TEXT: 7OO9
  192O's Role-Placing
  
  INTRODUCTION
  It was 3 a.m. on a hot July morning in Lakefront City. We were
  on a stake-out in a sleazy joint down by the docks. It was the
  kind of dump that was somewhere between a flop-house and a
  rat hole. Across the street was our target An empty warehouse.
  At least it looked empty. We knew better. Behind those boarded-
  up windows and blank doors was an illegal brewery, pumping
  out the lifeblood for gangster boss Al Tolino's criminal empire.
  With a little luck, we'd be closing down this particular operation
  in another half-hour. Boss Tolino would be a little poorer. The
  residents of Lakefront City would be a little safer. Me, I'd be
  happy just doing my job.
  Those were tough times. With prohibition, guys like Tolino
  started popping up like grubs from under a rock. First, it was
  just making a little bathtub gin. Then they started organizing the
  gambling and vice. Pretty soon, there wasn't a city in the coun-
  try that didn't have its own version of Boss Tolino. With all
  those millions from illegal booze and the other rackets, they
  could buy police, judges and politicians. With enough city gov-
  ernment in their pockets, the bosses could get away with
  murder, literally. That's where I came in. I'm Burns. John
  Burns. Special agent, Prohibition Bureau. It was my job to cut
  off the money that made all that corruption possible., .cut it off at
  the source by closing down the illegal breweries and distilleries.
  I was very good at it
  My partner was Rico. Enrico Mancini's the way he signs his
  paycheck. But after almost six years together, that sounds a
  little formal. A partner's like a wife, you see. You live with a guy
  for days at a stretch. You share the same meals. Trade sack time
  in the same beds. Stay cooped up together for weeks, sometimes
  in the same grubby hotel room, keeping tabs on places like this
  warehouse of Tolino's. After a while, it just seems right that the
  two of you are together. One day, it gets to the point where you
  can't imagine it any other way. That's how it was with Rico and
  me.
  I checked my watch. 3:20. Time for one more cigarette before we
  moved in. I reached for mine, but Rico had his pack out first,
  offering. I took one.
  "Thanks," I said. "Almost time."
  'Yeah," Rico rasped through the smoke. "Lord, I'm tired."
  I guessed I could understand that It had been a long stake-out
  Almost two weeks. That gets to you after a while. Makes you
  weary in a way that sleep won't cure. I didn't feel too hot myself.
  I heard it then. Outside. Moving toward us down Canal Street.
  The sound of a truck grinding gears over the broken pavement.
  Hitting the overhead light, I crouched by the window for a look.
  Jackpot It was Tolino's truck alright. Moving in for the pickup.
  Right on schedule. Standing, I pulled out my service revolver
  and checked the loads. Rico did the same. On the way out, I
  grabbed the Thompson and Rico picked up his 12-gauge. Heavy
  stuff. But you don't hunt bear with a pea shooter and Tolino's
  boys were plenty rough. Inside that warehouse, they'd be load-
  ing a small fortune in bootleg beer aboard that truck and they
  wouldn't like us busting up their party. I didn't want to give
  them much chance to show their displeasure. I figured Rico and
  I would bust in the front while I sent two other guys in through
  the back. A couple more were posted on rooftops to pick off
  anybody who tried to make a break for it
  We hit them at 3:30 on the nose. While I stood to the rightpf the
  door, Rico stepped directly in front of it and cut loose with a
  blast from his shotgun. The inside padlock flew away in a gout of
  flame and, while I was sliding the door open, Rico barrel-rolled
  through the opening.
  Then, time seemed to stop. Sometimes it happens that way. I
  heard Rico shout "Hands up. This is a federal raid." Then there
  was the sound of a pistol firing at almost the same time as Rico's
  shotgun. I came spinning through the door just in time to see
  Rico crumpling like a broken doll, blood spreading over the front
  of his dress shirt I didn't stop for a closer look. There was a
  hood in front of me with a smoking .38 in his hand and I figured
  it wouldn't help Rico much if I got it too. I dove for cover as the
  hood put a slug through the empty air where I'd been. That was
  his last shot. As I came up behind a row of empty barrels, I
  levelled the Thompson and cut loose with a burst that ham-
  mered him like he was a bloody rag.
  I was ducking behind the barrels again when a slug ripped
  through them maybe two inches from my head, tearing loose a
  big sliver of oak. Even above the sound of gunfire from the back
  of the brewery, I could hear someone bark, "Take that, ya lousy
  copper." Then there were two more shots.
  Picking my time, I jumped up to fire a burst at where I thought
  the goon with the big mouth was hiding. That almost cost me
  my life. Maybe I got lucky. Or maybe the Big Guy was watching
  out for me that day. I don't know. But the shot that should have
  blown my head off hit the raised barrel of my tommy gun in-
  stead, just grazing my hand. As I tumbled backward from the
  impact, ears ringing from the sound of metal hitting metal and
  hands aching from the shock, I saw my boy taking aim for
  another go. I figured I was dead meat then. The sound of the shot
  didn't even register until I saw the hood with the pistol slam-
  ming into the big vat behind him. There was a red blossom in
  the middle of his forehead when he slid to the floor, but it was
  washed away by a thin fountain of cheap brew flowing from the
  punctured vat. Thirty feet away, Rico was just lowering his gun.
  He fell back with a sigh that turned into a rattling cough just as I
  got to him and managed to cradle his head in my arms.
  'That's one you owe me, Johnny," he mumbled as I frantically
  tried to staunch the blood flowing from the wound in his chest.
  ''One you owe me."
  Ten minutes later, an ambulance arrived to take Rico to City
  General. As it sped off, siren wailing in the sticky summer air, I
  made Rico a silent promise. Then I took an axe and joined the
  rest of my men in finishing the night's work by breaking up
  Boss Tolino's brewery. As my axe bit into the oak staves of each
  barrel, I kept imagining it was Tolino. "You made a mistake."
  Chop. "It's not a job anymore...Now, it's personal." Chop. "You
  hurt my partner." Chop. "Now, I'm gonna hurt you." Chop. "It
  may take a while, Tolino...I got time." Chop. "You see, Tolino, I
  made a promise..."
  It was a promise I kept
  Credits
  Original Concept Rick Krebs
  Original System Design: Rick Krebs
  Design: Mark Acres
  Additional Design Concepts: Tom Moldvay
  Development Mark Acres, Tom Moldvay, Harold
  Johnson, Al Hammack, David James Ritchie,
  David C. Sutherland III
  Additional Background Material: Patrick R. Wilson
  Editing: Steve Winter
  Cover Art Harry Quinn
  Interior Art Jim Holloway, Harry Quinn, Stephen
  D. Sullivan
  Playtesting: Jamie Acres, Jonathon Coke, Ed Copeland,
  James and Michelle Eddy, Barb and Keith Erwin, Brad
  Farlow, Vernon Gilliat, Sheryl Gustafson, Mark McCoy,
  Eppy, Jerry, Michael and Patty Smith, Steve West
  Special Thanks to: Ralph Wagner, First Bank Southeast
  of Lake Geneva, Lake Geneva Public Library
  
  GAJVGBUSTERS
  "•?•" ••••
  1920s Role-Playing Adventure Game
  ™
  © ISM TSR Hobbies Inc. 
  All Rights Reserved.
  ©1982 TSR Hobbies, Inc. All Rights Reserved.
  GANGBUSTERS is a trademark owned by TSR Hobbies, Inc.
  Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
  Distributed to the toy and hobby trade by regional distributors.
  Distributed in the United Kingdom by TSR Hobbies (UK) Ltd.
  Printed in U.S A. 
  First printing March 1982
  
  FOREWORD
  Louis Howell was a member of that elite team of government agents called the Untouchables. The late Mr. Howell often talked about the
  excitement, the danger and the adventure of the 1920s and 1930s with his grandson Robert. TSR Hobbies asked Robert Howell to write the
  foreword to GANGBUSTERS™ role-playing game, because of his knowledge of those intriguing years.
  A civilized society sets down laws for its citizens. Because people cannot always be trusted to do what is best for themselves and their
  fellow men, those laws must be enforced. A large share of our tax payments is used to protect you from me and me from you.
  My grandfather, Louis Howell, was born July 19,1899, in San Marcos, Texas. By the time he was nine he had lost both ofhis parents
  and one brother, and lived through a long period of poverty and deprivation. He decided at a young age to pursue a life of adventure. The
  less dangerous life of what he termed a "ribbon clerk" pushing a pencil in an office was not for him!
  The adventure began quickly. He was only 17 when he saw action in France and Germany during World War I. Returning home, he
  worked first as a private investigator and then went to work for the government as a member of the Untouchables.
  In neither his background nor his love of adventure was he essentially different from many men who became criminals. However, his
  basic honesty and decency made him an early prototype of the modern lawman.
  An ideal law enforcement officer must be that rare kind of individual who is able to control himself and think clearly under the most
  desperate circumstances. Many qualities go into the making of such an individual.
  Courage is an obvious quality of the ideal law enforcement officer. Courage is not the absence of the natural fears of pain and death, but
  rather the ability to control those fears. An officer who had no fear would lack the humanity and compassion he needs to deal with the
  fears of others.
  Toughness is another quality of the ideal law officer, but this quality is often poorly defined and poorly understood. Toughness in the
  positive sense does not mean a man is a sadist who hurts others because he enjoys causing pain, nor does it mean a man is a robot,
  devoid of feelings, who crushes others without a second glance. Toughness in the positive sense is the ability to see what must be
  done and to do it without hesitation.
  For example, imagine a gun battle between officers and criminals fleeing the scene of a crime. Faced with the alternative of letting a
  dangerous criminal escape or of possibly losing his own life, a good officer may be forced to shoot and possibly kill the suspect to
  protect the public.
  Perhaps the quality most frequentiy associated with the ideal law enforcement officer is an observant and investigative mind, the
  ability to notice facts and use them to form a theory. The tiny details around any person, place or thing that would be overlooked by the
  casual observer may be chock full of potential theories for the investigative mind. Take, for example, a man passing by on the street
  What is there to notice about him? The harried, frightened look in his eye, the torn pocket on his shirt, the stains on his shoes, all could
  be the seeds of theories leading to the acquisition of evidence.
  Qualities of an Ideal 
  Qualities of a
  Law Enforcement Officer 
  Successful Gangster
  Courage 
  Courage
  Toughness 
  Toughness
  Investigative Mind 
  Investigative Mind
  Deviousness 
  Deviousness
  Loyalty 
  Lack of Loyalty
  Honesty 
  Dishonesty
  As these two lists show, there are only two real differences between a good law enforcement officer and a successful gangster. In order
  to survive the dangers of their respective worlds, both the officer and the gangster must be tough, courageous, investigative and
  devious.
  Deviousness is a quality usually associated with the criminal element. However, a good law officer must be able to think like a crook.
  This is especially true when the officer is working undercover and may have to disguise himself as a criminal or a patron of criminals
  in order to get the evidence he needs. Deviousness also serves the officer well when he is trying to solve a crime. The officer must be
  able to answer questions like "How did the criminal get inside the building?" and "How did the crook get rid of the weapon he used?"
  Aside from the obvious quality ofhonesty, the quality that sets lawmen furthest apart from criminals is loyalty. Loyalty is necessary in
  any situation that requires cooperation. The real value of loyalty can be seen in the relationship between a good lawman and his
  partners. Self-risk, self-sacrifice and supportiveness are of paramount importance in keeping a team of officers at peak effectiveness.
  , . N-. . 
  . . . . . . ; , . . 
  , ,. 
  , 
  Robert Howell.
  This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the
  material or artwork contained herein is prohibited without the express written consent of TSR Hobbies, Inc.
  Questions about the GANGBUSTERS rules should be sent to: GANGBUSTERS Questions, TSR Hobbies, Inc., FOB 756,
  Lake Geneva, WI, 53147. Letters must include a stamped, self-addressed return envelope.
  • 
  ' 
  2 
  -
  .
  .
  .
  .
  -
  -
  •
  •
  
  PART 1: WHAT THE GAME IS ABOUT
  GANGBUSTERS™ game recreates the action and adventure of
  the roaring 80s and 30s...the years of prohibition, when gangs-
  terism was at its height. The game can be played in less than one
  hour as a fast and furious version of "cops and robbers." It also
  can be used to create a never-ending series of adventures, in
  which players relive the events that made those two decades so
  famous.
  The 80s and 30s produced some of the most colorful characters
  in American history. On the political scene there were machine
  politicians like Big Bill Thompson, the mayor of Chicago during
  the heyday of Al Capone, honest reformers like Frank Merriarn,
  and national leaders like Al Smith and Franklin Roosevelt.
  There were businessmen like Henry Ford who built financial
  empires, and union leaders like John L. Lewis who fought for
  the working man's share in those empires. Radio and Holly-
  wood turned out a galaxy of stars who became the idols of two
  generations.
  There were vicious gangsters coming to power in the cities and
  dedicated federal agents like Elliot Ness and Melvin Purvis who
  fought the new wave of crime. In novels and on the screen, the
  public thrilled to the adventures of private eyes like Sam Spade
  and Phillip Marlowe, men who walked a shadowy tightrope
  between good and evil, law enforcement and crime.
  Now you can match wits, muscle, courage and luck with these
  legends who lived in the era ofbathtub gin, mysterious blondes
  and uninsured bank deposits. The GANGBUSTERS role play-
  ing game is your gateway to adventure in this bygone age. If you
  really want to clean up this town, if you knew you were in
  trouble the minute that dame walked in the door or if you just
  want to bring back the raccoon coat, this game is for you.
  HOW THE GAME IS PLAYED
  GANGBUSTERS game is a role playing game, an advanced form
  of "make believe." In a typical game, two to eight players will be
  seated around a large table. They will be acting out the adven-
  tures of important people in the city; one player might be a
  prohibiton agent, another may be a newspaper reporter and a
  third could be a private investigator. Other players might be the
  city police chief, a detective and a gangster.
  Now suppose the gangster player has just robbed a small hard-
  ware store. The police chief and his detective must try to arrest
  the gangster. The police chief knows the gangster also runs a
  bootlegging business, so he calls the prohibition agent to setup
  a raid on the gang's breweries. In the meantime, the newspaper
  reporter is trying to find out why the gangster would rob a small
  hardware store and the private investigator has been hired by
  the store's owner to recover the stolen property.
  The people these players are pretending to be are called player
  characters (abbreviated PCs). From time to time these player
  characters will need to meet and talk to other people in the city,
  people who aren't being played by any player. These other peo-
  ple are called non-player characters (abbreviated NPCs). In
  games involving many non-player characters, one player takes
  on the special role of a judge. The judge of a game serves as a
  referee. He helps keep the action moving and plays the parts of
  all the NPCs the player characters meet. The functions of a
  judge for a GANGBUSTERS game are explained later in this
  rule book. You do not need a judge in order to play. Many
  exciting games can be played without a judge.
  If you play the game without a judge, you should not try to do
  anything that is not specifically described in these rules. Unu-
  sual things can be tried in games with a judge, since the judge
  can decide the effects of special actions.
  How Many Can Play
  A GANGBUSTERS game can be played by any number of play-
  ers. The game usually is the mostfun with three to eight players.
  A special module like the one included in this set even makes it
  possible to play by yourself.
  How To Win
  In a GANGBUSTERS game, there are no winners or losers. The
  object of the game is just to have fun playing. Each player
  character has differentgoals. Businessmen want to make mon-
  ey, federal agents want to catch criminals, and so on. Player
  characters who are successful will gain experience and power.
  On the other hand, a businessman who goes broke can always
  make a comeback. The federal agent who doesn't catch the
  crooks this time will have another chance at them later. Even if
  a player character is seriously hurt and sent to the hospital for a
  while, the player can simply create a new character and keep
  playing!
  LEARNING TO PLAY
  The best way to learn how to play a game is to play it! This rule
  book has been organized to make the game fast, fun and easy to
  learn. To learn to play as quickly as possible, follow these six
  simple steps:
  1. Read the first three parts of the rule book. Do not try to
  memorize the rules; try to become familiar with them, so you
  will know where to look for answers if players have ques-
  tions during the game.
  2. Create a character for each person in the group who is going
  to play. Use the step-by-step instructions given in PART 2:
  CREATING CHARACTERS.
  3. Read the introduction to the module in this set, Mad Dog
  Johnny Drake, and follow the special instructions there.
  4. Play the module, referring to the rule book when players have
  questions about rules.
  5. If you want to play a series of adventures, read the background
  material in sections 4, 5, 6, 7, 8 and 9.
  6. Read the rules for the Campaign Game ( PART 5) if you want
  to add more color and complexity to your games.
  Once you have played the module, you will have a much better
  understanding of what the game is about. The additional rules
  in this book are given to help you add depth and detail to your
  characters and to help you set up your own adventures and
  conduct connected adventures called campaigns.
  What You Will Need To Play
  In order to play a GANGBUSTERS game you will need this rule
  book, pencils, paper, the dice included in this game, and your
  imagination! Foryour first game, you should play the adventure
  in the special player's module, Mad Dog Johnny Drake, in-
  cluded in this set. When you have played the module and are
  ready to play more GANGBUSTERS games, graph paper will be
  useful. Each copy of the GANGBUSTERS game includes one
  64-page rule book, one 16-page players' module, a 23" x 35"
  map, one sheet of die-cut cardboard counters, two percentile
  dice and a game box. Miniature figures can be used instead of
  the cardboard counters, but they are not necessary.
  
  PART 2: CREATING CHARACTERS
  ABILITY MODIFIERS TABLE
  In real life, there are many differences between people. The
  same thing is true of the characters in a GANGBUSTERS game.
  In this game, numbers are used to show how strong a character
  is, how well a character can shoot a gun or drive a car, and so on.
  These numbers are called ability scores. Each character in the
  game has six basic ability scores: Muscle, Agility, Observation,
  Presence, Driving and Luck. Each character also has a number
  of Hit Points and a Punching score. All of these terms are
  explained in this section.
  When you are playing a GANGBUSTERS game, it is important
  to have all of your character's ability scores written down. The
  piece of paper these scores are written on is called a character
  sheet Whenever a player creates a character, the player should
  fill out a character sheet for that character. There is an example
  of a character sheet on this page. The last page of this rule book
  is a standard character sheet form. You can make copies of this
  form to use in your games, oryou can makeyourown character
  sheets on blank paper.
  How To Use The Dice In This Game
  Included in this game set are two special dice. One is white, the
  other is another color. Each die has twenty sides. Because the
  sides are numbered from 0 through 9, the dice are called ten-
  sided dice (they can roll a number from 1 to 10).
  If the rules tell you to roll one ten-sided die (abbreviated Idl 0),
  roll one of the dice and read the number that appears on the top.
  A 0 is read as a 10.
  If the rules tell you to roll two ten-sided dice (abbreviated
  2dlO), roll both dice and add together the two numbers you get.
  A 0 is read as a 10. For example, if you are rolling 2dlO and roll 5
  on one die and 6 on the other, the result of your roll is 11
  (5+6=11). If you rolled 5 on one die and 0 on the other, the
  result of your roll would be 15 (5+10=15).
  If the rules tell you to roll percentile dice, roll both dice and read
  the result as a two-digit number. The number on the colored die
  always is the first digit; the number on the white die always is
  the second digit. A 0 is read as a zero. For example, a roll of 5 on
  the colored die and 7 on the white die would be read as 57. A roll
  of 0 on the colored die and 6 on the white die would be read as 6.
  A roll of 6 on the colored die and 0 on the white die would be
  read as 60. Ifboth dice roll zeroes (00), the result is read as 100.
  HOW TO CREATE A CHARACTER
  Players create their characters by rolling dice to find the charac-
  ters' ability scores. To create a character, follow this step-by-
  step procedure:
  1. Take out your character sheet and a pencil. Always use a
  pencil when filling out a character sheet Some of the infor-
  mation you write down may change during the game.
  2. Write your own name in the space marked "Player." This will
  help you and the game judge know which character sheet is
  yours.
  3. To get your character's Muscle score, roll percentile dice.
  Now find the number you rolled on the ABILITY MODI-
  FIERS TABLE. Add the modifier to your dice roll and write
  the result in the space marked "Muscle" on the character
  sheet For example, if you rolled a 63, the modifier is +10.
  Adding this to your roll gives you a Muscle score of 73. The
  additions to the dice roll help player characters get better
  scores than NPCs.
  Dice Roll
  01 - 25
  26 - 50
  51 - 70
  71-90
  91-00
  Modifier
  +25
  +15
  +10
  + 5
  + 0
  4. Repeat step 3 two more times, once to get your character's
  score for Agility and once to get his score for Observation.
  5. To get your character's Presence score, roll IdlO. Find the
  number you rolled on the PRESENCE MODIFIERS TA-
  BLE. Add the modifier to your dice roll and write the result in
  the space marked "Presence" on your character sheet.
  PRESENCE MODIFIERS TABLE
  Die Roll 
  Modifier
  1 -
  4 -
  8 -
  3
  7
  10
  + 2
  + 1
  + 0
  6. To get your character's Driving score add together die charac-
  ter's scores for Agility and Observation. Divide diis total by
  two. If there is a remainder, add it to the final answer. The
  result is your character's Driving score.
  EXAMPLE: Tom Cook's character has an Agility score of 37
  and an observation score of 92. Tom adds these numbers
  together and gets a total of 129. He then divides 129 by two.
  The result is 64 with a remainder of one. Tom adds the
  remainder to the result for a final score of 65. This is the
  Driving score of Tom's character.
  7. To get your character's Luck score, roll percentile dice. Divide
  the result by two. If there is any remainder, add it to the
  result.
  EXAMPLE: Tom Cook rolls percentile dice for his charac-
  ter's Luck score. The dice roll is 85. Tom divides 85 by two
  and gets 42 with a remainder of one. Adding the remainder to
  the result, Tom gets a final score of 43. This is his character's
  Luck score.
  8. To get your character's Hit Point score, add the character's
  Muscle and Agility scores. Divide this sum by 10. If there is
  any remainder (or fraction) add 1 to the result Finally, add 5
  points. The final result is the number of Hit Points your
  character has.
  EXAMPLE: Tom Cook's character has a Muscle score of 72
  and an Agility score of 37. Tom adds these together and gets
  a sum of 109. Dividing by 10, Tom gets an answer of 10 with
  a remainder of nine, so he adds one to the answer, getting 11.
  Finally, Tom adds five points for a final result of 16 Hit
  Points.
  9. To get your character's Punching score, find his Muscle score
  on the PUNCHING TABLE. The number listed with it is
  your character's Punching score.
  PUNCHING TABLE
  Muscle 
  Punching Score
  01 - 20
  21 - 40
  41 - 60
  61 - 80
  81 - 00
  1
  2
  3
  4
  5
  
  EXAMPLE: Tom Cook's character has a Muscle score of
  72. Checking the PUNCHING TABLE, Tom sees thathis
  character's Punching score is 4.
  10. Give your character a name. Your character can have any
  name you choose. Naming your character is fun, and it
  makes it easier for you to play the part of the character
  during the game.
  11. If you are planning to play the players' module Mad Dog
  Johnny Drake, you will find more background information
  for your character in the introduction to the module. If you
  are preparing to play some other adventure, you must make
  up your character's background as explained in PARTS 5
  and 6.
  12. Some sections ofthe character sheet are shaded gray. Leave
  these sections blank. They are used only in campaign games
  or in games using the Expert movement and fighting rules.
  WHAT THE ABILITY SCORES MEAN
  Muscle
  A character's Muscle score is a measure of how strong the
  character is. In general, a character can lift a weight equal to
  three times his or her Muscle score. The Muscle score
  1. Determines a character's Punching score;
  2. Is the character's percent chance to break down a door;
  3. Helps determine the character's Hit Point score.
  Agility
  A character's Agility score measures the character's coordina-
  tion. It indicates how accurately the character can punch and
  shoot, and how well he can perform difficult physical actions.
  The Agility score
  1. Is the character's basic percent chance to hit another charac-
  ter in a fistfight or gunfight;
  2. Is the character's percent chance to perform an unusual or
  difficult action such as leaping over a fence or walking on a
  ledge;
  3. Helps determine the character's Hit Point score;
  4. Helps determine the character's Driving score.
  Observation
  A character's Observation score is a measure ofthe character's
  alertness to things which are concealed, unusual or out of place.
  The Observation score
  1. Is used to determine whether a character is surprised at the
  start of a fight;
  2. Is the character's percent chance to notice hidden objects and
  clues;
  3. Helps determine the character's Driving score.
  Presence 
  - 
  -
  A character's Presence score measures how easily the charac-
  ter can influence other people. It represents such things as
  personal charm, looks and persuasiveness, and how tough the
  character seems to be. The Presence score
  1. Helps the character influence NPCs; 
  "
  8. Is important in getting answers from prisoners and suspects;
  3. Helps the character get jobs, raises and favors.
  Driving
  A character's Driving score is a measure ofhow well the charac-
  ter can drive a car or truck. The Driving score
  1. Determines whether the character has an accident when
  driving at fast speeds;
  2. Determines whether the character has an accident when
  attempting special driving manuevers.
  Luck
  A character's Luck score is a measure ofhow lucky that charac-
  ter is. It is his percent chance to perform uncertain actions and
  escape certain death. For example, a police officer who is shot
  four times is certain to die. The police officer's Luck score is the
  percent chance that the final fatal shot only grazed him. Luck is
  explained in more detail below.
  Hit Points and Injury
  Characters can be injured in gunfights, fistfights and car
  crashes, and by falling from heights. Injury is measured in
  points. Each character has a Hit Point score. A character's Hit
  Point score is the total number of points of injury the character
  can take before being knocked unconscious or killed.
  There are two types of injuries: wounds and bruises. Wounds
  are serious injuries to a character's head, bones or internal
  organs. For example, all injuries caused by gunshots are
  wounds. Bruises are minor injuries. Most of the injuries from a
  fistfight are bruises. The rules in PART 3 that describe move-
  ment, fighting and car accidents explain exactly which type of
  injury is caused in all circumstances.
  Players must keep an exact record of the amount and type of
  injuries their characters suffer. There are two sets of boxes in
  the area on the character sheet marked "Injuries." One set is for
  recording wounds and the other is for recording bruises. Play-
  ers should check off one box of the appropriate type for each
  point of injury their character receives. When injuries are
  healed (explained below), the appropriate number and type of
  boxes should be erased.
  Other Effects of Injury. A character who has wounds equal to
  or greater than one-half his number of Hit Points suffers three
  special effects:
  1. The character's Muscle, Agility and Driving scores are re-
  duced by 20 points.
  2. The character's movement rates are halved (movement rates
  are explained in PART 3);
  3. The character must be treated by a doctor within 24 hours.
  Any character who is not treated by a doctor within 24 hours
  will die at the end of that time.
  The first two of these effects apply only as long as the character
  has wounds equal to or greater than one-half his Hit Points.
  Character Unconsciousness. Whenever a character receives
  points of injury (of any type) equal to or greater than that
  character's Hit Point score, that character is unconscious
  (knocked out). Both wounds and bruises are counted when
  determining if a character has been knocked out. Characters
  who are knocked out will be unconscious for a number of
  minutes equal to a roll of percentile dice. Unconscious charac-
  ters can be revived by other characters. Unconscious characters
  automatically heal three points of bruise injuries when they
  wake up.
  EXAMPLE: Joe Sullivan has a Hit Point score of 16. Joe is shot
  
  once, taking eight points of wounds, and punched twice, taking
  four points of bruises from each punch. The last punch knocks
  Joe out. Percentile dice are rolled, and the result is 68. Joe will
  be unconscious for 68 minutes unless another character does
  something to bring him to, such as pouring a bucket of water in
  his face.
  Character Death. Whenever the number of wounds a character
  has equals or exceeds that character's Hit Point score, that
  character is dead. Characters are never killed by bruises. A
  player whose character is killed can create a new character and
  continue playing.
  Healing. Injury points are removed when they are healed. Inju-
  ries will heal only if the injured character rests. A character
  spends the day resting if he receives no new injuries and does
  nothing strenuous, like fighting. For each day spent resting, a
  character heals one point of wounds and three points ofbruises.
  When a character heals, the appropriate number and type of
  checked boxes in the Injuries section of the character sheet
  should be erased.
  Unconscious characters automatically heal three points of
  bruises then they wake up.
  EXAMPLE: Joe Sullivan has a Hit Point score of 16. Joe is shot
  once for eight points of wounds and punched twice for a total of
  eight points ofbruises. Joe now has 16points of injuries and is
  knocked out. A roll of percentile dice indicates Joe will be
  unconscious for 68 minutes. At the end of that time, he auto-
  matically heals three points ofbruises and wakes up. Joe now
  has 24 hours to get to a doctor, because he has points of wounds
  equal to one-halfhis Hit Point score. Joe goes to the doctor and
  spends the next day resting. On that day, Joe heals one point of
  wounds and three more points ofbruises. Joe now has seven
  points of wounds and two points ofbruises remaining. Joe is
  not affected by the special penalties listed under Other Effects of
  Injuries because he no longer has points of wounds equal to
  one-halfhis Hit Point score. In one more day of rest, Joe will
  heal the remaining two points ofbruises and one more point of
  wounds. After that, he will need six more days of rest to heal die
  remaining six points of wounds.
  Punching
  A character's Punching score is the number of points ofbruises
  the character causes when he hits an opponent in a fistfight
  Fisrfights are explained in PART 3.
  ABILITY CHECKS
  During the game, characters will want to try doing many things,
  such as breaking down doors and jumping over fences. Ability
  checks are used to determine whether a character actually suc-
  ceeds at what he or she tried to do. An ability check is made by
  rolling percentile dice. The dice roll is compared to the ability
  score for the ability being checked. If the dice roll is less than or
  equal to die ability score, the check is successful and the char-
  acter did whatever he was trying to do. If the dice roll is greater
  than die ability score, the check has been failed and die charac-
  ter did not do what he was trying.
  Some types of ability checks are
  1. Muscle checks, made when characters try to smash down
  doors;
  2. Agility checks, made when characters fire guns, try to hit
  someone in a fistfight or make a difficult movement;
  3. Observation checks, made when characters try to avoid being
  surprised or to find hidden clues;
  4. Driving checks, made when characters drive cars at fast
  speeds or under dangerous conditions.
  The rules in PART 3 explain when these and other ability
  checks should be made.
  Modifiers
  In some situations there are numbers that must be added to or
  subtracted from a character's ability score before an ability
  check is rolled. These numbers are called modifiers. Modifiers
  are used to reflect special circumstances which increase or
  decrease a character's chance of doing something. For example,
  characters in fistfights who are seriously wounded have a modi-
  fier of - 20 when they try to hit an opponent, characters who fire
  guns from moving cars have less chance to hit dieir target, etc. A
  character's ability score, with all appropriate modifiers added to
  it, is called the character's modified ability score. All modifiers
  and the appropriate times to use them are explained in PART 3.
  EXAMPLE: The rules in PART 3 will explain that a character
  who tries to hit another character in a fistfight must make an
  Agility check. Joe Sullivan is in a fistfight Joe has been severely
  wounded (has wounds equalling more than half his Hit Point
  score), so his Agility score is modified by -20 (as explained
  under Other Effects of Damage). Joe's normal Agility score is
  37. His modified Agility score is 17 (37-20=17). When Joe
  tries to hit his opponent, he must make an Agility check. Per-
  centile dice are rolled. If die result is 17 or less, Joe hits his
  opponent. If die result is greater dian 17, Joe misses his
  opponent.
  The Luck Check
  Characters are allowed to make Luck checks in any of die
  following situations:
  1. The character has just received enough wound points to be
  killed. The check is made at die instant die injuries are
  received;
  2. The character is attempting an unusual action and it is not
  clear which other ability applies to the action. This sort of
  Luck check is explained in PART 3.
  The effects of a successful Luck check on a character who
  would normally be killed by wounds are
  1. A character who should be killed by wounds received in a
  fistfight or gunfight and who makes a successful Luck check
  receives only one point of wounds. The character is not
  killed. The fatal blow or shot only grazes the character;
  2. A character who should be killed by wounds received in a car
  crash and who makes a successful Luck check receives only
  one-half die amount of wounds caused by die crash. Car
  crashes are explained in PART 3.
  3. A character who should be killed by wounds received in falls
  from heights and who makes a successful Luck check is
  almost killed. One more wound point will kill the character.
  4. A character who should be killed in a fistfight, gunfight or car
  crash, who makes a successful Luck check and who would
  still be killed by die reduced amount of wounds is not killed.
  He is almost killed, and one more wound point will kill him.
  EXAMPLE: Joe Sullivan has a Hit Point score of 16. While
  robbing a store, Joe is shot by a police officer. He receives seven
  points of wounds. Joe is not allowed to make a Luck check
  because he has not received enough wounds to be killed. Joe
  jumps in to his car and races away at dangerously fast speed. He
  has a terrible crash at an intersection just two blocks away. Joe
  receives 20 points of wounds in the crash. He now has enough
  wounds to be killed, so he is allowed to make a Luck check.
  Joe's Luck score is 43. Percentile dice are rolled and die result
  is 39; Joe's Luck check is successful. This means he will take
  only half die injuries from die crash. Half the injuries from die
  6
  
  crash is 10 points of wounds. These 10 points plus the seven
  points from the gunshot are still enough to kill Joe. Because he
  made a successful Luck check, Joe is not killed. Instead, he is
  almost killed, taking so many points of wounds that one more
  point will kill him. Joe has 16 Hit Points, so he will survive the
  crash with 15 points of wounds. He has taken seven points of
  wounds from the gunshot already, so he takes eight more from
  the crash (7+8=15).
  Luck can save a character's life under almost any circumstan-
  ces. Even a character who is shot in the head while uncons-
  cious or tied up gets to make a Luck check. In a case like this,
  the character looks dead and whoever shot him will believe that
  he is dead. Players should not be allowed to shoot someone in
  the head several times just to be sure he is dead.
  The results of successful Luck checks are summarized on the
  LUCK TABLE.
  If character is:
  LUCK TABLE
  Successful Luck check means.-
  Mortally wounded in
  gun orfistfight..
  Mortally wounded
  in car crash...
  Mortally wounded
  by fall...
  Attempting uncertain
  action...
  Character takes one
  wound point
  Character takes only one-half
  normal injuries
  One more wound point will
  kill the character
  Character succeeds at action
  CREATING NON-PLAYER CHARACTERS
  Non-player characters are created nearly the same way player
  characters are. However, the ability scores for NPCs are never
  increased by using the ABILITY MODIFIERS TABLE. NPC
  Presence scores are found by rolling IdlO with no additions.
  More information on NPCs is given in PARTS 7 and 12.
  PART 3: THE BASIC GAME
  This part of the rules explains how to move and fight and how
  the ability scores are used in play. The information in PARTS 1,
  2 and 3 is all you need to play the module Mad Dog Johnny
  Drake.
  THEGAMETURN
  It is important for the players to keep track of time and the
  distance their characters have moved. This section describes
  how that is done.
  Game Time
  Players should understand the difference between real time and
  game time. Real time is the time that has passed for the players
  of the game; if you have been playing for two hours, then two
  hours of real time have passed. Game time is the time that has
  passed for the characters in the game. Game time is kept track of
  by using turns. Each turn is equal to one second of game time.
  EXAMPLE: Tom Cook is playing a GANGBUSTERS game. His
  character, Joe Sullivan, is in a gunfight. It is Joe's turn to shoot.
  Before he rolls the dice to see if Joe hits his target, Tom spills
  his soft drink on the table. It takes about a minute to get a cloth
  and clean up the mess. Tom then rolls the dice for Joe's shot. In
  real time, a minute or more has passed, but in game time, only
  one second, the length of time it takes Joe Sullivan to fire a shot,
  has gone by.
  Speeding Up the Action
  When characters are only moving and are not having fistfights
  or gunfights, it is easy to speed up the action and ignore the turn
  sequence. The turn sequence is needed only during fights and
  chases, where a few feet or a few seconds can make the differ-
  ence between living and dying. If characters are driving across
  town for a meeting with the mayor, the action can be condensed
  for any number of turns that is agreeable to the players.
  Sequence of Events
  A turn consists of seven steps, performed in the order outlined
  below.
  SEQUENCE OF PLAY OUTLINE
  Step 1: Check to see if any characters were surprised by actions
  in the previous turn.
  Step 2: Players declare what action each character will perform
  this turn. These can be jotted down on a sheet of paper
  and revealed simultaneously, if the players want.
  Step 3: Characters who are closing with an opponent for a
  fistfight are moved. Some characters may be able to
  fire at this time — see Guns in Fistfights.
  Step 4: All other characters who are moving complete one-half
  of their movement.
  Step 5: Fistfighting actions are resolved.
  Step 6: Gunfighting and other actions are resolved.
  Step 7: Characters finish moving.
  SURPRISE
  Characters who are attacked suddenly and unexpectedly may be
  surprised. An Observation check is used to determine whether
  a character is surprised and how long the character remains
  surprised. Surprised characters cannot do anything while they
  are surprised.
  When To Check For Surprise
  A character must be checked for surprise when
  1. The character first sees or hears an enemy he did not expect;
  2. The character is first attacked by an enemy he did not expect
  or by someone he thought was a friend;
  3. The judge (in games with a judge) decides the character
  should check for surprise.
  How To Check For Surprise
  A character being checked for surprise must make an Observa-
  tion check. If the Observation check fails, the character is sur-
  prised. The same dice roll determines how long the character
  
  remains surprised. To find outhow many turns a characterwill
  be surprised, subtract the character's Observation score from
  the Observation check dice roll and find the result on the SUR-
  PRISE TABLE.
  .•:' 
  SURPRISE TABLE
  D100 minus Observation:______Surprised for:
  1-20 
  1 turn
  21-40 
  2 turns
  41+ 
  3 turns
  Effects Of Surprise
  Characters who are surprised
  1. Can take no actions for the number of turns indicated on the
  SURPRISE TABLE;
  2. Are automatically hit in fistfights each turn that they remain
  surprised. Their attackers do not have to make an Agility
  check to hit them.
  Surprised Drivers. Characters who are surprised while driving
  a car must make a Driving check to avoid an accident (driving
  checks are explained under Cars). If the driver passes his
  check, there is no crash. The surprised driver cannot bump, cut
  off or do racing turns as long as he remains surprised. If the
  driver fails the check, the car crashes and the driver must roll on
  the CRASH TABLE.
  Sighting
  Before deciding whether a character must be checked for sur-
  prise, it is important to know what the character can and cannot
  see. Normally, a character can see anything that is in front of
  him or her, in the space shown on the Field of Vision illustra-
  tion. Note that the Field of Vision extends until it is blocked,
  except at night. A character always faces the direction he or she
  is moving or shooting. If you are using the counters and maps in
  this set, you can turn the counters so their tops point in the
  direction the character is facing.
  Diagrams A and B show the fields of vision of a character facing
  the side or corner of a square.
  Diagrams C, D and E show the fields of vision of characters
  looking through doors or windows.
  Characters cannot see through a window into a completely dark
  room.
  Diagrams F, G and H show the fields of vision of characters who
  are looking past buildings or other obstacles.
  Diagram I shows the field of vision of a character who is leaning
  around a comer to fire a gun.
  Light and Darkness. The following restrictions apply in nor-
  mal darkness, such as an unlit street on a moonless night-
  1. Characters can see no more than 50 feet;
  2. Characters' Observation scores are modified by -20 when
  checking for surprise.
  E
  
