Each
tower is xed with a mounted searchlight
and the tower guards are armed with ries
and machineguns.
There are around 1,000 inmates in the
prison, the hard cases of Boomtown and the
surrounding area. The Boomtown Prison
is not a county jail or local lockup. The inmates here are the doing hard time. Prisoners are crammed in three (sometimes four)
to a cell and conditions are harsh. Prisoners
get their three square meals a day, shelter,
but not much else.
The inmates have a name for the Boomtown Prison, Castle Krag. Its a name they
whisper, even when they get out. Warden
Charlie Krag is as hard as they come. With
a strong jaw, steel coloured hair, and eyes
the colour of int, he takes his job seriously.
Krag served in the Army for a number of
years and he is harsh disciplinarian.
Too many ex-cons have made the mistake
of bad mouthing Krag when they got out of
prison. Many of them have vanished. The
162
...from around the world. They own farmland outside of Boomtown and bus cheap
labour from the slums and Chinatown out to
work it.
Lenny Catchpenny
+1 Balderdash, +1 Brains
Skills - Bargain, Fix-It, Scrutiny, Status and
Schmoozing.
Benny Catchpenny
+1 Balderdash, +1 Brawn
Skills - Bargain, Fast Talk, Scrutiny, and
Schmoozing.
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Heart Cocktail
+2 Balderdash, +1 Brains
Skills - Artistic Talent, Connected, Gun Fu,
Scrutiny, and Status.
Special Skills - Photographic Memory
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Chinese Jack
+1 Versatility, +1 Brawn
Skills - Fast Talk, Gun Fu, Hand-to-hand
and Scrutiny.
Special Skills - Ambidexterous
Ernie Nossick - has a wooden leg. Everyone knows that. No one knows how the
scruffy, 40 year old, Bayside wanderer lost
his leg and know one is foolish enough to
ask him why. It is common knowledge that
he refuses to talk about his leg and he goes
crazy if someone mentions it.
Ernie lives with Old Widow Boodle, a
strange little woman who owns a few buildings. Boodle likes the ner things in life and
collects anything and everything. Some say
that Ernie is just another piece of the elderly
eccentrics collection but all agree he is far
from one of the ner things in life.
The decrepit cripple has a sour disposition
and likes to frequent booze joints.
Nossick has a secret. He is a werewolf.
Years ago he got his paw caught in a bear
trap and gnawed his own leg off. A hunter
stumbled across an unconscious Ernie (now
in human form), got frightened, and ran
away to get help. When the hunter returned
with a few friends, Ernie was gone.
Aside from the fact that he is a werewolf,
Nossick is also a serial killer. He has a penchant for killing salesmen and has knocked
off three already.
Ernie Nossick
+1 Versatility, +1 Brains
Skills - Curiosity, Exotic Weapon, Hand-tohand, and Scrutiny.
Special Skills - Ruthless
Were-Nossick +4 Brawn
Skills - Hand-to-hand
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Monsters, etc.
The following is information on the
strange creatures found in and around
Boomtown. These creatures, from giant,
blobby beasts to multi-headed monstrosities, add extra avour to the game and are
entirely optional.
Mutants - Boomtown has its share of
mutants. Few were born mutants; most
are mutants by design. They were normal
people, warped by Prescription H* or bizarre experiments and formulas.
Of course, the majority of mutants try to
Bug men and other aberrations - a bugman is half man/half bug. There have only
been two known bug men in Boomtown.
In 1918, the Waspman appeared one day
and was hit by a car the next. A taxidermist
preserved Waspman who is now on display
in the Boomtown Museum. In 1929, the
Flyman of Oldtown was a pest for a number
of months, preying on the innocent. A Tommy gun put holes in Flyman and his plans.
He lived long enough to be the subject of a
rst rate lynching.
Cowfeet (Gus Trotsky) was another aberration but he was a funny old fellow who
charged people a nickel to watch him tap
dance. He died old and comfortable. He...
