TEXT: On the Rocks
  A Takanak City Tale
  A Savage Tale By
  Dr. Matthew DeForrest
  Maps By Niklas Brandt; Art by Brad McDevitt & Niklas Brandt
  Edited by Simon Lucas, Shane Lacy Hensley, Brent Wolke, and Randy Mosiondz
  Savage Worlds, Smiling Jack, Great White Games, and all associated logos herein are Copyright 2003, Great White
  Games. Takanak City and all related characters is copyright 2003, Dr. Matthew DeForrest.
  This electronic book is sold exclusively at RPGNOW.COM.
  Redistribution by print or file is a violation of copyright and is strictly prohibited.
  
  2
  Welcome to Takanak City, kiddies—a Roaring
  Twenties pulp setting for Savage Worlds rules! On the
  Rocks is designed to let you try your hand at adventuring
  in Takanak City—to test the waters, as it were. Just
  remember to say hi to the boys sleeping with the fishes
  while you’re in the neighborhood.
  The plan is for Takanak City Tales to be a full Savage
  Setting from Great White Games in 2004. It has tommy
  guns, gangsters, gun molls, pulp-action, and a touch of
  the weird as well. So pour yourself a tall drink of hooch
  and settle in for a little taste of Takanak.
  Mugs
  We’ve provided a collection of pregenerated characters
  to use for their first romp through Takanak City. PCs in
  this setting are called Mugs (as in, “Hey, youz mugs!
  Whatcha think you’s doin’?”). We’ve made sure that the
  basics of the setting are here so that you can begin play.
  If you like what you see, get ready to rumble when the full
  Takanak City Plot Point sourcebook becomes available at
  your favorite local game store and Great White Game’s
  website, letting you play gangsters and molls, G-men and
  gumshoes, jazz musicians and flappers, ace reporters for
  newspapers and Movietone News, and the odd
  archaeologist, paleontologist, and occult investigator or
  two!
  So put on some ragtime music, take a swig of bathtub
  gin, and pass out the provided pregenerated characters
  and have a wicked, savage time.
  Welcome to
  Takanak City, 1925
  Takanak City is a big, proud, muscular city with a
  diversified economy (most of it legal) situated on one of
  the Great Lakes. Nohapawa Bay makes an ideal harbor
  for exporting the products of the Takanak Tourer
  Automobile Company and quietly importing illegal liquor
  from Canada.
  Like most of urban America, it has taken to the Jazz
  Age with all its inherent contradictions. G-Men and
  Revenuers attempt to control the growing scourge of
  racketeers, rum-runners, and bank robbers. While the
  public lauds them for their attempts to reign in crime, they
  idolize anyone who appears to be a modern-day Robin
  Hood and drinks to their health in the city’s speakeasies
  and private clubs
   It’s an open secret that Mayor “Smiling Pat”
  Shanahan, a Democrat at the head of a powerful political
  machine made up of the working class and recent
  immigrants, has little interest in enforcing prohibition so
  long as the local mobsters keep the citizenry out of the
  line of fire.
  District Attorney Jack B. Winters, a Republican
  politician with his sights on a Senate seat, has made it
  his goal to help bring down the gangs and crime lords.
  Although he hits the Irish and Jewish mobs just as hard,
  number one on Winters’ “to-prosecute” list is Vinchenzo
  Making the Twenties Roar
  
  3
  “Big Vinnie” Badafucci, Takanak City’s answer to Al
  Capone. The Republican-leaning Takanak City Times, the
  Democratic-leaning Takanak Post, and the relatively
  unbiased Takanak Guardian (the least widely read of the
  three) reports on the political posturing and exploits of
  Federal Agents, Police, and mobsters with relish.
  Tut-Ism
  Following the unearthing of King Tut’s tomb, Egyptian
  deco has become all the rage. Takanak City has
  embraced this fad more than any other place in America.
  Takanak University has a world-respected Egyptology
  Department while the W. G. Gordon Museum houses an
  extensive collection of artifacts. The most obvious nod to
  Egyptian style is the brand new 40-story Pharos Building,
  modeled on the famous Lighthouse of Alexandria.
  The Osiris Club, one of the most exclusive venues in
  town, is situated on the 30th floor, overlooking the lake.
  The best national jazz acts play here, and unlike much of
  America, the club’s acts are desegregated. The clientele,
  however, remains predominantly white, although this is a
  function of local economics and the high cost of entry
  rather than discrimination.
  Raoul Le Blanc, the club’s maitre d’, knows the Osiris
  Club’s reputation is partly based on its being
  simultaneously fashionable and daring. When the buzz
  isn’t about when Bessie Smith’s next appearance will be,
  it’s the identity of the Osiris Club’s owner. Although
  reclusive millionaire Hugh Howards, Big Vinnie, and
  Mayor Shanahan—who has a standing reservation center
  floor—have all been mentioned as possible stakeholders,
  no one has been able to find out for sure. The one man
  who might know isn’t talking. Raoul is, if anything,
  discrete.
  Tuning In
  The city’s three radio stations (KTCR, WWJD, and
  WAHK) provide a soundtrack to events for those wealthy
  enough to own a radio—broadcasting live concerts and
  variety programming. Every Wednesday, WJD broadcasts
  Sister Lena Tagells’ inspirational sermons to a large
  audience.
  On Fridays, AHK broadcasts the most popular music
  show live from the Osiris Club.
  Every Thursday at 7:30, people tune in to KTCR to
  hear Takanak City Tales, a radio show that follows the
  adventures of millionaire Will Dare, a two-fisted hero who
  fights for justice just outside the law. You know the type—
  a do-gooder who battles pirates, white slavers, mobsters,
  maniacs, cults bent on world domination, and occult
  menaces—the kind of thing that would never actually
  happen in Takanak City.
  New Hindrances
  War Weary (Minor)
  Your Mug experienced some of the suffering that swept
  through the world during the Great War and it has
  hardened her somewhat. When fear takes hold, however, it
  does so with bottomless dread.
  She adds +2 to Guts rolls made when facing the type
  of horror she experienced. If the character saw combat, for
  example, a corpse riddled by bullets doesn’t require a
  Guts check. Seeing a partially eaten corpse does,
  however. Likewise, someone who lived in an area hit hard
  by influenza is less likely to be shaken by disease-related
  effects. Decide what it is the character went through and
  make a note of it.
  Failing a Guts test hits these Mugs a little harder than
  normal folks, however. When a Mug fails a Guts roll,
  compare her Guts skill die roll and her Wild Die roll. If the
  Guts roll is less than the Wild Die roll, she becomes filled
  with dread. She cannot spend bennies to reroll trait
  checks until the end of the current scene (GM’s call).
  Shell Shocked (Major)
  Shell Shocked Mugs have faced the full horror of the
  era. Whether he was one of the Anzacs fighting in
  Gallipoli, a member of the Lost Battalion, a nurse in the
  influenza and gas wards, or a refugee from Belgium, he
  has seen too much. There’s no way of knowing when the
  pressure will get to be too much and the hero’s psyche
  will snap like a twig.
  The character adds +2 to the effects of whatever
  particular hell he faced (see War Weary, above).
  Unfortunately, anytime he fails a Guts roll and his Guts
  die roll is less than his Wild Die roll, he suffers a
  catastrophic mental breakdown and part of his inner spirit
  is crushed. He may keep fighting or pursuing his goal,
  keeping up all appearances of high spirits, or he may
  appear stunned and numb. In either case, inside, his
  hopes are dashed and he can no longer spend bennies to
  make Soak rolls for the rest of this game session. He may
  still use bennies to become unshaken, however.
  Wounds
  Gangster tales are a bit less “heroic” than most
  Savage Tales, so we’ve added a very small rule to
  simulate a more “gritty” feel. Whenever your hero suffers a
  wound, make an immediate Spirit roll (and yes, you must
  subtract the wound modifiers). If the roll is failed, your Mug
  is Incapacitated for the next 1d6 hours. There are no
  additional effects from being Incapacitated in this way, just
  a nasty headache when your hero comes to.
  A standard Healing roll can awaken a hero KO’ed in
  this way (he “awakes” Shaken the following round).
  