  Hearing
  It is difficult to give precise rules for what characters can and
  cannot hear. The following statements are guidelines only. The
  judge can modify them to deal with different situations.
  Characters will normally be able to hear anything that is said or
  done in the same room. Characters outside a room normally will
  not hear anything inside that room except unusually loud
  sounds such as screaming, shouting, gunshots or crashing
  furniture. Characters who are outside on a city street will hear
  gunshots within 150 feet and burgler alarms within 600 feet
  Surprise Judgment
  It is impossible for the rules to cover every case that could come
  up in a game, so sometimes players will have to decide for
  themselves whether a character should check for surprise. In
  games with a judge, the judge makes this decision. The judge
  should consider everything the character can see and hear, and
  what the character is expecting to happen.
  EXAMPLE: Federal agent John Bums and his partner, Rico,
  are about to crash through the door of a warehouse. They
  believe several crooks are hiding inside. They muscle down the
  door and go in with weapons drawn. There are three criminals
  in the warehouse. Two are standing in the open and one is
  hidden behind some boxes. All three criminals must check for
  surprise. Burns and Rico do not have to check for surprise
  because they have not seen, heard or been attacked by anything
  they did not expect. The two criminals in plain view raise their
  hands and surrender. The third criminal draws his gun and
  opens fire from behind the boxes. Bums and Rico did not see
  the third criminal and were not expecting this attack, so they
  must check for surprise at the start of the next turn.
  ACTIONS
  Every turn, players must choose an action for each character
  they control. A character can perform one action per turn, un-
  less the description of the action says otherwise. The actions
  characters can choose from are listed below.
  These actions are explained in detail in the sections MOVE-
  MENT, FISTFIGHTS, GUNFIGHTS and CARS.
  MOVEMENT
  Movement gets characters from one place to another. It in-
  cludes walking, running, crawling, jumping, leaping and diffi-
  cult movements.
  Keeping Track Of Movement
  Using the Counters. Use one counter to represent each charac-
  ter. As the character moves, move the counter the appropriate
  number of squares on the map. Players can keep track of the
  direction a character is facing by pointing the top edge of the
  counter in that direction.
  Using the Maps. The large map included in this set is printed
  on two sides. One side shows several blocks of a downtown area
  at a scale of one square = 15 feet. This side of the map is used
  when characters are moving in cars or when details about the
  interiors of buildings are not needed. The other side of the map
  shows the interiors of several buildings in detail at a scale of one
  square = 5 feet. This side of the map is used during gunfights
  and chases, when building floor plans and other details are
  needed.
  This set also contains a street map showing most of a city. It can
  be used when characters move off the large map. A ward map is
  printed on the back of this street map, but it is not used in the
  Basic Game. Both the ward map and the street map are printed
  on the cover of the module, Mad Dog Johnny Drake.
  Movement On Foot
  The distances a character can move on foot in one turn are
  listed on the FOOT MOVEMENT TABLE. Counters can move
  diagonally through the square grid on the map.
  A character can move freely through a square that contains
  other characters. A character can try to prevent someone from
  moving through his or her square by using a hold action. Holds
  are explained under Fistfights.
  If the counters and maps are used, a character can make one 90
  degree turn or two 45 degree turns at any point during his
  movement Miniature figures can be turned up to 90 degrees.
  Movement Actions
  1. Walk (5 feet)
  2. Run (15 feet)
  3. Crawl (2Vs feet)
  4. Leap (15 feet)
  5. Jump (10+feet)
  6. Fall Prone
  7. Stand Up (can be combined with Drawing a Weapon and
  Turning Around)
  8. Turn Around 180 degrees (can be combined with Standing
  Up and Drawing a Weapon)
  9. Open and/or Move Through a Door (move up to 5 feet)
  10. Break Down Door.
  11. Move Up or Down Stairs, Ladder or Fire Escape ( 5 feet per
  turn)
  12. Crouch or Drop Behind Cover
  13. Get Into or Out of a Car
  14. Stand Still
  15. Pick Up Object 
  ,
  16. Fall From Height 
  -
  Fistfighting Actions
  1. Close for Fistfight (10 feet)
  2. Fight Fair
  3. Fight Dirty
  4. Hold
  5. Break Free
  6. Maneuver
  7. Disarm
  8. Fire Pistol
  Gunfighting Actions
  1. Draw or Holster a Weapon
  2. Fire a Weapon
  3. Reload
  4. Clear a Jammed Weapon
  5. Aim (optional)
  Driving Actions
  1. Start a Car Engine
  2. Drive
  3. Racing Turn
  4. Bump
  5. Cut Off
  
  FOOT MOVEMENT TABLE
  Action 
  Distance Moved During One Turn:
  Feet 
  5' squares 15' squares
  Walking
  Running
  Crawling
  Leaping
  Jumping
  *Closing for
  fistfight
  *Note: See Fistfights.
  5
  15
  2Va
  15
  10+
  10
  1
  3
  Vs
  3
  —
  2
  1/3
  1
  1/61
  —
  2/3
  Movement Actions
  Some movement actions require special explanations. These
  are listed below.
  Leaping and Jumping. Characters can try to leap horizontal
  distances or jump vertical distances. The maximum distance a
  character can leap or jump is shown on the FOOT MOVEMENT
  TABLE above. Leaping includes vaulting over fences, leaping
  from rooftop to rooftop and leaping over or behind furniture to
  get to cover.
  Characters trying to leap or jump must make an Agility check.
  Characters who fail this check have not made their jump or leap
  and have fallen down.
  Doors and Stairways. Moving characters must stop when they
  reach a closed door or a stairway. If the character is next to a
  door or stairway at the start of the turn, he can move through the
  door or onto the stairway. A character on stairs can move only 5
  feet per turn. A character can move at his full movement rate on
  the turn he leaves the stairs.
  Getting into a car is done the same as moving through a door;
  the character must stop when he reaches the car, and can get
  into the car during the next turn.
  Fall Prone, Stand Up, Turn Around, Crouch. A character
  using one of these actions does not move out of his square.
  Breaking Down Doors. Characters who try to break down a
  locked door must make a Muscle check. A successful check
  means the character has kicked the door down or shouldered it
  open (character's choice). Failure means the door is still shut.
  Characters can keep trying to break down the door until they
  succeed. Anyone behind the door should be checked for sur-
  prise after the first attempt, however, so characters will lose the
  advantage of surprise if it takes more than a few turns to break
  the door open. Shooting locks off doors is explained under
  Gunfights.
  Dropping or Falling. Characters who drop or fall from a height
  of more than 20 feet will receive one wound point for every 5 feet
  they fall. Any fractions of distance are ignored. For game pur-
  poses, each story of a building adds 10 feet to the building's
  height. If a fall would kill a character, that character is allowed to
  make a Luck check as explained in PART 2.
  EXAMPLE: Joe Sullivan is trying to walk along the third story
  ledge of a building. This is a difficult movement (see below), so
  Joe must make an Agility check. Joe fails the check and falls off
  the ledge. He falls 30 feet (3 stories x 10 feet). Joe receives six
  points of wounds from the fall.
  Picking Up an Object. A character can try to pick up an object
  during a gunfight or fistfight by making an Agility check. If two
  or more characters try to pick up the same object at the same
  time, the character with the highest Agility checks first.
  Difficult Movements
  Difficult movements are standard actions that are being per-
  formed under dangerous conditions. Examples of difficult
  movements are walking along a ledge, climbing a wall or jump-
  ing out of a fast moving car. Characters who try a difficult
  movement must make an Agility check. Characters who fail the
  check have not performed the difficult movement. The exact
  result of the failure (where the character ends up, whether the
  character is injured, etc.) is left for the game judge and the
  players to decide.
  GUNFIGHTS
  Gunfight Procedure
  The following steps are used whenever a character fires a
  weapon:
  Step 1: Check to see if the character can see the target
  Step 2: Determine the range (the distance between the attacker
  and the target).
  Step 3: Check the FIREARMS DATA CHART to see if the
  attacker's weapon is effective at this range. (It ishelpful to
  write the ranges of the weapons a character carries on
  the character sheet).
  Step 4: Check the GUNFIGHT MODIFIERS TABLE to find out
  how the character's Agility score is modified for this
  shot
  Step 5: Use the character's modified Agility score to make an
  Agility check. If the check is successful, the target is hit;
  proceed to Step 6. Otherwise, thetarget is missed.
  Step 6: Determine the injury or damage caused. The FIRE-
  ARMS DATA CHART gives the number of wounds
  caused by each type of weapon. The VEHICLE DAM-
  AGE TABLE describes the effect of gunfire on vehicles.
  Step 7: Repeat the first six steps for each character who is firing.
  Remember that all gunfire is simultaneous. This means
  that characters who are hit will not suffer penalties for
  their wounds until the following turn. Characters who
  are killed die at die end of the turn.
  In the Basic Game, characters may not shoot at targets they
  cannot see. Characters can see a target only if it was within their
  Field of Vision at the beginning of the turn. Characters who fire a
  weapon cannot perform any other action in the same turn.
  Special Weapons
  Three of the weapons available to players require special expla-
  nation. They are discussed below.
  Thompson Submachine Guns. The Thompson submachine
  gun (or tommy gun ) is an automatic weapon. It can be fired as a
  single-shot weapon (at the rate of 1 shot per turn) or as a full
  automatic weapon (at the rate of 10 shots per turn). Firing on
  full automatic is known as firing a burst. When a character fires
  a burst, all modifiers for what the firing character is doing apply
  normally, but target modifiers are ignored. If die dice roll indi-
  cates a hit, then all characters in the firing character's Field of
  Vision are hit.
  A burst inflicts... 
  «
  a) 20 points of wounds if there is only one target character in
  die area of the burst
  10
  
  b) 15 points of wound on each of two characters in the area of
  the burst
  c) 40 points of wounds divided evenly (drop fractions) among
  all characters in the area of the burst if three or more charac-
  ters are present
  EXAMPLE: Joe Sullivan, Agility 37, is firing a burst at three
  characters. The -30 modifier for firing a burst modifies Joe's
  Agility score to 7. Joe gets lucky and rolls an 06. Each of the
  three characters in the area of the burst takes 13 points of
  wounds (40/3 = 13 1/3 = 13).
  Targets that are completely hidden behind cover (not exposed
  to fire ) are not hit by bursts, but do count as targets in the area of
  the burst Thompsons with fewer than 10 bullets left in them
  cannot be used to fire a burst.
  Browning Automatic Rifles. The Browning Automatic Rifle
  ( BAR) can be fired as a single-shot weapon or it can fire a burst
  like the Thompson submachine gun. The BAR also can be fired
  as a semi-automatic weapon, firing two or three shots per turn.
  The firing character chooses how many shots will be fired.
  A separate dice roll is made for each shot when the BAR is fired
  as a semi-automatic. The firing character's Agility is modified
  for each shot as follows:
  - 0 for the first shot
  -10 for the second shot
  -20 for the third shot
  A character firing a BAR gets the +10 modifier for firing a rifle
  and can get the +10 modifier for taking an aiming turn (see
  Aiming Turns). The aiming turn modifier applies only to the
  first shot when the BAR is fired as a semi-automatic.
  Shotguns. At a range of 25 feet or less, a shotgun will hit only
  one target and will inflict 15 points of wounds. Between 26 and
  75 feet, it will hit all targets in an area 15 feet wide, with its
  centerline being the Line of Vision of the firing character as
  shown in the diagram below. At this range, a shotgun will inflict
  five wound points on each target. At ranges of 76 to 225 feet, a
  shotgun will hit all targets in a similar target area but will inflict
  only two points of wounds on each target character.
  Ammunition
  Players must keep track of their characters' ammunition. The
  number of rounds of ammunition each weapon can hold is
  given on the FIREARMS DATA CHART. Removing a round or
  clip from a weapon takes two seconds (two turns). Loading one
  round into a clip or weapon, or loading a full clip into a weapon,
  also takes two seconds. This means it takes a total of four
  seconds (four turns) to remove a spent shell and load a new
  round in each chamber of a multi-chamber weapon (two se-
  conds to remove the empty shell and two seconds to load the
  new round). It would take 12 seconds to load an empty six-shot
  revolver and 24 seconds to reload the same revolver (12 se-
  conds to unload the empties from the six chambers and 12
  seconds to load new rounds into them). A gun does not have to
  GUNFIGHT MODIFIERS TABLE
  Situation 
  Modifier
  Target is
  ...Standing Still 
  -0
  ...Crawling, Walking or Prone 
  -5
  ...Running, Leaping or Jumping 
  -80
  ...Dropping behind Cover 
  , 
  ( 
  -20
  ...Behind Cover 
  -30
  ...Car Moving Slow 
  -10
  ...Car Moving Fast 
  -30
  ...Locked Door 
  +20
  Firing character is
  ...Prone 
  +5
  ...Firing any type of rifle 
  +10
  ...Firing after an aiming turn 
  +10
  ...In a car moving slow 
  -10
  ...In a car moving fast 
  -30
  ...Firing a burst 
  -30
  ...Firing a BAR on semi-automatic 
  -10 (2nd shot)
  -20 (3rd shot)
  ...Firing two pistols 
  -30
  ...In a fistfight 
  -40
  NOTES:
  1. All modifiers that apply are added together into one
  final modifier.
  2. Whenever the result of the gunfire dice roll is 01-05,
  the target is always hit regardless of modifiers.
  Weapon
  FIREARMS DATA CHART
  ___Range Damage Rate 
  Ammo
  Revolvers:
  .22
  .38
  .44/.4S
  Automatics:
  9mm/.38
  .45
  Rifles: *
  .22
  .30/.30-06
  B.A.R.
  Special:
  Thompson SMG
  Shotgun
  150' 
  4
  150' 
  5
  225' 
  6
  75'
  150'
  1800'
  1800'
  1800'
  300'
  25/75
  7825'
  Notes:
  Range = Range in feet
  Rate = Rounds fired
  per turn
  5
  6
  5
  7
  7
  7
  15/5/2
  111
  11
  11
  Special
  6
  6
  6
  8
  8
  10
  5
  20
  Special 20/50**
  1 
  2
  Damage = Injury in wounds
  Ammo = Rounds weapon
  can hold
  * All rifles add 10 to Agility of firing character
  **Thompson SMG carries a 20-round clip or a 50-round
  drum.
  25'
  75'
  225'
  1
  One target,
  15 wounds
  AU
  10 we
  targets,
  mnds each
  All targets,
  2 wounds each
  11
  
  be completely reloaded to be used. A character in a gunfight
  could reload only one round into a six-shot revolver, if the player
  wanted.
  Cover 
  . - - : • - . - " • '
  Cover is any solid object that hides half or more of a character's
  body. A character who is completely hidden behind a solid
  object cannot be hit by gunfire in the Basic Game. Because all
  players must announce their actions at the same time, charac-
  ters behind cover can be shot at in case they "stick their heads
  out" during the turn. A character firing from behind cover is
  exposed and can be hit However, characters firing at anyone
  behind cover suffer the -30 modifier for firing at a covered
  target
  Can't-Miss Shots
  In some cases, it should be almost impossible for a character
  with a gun to miss his target (for example, when shooting a
  prisoner who is tied up). In such cases, the target is hit auto-
  matically. However, the victim still gets a Luck check if he
  would be killed.
  Shooting Into A Fistflght
  A character who shoots into a fistfight has a modifier of -30. If
  the firing character rolls a number that is higher than his
  modified Agility score but equal to or less than his unmodified
  Agility score, he has hit someone other than the person he was
  shooting at The person who was hit should be chosen
  randomly.
  Vehicles and Gtinfights
  Characters can shoot at cars or at passengers in cars. Before
  rolling the dice, the player must announce whether he is firing
  at the car or at characters inside it In either case, the standard
  gunfight procedure is used. Thompsons and BARs cannot be
  used to fire bursts at specific persons inside a car. All bursts
  must be fired at the car.
  Shots fired at cars or their occupants are subject to the modi-
  fiers on the GUNFIGHT MODIFIERS TABLE for cars moving
  fast and cars moving slow. These modifiers do not apply if the
  car is moving directly toward you (not at an angle; see the
  diagram on this page).
  Whenever a car is hit by gunfire, roll 2dl 0 for each hit or burst
  and consult the VEHICLE DAMAGE TABLE to determine the
  damage.
  Dice Roll
  VEHICLE DAMAGE TABLE
  Result
  2 - 3 
  Tire Hit driver must check for crash.
  4 - 6 
  Critical Hit engine stops running in 5 turns.
  7-15 
  Body Hit: no serious damage.
  16-18 
  Extreme Critical Hit engine stops
  immediately.
  19 - 20 
  Windshield Hit one passenger wounded.
  (all passengers wounded if shot was a burst)
  The driver of the vehicle must immediately check for a crash if
  the car takes a Tire Hit If no crash occurs, the car must slow to
  slow speed on the next turn, and can travel only at slow speed
  until the tire is changed.
  Vehicles suffering Critical Hits will not run again until the
  damage is repaired by a mechanic at a shop or garage. Any
  Windshield Hit results in one passenger being hit (roll a die to
  decide which one). If a burst of automatic fire hits the wind-
  shield, all passengers, including the driver, suffer the full effect
  of the burst
  If the target of a shot is a passenger in a vehicle, the normal
  procedure is used to determine whether that character is hit
  The target character is a covered target, and there are modifiers
  that apply if the vehicle is moving. If the target character is hit,
  the vehicle suffers a Body Hit as well.
  Running Boards. If a character fires at someone riding on a
  car's running board and the body of the car is between the
  attacker and the target character, then that character is com-
  pletely covered and cannot be hit Check the line of fire with the
  car at the midpoint of its move. Passengers on the running
  board on the exposed side of a car suffer die full effect of bursts.
  Running board passengers on the covered side of a car cannot
  be hit by bursts.
  B
  D
  All four cars are in the character's field of vision. The character
  can fire at car A or B without the modifier for shooting at a
  moving car. This is because car A is moving directly toward the
  character and car B is moving directly away from the character.
  The modifier would apply if the character firedat car C or D.
  Optional Rules
  The following rules will add more color to your games, as well as
  some complexity. Players should decide before the game
  whether they will use these rules.
  Critical Hits (Optional). Wheneverthe dice roll is 01 or 02, the
  target has been hit in the head and killed. The target character
  can make a Luck check whenever this happens. A successful
  Luck check means that the character has a critical head wound
  and is unconscious; one more wound will kill the character.
  Automatic Jam (Optional). On a roll of 00, all weapons except
  revolvers jam automatically. Weapons being used for full auto-
  matic fire jam on a dice roll of 98-00. Jammed weapons cannot
  be fired until cleared. Clearing a jammed weapon takes three
  
  turns and all three turns must be in sequence. If you stop after
  one or two turns to do something else, you have to start clearing
  the weapon all over again with the first turn.
  Aiming Turns (Optional). Characters can increase their accu-
  racy by taking an aiming turn before firing. During an aiming
  turn, the character does nothing but aim a weapon at a specific
  target he can see. On the turn immediately following an aiming
  turn, the aiming character gets a modification of+10 to Agility
  (in addition to other modifiers) for that shot. Aiming turns
  cannot be used by charaters who are firing a burst or who are in
  (or on the running boards of) a moving car. An aiming turn
  gives a +10 modifier on the first shot fired from a BAR on
  semi-automatic, but not on succeeding shots during the same
  turn.
  Shooting Off Locks (Optional). Characters can shoot locks off
  doors instead ofbreaking them down by using the procedure for
  shooting at characters. However, the only modifiers used are
  those that apply to the firing character and a +20 modifier for
  firing at the lock. A hit will blow the lock open. Anyone behind
  the door should be checked for surprise.
  FISTFIGHTS
  A fistfight includes punching, kicking, gouging and brawling in
  general, using fists, clubs, knives, chair legs or whatever else is
  handy. A fistfight starts whenever any character closes with
  another character, or whenever two or more characters are in
  the same square and one of those characters chooses a fistfight-
  ing action for the current turn.
  Fistfight Sequence
  Step 1. Characters who are closing for a fistfight are placed in
  the same square as the character or characters they are
  attacking. A character who is closing can be shot at by
  someone who is not involved in the fistfight (see Guns
  in Fistfights).
  Step 2. Characters who are trying to get a hold on an opponent
  make Agility checks.
  Step 3. Characters who are trying to disarm an opponent make
  Agility checks.
  Step 4. Characters who are fighting fair or fighting dirty make
  Agility checks, and any characters who were hit or who
  are held record their injuries.
  Step 5. Characters who are trying to break free make Agility
  checks.
  Step 6. Characters who are firing pistols make Agility checks.
  Step 7. The fistfight continues, turn byturn,untilallthecharac-
  ters on one side have escaped or are knocked out or
  killed.
  Fistfighting Actions
  A character in a fistfight must choose one of the following
  actions: close, fight fair, fight dirty, hold, break free, maneuver,
  disarm, fire pistol.
  Closing. Closing is charging into an opponent's square to fist-
  fight him. Closing characters can move 10 feet to get to their
  opponent. Note that closing happens first in the turn sequence.
  Someone who is attacked by a closing character cannot move
  unless his declared action is breaking free and he makes a
  successful Agility check. A closing action can be combined
  with any other flstfighting action except breaking free or ma-
  neuvering. This means a character can close with an opponent
  and try to hit him in the same turn.
  Fighting Fair. Fighting fair includes punching, kicking, jabbing
  and body slamming. Characters who pass their Agility check
  when fighting fair will do points of injury equal to their Punch-
  ing score.
  Fighting Dirty. Fighting dirty includes such ungentlemanly
  things as biting, gouging and rabbit punching (punching the
  kidneys). Characters who fight dirty must make their Agility
  check with a modifier of-30. If they pass the check, they cause
  six points of injury.
  Holding. Holding includes bear hugs, arm twists, tackling,
  most types of wrestling holds and, in general, actions that both
  cause injury and prevent the opponent from fighting back. A
  hold causes only half as much injury as fighting fair (round
  fractions up), but this injury is inflicted each turn the hold is
  maintained. A hold always causes at least one point of injury
  each turn it is maintained. The only action the victim of a
  successful hold can try is breaking free. Until the character
  breaks free, the hold is maintained automatically. If two or more
  characters get holds on each other at the same time, all the hold
  attempts fail.
  Breaking Free. Breaking free can involve pushing, tripping,
  twisting out of holds or even scattering furniture in someone's
  path as they charge at you. It can be used to escape from a
  fistfight, to avoid a character who is closing for a fistfight or to
  get out of a hold. A character who tries to break free must make
  an Agility check. If the character is being held, there is a -20
  modifier. If he passes the check, the character is immediately
  placed 15 feet away from his opponent, facing whatever direc-
  tion he chooses. If an obstacle prevents the character from
  moving 15 feet, the character is placed as far from his attackers
  as possible. Breaking free cannot be combined with any other
  actions.
  Maneuvering. Maneuvering is a means of staying close to your
  opponent without attacking. It involves ducking, dodging
  blows, feinting attacks and preparing for your next attack. There
  are two types of maneuvering: offensive and defensive. Offen-
  sive maneuvering makes it harder for an opponent to break free.
  If a character tries to break free from an opponent who is
  maneuvering offensively, there is a -10 modifier to his Agility
  for that turn. Defensive maneuvering makes a person harder to
  hit or hold, because the person is ducking and blocking
  punches. If a character tries to hit or hold an opponent who is
  maneuvering defensively, there is a -10 modifier to his Agility
  for that turn. Maneuvering never causes injury to an opponent
  and never requires an Agility check to use.
  Disarming. A character can disarm an opponent by knocking
  the weapon from his hand. A character trying to disarm an
  opponent makes an Agility check with a modifier of-20. If the
  disarming attempt is successful, the disarmed character drops
  his or her weapon in the same square. On any following turn,
  any character can try to pick up the dropped weapon by making
  an Agility check. If two or more characters try to pick up the
  weapon at the same time, the character with the highest Agility
  checks first.
  Special Movement Restrictions
  When one character closes for a fistfight with another, the
  character being attacked cannot move that turn unless his
  declared action was breaking free and he makes a successful
  Agility check. A character in a fistfight cannot move away from
  
  his opponent unless the opponent is knocked out or killed, or
  the character breaks free.
  Limits On Attacks
  Characters who tried fighting fair, fighting dirty or disarming,
  and characters who tried a hold and failed, can choose only
  maneuvering, breaking free or picking up a dropped weapon for
  the next two turns. This means that a character can hit or try to
  hold an opponent only once every three turns (unless the char-
  acter maintains a hold on the opponent).
  Surprised Characters
  A character can hit a surprised opponent each and every turn
  the opponent remains surprised. No Agility check is required to
  hit a surprised opponent This is an exception to the rule that
  limits fistfighting blows to one every three turns.
  Multiple Character Fights
  When more than two characters are involved in a fistfight, the
  following rules apply:
  1. Only four characters can be in a 5-foot square at one time. If
  more than four characters get into a fistfight, the extras stand
  in an adjacent square.
  2. No character can attack more than one opponent in a single
  turn;
  3. No character can be attacked by more than three opponents in
  a single turn;
  4. A character can be held by one opponent and hit by up to two
  others in the same turn. On each following turn, the character
  who is being held can be hit by two opponents and the
  attackers do not need to make Agility checks. This is an
  exception to the rule that limits fistfighting to one blow every
  three turns.
  Injuries In Fistflghts
  Injuries received in fistfights usually are bruises. However, for
  each point of injury received from a single blow, there is a 5%
  chance the injuries from that blow are wounds.
  EXAMPLE: Joe Sullivan and federal agent John Burns are in a
  fistfight Burns hits Sullivan (Burns, of course, is fighting fair).
  Burns has a Punching score of 5. Joe will take 5 points of injury.
  There is a 25% chance ( 5 points x 5% ) that these points will be
  wounds. Percentile dice are rolled. If the result is 25 or less, the
  injuries will be wounds. If the result if 26 or more, the injuries
  will be bruises.
  Pulled Punches. Characters can deliberately "pull" their
  punches, reducing the injuries they cause. For example, a char-
  acter with a Punching score of 5 could decide to cause only 3
  points of injury. Players must announce their intention to pull a
  punch and how much injury it will do before rolling the dice to
  see if the punch hits.
  Hand Weapons in Fistflghts
  Many items can be used as weapons in fistfights. A character
  using a weapon chooses whether he will fight fair or dirty and
  makes his Agility check as usual. If he hits his opponent, the
  character consults the HAND WEAPONS TABLE. The table
  shows the extra injuries caused by the weapon; these injuries
  are in addition to the injuries normally caused by the attack. All
  injuries caused by knives, broken bottles or other cutting wea-
  pons are wounds. Knife throwing is a special skill used only in
  the campaign game. The effect of a heavy thrown object, such as
  a chair, is left to the discretion of the judge and the players.
  HAND WEAPONS TABLE
  Weapon
  Extra Injury
  Wooden Club, Baseball Bat, Billy Club
  Lead Pipe, Blackjack, Gun as Club
  Brass Knuckles, Coin Roll Inside Fist
  Small Knife
  Large Knife
  Broken Bottle
  Axe, Sword
  +5 points
  +7 points
  +4 points
  +3 points, wound
  +5 points, wound
  +2 points, wound
  +6 points, wound
  Note: The word "wound" in the Extra Injury column means the
  injuries inflicted are wounds.
  Guns In Fistflghts
  Characters involved in fistfights can fire pistols, but no other
  type of gun. A character cannot fire a pistol on the same turn
  someone hits him by fighting fair or fighting dirty, disarms him,
  holds him or tries to hold him. Firing apistol counts as fighting
  fair, so it can be done only once every three turns. A character
  who fires a pistol while involved in a fistfight has a modifier of
  -40 to his Agility score.
  Characters in fistfights cannot fire pistols until after all other
  fistfighting actions are resolved. A character is in a fistfight from
  the time his opponent closes with him until he wins the fight or
  breaks free. This means that a character cannot fire a gun at
  someone who is closing with him until after the opponent has a
  chance to hold, hit or disarm him.
  Someone who is not already in a fistfight can shoot at a charac-
  ter who is closing with someone else. He fires at the midpoint of
  the closing character's move.
  Shooting Into a Fistfight This is covered under GUNFIGHTS.
  Example Of Fistfighting
  Federal Agent John Bums has just kicked down the door of a
  hotel room, expecting to find Joe Sullivan inside. Burns was
  right, Sullivan is inside. This example will follow the rest of the
  action turn by turn.
  Turn 1. Sullivan is checked for surprise. His Observation score
  is 92; the percentile dice roll is 58, so Joe is not surprised. Both
  characters now declare their actions for this turn. Bums will
  close and fight fair; Sullivan declares he will run for the back
  door. Because Burns is closing, he reaches Joe before Joe gets a
  chance to move. Burns' counter is placed in the same square
  with Joe. Burns takes a swing at Joe. He passes the Agility
  check and hits Joe for five points of injury. There is a 25%
  chance this will be wounds. Percentile dice are rolled and the
  result is 53, so the injuries are only bruises.
  Turn 2. Burns used a fighting fair action last turn, so he cannot
  try to hit Joe again until Turn 4. Instead, he maneuvers offen-
  sively, reducing Joe's chance to break free. Joe tries to break
  free anyway. His Agility is 37, modified to 27. He rolls a 49 and
  fails to break free.
  Turn 3. Joe declares he will try to hold Bums, who must
  maneuver again this turn. Bums is still maneuvering offensive-
  ly, so there is no modifier for Joe's attack. Joe fails his Agility
  check anyway. He does not get a hold on Bums, and will only be
  able to maneuver or try to break free for the next two turns.
  Turn 4. Joe tries to break free while Burns fights fair. Burns
  swings at Joe and passes his Agility check, so he hits Joe for
  five more points of injury. A second percentile dice roll is made
  
  to check for wounds, but it results in a 73; Joe now has 10
  points ofbruises. Joe makes his Agility check and rolls a 17; he
  has broken free! Joe is immediately placed 15 feet away from
  Burns, which in this case puts him out in the hall, through the
  door Burns kicked down.
  Turn S.Joe runs down the hall, and Bums chases him. Joe gets
  to the stairway door, which is closed. Burns is 15 feet behind
  Joe.
  Turn 6. Joe opens the door and moves through it Burns gets to
  the door, which is still open.
  Turn 7. Seeing that Burns is within 10 feet, Joe declares that he
  will try to break free. Burns will close and fight fair. Joe rolls a 62
  on his Agility check, so he has not broken free. Burns swings,
  passes his Agility check and hits Joe for five more points of
  injury. There is a 25% chance the injuries will be wounds, and
  Burns rolls a 28, so the injuries are wounds.
  Turn 8. Burns cannot attack this turn, so he maneuvers offen-
  sively. Joe does not try to break free, but desperately kicks back
  at the federal agent, fighting dirty. He has a -30 modifier on his
  Agility check, but he rolls an amazing 06 and passes the check!
  Burns takes six points of injury. Percentile dice are rolled again
  and the result is 28; Burns' injuries are wounds.
  Turn 9. Burns maneuvers offensively again this turn, trying to
  keep Joe from escaping. Joe tries to break free. He rolls a 31 for
  his Agility check, but his Agility is modified to 27 because of
  Bums' maneuver. Joe does not break free.
  Turn 10. Joe will try to break free again, butbefore he can make
  his Agility check Bums gets a hold on him, causing three points
  of injury. Percentile dice are rolled, indicating the injuries are
  bruises. Joe has now taken a total of 18 points of injury. He has
  only 16 hit points, so he is knocked out. Burns will bring Joe to
  the police station for questioning.
  CARS
  In these rules, the word car means any type of motor vehicle.
  When characters are traveling in a car, one character must be
  driving.
  Car Movement
  In the basic game, all cars have two speeds; slow and fast. The
  distance a car can move in one turn is shown on the CAR
  MOVEMENT TABLE.
  CAR MOVEMENT TABLE
  Speed
  Slow
  Fast
  Distance
  Feet
  30
  75
  15' Map
  2 squares
  5 squares
  5' Map
  6 squares
  15 squares
  Changing Speed. A car must move at slow speed for at least two
  turns before it can move at fast speed. A car moving at fast speed
  can slow down (brake) to slow speed at the end of any turn. A
  car moving at slow speed can stop at the end of its move on any
  turn. A car moving at fast speed can stop by braking to slow
  speed at the end of a turn. It must then drive at slow speed for
  two turns, and can stop at the end of the second turn.
  Keeping Track of Car Movement. Counters representing cars
  are provided in this set When used on the maps, the car coun-
  ters should be placed so the front of the counter is pointing in
  the direction the car is moving. When the car moves, the coun-
  ter is moved the appropriate number of squares on the map. ( On
  the 5-feet-per-square map,the counter shows the positionof the
  front half of the car. The back half of the car is in the square
  directly behind the counter.)
  Turning. A car moving at slow or fast speed can turn 45 degrees
  to the right or left if it has traveled at least 15 feet in a straight
  line since the last time it turned. This means a car can turn 45
  degrees in each 15-foot square it enters, or in each third 5-foot
  square it enters. If the car is moving at slow speed, one of these
  turns can be a 90 degree turn. A car moving at fast speed can
  make one 90 degree turn if it does not make any 45 degree turns,
  but the driver must make a Driving check to avoid crashing.
  Diagram A shows a car making a45 degree turn. The car moves
  one square straight ahead and turns 45 degrees to the left. If this
  maneuver is performed on the 5-feet-per-square map, the car
  must travel straight three squares before turning again. On the
  15-feet-per-square map, a car can turn 45 degrees in each
  square it enters.
  Diagram B shows a 90 degree turn on the 15-feet-per-square
  map. The car moves ahead one square and then turns 90 de-
  grees. The car can make no other turns during this move if it is
  traveling at fast speed. A car traveling at slow speed could make
  another 45 degree turn during this move.
  Diagram C shows a car making a 90 degree turn on the 5-feet-
  per-square map. The car makes two 45 degree turns, one imme-
  diately after the other.
  Car Crashes
  A crash happens automatically whenever two cars are in the
  same space at the same time during their normal movement. In
  addition, the driver of a car must make a Driving check when-
  ever
  1. The driver is surprised;
  2. The driver is injured by gunfire or struck in a fistfight;
  3. One of the car's tires is hit by gunfire;
  4. The car goes through an intersection at fast speed;
  5. The car is traveling at fast speed and makes a turn that is
  tighter than 45 degrees;
  6. The driver attempts a racing turn or tries to bump or cut off
  another car (bumps, cut offs and racing turns are explained
  below).
  A driver who fails one of these Driving checks must consult the
  DRIVING CHECK TABLE.
  