4. Patterned skin.
5. Webbed feet.
6. A beak.
7. A third eye.
8. A snake tongue.
9. Long neck or limbs.
10. Quills.
Roll #3
1. Talons or claws.
2. Gills.
3. A stinger.
4. Toxic saliva.
5. Snake jaw.
6. Dew claws.
7. Extra digits.
8. Mandibles.
9. Animal body human head.
10. Human head animal body.
Mix and Match Monsters
Special Abilities - are determined by the
particular aberration(s). Mix and match
monsters might have Special Skills like Ambidexterous, Ruthless, or Tough.
Roll #2
1. Green hair.
2. Cats eyes.
3. Reptilian Eyes.
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and evidence led the scholars and investigators to believe that Bergerons Mole
People were somehow involved. Sewer
accesses and drain covers were locked and
night watches posted. The disappearances
stopped.
Over time the people of Boomtown have
become complacent, even forgetful. Locked
sewer grates and closed drains arent practical. The antiquated covers, gates, and grates
have been replaced in the past few years and
odd disappearances are no longer attributed
to Mole People.
The city of the Mole People is found deep
in the earth under Boomtown. The Mole
People harvest luminescent fungi for food,
fuel and building materials. Their close
association with the fungi makes the Mole
People luminescent themselves. They also
sh and harvest grubs, worms, and other
creepy crawlies.
The clothes and accoutrements of the surface dwellers fascinate the Mole People and
they steal what they can when they go on
forays to the surface. These forays are made
at night and the Mole People access the city
via old drain and sewage networks as well
as through unused tunnels in the salt mine.
Appearance - the adult male stands just
below 5 in height. His posture is bent and
he has a sinewy frame. His skin has a grey
pallor and he is covered in a thick, coarse,
coat of fur. He has a sloping forehead,...
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The Bogeyman!
Its hard to say where the Bogeyman hails
from; some say Mole Town but most say
Ghost Town. Whatever its origins, the Bogeyman is unique. Theres only one Bogeyman and one only. Reports of its appearance
vary. Some say the Bogeyman is hairy with
huge hands, a long nose and bug eyes. Others say its a transparent apparition.
Parents talk about the Bogeyman to
frighten and discipline their children. This
has resulted in the unfounded myth that
the Bogeyman can enter peoples homes
through the backs of closets.
To date, all Bogeyman sightings have
been isolated to Ghost Town. All eyewitnesses were driven mad by what they saw
and eventually institutionalized. This has
added to the Bogeyman legend.
Special Abilities - little is known about the
Bogeyman and many suspect the creature is
nothing more than a hoax.
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176
Magus - a wizard.
+1 Brains; Skills: Education, Occult
Knowledge, and Worldly; Special Skill:
Arcane Inclination.
Entertainer a musician, a movie star, a
comedian. All are entertainers.
+2 Balderdash; Skills: Artistic Talent,
Bargain, and Schmoozing.
Cigarette Girl - this dame makes her living hustling cigarettes at a nightclub. Shes
hoping to land a big sh so she can live on
easy street.
+1 Balderdash; Skills: Bargain, Fast Talk,
and Schmoozing.
177
Slang in Boomtown
Atta boy: well done, way to go
Applesauce: nonsense
And how: I really agree
Baby: a term of endearment
Baloney: nonsense
Bear cat: a hot-blooded woman
Bees knees: terric
Big cheese: the big guy, the boss
Bug eyed Betty: an ugly woman
Bump Off: to kill
Bums rush: to get rid of someone by force
Butt me: give me a cigarette
Cake eater: a ladys man
Cast a Kitten: to have a t
Choice bit of calico: an attractive woman
Ciggy: a cigarette
Cheaters: eyeglasses
Clam: a dollar
Dame: a woman
Dead soldier: an empty beer bottle
Dew dropper: a lay about
Dogs: feet
Doll: a woman (usually pretty)
Dont know for nothing: dont know anything about it, have no info
Dont take any wooden nickels: dont do
anything stupid
Ethel: an effeminate man
Everythings Jake: everythings okay
Fella: a guy
Floor usher: a good dancer
Flyboy: a pilot
178
Futz: f*&k
Gams: legs
Get up: an outt
Get a wiggle on: get moving
Get bent: get drunk
Get blotto: to get drunk in the extreme
Get in a lather: get angry
Giggle water: booze
Glab rags: fancy clothes
Go chase yourself: get lost
Hairies: werewolves.