  4
  Common Knowledge
  Unless you’ve taken the Young or Clueless Hindrance,
  you can assume that a Mug has at least a middle school
  education – high school if he wants it. This means he
  knows the basics – reading, writing, and arithmetic; some
  basic geography and history; and a little science (as it is
  understood in the 1920s). He can assume some
  familiarity with the Bible (or other appropriate religious
  text). Roman Catholic Mugs will know a few words of Latin
  from the Mass – enough to recognize the language but
  not to translate it. He also gets age-appropriate
  knowledge. Teens will know the latest dances while adults
  will have some job-related experience.
  Fads
  If you want, your character can also have a “fad.” The
  1920s were a great time for fads. Marathon dance
  contests, game competitions, pole sitting, knowing every
  baseball player’s stats—you name it and someone in the
  20s did it.
  To capture the feeling of this fascination with the trivial,
  you can add a fad to your hero’s Common Knowledge. He
  gets a +2 modifier to his Common Knowledge rolls when it
  applies directly to his area of interest.
  Example: Jake Green is a great fan of the
  “Takanak City Tales” radio program. When
  confronted with a puzzle that an evil-doer based
  on one of the programs, he receives a +2 modifier
  (or actual clue) to help him solve the puzzle.
  The Fad must be specific, as the modifier doesn’t
  apply to similar situations. A fan of Takanak City Tales
  doesn’t get a bonus to remember what Sister Lena Tagells
  preached on her radio ministry the night before, for
  example. Similarly, Isabel Higgenbotham’s love of
  Parcheesi doesn’t improve her chances in chess.
  Likewise, the Mug’s fad should not be the same as a
  skill or edge. Although someone might know everyone’s
  baseball stats, that doesn’t mean he can hit homers like
  the Babe. Similarly, knowing the latest makes and models
  released by a car company cannot help you drive,
  although it might help you choose the best getaway car.
  Sample Fads: Brewing (+2 to the creation of Bathtub
  Gin, Dandelion Wine, or similar illegal intoxicants),
  Marathon Dancing (+2 bonus to know the most popular
  dances and to Vigor rolls to keep dancing), Bridge or
  some other game (+2 to play that game and know its best
  players), Egyptology (+2 to know general information
  reported in the popular press and some specific, but not
  expert, knowledge—essentially the ability to identify an
  object as being Egyptian, although not its age), Wing
  Walking (+2 to recognize types of aircraft and
  maneuvers), Pole Sitting (+2 to Vigor while trying to sit on
  a pole for a long time).
  New Powers
  Senseless
  Power Points: 2
  Range: Spirit
  Duration: 3 (1/round per victim)
  Rank: Novice
  Trappings: Globes of darkness, a white film covering
  the target’s eyes, glowing ankhs floating in the pupil, a
  cloud of insects buzzing around the target’s head
  With this power, the caster temporarily deprives an
  opponent of one of his senses—most commonly sight or
  hearing. This is an opposed roll of the caster’s arcane skill
  versus the defender’s Vigor.
  If successful, the victim suffers a -6 penalty to all trait
  rolls that rely heavily on that sense, -4 to those which rely
  somewhat on the affected sense, and -2 to tasks which
  are mildly dependent upon the missing sense (GM’s call).
  The caster may also affect multiple targets. For each
  additional target, the caster spends an additional point
  and receives a –2 penalty on his arcane skill roll.
  