  DRIVING CHECK TABLE
  CRASH DAMAGE TABLE
  Dice Roll
  Result
  Dice Roll 
  Injury to Passengers Damage to Car
  More than 20 points below
  Modified Driving score
  20 or fewer points below
  Modified Driving score
  Above Modified Driving score
  No Effect
  Car must immediately
  brake to slow speed
  Car Crashes
  EXAMPLE: Joe Sullivan is driving his car at fast speed, trying
  to get away from a police car that is chasing him. Joe enters an
  intersection. His Driving score is 65, Making his Driving
  check, Joe rolls a 45. He does not crash, but he must brake to
  slow speed because the dice roll was within 20 points of his
  Driving score. This will give the police car a chance to get closer
  to him.
  Crash Locations. When a car crashes because the driver failed
  a Driving check, check the CRASH TABLE to see where the car
  counter should be placed.
  CRASH TABLE
  If Car
  Car Should Be Placed
  Crashed while going
  through intersection
  Crashed while making
  left turn
  Crashed while making
  right turn
  Crashed while bumping or
  cutting off another car
  Crashed while making
  racing turn
  In center of intersection;
  car hit NPC's car in
  intersection
  Adjacent to nearest building
  to car's right
  Adjacent to nearest building
  to car's left
  One full move off the right
  side of the road or street
  (car may hit building)
  Adjacent to nearest building
  in direction of the turn
  2
  3
  Driver loses control
  attempting
  90 degree turn.
  J_
  The car is in square A at the beginning of the turn. It is moving
  at fast speed down the alley. The driver tries to make a 90 degree
  turn to the left, but fails his Driving check. The car goes out of
  control and crashes into the building across the street.
  Crash Damage. When a crash occurs at fast speed, the driver of
  each car involved should roll 2dlO and consult the CRASH
  DAMAGE TABLE.
  2 - 4
  5 - 8
  9 - 14
  15 - 18
  19 - 20
  None
  5 points each
  10 points each
  15 points each
  20 points each
  Minor Body Damage;
  Car will run again in
  10 turns
  Body Damage; Car will
  not run until repaired
  Body and Engine Dam-
  age; Car will not run
  until repaired
  Crash and Roll; Car
  totally destroyed
  Roll and Explode;
  Car totally destroyed
  All injuries suffered by passengers in a crash are wounds.
  Crashes at slow speed automatically cause minor body damage,
  with no injury to passengers.
  Luck in Crashes. Passengers (including the driver) in a car
  crash are allowed to make Luck checks. Those who make suc-
  cessful Luck checks take only one-half the injuries shown on
  the CRASH DAMAGE TABLE. If a character who makes a
  successful Luck check would be killed even by the reduced
  crash injuries, the character is still alive but one more wound
  will kill him (see The Luck Check in PART 2).
  Pedestrians
  Any pedestrian who is about to be hit by a car should be checked
  for surprise on the turn before he will be hit. This check is not
  needed if the pedestrian could see the car coming. If the pedes-
  trian is not surprised, he is allowed to make an Agility check on
  the next turn. A successful check means the pedestrian dodged
  just in time to avoid the car. The pedestrian is hit if he fails his
  Agility check.
  Any pedestrian who is hit by a car must roll on the CRASH
  DAMAGE TABLE. The pedestrian is injured exactly as if he
  were a passenger in a car crash. He is allowed to make a Luck
  check if the injuries are severe enough to kill him. Hitting a
  pedestrian has no effect on a car.
  Special Driving Actions
  There are three special driving actions: racing turns, bumping
  and cutting off The illustration on this page shows these three
  maneuvers.
  Racing Turns. A driver using a racing turn sends the car into a
  skid by slamming on the brakes and then uses the skid to turn
  the car around 180 degrees. This action can only be attempted
  at fast speed. It requires a Driving check with a modifier of-30,
  Failing the Driving check means the car crashes.
  Bumping. Trying to force another car to crash by smashing into
  its side or rear is called bumping. A car can bump at any speed.
  When a driver tries to bump another car, both drivers must
  make Driving checks. The driver who is bumping checks nor-
  mally. The driver who is being bumped checks with a modifier
  of-30. If both drivers try to bump at the same time, both check
  with modifiers of-30. A driver can bump only once every three
  turns.
  Cutting Off. Forcing another car off the road by passing it and
  then turning directly in front of it is called cutting off Cutting off
  can be done at any speed. The driver who is cutting off the other
  car must make a Driving check. If the check fails, neither car
  crashes. If the check is successful, the driver of the car being cut
  off must make a Driving check with a modifier of -30. If this
  16
  
  check succeeds, the driver has avoided being cut off. If the check
  fails, the car crashes. There is a 50% chance the car that was cut
  off will run off the road and crash, and a 50% chance it will crash
  into the car that cut it off.
  The first car is performing a racing turn on the 15-foot down-
  town map. It starts its move at position A and ends at position
  B. The black car can bump the white car from position A, B or C.
  The black car can cut off the white car from position D or E. The
  cars must be in these positions on the 5-foot map to bump or
  cut off
  Firing Weapons From Cars
  Driving a car takes two hands, so a character who is driving
  cannot fire a gun. If the car is stopped, a driver who has a
  weapon must spend a turn drawing it or picking it up from the
  seat before he can fire it.
  EXAMPLE OF MOVEMENT AND FIGHTING
  This example uses the movement and gunfighting rules, the
  counters and the 5-foot scale map from this set. You may want
  to set up the map and counters and follow this example turn by
  turn, to actually see how the game works.
  Joe Sullivan, Albert "The Worm" Apple and Nick "Enforcer"
  Bruno have decided to hold up Goldstein's Jewelry Store on
  Broad Street. They have parked their car in front of the store and
  walked inside Little Augie's next door to review their plan for
  the robbery. They are seated at a table in Little Augie's. Across
  the street, detective Pat O'Flaherty is watching through the
  northeast window of G. C. Hurley's Five and Dime and has
  recognized the three crooks. He sees Joe, The Worm and The
  Enforcer go into Little Augie's and decides to watch until they
  come out. O'Flaherty is carrying his .38 revolver. He also has a
  Thompson submachine gun in his car, which is parked on
  Michigan Way. The text will follow the action turn by turn.
  Turns 1-6. Joe, The Worm and The Enforcer spend six turns
  walking from the door of Little Augie's to the jewelry store.
  O'Flaherty watches from the window, becoming more and more
  suspicious of the three.
  Turn 7. Joe opens the door to the store and steps inside. The
  Enforcer is behind Joe. The Worm steps out into the street in
  front of the thieves' car, which they cleverly left parked outside
  the store. O'Flaherty keeps watching.
  Turns 8-10. The Worm moves to the left of the car, opens the
  door, gets in and starts the engine. This takes three turns.
  During this time, Joe moves in front of the cash register while
  The Enforcer walks toward the back of the jewelry store.
  O'Flaherty realizes that something is happening when he sees
  The Worm start the car.
  Turn 11. O'Flaherty draws his pistol. Inside the store, Joe pulls
  out his .45 automatic and points it at the clerk behind the cash
  register. The Enforcer starts running through the store toward
  the service window in the rear. The Worm looks up and down
  the street, making sure the coast is clear.
  Turn 12. O'Flaherty runs to the door of the Five and Dime. Joe
  tells the cashier, "This is a stickup." The Enforcer moves to
  within one square of the service window. The Worm is still on
  lookout.
  Turn 13. O'Flaherty moves through the door of the Five and
  Dime and out into the street The Enforcer approaches the
  service window. The cashier is handing Joe the money. The
  Worm spots a man with a drawn pistol (O'Flaherty) running
  toward the jewelry store.
  Turn 14. O'Flaherty runs three squares toward the jewelry
  store. The Worm, sensing that something is going wrong, draws
  his .45 automatic. Inside the store, Joe is getting more money
  from the cash register clerk while The Enforcer is drawing his
  own .45 automatic.
  Turn 15. O'Flaherty, heading for his car, rounds the comer just
  as The Worm decides that he probably is a cop and takes a shot
  at him. The shot is fired at the midpoint of O'Flaherty's move.
  The Worm's Agility of 82 is modified by - 20 because O'Flaherty
  is running. Percentile dice are rolled, with a result of 53. The
  Worm hits O'Flaherty and causes six wounds. O'Flaherty is not
  seriuosly hurt, since he has 24 Hit Points. Inside the store, Joe
  is still getting money from the cash register. The Enforcer is
  telling the clerk behind the service window to open the safe.
  Both robbers hear the shot from outside.
  Turn 16. O'Flaherty does not have to check for surprise; he
  knew The Worm was a crook and he had figured out that a
  robbery was taking place. He can use the turn to get into his car.
  The Worm fires again. Because O'Flaherty is getting into his car
  and the car is between The Worm and O'Flaherty, O'Flaherty is a
  covered target. He also is walking, so The Worm fires with a
  total modification of -35. He needs a roll of 47 or less to hit
  O'Flaherty. The dice roll is 63, so The Worm misses. The
  players agree that both Joe and The Enforcer should be checked
  for surprise because of the gunfire. Both pass their check. Joe
  continues taking money from the cashier and the clerk at the
  service window walks to the safe.
  Turn 17. O'Flaherty grabs the tommy gun from the floor of his
  car. The Worm fires again and misses again. Joe yells at The
  Enforcer to hurry up. The service window clerk starts opening
  the safe.
  Turn 18. O'Flaherty fires a burst from the tommy gun at The
  Worm's car. His Agility is 93 and he has a modifier of-30 for
  firing a burst, so he needs to roll 63 or less to hit the car. He rolls
  a 52 and hits. The hit location is found by rolling 2dlO. The
  result is 20, a windshield hit! The Worm takes the full effect of
  the burst Since The Worm has only 13 Hit Points and the burst
  inflicts 20 points of injury, The Worm should be killed by the
  attack. He tries a Luck check, but does not pass it. The Worm is
  dead. Inside the store, Joe and The Enforcer hear the tommy
  gun burst. The clerk at the service desk continues opening the
  safe.
  Turn 19. O'Flaherty starts his car's engine. Joe and The En-
  forcer run toward the door of the jewelry store.
  17
  
  Turn 20. Joe gets to the door. The Enforcer is behind him in the
  store. O'Flaherty's car moves six squares straight ahead at slow
  speed and then turns 45 degrees to the left in the last square.
  Turn 21. Joe steps through the doorway and holds the door
  open while The Enforcer runs outside. Joe and The Enforcer
  are now in the same square. O'Flaherty drives his car at slow
  speed. The car moves straight ahead one square, turns 45
  degrees to the left, moves straight four squares, turns 45 de-
  grees to the right, moves one more square and stops. He cannot
  fire this turn because he was driving the car.
  Turn 22. Joe runs for the driver's side of his car. The Enforcer
  fires at O'Flaherty, who is picking up his tommy gun from die
  front seat The Enforcer has an Agility of 53, but O'Flaherty is a
  covered target ( -30 modifier) so The Enforcer needs to roll a 23
  or less to hit He rolls a 94, a clear miss.
  Turn 23. O'Flaherty gets out of his car on the driver's side as
  The Enforcer fires (and misses) again. Joe gets into his car.
  Turn 24. Joe starts driving away at slow speed. The Enforcer
  drops prone as O'Flaherty fires a burst from his tommy gun. At
  the midpoint of its move, the rear of Joe's car is in the burst area
  and can be hit O'Flaherty's Agility of 93 is modified to 63
  because he is firing a burst The roll is 38. The Enforcer also is
  in the burst area, so he takes 15 wound points (he has 19 Hit
  Points). Damage to the car is rolled on 2dlO. The result is 16, so
  the car engine dies. The car will stop at the end of this move.
  Turn 25. Joe dirows himself prone in the front seat of the car,
  where he is completely covered. The Enforcer fires again at
  O'Flaherty, who is firing a burst at him. The Enforcer's Agility is
  modified by -20 because of his wounds and by -30 because he
  is firing at a covered target. His modified Agility is 03. His only
  hope is to roll 05 or less for an automatic hit. He rolls 04!
  O'Flaherty takes six more points of wounds. O'Flaherty fires
  back with a burst, hitting The Enforcer with a roll of 42. The
  Enforcer is the only target in the burst area, so the attack inflicts
  20 points of wounds. The Enforcer tries a Luck check, fails it
  and dies.
  Turn 26. O'Flaherty turns 90 degrees to his left, calling to
  Sullivan to surrender. Joe decides he would rather face a judge
  than O'Flaherty's tommy gun and agrees to give up.
  STOP! You are now ready to play the players' module Mad
  Dog Johnny Drake. You should play this module before
  reading the more complex rules diat follow.
  PART 4: DESIGNING YOUR OWN ADVENTURES
  Now that you have played Mad Dog Johnny Drake, you prob-
  ably have a much better idea of what a GANGBUSTERS game is
  like. You should now read the rest of the rules, which describe
  how to run a continuing campaign and how to add more color
  and depth to your games. If you do not want to use the more
  detailed rules in sections 5 through 11, simply read the follow-
  ing rules. They will show you how to set up exciting short
  GANGBUSTERS games using only the rules you have learned
  already.
  Types of Adventures
  Short games can be about almost anything. However, most
  good, short games involve two or more groups of characters in
  some type of conflict. Suggestions for short adventures include
  1. Robberies: One group plays the robbers and the other plays
  die police who arrive in the middle of the robbery.
  2. Raids: One side plays local police or federal agents trying to
  capture the other characters, who might be gangsters in their
  hideout or bootleggers loading trucks for delivery.
  3. Car Chases: One side can play the members of a gang trying to
  get away from the scene of a crime while the other side plays
  die local sheriffs or police.
  4. Reenactments: Players can play out their favorite events from
  books, movies or newspapers from the 20s and 30s. Shoot-
  outs that led to the capture or demise of famous criminals
  make especially good reenactments.
  Play Balance
  Whatever type of adventure you set up, it is important to keep
  the game balanced. This means each group of characters should
  have about die same chance of surviving the adventure, and
  each group should have about the same chance to win or to
  achieve dieir goals.
  As you become more familiar with die game, it will be easier for
  you to balance adventures. At first, it is important to have about
  die same number of characters on each side. It also is important
  to limit die number of Thompson submachine guns and BARs.
  Some players tend to run wild with these weapons, and they are
  very deadly; one character with an automatic weapon can wipe
  out a small army in just a few turns. It is best to allow no more
  dian one of these weapons per side.
  Another important factor in play balance is the power of indi-
  vidual characters. If one side has diree characters widi more
  than 20 hit points each and die odier side has diree weak
  characters with low Agility scores and only 10 or 12 hit points
  each, die game is seriously unbalanced. It is a good idea to give
  each team a mixture of characters; One character who is very
  strong, anodier with very high Agility, another widi a high
  Observation score, and so on. One way to get interesting charac-
  ters is to let players roll three ability scores and dien assign
  them to Muscle, Agility and Observation however diey want It
  is all right to tamper with die ability scores you rolled in order to
  balance your games. This should not be allowed, however, if die
  characters are going to be used in more than one adventure.
  Maps 
  ,
  The maps provided in diis set are all you will need for endless
  GANGBUSTERS games. There will come a time, however,
  when you will want to experiment widi special situations or
  places you designed. When you draw your own maps, be sure to
  use graph paper. Include all die details you will need to play. Ask
  yourself questions like: Are all die buildings one story tall, or do
  diey have several floors? Is diere a fire escape by die window? Is
  there a police call box somewhere on die block? Are doors open
  or shut? Are diey locked? Drawing in as much detail as possible
  before the game starts will speed up die game and make it more
  fun to play.
  Non-Player Characters
  Players should assume diat non-player characters (customers
  in a bank, sales clerks, eta.) in a game widiout a judge will
  simply do as they are told and not get involved in a fight. Players
  who have experience widi role playing games may want to
  include a few NPCs in a non-judged adventure, using die rules
  for NPC reactions in PART 7.
  
  PART 5: CHARACTERS EV CAMPAIGNS
  Features, Marks And Scars
  Once you have mastered the basic GANGBUSTERS rules, you
  probably will want to play a GANGBUSTERS campaign. A
  campaign is a continuing series of adventures involving the
  same characters. The short games you have played up to now
  were like short adventure stories; a campaign is like an exciting
  adventure novel.
  A campaign cannot be played in one evening. Rather, a cam-
  paign stretches over many evenings of play, and follows the
  careers of characters as they become more and more expe-
  rienced and face greater challenges. A good campaign can go on
  for months or even years, as long as players are having fun.
  A campaign must have a game judge. The judge and all the
  players should be familiar with the rules in PARTS 1 through 7
  of this rule book. The judge should also be familiar with PART
  10 and all the appendices.
  CHARACTER BACKGROUNDS
  In a campaign, players need information about their character's
  age, height, weight, features, distinguishing marks or scars and
  ethnic background. This information can help other characters
  identify your character if he is unconscious, missing, or a
  suspect in a crime.
  Age
  At the beginning of a campaign game, a player character can
  choose an age from 21 to 26 for his or her character.
  Effects Of Age. Age affects a character's Muscle, Agility, Obser-
  vation and Presence scores. These effects are summarized
  below.
  MUSCLE AND OBSERVATION. A character's Muscle and Ob-
  servation scores drop two points at age 65 and two points every
  year after age 65. These scores are never reduced below 26.
  AGILITY. Character's scores for Agility drop one point at age 42
  and one more point every two years after age 42. These scores
  are never reduced below 26.
  PRESENCE. A character can add one point to his or her Pres-
  ence at age 45, one point at age 55 and one point at age 65. A
  character's Presence score can never be greater than 10.
  Height and Weight
  A character's height and weight can be chosen by the player
  from the ranges given on the HEIGHT AND WEIGHT TABLE.
  The ranges are based on the character's Muscle score. Female
  characters should subtract 2 inches and 20 pounds from the
  ranges given.
  Muscle
  Height and Weight Range
  1
  26
  41
  71
  91
  - 25
  - 40
  - 70
  - 90
  - 00
  5' 4"
  90
  5' 7"
  120
  5' 8"
  150
  5'9"
  180
  5' 10"
  190
  - 5' 10"
  - 120 Ibs.
  - 6' 1"
  - 170 Ibs.
  - 6' 2"
  - 200 Ibs.
  - 6' 3"
  - 230 Ibs.
  - 6' 4"
  - 240 Ibs.
  Features are such things as eye and hair color, nose and ear size
  and shape, cheekbone structure, eyebrow slant, etc. Players can
  choose whatever features they want for their characters. A char-
  acter also can have whatever scars, tattoos or other physical
  marks the player wants to give him or her.
  Ethnic Background 
  •
  •
  •
  '
  •
  •
  _
  •
  Ethnic Background is the national origin and/or racial type of a
  character's family. Ethnic background can affect how NPCs
  react to a PC or to other NPCs. A player can choose any ethnic
  background for his or her character.
  For game purposes, most people in a city are considered to have
  a special background called assimilated. A typical assimilated
  character is white with a European heritage. Assimilated char-
  acters have blended in with the majority of a city's population
  and are not considered to have any special ethnic background.
  Specific ethnic backgrounds that were common in cities of the
  period are French, German, Greek, Hungarian, Irish, Italian,
  Black, Chinese, Japanese, Croatian, Polish, Russian, Hispanic
  and Scandinavian.
  Money
  Characters need money to survive, just as real people do. Char-
  acters earn money by working at their careers, which are ex-
  plained later in the rules. This section outlines how much
  money characters have at the start of the game and how much
  money they must spend on food, housing and clothing.
  Starting Money. At the beginning of a campaign game, each
  character has the following:
  1. Two suits of clothes, including coats, ties, wallet, watch,
  comb, toiletries, etc.
  2. 850 in cash.
  3. Any items the character normally would get from his employ-
  er, such as a police uniform and weapon, etc.
  Characters must use their 350 to buy anything else they want at
  the start of a campaign game.
  Basic Expenses. All characters must pay 820 each week to
  cover basic expenses. Basic expenses include rent, food, laun-
  dry, etc. The rent pays for a furnished room in a cheap hotel or
  apartment building. Basic expenses do not include a car.
  Taxes. All characters must pay 10% of all the money they earn
  in federal and state taxes. Characters can cheat on their taxes,
  but run the risk of being investigated and charged with income
  tax evasion, a federal crime. The game judge decides how great
  the risk is.
  Other Expenses. If characters want anything that is not cov-
  ered in their basic expenses of 820 per week, they must buy it
  Characters who are above first level certainly will want to find a
  better place to live (in keeping with their social position). There
  are countless other things a character may want to buy. Prices
  for many items can be found on the PRICE LIST in the
  appendices.
  Failure To Pay. Characters who are unable to meet their basic
  expenses for four consecutive weeks must find another place to
  live and probably will be reduced to little more than bums. Such
  characters, regardless of level, will find that most of their friends
  and associates will suddenly have nothing to do with them. The
  details of this situation are left to the campaign judge.
  19
  
  The Game Judge And Money. It is the player's responsibility
  to keep track of his character's finances. The player's records
  should be clear and readable. The game judge can inspect a
  player's records at any time. It is up to the game judge to decide
  if and when characters have extra financial obligations. (For
  example, characters who get married will have additional
  expenses).
  CHARACTER ADVANCEMENT
  Each PC in a campaign game has some type of career ( explained
  in PART 6). Characters who are successful at their careers earn
  experience points. Characters who earn many experience
  points are able to rise in level. Gaining levels makes characters
  more powerful and better able to solve the problems they face in
  the game.
  Experience Points 
  <
  Experience points (abbreviated X.P.s) are a measurement of a
  PC's success in his or her career. PCs earn X.P.s by performing
  tasks related to their careers. For example, PCs with careers in
  law enforcement earn X.P.s by capturing criminals, while repor-
  ters earn X.P.s by finding and publishing major stories before
  the competing newspapers. The tasks PCs can perform to earn
  X.P.s are described in the sections on the various careers.
  Experience points should be recorded in the space marked
  "Career Total" on the character sheet
  Level
  Levels are an easy way to express the number ofX.P.s a charac-
  ter has earned. All PCs begin a campaign game as first level
  characters. Characters can advance in levels as shown on the
  CHARACTER ADVANCEMENT TABLE.
  CHARACTER ADVANCEMENT
  Level
  X.P.s Needed
  X.P.8 To Spend
  1
  23
  - ' * • " ' - - • ' . •
  5
  6
  T-'' 
  -•'
  8
  9
  10
  Above 10
  0-9,999
  10,000-29,999
  30,000-59,999
  60,000-99,999
  100,000-149,999
  150,000-199,999
  200,000-249,999
  250,000-349,999
  350,000-499,999
  500,000-749,999
  250,000 per level
  0
  10,000
  20,000
  30,000
  40,000
  50,000
  50,000
  50,000
  100,000
  150,000
  250,000
  Note: A PC can never advance above 15th level.
  EXAMPLE: PC Joe Sullivan begins a campaign game as a first
  level character with zero X.P.s. After five sessions of play, Joe
  finds he has earned 10,500 X.P.s. This is enough to advance
  Joe to second level. When his X.P. total passes 30,000, Joe can
  advance to third level, and so on.
  What Levels Mean. A character's level is an indication of how
  successful that character has been at his or her career. It mea-
  sures how much professional respect that character has among
  NPCs in the same career. Level also can be used as a general
  guide to what level of society a character is accepted in.
  EXAMPLE: A first level policeman is a rookie, and will spend
  most of his time dealing with other PCs and NPCs who also are
  first level. A fifth level policeman deserves much more respect,
  will handle tougher cases and will be able to associate more
  easily with social and political leaders. Law enforcement offic-
  ers who reach 10th level or higher are living legends, and the
  mere mention of their name will strike terror into lower-level
  criminals.
  Advantages of Advancement
  Characters who advance in level earn the following advantages:
  1. They can use accumulated experience points to increase
  their basic ability scores;
  2. They can use accumulated experience points to learn new
  skills;
  3. They can add five points to their score for one skill they know
  already;
  4. They earn other special benefits that apply to their career.
  These are described in the sections on the various careers.
  IMPROVING BASIC ABILITIES
  When a character advances a level, the player may spend some
  of the character's experience points to improve his basic ability
  scores.
  Procedure
  The following procedure should be used whenever a character
  rises a level:
  1. In the space on the character sheet marked "Level," note the
  character's new level.
  2. Find the number of X.P.s the character can spend. It is listed
  in the third column of the CHARACTER ADVANCEMENT
  TABLE above. Add this number to any number already in the
  space on the character sheet labeled "X.P.s To Spend."
  3. The character can spend any number of X.P.s, up to the
  number shown under "X.P.s To Spend," to improve his basic
  ability scores or learn new skills. Points spent are subtracted
  from the "X.P.s To Spend" total shown on the character sheet
  A character is never forced to spend X.P.s. A character can save
  X.P.s in his or her "X.P.s To Spend" record as long as he or she
  wants to.
  EXAMPLE: In the previous example, PC Joe Sullivan had
  earned 10,500 X.P.s and advanced from first to second level.
  When that happened, Joe did the following:
  1. He noted that he had 10,500 X.P.s under his "Career Total"
  record;
  2. He recorded 10,000 points in his "X.P.s To Spend" record;
  3. He spent all 10,000 of these points, reducing his "X.P.s To
  Spend" record to zero.
  Costs Of Score Improvements
  The number of X.P.s that must be spent to improve the various
  basic ability scores is given on the ABILITY SCORE IM-
  PROVEMENTS TABLE.
  ABILITY SCORE IMPROVEMENTS
  _____Improvement__________Cost
  Add 1 to Muscle Score
  Add 1 to Agility Score
  Add 1 to Observation Score
  Add 1 to Presence Score
  2,000 X.P.s
  5,000 X.P.s
  3,000 X.P.S
  20,000 X.P.s
  20
  
  Limitations On Score Improvements
  The following limitations apply to improving basic ability
  scores by spending X.P.s.:
  1. Muscle, Agility and Observation scores never can be in-
  creased more than 20 points above their original level.
  2. The Presence score never can be increased more than two
  points.
  3. No ability score can be increased above 100.
  4. A character's Presence score never can be increased above
  10. 
  . . . . . . . . . .
  SKILLS
  Characters who advance in level can spend X.P.s to learn spe-
  cial skills. Skills give characters unique abilities. Spending
  X.P.s for skills is done the same as spending X.P.s to improve
  basic ability scores. The costs in X.P.s for skills are given on the
  SKILL COSTS TABLE.
  SKILL COSTS
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  Skill
  Auto Theft
  Fingerprinting*
  Lockpicking
  Photography
  Pickpocketing*
  Public Speaking*
  Shadowing
  Stealth 
  ;
  Wiretapping*
  Cost in X.P.s
  5,000
  5,000
  5,000
  5,000
  5,000
  5,000
  5,000
  5,000
  5,000
  10. Alarm Systems*
  11. Auto Body Work* 
  '
  12. Auto Mechanics*
  13. Bookmaking* 
  ' 
  ' •
  14. Boxing (expert rules only)*
  15. Disguise
  16. Explosives
  17. Finding Smuggled Goods
  18. 
  Gambling*
  19. Graphology (Forgery Detection)*
  20. 
  Knife Throwing*
  21. Smuggling
  22. Accounting*
  23. Ballistics*
  24. Forgery
  25. Martial Arts (expert rules) *
  26. Public Relations
  27. Safecracking*
  28. Art Expertise*
  29. Chemical Analysis*
  30. Counterfeit Detection*
  31. 
  Gunsmithing*
  32. Jeweler*
  33.
  34.
  Art Forgery*
  Counterfeiting*
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  20,000
  35,000
  35,000
  35,000
  35,000
  35,000
  35,000
  50,000
  50,000
  50,000
  50,000
  50,000
  100,000
  100,000
  * Exclusive Skill
  Definitions
  There are two types of skills: exclusive skills and general skills.
  Exclusive skills give a character the ability to do things that
  only characters with that skill can do. General skills can be used
  by anyone, with a 20% chance tor success. Characters with
  training have a better chance to use general skills successfully.
  Skill Scores
  When a character learns a skill, the player must roll percentile
  dice to find the character's score for that skill. This dice roll is
  modified using the ABILITY MODIFIERS TABLE from PART
  2. When the character tries to use the skill, he or she must make
  a skill check. Skill checks are made the same way ability checks
  are. The character passes the check ifhe rolls less than or equal
  to his skill score. A character who tries to do something that is
  covered by a general skill, and who does not have that skill, is
  assumed to have a score of 20. Characters who leam a skill will
  never get a score lower than 26.
  EXAMPLE: Shadowing is a general skill. Joe Sullivan does not
  have the shadowing skill, but is trying to shadow another char-
  acter anyway. Joe has a 20% chance of success. If Joe had
  learned shadowing and had a score of 52 (for example) he
  would have a 52% chance of success.
  Automatic Failure. A dice roll of 100 (00) on any skill check
  means the attempt to use the skill has failed, regardless of the
  character's skill score.
  Secrecy of Checks. All skill checks are rolled secretly by the
  game judge. The judge should not tell the character whether the
  check was successful; the judge should simply describe the
  effects of the check on the course of play.
  EXAMPLE: A character with disguise skill disguises himself
  in order to rob a bank without being recognized. The judge
  secretly rolls a skill check and notes that the character failed the
  check. He tells the player nothing. When the character commits
  the robbery, several witnesses in the bank may be able to give
  the police a good description despite the character's disguise.
  Modifiers. The game judge can introduce skill score modifiers
  ifhe decides a specific task is more difficult than the average
  task covered by that skill. Some examples are a -10 modifier for
  taking photographs in dim light or a +10 modifier for opening a
  small, poorly-made safe.
  Improving Scores. A character can increase his or her score for
  one skill by five points each time the character goes up one level.
  The character can increase the same skill several times, or a
  different skill each time he advances a level. A skill score can be
  increased to any level.
  
  Skills At The Start Of A Campaign
  At the beginning of a campaign game, the judge should let each
  character choose one skill. This skill must be chosen from
  those costing only 5,000 X.P.s.
  Skill Descriptions
  Following are brief descriptions of the skills. They are listed in
  alphabetical order. Exclusive skills are indicated with an (E).
  Accounting (E) — the ability to keep all types of financial
  records, to alter financial records to hide stolen or misused
  money and the ability to detect altered records. A character with
  this skill is able to manipulate financial books to hide wrongdo-
  ing from anyone except another accountant When falsified or
  doctored books are examined by another accountant, use the
  following procedure to see if the changes are detected:
  1. Subtract the skill score of the accountant who doctored the
  books from the skill score of the accountant checking
  them.
  2. Use the result as a positive or negative modifier to the skill
  score of the accountant checking the books.
  3. Use the modified skill score to make a skill check for the
  accountant checking the books. If the modified skill score
  is negative the check will fail automatically, but the judge
  should pretend to roll it anyway.
  EXAMPLE: Pete Longello is Al Tolino's accountant Pete has
  an accounting skill score of 86. He has "fixed" the books of Al's
  "athletic club" to hide large amounts of illegal gambling income
  (this is called laundering money). Frank McLoughlin, F.B.I,
  accountant with a skill score of 73, has been sent to check those
  books. The game judge subtracts Pete's accounting score of 86
  from Frank's score of 73 for a difference of-13. The judge then
  modifies Frank's score by this difference, getting a modified
  score of ( 73 - 13 =) 60. Finally, the judge rolls percentile dice. If
  the result is 60 or less, Frank will have found Pete's manipula-
  tions of the books. If the roll is 61 or greater, Frank will have
  missed the manipulation.
  Alarm Systems (E) — the ability to connect and disconnect all
  types of burglar alarms. The score is the percent chance to
  successfully connect or disconnect the system. Failing a check
  when disconnecting a system means the alarm goes off. A
  character can try to disconnect a particular system only once
  during a single adventure. Disconnecting an alarm takes 2 to 80
  minutes (the game judge rolls 2dlO). A characterwith this skill
  can detect tampering with an alarm system by using the proce-
  dure described under Accounting.
  Art Expertise (E) — a general knowledge of art and art works
  and the ability to detect art forgery. The score is used
  1. As the character's percent chance to be familiar with a piece
  of art or a specific artist;
  2. As the character's chance to detect an art forgery. The proce-
  dure outlined under Accounting is used. The art expertise
  score of the detecting character is compared to the art forgery
  score of the forger to find the modifier. If the work being
  checked is not a fake, the judge should roll against the charac-
  ter's unmodified score to see if he can tell that the work is
  genuine.
  ArtForgery(E) — the ability to forge paintings and sculptures
  and, at the judge's discretion, other types of art Usually, the fake
  is substituted for the original and the original is sold illegally for
  a high price. Any character with this skill will be able to make
  fakes which will automatically fool anyone except a character
  with art expertise skill. An art forger also can detect forgeries,
  using his forging skill score.
  Auto Body Work (E) — the ability to repair or modify a car or
  truck so that no character without this skill will notice the
  alteration or repair. If another character with this skill exam-
  ines the vehicle, the procedure described under Accounting is
  used to see whether the changes are noticed.
  Auto Mechanics (E) — the ability to do any type of mechanical
  work on a car or truck, with the proper tools. The score is
  1. The percent chance to repair a mechanical problem. If a
  character trying to make repairs fails his skill check, the car
  will develop problems of the judge's choosing sometime
  within the next game week;
  2. The percent chance to modify an engine to increase a car's
  maximum speed by 10 miles per hour. (This can be done only
  when players are using the expert rules.)
  Auto Theft — the ability to enter a locked car or truck without
  the keys and start it The score for this skill is the character's
  percent chance to do this in 15 seconds. Failure means the car
  has not started. The character can continue trying to hotwire
  the car, checking for each 15-second interval until the car
  starts. There is a 5% chance any car a character tries to steal will
  not start no matter what the character does. This is determined
  secretly by the game judge.
  Ballistics (E) — the ability to determine whether a specific
  bullet was fired from a specific gun by using lab tests. The score
  is the percent chance that the character conducting the ballis-
  tics test will reach a definite and accurate conclusion.
  Bookmaking (E) — Bookmaking skill is fully explained in the
  section on Bookmaking under Careers In Crime.
  Boxing (E) — Boxing skill is used only with the expert rules,
  and is fully explained in PART 11.
  Chemical Analysis (E) — the ability to use chemical tests
  conducted in a laboratory and a general knowledge of science to
  analyze evidence in a criminal case. The score is the character's
  percent chance of drawing a correct conclusion from his or her
  tests. The use of this skill maybe limited at the discretion of the
  campaign judge.
  EXAMPLE: The prime suspect in a murder case has two
  friends who swear that he was nowhere near the scene of a
  murder. However, an F.B.I, agent with chemical analysis skill is
  able to prove that some tiny fibers found under the victim's
  fingernails are made of the same material that is found in the
  suspect's coat
  Counterfeit Detection (E) — the ability to detect counterfeit
  money. Use the procedure outlined under Accounting.
  Counterfeiting (E) — the ability to make printing plates for
  counterfeit money, the ability to run a press and, equally impor-
  tant, contact with people who can supply the special paper
  needed to make good counterfeit bills. These contacts, acquired
  with the counterfeiting skill, are NPCs played by the game
  judge. A character with this skill can produce counterfeit bills
  that are so realistic they can be detected only by characters with
  counterfeit detection or counterfeiting skill.
  Disguise — the ability to use make-up, clothes, wigs, masks
  and other items to disguise a person's appearance. The score is
  the percent chance that the disguised character cannot be rec-
  ognized or described accurately by others, except people who
  know the disguised person very well. If the skill check roll is 05
  or less, even close personal friends can be fooled by the dis-
  guise. This is true regardless of the character's Presence (see
  Encounters in PART 7).
  