Hard boiled: tough
Hay Burner: a gas guzzling car or a horse
you lose money on
Heeby Jeebies: the shakes (or ghosts)
High hat: a snob
Hip to the Jive: I know whats going on
Hit on all sixes: performing successfully at
100 percent
Hooch: booze
Hooey: nonsense
Icy mit: a brush off or rejection
Im going to iron my shoelaces: Im going
to the washroom
Its nobodys onions: its no ones business
Jallopy: a crappy car
Jane: a woman ones related to
Joint: establishment
Killjoy: a downer
Lay off: stop it or cut the crap
Left holding the bag: dumped on
Level with me: tell me the truth
Lollygagger: a lay about
Mack: dude
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Stamp Guthrie
+1 Brawn
Skills - Bargain, Scrutiny, and Shorthand.
Todd Buxton
+1 Brawn
Skills - Eavesdropping.
Jeannie Thatch
+1 Balderdash
Skills - Curiosity, Eavesdropping, Fast Talk,
and Shorthand.
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184
186
187
188
189
190
Barley Bedford
+1 Brains, +1 Balderdash
Skills - Bargain, Connected, Fast Talk,
Forgery, and Scrutiny.
Sheriff, Earl Steves - The tall, lanky Sheriff of Hail River is now in his mid-forties.
Soft-spoken, he keeps the peace and avoids
using extreme measures most of the time.
He has a small ofce on Oliver Street. A
three cell lock-up is in back. Currently, he
lacks a deputy. He works 9 to 5 and takes
his evenings and weekends off. If there is
trouble when he is off duty, people call him
at home.
Prior to becoming Sheriff he was a bookkeeper and worked part-time at his brotherin-laws, Tilsons hardware store. Steves applied for the Sheriffs job when it came up
in 1920 and there were three main reasons
why he got it.
1. He did shady bookkeeping for four out
of ve Councilors; Marchand was the only
exception.
2. He was a member of the Scarlet Robe.
3. It was hoped that his appointment
would stie some of Tilsons criticism,
which it did for a year or so.
When Steves became Sheriff he fell into
line and worked hand-in-hand with council.
Whenever council needed the law, Sheriff
Steves was there to administer it. But while
the Sheriff does things for council and the
Scarlet Robe, he also takes his job seriously
and he is considered a good Sheriff because
of this.
There is one thing that Steves has a
problem with and thats running bums up to
the top of the hill in the evening. He knows
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Dr. Collins
+2 Brains, -1 Versatility, -1 Brawn
Skills - Artistic Talent, Curiosity, Education
- Biology, First Aid, and Medicine.
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Red Tilson
+1 Versatility, +1 Brains
Skills - Bargain, Curiosity, Fast Talk, Fix It,
and Investigation.
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197
Curly Smith
+1 Balderdash, +1 Versatility
Skills - Break & Enter, Connected, Education - History, Gun Fu, and Schmoozing.
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199
200
201
202
203
The cast:
Harry Hardcase, a hard-nosed P.I. who
does some occasional investigative work for
the Boomtown Planet. Hardcase is known
for shooting rst and answering questions
later. His Attribute bonuses are +1 Brawn,
+1 Versatility. His Skills include Athletically
Inclined, Education Criminology, Fast
Talk, Gun Fu, and Investigation. His Special
Skill is Reckless Abandon. Harry has 3 Spirit
Points.
Michael Helstrom, a wizard-for-hire who
pens an occasional column in the Boomtown
Planet. His column focuses on the supernatural. He is known for being cool under
re. His Attribute bonuses are +1 Balderdash, +1 Versatility. His Skills are Curiosity,
Gun Fu, Occult Knowledge, Schmoozing,
and Worldly. His Special Skill is Arcane
Inclination. Helstrom tends towards black
magic and the elements he manipulates are
earth and metal.
Ruby Olsen, our pre-generated, friendly
neighbourhood, Cub Reporter, is known for
her drive to succeed regardless of the odds.