  5
  Weapons and Ammo List
  Ranged Weapon
  Range Damage
  RoF
  Ammo
  Rounds
  Wt
  Cost
  Notes
  .25 Derringer
  5/10/20
  2d4+1
  1
  .25
  2
  1
  $12
  .22 Colt Automatic
  3/5/15
  2d4
  1
  .22
  6
  1
  $25
  Super .38
  10/20/40
  2d6-1
  1
  .38
  6
  4
  $30
  Revolver, AP 2
  Colt 1911 Automatic
  12/24/48
  2d6+1
  1
  .45
  7
  4
  $40
  AP 1
  Browning Automatic Rifle
  (BAR)
  24/48/96
  2d8
  3
  .30-06 20 round clip
  19
  n.a.
  AP 2
  “Whippit” Gun*
  5/10/20
  1-3d6
  1
  8
  Slugs or shot
  6
  $50
  +2 to Shooting, if firing
  shot, no bonus if firing
  slugs; Slugs cause 2d10
  damage
  Thompson SMG
  12/24/48
  2d6+1
  3
  .45 50 round drum
  11
  $225
  $1,000-$2,000 on the
  black market, where
  serial numbers are
  removed
  *Sawed Off Remington Single Barrel Shotgun. The Whipit Gun was supposedly named by Clyde Barrow because you
  could whip it out in a hurry.
  Hand Weapon
  Damage
  Weight
  Cost
  Notes
  Brass Knuckles
  STR+1
  1
  $2
  Bayonet
  STR+1
  1
  Military
  Str+2 when attached to a rifle
  Cleaver
  STR+2
  3
  $2.50
  Straight Razor
  STR+1
  .5
  $2
  -1 to hit
  Hunting Knife
  STR+1
  1
  $2
  Pool Cue
  STR+1
  2
  $5
  Breaks on odd rolls
  Grenade
  Range
  Damage
  Cost
  Notes
  Mk 67 “Pineapple”
  5/10/20
  3d6
  Military
  Use Medium Burst Template; Some mobsters have managed
  to lay their hands on these weapons.
  Ammunition:
  Bullets, Small: $1 per 100
  Bullets, Medium: $10 per 100
  Shotgun Shells: $3 per 100
  Other Common Goods
  Electronics and Technology
  Camera, Still Photos: $1 to $25
  Film: $.25
  Camera, Movie: $90
  Film: $4
  Flashlight: $1 to $2
  Flashlight Battery: $.30
  Phonograph: $20 to $100
  Records: $.39 each
  Radios: $40 to $100
  Typewriter (Portable): $50
  General
  Bag, Doctor’s: $12
  Blanket: $2 to $3
  Bible: $3.30 to $5
  Books: $.25 to $1 each
  Fountain Pen or Mechanical
  Pencil: $1 to $2
  Lantern: $6
  Newspaper: $.02
  Pencil: $.75 per dozen
  Pad of Paper: $.40
  Tool Set (Wrenches, Sockets,
  Screwdrivers, Hammer): $25
  Goods and Services
  Cup of Coffee: $.10
  Meal, Inexpensive: $3.50 per person
  Meal, Expensive $5.50 per person
  Beer, glass: $.20
  Cocktail: $.50
  Gin: $2.50 for a fifth bottle
  Whiskey $.60 a shot,
  White Lightning: $20 per gallon
  Wine, “Dago Red” (homemade,
  often by Italians): $1 per gallon
  Cola: $.05
  Plain Seltzer: $.02
  Malt: $.10
  Candy: $.05 per bar
  Medicines: $.50 per bottle
  
  6
  On the Rocks
  This adventure is designed to introduce your players to
  Takanak City. It does more than that, however. In the
  course of this adventure, your players will indirectly cross
  swords with two of the organizations vying for power in
  Takanak City. Although they are unlikely to draw the
  attention (and, more importantly, the ire) of either group,
  they will get a chance to know the opposition. They also
  have the chance to make an important contact with one of
  Takanak City’s major players—millionaire recluse Hugh
  Howards.
  Just a Quick, Simple Job….
  Hugh Howards, one of Takanak City’s millionaires, is
  an avid collector of Egyptian antiquities, a passion he
  shares with schoolteacher Isabel Augusta Higgenbotham.
  For reasons he doesn’t care to discuss, however,
  Howards hates to leave his apartment. Higgenbotham, in
  order to assist her friend, often uses her expertise to
  oversee the purchasing and delivery of artifacts for
  Howards.
  This time, Howards has purchased a gold sphinx
  statuette from Henderson and Uppward’s Antiquities and
  asked Higgenbotham to pick up the statuette. Because of
  the statuette’s value, Howards recommended she hire
  some security to protect her while she drives the object
  across town. Higgenbotham decided to call on one of her
  former students, Rick Randolph, Private Eye, to handle
  the security. In turn, he called on two of his war buddies,
  “Bluesy” Bell, a saxophonist, and Jake Green, a taxi
  driver. The three served together in the war, and after
  returning to Takanak City, continued to look out for one
  another. The three have been promised $20 each to
  provide protection.
  Everything was supposed to be a sedate, quiet event
  and would have been if Howards hadn’t told another friend
  about the purchase. Kendra Lust is a silent film star and
  the daughter of one of Howards’ buddies from the Spanish-
  American War. With a canine appetite for publicity, she
  called Kate O’Brien, a reporter for the Takanak Guardian
  and asked her to generate some free publicity by reporting
  on her picking up the statuette.
  After some pleading and persuading, Howards agreed
  to let the two tag along. O’Brien leapt at the chance to get
  a photo and perhaps even an interview with the reclusive
  Howards.
  Just One Problem
  Have the six characters meet anywhere they want,
  then pile into Green’s taxi (or whatever form of
  transportation they use) and head over to Henderson and
  Uppward’s Antiquities. This is a good time for them to
  begin to get the feel for their character so give them a
  moment or two to indulge in some role-playing if the mood
  hits them. Don’t dally too long, though—they’ll have plenty
  of time to grow into their roles as the adventure develops.
  Henderson and Uppward’s Antiquities occupies a
  small storefront in the historic shopping district on the
  north side of the city. The characters can easily find street
  parking nearby. The front door is unlocked and a bell
  Cage
  Back
  Room
  The Carat Club
  1 square=10’
  Bar
  Stores
  Toilet
  Office
  