  Explosives — the ability to use all types of explosives to make
  bombs, blow up safes, etc. The score is the percent chance that
  the character will set up the explosives correctly and safely.
  Failing an explosives skill check can mean the character made a
  minor mistake (the fuse didn't work) to a major mistake (the
  fuse was too short and the character blew himself up). The
  seriousness of the failure should depend on the amount by
  which the character missed his explosives score. A small differ-
  ence should indicate a minor mishap; a large difference should
  be a major mishap. The effects of explosives are covered in
  PART 8 under Explosives.
  Finding Smuggled Goods — the ability to find smuggled goods
  which have been hidden in a car, truck, boat, airplane or other
  vehicle. A character without this skill will not find smuggled
  goods by searching normally. A character's score for this skill is
  modified by the smuggling score of the smuggler, using the
  procedure outlined under Accounting.
  Fingerprinting (E) — the ability to take fingerprints at the
  scene of a crime, analyze and match sets of prints and recognize
  attempts to alter fingerprints. The score is the character's per-
  cent chance to do these tasks correctly.
  Forgery — the ability to produce fake signatures, documents
  and other papers, and knowledge of what equipment is needed
  to forge a document Note that this is not an exclusive skill.
  Whenever forgery is attempted, a skill check must be made. A
  successful check means the forgery can be detected only by
  characters with graphology/forgery detection skill. Failing the
  check means the forgery can be detected by any character who
  examines the document closely and passes an Observation
  check. The character examining the document must know what
  he or she is looking for. For example, a character could not
  detect a forged signature without having seen the handwriting
  of the person whose signature was forged.
  Gambling ( E) — characters with gambling skill are considered
  professional gamblers, and may even decide to earn their living
  solely by gambling. The skill score can be used to influence the
  outcome of private card games, to determine winnings when the
  character gambles at a casino and to determine the character's
  chances when placing bets with a bookie. The score is also the
  character's percent chance to detect cheating at cards, fixed
  tables in casinos , loaded dice, etc.
  CARD GAMES. When characters gamble at card games, each
  character should roll percentile dice. The highest roll wins the
  hand. Characters with gambling skill can add 20 to their dice
  roll if they pass their skill check. (If players actually play out
  hands of poker, characters who make a successful gambling
  check can read their hand as the lowest type of the next highest
  hand. For example, two pairs becomes three deuces).
  CASINOS. When characters gamble at a casino, use the follow-
  ing procedure:
  Step 1: Each character announces how much money he or she
  will gamble that evening;
  Step 2: Each gambler makes a skill check;
  Step 3: Gamblers who fail their skill check lose the stated
  amount of money;
  Step 4: Gamblers who pass the skill check increase their initial
  funds as follows:
  Gambling Skill minus Dice Roll
  Winnings
  1-20
  21 or more
  Any roll of 01 or 02
  Initial amount plus 10%
  Initial amount plus 25%
  Double initial amount
  BOOKIES. Characters who gamble with a bookmaker have a
  percent chance to pick winning horses or sports teams. This
  chance is equal to their gambling score divided by two with
  fractions rounded down. This assumes that the races or sports
  events are not being fixed.
  Graphology/Forgery Detection (E) — the ability to analyze
  handwriting and detect forgery. Characters can detect forgeries
  using the procedure outlined under Accounting. Any character
  who makes a successful graphology check while examining a
  handwriting sample can determine the sex, age (within 10
  years) and general state of mind (happy, excited, depressed,
  normal, etc.) of the person who wrote the sample at the time it
  was written.
  Gunsmithing (E) — the ability to make and repair any type of
  firearm available in the 1920s or 1930s. A successful check
  means the character can repair or build the item in question.
  The game judge must use his or her discretion concerning the
  types of special weapons gunsmiths can make for PCs. Typical
  special items include silencers, remote trigger-pulling cables,
  guns that can be hidden inside books, etc.
  Jeweler (E) — the ability to recognize the value of jewelry,
  gems and precious metals and to produce fake items of Jewelry
  and fake gems. A successful skill check means that only another
  gemnologist can detect the fakery, using the procedure outlined
  under Accounting.
  Knife Throwing ( E ) — the ability to throw knives accurately in
  fistfights or gunfights. Throwing a knife is handled the same as
  gunfire, but the throwing player checks against his knife throw-
  ing score instead of his Agility score. The game judge can allow
  players to throw other items, if he wants.
  Lockpicking (E) — the ability to open locks using a small set of
  lockpicking tools. These tools can be obtained legally by anyone
  with a locksmith's license (available from the state for 850) or
  they can be bought or made illegally. A successful check indi-
  cates the character with this skill can pick the lock in question.
  Picking a lock takes 3 to 30 seconds (judge rolls 3dlO). Lock-
  picking skill cannot be used to open a safe.
  Martial Arts (E) — this special skill is explained in the expert
  rules.
  Photography — the ability to shoot and develop clear, usable
  photos under most conditions.
  Pickpocketing (E) — the ability to steal things out of another
  person's pockets, purse, vest, etc. The score is the character's
  percent chance to pick someone's pocket without being noticed.
  Public Relations — the ability to gain the support and favor of
  newspaper reporters and publishers. The score is the charac-
  ters percent chance to favorably impress reporters or publishers
  at a press conference or an interview. A successful check means
  anything written as a result of the press conference or interview
  will be favorable to the character. This skill has no effect on PC
  reporters.
  Public Speaking (E) — the ability to make a speech that will
  sound convincing to most of the people who hear it. A success-
  ful check means a majority of the people listening to the speaker
  either believe what he says or have a reaction to him of 13 or
  higher on the NPC Reaction Table. ( See PART 7 for an explana-
  tion of NPC reactions.) This skill is especially useful when a
  character is on trial.
  
  Safecracking (E) — the ability to break into a safe, bank vault
  or similar high-security box. The score is the character's per-
  cent chance to get into any particular safe. At the judge's discre-
  tion, some safes (no more than 10%) may be impossible to
  open without explosives, regardless of the safecracker's skill
  score. Characters need both explosives and safecracking skill to
  open such safes; characters with only explosives skill will eith-
  er fail to open the safe or blow it up, along with all its contents.
  Shadowing — the ability to follow someone under normal
  circumstances, on foot or in a car, without being noticed. A
  shadowing check should be made whenever:
  1. The character being shadowed makes any movement that
  would, in the opinion of the game judge, make it difficult to
  keep him in sight. Typical moves include running into a
  crowd or suddenly getting on a bus. Failing the check means
  the character has gotten out of sight of the character who was
  shadowing him or her;
  2. The character being shadowed moves more than 60 feet
  indoors, two blocks outdoors in the city or two miles out-
  doors in the country. Failing a check in one of these situa-
  tions means the character being shadowed has noticed he is
  being followed. It does not mean the character knows he is
  being followed intentionally; that is left to the discretion of the
  game judge, based on the characters involved and the overall
  situation.
  Smuggling — the ability to hide contraband goods in cars,
  trucks, boats, airplanes and other vehicles so that border police,
  customs officials, federal agents, etc., cannot find them. A suc-
  cessful smuggling skill check means that the items being
  smuggled can be found only by persons with skill at finding
  smuggled goods.
  Stealth — the ability to move short distances without being
  seen or heard, and the ability to hide in a position where you can
  watch someone else without being seen. Characters with
  stealth skill use darkness, shadows, doorways and other natural
  cover to stay out of sight. Characters using stealth must make a
  skill check whenever:
  1. Someone is actively looking for them or trying to see them
  during the turn;
  2. They have moved 60 feet;
  3. They first come into someone's Field of Vision.
  Failing a check under these circumstances means other charac-
  ters involved get to make an Observation check. If they pass the
  Observation check, they have seen or heard the characterusing
  stealth. The game judge must not let players abuse this skill. To
  use it, there must be darkness or cover for the character to hide
  in. A character carrying a tommy gun down the street in broad
  daylight cannot say he is using stealth so the cop at the corner
  won't notice him! Stealth cannot be used along with shadowing.
  Characters in gunflghts do not need stealth skill to completely
  conceal themselves behind cover.
  Wiretapping (E) — the ability to connect and run wires from
  someone's telephone line to another location where their tele-
  phone conversations can be secretly overheard and recorded.
  Usually this location can be no more than 50 feet from the
  telephone pole which carries the wire to the phone being
  tapped. Failing a wiretapping skill check means either the
  equipment malfunctioned or the character made a mistake wir-
  ing the tap. In either case, the person setting up the tap probably
  won't know there is a problem until the person being tapped
  seems to get by for a long, long time without making or receiving
  any phone calls.
  CAMPAIGN PLAY
  Two of the biggest differences between playing the basic game
  and playing a campaign game are the presence of a game judge
  and the change in the structure of game turns.
  The Game Judge
  The game judge is in some ways the most important player in a
  GANGBUSTERS campaign game. He does the following things:
  1. He designs the city where the campaign will take place.
  2. He plays the roles of all NPCs in the city.
  3. His planning and tastes will affect the adventures that devel-
  op in the campaign.
  4. He serves as the eyes and ears of the player characters. He
  tells the players what they can see, what they can hear and
  what is happening all around them at any time.
  5. He is the final authority on all rules interpretations and may
  modify the rules as he or she sees fit to handle special sit-
  uations. If a player does not like the way a judge is handling a
  campaign game, the player can make suggestions but should
  never argue with the game judge. If differences cannot be
  reconciled otherwise, the player should leave the game. A
  game judge's authority over his or her game is and must be
  absolute.
  Game Time And Game Turns
  In the basic game, all turns were one second long. These one
  second turns are still used in the campaign game, but only when
  there is a shoot-out, a fistfight or a chase in progress. The game
  judge keeps track of time in a campaign game. Time can pass in
  seconds, minutes, hours, days or weeks, depending upon what
  is happening in the game.
  Week-long turns are recommended for campaign games. At the
  beginning of each game week, players tell the judge what their
  characters will try to do that week. The plans should include
  specific times whenever possible. When the judge has the play-
  ers' plans for that game week, he can decide how to pace the
  action.
  Changing The Rules
  As stated above, the campaign game judge can modifying any
  rules to handle special situations. The judge and players may
  decide to expand their campaign by adding rules to cover new
  character careers, animals, airplanes or anything else they de-
  cide they want. However, changes should be made only after
  extensive play with the rules as they are. Changes made by
  players who are not completely familiar with all the rules could
  seriously affect the game's balance, giving some characters
  great advantages over others.
  Observation In Campaign Games
  A character's Observation score is more important in a cam-
  paign than in short basic games. The game judge should require
  characters to make Observation checks whenever
  1. The judge has any doubt about whether the character would
  see a person, diing, clue or unusual situation;
  2. A character is searching for something which is hidden or
  difficult to see.
  EXAMPLE: A rookie police officer is searching for clues at the
  scene of a crime. The judge secretly makes an Observation
  check for him. In this case, the rookie passes the check and
  
  notices a tiny diamond earring lying in the gutter by the curb
  where the victim was attacked.
  The game judge can decide to make Observation checks secret-
  ly or let the characters roll them for themselves.
  EXAMPLE OF CAMPAIGN GAME PLAY
  The actual play of a campaign game is a constant conversation
  between the players and the game judge. Players tell the judge
  what they are doing; he tells them what happens as a result of
  their actions. Watching an actual gaming session is the easiest
  way to see how a campaign game is played.
  In this example, six players are involved in a campaign. Three
  characters are criminals: Joe Sullivan, Lucky Nelson and Bruno
  Antonino, the notorious Sullivan gang. The others are law offic-
  ers: John Burns, federal prohibition agent, and Adam Smith and
  Bill Jones, city police officers. The campaign has been going on
  for several weeks of game time. Smith and Jones heard Joe
  Sullivan had financial troubles, and eventually learned he was
  solving them by getting involved with Al Tolino's bootlegging
  mob. Smith and Jones called in Bums, knowing he would love
  to nail anyone connected with Tolino's operations.
  The game started with the characters presenting their plans for
  the week to the judge. Smith is shadowing Sullivan, Jones is
  staking out Sullivan's hotel room and Bums is catching up on
  paperwork until he hears from Smith or Jones. Meanwhile,
  Sullivan and his hoods have planned to rob a bank in a small
  town about 30 miles outside the city. They have slated the job
  for 3 p.m. Wednesday afternoon, just as the bank is about to
  close. Our example will follow the dialogue between the charac-
  ters and the judge.
  JUDGE: Okay, from looking at your plans for the week, I can tell
  you that not much happens on Monday or Tuesday. Smith, you
  shadow Sullivan, but he only does the usual things: goes out to
  eat, window shops, and so forth.
  JONES: Do I notice anything unusual around Sullivan's hotel?
  I'm running the stakeout from a room above the grocery store
  across the street. (Jones shows the judge the location on the
  map).
  JUDGE: No, you don't notice anything until Wednesday. At
  about 1 p.m. you see two of Sullivan's old playmates, Lucky
  Nelson and Bruno Antonino, go into the hotel.
  BRUNO: Yeah, we park the car out front and go in the front door
  just like nothin's up, see? And we ain't showin' no rods, neither.
  LUCKY: Right. Do we notice the heat in the window across the
  street?
  JUDGE: Since you thought to look, Lucky, I'll let you make an
  Observation check. Let's see, your Observation score is 63,
  right? Okay, roll for it (Lucky rolls a 77.) No, you don't notice
  anything unusual.
  BRUNO: Okay, we go right up to Joe's room and use the key he
  gave us to get in.
  JOE: Right. And following our plan, I show up at about 1:15 p.m.
  JUDGE: Okay. Smith, that means you'll show up right after that.
  SMITH: I go up to the room where Jones is running the stake-
  out. I park my car about a block away and go up the back
  entrance and stairs.
  SULLIVAN: We're getting our guns ready for the robbery. I'm
  taking my .45 automatic, loaded, and two extra magazines.
  BRUNO AND LUCKY: (At the same time) Yeah! We're packing
  the chopper in the violin case!
  JUDGE: Okay, okay. How much ammo?
  BRUNO: Two 50-round drums.
  JOE: We leave around 2 p.m., since it will take us about 45
  minutes to get to the Smalltown Bank. Lucky, you go down-
  stairs first, look around and start the car. Brunoandlwill follow
  you.
  LUCKY: Right. Do I notice anything this time?
  SMITH: We're watching from an open window, but we're stay-
  ing well inside the room.
  JUDGE: No, you wouldn't normally be able to see anything at
  this angle unless they were right at the window, the way Jones
  was before.
  LUCKY: I give the guys the sign to come out
  JOE: We pile into the car. Lucky will drive. We head off down the
  street, toward highway 37. It's about a mile from here.
  SMITH AND JONES: (At same time) We spotted that violin
  case!
  JUDGE: Okay, what do you do?
  SMITH: I'll run for the car — out the back way. Jones, you call
  Burns and tell him something's up. Then call headquarters and
  see if a uniform boy can track them until we can get our tail
  running.
  JONES: Right
  JUDGE: Okay, you've made your calls and are in the car.
  SMITH: 111 drive. We drive fast until we get them in sight
  JONES: Burns said he could pick them up if they go all the way
  to the highway.
  BURNS: Yeah, my office is only a few blocks from there. (The
  judge knows this already.)
  JUDGE: Okay, Smith, you luck out and don't have any acci-
  dents. (The judge has been rolling percentile dice). You spot
  them just as they turn onto highway 37. Burns, you pick them
  up about 300 feet down the highway. (The judge points to the
  map of the street system. He has worked out the relative speeds
  of the vehicles involved, and the time it would take Burns to get
  to the highway from his office). You are headed in the opposite
  direction, so they see your car. However, none of them know
  you, so they don't think anything is up.
  BURNS: I'll turn around.
  SMITH: I'm dropping back behind them.
  JUDGE: I'll be rolling for Smith's shadowing check every two
  miles, since we have a long way to go. (About 14 miles out of
  town, Lucky finally notices a car that keeps hanging back, just
  within sight).
  LUCKY: I think someone's on our tail!
  
  JOE: Make a turn and then stop behind a hill. See if they follow.
  SMITH: Of course I follow, hanging back
  JUDGE: Okay. Lucky has the car stopped. Joe, your gang sees
  the car with Smith and Jones pop over a hill, and another car
  right behind that one.
  SMITH: We'll keep going right past them.
  JOE: I know those two guys!
  JUDGE: Okay, but you might not recognize them in the car.
  Make an Observation check as they pass. (Joe passes the
  check.) Okay, you've spotted Smith and Jones. The guy in the
  second car you've never seen before.
  JOE: Turn around! Let's get out of here! We'll head back to the
  hotel.
  BRUNO: I'm getting out the tommy gun.
  JOE: No! 
  , 
  ; C 
  -
  SMITH: We're turning around. 
  .
  As Smith's car approaches, the irrepressible Bruno opens up
  with the tommy gun. At this point, the judge slows the action
  down to one-second turns until the fighting is finished...
  PART 6: CAREERS
  Each character in a GANGBUSTERS campaign game has some
  type of career. Characters can choose careers in the following
  areas:
  1. Law Enforcement
  2. Private Investigation
  3. Newspaper Reporting
  4. Crime
  Each of these careers is explained in the following sections.
  Players should consider the advantages and disadvantages of
  all the careers before choosing one for their character. Some
  careers have minimum requirements characters must meet
  to enter that career.
  Changing Careers
  Characters can change from the career they are in to any other,
  with one exception; characters who have been criminals cannot
  enter any other career unless their criminal records are un-
  known to their new employers.
  A character who changes careers starts the new career at a level
  that is one-half the level he reached in his old career. Fractions
  are rounded down. Characters who change careers do not lose
  any of the experience points accumulated in the "X.P.s To
  Spend" record on their character sheet, or any special skills or
  improvements to basic ability scores they bought while practic-
  ing the old career. However, the number of X.P.s recorded under
  "Career Total Experience Points" on their character sheet must
  be changed to the minimum number needed for their new level
  in their new career.
  EXAMPLE: A ninth level law enforcement officer who becomes
  a private investigator must start his new career as a fourth level
  P.I. His "Career Total Experience Points" must be reduced to
  60,000.
  CAREERS IN LAW ENFORCEMENT
  A player character can pursue a career with one of three law
  enforcement agencies:
  1. The Federal Bureau of Prohibition
  2. The Federal Bureau of Investigation (F.B.I.)
  3. A local city police department
  Prohibition Agents
  Prohibition agents are the enforcement arm of the Bureau of
  Prohibition. Their job is enforcing the National Prohibition
  Act, also known as the Volstead Act. This federal law prohibited
  the manufacture, transportation and sale of alcohol. It is ex-
  plained in PART 9. Players can play prohibition agents only in
  games set before December 5, 1933, the day prohibition was
  repealed.
  Qualifications. There are two sets of qualifications for prohibi-
  tion agents. The first set applies prior to 1927. In 1927, the
  Bureau was reorganized and placed under civil service. The
  second set of qualifications reflects this change.
  Before 1927, characters must be appointed to the bureau by a
  politician. When a campaign is just beginning, the game judge
  can make appointments. The judge is advised to let any player
  
  who wants to play a prohibition agent do so. There are no other
  minimum qualifications for becoming aprohibition agent prior
  to 
  1927.
  After Jan. 1,1927, prospective agents should meet the follow-
  ing minimum qualifications:
  1. Muscle 40
  2. Agility 40
  3. Observation 45
  4. Presence 4
  These minimums are not absolutely required, but characters
  who cannot meet them probably will have difficulty functioning
  as an agent
  Powers. Prohibition agents have the following powers:
  1. They can make arrests for violations of the National Prohi-
  bition Act;
  2. They can obtain warrants and conduct searches for evi-
  dence of violations of the National Prohibition Act;
  3. They can destroy or confiscate any property (other than
  buildings or real estate) used to violate the National Prohi-
  bition Act;
  4. They can close down for one year any building used as a
  speakeasy;
  5. They can carry any type of gun.
  All property confiscated by prohibition agents and all persons
  arrested by them should be turned over to the United States
  district attorney for disposition. Dishonest agents may find
  other uses for confiscated goods.
  Federal prohibition agents usually left the closing of speak-
  easies (illegal taverns) and the arrest of minor bootleggers to
  state or local authorities, and concentrated their efforts on large
  scale operations.
  Organization and Salaries. For this game, each major city in a
  campaign can be considered the seat of a district office of the
  Bureau of Prohibition. Each district office is headed by a dis-
  trict commissioner, appointed by the national commissioner of
  prohibition in Washington, D.C. The national commissioner is
  appointed by the U.S. secretary of the treasury.
  Within a district office there can be any number of agents and
  higher level special agents. The exact numbers can be picked by
  the campaign judge. In actual practice, some district offices had
  as few as three agents, while others sometimes had as many as
  300.
  An agent's salary and eligibility for special agent status increase
  as the agent goes up levels. Salaries and titles are shown on the
  following table:
  SALARIES AND TITLES
  Level 
  Title
  Salary
  Annual 
  Weekly
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Agent
  Agent
  Agent
  Agent
  Agent
  Agent
  Special Agent
  Special Agent
  Special Agent
  District Comm.
  82,300
  82,400
  82,500
  82,600
  82,700
  82,800
  83,000
  83,250
  83,500
  83,800
  844
  846
  848
  850
  852
  854
  858
  863
  867
  873
  Agent Corruption. The dishonesty of prohibition agents was a
  major problem during the prohibition era. Considering that all
  early agents were political appointees, and that a corrupt agent
  could easily increase his earnings by several hundred dollars
  per week, it is hardly surprising that the honesty of many agents
  left much to be desired. The judge should assume that 65% of all
  NPC prohibition agents are dishonest PC agents should note
  that this can make their job much more difficult, as the dishon-
  est agents in their group will often report their plans to crimi-
  nals the group is trying to catch. Dishonest agents who are
  caught can face federal charges of bribery, income tax evasion,
  conspiracy to break the National Prohibition Act, defrauding
  the United States and perhaps other charges, depending on
  their actions.
  Encounters. There is a 100% chance each game week or gam-
  ing session that any agent actively seeking information about
  bootlegging will find some information. The information the
  agent finds depends upon his actions, the amount of bootleg-
  ging going on in the campaign (both by PCs and NPCs) and the
  game judge's discretion.
  How To Play A Prohibition Agent It is assumed that most
  PCs who play prohibition agents will play honest agents. A
  campaign with many dishonest agents as PCs will stagnate
  quickly. Following are tips for honest agents:
  1. Speakeasies are a good starting point for investigations.
  Smart agents often will not close down a speakeasy right away,
  instead using it as a source for contacts and aplace from which
  to begin tracing a bootlegging operation. Elliot Ness traced beer
  barrels from speakeasies back to the breweries where they were
  filled. This enabled him to start closing down Al Capone's
  breweries.
  2. Make and maintain good contacts with other law enforce-
  ment agencies, including the local police department and the
  Canadian border patrol agencies (if near the border). This will
  help you know when to expect major shipments of alcohol and
  will help when you need other information or emergency
  assistance.
  3. Find out as much as you can, as quietly as you can, about
  who's who in local politics. Remember, politicians of the period
  often were in league with major criminal organizations.
  4. Only very stupid criminals would kill a federal agent. Unfor-
  tunately, there are a lot of stupid criminals. Always carry your
  weapon and be ready to use it
  F.B J. Agents
  Agents of the Federal Bureau of Investigation (F.B.I.) are re-
  garded as the cream of the law enforcement community. After
  1934, the F.B.I, had primary responsibility for the enforcement
  of a wide variety of federal laws. Prior to that date, the F.B.I.'s
  official duties were more limited. Even so, F.B.I, agents figured
  prominently in many investigations that were technically out-
  side their jurisdiction. In the game, F.B.I, agents can assist local
  police whenever asked to do so by the police or by a politician
  who holds an office.
  Qualifications. Characters who want to be F.B.I, agents must
  have the following minimum scores:
  1. Muscle 50
  2. Agility 65
  3. Observation 75
  4. Presence 6
  
  In addition, all F.B.I, applicants must have one of the following
  two special qualifications:
  1. Accounting skill or
  2. At least three years of experience in law enforcement with a
  perfectly clean record (no evidence of corruption).
  Characters who do not meet these requirements cannot be
  F.B.I, agents. Charaters who meet these minimum require-
  ments at the beginning of a campaign can start the game as
  F.B.I, agents, at the judge's discretion. Characters who apply to
  the F.B.I, later in the game must make a successful Luck check.
  The applicant's Luck score is modified by adding his Presence
  score; thus character's with high Presence have better chances
  of being accepted by the F.B.I.
  Powers. Prior to 1934, F.B.I, agents operate under the following
  restrictions:
  1. They may not make arrests. They must rely on local or state
  law enforcement officials to make arrests for them.
  2. They have no official right to carry guns as law officers. They
  may carry and use guns as private citizens. (During this
  period, there were numerous reports of F.B.I, agents using
  weapons in self defense).
  3. They can officially investigate only cases involving fraud
  against the federal government, espionage, sabotage, terror-
  ism, transport of stolen cars across state lines and violations
  of the Mann Act.
  4. If asked by local authorities, they can provide some informal
  "assistance" in local investigations.
  After Jan. 1,1934, F.B.I, agents have the following powers:
  1. They can make arrests.
  2. They can carry and use any type of gun.
  3. They can investigate the following additional crimes:
  A. Kidnapping
  B. Crossing a state line to avoid prosecution
  C. Extortion of money by any means subject to interstate
  regulation (including telephone and the U.S. mails)
  D. Interference with interstate business or trade by means of
  threats or intimidation (racketeering)
  E- Robbery of any national bank or bank that is a member of
  the Federal Reserve System
  F. Transportation of stolen property worth 85,000 or more
  across state lines.
  Organization And Salaries. All player character F.B.I, agents
  are assigned to a field office in a major city. Each field office has
  one special agent in charge (S.A.C.), one assistant special agent
  in charge (A.S.A.C.) and a number of field supervisors, each in
  charge of a team of 15 to 25 special agents. All F.B.I, agents have
  the title "special agent"
  The SALARIES AND TITLES table lists the highest title an
  agent is eligible for at each level. Agents are automatically pro-
  moted to these titles when they reach the minimum required
  level. Pay increases also are automatic upon reaching the re-
  quired level.
  Assignments. F.B.I, agents at levels 1-4 are assigned to cases
  by their field supervisor and S.A.C. Player character F.B.I,
  agents must always have an assignment The game judge must
  create these assignments if there is no player character field
  supervisor or S.A.C. When an agent completes one assignment,
  he should be given a new one immediately; there was never a
  lack of work for the F.B.I.!
  SALARIES AND TITLES
  Level 
  Title
  Salary
  Annual 
  Weekly
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10-14
  15
  Special Agent
  Special Agent
  Special Agent
  Special Agent
  Field Supervisor
  Field Supervisor
  Assistant S.A.C.
  Assistant S.A.C.
  Assistant S.A.C.
  S.A.C.
  Transferred to
  Washington, D.C.
  82,800
  82,900
  83,000
  83,100
  83,300
  83,500
  83,800
  83,900
  84,000
  84,400
  86,000
  8 54
  8 56
  8 58
  8 60
  8 63
  8 67
  8 73
  8 75
  8 77
  8 85
  8115
  PC field supervisors are in charge of a team of 15 to 25 special
  agents. The exact number may vary at the judge's discretion. A
  PC field supervisor should always have a list of about 20 active
  cases his group of agents should be working on. The field
  supervisor assigns agents to these cases and does field work
  himself on the most important ones.
  The A.S.A.C. and S.A.C. are responsible for all field office opera-
  tions in their region. They coordinate the efforts of all field
  supervisors and do field work themselves on extremely impor-
  tant or dangerous investigations.
  F.B.I, agents who reach 15th level are transferred to the national
  headquarters in Washington, D.C., where they assume execu-
  tive responsibilities. In effect, they are removed from the game
  except in very rare instances when the judge brings them back.
  How To Play An F.B.I. Agent.
  1. Don't even think of being dishonest Your personal habits,
  spending habits, family life, everything about you is subject to
  constant scrutiny by your fellow agents and supervisors.
  2. Some investigations you are assigned to will involve extreme-
  ly clever, powerful and dangerous criminals. (If the locals could
  have handled these guys, you probably would not have been
  called.) Be prepared! You should almost always be armed (as
  heavily as possible) and prepared to defend yourself and the
  public at all times.
  3. Some investigations you are assigned to will involve under-
  cover work and careful investigation of financial records and
  legal documents. Learn the special skills that are most useful for
  this type of work as soon as possible.
  4. Never, ever discuss F.B.I, business with anyone, including
  officers from other law enforcement agencies. They may be
  untrustworthy, incompetent or both. Whenever possible, limit
  your contacts to those in which you are getting, not giving,
  information. Agents who blab about F.B.I, work can expect to be
  fired.
  
  Local Police Officers
  Local police officers are the beat cops and detectives who carry
  the major burden of day-to-day law enforcement
  Qualifications. Any PC who does not have a known criminal
  record can be hired as a local police officer. Suggested minimum
  scores for police officers are
  1. Muscle 50
  2. Agility 55
  3. Observation 45
  4. Presence 5
  These are not requirements; however, police officers with
  scores lower than these probably will not survive long in most
  campaign games.
  Powers. Police officers have the following powers:
  1. They can carry guns of any type. Uniform officers are issued a
  .38 revolver and a billy club or nightstick.
  2. They can make arrests when a warrant has been issued, when
  they see a person committing a crime or when they suspect
  someone of having committed a crime.
  3. They can question suspects.
  In the 1920s and 1930s, police officers had broader powers
  than they do today. They could arrest people for suspicion of a
  crime, although such persons had to be released within 24
  hours if no hard evidence could be produced. During this period
  police could also use a number of rather vague local laws to rid
  their areas of "undesirables" by arresting them for loitering,
  vagrancy, etc.
  Organization, Promotion And Salaries. A city police depart-
  ment will have one policeman for every 1,000 people in the city.
  The department is headed by a chief of police who is appointed
  by the mayor. Other officers are ranked as shown on the follow-
  ing diagram:
  chief of police
  chief inspector'
  inspector
  major
  captain
  lieutenant -
  - chief of detectives
  detective captain
  detective lieutenant
  detective sergeant
  detective
  sergeant
  master patrolman
  patrolman
  rookie
  Each police department has one central station plus one police
  station in each ward (see ward map). Each police station has
  1. One captain, in command of the station;
  2. One lieutenant, who is assistant to the captain and second in
  command;
  3. Three sergeants, each working an eight-hour shift at the desk;
  4. One detective, responsible for investigating crimes in the
  ward;
  5. A combination of 20 master patrolmen, patrolmen and rook-
  ies working in three eight-hour shifts.
  The central police station will contain offices for all higher
  ranking officers. Detectives from the central station will often be
  assigned to investigate particularly important crimes. In addi-
  tion, the central station will have some limited crime lab facili-
  ties. The extent of these facilities is left to the discretion of the
  judge, based on the size of the city, etc.
  Whenever a police officer character goes up a level, he may be
  promoted. The character should make a Luck check whenever
  he or she goes up a level. A successful check means the charac-
  ter has been promoted to the next highest rank. The game judge
  may allow modifiers to the Luck check roll if the officer's per-
  formance in his current position was outstanding or especially
  poor.
  Police sergeants can apply for a transfer to the detective division
  on their next promotion (the detective and uniform branches
  are separate). The character must have a minimum Observa-
  tion score of 75. Characters meeting this requirement will be
  accepted if they pass a Luck check.
  Police pay is a function of rank. Pay for the various ranks is
  shown on the following table:
  SALARIES AND TITLES
  Rank
  Rookie
  Patrolman
  Master Patrolman
  Sergeant
  Lieutenant or Detective
  Captain or Detective Sergeant
  Major or Detective Lieutenant
  Inspector or Detective Captain
  Chief Inspector or
  Chief of Detectives
  Chief of Police
  Salary
  Annual
  81,300
  81,560
  81,820
  82,080
  82,340
  82,600
  82,860
  83,120
  83,380
  83,640
  Weekly
  825
  830
  835
  840
  845
  850
  855
  860
  865
  870
  Rookie Assignments. All PC police officers begin as rookies.
  All rookies are assigned to walk a beat. A beat is a section of a
  city, about six blocks square in downtown areas. The rookie
  must patrol this area on foot on a regular basis. Most rookies
  will be assigned to work with a master patrolman for at least
  their first six weeks. The location of the beat and the personality
  of the master patrolman are left to the campaign judge. Begin-
  ning judges and players should use the 15-foot scale map pro-
  vided with this set as the beat area for their rookies, at least in
  their first campaign.
  The Observation score of a police officer who walks a beat is
  increased by 10 points after the officer has been on the same
  beat for six months or more.
  Encounters. A police officer on a beat will have at least one
  encounter each game week or each gaming session. Most en-
  counters will be minor, created (often on the spur of the mo-
  ment) by the campaign judge. Minor encounters include traffic
  accidents, street punks, petty thieves, drunks, bookies and citi-
  zens with minor problems (the pet cat is up in a tree, etc.).
  There is a 25% chance per game or gaming session that a beat
  cop will have a major encounter. Major encounters should be
  created before the game by the judge. They include armed rob-
  beries in progress, beatings, shootings, sighting a wanted felon,
  murders, bombings and gangster activities.
  Police Communications. Police communication in the 1920s
  was based on call boxes, special telephones that were located on
  almost every block in downtown areas, and every two or three
  
  blocks in areas that were less heavily patrolled. A key is needed
  to open a call box, so only police officers can use them. A call box
  automatically connects the officer on the street with his station.
  Patrol Cars. When a police officer reaches the rank of patrol-
  man, there is a 20% chance he will be assigned to a patrol car.
  The characteristics of patrol car duty are listed below:
  1. A patrol car always carries two officers;
  2. A patrol car can be used to patrol an area where there is no
  officer walking a beat, or it can be used to reinforce beat cops
  in certain areas of town. They also cover traffic accidents,
  chase speeders, set up roadblocks, etc. A patrol car usually is
  assigned its own beat, which is the size of two or three foot
  beats.
  3. Radios were introduced in police patrol cars in the 1930s.
  These were one-way radios only. The dispatcher at the cen-
  tral station could talk to the man in the patrol car, but the man
  in the patrol car could not talk back to the central station.
  In all other respects, a patrol car functions as a normal car.
  Uniform Division Upper Ranks. Characters who enter the
  upper ranks of the uniform division will find their duties be-
  coming increasingly administrative and political. The details of
  duties at these ranks are left to the judge, based on the situation
  in his campaign. The type of work that can be expected at upper
  ranks is summarized below.
  Lieutenants assist a captain in the day-to-day operation of a
  police station. They can make beat assignments, subject to the
  captain's approval, and usually are assigned most of the cap-
  tain's paper work.
  Captains are in charge of a police station. They make assign-
  ments for the men below them and are responsible for day-to-
  day contact with the ward bosses, politicians and newspaper
  reporters in the station's ward area.
  Majors are in charge of all the captains in several wards. They
  decide how many men are assigned to each station, and serve as
  links between the captains, the chief inspector and city poli-
  ticians.
  Inspectors are ace cops who know both the details ofbeat work
  and the administrative side of police work. They are assigned by
  the chief inspector to work on especially tough, dangerous or
  sensitive cases. Inspectors are also responsible for uncovering
  and eliminating corruption in the police force (provided their
  bosses let them).
  The chief inspector (there is only one per city) reports directly
  to the chief of police. He is responsible for the work of all
  inspectors, and helps the chief deal with the mayor and other
  high level city politicians. On rare occasions, he may personally
  take charge of a dangerous or sensitive operation in the uniform
  division.
  The chief of police is appointed by and responsible to the mayor
  for the operation of the entire police department He is as much
  a politician and public relations man as a police officer. Most of
  his time will be spent either cleaning up his police force (ifhe is
  honest) or making deals with gangsters and politicians (ifhe is
  not honest).
  Detective Division Upper Ranks. Detectives are the mainstay
  of the police department's investigative force. They are assigned
  by the chief of detectives to either a police station or the central
  station, and from there to particular cases.
  Detective sergeants are specialists in one or more types of
  crime, such as homicide, robbery, burglary or arson. They are
  almost always assigned to special cases involving their expertise.
  Detective lieutenants are placed in charge of special task forces
  to deal with specific crimes or crime areas. For example, a
  special gambling task force could be created to curb gambling
  near the lakefront The chief of detectives decides how many
  men are assigned to special task forces.
  Detective captains usually are in charge of several detective
  lieutenants and subordinate ranks. They are especially con-
  cerned with maintaining the honesty of the men below them,
  provided higher-ups do not interfere. As ace detectives, detec-
  tive captains are sometimes assigned to cases deemed very
  special or important by the chief of police or the mayor.
  The chief of detectives (only one per police department) is in
  charge of the entire detective division. He reports directly to,
  and works with, the chief of police. He also has close contact
  with higher level politicians in the city. He may, on rare occa-
  sions, take charge of a particularly important case.
  Special Characteristics. Local police officers, whatever their
  rank, will usually have the following characteristics in common:
  LOYALTY TO ONE ANOTHER. Police are very reluctant to
  bring evidence against one another, even in cases of corruption.
  They will often tolerate corruption in their ranks as long as the
  corruption stems from what are called victimless crimes, such
  as gambling and bootlegging. They will not usually tolerate
  corruption involving racketeering, murder, arson and other vio-
  lent crimes.
  MUTUAL PROTECTION. Police will make every effort to catch
  any person who kills a police officer. They will not be too
  particular about whether they get the criminal dead or alive.
  CONCERN OVER IMAGE. Police at higher ranks are very
  eager to have their station, task force or division look good to
  politicians and the public. This usually assures higher budgets
  and less trouble from the press, and may influence their chance
  for promotion.
  How To Play A Police Officer. The following are general tips
  on how to play a rookie police officer:
  1. Stay honest. Honest police officers gain a 10% bonus in
  experience points, and have a longer life expectancy.
  2. Get to know your beat and the people on it as well as possible.
  This will be very valuable in spotting things that are strange, out
  of place or suspicious. It will also help you to know where to go
  for fast information.
  3. Cultivate informers who are on the borderline of criminal
  activity. They can sometimes provide very valuable tips.
  4. Take every opportunity to increase your Agility score to the
  maximum allowed for your character.
  5. Keep your head in crises. Use the call boxes to get help when
  you are outnumbered or outgunned. Rookie cops who rush
  tommy gun-toting bank robbers usually have very short careers.
  Law Enforcement Resources
  All law enforcement officers have the following resources at
  their disposal:
  ao
  