Her Attribute bonuses are +1 Brains, +1
Versatility. Her Skills are Curiosity, Fast
Talk, Gambling, Scrutiny, Shorthand, and
Status. Her Special Skill is Photographic
Memory.
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Character Sheet
PCs NAME:________________________
IS KNOWN FOR:____________________
___________________________________
ARCHETYPE:_______________________
HIS/HER GOAL IS:___________________
___________________________________
___________________________________
SPECIAL SKILLS:
___________________________
___________________________
___________________________
SPIRIT POINTS:_____
ATTRIBUTES:
Brains:
_____
Brawn:
_____
Versatility:
_____
Balderdash:
_____
Leadership:
_____
SKILLS:___________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Copyright TIMELESS GAMES 2007
STATE OF HEALTH:
ALIVE AND KICKING
NICKED
BRUISED
BATTERED
INJURED
UNCONSCIOUS
DEAD
(0)
(-1)
(-2)
(-3)
(-4)
MONEY:
_______
KEY POSSESSIONS:
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
BACKGROUND:
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
Copyright TIMELESS GAMES 2007
Index
Boomtown Asylum and Wellness Institute 160161
Boomtown Gallery of Art 119
Boomtown General Hospital 125
Boomtown Met Hospital 116
Boomtown Planet 72-74
- Competition 77
Boomtown Prison 162
Boomtown University 128-129
Boxing 125, 136
Brains 19, 52
Brawn 19, 55
Brewer & Brewer Spirit Co. 159
Bridge End 92,132
Brigade Stadium 125
Brixton Walls 92
Bug Men, etc. 169-170
Bunny and Bing Shysterman 167-168
Cat Houses 148-149
Character Death 59
Character Generation 16-50
- Name 16
- Is Known For 16
- Spirit 18
- Goal 18
- Background 19
- Attributes 19
- Archetypes 20-37
- Skills 37-42
- Special Skills 42-49
- Money & Possessions 49, 107-108
- Game Hooks 50
- Health 50, 67
Character Sheet 207-208
Charging Into Danger 60
Charlie Clipston 140-141
China Town 93, 131
China Town Gang 100-101
Chinese Jack 165
Aging 57-58
All Trumps Club 156-157
Artists Quarter 94
Attributes 19
- Brains 19, 52-55
- Brawn 19, 55-60
- Versatility 20, 60-63
- Balderdash 20, 163
- Leadership 20, 163
Archetypes 20
- Reporter 21
- Cub Reporter 25
- Photographer 25
- Columnist 29
- Editor 29
- Legman 29
- Socialite 36
- Wizard 36
B.D.S. Smith 135-136
B.D.S. Smith & Sons Colliery 134-135
Bagley Road 141
Balderdash 20, 163
Barley Meadows 94, 156
Bayside 93, 150
Beverly Hamst 138-140
Billy Rudabaker 167
Blobs 169
Bob Bulls China Shop 132
Bob Kennedy 22
Bobby Bustetoni 35
Bogeyman 175
Bomber Stadium 116-117
- Jacques Strap
- Slider McGee
Boomtown 71
- History 80
- Politics 81
- Districts Overview 92-95
Boomtown Airport 160
209
Game Hooks 50
Game Time 51
Generic NPCs 175-177
Ghastly Wax Werks 126
Ghost Town 92
Ghoul 174
Glitz & Glam Studios 157
- Archie Galvenstein 157-158
- Candice Delaney 157-158
Hail River Report 180-202
- Report Staff 181-182
- Report History 183
- Hail River 184
- Bob Satch Morgan 186-188
- Hail River Council 189-190
Health 50, 67
Heart Cocktail 163
Hotels and Accommodations 109-110
Insanity 52-55
Intoxication 56
Jimmy Keegan 154
Just Chez No, Speakeasy 121
Leadership 20, 163
Lefty Hooligan 98
Lenny and Benny Catchpenny 162-163
Locket Steel Inc. 151
- Jack Locket 151-152
- Gloria Locket 151-152
Library, Main 120
Madame Kittys 131
Martin Race Track 155
Mayor Darwin Kraftyman 81