  7
  announces their entry. The front of the antiquities shop is
  the display area, where customers may browse display
  cases and make purchases. Along the left and right walls
  stand eight foot tall glass-doored cabinets. A waist-high
  U-shaped display cabinet dominates the center of the
  room. These cases connect to the cabinets that divide
  the customer area from the employee area. The display
  cases are filled with ancient objects from all over the
  world—animal mummies from Egypt, pots from Central
  America, arms and armor from Europe, and porcelain
  from the Far East. In all ways, the store seems normal to
  our heroes except for one thing: there is no one here to
  greet them.
  A brief search of the store quickly uncovers the
  proprietor, Abel Uppward, lying on the floor below the open
  and partially-emptied cash register. He is half-conscious
  and can be brought around with a Healing roll. Success
  also reveals he has been pistol-whipped from the front
  before being struck from behind. Mugs investigating the
  cash register who make a Notice roll at –2 see that not
  only did the thief leave fresh, bundled bills (which could be
  traced by their serial numbers) but many of the
  unwrapped larger bills. A bill flap left up in the $100 tray
  indicates that at least one C-Note was taken.
  Uppward is Down
  When Uppward comes around, he recognizes
  Higgenbotham from prior purchases. “It’s gone, Isabel.
  The thief took the statuette and two other items.” A brief
  discussion reveals the thief stole three packages—the
  gold statuette, a Japanese scroll, and an Egyptian
  Pharonic Period cup. All had already been sold. Although
  his insurance will cover the cost of refunding his clients’
  money, he is well aware that replacing these one of a kind
  items will be impossible—unless the Mugs can track
  down the thief and return the pieces. He offers the heroes
  a reward of $100 each ($33 per object) if they can return
  them.
  Uppward can’t tell the characters much about his
  single assailant. He knows he was a short ugly man with
  dirty brown hair and armed with a revolver. He smoked a
  cigar —he remembers him lighting it at the corner of the
  display case when he first arrived. Ask the Mugs for a
  Notice Roll at –6. On a success, a perceptive hero
  detects the lingering scent of smoke in the air—the nasty
  smell of a cheap “Takanak Tom” brand cigar. Anyone
  examining the area near the case pointed out by Uppward
  finds a matchbook from the Carat Club (if the Mugs miss
  it, have Uppward notice it.). The only thing about his
  assailant that Uppward can remember clearly is that his
  left eye was red, as if he had burst a vessel or in some
  other way damaged it.
  Once the investigators have had the opportunity to get
  this information, have Uppward ask them to call the police
  if they have not already done so.
  The Carat Club
  Although the characters don’t have much to go on,
  they have enough to begin their investigation: a description
  of the thief and the matchbox. Unfortunately, the Carat
  Club is about to become the front line of the Takanak City
  gang wars.
  Have you Seen This Man?
  If the Mugs attempt to track down the thief based on
  his description, they can find out the following information
  from successful Streetwise rolls. Role-play these
  encounters to add depth to your gaming experience, or
  sum them up quickly if you want to get straight to the
  action. Kate O’Brien, for example, might ask the boys at
  the crime desk for information about the thief while Jake
  Green quizzes some of the guys at the garage.
  In general, the results of the Streetwise roll (or
  conversation) goes something like this:
  Success: “Yea, I’ve seen a tough like that. Nasty guy. I
  saw him knock down an old lady. Don’t know his name
  though.”
  Raise: “Him? Yea, I know the mug. Goes by the name
  Eddie Roche. Nasty guy. Worked for the mob, from what I
  heard, but he was too mean for them. No control. Last I
  heard he was getting by with contract jobs. Protecting,
  um, shipments of prune juice and the like. Yeah, that’s it.”
  Two Raises: “The guy you’re describing is Eddie
  Roche. Used to be a heavy for the Irish mob. Nasty guy
  with no sense and less control. He got cut loose when he
  shot some kid while protecting a shipment from Canada.
  He’s a contract guy now—picking up odd jobs and doing
  petty crime. I hear he’s doing some work down at the
  Carat Club, providing protection for incoming shipments.”
  Mugs using a library or newspaper morgue can match
  the name Eddie Roche to the description they have with a
  newspaper article on an Investigation roll at –4.
  Open Sez Who?
  There are only two things preventing the Mugs from
  getting into the Carat Club: not knowing its location and
  not knowing the password. Getting the location requires a
  Streetwise roll at –2. A raise nets the password as well.
  A second Streetwise roll at –2 reveals there is a casino
  in the Carat Club, called the “On the Rocks” room. The
  Mugs must dig deep for this information, so unless the
  players get the raise, don’t volunteer anything. If they ask,
  they may attempt to discover the password needed to get
  into the back room. This requires a Streetwise roll at –6 to
  discover that it takes one of two things: showing a C-Note
  (the minimum bankroll you must bring in, although you are
  allowed to bet far less); or whispering the phrase “I’m here
  to see Ben” (which signals that you have a C-note
  deposited with the teller).
  
  8
  The other way for the Mugs to gain entrance to the
  club is to fall in with some partygoers who are going into
  the Carat Club for a drink, or to get in through some other
  contact. “Bluesy” Bell, for example, might be able to get
  in through the back door by auditioning as a musician.
  The Carat Club gets its name from its location—it’s
  right under Erichmann Jewelers, a few blocks towards the
  lake from Henderson and Uppward’s Antiquities. The
  basement entrance is in a step-down to the left of
  Erichmann’s front door. If the team stakes out the
  establishment, they can easily identify the clientele as
  members of the low end of the middle class. Those who
  make a successful Streetwise roll can tell that most of the
  clientele is from the predominantly Jewish Jerusalem Hill
  neighborhood. The doorway is set under an overhang.
  Sitting in the shadows are two bouncers who wait for the
  Mugs to give them the password: “In the rough.”
  “We’re In!”
  Once the heroes enter, they find themselves in the
  festive atmosphere of the speakeasy. The front room is
  about the size of a store front, with a bar on the right,
  booths along the left wall, circular tables scattered across
  the floor, and a small stage in the rear left corner. The bar
  is dark wood paneled with a hinged, galvanized tin top,
  allowing the bartender to dump the bottles and glasses
  into a subbasement at the first sign of a raid. Behind the
  bar is an assortment of bottled mineral water, sodas, teas,
  and coffee.
  On the stage, a young black man is playing ragtime
  on an upright piano, accompanied by a trumpeter and
  slide trombonist. Along the back wall is a door, guarded
  by another bouncer. A Streetwise roll identifies this as the
  entrance to the back room casino. It doesn’t take a rocket
  scientists to realize that the some of the patrons and staff
  view the Mugs with suspicion. After all, who wants their
  local gin-joint raided because of some stranger’s loose
  talk or because they inadvertently let in a G-man?
  The Mugs have several options here. A “face” character
  is definitely going to get a work-out if the investigators
  want to discover the way into the back. Here are some of
  the ways they might accomplish that feat.
  First, there is a table available near the doorway into
  the casino. From here, they can eventually overhear the
  password into the back. If the team came in with a group
  of party-going flappers, a Persuasion roll at –2 gets them
  the password. The roll is unmodified if they buy a round for
  the young socialites. A Streetwise roll at -2 or other
  appropriate social interaction with the customers or staff
  reveals that Eddie Roche is currently in the casino. A
  Persuasion roll with a raise also discovers that Eddie is
  due on the loading dock in a half an hour to help oversee
  an arriving shipment. A shipment of booze, of course, if
  anyone asks.
  Place  Your  Bets  and  Take  Your  Chances
  The casino is a small, crowded, smoky room with a
  roulette table, craps table, and three card tables (one for
  blackjack and two for poker). In the right corner of the
  room is the cage, guarded by two of the room’s three
  bouncers, where patrons can exchange their cash for
  chips. Regulars can deposit a C-Note with the cage,
  guaranteeing them a line of credit at the tables.
  It only requires a Notice roll to pick Eddie Roche out of
  the crowd. He is currently having a run of good luck at the
  craps table if the pile of chips in front of him is any
  indication. How the Mugs deal with Roche at this point
  determines the course of events. If the heroes choose to
  observe Roche for a while before making a move, he
  remains at the gambling table until it’s time for him to go
  to the loading dock. It’s obvious Eddie doesn’t have
  anything with him that is large enough to carry the stolen
  antiquities. Although it takes some doing (a Stealth roll at
  –4) the investigators can follow Roche out into the storage
  area when he leaves to go to the loading dock.
  The Mugs might try to isolate Roche in traditional, 20s
  gangster style—a gun in the back. To do this successfully
  requires a successful Intimidation roll and an opposed
  Stealth roll against the bouncers’ Notice. If both are
  successful, Roche moves away from the table. Partway to
  the Cage, however, Big Vinnie’s boys arrive (see below). If
  the Intimidation roll succeeds but the Stealth roll fails, the
  Mugs find themselves surrounded by bouncers. If the
  Stealth roll succeeds but the Intimidation roll fails, Roche
  tells the PCs to buzz off while trying to attract the
  attention of the bouncers.
  If the Mugs try to get the location of the objects out of
  Roche through Intimidation, Bluffing him into thinking he
  upset someone very important, or offering to buy the
  objects back, he shrugs and tells them he stashed the
  artifacts with the band. He won’t be upset about turning
  the artifacts over to the PCs so long as they aren’t
  interested in arresting him or trying to get back the money
  he stole. Once he unwrapped the packages, he knew they
  would be very difficult to fence. As he begins to lead the
  Mugs towards the objects, Big Vinnie’s men hit the place.
  If the heroes move to openly confront Eddy Roche at
  the table, they quickly discover themselves in an awkward
  position. After all, a gambling den in the back of a
  speakeasy is not the place to get heavy-handed about law
  and order. In addition, the three bouncers are here to keep
  things peaceful and profitable—something that confronting
  a patron discourages. Finally, three of Roche’s fellow
  thugs, hired to help protect the incoming liquor shipment,
  are here trying to increase their earnings. Although they
  don’t like Roche, they aren’t about to see one of their own
  get pushed around by outsiders.
  No matter where and when the Mugs confront Roche,
  their triumph is cut short by the sudden arrival of Big
  Vinnie’s men.
  