  Crime Labs. Crime labs in the 1920s were very limited. How-
  ever, in crucial cases a local police department could hire a
  chemist or other person with Chemical Analysis skill to do
  tests. After 1934, the F.B.I. Crime Lab in Washington, B.C.
  became available for all sorts of chemical and ballistics testing.
  Fingerprint Files. The famous F.B.I, fingerprint files were not
  in full operation until at least the middle of the 1920s. Before
  then, local police can check with the F.B.I., but there is only a
  50% chance a suspect's fingerprints will be found on file. After
  1924 or 1925 (judge's decision) the F.B.I, files will contain the
  fingerprints of all persons arrested for felonies, all federal pri-
  soners and all persons fingerprinted by the federal government
  for any other reason.
  Coroner's Office. By examining the body, the county coroner
  usually can determine the time and cause of death of any per-
  son. Determining the exact cause of death may require an
  autopsy, which relatives of the deceased can prevent by getting a
  court order.
  Search Warrants. A search warrant can be issued by any judge.
  A law enforcement officer must convince the judge that there
  probably is evidence contained in the premises to be searched.
  If the judge being approached is an NPC, the game judge should
  decide whether the warrant is issued. Searching privately
  owned buildings or areas without a warrant is illegal.
  Police Records And Posters. Local police departments keep
  records on all persons arrested in the city and the disposition of
  their cases. They can request information from other police
  departments across the country, and will have copies of all
  inquiries sent out by other police departments. The central
  station should also have a file of all wanted posters issued
  anywhere in the United States for the past 10 years.
  Special F.B.I. Resources. After 1924, all F.B.I. agents have
  access to the following skills at the indicated score through
  their national headquarters:
  Skill
  Accounting
  Art Forgery Detection
  Chemical Analysis
  Counterfeit Detection
  Fingerprinting
  Forgery Detection
  Score
  89
  54
  96
  98
  95
  87
  LAW ENFORCEMENT X.P.s
  Action
  X.P.s Earned*
  Arrest criminal for felony**
  l,OOOX.P.sx
  level of criminal
  Criminal you arrested is convicted Additional 1,000 X.P.s
  .
  .
  '
  •
  .
  - 
  x level o f criminal
  Recover stolen property
  1X.P. for each 81 of
  property's value
  Earn reward money for capturing 
  1 X.P. for each 81 of
  criminals (F.B.I, agents cannot keep 
  reward
  reward money, but earn X.P.s for it)
  Close down still, brewery or
  speakeasy for one year
  Confiscate property used to
  violate Volstead Act
  (prohibition agents only)
  1,000 X.P.s x
  level of owner
  1 X.P. for each 8100
  of property confiscated
  * All honest law enforcement officers add 10% to their
  earned experience points.
  ** A felony is any crime for which the penalty can be death
  or more than one year in prison — see PART 9: LAW.
  the character did not need to kill the suspect to protect himself
  or the public.
  Sharing X.P.s. When more than one character is involved in an
  investigation, arrest or conviction, the judge must use his own
  discretion in awarding experience points.
  Demotion. Any law enforcement character who makes a se-
  rious mistake maybe demoted to a lower rank. Some examples
  of serious mistakes are arresting a politician without enough
  evidence to convict him, killing innocent bystanders in a shoot-
  out or getting caught taking bribes. The judge must use his
  discretion in this area, and may allow the player to make a Luck
  check to avoid the demotion.
  It will take IdlO days for national headquarters to examine
  evidence using these skills and get a response back to the agent
  who submitted the evidence.
  Law Enforcement Experience Points
  All characters in law enforcement earn experience points as
  shown on the LAW ENFORCEMENT X.P.s Table.
  False Arrest. Characters in law enforcement receive no exper-
  ience points for arresting characters who are not guilty of the
  crime they were arrested for. This is true even if the innocent
  person is convicted in court The game judge should keep his
  own record of experience points for law enforcement charac-
  ters. He should not tell characters when or if they have arrested
  the wrong person; he should simply tell them when they have
  enough points to go up a level, and how many points they have
  available to improve their basic abilities and learn skills.
  Killing Suspects. If a law enforcement officer kills a suspect
  while trying to arrest him, the character earns experience
  points as though he had made the arrest The character does not
  earn X.P.s if the suspect was not guilty or if the judge decides
  CAREERS IN PRIVATE PROFESSIONS
  Besides working in law enforcement, characters in a GANG-
  BUSTERS campaign can work as private investigators or
  newspaper reporters.
  Private Investigators
  Private investigators (P.I.s) are detectives who offer their ser-
  vices for hire to the general public. Private investigators can
  take a wide variety of cases, including running routine credit
  checks, recovering lost or stolen property, obtaining evidence to
  be used in lawsuits, solving crimes which have the police
  baffled or which have not been reported to the police, and
  finding missing persons.
  Qualifications. All private investigators must be licensed by
  the state where they have their office. Beginning private inves-
  tigators can get a license by paying a 850 licensing fee. Charac-
  ters who have been convicted of a felony cannot obtain a private
  investigator's license.
  31
  
  Powers. Any character with a private investigator's license has
  the following powers and privileges:
  1. He can carry a concealed weapon;
  2. He can arrest anyone who is wanted by the police;
  3. He can arrest anyone he sees actually committing a crime.
  License Revocation. A private investigator's license will be
  revoked if the private investigator
  1. Interferes with law enforcement officers performing their
  duties;
  2. Engages in gross misconduct, as determined by the chief of
  police in the city where the P.I. is working;
  3. Is convicted of a felony.
  Note that 1 and 2 are judged by the local chief of police (whether
  NPC or PC). The final decision concerning revocation of a
  private investigator's license is left to the campaign judge. Once
  revoked, a license cannot normally be restored.
  Employment. Private investigators can operate as independ-
  ents, as partners in a small agency or as employees of a large
  detective agency.
  INDEPENDENTS. Any income a private investigator keeps for
  himself must be earned by working on special cases, as ex-
  plained below.
  PARTNERSHIPS. A partnership is a special business arran-
  gement. Each of the partners owns a certain percent of the
  company, and is entitled to that percentage of the company's
  earnings. A beginning private investigator can be offered a part-
  nership by an NPC private investigator, at the judge's discre-
  tion. If a PC does form a partnership with an NPC, use the
  following procedure to determine the PC's income each game
  week:
  1. Roll IdlOandsubtracttwo. If the result is zero or less, treat it
  as zero.
  2. Multiply the result of the die roll by 825.
  3. Add any money earned that week by the PC partner.
  4. Multiply the sum from step 3 by the percent of the partnership
  owned by the PC. The result is the PC's income for that week.
  Example: John Martin, an established NPC private investigator,
  offers a 25% partnership to PC Nick Angelino, a beginning P.I.
  At the end of the first week of play, the judge rolls IdlO and gets
  a seven; subtracting two gives a result of five. He multiplies this
  by 825, getting 8125. During that week, Angelino made 850 on
  a case. This is added to the 8125 for a total of 8175. Nick's
  earnings for the week are 25% of 8175 or (.25 x 8175 =)
  843.75.
  Expenses. Independent and partnership P.I.s must provide
  themselves with an office, a secretary and a city business li-
  cense. These cost between 850 and 875 per week, but all P.I.s
  are assumed to earn enough money in minor cases to cover
  their office expenses. If any private investigator goes six weeks
  without a special case, and does not have at least 8100 in cash,
  that P.I. must get a special case the next week or he will be
  unable to pay his expenses and will be kicked out of his office.
  LARGE AGENCIES. A private investigator can try to get a job
  with a large detective agency. Beginning detectives must make a
  Presence check by rolling IdlO. If the roll is equal to or lower
  than the PC's Presence, the PC has landed a job. Private inves-
  tigators who have reached third level or above can get a job with
  a large detective agency automatically.
  Beginning private investigators are paid 825 per week by their
  agency. In addition, diey may receive bonuses if their employer
  (usually an NPC played by the judge) is impressed with their
  work. PCs must negotiate their own pay raises with their em-
  ployer. Third level or higher detectives usually can command a
  salary of 835 to 850 per week. Top detectives (seventh level or
  higher) can sometimes negotiate salaries up to 8100 per week.
  Private investigators who work for large agencies will be fired if
  they fail two assignments in a row.
  Special Cases. A special case is
  1. Any case brought to a private investigator by a PC; or
  2. Any case brought to a private investigator dial the game judge
  decides is a special case.
  OBTAINING SPECIAL CASES. Private investigators can ob-
  tain special cases in the following ways:
  1. Employees of large detective agencies will always be assigned
  to special cases by their agency;
  2. All cases brought to private investigators by other PCs are
  special cases;
  3. A private investigator has a 10% chance per level per week of
  obtaining a special case, if he or she is not already working on
  one (diese must be made up by the judge);
  4. The campaign judge can give a P.I. a special case at any time.
  The campaign judge mustcreate special cases forprivate inves-
  tigators whenever they are supposed to have one, or should
  have one for the good of the campaign. Such cases often can be
  made up on the spot; see the example under How To Play A
  Private Investigator.
  FEES FOR SPECIAL CASES. Independent or partnership pri-
  vate investigators must negotiate their own fees with the client
  who brings them the case. First level investigators should try to
  get at least 810 per day plus expenses. This may be higher if the
  case involves special dangers. Higher level private investigators
  can command much higher fees.
  Private investigators who work for a large agency are paid a
  salary, so the fee the agency charges the client is of little interest
  to them. However, agency employees can negotiate with the
  client for a higher fee for their agency if the case involves more
  work than was expected. In such cases, the investigator usually
  will receive a bonus in addition to his regular salary.
  Benefits Of Gaining Levels. Private investigators who go up in
  level gain die following special benefits in addition to the nor-
  mal benefits:
  At Level 3 — the character's Presence score is temporarily
  increased by two points (to a maximum of 10) whenever he
  or she is dealing with NPCs of the opposite sex.
  At Level 5 — the character's Luck score is permanently in-
  creased by 10 points.
  At Level 7 — the character can lose his license only if convicted
  of a felony; his prestige is enough to prevent local officials
  from removing his license.
  At Level 10 — the character gains the permanent friendship of
  any congressman, senator, governor or judge of his or her
  choice.
  
  I
  If
  How To Play A Private Investigator. The following are tips for
  players with private investigator characters:
  1. Become acquainted with as many PCs and NPCs as possible.
  You never know when you might need a tip or a favor. Private
  investigators should make a point ofbecoming acquainted with
  the local police, ward bosses, politicians, crime reporters, boot-
  leggers and secretaries in the offices of the high and mighty.
  They are valuable sources of information.
  2. Make good use of public information sources such as credit
  bureaus, car license branches, city agencies which give build-
  ing permits, zoning changes, business licenses, etc. They are
  easy sources of fast and often very important information.
  3. Always protect your license. Essentially, this means either
  being on good terms with the chief of police, or having informa-
  tion about him that he does not want the public to hear. You
  may sometimes have to bend a few laws to get the information
  you need for a case.
  4. Always get at least part of your fee in advance.
  Example Of Play. Nick Angelino has set up an office as an
  independent private investigator. Nick is still at first level, so he
  has a 10% chance per week of getting a special case. On the
  third week, Nick gets lucky and rolls 09 on percentile dice; he
  gets a special case!
  The campaign judge tells Nick that a young blonde woman
  comes to his office, sobbing over the disappearance of her
  father, a prominent local businessman. He has been missing for
  three weeks. The police are baffled. Can he find her father?
  Private Investigator Experience Points. Private investigators
  gain experience points as shown on the following table:
  Nick quickly negotiates his fee, and takes 8100 in advance. He
  then questions the lady in detail, learning all he can about her
  father, his business and the circumstances surrounding his
  disappearance. The campaign judge, who is playing the daugh-
  ter, makes up most of this information in response to Nick's
  questions. Before the investigation gets very far, of course, the
  judge will have to decide what really has happened to the girl's
  father.
  Nick learns from the woman that her father was the president
  and founder of Fabco Manufacturing Co. He had an annual
  income of 811,000 per year. He was last seen three weeks ago,
  at 5:30 p.m. Friday, in his office at the plant The last person to
  see him was his secretary. He never came home that night, and
  has not been seen since. He had no known enemies and no
  problems at home.
  Nick begins his investigation by checking with a friend at the
  police department to see what the cops have on the case. He
  calls another friend at the local newspaper to see what he knows
  about Fabco. He checks into the company's finances by asking
  some discreet questions of local stockbrokers and investment
  analysts.
  We'll end our example here; your character might have to work
  on a similar case in your campaign!
  Action
  PRIVATE INVESTIGATOR X.P.s
  X.P.s Earned
  Earned fee or bonus money
  on special case
  Solved special case
  Criminal convicted due to
  investigator's work
  Politician convicted due to
  investigator's work
  lX.P.foreach81
  1,000 X.P.s x level
  of client
  2,500 X.P.s x level
  of criminal
  10,000 X.P.S x level
  of politician
  Newspaper Reporters
  Reporters are characters employed by newspapers to write
  news stories. Their work involves finding as many major news
  stories as possible and getting those stories printed before
  competing newspapers hear about them. Their goal is to uncov-
  er and make public as much information as possible about local
  crime and corruption.
  Qualifications. A character must have an Observation score of
  60 or higher to begin a career as a reporter.
  Restrictions. Reporters can own automatic pistols, revolvers
  and rifles without violating any law. Reporters may not legally
  own an automatic weapon, and may not legally carry any con-
  cealed weapon.
  Employment and Salaries. All first level reporters start their
  careers by working as "cub" reporters for a daily newspaper.
  Starting salary is 825 per week. PC reporters must negotiate
  their own pay raises, but normally should get a raise of 85 to
  810 per week each time they go up one level. Editors should
  make 850 to 875 per week. Editors-in-chief earn at least 880
  per week, up to a maximum of 8125 per week.
  Beats (Optional). Reporters who have reached second level or
  higher can be assigned to beats, either by the judge or by a PC
  editor. A beat is a news source that the reporter covers exclu-
  sively. Examples of beats are listed below.
  CITY HALL. The city hall beat includes covering the city coun-
  cil, the mayor, the school board, public works, city politics and
  city elections.
  POLICE. Police and crime reporters handle breaking police and
  fire department news, as well as sifting through police arrest
  records daily looking for interesting crimes.
  SOCIETY. The society beat covers rich and famous citizens,
  their romances, weddings, parties and problems, and all other
  gossip that can be discovered about their private lives.
  BUSINESS. Business reporters follow major business deals,
  sales of businesses, bankruptcies, stock scandals and other
  financial news.
  High Level Reporters. Reporters become eligible for more
  important positions and higher salaries at higher levels.
  FIFTH LEVEL. Fifth level reporters are eligible for promotion
  to editorial positions. Editors have charge over a large number
  
  of reporters. They assign reporters to stories and can edit what
  the reporters write. The most important editor on most daily
  papers is the city editor. He is in charge of all local news,
  including local politics, and the reporters who cover local news.
  SEVENTH LEVEL. A seventh level reporter can write a daily or
  weekly column which will be syndicated and run in many
  newspapers across the country. Obviously, the reporter must
  have something to write about in each column. A columnist is
  paid 8100 per week in addition to his regular salary.
  EIGHTH LEVEL. An eighth level reporter is eligible to become
  editor-in-chief of a major daily newspaper, if an opening exists
  (this is up to the game judge). The editor-in-chief is responsi-
  ble for the day to day operation of the newspaper's entire news
  department. He controls beat assignments, raises, promotions
  and the hiring and firing of reporters. A reporter who writes a
  nationally syndicated column must give up the column if he
  becomes an editor-in-chief; the editor-in-chief job will require
  all the reporter's time.
  TENTH LEVEL. Tenth level reporters are the cream of their
  profession. They are shown great respect, even by editors-in-
  chief. They usually cover and associate with the upper levels of
  society, such as congressmen, senators, cabinet members and
  the very wealthy. They can write freelance articles and books, if
  they choose.
  Major Stories. A major story is any news story the game judge
  decides should be front page news. If the city editor or editor-in-
  chief is a PC, the PC can make this decision with the game
  judge's approval. The types of stories that qualify can be illus-
  trated most easily with examples. Following are examples
  which probably would be considered major stories in a well run
  campaign:
  1.17 Die In Slum Apartment Fire
  2. Mayor Embezzled Campaign Funds
  3. Bootlegger Says Payoffs To Cops Total 8100,000!
  4. Secret Documents Show Councilman Took Kickbacks!
  5. Reporter Uncovers Boss of 81 Million Numbers Racket!
  6. Six Die In Gangland Massacre!
  The following probably would not be considered major stories
  in a well run campaign:
  1. Planning Commission Approves Zoning Change
  2. Council Passes New Dog Control Ordinance
  3. Police Chief Vows War On Crooks...Again
  4. Thieves Take 8120 Radio From Store
  5. Boy Scout Jamboree To Be April 19
  HOW REPORTERS GET MAJOR STORIES. There are three
  ways reporters can get the information they need for a major
  story: legwork, tips and assignments.
  Legwork is going out and talking to people, asking lots of ques-
  tions and digging into anything that is going on. This is the way
  PC reporters will discover most of their major stories. Most of
  the people the PCs talk to will be NPCs, so in many cases a
  major story will be evolving in the game judge's mind just one
  step ahead of the PC's legwork.
  Example: PC reporter Norm Rippom is assigned to the police
  beat in the 1st ward. While he is at the police station checking
  the routine arrest records for the day, a petty thief is brought in
  and booked for an attempted burglary at Goldstein's Jewelry
  Store. Norm talks the desk sergeant into letting him look at the
  list of the prisoner's belongings. They include some burglary
  tools, a wallet with 8359 dollars (mostly in 820 bills), three
  driver's licenses in three different names and a slip of paper
  with a telephone number on it Checking the arrest report,
  Norm notices that the prisoner's name matches none of the
  driver's licenses. The report also states that the prisoner was
  inside the store for some time before being caught, but he had
  not taken anything. In fact, the list ofbelongings shows that the
  prisoner was not even carrying a sack or suitcase to carry his
  loot in. Norm asks to talk to the station's detective, Det O'Mal-
  lory. O'Mallory brushes Norm aside, saying the case is open and
  shut; the guy is a petty crook and nothing more.
  Norm has a lot of unanswered questions and a lot of legwork to
  do. Why did the prisoner have three fake driver's licenses? How
  did he get them? What is his real name? Whose phone number
  was he carrying? Why does a petty crook walk around with more
  than 8300 in cash? What was he planning to take from the
  jewelry store? Who owns the store? What's in there that might
  be of value to someone, other than the obvious jewels? At the
  very least Norm will be talking to the jewelry store owner, die
  Bureau of Motor Vehicles and the county clerk's office (to check
  for a birth certificate for the prisoner). Norm may also check all
  the wanted posters he can find. He may develop a contact at the
  phone company to find out whose phone number the prisoner
  had. He may even decide to interview this petty crook, if the
  man will talk to him. This kind of legwork can turn an everyday,
  dull story into a major one!
  Tips are information given to a reporter by friends and other
  contacts that can lead to major stories. There is a 5% chance per
  week per level of the reporter that one of his contacts will call
  with a tip. It is up to the reporter to meet and develop these
  contacts.
  Assignments are made by editors. Editors receive numerous
  tips, and will sometimes assign reporters of second level or
  higher to look into a situation they have heard about. The
  chance a reporter will get an assignment is 5% per week per
  level of the reporter. Some typical assignments are listed below.
  1. 'There's a rumor syndicate boss Al Tolino is trying to fix the
  welterweight championship fight next month. Check it out"
  2. "A friend of mine says this guy Antonelli who owns Antonel-
  li's Construction Company is a crook. Find out why he keeps
  getting construction contracts from the city."
  3. "You know that apartment building that burned down on
  79th St yesterday"? How come there weren't any fire escapes on
  it when the city code requires them?"
  4. "There was a traffic accident down at Dutton Court this
  morning. Some guy plowed into a 816,000 imported car. The
  guy who owns that car is a city health inspector who makes 830
  a week. Where'd he get a car like that?"
  Writing Major Stories. In order to get a major story printed in
  his newspaper, a PC reporter must
  1. Obtain all the information he needs to write the story;
  2. Give the game judge a list of all the information the story will
  contain, and the sources of that information;
  3. Tell the game judge how the story will be slanted.
  Slanting Stories. The same set of facts can be used to tell two or
  more different stories, depending upon how they are presented.
  The way a reporter presents his facts is called the slant or angle
  of the reporter's story. For example, this set of facts might be the
  basis for a typical news story:
  
  1. An apartment building at 1209 S. 13th St. burned down this
  morning.
  2. The fire department arrived just five minutes after receiving
  the alarm.
  3. Fire department workers were able to save 42 people.
  4. 17 people were trapped on the fifth floor and died.
  5. The building had no fire escapes.
  This story could be slanted at least two ways. One reporter could
  write a story praising the city fire department for its fast re-
  sponse and valiant efforts to save the people in the building.
  Another reporter could use the same facts to write a story
  emphasizing that 17 people died because the building had no
  fire escapes. A little more digging would reveal that the city
  requires fire escapes, that the building was inspected two
  months ago by a city inspector who reported no violations, and
  that the building is owned by a ward boss who is a member of
  the party in power at city hall.
  Scoops. A scoop is a major story that a newspaper prints before
  any of its competitors hear about it. When a newspaper gets
  such a story, it is said to have "scooped" the competition.
  Getting scoops is the best way for reporters to earn experience
  points.
  DEADLINES. A reporter must turn in his story by a certain
  time to get it in that day's newspaper. The deadline for an
  afternoon newspaper is 12 noon. The deadline for a morning
  newspaper is 10 p.m. the evening before. This can be extended
  to 2 a.m. if the editor-in-chief thinks the story is important
  enough.
  CHANCES FOR SCOOPS. Every major story written by a PC
  reporter will fall into one of the following categories and have
  the stated chance of being a scoop:
  Breaking Stories. These are stories involving some obvious
  event any reporter could find out about. Examples include the
  robbery of the jewelry store and the apartment fire discussed
  above. If the PC journalist does some legwork to develop such a
  story, he has a 5% chance per level of scoring a scoop. To count,
  the story must be filed by that day's deadline,
  Assigned Stories. A reporter working on a story assigned by an
  editor has a 25% chance of scoring a scoop if the story is filed by
  deadline on the day the assignment is given. This chance de-
  creases by 5% each day the reporterworks on the story. Thus, if
  the story is filed the day after it is assigned, there is a 20%
  chance the reporter will score a scoop.
  Personal Stories. Personal stories are stories the reporter devel-
  ops on his own, about events or situations that are not obvious.
  There is a 40% chance a personal story will be a scoop. This
  chance decreases by 5% each day the reporter works on the
  story.
  Exclusives. Stories it would be impossible for another reporter to
  get are exclusives. Exclusives are always scoops. The game
  judge must decide whether a story is an exclusive.
  CHANGING TYPES OF STORIES. A reporter can, by his ac-
  tions, change the category into which a story is placed. This
  usually happens when a breaking story is turned into a personal
  story. For example, Norm Rippom's story about the jewelry
  store burglar was a breaking story. He had a 5% chance per level
  of scoring a scoop, because he did a little extra legwork and was
  not satisfied with the easy answers given by the police. If Rip-
  pom had decided to spend a few days finding answers to his
  questions before writing the story, he would be working on a
  personal story with higher chances for scoring a scoop. He
  would still file a story about the arrest of the burglar, but it would
  have no chance ofbeing a scoop unless Rippom included all his
  unanswered questions. This could be risky, because it would
  tip off all the other reporters in town as well as the burglar, the
  police and everyone else that he would be investigating the
  matter.
  The game judge makes the final decision about what category a
  story belongs in and what its chances are for being a scoop. The
  game judge may rule that a story has no chance to be a scoop if,
  in his opinion, the reporter did not include any information
  beyond what could be found by a casual observer.
  False Stories. Reporters sometimes make mistakes. They may
  be misled by others, they may misinterpret what others tell
  them or they may be tempted to lie or make up a few facts to
  score a scoop or make a story more interesting. The game judge
  should use the following procedure whenever a reporter files a
  story containing false information for any reason.
  WITH THIS Ktnt>
  OP IHKi, I
  1. The judge determines if the reporter's newspaper finds out
  about the false information. If the information is of vital
  concern to a person, corporation or the city government, there
  is a 100% chance that the concerned people will call the
  newspaper to complain. If the information is not very impor-
  tant, there is a 50% chance that a complaint will be called in to
  the newspaper.
  2. If a complaint is called in, the following things will happen:
  a. The PC will get a severe reprimand from his boss;
  b. If the information was completely false and made up by the
  reporter, the reporter will be fired;
  c. If the information was used to severely criticize someone,
  there is a 50% chance the individual will sue for libel. See
  Civil Suits in PART 9.
  Reporters' Experience Points. Reporters gain experience
  points as shown on the NEWSPAPER REPORTER X.P.s table.
  Action
  NEWSPAPER REPORTER X.P.s
  X.P.s Earned*
  Scooping the competition
  Providing information that leads
  to the arrest and conviction of
  any criminal
  Providing information leading
  to the arrest and conviction of
  any politician
  3,400 at first level;
  5,000 at second level
  or above
  2,500 x level of
  criminal, plus points
  for scoop, if any
  5,000 x level of
  politician, plus points
  for scoop, if any
  * Reporters who take photographs to go along with their
  scoops add 10% to X.P.s earned for each scoop.
  
  CAREERS IN CRIME
  Any character can pursue a career in crime. This section of the
  rules concerns characters who earn their livings through crime.
  It does not cover characters with other careers who happen to
  run afoul of the law.
  Criminals can work as independents, as members or leaders of
  a gang, or as members or leaders of an organized crime
  syndicate.
  Independent Criminals
  Independent criminals usually work alone, committing crimes
  without help from other criminals. They may have contacts
  with gangs or syndicates, but are not members of a gang or
  syndicate.
  First Level Criminals. All first level criminals begin a cam-
  paign game as independent criminals. They can try to join a
  gang or a syndicate only after committing at least one major
  crime.
  Specialists. Specialists are experienced independent criminals
  who commit only a few types of crimes. They usually have high
  scores in the skills needed for their specialty. Typical special-
  ists are safecrackers, pickpockets, forgers and counterfeiters.
  An independent criminal can become a specialist during the
  game by concentrating on one type of crime and learning the
  special skills needed for it.
  FINDING JOBS. Specialists above first level will automatically
  be offered jobs by other criminals or persons in need of their
  services. A specialist has a 10% chance per level per week of
  being offered employment Thus a fifth level specialist has a
  50% chance per week of being offered some type of job.
  FEES. The fee charged by a specialist must be negotiated for
  each new job, and varies with the skill of the specialist and the
  danger involved. The fee may be either a set amount of money or
  a percent of the profit from the job.
  Gangs
  A gang is a group of criminals who work together committing
  crimes and who move around frequently from city to city or
  state to state. These criminal gangs should not be confused with
  street gangs, groups of toughs who try to control an area within
  a city. The gangs headed by John Dillinger and Ma Barker are
  typical examples of the gangs covered by these rules. These
  gangs roamed the Midwest in the 1930s, terrorizing the citi-
  zens, especially the bankers, of the states they visited.
  Joining A Gang. Any criminal who has committed at least one
  successful crime can try to join a gang. There is a 10% chance
  per week per level of the criminal that the character will meet a
  gang member. In order to join the gang, the gang leader must
  react favorably to the character. If the gang leader is an NPC, the
  NPC reaction rules in PART 7 should be used to determine his
  reaction.
  Forming A Gang. Independent player character criminals can
  decide to cooperate and form a gang at any time.
  Independent PC criminals who have reached third level or
  higher will attract first level NPC criminals who want to join up
  with them. There is a 10% chance per week per level of the PC
  criminal that a first level NPC criminal will ask to join the PC
  criminal's gang. If there is more than one PC criminal in the
  gang, only the gangleader can attract NPC criminals this way.
  The game judge must create these NPC criminals.
  Organized Crime Syndicates
  An organized crime syndicate is a group of criminals who work
  together to commit crimes and who usually limit their activities
  to one city or even one area within a city. This definition covers
  everything from groups which are little more than organized
  theft rings to groups which are commonly thought of as gangs-
  ters and often referred to loosely as "the Mafia," "the syndicate"
  or "the mob." The definition is intentionally broad, to reflect the
  fact that modern criminal organizations evolved gradually dur-
  ing the 1920s from less sophisticated groups of street toughs
  and petty criminals.
  Joining An Organized Crime Syndicate. In order to join an
  organized crime syndicate, a PC must meet and get a favorable
  reaction from another character (PC or NPC) who is already a
  member of the group. Such meetings are left to the discretion of
  the game judge. If the gangster is an NPC, use the NPC reaction
  system described in PART 7. No character can join an organ-
  ized crime syndicate until he has successfully committed at
  least one major crime as an independent. (The judge may decide
  to let PCs join a syndicate without having committed a crime, if
  it would benefit the campaign.)
  Characters who join an organized crime syndicate may be given
  a specific job with a set salary or they may be assigned to
  various jobs and paid a percent of the profits from each. The
  precise arrangements must be negotiated in either case.
  Forming An Organized Crime Syndicate. PCs who have
  reached third level or higher and are attracting NPC criminals
  (described under Forming A Gang) may decide to have their
  gang settle in a city and thus become an organized crime syndi-
  cate. Newly formed syndicates should realize that any syndi-
  cates already established in the area will not welcome them, and
  will in fact fight to defend their territory.
  Syndicate Organization. There is no set organization or struc-
  ture for all crime syndicates, nor is there any set pattern to their
  activities. Some organized crime syndicates try to control only
  one type of criminal activity in one section of a city; others try to
  control all criminal activity in an entire city. The following
  characteristics, however, were common among many historical
  organized crime syndicates. Players and judges may wish to
  incorporate them into the syndicates in their campaign.
  INSULATION OF TOP BOSSES. The top boss or bosses in an
  organized crime syndicate seldom take part in illegal activities
  themselves, especially once they become wealthy enough to
  hire other people to do their dirty work for them. Orders from top
  bosses typically are passed through several subordinates before
  reaching the characters who actually carry out those orders.
  This makes it difficult to trace a crime all the way back to a top
  boss.
  USE OF LEGITIMATE FRONTS. Organized crime syndicates
  often gain control oflegitimate businesses, which are then used
  as fronts or covers for illegal activities. Money earned through
  illegal activities can be funneled through these legitimate busi-
  nesses and, with sufficient accounting skill, made to look like
  legal profit
  USE OF FAMILY MEMBERS. Some organized crime syndi-
  cates, especially the type often portrayed in movies, are organ-
  ized and run by families. Many of the members of the syndicate
  are related to one another, with the top boss being the head of
  the major family in the syndicate.
  