Merv Wiley 34
Milo the Milkman 165-166
Mole People 172-174
Moes Garage 121
Money & Possessions 49, 107-108
Monsters 168-174
- Mutants 168-169
- Blobs 169
- Multi-heads 169
- Bug Men, etc. 169-170
- Vampires 170-171, 200-202
210
- Werewolves 171-172
- Zombies 172
- Mole People 172-174
- Ghouls 174
- Bogeyman 175
Multi-heads 169
Museum of Antiquities 129-131
Mutants 168-169
NPCs 175-177
Newspapers 74-76
- Games revolving around 79
New Downtown 93, 112
New Heights 94
Old Downtown 92,121
Old Heights 94
Paige Mercy 28
Parker Collingwood 156-157
Perception 52
Pete Plasky 31
Pips Diner 155
Pirolis Delicatessen 155
Poison 56
Police 87
- Police Chief Straitenarrow 87
- Swass Goodiman 87
Polly and Molly 167
Portmans Department Store 127
Proletariat 150
Reporter 21
Role-playing 6
- Successes 10, 12
- Intent 11
- Modiers 13
- Action Rolls 15
- Opposed Rolls 15
Ruby Olsen 27
Rules 9, 51, 203
Rustys Junkyard 122-123
Satin Club 117-118
Scheikmans Department Store 118
School of Arts 159
Schleps Diner 121
Social Combat 68
- Resolve 68
Seth Elliot 32
Setting 8, 69-168
Shadowing 63
Shakes McGee 138
Shifty-eyed Morgan 166
Slaggy Bottom (and Crumbly Court) 133-150
Slaggy Bottom High School 145
Slang 178-179
Special Skills 42-49
- Ambidextrous 42
- Arcane Inclination 43-46
- Block/Dodge 46
- Everyman 47
- Lightning Draw 47
- Naturally Lucky 48
- Photographic Memory 48
- Reckless Abandon 49, 60
- Tough 49
Slick Nick Delucca 111
Skills 37-42
- Acting 38
- Artistic Talent 38
- Athletically Inclined 38
- Beast 38
- Bargain 38
- Break & Enter 38
- Camera Work 38
- Climbing 39, 62
- Connected 39
- Curiosity 39
- Demolitions 39
- Driving 39
- Eavesdropping 39
- Education 39
- Electrical Repair 39
- Exotic Weapon 39
- Fast Talk 39
- Fix It 40
- First Aid 40
- Forgery 40
- Gambling 40
- Gun Fu 40
- Hand-to-hand 40
- Hunting/Tracking 40
- Interrogation 40
- Investigation 40
- Lingo 40
- Medicine 41
- Mechanically Inclined 41
- Occult Knowledge 41
- Piloting 41
- Public Speaking 41
- Sailing 41
- Scrutiny 41
- Schmoozing 41
- Shorthand 41
- Slow ow 41
- Spelunking 42
- Status 42
- Survival 42
- Swim 42
- Worldly 42
Skip Donahue 26
Spirit 18, 63
Squeegee Jackson 164-165
Stone College 119-120
Syndicate 95-96
Tea Totalers 107
Tess Trimble 23
Theodore Nougats Candy Company 124
Three Brothers Bank 112-115
- Max Martin
- Morton Martin
- Anne Martin
Tony Testerone 97
Trampled Downs 153-154
- Jockeys 153 - 154
Transportation 88
Tulip Eaters 105-106
Vampires 170-171, 200-202
Vehicles, Chases 60-62
- Vehicles 206
Versatility 20, 60
Victor Balista 99
@rpgnow.com
The Creep Chronicle - Imagine if you woke up tomorrow and discovered that the things you read about in your old storybooks were true; that
deep in the woods lurked a Big Bad Wolf waiting for a Little Red Riding
Hood, that shadows stalked the night time streets, that angels were not
mere apparitions or visions for a select few but were as real as your next
door neighbour.
As you stare in the mirror in the morning and your reection stares
back at you, you somehow know that the world on the other side of the
mirror exists. More than that, gods walk among men. They rain thunder
and lighting down on the brightest cities, shatter mans nest monuments
with a whim, and subjugate the strongest leaders with a word.