  9
  Eddie Roche
  Eddie is a small time hood
  whose temper has made him too hot
  to handle.
  Attributes: Agility d8, Smarts d4,
  Strength d6, Spirit d6, Vigor d8
  Skills: Fighting d8, Gambling d6,
  Guts d4, Intimidation d6, Notice d4,
  Shooting d10, Streetwise d6
  Charisma -8; Pace: 6; Parry: 6;
  Toughness 6
  Edges: Dodge, Quick Draw;
  Hindrances: Bloodthirsty, Mean,
  Ugly
  Gear: Two .45 automatic pistols (Range: 12/24/48;
  Damage: 2d6+1), Brass Knuckles (STR+1), Takanak
  Tom Cigars, $327 – most of it stolen from Henderson
  and Uppward.
  Hired Guns (3)
  These are the extra protection hired
  to oversee shipments into the Carat
  Club. One of the hired guns carries a
  sawed off shotgun in a kit bag.
  Attributes: Agility d6, Smarts d6,
  Strength d6, Spirit d6, Vigor d6
  Skills: Driving d4, Fighting d8,
  Gambling d4, Guts d4, Intimidation d6,
  Notice d6, Shooting d8, Streetwise d6
  Charisma -2; Pace: 6; Parry: 7;
  Toughness 5
  Edges: Combat Reflexes;
  Hindrances: Vow (Mob Code of
  Silence), Mean
  Gear: .45 automatic pistol (Range: 12/24/48; Damage:
  2d6+1); Whippit Gun (Range: 5/10/20; Damage: 1-3d6).
  Bouncers  (7)
  These are the toughs hired to
  keep the crowd relatively
  controlled at the Carat Club. There
  are three in the Casino, two in the
  bar, and two at the front door)
  Attributes: Agility d8, Smarts d4,
  Strength d8, Spirit d4, Vigor d8
  Skills: Fighting d8, Gambling d4,
  Guts d4, Intimidation d8, Notice
  d8, Shooting d6, Streetwise d6
  Charisma -2; Pace: 6; Parry: 7;
  Toughness 6
  Edges: Block; Hindrances: Loyal,
  Mean
  Gear: .38 pistol (Range: 12/24/48; Damage: 2d6),
  Brass Knuckles (STR+1).
  With a Bang!
  “Big Vinnie” Badafucci has decided he wants a piece of
  the action of the historic shopping area, traditionally
  controlled by the Jewish mob. In an attempt to muscle in,
  he has decided to start demanding protection money from
  the speakeasies, beginning with the one closest to his
  territory—the Carat Club. Wolfram Ecklemann, the owner
  of the Carat Club, has refused to pay, counting on the
  Jewish mob and extra muscle to keep himself and his
  clients safe.
  Big Vinnie has decided he wants to make his point
  abundantly clear to all parties involved and has sent in a
  substantial party of enforcers. The good news for the
  heroes is that these enforcers are under strict orders not
  to injure any civilians. The bad news is that they are in the
  line of fire—and accidents happen.
  Open Sez Me!
  The first indication of Big Vinnie’s men’s arrival is a
  grenade exploding at the speakeasy’s loading dock,
  blowing open the back doors. Twelve of Vinnie’s men then
  move into the supply room, breaking bottles, hacking open
  beer kegs, and generally tearing up the place with a gusto
  that would make a revenuer proud. They don’t open fire
  until they see someone enter the back room with a drawn
  gun.
  