  SEMI-INDEPENDENT OPERATIONS. Some operations are
  not directly controlled by the organized crime syndicate, but are
  financed by the syndicate in exchange for a percentage of the
  profits. An example would be a gambling or loan sharking opera-
  tion "given" to a new son-in-law in the family.
  PENETRATION OF GOVERNMENT. Organized crime syndi-
  cates cannot exist for long without the silent cooperation of at
  least some politicians, policemen and judges. Syndicates typi-
  cally have several persons from each of these professions on
  their payroll. In some cases, syndicate members were actually
  elected to office and served on important boards, commissions
  and agencies.
  Criminal Experience Points
  Criminals earn experience points solely by making money.
  Players and judges must be very careful to award experience
  points to criminals only for profits, not for gross income. They
  must also be careful not to award experience points more than
  once for the same money.
  EXAMPLE: First level criminal Willy Johnson sticks up some
  small businesses and puts together the sum of $3,600. Accord-
  ing to the CRIMINAL X.P.s TABLE below, he has earned 360
  X.P.s. Willy takes his $3,600 and buys 100 cases of liquor for
  $36 each. He sells those cases for 875 each, a total of $7,500.
  Willy does not get another 750 X.P.s; that would be counting the
  same money twice toward experience. Instead, Willy gets 7,500
  minus 3,600 = 3,900; 3,900 / 10 = 390 more experience points.
  CRIMINAL X.P.s
  Level Of Criminal 
  X.P.s Earned
  1 - 3
  4 - 7
  8 - 9
  above 9
  1X.P. per $10 profit
  1X.P. per $100 profit
  1X.P. per $1,000 profit
  1X.P. per $10,000 profit
  Experience for Syndicate Businesses. PC criminals who run
  an operation for a syndicate earn X.P.s for a percentage of the
  profit from the operation and not for the money the syndicate
  pays them. The judge can award experience points for 10% to
  50% of the operation's profits, depending on the PC's level and
  the amount of money and risk involved.
  Experience for Stolen Items. If a criminal steals an item and
  uses it to commit another crime, the judge may award X.P.s for
  the item even though the criminal did not earn any money
  directly by stealing it. For example, if a criminal steals a truck
  and then uses it to deliver bootleg alcohol to speakeasies, the
  judge may awardX.P.s for the truck the same as if the character
  had sold it to a fence (see Fencing Goods).
  CRIMES COMMITTED BY INDEPENDENTS AND GANGS
  This section describes crimes usually committed by independ-
  ent criminals or gangs. PC independents and gangs are not
  limited to these crimes; they are given only as examples.
  Armed Robbery
  Armed robbery is stealing something from someone or some
  place (such as a bank) while using a gun or other weapon to
  threaten the victims of the robbery.
  Value Of Loot. The amount of cash stolen from abusiness cash
  register or safe during an armed robbery can be determined by
  consulting the ARMED ROBBERY TABLE.
  ARMED ROBBERY TABLE
  Type Of Business
  Cash Registers
  or Teller Windows,
  per register or window
  Safe
  Average store
  or handbook
  (see Bookmaking)
  Large store
  or speakeasy
  Luxury store
  Bookie parlor or
  small bank*
  Medium bank*
  Large bank*
  Super bank*
  Other businesses
  Mail truck**
  IdlOx $10
  IdlOx $20
  Idl0x$100
  IdlOx $1,000
  IdlOx $100 
  IdlOx $1,000
  Idl0x$150 
  IdlOx $1,500
  IdlOx $250
  IdlOx $1,000
  IdlO x $1,000
  Percentile dice
  x$l
  Number of bags
  =ld!0x20
  IdlO x $2,500
  Percentile dice
  x $1,000
  Percentile dice
  x $3,000
  IdlOx$100
  IdlO x $1,500
  per bag
  * Banks are rated for size by the number of teller windows they
  have; 1-10 tellers is a small bank, 11-15 is a medium bank,
  16-25 is a large bank and over 25 is a super bank.
  ** Applies to mail trucks going to or leaving from a post office in
  a major city.
  All cash registers will be empty at night. There is also a chance a
  cash register or teller window has just been emptied, and con-
  tains only 10% of the listed cash. This is left for the judge to
  decide.
  Burglary
  Burglary is the act of breaking into and entering a home or
  business and stealing something from it.
  Value Of Loot. The value of goods stolen from a home or
  business can be found by rolling IdlO and consulting the
  STOLEN GOODS TABLE.
  STOLEN GOODS
  Goods Stolen From
  Multiply Roll of IdlO by
  Working class home
  Middle class home
  Upper class home
  Average retail business
  Luxury retail business
  (fur shop, jewelry store, etc.)
  $10
  $30
  $100
  $500
  $1,000 (or more at
  judge's discretion)
  The campaign judge uses this table only when the value of the
  stolen goods is notknown. If a more precise value forthe stolen
  37
  
  goods becomes available during the game, then that value
  should be used.
  The values on the table are actual retail values of the stolen
  goods. In order to receive money for stolen goods, thieves must
  sell them to a specialist known as a fence (see Fences, below). A
  fence will pay no more than one-third of the retail value of the
  goods and usually far less than that. The amount the fence will
  pay is left to the discretion of the judge. Ten percent of the retail
  value is suggested.
  EXAMPLE: Two criminals randomly pick a home in an upper
  class neighborhood to burglarize. They break in when no one is
  home and randomly grab anything they can carry easily. Using
  the STOLEN GOODS TABLE, the game judge rolls IdlO and
  gets a result of 5, determining that the value of the stolen goods
  is about 8500 (5 x 8100). The criminals will be able to sell the
  stolen items to a fence for 8166 at most
  EXAMPLE: The same two criminals notice a man buying a
  85,000 diamond necklace in a jewelry store. They follow him
  home, break in and steal the diamond. The diamond is known to
  be worth 85,000, so there is no need to consult the STOLEN
  GOODS TABLE. The burglars will be able to fence this necklace
  for no more than 81,600, and probably will get only 8500 for it.
  Both burglars and armed robbers can try to get into safes. Use
  the ARMED ROBBERY TABLE whenever a safe is robbed.
  Loot taken in other types of robberies and burglaries can be
  determined by the game judge, using the amounts shown on the
  ARMED ROBBERY and STOLEN GOODS tables as guidelines.
  Fencing Goods
  A fence is a specialist who buys stolen goods from criminals
  and resells them to people who do not mind buying stolen
  goods, or to people who do not know the goods are stolen.
  Fencing common merchandise usually is not difficult; some-
  times fences can be found in pawn shops or stores that sell used
  merchandise, with the store serving as a legitimate front for
  fencing activities. Fencing special items, such as stolen jewelry,
  artworks, large gems, etc., is more difficult. The fence musthave
  extensive underworld contacts, which can only be developed
  over a long period of time.
  A PC who becomes a fence with a legitimate front can earn
  about 850 per week through his legitimate business. Earnings
  from fencing stolen goods must be kept track of separately. The
  retail value of stolen goods brought to a PC fence each week will
  be 8500 x the level of the fence. PC fences who have developed
  extensive contacts for handling special items will be offered
  goods with a retail value equal to 82,500 x the level of the fence
  each week. The PC fence can negotiate a purchase price for the
  goods with the criminals who bring them in. The goods can be
  resold for any price up to their retail value, subject to the judge's
  discretion.
  Players should remember that known fences are watched al-
  most constantly by the police.
  Murder
  Most murders committed by independent criminals and gangs
  occur during another crime and are neither intentional nor
  pre-planned. However, some independent criminals specialize
  in murder for money. These professional "hit men" are some-
  times hired semi-permanently by organized crime syndicates.
  Fees. The fee charged by a hit man depends on both his level
  and the victim's level. Multiply the base fee for the victim's level
  by the level of the hit man to find the final cost
  Victim's Level
  01
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1 1 or higher
  Base Fee
  8100
  8200
  8300
  8600
  81200
  82000
  83000
  84000
  85000
  87000
  89000
  810,000 and up
  Success. PCs who commit a murder for money must play out
  the murder in the normal course of play. When NPCs are hired
  to commit a murder, the game judge must determine two things:
  1. Whether the murder attempt is successful;
  2. Whether the hit man leaves behind any evidence that could
  link the person who hired him to the murder (or, if caught,
  whether he gives any information to the police).
  To determine these things, the judge must calculate the hit
  man's chance for success. An NPC murder attempt has a 50%
  chance to succeed. This chance is increased by 10% x the hit
  man's level, and decreased by 10% x the victim's level. Thus a
  fifth level NPC hit man has a 10% chance to kill a ninth level
  victim.
  After calculating the chance of success, the judge rolls percen-
  tile dice twice. The first roll determines whether the victim was
  killed. The second roll determines whether evidence was found
  linking the PC who hired the hit man to the crime. A dice roll
  less than or equal to the hit man's chance for success means he
  killed the victim (first check) or avoided tipping off the police
  (second check).
  Bootlegging
  It is difficult for independent criminals or gangs to make much
  money in bootlegging; most bootlegging is controlled by crime
  syndicates. However, independents and gangs can get small
  amounts of bootleg alcohol by
  1. Hijacking trucks belonging to a syndicate;
  2. Robbing a federal warehouse where confiscated alcohol is
  stored;
  3. Finding caches of alcohol owned by bootleggers, stealing the
  alcohol and reselling it;
  4. Any other way the independent or gang can think of.
  The resale prices for bootleg alcohol are given in the sections on
  bootlegging by organized crime syndicates, below.
  PettyCrime
  Petty crime includes mugging, pickpocketing and other crimes
  against individuals. The amount of money made from petty
  crimes is left to the judge's discretion. As a general rule, people
  of lower or middle class will rarely carry more than 810 at one
  time.
  
  CRIMES COMMITTED BY
  ORGANIZED CRIME SYNDICATES
  This section provides details and guidelines on some of the
  crimes usually committed by organized crime syndicates. Syn-
  dicates are not limited to these crimes; they are given as exam-
  ples only.
  Bootlegging
  Bootlegging is a general term referring to the manufacture,
  transport and sale of alcoholic beverages in violation of the
  National Prohibition Act and numerous other state and local
  laws. The National Prohibition Act took effect Jan. 16, 1920,
  and was in effect until December 5, 1933. During this period,
  bootlegging was by far the most profitable syndicate crime. PCs
  who bootleg must keep careful records of their purchases, pro-
  duction and sales.
  Obtaining Bootleg Liquor and Beer. Criminals can obtain
  bootleg beer and liquor, referred to simply as bootleg or bootleg
  booze, in three ways:
  1. Buy itfrom Canadian, Caribbean or European manufacturers;
  2. Steal it from legal manufacturers, government warehouses or
  other criminals;
  3. Manufacture it themselves.
  BUYING BOOTLEG. Genuine hard liquor, referred to as "the
  real stuff," can be bought from Canadian, Caribbean and Euro-
  pean brewers at an average price of 836 for a case of 12 bottles.
  Beer can be bought for 83 per barrel. PC criminals must make
  their own contacts with manufacturers, and must make their
  own arrangements for smuggling the bootleg into the country.
  Historically, a tremendous amount of bootleg was smuggled
  across the Canadian border, and ships carrying bootleg cargoes
  from Europe crowded the waters along the Atlantic coast
  PCsmayalso buy bootleg from other criminals. The price must
  be negotiated with those criminals, whether PC or NPC.
  STEALING BOOTLEG. Under the prohibition law, a few dis-
  tillers were allowed to produce limited amounts of liquor for
  medicinal purposes, and large amounts of pure alcohol for in-
  dustry. This liquor and alcohol was stored in warehouses under
  the supervision of the Bureau of Prohibition. A large amount of
  bootleg was stolen from these warehouses in the early years of
  prohibition. Such warehouses should contain IdlO x 1,000
  cases of hard liquor. It is up to the PCs to discover the location
  of such warehouses.
  Government warehouses were established at the beginning of
  prohibition to house huge amounts of confiscated liquor pro-
  duced by legitimate manufacturers before the National Prohibi-
  tion Act took effect. Almost every city with a population of
  1,000,000 or more had at least one of these warehouses, under
  the supervision of the Bureau of Prohibition. By 1925, these
  warehouses had been consolidated into only seven or eight
  locations, due to the large amount of liquor being stolen from
  them. Should PCs locate such a warehouse, it will contain at
  least IdlO x 1,000 cases of hard liquor.
  Bootleggers in the 1920s also faced the constant problem of
  having their shipments and truck convoys of bootleg stolen or
  destroyed by other criminals. It is up to the PCs to figure out
  where rival syndicates are storing their bootleg booze and when
  they are shipping it
  MANUFACTURING BOOTLEG. Criminals can set up stills to
  produce pure alcohol and breweries to produce beer.
  A still can be set up in about one week for 8500. It requires an
  area equal to eight squares on a 15' scale map. The still requires
  a crew of four workers who must tend it about eight hours per
  day. Such workers are normally paid 810 to 815 per day. A still
  this size will produce 100 gallons of alcohol per day, or 700
  gallons per week. The alcohol can be made from grain, potatoes,
  corn, grapes or almost any other plant. This material will not
  cost more than 810 per week, but still operators must make
  arrangements to purchase it and get it to the still. The alcohol
  produced can be used to make imitations of legitimately made
  liquor or to cut legitimately made liquor (see Cutting Liquor,
  below).
  A brewery can be set up for 81,000. It takes nine squares on a
  15' scale map, and a crew of four men. These men must be
  present only one hour per day, but are paid810to815per day. A
  brewery will produce 100 barrels of beer per day. A brewery
  requires 70 cents worth of grain per barrel of beer produced, or
  8490 worth of raw material per week.
  Cutting Liquor. Bootleggers commonly "cut" legitimately pro-
  duced hard liquor with pure grain alcohol and other ingredients
  to add color and flavor. One case of the "real stuff' could be cut
  and diluted into three cases. PCs who choose to cut their "real
  stuff' will need nine gallons of still-produced alcohol per case of
  "real stuff." They must also arrange to get bottles and forged
  labels. These will cost 1% to 2% of the resale value of the
  alcohol.
  Selling Bootleg Liquor And Beer. Bootleg booze can be sold
  to private citizens, to speakeasy owners, to the public through
  speakeasies and to other criminal syndicates. Sales to the gen-
  eral public through speakeasies are covered in a separate sec-
  tion. Sales to other criminals must be negotiated with those
  criminals. The remainder of this section covers building a boot-
  leg business with speakeasy owners and private citizens.
  FIRST LEVEL BOOTLEGGERS. First level bootleggers must
  build their own list of clients through the normal play of the
  game. This means they must visit speakeasy owners and
  wealthy private citizens and try to sell them their wares. Local
  ward bosses can be a valuable source of information concerning
  possible customers, especially if a nice "political contribution"
  is dropped in their hands.
  HIGHER LEVEL BOOTLEGGERS. Bootleggers of second lev-
  el or higher can hire two salesmen per level to handle extra
  customers. These salesmen maybe NPCs or PCs. Their wages
  must be negotiated. If there is a gang war for control of the
  bootleg business in certain areas of town, salesmen will want
  significantly higher salaries than normal.
  Each salesman must specialize in serving either private citi-
  zens or speakeasies. A salesman serving speaks will obtain a
  number of speakeasy customers equal to his Presence score. A
  salesman serving private citizens will obtain a number of cus-
  tomers equal to his Presence score x 10.
  AMOUNTS SOLD. The volume and dollar amount of bootleg
  sales are determined each week by the bootlegger PC using the
  following procedure:
  1. Roll percentile dice and consult the TYPE OF WEEK TABLE
  to determine whether this was a good, average or poor week
  for business.
  2. Check the BOOTLEG SALES TABLE to determine the
  number of barrels of beer and cases of liquor sold to speak-
  easy customers. Multiply the amounts shown by the number
  of speak customers to get the total sales.
  3. Check the BOOTLEG SALES TABLE to determine the
  39
  
  number of barrels of beer and cases of liquor sold to private
  citizens. The amounts shown on the table are sales per 10
  customers. To find the total sales to private citizens, divide
  the number of private citizen customers by 10, dropping any
  fractions. Multiply the result by the amount shown on the
  table.
  TYPE OF WEEK TABLE
  Dice Roll____Type of Week
  10 - 20
  30 - 80
  90 - 00
  Good
  Average
  Poor
  BOOTLEG SALES TABLE
  Type of
  Customer
  Speakeasy
  (Per Speak)
  Citizen
  (Per 10)
  Type of Week
  Good 
  Average
  24 B; 20 C
  (82,930)
  1B;4C
  (8350)
  20 B; 16 C
  (82,300)
  3C
  (8225)
  Poor
  12B;12C
  (81,560)
  2C
  (8150)
  Bootleg Price Summary. The BOOTLEG PRICES TABLE is a
  general reference to determine the going price for bootleg when-
  ever sales are being negotiated or local prices are fluctuating.
  The table shows the average prices that were used to set up the
  BOOTLEG SALES, SPEAKEASY SALES and SPEAKEASY
  INCOME table.
  BOOTLEG PRICES TABLE
  _____________Liquor (Case) Beer (Barrel) Homebrew*
  Wholesale from 
  836 
  83
  foreign manufacturer
  Retail as sold to 
  875 
  855
  speaks, citizens
  and other criminals
  NA
  84/gallon
  or
  875/case**
  B=Barrels of Beer; C=Cases of Liquor
  Notes:
  "Homebrew is grain alcohol made in stills, as described under
  MANUFACTURING BOOTLEG.
  ** Homebrew may be sold as pure grain alcohol for 84/gallon. In
  this form, it is often used to cut "real stuff' as described under
  Cutting Liquor. When homebrew is mixed with flavoring and
  coloring chemicals and bottled and labeled, it can be passed off
  as "real stuff' for 875 per case.
  The profits on the BOOTLEG SALES TABLE are gross in-
  come. Players must subtract the cost of manufacturing or buy-
  ing the bootleg, the cost of shipping, salesmen's salaries and
  payoffs to police.
  Example: Eighth level bootlegger Al Tolino has 16 salesmen
  working for him, producing a total of 140 customers per week.
  Eighty of these customers are speakeasies; 60 of them are
  wealthy individuals. At the beginning of the game week, Tolino
  rolls percentile dice to determine the type ofbusiness week. He
  rolls a 64. Checking the TYPE OF WEEK TABLE, Tolino sees
  this will be an average week. Next, Tolino checks the BOOT-
  LEG SALES TABLE. He sees that in an average week, each of
  his speak customers will buy 20 barrels of beer and 16 cases of
  liquor for a total of 82,300. He multiplies all the figures by 80,
  the number of speaks he serves. The results indicate sales of
  1,600 barrels of beer and 1,280 cases of liquor for a total of
  8184,000. Tolino checks the table again and sees thatfor every
  10 private customers he will sell three cases of liquor for a total
  of 8225. Tolino has 60 private customers. Dividing 60 by 10, he
  gets six. He multiplies three cases and 8225 by six. The result
  is sales of 18 cases for 81,350. Adding all the figures together,
  Tolino sees that his total sales for the week are: 1,600 barrels of
  beer and 1,298 cases of liquor for a total of 8185,350.
  Competition. The above example shows why competition
  among criminals for control of the bootleg market was fierce and
  bloody. In the game, PCs and the judge must assume that any
  bootleggers selling to speaks, and most bootleggers selling to
  private citizens, are invading some other bootlegger's territory.
  The speaks and citizens who are buying from PCs in a game
  were buying from someone else before, and that someone else is
  going to be unhappy about losing a very lucrative business. It is
  worth noting, for example, that Chicago gangsters warring for
  control of bootleg markets managed to kill about 215 rival
  gangsters between September 1923 and October 1926!
  Just how often there will be trouble with rival syndicates, and
  the nature of that trouble, is left to the discretion of the cam-
  paign judge. PC bootleggers should be warned, however, to
  expect a lot of trouble a lot of the time.
  Other Forms Of Bootlegging. The bootlegging methods de-
  scribed above are just a few of those actually used in the 1920s.
  This rule book is too small to describe all the bootleggers' tricks,
  but a few more will be mentioned so judges and players can use
  them if they want
  NEEDLE BEER. Under the National Prohibition Act, it was
  legal to produce a distasteful product called "near beer" which
  contained only one-half of 1% alcohol. In order to make near
  beer, however, a brewer had to make real beer first, then extract
  the excess alcohol. There was a ready market for this excess
  alcohol, especially among criminals who would buy both the
  alcohol and the beer, then shoot the alcohol back into the
  bottled beer with needles.
  NEIGHBORHOOD DISTILLERS. Mobsters in several cities
  paid ghetto residents to set up stills and cook alcohol in their
  homes. The gangsters collected the alcohol each week. A home
  still could turn out 350 gallons of raw alcohol per week The
  residents usually were paid 815 per week per family for their
  efforts.
  TAKEOVER OF LEGITIMATE BREWERIES. When prohibi-
  tion came into effect, some legitimate brewers struck deals with
  gangsters whereby the brewers would supply the equipment,
  capital and brewing skill while the gangsters handled political
  protection, legal problems and sales and distribution. Gangs-
  ters acquired many formerly legitimate brewing companies this
  way.
  
  Speakeasies
  Speakeasies are illegal bars operated in violation of the National
  Prohibition Act and numerous other state and local laws. When
  the National Prohibition Act went into effect, speakeasies
  sprang up like mushrooms in every large city in the country.
  The name "speakeasy" refers to the fact that a person needed to
  know a password or have a membership card to get into many
  speaks. Owners took this precaution to prevent undercover
  federal agents from getting inside.
  Types of Speakeasies. For game purposes there are three types
  of speakeasies:
  1. Dives are very cheap, shabby, somewhat rough places that
  cater to a lower class of client;
  2. Taverns are average bars that cater to all classes;
  3. Nightclubs are high class bars that cater to wealthy clients.
  They furnish a band and perhaps a floor show in addition to
  serving drinks.
  Ownership Of Speakeasies. Some speaks are owned by inde-
  pendent operators who buy their beer and liquor from organized
  crime syndicates. Other speaks are owned by syndicate bosses.
  Independent owners operate under the continual threat that
  organized crime syndicates will try to take over their business.
  Ownership often is shared, with the independent operator serv-
  ing as a manager for a syndicate partner who takes a large cut of
  the profit in exchange for liquor and protection from both the
  law and other syndicates.
  Space Requirements. Space requirements for speaks are given
  in numbers of squares on a 15-foot scale map. Remember that
  one square on a 15-foot scale map equals nine squares on a
  5-foot scale map.
  SEATING CAPACITY. Speaks can provide seating for 20 cus-
  tomers in one 15-foot map square. One such square is consi-
  dered the basic unit of seating capacity. The maximum seating
  capacity for any speak in the game is 20 units (400 customers).
  OTHER REQUIREMENTS. In addition to seating, a speak
  must provide space for the following additional areas:
  1. All speakeasies must provide at least one square for an office
  or manager's back room, and at least one square for storage;
  2. Nightclubs must provide at least one square for a bandstand,
  at least two squares for a dance floor and at least two squares
  for performers' dressing rooms and lounges.
  Speakeasy Profits. Speakeasy owners calculate their profits
  each week by rolling on the TYPE OF WEEK TABLE and then
  checking the SPEAKEASY PROFITS TABLE.
  MODIFYING PROFITS. The SPEAKEASY PROFITS TABLE
  shows profits after deducting liquor costs, rent, wages, payoffs
  to law enforcement officers and miscellaneous expenses. The
  profits shown are based on the assumption that the speak
  owner is paying a minimum of 8300 per week to local cops,
  politicians and prohibition agents, and that the owner is paying
  a manager 8150 per week to run the speak for him. If the cost of
  buying off the law goes up, the profits should be reduced accord-
  ingly. Similarly, an ownerwho acts as his own manager can add
  8150 per week to the profits shown.
  The Numbers Game
  The numbers game is a form of illegal gambling that has netted
  huge profits for organized crime syndicates since it started in
  the late 1800s.
  How The Numbers Game Works. The numbers game appeals
  mainly to small wage earners who see it as a chance to make an
  enormous profit on a small wager. The person playing bets a
  small amount, usually less than 50 cents, that a certain three-
  digit number will be picked in some type of lottery. If the bettor's
  guess is correct he can win up to 600 times the amount bet
  SPEAKEASY PROFITS TABLE
  Dive
  8 Income
  Tavern
  8 Income
  Nightclub
  8Income
  Seating
  Units
  1
  2
  Good
  -205
  265
  Avg.
  -340
  -5
  Poor
  -475
  -275
  4
  5
  6
  7
  8
  PK
  10
  11
  iS'i^ijjyss
  ' '• '• '.l&iSS
  13
  14
  15
  16
  17
  18
  19
  20
  1,205
  1,550
  2,020
  2,490
  2,960
  3,675
  4,145
  5,085
  5,555
  6,370
  6,840
  .:*»•**:*»!
  7,780
  8,025
  665
  875
  1,210
  1,545
  1,880
  2,325
  2,660
  3,330
  3,665
  4,210
  4,545
  5,215
  5,325
  125
  200
  400;
  600
  800
  1,100
  1,175
  srtPiW
  fcjSMS::
  1,575
  1,775
  2,050
  a.aso
  2,450
  2,650
  2,625
  Seating
  Units
  1
  2
  Good
  -30
  615
  Avg.
  -260
  155
  Poor
  -435
  -195
  4
  5
  "-•r
  7
  8
  HSSS^jp.J::
  10
  11.
  '•: :•:#•:**":•:
  :tt:l*3gK:
  ¥:¥.*• **•:
  13
  14::iii
  16
  17
  !f§V::
  19
  20
  1,905
  2,425
  3,070
  3,715
  4,360
  5,425
  6,070
  7,360
  8,005
  9,170
  9,815
  11,105
  11,525
  985
  1,275
  1,690
  2,105
  2,520
  3,125
  3,540
  4,370
  4,785
  5,490
  5,905
  6,735
  6,925
  285
  400
  880
  1,120
  1,375
  1,615
  2,095
  2,335
  2,690
  2,930
  :%*.<•
  '•mxtifm
  3,410
  3,425
  Seating
  Units 
  Good
  1 1,650
  _JL....A9Z§_.
  Avg.
  1,055
  2,785
  Poor
  385
  1,445
  4 
  8,625
  5 
  10,825
  7 
  15,475
  8 17,800
  10 
  22,225
  11 
  24,550
  13 
  29,200
  14 
  31,525
  16 se'oso'
  17 
  38,375
  19 
  43,025
  20 45,125
  6,245
  7,850
  11,310
  13,040
  16,275
  18,005
  21,465
  23,195
  26,530
  28,260
  31,720
  33,225
  3,565
  4,500
  6,620
  7,680
  9,575
  10,635
  12,755
  13,815
  4*,7|®
  15,810
  16,870
  18,990
  19,825
  
  The winning number is supposed to be picked randomly. It may
  be picked in a drawing, or it may be the last three digits of the
  U.S. Treasury balance for the day, or it maybe the sum of various
  odds at a given race track. All that is important is that the people
  making bets believe the operator of the numbers game cannot
  control the winning number.
  track and a member of the syndicate owns that race track, the
  odds can be manipulated to produce a winning number of the
  syndicate's choice. Syndicates that fix the numbers determine
  their weekly income by reading the Fixed column on the
  NUMBERS INCOME TABLE.
  In a fair game, the odds against picking the winning number are
  1,000 to 1. If the bettor wins, he is paid off at only 600 to 1, at
  most Thus, the person operating the numbers game will make
  40 cents on each 81 bet, on the average. If the operator of the
  numbers game can control the winning number, he can make
  even greater profits simply by picking the number with the
  fewest bets on it as the winner.
  How Criminals Organize The Numbers Game. The numbers
  game usually is set up in lower class neighborhoods with large
  ethnic minorities. In such neighborhoods, there may be as
  many as 1,000 people in a single block who play the numbers
  every day.
  The syndicate has a runner in each block. The runner is the
  person who contacts the bettors in the block, takes the bets and
  collects the money. The money is then turned over to a bag man.
  A bag man collects money from many runners and takes it to a
  central location, called a "bank." At the bank, the money is
  sorted and counted, and the amount that must go to the winners
  is set aside. The bag men then take the winnings back to the
  runners, who deliver it to the winners.
  Any numbers game set up by an organized crime syndicate in a
  GANGBUSTERS campaign must have one runner for every
  block and one bag man for every 10 blocks. A bank can handle
  any number ofbag men's deliveries. However, each bank should
  have at least two workers for each bag man delivering to it
  NUMBERS INCOME TABLE
  Modified
  Dice Roll
  1
  2
  3 
  'I:.
  4
  5
  6
  H-i-i-:
  -ffff.
  7
  8
  10
  11
  :;:&& ^mS&iS^H-i-!^ ; •--
   L ^ii&SS ! i ' : : ; '•'• ' :.::::::::¥:5;':
  13
  14
  '":':"""l6 '""
  17
  20
  »i"lii^§SS$|lih;;;!lS;it
  _......__,......_,_....._
  23
  Normal
  -8 22
  8 6
  8 62
  8 90
  "8148
  8174
  iMii'SSSi!1:::: . 
  f"'±'' "-''
  8314
  8398
  8426
  8566
  8594
  Fixed
  8 20
  8 90
  8 230
  8 300
  ::::>8" 
  440
  8 510
  ^ 650
  720
  ' 790 
  • 7':;§yi::;;>iSs;ii«
  8 860
  8 930
  81070
  81140
  81280 ••":""-"s"::--:;;;i:—— 
  "
  1350
  81490' •••^•"™~--" —
  81560
  Income From The Numbers Game. The weekly income from a
  numbers game can be determined by rolling 2dlO and consult-
  ing the NUMBERS INCOME TABLE. The amounts shown on
  the table are profits per block of territory in which the syndicate
  is running its game.
  MODIFIERS. The dice roll is modified as follows:
  1. For ethnic minority neighborhoods+3
  2. For lower class assimilated neighborhoods +1
  3. All other neighborhoods, except upper class -1
  The numbers game cannot be set up in an upper class
  neighborhood.
  LOSSES. If the roll to determine income from the numbers
  game is a 20 before the addition of any modifiers, a second roll of
  2dlO must be made. If this second roll is also a 20, the syndicate
  has lost that day. The amount of money lost is 8500 per block
  where the game is run. This loss must be paid from the syndi-
  cate's own funds. If the loss is not paid, the judge must deter-
  mine what will happen. At the very least, the syndicate's game
  will fall apart in neighborhoods where the loss was not paid.
  FIXED NUMBERS. It is sometimes possible for a syndicate to
  control the selection of the winning number. If, for example, the
  winning number is selected by totalling odds at a given race
  EXAMPLE: Al Tolino's mob has a numbers operation covering
  30 blocks in an ethnic minority neighborhood and 25 blocks in
  a lower class assimilated neighborhood. To determine the
  weekly income from the numbers game, Tolino rolls 2dlO. The
  result is 11. Tolino uses this number for both neighborhoods.
  First, Tolino finds the income from the 30 blocks in the ethnic
  minority neighborhood. He adds the +3 modi-
  fier for the neighborhood to 11, obtaining 14. Checking the
  NUMBERS INCOME TABLE, he sees that the income per
  block for this neighborhood is 8342. Multiplying this figure by
  the number of blocks, Tolino nets 810,260 (30 x 8342 =
  810,260). Next, Tolino finds the income from the 25 blocks in
  the assimilated neighborhood. In this neighborhood the modi-
  fier is +1, so the modified dice roll is 12. Again consulting the
  NUMBERS INCOME TABLE, Tolino sees that the income per
  block is 8286. Multiplying this figure by the number of blocks,
  Tolino rakes in 87,150 (25 x 8286 = 87,150) from this neigh-
  borhood. Thus Tolino's total income from his numbers game
  for this week is 810,260 + 87,150 = 817,410.
  Expenses. The expenses of operating a numbers game are
  figured into the profits on the NUMBERS INCOME TABLE, so
  PCs do not have to deduct any further expenses. The expenses
  assumed when setting up the table were a 30% total cut of the
  profits to runners, bag men and bankers, plus 850 per week per
  block to pay off local police.
  
  Starting A Numbers Game. A PC criminal can try to start his
  or her own numbers game. The criminal must have a starting
  bank of at least 8500 in cash per block, and must organize at
  least 10 blocks. The PC must recruit his or her own runners,
  bag men and bankers. The person in charge of each bank must
  have accounting or bookmaking skill.
  Competition. Just as there often is bloody competition for
  bootleg markets, there often is violent competition for control of
  numbers operations in profitable neighborhoods. The extent
  and violence of this competition is left to the discretion of the
  campaign judge.
  Bookmaking
  Bookmaking is a form of illegal gambling. Bookmakers take bets
  on the outcome of a variety of events, with horse races, boxing
  matches, ball games and other sports events being the most
  popular.
  An independent criminal with bookmaking skill can set up his
  or her own bookmaking operation, but most bookmaking opera-
  tions are set up as part of, or at least in partnership with, an
  organized syndicate.
  Requirements. A bookmaking operation requires the following:
  1. One character with bookmaking skill per ward in which the
  operation is being run;
  2. A central office, preferably with ample room for bettors to
  await the results of races and sporting events;
  3. At least 20 handbooks (see below) per level of the bookmaker;
  4. Access to the racing wires.
  Handbooks. A handbook is a place where a private citizen can
  make a bet. Many handbooks are legitimate businesses which
  take bets on the side. Each bookmaker must have at least 20
  such handbooks for each level he or she has attained. The
  bookmaker must keep a record of the name, address and contact
  person at each handbook. The handbook manager takes bets
  and either phones them in to the bookmaker or delivers them to
  a bag man sent by the bookmaker.
  Racing Wires. A racing wire is a special wire service that
  flashes the latest track results, track odds and other racing
  information to customers across the country. The racing wires
  themselves are a legitimate business. Control of the racing
  wires in a given city is a franchise that is purchased from the
  parent company. There is only one racing wire service per city,
  and only one franchise holder. Anyone can be connected to the
  racing wire by paying a fee to the franchise holder. This fee may
  be a fixed amount per week or, in the case of bookmakers, a
  percentage of their profits. PCs must negotiate their own deals
  with the franchise holder in their city. The fee should never be
  less than 5% of the bookmaking operation's weekly income.
  A franchise holder can sell the franchise, but probably would
  not unless he was under tremendous pressure.
  Limits On Bookmaking. An organized crime syndicate may
  have only one top bookmaker per ward. This means that the
  syndicate rolls only once per ward on the BOOKMAKING IN-
  COME TABLE.
  Income. Income from bookmaking is determined each game
  week by rolling percentile dice and consulting the BOOKMAK-
  ING INCOME TABLE. Cross index the result of the percentile
  dice roll with the skill score of the bookmaker in the ward being
  checked. The result is the profit made per level of the bookmaker.
  EXAMPLE: Al Tolino has a large bookmaking operation in the
  1st ward. It is headed by Joey "The Book" Tolino, Al's clever
  younger brother. To determine his income from bookmaking for
  a given week, Joey rolls percentile dice and gets a 55. Joey looks
  on the BOOKMAKING INCOME TABLE in the column
  headed "51 -60" and moves down to the row with his bookmak-
  ing skill score, which is 73. The number listed there is 81,400.
  Joey multiplies this number by his own level, which is four.
  Joey and Al's bookmaking operation has earned them a total of
  4 x 81,400 = 85,600 in the 1st Ward.
  Stings. A bookmaking operation has been stung whenever the
  dice roll used to determine weekly income is 01 or 02. If a
  syndicate has bookmaking operations in more than one ward,
  all of them suffer a sting if any one rolls 01 or 02. When a
  bookmaking operation is stung, it loses money. The amount
  lost is determined by rolling percentile dice and multiplying the
  result by 81,000.
  BOOKMAKING INCOME TABLE
  Dice Roll
  Skill
  Score
  26-30
  31-35
  liillilit!:'
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  76-80
  81-85
  86-90
  91-95
  96-00
  01-02
  S
  ...s...........
  lfckP:';lP-:::;
  '"~s"°"
   ::""
  ssss
  ''%^s$ff*K
  . . .„.
  ..S
  ' ' ! ! - ! • : . ' - 
  *?£ ::i::.:::S:£Si:i"
  Sss
  03-10
  0
  100
  300
  400
  500
  600
  700
  :
  :: 
  800
  900
  1,000
  y- :::tjlW'-::
  """"1,800
  1,300
  1,400
  11-20
  100
  JOO
  ii3Boo
  400
  500
  600
  700
  800
  :*:§1():;?
  1,000
  1,100
  •'"'i^OO^^i
  1,300
  1,400
  1,500
  21-30
  200
  300
  400
  500
  600
  700
  800
  900
  i?%t$Ws&
  1,100
  1,200
  vMJBOO-
  1,400
  1,500
  1,600
  31-40
  300
  400
  500
  600
  700
  800
  900
  1,000
  :':;;:f JR0
  1,200
  1,300
  1,400
  1,500
  1,600
  1,700
  41-50
  400
  500
  ./fcS^lll
  " 7 0 0
  800
  900
  1,000
  A ..«•;.> ".'
  lisoo
  1,400
  1,500
  1,600
  1,700
  1,800
  51-60
  500
  600
  s;k
   : ^iil©" '
  800
  900
  1,000
  1,100
  i .,_•"- /' .
  1^400
  1,500
  1,600
  1,700
  1,800
  1,900
  61-70
  600
  700
  "'Ss^SCilii"'
  900
  1,000
  1,100
  1.200
  -JV
  L500
  1,600
  1,700
  1,800
  1,900
  2,000
  71-80
  700
  800
  ^'•i:::^©;'
  1,000
  1,100
  W0®3
  1,300
  1,400
  liSTO
  L600
  1,700
  ly80Hl
  1,900
  2,000
  2,100
  81-90
  800
  900
  ilrlpil^*
  1,100
  1,200
  :: 
  :-:-::rl -rt A^i::::::-i:.-
  :
  ;::-:::-:-.-.-.-. iii^Jt^it/Ty
   :-:
  :ffiffi
  1,400
  1,500
  •::':i:%^0BS::::
  1,700
  1,800
  iiiiilSiipl
  2,000
  2,100
  'IsSM":.
  91-98
  900
  1,000
  1,200
  1,300
  ini^lliifl::'
  1,500
  1,600
  t;700
  1,800
  1,900
  iiiii^OB
  2,100"
  2,200
  t-.: iSWil
  99-00
  WF
  WF
  WfeifePfc v~
  """'WF'""""""
  WF
  ".'^ffiS:1'''^
  WF
  \\T
  WF 
  ..-
  WF
  WF
  WF
  WF
  :s;r:
  :lFiI:;i
  Notes:
  S means the operation has been stung.
  WF means the operation has had a windfall.
  Double the profits shown if the events have been fixed.
  