  10
  Three tough guys follow “The Big Meatball” Polpettone
  towards the cage, attempting to make off with the bank. It
  is this group the heroes are most likely to encounter. If
  O’Brien or Randolph see Polpettone, they can attempt to
  recognize who he is with a Smarts roll. Polpettone gets a
  Smarts roll at –2 to recognize Randolph.
  Roche and his fellow heavies have every intention of
  fulfilling their contracts and grab their guns while the
  gamblers grab their winnings. They only have two rounds
  to do so before Polpettone’s Tommy Gunner appears in
  the doorway and the Carat Club’s hired guns flip over the
  tables to give themselves some cover. In the front of the
  speakeasy, the bouncers also go for their guns and the
  bartender dumps the bar while the clientele and musicians
  begin to panic and move for the door.
  Break out the dice, mac – it’s time for mass combat.
   The Big Fight
  Divide up the bouncers, gunmen, and staff between
  your players and let the lead fly. The heavy gambling
  tables and bar provide substantial cover (-4) while the
  tables in the speakeasy provide light cover (-2) against
  Shooting rolls. They both act as +3 obstacles if anyone
  wants to shoot directly through them.
  Rafael “The Big Meatball”
  Polpettone
  Rafael has always had something
  of a weight problem—hence his
  nickname. Not too many people
  bother him about it any more though.
  He heads up gambling for Big
  Vinnie, although he doesn’t gamble
  himself (he got caught gambling by
  the nuns when in the 6th grade and
  has never done so again). Vicious as
  he is, Polpettone has a lovely
  singing voice.
  Attributes: Agility d6, Smarts d8,
  Strength d8, Spirit d6, Vigor d10
  Skills: Fighting d8, Guts d4, Intimidation d8, Knowledge
  (Gambling) d6, Knowledge (Latin) d8, Notice d8,
  Persuasion d4, Perform (Singing) d8, Shooting d6,
  Streetwise d8, Stealth d4
  Charisma: 0; Pace: 5; Parry: 6; Toughness 7
  Edges: Alertness, Command, Connections (Big Vinnie’s
  Mob), Frenzy, Level Headed; Hindrances: Loyal,
  Obese, Vengeful (Major)
  Gear: .45 automatic pistol (Range: 12/24/48; Damage:
  2d6+1).
  Mob Guns (12)
  These are the muscle of Big
  Vinnie’s Badafucci’s Gang. They are
  not so much fanatically loyal as they
  are more afraid of Big Vinnie than of
  other gangs and the police. One of
  these Mobsters, who usually remains
  with Polpettone, is armed with a
  Tommy Gun  with a 30 round clip in the
  gun and a spare in his coat pocket.
  Three carry axes to break open the
  beer barrels. These do STR+2 damage
  but are at –1 to hit because they are
  not designed for combat.
  Attributes: Agility d6, Smarts d6, Strength d6, Spirit d6,
  Vigor d6
  Skills: Driving d6, Fighting d8, Intimidation d6, Notice
  d6, Shooting d6, Streetwise d6, Stealth d6
  Charisma -2; Pace: 6; Parry: 6; Toughness 5
  Edges: Combat Reflexes; Hindrances: Vow (Mob Code
  of Silence), Mean
  Gear: .45 automatic pistol (Range: 12/24/48; Damage:
  2d6+1); one thug has a Tommy Gun (Range: 12/24/48;
  RoF: 3; Damage: 2d6+1).
  Then Things Really Hit the Fan
  In case you haven’t noticed, the investigators and
  Carat Club heavies are outgunned. It won’t take long for
  Roche to notice it either. Once half of the Carat Club’s
  defenders are out of commission, Roche bolts. If the
  Mugs follow, Big Vinnie’s men let them go without any
  hassle. If the characters are hot and take out four of Big
  Vinnie’s men, Roche gets nervous, viewing them as a little
  too professional for his comfort. If this happens, Big
  Vinnie’s men still let them go unless they put down
  Polpettone. If they do, they have made an enemy of him.
  (Of course, if they take out Polpettone, they have
  attracted Big Vinnie’s attention—not necessarily a good
  thing either.).
  In either case, Roche bolts through the door. A
  moment later, there is the terrifyingly loud sound of
  another automatic weapon cutting loose. Ask the Mugs
  with military or police experience for a Common
  Knowledge roll. On a success, they can identify the
  unholy racket as the unmistakable sound of a Browning
  Automatic Rifle on full automatic.
  Now Who?
  During the firefight in the back of the Carat Club,
  agents for one of the two other purchasers arrive. Any
  Mugs in the main room see three Middle Eastern men
  wearing trench coats and Fezzes arrive. One of them
  looks into the palm of his hand and gives a quick nod,
  slipping something into his coat. On a Notice roll at –2, a
  character glimpses a glowing piece of jewelry—a glow
  
  11
  that is at its most intense when pointed at the stage.
  With a raise, the investigators see it well enough to
  identify it as Egyptian in style. With two raises, they
  glimpse the fading image of Roche in the central jewel.
  When Roche bursts out of the casino, the leader of
  the gunmen says “Him!” and his two compatriots pull
  BARs out from under their coats. As they level the guns
  and fire, Roche dives for the protective cover of the bar.
  They spray the speakeasy with suppressive fire in order
  to keep everyone’s heads down. If anyone else attempts
  to come through the door, they fire above their heads or in
  front of them in an attempt to discourage them from
  acting.
  While these two provide protective cover, the third
  goes to the stage, chooses one of the artifacts, and
  prepares to leave. Before he goes, he slides a tan stone
  about the size of his palm along the floor towards where
  Roche is huddling behind the bar. Mugs watching the
  stone’s slide see it spin oddly and arc behind the bar.
  Once the man reaches the door, the three leave.
  This May Sting a Bit
  The strangeness has just begun. Just after the stone
  slides behind the bar, a Notice roll allows the Mugs to
  hear Roche say “What the…?” Then screams as he
  unloads his .45s as fast as he can pull their triggers.
  Unless the Mugs are already behind the bar, they
  don’t see the stone transform into a scorpion and sting
  Roche on the leg. By the time they reach him, the
  scorpion has returned to its stone form. So long as they
  don’t see the transformation, the Mugs have only a few
  moments to determine what happened. Anyone
  examining the area can tell Roche was shooting at
  something nearby based on the bullet holes in the floor.
  Roche is now drooling and curled up in a fetal position.
  A Notice roll at –2 reveals swelling on his lower leg. A
  Healing or appropriate Knowledge roll reveals the swelling
  to be three stings. Higgenbotham can, on a Common
  Knowledge roll at –6, identify the sting as being from a
  scorpion. The only visible source for the sting lies less
  than a foot from Roche’s leg—a scorpion carved out of
  sandstone. Roche lingers agonizingly in this condition for
  an hour and a half before he dies.
   Captain Ramesses Dryer
  (Seasoned)
  The child of an Egyptian mother
  and German father, Ramesses
  Dryer served in the Ottoman army
  during the Great War, fighting with
  distinction at Gallipoli. Following the
  war and the shattering of the
  Ottoman Empire, Dryer found a new
  master to serve and has risen to the
  rank of chief lieutenant.
  Dryer is a practical man, and as such, finds little to
  complain about. He and his men are paid well and are
  rarely asked to do the impossible. If he is sometimes
  given strange devices to accomplish his missions, it isn’t
  his concern if they are magical or technological. His new
  Master is, after all, a Pharaoh returned. (See the
  upcoming Takanak City book for the scoop!)
  Attributes: Agility d6, Smarts d8, Strength d8, Spirit d8,
  Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d6, Knowledge
  (Arabic) d10, Knowledge (English) d8, Knowledge
  (Egyptology) d4, Notice d8, Shooting d8, Streetwise d6,
  Stealth d6, Survival d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness 6
  Edges: Attractive, Command, Danger Sense, Hard to
  Kill; Hindrances: Curious, Outsider, Vow (to his cause)
  Gear: .45 automatic pistol (Range: 12/24/48; Damage:
  2d6+1), Browning Automatic Rifle (Range: 24/48/96;
  RoF: 3; Damage: 2d8), and an extra 2 clips of
  ammunition for each gun.
  