  EXAMPLE: Joe Tolino rolls for weekly income and gets a result
  of 02. Joey has taken a sting. He rolls percentile dice again and
  gets 74. Joey has lost 74 x 81,000 or 874,000.
  When a sting occurs, it is up to the campaign judge to tell the
  bookmaker who stung him and how it was done.
  EXAMPLE: To continue the example above, the judge might
  tell Joey that he took a bet for 81,480 on a horse that was a sure
  loser and gave the "sucker" making the bet odds of 50 to 1. The
  bettor then fixed the horse race so his horse won. If the judge
  decides to give Joey a chance to get his money back, he might
  simply tell Joey the name of the bettor. Joey will have to figure
  out how the bettor beat him, but Joey, Al and some of the boys
  will certainly be on hand to have a little chat with this bettor
  when he comes by to pick up his winnings.
  Windfalls. A bookmaking operation has a windfall (tremen-
  dous profit) whenever the dice roll to determine weekly income
  is 99 or 00. If a syndicate has bookmaking operations in more
  than one ward, all of them have a windfall if any one rolls 99 or
  00. The amount of money made in a windfall is determined by
  rolling percentile dice and multiplying the result by 81,000. It is
  up to the judge to tell the bookmaker what caused the windfall.
  EXAMPLE: Joey Tolino is rolling for weekly income and rolls a
  99, a windfall! He rolls percentile dice again and gets a 43. He
  multiplies this by 81,000 and gets a total of 843,000. The judge
  tells Joey that the heavily favored horse in a major race dropped
  out of the race (scratched) at the last minute.
  Fixing Events. A bookmaker can double his weekly income if
  his syndicate can fix the major sporting events of the week in
  their city. Fixing events must be done through the normal play
  of the game. The judge must use his discretion in this.
  Expenses. The expenses for bookmaking include
  1. Payoffs to handbooks for their services, usually 5% or 10% of
  the take;
  2. Payment to the wire services;
  3. Payoffs to local law enforcement officers.
  All of these expenses must be negotiated. In addition, syndi-
  cates must negotiate with bookmakers for their services.
  Competition And Dangers. Like other forms of criminal en-
  terprise, bookmaking can set off violent competition. However,
  bookmakers run an additional risk. Whenever violence breaks
  out between competing gangs and the local police are pressured
  into a temporary crackdown on vice and organized crime,
  bookmaking offices usually are among the first places to feel the
  results. Bookies often keep their records on chalkboards or light
  paper so they can be destroyed quickly during a raid by police or
  rival syndicates.
  Casinos
  The types of gambling houses called casinos varied so widely
  prior to the appearance of the modern Las Vegas-style luxury
  casino that it is not possible to give specific rules for casino
  operations. The campaign judge must use his discretion in
  determining the cost of setting up and operating a casino, and
  the profits generated. As a guideline, a high class casino cater-
  ing to the very wealthy would require at least twice as much
  space as a nightclub and could generate as much as IdlO x
  85,000 per week in profits.
  Slot Machines 
  • 
  .
  Slot machines are illegal in most states, but anyone willing to
  make enough payoffs can get them placed in speaks, cigar
  stores, candy stores and other businesses. The machine must
  be purchased from a manufacturer, and manufacturers usually
  will deal with only one syndicate in a territory ( a territory is the
  size of a major city). Prices for the machines and exclusive
  rights to place them in a territory are negotiable, but should not
  be less than 8500 per machine. Each slot machine placed will
  produce IdlO x 810 per week. PCs should simply roll IdlO,
  multiply the result by 810 and then by the number of machines
  in operation. Payoffs to local officials and law enforcement
  officers are higher than normal for slot machines, because of
  their high visibility.
  Loansharking
  Loansharking is loaning money at higher interest rates than
  those offered by legitimate loan sources and often higher than
  those allowed by law. Loansharks find customers in debt-
  ridden businessmen who cannot get bank loans and in gamblers
  who have suffered heavy losses.
  A loanshark's first loan to a customer usually is made at 10%
  interest, compounded weekly. The money is loaned for a short
  time, often only four wrecks. If the customer cannot repay the
  loan and the interest at the end of that time, he or she is forced to
  take a new loan to pay for the old loan. This new loan usually has
  a higher interest rate, sometimes 15% or 20%. This borrowing
  of money at higher and higher interest to pay off the original
  loan continues through two or three cycles. If die customer
  cannot repay the loanshark after the third loan is due, the loan is
  "enforced." Enforcement starts with verbal threats, followed by
  violence to the borrower, his business and/or his family.
  Setting Up A Loansharking Operation. PC criminals can set
  up a loansharking operation if they have a starting bank of
  8100,OOOormore.PCs who want to shark loans but who do not
  have such a bank can work for a higher level "banker." Making
  the contacts to get such a job is up to the PC.
  A PC who is sharking for a higher level banker normally pays
  that banker 5% interest per week on the money he is using.
  Interest rates may fluctuate at the discretion of the campaign
  judge.
  PC Sharks. A PC loanshark who works for a higher level banker
  will be able toloanoutld!0x81,000 per week. The initial loan
  should be at 10% interest for a period of four weeks. The
  amount the loanshark should collect at the end of those four
  weeks can be calculated from the LOAN SHARK TABLE. The
  table shows the amount owed on a 8100 loan at various times.
  LOAN SHARK TABLE
  Week
  5%
  10%
  15%
  20%
  50%
  1
  2
  4
  5
  6
  7
  8
  mm
  10
  105.00 110.00 115.00 120.00 150.00
  110.25 121.00 
  1' 
  '.00
  121.55 146.41 
  174.90
  127.63 161.05 201.14
  140.7'r 194 W ieaOO 358.3^ 1708.59
  147.75 214.36 305.90 429.98 2562.89
  207.36 506.25
  o H o oo 
  -?"O OQ
  162.89 
  259.37 
  404.56 
  619.17 5766.50
  EXAMPLE: Pete Di Luca is a small-time loanshark working for
  a higher level banker. In his first week in business, Pete rolls
  IdlO and gets a seven. Pete has loaned out 87,000. Fourweeks
  44
  
  later, Pete is ready to collect on those loans. Consulting the
  LOAN SHARK TABLE on the "10%" column and the "4
  weeks" row, Pete sees he should collect 8146.41 for every 8100
  loaned out Pete has loaned out 7,000 / 100 = 70 hundreds of
  dollars. He is due 70x^146.41 =810,248.70. He borrowed the
  87,000 from his banker at 5% interest, so he owes the banker
  8121.55 per 8100 he borrowed. This comes to a total of 70 x
  8121.55 = 88,508.50. Pete's netprofitis 810,248.70 - 88,508.50
  = 81,740.20.
  PC Bankers. A PC running a loanshark bank (minimum of
  8100,000 needed to start) will be able to loan out up to IdlO
  times 810,000 for every 8100,000 in his bank per week. The PC
  loans this money to lower level loan sharks at 5% interest
  compounded weekly, usually for four weeks.
  EXAMPLE: Al Tolino uses some ofhis earnings from gambling
  and bootlegging to run a loanshark bank. At the beginning of the
  week he has 8355,000 in the bank. Al can roll 3dlO to deter-
  mine how much he can loan out this week. He rolls a total of 17.
  Multiplying this by 810,000, Al sees that he can loan out up to
  8170,000 this week at 5% interest. After four weeks, those
  loans will come due. Consulting the loan shark table, Al sees
  that he should collect 1,700 x 8121.55 = 8206,635. This is a
  profit of 836,635 in four weeks. The week after loaning out the
  8170,000, Tolino's bank is temporarily reduced to 8185,000,
  so he can roll only IdlO to determine the amount he can loan
  out that week. Tolino could, of course, decide to put more
  money into the bank from his other sources of income.
  Bad Debts. Ten percent of all the money PC loansharks and
  bankers loan out will not be repaid. When weekly payments
  come due, the PC and the judge should determine 10% of the
  amount due. This amount is deducted from the PC's collections
  for the week. The judge should give the PC the name of the
  borrower or borrowers who owe him this money so the PC can
  try to enforce the loan. How the loan is enforced is up to the PC,
  provided the borrower can be found.
  EXAMPLE: When Al Tolino tries to collect the 8206,635 owed
  him in the previous example, he finds that he comes up
  820,663.50 short. The judge tells him this debt is owed by one
  of his loansharks. Al takes some of his boys to call on the
  loanshark and instruct him in the virtues of timely payment.
  The loanshark is not home, however, and Al learns later thathe
  bought a ticket on the train for Mexico City. Al probably will call
  up an "enforcer" friend ofhis in Texas.
  NPCs And Bad Debts. Most bad debts owed to PC loansharks
  and bankers will be owed by NPCs. Smart loansharks will take
  steps to prevent these NPCs from leaving town. If this is the
  case, most NPCs will try to raise the money owed in some way.
  If they cannot raise it legally, they probably will try something
  illegal. The judge can decide what they will do, based on the
  NPC's character.
  BUSINESS TAKEOVERS. When independent businessmen
  are unable to pay money they owe to loansharks, the loansharks
  will often take part ownership of the business instead of pay-
  ment. This is one of the means most frequently used by syndi-
  cates to take control of legitimate businesses. This option is
  open to PC loansharks and bankers.
  Racketeering
  Racketeering is using or threatening to use violence to extort
  money from legitimate businesses.
  The Protection Racket. The protection racket is the most
  basic form of racketeering. It is brutal, direct and often effective.
  The organized crime syndicate sends representatives to various
  businesses, usually in a specific territory. These representa-
  tives tell the owner of the business that he has two choices:
  1. He can pay the syndicate a specified amount of money per
  month for protection; or
  2. He can expect acts of violence which will harm his business,
  his health, his family and perhaps his life.
  The acts of violence help "persuade" the businessman that he
  should pay protection money to the syndicate, and serve as an
  example of what will happen to other businessmen if they
  refuse to pay.
  Union Racketeering. In the 1920s and 1930s, organized syn-
  dicates began infiltrating labor unions with three intentions:
  1. Controlling the unions made it easier to extort money from
  businesses. An employer who refused to pay the syndicate
  could have strikes and other labor problems;
  2. The unions themselves were a source of money that could be
  taken from workers directly through payroll deductions and
  indirectly by embezzling pension funds.
  3. By controlling the unions, the syndicate could sometimes
  force legitimate businessmen to trade only with other com-
  panies the syndicate controlled.
  INFILTRATING UNIONS. Syndicates were able to gain power
  in some unions, especially after 1929, because the unions were
  very poor. Unions need money to organize more workers, strike
  for recognition and other goals, and support political action.
  The syndicates were a source of large amounts of cash for the
  unions. In return for their money, the syndicate leaders were
  sometimes able to put their own people in powerful positions in
  the unions.
  PC ACTIVITIES. PC syndicate bosses in a GANGBUSTERS
  campaign may attempt union racketeering. The campaign judge
  must determine what unions are set up and their financial
  conditions. Some guidelines are given in PART 10.
  Income From Racketeering. Due to the wide variety of
  rackets, there are no complete guidelines for determining how
  much money a syndicate can make from racketeering. The
  income PCs earn from racketeering will depend on the type of
  businesses the PCs victimize and the judge's estimate of how
  much those businesses could afford to pay. For large scale
  rackets, profits running into millions of dollars per year are
  certainly realistic and possible.
  
  PART 7: DEALING WITH NPCS
  Most GANGBUSTERS campaign games will have three to ten
  players. Most campaigns are set in cities with populations of at
  least 500,000. It is obvious PCs will spend a lot of their time
  dealing with non-player characters (NPCs). The game judge
  plays the parts of all NPCs in the game.
  Quick NPC Creation
  No matter how well prepared the game judge is for an evening's
  play, there always will be times when he or she must create an
  NPC quickly. Two methods for doing this are suggested:
  1. In the appendices to this book is a list of typical NPCs the
  game judge can use as the situation demands. The judge
  should feel free to modify the scores given for these NPCs; it
  would be a strange city if all the bartenders or store clerks had
  identical abilities!
  2. If an NPC has only a minor role in the game, the judge can roll
  up scores for that NPC as they are needed.
  NPC Levels
  NPCs who are criminals, law enforcement officers, private in-
  vestigators or reporters should be given a level by the game
  judge when they are created. They may have any level the judge
  decides is reasonable for his or her campaign.
  NPCs who do not fall into one of the above classes usually are
  assumed to be first level for purposes of the game. However, a
  game judge may assign these NPCs higher levels as he sees fit.
  In general, the more important, wealthy or powerful an NPC is,
  the higher his or her level should be. An NPC's level determines
  how many experience points PCs get for arresting or convicting
  him or her; NPCs who are hard to capture or convict should
  have high level.
  Here are some guidelines for assigning levels to NPCs:
  NPC's Position
  Ward boss
  City councilman
  Mayor
  District attorney
  Judge
  Small business owner
  Wealthy businessman
  Lawyer
  Doctor
  Level
  1 - 5
  2 - 5
  4 - 6
  3 - 7
  4 - 8
  1 - 3
  4 - 10
  3 - 10
  3 - 10
  NPC Skills
  Most first level NPCs do not have any special skills. NPCs do
  not acquire skills unless the game judge decides to let them. If
  the game judge decides an NPC should have one or more skills,
  he may give whatever skills and skill scores he chooses to the
  NPC, up to a maximum of one skill per level of the NPC.
  NPC Reactions
  There will be many times during GANGBUSTERS games when
  the judge must decide how an NPC will react to something a PC
  does or says.
  EXAMPLE: PC criminal Joe Sullivan walks into a tailor shop.
  The NPC store clerk approaches Joe, asking if he can be ofhelp.
  Joe tells the clerk about a new 'Tailor's Protective Association"
  being formed. Joe says the tailor should join this association
  immediately, and that the dues are 850 per week. The associa-
  tion assures that no "unfortunate accidents" happen to the
  shops, their owners or their customers. How will the store
  clerk, who is the shop owner, react to this attempt at extortion?
  Reaction Priorities. The game judge can determine an NPC's
  reaction in one of four ways. These are listed below in the order
  the judge should consider them.
  PLANNED REACTIONS. Often the game judge will have de-
  cided before play begins how certain NPCs will respond in
  certain situations. He bases this decision on the personality
  and abilities of the NPC in question.
  Example: Joe Sullivan has been running his protection racket
  for several weeks without any difficulty. The game judge decides
  it is about time one of these tailors stood up to Joe. He decides
  before play begins that the next tailor Joe approaches will refuse
  to pay, will try to get Joe out of the store and will call the police.
  REACTIONS ACCORDING TO PERSONALITY. NPCs always
  react in a manner consistent with their intelligence, personality
  and own best interests. NPCs have goals and desires just like
  PCs. They are not stupid (usually) and will act intelligently to
  defend themselves, their property and their goals. In some sit-
  uations, the game judge may have a general personality in mind
  for the NPC, but no specific responses to situations. In such
  cases, the game judge should let the NPC respond in a manner
  consistent with his personality.
  Example: The game judge has decided that the bouncer at Little
  Augie's speakeasy is a fellow with a nasty temper who happens
  to hate the Irish. If Joe Sullivan (who is Irish) walks into Little
  Augie's, there is a good chance the bouncer will at least insult
  him, if not try to start a fistfight
  PROFESSIONAL REACTIONS. NPCs will act in a manner
  consistent with their professions or careers. For example,
  policemen will not stand around quaking with fear when they
  see an armed robbery taking place, politicians will not normally
  get involved in gunfights and police who have been bribed will
  not normally close down the speakeasies paying them off!
  RANDOM REACTIONS. When the game judge cannot decide
  how an NPC will react in a given situation, the judge can roll a
  reaction on the NPC REACTION TABLE. The table does not
  give specific reactions; it would be impossible to list all the
  reactions NPCs could have to any given situation. Instead, the
  table gives general guidelines to the degree ofhostility or friend-
  liness the NPC shows toward the PC involved. The judge can fit
  the behavior of the NPC to the specific situation.
  Example: Joe Sullivan walks into another tailor shop and makes
  the same demand for protection money. The game judge rolls for
  the NPC's reaction and gets a dice roll of eight He modifies this
  by adding Joe's Presence score of four, subtracting the tailor's
  Presence of seven, and adding one because Joe made a believa-
  ble threat The final result is six, indicating hostility. The game
  judge decides the tailor will agree to pay the money, but will try
  to talk Joe into coming back later to pick it up. In the meantime,
  he will call the police.
  
  Modified
  Dice Roll
  (2dlO)
  NPC REACTION TABLE
  Reaction of NPC
  2 or less 
  Violent and hostile; attacks regardless of
  situation
  3 - 4 
  Abusive and hostile; attacks if provoked
  5 - 6 
  Hostile, but will not attack immediately; may
  plot revenge at a later time
  7 - 8 
  Annoyed, mildly hostile, but will not attack
  9-13 
  Uncertain, hesitant; make another offer, roll
  again
  14 - 15 
  Pleasant, but will take no action to help; may
  answer questions
  16 - 17 
  Friendly, likes the PC; probably will help
  18 - 19 
  Very friendly; will go out of his way to be
  helpful
  20 or more 
  Extremely friendly; will risk own life to help
  Modifiers To NPC Reaction Table
  PC's Presence 
  + Presence score
  NPC's Presence 
  - Presence score
  Someone has drawn weapon 
  +1 if PC; -1 if NPC
  Someone makes believable threat* +1 if PC; -1 if NPC
  * The game judge decides what counts as a believable threat
  When interpreting the results of an NPC reaction roll, the game
  judge should note that an attack is not necessarily a physical
  attack; it may be verbal, political or economic, and it may be
  delayed. A roll of two, however, means the NPC has completely
  lost his or her temper and will attack physically regardless of the
  circumstances. Also, a friendly reaction does not mean an NPC
  is happy, for example, about being held up. It simply means the
  NPC will try to be as pleasant as possible until the hold up is
  over. A roll of 20, however, means the NPC has for some reason
  taken an instant liking to the PC, and will cooperate with almost
  anything the PC wants to do.
  Loyalty
  In some situations an NPC's reaction is determined using the
  Presence score of another character rather than the Presence
  score of the NPC himself This will happen if the game judge
  decides the NPC has a sense of loyalty to another character,
  such as a gang leader.
  Conditions of Loyalty. The game judge is the final authority in
  determining whether an NPC is loyal to some other character
  (PC or NPC). The game judge should consider the following
  factors when making his decision:
  BLOOD RELATIONSHIP. Members of the same family (hus-
  bands, wives, sons, daughters, uncles, aunts, etc.) usually will
  feel some loyalty to other family members.
  CRONIES. Cronies are friends of PCs. They usually are loyal to
  one another.
  EMPLOYEES. Employees will in many cases be loyal to their
  employer, if for no other reason than to keep their jobs.
  INTIMIDATION. Some NPCs will be intimidated by other
  characters to the point where they will act loyal to them regard-
  less of their personal feelings.
  Example: Federal agent John Burns is trying to get a tailor to
  give information about Joe Sullivan's protection racket The
  tailor hates Joe Sullivan and is a decent law abiding citizen.
  However, he is scared to death of what the Sullivan gang will do
  to him ifhe talks. The judge decides the tailor is intimidated and
  treats him as ifhe were loyal to Joe Sullivan.
  Handling Loyalty. An NPC who is loyal to another character
  uses that other character's Presence score rather than his own
  when he is checked for NPC reaction. This is done only if the
  NPC is being asked to do something that would be against his
  loyalty to the other character.
  EXAMPLE: Continuing the previous example, the game judge
  decides to roll an NPC reaction for the tailor. Rather than modify
  the dice roll by the tailor's Presence score and Burn's Presence
  score, the judge modifies the dice roll by Joe Sullivan's Pres-
  ence score and Burns' Presence score.
  Persuasion
  Persuasion is the use of physical violence in an attempt to
  change an NPC's reaction.
  Procedure. The character using persuasion tells the game
  judge he is doing so, and then inflicts injury on the character
  being persuaded. The character being persuaded loses one
  point from his or her Presence for each five points of wounds or
  bruises inflicted. A new NPC reaction check can be made every
  time the character being persuaded loses at least one pointfrom
  his or her Presence.
  Limits on Persuasion. The following limitations apply to the
  use of persuasion:
  1. Persuasion stops automatically when the character being
  persuaded has lost three points from his or her Presence.
  2. Persuasion stops automatically if the character being per-
  suaded becomes unconscious or dies.
  3. A person or group of people can try to persuade an NPC only
  once. If the attempt fails, then that particular NPC is just too
  tough to be forced into submission with physical violence.
  EXAMPLE: Al Tolino, gangster boss, has captured NPC Rico,
  the partner of federal agent John Burns. Tolino wants to know
  what Burns has found out about Tolino's operations, but Rico
  won't talk. Because Rico is loyal to Burns, the game judge is
  using Bums' Presence rather than Rico's when checking for
  reaction. Bums has a Presence of 10. Tolino decides Rico
  should be persuaded to talk, and has one of his thugs start
  beating Rico. The thug hits Rico for five points of bruises.
  Rico's Presence modifier for NPC reaction drops to nine. A
  check is made for NPC reaction. Rico still will not talk. The thug
  hits him for five more points ofbruises. Rico's modifier drops to
  eight and another reaction check is made. Rico tells Tolino to
  rot. The thug hits Rico a third time, and Rico's modifier drops to
  seven. The third reaction check shows that Rico still won't talk.
  Tolino has failed to persuade Rico to talk.
  Honesty
  There is a 30% chance that any NPC randomly met by PCs will
  be completely honest These NPCs will always cooperate with
  law enforcement officers regardless of their personal loyalties.
  They will always try to obey the law, report crimes, oppose
  criminals, and generally perform their duties as citizens. Such
  NPCs can never be bribed, but they can sometimes be per-
  suaded by criminals.
  
  Police Honesty. Law enforcement officers are more likely to be
  honest than the general public (this is not a historical state-
  ment, but a necessary element of the game system ). The chance
  that an NPC law enforcement officer is completely honest is
  given on the following table:
  POLICE HONESTY TABLE
  Type Of Officer___Chance Officer Is Completely Honest
  Local policeman
  Prohibition agent
  F.B.I, agent
  40%
  35%
  95%
  This table is included to provide balance for the game. Gamers
  and judges who are experienced with role-playing games and
  knowledgable of the period should feel free to adjust the percen-
  tages for local police and prohibition agents to more accurately
  reflect the reality of the times.
  A policeman who is not completely honest is not necessarily
  wholly dishonest. A cop can be willing to take a bribe without
  being in league with a crime syndicate.
  Bribery
  Bribery played a major role in the relations between police,
  politicians and criminals in the 1920s and 1930s. A prominent
  Pennsylvania machine leader in the 1920s defined a good poli-
  tician as one who "stayed bought" once he was paid off. This
  section of the rules provides guidelines for minimum bribes
  and limitations on the use of bribery.
  Minimum Bribes. PCs can be bribed if they are willing to be
  bribed. The amount of money involved is entirely up to the PCs
  in the situation. When PCs try to bribe NPCs, however, the
  following minimums must be observed:
  NPC
  MINIMUM BRIBES
  Minimum Bribe NPC Will Consider
  Beat policeman
  Police Lt or
  higher rank
  Prohibition agent
  Politician
  Judge
  All others
  840 per incident
  850 per level of the policeman
  875 per level of the agent
  81,000 per level of the politician
  82,000 per level of the judge
  As determined by the game judge
  The game judge can raise these minimums if the situation
  involves special risks to the NPC.
  Limitations On Bribery. Police officers and politicians who
  are not honest can generally be bribed to overlook bootlegging
  and gambling. They usually cannot be bribed to overlook crimes
  of violence or any crimes which cause an adverse public reac-
  tion. (See the section in PARTS on PUBLIC REACTION AND
  HEAT.) NPC reporters, private investigators and F.B.I, agents
  cannot normally be bribed.
  Bribery Procedure. To determine whether an NPC will accept
  a bribe, the game judge rolls for an NPC reaction. In addition to
  all other modifiers, modify the dice roll by+1 for each multiple of
  the minimum bribe offered.
  EXAMPLE: Offering a policeman 840 to overlook a truckload of
  beer allows a modifier of +1. Offering the policeman 8120
  allows a modifier +3.
  This procedure is not used if the game judge has some other
  way to determine the NPC's reaction to the bribery attempt. For
  example, a game judge should know automatically that a beat
  cop cannot be bought offby a criminal in the middle of an armed
  robbery, etc.
  Encounters
  An encounter is any situation involving a meeting between PCs
  and NPCs. The game judge must decide how many NPCs are
  present in most encounters, using common sense and exper-
  ience as his guide.
  EXAMPLE: A PC walks into a large downtown bank intending
  to commit armed robbery. The game judge notes that it is 10:30
  a.m. on a weekday, and that the bank is one of the largest in
  town. He tells the PC there are about 50 people in the bank
  building, about 20 of whom are customers.
  Encounters During Crimes. When a crime is being commit-
  ted, the game judge must check to determine:
  1. The number of witnesses to the crime, if any;
  2. Whether any of the witnesses can identify the criminals
  involved;
  3. Whether any of the NPC witnesses or bystanders will try to
  call the police or stop the crime;
  4. Whether a policeman or police patrol car happens to come by
  while the crime is being committed.
  Obviously, not all these things need to be checked for all crimes.
  An accountant who is altering some books alone in his home at
  night need not worry about a beat cop dropping by for a chat The
  game judge must use his discretion to decide when these
  checks are necessary.
  Witnesses. The number of witnesses who may notice a crime
  in progress depends on the time of day and location of the crime.
  The following is given as a general guideline; it may be modified
  by the game judge to suit circumstances:
  
  WITNESSES AND BYSTANDERS
  Time Of Day Chance For Witnesses Number of Witnesses
  Rush hour
  Daytime
  Night
  75%
  50%
  15%
  2 - 20(2dlO)
  1 - 10(ldlO)
  1 - 5 (Idl0-r2)
  Witnesses may include customers inside a business, people
  passing by outside, or the guy who just happens to be looking
  through the window, all at the discretion of the game judge.
  RECOGNITION. The chance that a witness to a crime will be
  able to recognize a criminal and give a description to the police
  is determined as follows:
  1. If the witness saw the criminal from a distance of 10 feet or
  less and spoke to the criminal or was given orders by the
  criminal, there is a 95% chance the witness will be able to
  describe the criminal, pick him or her out in a line-up, etc.
  2. If the witness saw the criminal from a distance of greater than
  10 feet, the percent chance the witness can accurately describe
  and recognize, the criminal is equal to the criminal's Presence
  score x 10. For example, a criminal with a Presence of five has a
  50% chance of being recognized and identified by a witness.
  3. A criminal's Presence is reduced by one point during night or
  if it is dark when the crime is committed. This applies specifi-
  cally to 2 above.
  4. Criminals using Disguise skill who make a successful dis-
  guise check will not be recognized by witnesses other than
  close friends or relatives.
  WITNESS REACTIONS DURING CRIMES. The game judge
  does not need to roll an NPC reaction for each witness observ-
  ing or involved in a crime situation. Instead, the judge can
  determine the reaction of all witnesses using the following
  guidelines:
  1. If any witnesses are free to do so, there is a 90% chance that at
  least one will try to call the police or otherwise raise an alarm.
  2. Witnesses who are not free to move, such as customers in a
  store during an armed robbery, usually will obey orders.
  There is a 10% chance that one out of every 10 witnesses will
  try to interfere with the criminals' actions.
  Police Patrols. The chance that a beat patrolman or squad car
  will come by the scene of a crime while the crime is being
  committed is 5% cumulative each minute the crime is in pro-
  gress up to a maximum chance of 50%. If a crime takes five
  minutes to commit, there is a 5% chance the police will come by
  during the first minute, a 10% chance during the second min-
  ute, and so on, up to 25% during the fifth minute. The chance
  that the police will come by never is greater than 50%, regard-
  less of the time involved in committing the crime.
  Cronies
  Cronies are NPCs who are close friends of a PC. At the start of a
  campaign game, a PC is assumed to have a number of cronies
  equal to his or her Presence score.
  Playing Cronies. A player running a character may, at the game
  judge's discretion, also play his or her character's cronies. Con-
  trol of cronies can be taken back by the game judge at any time.
  The judge should do this if a player is abusing the privilege of
  playing cronies by using them to take risks the character him-
  self will not take, failing to play them as separate personalities,
  eta.
  Crony Advancement Cronies can earn experience points and
  advance levels at one-half the rates given for PCs. All cronies
  will guard their chances to earn experience points just as jeal-
  ously as a PC would.
  Crony Reactions. The personalities of cronies should become
  well enough developed during the course of play that it will
  seldom be necessary to roll an NPC reaction for them. However,
  if this should be necessary, the crony uses the PC's Presence
  and adds a bonus of+1. A roll of two or less means the crony has
  decided to abandon the PC and perhaps betray or attack him or
  her.
  Hired Help
  NPCs can be hired by PCs for various tasks. Hired help usually
  will obey normal orders from PCs as long as those orders
  pertain to their work. Hired NPCs do not earn experience
  points and do not advance levels. In all other respects, hired
  help are treated as normal NPCs. Note that they do have a
  tendency to continually ask for raises or higher fees for their
  services.
  NPC Politicians
  Most organized criminals, law enforcement officials, reporters
  and private investigators will quickly find themselves involved
  with a number of NPC politicians. This section of the rules
  outlines the types of politicians likely to be encountered in a
  campaign game.
  The chief official of any city is its mayor. A mayor has control
  over city jobs. For game purposes, he awards these jobs to
  people who worked for him in the last election. The mayor
  appoints important city officials like the chief of police, the city
  attorney and the heads of the various city departments. These
  include die street department, which spends lots of money
  building and repairing streets; the transportation department,
  which handles city buses and trains; the water and sewer utili-
  ties, which handle vast sums of money; and, in a
  GANGBUSTERS game, the school board.
  Each city also has a city council. The city council passes laws
  for the city and approves the city budget. A city council consists
  of two members from each ward in the city. Lakefront City has
  28 wards as shown on the ward map. In addition, each city
  council has three members elected at large.
  Finally, there are the ward bosses. Each party has a ward boss in
  each ward. The ward boss looks after the party's interests in the
  ward, recruits campaign workers, recommends people for city
  jobs and generally tries to ensure that people who support his or
  her party are treated well by the city.
  Political corruption was a major factor in the rise of crime
  syndicates in the 1920s. Payoffs to high level policemen and
  politicians often were arranged through ward bosses. Ward
  bosses could influence the awarding of important city con-
  tracts. Some ward bosses were so powerful that even mayors
  from their own party would not risk offending them. Of course,
  many mayors were corrupt themselves and worked with crooked
  ward bosses to stay in power and make money. A lot of money
  could be made by taking bribes from syndicates; this was a
  major reason why organized syndicates were able to grow so
  powerful.
  An imaginative game judge can easily construct some adven-
  tures involving NPC politicians. This will add considerable
  interest, as well as reality, to the game.
  