  12
  Egyptian Gunmen (2)
  These two men served under Dryer
  during the Great War and followed him
  when he pledged his loyalty to a new
  master.
  Attributes: Agility d8, Smarts d6,
  Strength d6, Spirit d6, Vigor d8
  Skills: Climbing d4, Fighting d8,
  Intimidation d4, Knowledge (English)
  d4, Notice d6, Shooting d8, Streetwise
  d4, Survival d6, Stealth d6
  Pace: 6; Parry: 6; Toughness 6
  Edges: Quick Draw, Rock and Roll!;
  Hindrances: Outsider, Vow (Loyal to the Master)
  Gear: .45 automatic pistol (Range: 12/24/48; Damage:
  2d6+1), Browning Automatic Rifle (Range: 24/48/96;
  RoF: 3; Damage: 2d8), and an extra 2 clips of
  ammunition for each gun.
  Stone Scorpion
  These statistics are provided in case one of the Mugs
  happens to be near Roche when the stone scorpion
  transforms. For those interested in such things, the
  scorpion is an androctonus australis—a Southern Man
  Killer, native to Egypt.
  Anyone with an Arcane Background who holds the
  Scorpion in its stone form can feel the thing wiggle ever so
  slightly in his hand.
  With a Spirit roll at –4, the scorpion may be imprinted
  with a target. Once the scorpion is brought within a yard
  of the imprinted target, it attacks. Changing or cancelling
  the creature’s target before it can complete its attack
  requires a separate Spirit roll at –4.
  Attributes: Agility d8, Smarts d4(A), Strength d4, Spirit
  d6, Vigor d6
  Skills: Climb d10, Fighting d10, Intimidation d4, Stealth
  d8
  Pace: 4; Parry: 7; Toughness 2
  Special Abilities:
  • Armor (+1): It is made of stone, after all.
  • Immobility: The scorpion is immobile until it is
  within a yard of its victim, when it transforms into a
  living scorpion. If it is killed while alive, it shatters, its
  pieces returning to stone. Under ultraviolet light, the
  scorpion glows—even in its stone form.
  • Immunity: The “living statue” is immune to heat,
  cold, poison, and other hazards that affect the living.
  • Poison (-4): The scorpion’s sting causes one wound
  every 15 minutes for the following two hours.
  • Size (-4): The scorpion is about the size of a large
  grapefruit.
  Aftermath
  As the Egyptians leave, the heroes hear police sirens
  approaching. A Common Knowledge tells the party they
  have about three minutes before the police come pouring
  in the front door. This gives them just enough time to grab
  the remaining two artifacts and bolt for the back door.
  They don’t meet any opposition as they leave. The
  mobsters, hired guns, and staff are on their way out as
  well. The investigators should have little difficulty merging
  into the crowd that has begun to gather outside the
  speakeasy. O’Brien may wish to move around to the front
  of the building to get some information for a story—after
  all, the opening shots of a new gang war is big news and
  a great scoop. Although the police are somewhat wary of
  a reporter on the scene so quickly, they have their hands
  full enough with the carnage left that they don’t push
  things too far.
  Greedy characters can grab an unbroken bottle of
  liquor or two from the storeroom. Getting money from the
  till and cage is impossible as both were taken by the
  bartender and banker, who left via a secret tunnel. Mugs
  looking for the entrance to the secret passage behind the
  bar can make a Notice roll at –6 to try to find it. Should
  they do so, the passage leads across the street and
  opens into an alleyway.
  Once the party makes their way back to Henderson
  and Uppward’s Antiquities, they find Uppward has
  recovered. When the heroes arrive, he asks them if they
  have succeeded already. When they present him with the
  objects, he asks if the Egyptians obtained their object as
  well. If they tell him they did, he happily pays them $100
  each, explaining that when the three Egyptians came in to
  pick up the cup, he told them what had happened. They
  insisted that he reward the investigators as if they had
  recovered all three, should they obtain the cup.
  “They also asked me, on their behalf, to ask if you
  happened to bring the scorpion with you. If you have it,
  they have empowered me to offer a $50 reward for its
  return. All they ask in return is your discretion. Like you,
  they work for a secret buyer who wants to remain
  anonymous and fears that this incident might attract
  unwanted attention. They seemed to believe that you
  might have come across it in your search.” If the Mugs
  choose to keep the Stone Scorpion, it animates and
  leaves in two days, returning to its secret master.
  Howards is impressed that the team was resourceful
  enough to recover his artifacts and indicate that he will
  keep them in mind for later purchases and other
  endeavors.
  
  13
  Xavier “Bluesy” Bell
  “Bluesy” Bell has always loved music. When he was young, he discovered his
  grandfather’s saxophone in the basement and began teaching himself to play. He turned out
  to be a great musician and began to make a name for himself with some local bands before
  heading over to France to fight in the Great War. He became fast friends with two other boys
  from Takanak City during fighting in the Argonne Forest, where he was wounded in the left
  leg. Since returning, he has found steady work playing in the speakeasies and nightclubs,
  although he sometimes makes some extra money lending his friend Rick Randolph a hand
  with cases.
  Attributes: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d8
  Skills: Fighting d6, Gambling d6, Guts d6, Notice d6, Perform (Saxophone) d8, Shooting d4,
  Stealth d6, Streetwise d6, Taunt d4
  Pace: 4; Parry: 5; Charisma 0; Toughness 6
  Edges: Luck
  Hindrances: Minor Habit (Chain Smoker – he smokes when he isn’t playing sax), War Weary, Lame
  Fad: Baseball Stats.
  Gear: Saxophone.
  Jake Green
  Jake Green drives one of Takanak City’s hundreds of taxicabs. He is slow witted, quick
  with his fists, and possessed of a heart of gold. These traits have landed him in trouble
  more than once. At the same time, they make him very endearing to his friends—
  especially his wartime buddies “Bluesy” Bell and Rick Randolph. He willingly gives them
  lifts and occasionally helps Randolph with cases.
  Attributes: Agility d8, Smarts d4, Strength d8, Spirit d4, Vigor d6
  Skills: Driving d8, Fighting d8, Guts d4, Repair d6, Notice d4, Shooting d6, Streetwise d6,
  Taunt d4
  Pace: 6; Parry: 6; Charisma 0; Toughness 6
  Edges: Brawny, Two Fisted
  Hindrances: Heroic, Shell Shocked, Minor Habit (Never misses Takanak City Tales)
  Fad: Takanak City Tales Radio Show (broadcast KTCR, Thursdays at 7:30PM).
  Gear: Super .38 pistol, taxi, $16.
  
  14
  Isabel Augusta Higgenbotham
  Isabel Augusta Higgenbotham teaches history at Takanak PS-1, where she is
  infamous for her love of Ancient Egypt. Her uncle was an archaeologist (His digs were
  financed by a young Hugh Howards) and she inherited his collection. It was in one of his
  papyri, the Nefertiti Scroll, that she discovered how to wield Atan’s light. She has never
  married but takes an interest in her niece, Augusta, who is a flapper. She lives alone in an
  old house with her 40-pound cat, Xerxes.
  Attributes: Agility d4, Smarts d8, Strength d4, Spirit d8, Vigor d4
  Skills: Guts d4, Intimidation d4, Investigation d6, Knowledge (Egyptology) d8, Notice d6,
  Persuasion d6, Piloting d4, Spellcasting d8, Throwing d4
  Pace: 6; Parry: 2; Charisma 0; Toughness: 4; Power Points: 10
  Edges: Arcane Background (Egyptian Magic), Soul Drain
  Hindrances: Bad Eyes (Minor), Curious, Stubborn
  Fad: Parcheesi.
  Gear: Extra Spectacles, notepad and pencil, gold ankh, silver scarab necklace, 8 throwing knives.
  Powers:
  Light: Isabel knows this as “Atan’s Light.” It creates a glowing ankh that hovers about her right shoulder and
  provides light.
  Senseless: Isabel calls this “The Blinding Light of Atan.” It creates glowing ankhs in the subject’s eyes. Isabel
  can only use this power to blind (she cannot target the other senses).
  Stun: Isabel calls this “Atan’s Word.” When used, the victim is stunned by a sonic “boom” that only he can
  hear.
  Kendra Lust (That’s pronounced LOOST)
  Kendra Lust, an old family friend of Hugh Howards, is a minor silent movie star attempting
  to make the awkward transition to “talkies.” She always wears an opulently elegant, eye-
  catching outfit of the latest fashion and, as a result, is usually overdressed. She is somewhat
  detached from reality, seeing the world as a perpetual photo opportunity for her hordes of
  adoring fans. She takes her purebred peekapoo Rudy (“I named him for my dear friend Rudy
  Valentino…”) everywhere with her.
  Attributes: Agility d6, Smarts d6, Strength d4, Spirit d8, Vigor d6
  Skills: Guts d4, Intimidation d6, Knowledge (Egyptology) d4, Notice d6, Perform (Acting) d8,
  Persuasion d6, Taunt d6, Shooting d4, Throwing d4
  Pace: 6; Parry: 2; Charisma +2; Toughness 5
  Edges: Attractive, Rich, Fame (She is famous and has all the benefits and difficulties
  associated with this—more details in Takanak City Tales.)
  Hindrances: Overconfident, Delusional, Habit (Fame Hound)
  Fad: The Charleston.
  Gear: .25 derringer, 2 throwing knives, Rudy.
  
  15
  Kate O’Brien
  Kate O’Brien is one of the new breed of emancipated, working women. As a young,
  idealistic reporter for the Takanak Guardian, she believes strongly in journalistic integrity. As a
  result, she is disgusted by the rampant bias and yellow journalism printed by the two rivals
  papers and indignant that the public reads them more than they do the Guardian. Although
  everyone respects her hard-hitting journalism, her rival (male) reporters find her somewhat
  abrasive. They have learned not to call her a pushy dame within earshot unless they want an
  earful.
  Attributes: Agility d6, Smarts d8, Strength d6, Spirit d6, Vigor d6
  Skills: Guts d4, Intimidation d6, Investigation d8, Knowledge (Takanak City) d6, Notice d6,
  Persuasion d6, Shooting d4, Stealth d4, Streetwise d6, Taunt d6
  Pace: 6; Parry: 2; Charisma: 0; Toughness: 5
  Edges: Connections (Takanak City’s journalists and various informants), Strong Willed
  Hindrances: Curious, Overconfident
  Fad: Political Science.
  Gear: .22 Automatic (2d6-1 damage), pad and pen, camera, flashlight, matches.
  Rick Randolph, Private Eye
  Rick Randolph is lucky to still be alive. In France, he and his friends “Bluesy” Bell and
  Jake Green were part of the Lost Battalion. Once back in Takanak City, he became a
  private eye and has just managed to scrape by. In one of his recent cases, he was hired
  to find a kidnapped child. He found the kid and brought the kidnapper to justice.
  Unfortunately, the kidnapper was a number runner for “Big Vinnie” Badafucci. Big Vinnie
  was furious about the kidnapping (and had the man killed in jail). He was also less than
  impressed that one of his numbers rings was taken down – accidentally or not. Randolph
  knows that his life is currently hanging by a thread.
  Attributes: Agility d6, Smarts d8, Strength d6, Spirit d6, Vigor d6
  Skills: Fighting d6, Guts d4, Investigation d4, Intimidation d8, Notice d8, Persuasion d6,
  Shooting d6, Streetwise d6, Taunt d4
  Pace: 6; Parry: 5; Charisma 0; Toughness 5
  Edges: Alertness, Connections (Street Scum and low-level police)
  Hindrances: Enemy (Big Vinnie Badafucci), Shell Shocked, Poverty
  Fad: Dime Novels/Pulps.
  Gear: .45 automatic pistol, pad and pen.
  
  16
  Bluesy Bell
  Jake Green
  Isabel Higgenbotham
  Karen O’Brien
  Kendra Lust
  Rick Randolph
  Club Bouncer
  Club Bouncer
  Club Bouncer
  Club Bouncer
  Club Bouncer
  Club Bouncer
  Club Bouncer
  
  17
  Captain Dryer
  Egyptian Gunman
  Eddie Roche
  Egyptian Gunman
  “The Meatball”
  Club Gunman
  Gangster
  Gangster
  Gangster
  Gangster
  Gangster
  Gangster
  Club Gunman
  Club Gunman
  
  18
  Gangster
  Gangster
  Gangster
  Gangster
  Gangster
  Gangster
  Do you want to know more?
  Are you dying to find out who the “Pharaoh Returned” is and what he’s up to?
  Do you want to learn why “Big Vinnie” Badafucci has told his men not to move against D.A. Winters?
  Are you curious about the secrets of the reclusive Hugh Howards?
  Do you wonder what the Takanak City Communist Party is up to?
  And why it’s headed by the nefarious Doctor Greig?
  Will you be brave enough to learn about the horrors that stalk Takanak’s streets by night?
  Then join us for Takanak City Tales and make the Twenties Roar!
  Spring 2004
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Pulp/Savage Worlds - Pulp - On the Rocks - A Takanak City Tale.pdf