  PART 8: SPECIAL RULES
  This part of the rules covers public opinion, banks, churches,
  newspapers, jobs, hospitals, explosives and hand grenades.
  These rules are general guidelines for the game judge. The one
  exception is the section on PUBLIC OPINION AND "HEAT."
  The rules in that section are essential to the proper running of
  any GANGBUSTERS campaign game.
  PUBLIC OPINION AND "HEAT'
  Public opinion is the reaction of the hundreds of thousands of
  people living in a city to the events that happen in the city. It is a
  powerful force that can influence the actions of all PCs.
  When Public Opinion Is Checked
  The game judge must determine public opinion about an event,
  issue or situation whenever a major event is made public dur-
  ing the campaign game.
  Major Events
  A major event is any incident that would normally make front
  page news in the city daily papers. Examples of major events
  include
  1. Exposure of crime or corruption in local politics;
  2. Scandals involving PCs or important NPCs;
  3. Gangland murders;
  4. Bank robberies;
  5. Any violent crime committed by a PC;
  6. Any violent crime that injures law enforcement officers, the
  elderly, children or any other group the public usually is
  sympathetic toward.
  How Public Opinion Is Checked
  The game judge determines the public's reaction to an event by
  rolling on the PUBLIC OPINION TABLE. The judge rolls 2dlO,
  applies any modifiers for the situation, and gets a general result
  from the table. The game judge then translates this general
  result into specific actions based on the situation in the
  campaign.
  Minimum And Maximum Results
  When checking for public reaction to a crime, the maximum
  result that can be obtained on the PUBLIC OPINION TABLE is
  11. A modified dice roll greater than 11 should be treated as 11.
  If the event is some law enforcement activity, the minimum
  result that can normally be obtained is 11. The judge may
  modify this rule to handle special situations, such as the arrest
  of a crooked but popular politician.
  Interpreting Public Opinion
  The game judge mustuse common sense when interpreting the
  results of a public opinion check.
  EXAMPLE: Two children are accidentally killed by a gangster's
  bomb aimed at another gangster. A public opinion check shows
  that the public is angry. Two weeks later the bomber is arrested
  and public opinion is checked again. The game judge should
  ignore any result indicating the public is indifferent, since
  people were angry just two weeks ago.
  Modified
  Dice Roll
  PUBLIC OPINION TABLE
  Result
  2 or less 
  Public enraged, demands immediate action;
  vigilante or action groups forming; violence
  likely. Public officials who fail to act will au-
  tomatically lose any election held within the
  next six months.
  3 - 4 
  Public angry, demands action; will make this
  event a major issue in any election held in the
  next six months.
  5 - 6 
  Public hostile, wants some action; event has
  50% chance of becoming an issue in any elec-
  tion held in the next six months.
  7 - 8 
  Public annoyed; would like action, but expects
  none.
  9 - 1 3 
  Public indifferent; attention diverted to other
  issues.
  14-15 
  Public mildly favors but will not actively sup-
  port the issue, event or situation.
  16-17 
  Public favors the issue or event; will support
  attempts at further action; will remember as an
  issue in any election held in next six months.
  18 - 19 
  Public strongly aroused, demands action in fa-
  vor of the issue or situation; this will be an
  issue in any election in the next six months.
  20 
  Public wild with enthusiasm, takes to street in
  support; politicians who actively oppose will
  automatically lose any election held in the next
  six months.
  Modifiers To Public Opinion Dice Rolls
  Situation
  Modifier
  Gangland murder 
  -1
  Two or more gangland murders 
  -3
  Police officer killed 
  -4
  Federal agent killed 
  -5
  Violent crime affecting children, elderly, etc. 
  -5
  Unnecessary killing by police 
  -1
  Action to stop bootlegging in city 
  -3
  Action to stop bootlegging in rural areas 
  +3
  Newspaper campaign* 
  +1 or -1
  Church campaign* 
  +1 or -1
  * See rules sections below.
  Tendencies. Prior to 1929, public opinion tends to favor big
  business and the Republican party. It tends to disfavor labor
  unions, strikes and Democrats. After 1929, public opinion
  tends to favor the working classes, the Democratic party and
  labor unions. It tends to be distrustful of big business.
  Politicians And Public Opinion
  NPC politicians will take public opinion very seriously. They
  will always try to curry public favor. Specifically, if the public
  
  reaction to a crime is six or less on the PUBLIC OPINION
  TABLE, the politicians in control of the city will order a crack-
  down on crime. This will mean at least rounding up suspects,
  closing many local speakeasies and attempting to visibly harass
  criminals. The stronger the public disapproval of a crime is, the
  stronger the crackdown or "heat" generated will be. It is even
  possible that gangsters will help local police solve certain
  crimes just to get the heat turned off
  NEWSPAPERS
  Each big city in a GANGBUSTERS campaign game should
  have at least two daily newspapers. Newspapers can affect pub-
  lic opinion by mounting crusading campaigns.
  Newspaper campaigns can be started three ways:
  1. At least one city newspaper will start a campaign whenever
  the reaction to an event on the PUBLIC OPINION TABLE is
  eight or less.
  2. A PC can influence an NPC publisher to start a campaign
  using the normal NPC reaction system.
  3. An NPC can influence either a PC or NPC editor or publisher
  to begin a newspaper campaign.
  Newspaper campaigns have the following effects:
  1. Each week of the campaign, the game judge should check
  public opinion with a modifier of +1 or -1, depending on the
  position taken by the newspaper.
  2. All politicians should be harassed constantly by the press
  until the issue or situation is resolved.
  3. An NPC politician with the power to do so will always
  maintain at least a mild crackdown as long as a newspaper
  campaign concerning crime is going on.
  A newspaper campaign will continue until the event or situa-
  tion that sparked the campaign is resolved to the newspaper's
  satisfaction or for three months, whichever comes first
  CHURCHES
  Churches and clergy organizations played an important part in
  the social and political life of the 1920s and 1930s. In a
  GANGBUSTERS game, churches have the power to mount
  public opinion campaigns the same way newspapers do. This
  represents the effects ofhundreds of ministers thundering from
  their pulpits about local events. The rules for newspaper cam-
  paigns apply to all church campaigns.
  HOSPITALS
  Hospitals will admit patients at any time through the emergen-
  cy room. However, hospitals and doctors are required to report
  to the police all gunshot wounds or other suspicious "acci-
  dents." Prices for medical treatment are listed in Appendix Two.
  JOBS
  Characters may need to get jobs outside their normal career
  areas for various reasons. The types of jobs available include
  almost anyjob that could have been found in a city in the 1920s
  or 1930s.
  Before 1929, any character has a 100% chance of finding some
  job that will pay at least 820 per week. No PC should ever find a
  job that pays more than 835 per week outside their normal
  career area.
  After 1929, a character's chance of finding anyjob at all is 5%
  per point of the character's Presence. A character can roll to find
  a job once per week.
  BANK LOANS
  Banks are an important source of extra money for PCs. Banks
  will make loans to PCs at interest rates between 3% and 5%
  (game judge's discretion). To qualify for a loan, the PC must
  1. Have no criminal record;
  2. Have collateral equal to the amount of money being borrowed;
  3. Be able to make a down payment in cash of at least 10% for a
  piece of real estate or 20% for a car or other consumer item;
  4. Have a steady job with enough income to meet the monthly
  payments.
  Loan Payments
  The BANK LOAN PAYMENTS TABLE can be used to deter-
  mine the monthly payments for a loan of any amount To use the
  table, follow these four steps:
  1. Determine the time period for the loan. This is at the judge's
  discretion. Most consumer loans are for three to five years.
  Loans for real estate purchases usually are for 10, 20 or 30
  years.
  2. Determine the interest rate for the loan.
  3. Cross index the time period with the interest rate. The
  amount shown is the amount which must be paid each
  month for each 8100 borrowed.
  4. Calculate the total monthly payment by multiplying the
  amount obtained in step 3 by the number of hundreds of
  dollars borrowed.
  EXAMPLE: A PC borrows 81,500 from a bank for five years at
  4% interest. Cross indexing five years with 4% on the BANK
  LOAN PAYMENTS TABLE gives a result of 81.84. The charac-
  ter has borrowed 15 hundreds of dollars (81,500 / 100 = 15).
  The amount of the character's monthly payment is 15 x 81.84 =
  827.60.
  BANK LOAN PAYMENTS TABLE
  Years 3% 
  4%
  7% 
  8% 
  9% 
  10%
  .5
  1
  1.5
  2
  2.5
  "as™
  4
  5
  6
  7
  8
  9
  IP
  20
  30
  16.81 16.86 16.91 16.96 17.01 17.06 17.11 17.16
  8.47 8.51 8.56 8.61 8.65 8.70 8.75 8.79
  5.69 5.73 ....'-§.18; &m^M,...:'&A^^6^'MM
  4.30 4.34 4.39 4.43 4.48 4.52 4.57 4.61
  3.46 3.51 3.55 3.60 3.64 3.69 3.73 3.78
  2.51 2.56 2.60 2.65 2.69 2.74 2.78 2.83
  2.21 2.26 2.30 2.35 2.39 2.44 2.49 2.54
  1.80 1.84 1.89 1.93 1.98 2.03 2.08 2.12
  1.52
  1.32
  1.17
  1.06
  .'v«fc;
  .55
  .42
  1.56
  1.37
  1.28
  1.10
  iw
  .61
  .48
  1.61
  1.41
  1.27
  1.15
  .66
  .54
  1.66
  1.46
  1.31
  1.20
  .72
  .60
  1.70
  441
  1.36
  1.25
  .78
  .67
  1.75 1.80 1.85
  1.41
  1.30
  1.47
  1.35
  1.52
  1.41
  .84
  .73
  .90
  .80
  .97
  .88
  
  EXPLOSIVES
  Effects Of Explosives
  The most common explosives in a GANGBUSTERS game are
  dynamite and nitroglycerine. All characters can use explosives
  in the campaign game, but the game judge should note that
  characters who do not have explosives skill have only a 20%
  chance to use them correctly.
  The effects of nitroglycerine and dynamite are summarized
  below.
  Obtaining Explosives
  Law enforcement characters can get all types of explosives
  (within reason) through their police department or agency.
  Other characters can get explosives by buying them legally or by
  acquiring them illegally. Explosives can be bought only by per-
  sons with a permit issued by the state. Known criminals and
  persons who cannot demonstrate a need for explosives will not
  be given a permit.
  Type
  EXPLOSIVES TABLE
  Blast Radius 
  Injury In Radius
  Injury Within
  20' of Radius
  Dynamite 10' + 5' per 
  3 wound points 1 wound point
  (1 stick) additional stick per stick 
  per stick
  Nitro- 
  15' + 5' per
  glycerine additional
  (1 ounce) ounce
  Luck check;
  pass or die
  3 wound points
  per ounce
  Bombs
  Characters can use explosives to make various types ofbombs.
  The types ofbombs that can be made and their effects are so
  variable that they are left to the discretion of the game judge and
  the ingenuity of the players.
  HAND GRENADES
  Gangsters were sometimes known to use hand grenades, called
  "pineapples," to intimidate other gangsters and everyone else
  nearby. Hand grenades usually can be found in U.S. Army
  Reserve armories. Getting them out is left to the ingenuity of the
  players.
  Grenades have the following effects:
  1. All characters within 30 feet of an exploding grenade must be
  checked for surprise;
  2. Characters within 10 feet of an exploding grenade will take
  2dlO points of wounds;
  3. Characters within 20 feet of an exploding grenade will take
  IdlO points of wounds;
  4. Characters within 30 feet of an exploding grenade must make
  a Luck check. Those who pass are not injured; those who fail
  take IdlO points of wounds.
  PART 9: THE LONG ARM OF THE LAW
  Criminals who are arrested will be brought to trial unless they
  can convince the district attorney to drop the charges against
  them. This is not normally possible without political influence.
  If the charges against a criminal are not dropped, the criminal
  must go through the following steps:
  1. Arraignment hearing
  2. Plea bargaining
  3. Trial
  4. 
  Sentencing (if found guilty)
  ARRAIGNMENT HEARINGS
  An arraignment hearing usually is held within 48 hours after
  the arrest of a criminal. At an arraignment hearing, the criminal
  is told what he is being charged with and he enters a prelimi-
  nary plea. Bail may also be set
  Preliminary Pleas
  A preliminary plea is a statement by the criminal as to whether
  he is guilty or not guilty. Most criminals plead not guilty at
  arraignment hearings. Criminals who plead guilty waive their
  right to trial by jury. They are instead given a hearing before a
  judge. Their lawyer may be present. The criminal usually is
  sentenced after such a hearing.
  Bail
  A character who wants to be released from jail before his trial
  must pay a large sum of money (bail) to the court The amount
  of bail is set high enough to ensure that the character will
  appear at his trial, since the money is returned to the suspect
  after the trial. The amount will depend on the crime the suspect
  is charged with and his or her criminal record. Criminals usual-
  ly can pay a bail bondsman 10% of the bail amount, and the
  bondsman will pay the rest. The bondsman does not return the
  10% fee.
  Criminals who post bail are released into the custody of some-
  one the court trusts, usually a relative or the criminal's attorney
  (see Lawyers, below). Criminals who jump bail (leave town or
  hide) will be pursued by the police and by the bail bondsman, if
  they used one. Criminals who cannot post bail must stay in jail
  until after their trial.
  
  The game judge decides whether the suspect will be released on
  bail. The amount of bail depends on the crime the suspect is
  charged with and his or her criminal record. The following
  suggestions are given for setting bail:
  TRIAL MODIFIERS
  Situation
  Modifier
  Offense
  Bail
  Burglary
  Armed Robbery
  Murder
  Murder of a Law Officer
  Kidnapping
  Violation of the Volstead Act
  8 1,000
  810,000
  850,000
  No bail
  No bail
  Released without bail
  Bail can be set substantially higher for criminals who have been
  arrested or convicted before. Bail maybe denied if the suspect is
  charged with a particularly brutal or ruthless crime; bail will be
  denied if the public opinion reaction to the crime was four or
  less.
  Trial Dates
  At the end of the arraignment hearing, the judge sets a date for
  the criminal's trial. Criminals charged with more than one
  crime will be tried for only one at a time, unless they are charged
  with several counts of the same crime, such as three counts of
  armed robbery. Trial dates usually are set within four to eight
  weeks after the arrest of the criminal.
  PLEA BARGAINING
  Criminals can try to plea bargain witii the district attorney
  (D.A.) or with federal prosecutors. In plea bargaining, the crim-
  inal agrees to plead guilty to a less serious offense, usually with
  a promise of a lighter sentence, and the D. A. or federal prosecu-
  tor is spared the trouble of preparing for a trial. The following
  rules apply to plea bargaining:
  1. Local prosecutors can be bargained with using the usual
  NPC reaction system.
  2. Federal prosecutors usually will not bargain over pleas. They
  might bargain if the criminal can provide evidence against
  another criminal the federal officers are more interested in
  convicting.
  3. The Presence score of a criminal who is plea bargaining is
  reduced by two when rolling for NPC reaction from prose-
  cutors.
  TRIALS
  Most cases will be tried before a 12-member jury. The jury
  determines the guilt or innocence of the criminal.
  Lawyers 
  „ • . ••
  Criminals are always allowed to have a lawyer represent them at
  a trial. NPC lawyers can be hired for the price shown in the
  Appendix. If the criminal cannot afford a lawyer, the court will
  sometimes appoint one to defend him; this is entirely at the
  judge's discretion.
  NPC lawyers have legal skill. This skill is available only to NPC
  lawyers. The game judge determines the lawyer's legal skill
  score by rolling percentile dice, or by simply assigning a
  number. A lawyer's legal skill score affects his client's chance of
  being found not guilty.
  Trial Procedure
  All criminals start their trial with a 50% chance of being found
  Not Guilty. This chance is modified as follows:
  Each point of prosecutor's legal skill score 
  -1
  Each point of defense lawyer's legal skill score 
  +1
  Each piece of solid evidence used against the
  defendant 
  -5
  Each piece of solid evidence used for the
  defendant 
  +5
  Each witness testifying for the prosecution 
  -10
  Each witness testifying for the defense 
  +10
  Each eyewitness to the crime testifying for the
  prosecution 
  -20
  Each "alibi" witness or eyewitness for the
  defendant 
  +10
  After all witnesses have been called and all evidence introduced,
  the game judge calculates the defendant's percent chance to be
  found not guilty. Percentile dice are rolled. If the number rolled
  is less than or equal to the defendant's percent chance of being
  found notguilty, the defendant goes free. If the dice roll is higher
  than the defendant's chance of being found not guilty, die de-
  fendant is convicted.
  Evidence
  Solid evidence is physical evidence that can prove or disprove
  the defendant's innocence. Examples of physical evidence in-
  clude fingerprints, a weapon, a bit of clothing, etc.
  Witnesses
  Witnesses can be called to give testimony regarding
  1. The facts of the case, if the witness is aware of them;
  2. The location of the defendant at the time of the crime;
  3. Expert opinions regarding the evidence;
  4. The defendant's law abiding nature (limit of two character
  witnesses per trial).
  Finding Witnesses. In simple cases involving hold-ups, bur-
  glaries and so forth, the game judge will have noted the number
  of people who witnessed the crime. In more complex cases
  witnesses may include accountants who examined bookkeep-
  ing records, agents who have run wiretaps, etc. All witnesses
  must be approved by the game judge. A character's husband or
  wife cannot be forced to testify against him or her.
  Value ofWitnesses and Evidence. Some witnesses' testimony
  and some pieces of physical evidence may be more important
  than others. The game judge can change the modifier for any
  witness or piece of evidence. The game judge may also decide
  that the evidence against a defendant is so overwhelming there
  is no chance die jury will not convict him. The judge simply
  ignores the trial procedure in such cases.
  JURY TAMPERING
  Anyone can try to bribe or influence members of a civil or
  criminal trial jury. Players must use their own ingenuity to
  figure out how they can accomplish this. However, if even one
  juror is successfully influenced, the trial will result in a hung
  jury; in such cases there is only a 20% chance the criminal will
  be retried for the same offense.
  Jury tampering is afelony and carries a penalty of 10 to 15 years
  in prison.
  
  SENTENCES
  Sentences for crimes varied widely from state to state and year
  to year during the 1920s and 1930s. The following typical
  sentences should be used as guidelines by judges and players.
  The game judge must use some discretion in imposing sen-
  tences.
  TYPICAL SENTENCES
  Crime
  Sentence
  (Minimum to Maximum)
  Armed Robbery
  Arson
  Assault
  Auto Theft
  Bank Robbery (F*)
  Bribery, offering
  Bribery, accepting
  Burglary
  Conspiracy to Commit a Crime
  (the maximum sentence was
  given only if the crime was
  committed.)
  Crossing State Lines to
  Avoid Prosecution (F*)
  Election Fraud
  Espionage (F)
  Forgery
  Fraud
  Harboring a Fugitive
  Jury Tampering (State or F)
  Kidnapping an adult (F*)
  Kidnapping a minor (F*)
  Loansharking (Usury)
  Murder, 3rd degree (accidental)
  Murder, 2nd degree (in passion)
  Murder, 1st degree (premeditated)
  Murder of a Law Officer
  Possession of Illegal Weapon
  Racketeering (F*)
  Sabotage (F)
  Tax Evasion (F)
  Transport of Stolen Car
  Across State Lines (F)
  F = Federal Qffense
  5 to 25 years
  1 to 15 years
  3 to 15 years
  1 to 5 years
  5 to 25 years
  1 to Life
  1 to 25 years
  3 to 7 years
  3 to 25 years
  1 to 15 years
  1 to 15 years
  15 to Life / Death
  3 to 15 years
  3 to 15 years
  1 to 15 years
  10 to 25 years
  1 to 15 years
  Life (30%)/Death
  1 to 7 years
  1 to 15 years
  10 to 25 years
  15 to Life / Death
  Death
  6 months to 1 year
  10 to 25 years
  10 to 25 years
  3 to 15 years
  + 810,000 fine
  + back taxes
  1 to 15 years
  F* = Federal Offense after 1934; F.B.I. called in automatically
  Sentences are given out in a range of years, as listed above. A
  sentence of 5 to 15 years means the character will not spend
  more than 15 years in prison, and will be eligible for parole after
  one-third of five years (see Parole). If a criminal is convicted on
  several charges, the game judge decides whether the sentences
  are added together (served consecutively) or if the criminal
  serves only the longest sentence (served concurrently).
  Repeat offenders should expect maximum sentences. Senten-
  ces for misdemeanors (very minor offenses) range from fines of
  810 to 81,000 and 10 to 60 days in jail.
  Sentences for violating the National Prohibition Act are given
  in the section The National Prohibition Act
  PAROLE
  All sentences for serious crimes are served in a state prison (for
  violating state laws) or a federal prison (for violating federal
  laws). Parole is release from prison before the sentence is
  finished. A prisoner is eligible for parole after serving one-third
  of the minimum time ofhis sentence. A criminal sentenced to 5
  to 15 years becomes eligible for parole after serving one-third of
  five years, or one year and eight months.
  Getting Parole
  A criminal can win parole by getting a reaction of 15 or better
  from an NPC parole board. When checking for the parole board's
  reaction, use the normal NPC reaction modifiers. In addition,
  the prisoner can get a +2 modifier if the prison warden recom-
  mends that parole be granted. A criminal can check for parole
  once per year.
  Being On Parole
  A criminal released on parole must report once each week to a
  parole officer. He or she must get a job, earn a steady living and
  stay free of criminal associates. The criminal will be returned to
  prison if he violates any of these regulations.
  CIVIL SUITS
  Civil suits are lawsuits brought by PCs or NPCs against other
  characters. They usually involve a dispute over money. Instead
  of having a trial to determine if a crime has been committed,
  there is a trial to determine if one character should pay money to
  another. The trial procedure outlined under criminal trials can
  be used for civil suits.
  THE NATIONAL PROHIBITION ACT
  The National Prohibition Act, also known as the Volstead Act,
  went into effect at midnight, Jan. 16,1920. It continued in force
  until December 5,1933. The act made it illegal to manufacture,
  transport or sell alcoholic beverages in the United States. Some
  production for religious and medicinal purposes was allowed
  under special permits granted by the commissioner of prohi-
  bition.
  Prior to March 2,1929, the penalties forviolating the act were
  — First Offense, manufacturing or selling: a fine of not more
  than 81,000 or imprisonment for not more than six months;
  — Second or Subsequent Offense, manufacturing or selling:
  fine of not less than 8200 but not more than 82,000 and impri-
  sonment for not less than one month but not more than five
  years;
  — Other Offenses, first offense: a fine of not more than 8500;
  — Other Offenses, second offense: a fine of not less than 8100
  and not more than 81,000 and imprisonment for not more than
  90 days;
  — Other Offenses, third or subsequent offense: a fine of not less
  than 8500 and imprisonment for not less than three months
  but not more than two years.
  After March 2,1929, the penalties were increased so the maxi-
  mum penalty for any offense was a fine of not more than
  810,000 and/or imprisonment for not more than five years. The
  minimum penalties were not changed.
  Speakeasy customers who are arrested in a raid maybe charged
  with Visiting a Common Nuisance, a misdemeanor.
  Players will notice quickly that the penalties for violating the
  Volstead Act were hardly severe enough to deter professional
  criminals like Al Capone who, by violating the act, was putting
  8300,000 or more into his pockets every day.
  
  PART 10: FOR THE GAME JUDGE
  Judging a GANGBUSTERS campaign game is a lot of fun. It
  also is a big responsibility. This part of the rules is for beginning
  judges. It explains -what the judge must do to start a campaign,
  how to keep a campaign running and how to keep the game
  lively, interesting and fun!
  THE JUDGE'S ROLE
  The campaign game judge is responsible for
  1. Designing the city where the campaign will take place and
  creating the people who live there as they are needed.
  2. Making decisions for all the NPCs in the game;
  3. Creating the starting adventure for the campaign;
  4. Being the eyes and ears of his players. They can see, hear and
  know only the things you tell them about;
  5. Being the final authority on the outcome of all events in the
  campaign, and the final authority on all interpretations or
  modifications of the game rules.
  As the judge of a campaign game, you are like the author of an
  exciting adventure novel. You have a big advantage over most
  authors, though, because some of your major characters, the
  player characters, will be eager and willing to help you work out
  the details of the plot!
  GETTING STARTED
  The hardest step for a beginning game judge often is getting the
  campaign game started. You can be sure that if you get your
  game off to a successful start, you are well on your way to
  months of enjoyable play. There are four things to consider
  when starting your campaign game: the rules, the setting for the
  campaign, getting the players ready to play, and setting up the
  first adventure. You probably will find that after the first evening
  of play, the campaign will take off and practically run itself as
  your player characters build new adventures through their own
  actions!
  The Rules
  As a game judge, you should be familiar with all the rules you
  use in your campaign. This means you should be familiar with
  PARTS 1 through 9 of this rule book. After all, you are the final
  authority on the rules in your game!
  This does not mean you must memorize the rules; that would
  not be possible for a beginning judge. It does mean you should
  know them well enough to know whether something is wrong,
  and where to look in the rule book to find the correct rule. The
  index should be very helpful in this regard.
  Remember that you are an interpreter and adaptor of the rules
  not a slave to them. No set of rules could possibly cover every
  situation that could arise in either real life or in a
  GANGBUSTERS campaign game. If the rules do not cover a
  situation peculiarity in your campaign, just think about the
  problem and decide how you want to handle it.
  The Setting — Lakefront City
  The hardest part of the judge's job has already been done for you.
  The maps included with the game give you a prepared city in
  which to set your campaign. Lakefront City is not based on a
  particular city, but is typical of any Eastern or Midwestern city
  with a population of about 2,100,000 in the 1920s. It is already
  mapped out, although you probably will want to add more de-
  tailed maps as your campaign expands. It is ready to be populat-
  ed with all the policemen, federal agents, private eyes, reporters,
  politicians and crooks you will need to get your campaign game
  started. For more information about Lakefront City, including
  more than 100 pre-rolled NPCs, see the module GB 1, Trouble
  Brewing, available from TSR Hobbies, Inc.
  Lakefront City can also serve as a model for designing your own
  campaign setting if you choose to do so. Players may enjoy a
  campaign set in their own town, as it was in the 1920s.
  Preparing Your Players
  Before starting your campaign game, it is a good idea to have an
  initial meeting with your players. At this meeting you should
  1. Have each player create a character. Explain the ability scores
  as the players roll them.
  2. Play a short gunfight or encounter using the basic rules so the
  players can learn how to move, shoot and fistfight.
  3. Using the same characters or new ones, have the players pick
  careers for their characters.
  After this initial meeting, you will be ready to set up the first
  adventure which will start your campaign.
  The First Adventure. The first adventure your PCs encounter
  should be carefully planned. You should try to set it up so that
  the following things happen:
  1. Each and every PC should have something important and
  exciting to do right away. You should have at least one planned
  encounter for each beat cop, a case for each federal agent and
  private investigator to work on, a story or tips on a story for the
  cub reporters, some leads for prohibition agents, etc. The excep-
  tion to this is criminal PCs. They must make their own oppor-
  tunities from the very start
  2. The cases and adventures the various players are working on
  should be designed so the PCs will meet each other naturally
  and start working with (or against) one another.
  EXAMPLE: A campaign game has one reporter, one beat cop,
  one F.B.I, agent, one private investigator and one criminal. The
  game judge sets up a first adventure involving a murder mys-
  tery. The murder takes place on the cop's beat. The cub reporter
  is told that his "nose for news" tells him there is more to the
  story than meets the eye. A relative of the murder victim hires
  the private investigator to look into the case, and the F.B.I, is
  called in because the murder suspects were seen leaving the
  scene of the crime in a car stolen from across the state line. The
  criminal PC is left to his own devices in determining what he
  wants to do first.
  MAKING THE GAME MORE FUN
  A good game judge should always remember that the reason his
  or her friends are playing is to have fun! The following tips will
  help you make your campaign as much fun as it can be for your
  players.
  
  Flow Of Play
  The game judge controls the pace of the game, and it is impor-
  tant that the game be kept moving. Players do not like long time
  periods with nothing to do.
  Handling Many Events At Once. There willbetimes when you
  will have several PCs all trying to do different things in different
  places at the same time. Don't panic! Resolve the situations one
  at a time, taking care to move from situation to situation if you
  find you are spending too much time on just one PC's activities.
  EXAMPLE: A PC private investigator goes to interview a pros-
  pective client, a beat cop is walking his beat and a criminal is
  getting ready to pull a robbery. The judge runs the robbery first
  If the robbery takes more than a few minutes of real time, the
  judge moves on to one of the other players and then switches
  from one to another, giving each player a chance to do
  something.
  Confused Situations. Gunfights or fistfights involving many
  characters can get very confusing. Again, don't panic! Follow the
  sequence of play carefully each turn, resolving each action at the
  correct time.
  Game Time. It is crucial that you, as the judge, keep careful
  track of game time. It is in your power to slow the action down or
  speed it up. You must always know what day and time it is
  during the game. When characters are interacting with each
  other, and especially if they are working against each other, you
  cannot let one player get very far ahead of the others in game
  time.
  Balance
  It is very important for the game judge to balance the abilities of
  the player characters with the problems or challenges they face.
  As a game judge, you are neither for nor against the PCs;you are
  absolutely neutral. The judge can control the balance of the
  game by adjusting the numbers of NPCs encountered and the
  levels of NPCs. As a judge, you must be prepared to handle
  players who blunder foolishly into problems as well as those
  who plan their actions wisely and avoid trouble.
  Numbers of NPCs. It is important that you, as judge, control
  the number of NPCs the players encounter in gunfights and
  other deadly situations. A PC criminal who walks into a bank
  intending to rob it only to find half the police force inside
  depositing their pay checks will have no chance of escaping
  alive. On the other hand, if six prohibition agents raid a still,
  there should be more than one or two criminals on hand to
  protect it. This does not mean you should pull characters out of
  trouble if they act foolishly; it does mean that when they play
  well, they should have a fighting chance against fair odds.
  Levels. Level is another key to balance in the game. It is very
  important that PCs seldom meet or associate with characters of
  higher levels. High level characters have greater ability scores,
  more skills, more friends and more power. All these things
  make them too tough for lower level characters to handle. Gear
  your encounters to the level of your characters. Note that most
  citizens are first level, and always will be, so as PCs go up levels
  they will become more powerful than average citizens. How-
  ever, they should then spend most of their time interacting with
  the higher level characters in the city.
  Wise and Foolish Play. Some players will play their characters
  with intelligence, while others make rash and foolish mistakes.
  Those who make mistakes should be allowed to suffer the
  natural consequences.
  EXAMPLE: On the very first evening of play in a campaign
  game, a PC criminal decides to rob Goldstein's Jewelry Store.
  To create a diversion, he steals a stick of dynamite and throws it
  into the candy store around the block. He then robs the jewelry
  store, using no mask or disguise, and returns to the hotel room
  where he is staying. Two children are killed by the explosion in
  the candy store. The criminal has committed a needless double
  murder, he has been seen by dozens of people on the street and
  he has taken no precautions to conceal his location after the
  robbery. It is very likely that he will be caught quickly. In fact,
  there is a chance the policemen in the area may decide a child
  killer is not worth the expense of a trial; he may be shot down
  "resisting arrest" The game judge is not stacking the odds
  against the criminal by over-reacting to the crime; the PC made
  a foolish mistake and the judge is letting him suffer the
  consequences.
  What Characters Can Know
  It is necessary for you as a campaign game judge to prevent
  players from using information their characters would not
  know. Players will often hear things during the game that their
  characters would have no way of knowing. You must not let
  their characters acton the basis of such information. For exam-
  ple, a beat cop cannot run to the scene of a robbery if no one has
  reported it yet. Usually a friendly reminder like "No, your char-
  acter would have no way of knowing that" is sufficient
  Improvising
  From time to time you will need to make up events or NPCs as
  you play. You will never be able to predict or plan ahead for
  everything your players might do. Do not be afraid to improvise
  as you go. Just be sure to keep notes so you do not forget
  important details as you develop a story or adventure in the
  middle of playing it out!
  Player Interaction
  The judge should take every opportunity to encourage PCs to
  interact with one another. Player characters should always be
  encouraged to deal with other PCs. Suppose, for example, that a
  reporter PC wants to hire a private detective. There may be
  dozens listed in the Lakefront City phone book, but it is much
  better for the game ifhe decides to hire the PC private investiga-
  tor. It maybe difficult to give criminal characters much interac-
  tion with the other characters at the beginning of the game.
  Once the criminals advance past first level they should start
  making deals with a few crooked NPC politicians, who probably
  are involved with other PCs.
  Encouraging Role-Playing
  Whenever possible, you should encourage your players to "act
  out" the parts of their characters rather than simply announcing
  what the character is doing. The players will get the idea from
  you, if you do a good job acting the parts of important NPCs. Try
  to give each NPC a distinct personality.
  EXAMPLE: This is an example of poor role playing:
  PC F.B.I. AGENT: I'm asking Al Tolino to tell me where the
  stolen money is hidden.
  JUDGE: (Makes a reaction check) He won't tell you.
  This is an example of better role playing:
  AGENT: Okay Tolino, you know we've got you red-handed this
  time. Why don't you make it easy on yourself and tell us
  where you stashed the dough?
  JUDGE: Take a hike, G-man.
  
  PART 11: OPTIONAL EXPERT RULES
  The expert rules are intended for experienced players who want
  more detailed, realistic movement and fighting. All of these
  rules are optional, so players should agree which ones they will
  use before the game starts. All basic game rules apply when
  using the expert rules unless the new rule specifically states
  otherwise.
  EXPERT GUNFIGHT RULES
  The following rules explain firing while moving, new range
  effects, shooting through solid objects, hit locations and varia-
  ble injury.
  Firing While Moving
  In the basic rules, characters could not combine a gunfighting
  action with any other action. In the expert rules, characters can
  fire a gun while moving or performing any other action the game
  judge decides is possible. Firing while moving will affect a
  character's Agility as explained below.
  A character who fires a gun while performing another action
  has a modifier to his Agility because of the action. In most
  cases, this modifier is the same as the one that would apply if
  the target character was performing the additional action. This
  modifier is added to any normal modifiers for target movement
  or action.
  EXAMPLE: A PC is standing on the roof of a one-story build-
  ing. He decides to jump from the roof to the ground while firing
  a burst from a tommy gun at a running target The target is at
  close range. The modifiers that apply are:
  -30 for firing a burst;
  -20 for firing at a running target (see Bursts, below);
  -20 for firing while jumping (the same as if the target was
  jumping).
  The total modifier for this shot is -70.
  Special Cases. There are three new gunfighting moves that do
  not have target modifiers listed on the GUNFIGHT MODI-
  FIERS TABLE. These are listed below.
  ADDITIONAL GUNFIGHT MODIFIERS
  Firing Character's Action____________Modifier
  Drawing and Firing
  Turning Around and Firing
  Turning Around, Drawing and Firing
  -10
  -10
  -20
  The game judge should feel free to setup modifiers for any other
  special or unusual cases that arise.
  Range
  The basic rules largely ignore the range from the firing character
  to the target In the expert rules, each type of weapon has four
  ranges — point blank, short, medium and long — and specific
  modifiers for each range. These ranges and modifiers are listed
  on the EXPERT FIREARMS DATA chart If you use this rule,
  ignore the +10 modifier for rifles from the basic game.
  EXPERT FIREARMS DATA
  Pistols
  Weapon 
  Point Blank
  5' or less
  .22
  .38
  .44/.4S rev.
  9mm/.38
  .45 auto
  +10
  +10
  +10
  +5
  +5
  Short
  6' - 15'
  0
  0
  +5
  0
  0
  Medium
  16' - 75'
  -10
  -10
  0
  -10
  -10
  Long
  76' to max.
  -20
  -20
  -10
  X
  -20
  Rifles and Thompson submachine guns
  Weapon 
  Point Blank Short 
  Medium 
  Long
  __________25'or less 26'-100' 101'-300' 301'-max.
  Any rifle* 
  +20 
  +10 
  +5 
  0
  Thompson SMG 
  +5 
  0 
  -10 
  X
  Notes:
  * includes BAR.
  X Beyond maximum range
  Shotguns are not affected by range; use the basic rules for
  shotguns. Maximum ranges are listed on the FIREARMS
  DATA TABLE.
  57
  
  Bursts
  When a character fires a burst, use the foUowing procedure:
  1. The firing character roUs percentile dice to see if the target( s)
  are hit. The modifiers that apply are
  -30 for firing a burst
  Any expert rules modifiers for cover
  AU modifiers for the firing character's actions
  AU target modifiers
  2. If a hit is indicated, divide 10(thenumberofbulletsfired)by
  the number of targets in the area. Drop all fractions. The result
  is the number of buUets that hit each target
  3. Each buUet that hits causes seven points of wounds. If you
  are using the Hit Locations and Variable Injury rule, roU hit
  location and injury separately for each buUet
  Players should note that these expert rules make it more diffi-
  cult to hit targets with a burst, but such hits are more deadly.
  Hit Locations And Variable Injury
  In the basic rules, one dice roll determines whether the target is
  hit In the expert rules, the dice must be roUed a second time to
  determine where the target is hit and how badly the target is
  injured. The firing character must roU percentile dice again and
  check the HIT LOCATIONS AND INJURY table. If a burst was
  fired, roU separately for each buUet that hits the target.
  HIT LOCATIONS AND INJURY
  Dice
  01 -
  06 -
  11 -
  13 -
  15 -
  26 -
  31 -
  36 -
  38 -
  43 -
  45 -
  49 -
  51 -
  55 -
  57 -
  59 -
  61 -
  76 -
  81 -
  86 -
  91 -
  96 -
  Roll
  05
  10
  12
  14
  25
  30
  35
  37
  42
  44
  48
  50
  54
  56
  58
  60
  75
  80
  85
  90
  95
  00
  Location
  Head
  Head
  Neck
  Neck
  Chest
  Chest
  Right Shoulder
  Right Shoulder
  Left Shoulder
  Left Shoulder
  Right Arm
  Right Arm
  Left Arm
  Left Arm
  Right Hand
  Left Hand
  Abdomen
  Abdomen
  Left Leg
  Left Leg
  Right Leg
  Right Leg
  Injury
  Full
  3 points
  Full
  3 points
  Full
  3 points
  Full
  3 points
  Full
  3 points
  FuU
  3 points
  FuU
  3 points
  FuU
  FuU
  FuU
  3 points
  FuU
  3 points
  FuU
  3 points
  Wound Effects. Wounds restrict a character's actions. The
  exact effect must be decided by the game judge. Some examples
  are
  1. A character shot in the hand cannot hold a gun in that hand.
  2. A character shot in the leg or abdomen cannot run.
  3. A character shot in the shoulder wiU have difficulty firing a
  rifle.
  A wound that has fuU effect should be more crippling than one
  that causes only three points. These penalties are in addition to
  the effects of having more wounds than one-half of your Hit
  Points.
  Partial Cover
  In the basic rules, there is a -30 modifier to hit a target behind
  partial cover. In the expert rules, this modifier is changed to
  -10. If the target is hit, check the hit location. If the hit location
  is a part of the target's body that is behind cover, the shot misses
  unless the buUet can penetrate the cover (see Penetration).
  Full Cover
  In the basic game, a target that is completely hidden behind
  solid cover cannot be hit In the expert rules, a character can
  shoot at a hidden target with a modifier of -30. The character
  must know where the target is. If the target is hit and the buUet
  can penetrate the cover (see Penetration), roU on the HIT
  LOCATIONS AND INJURY table as usual.
  Penetration
  Gunfire can penetrate certain types of cover to hit whatever is
  behind it. Guidelines for different types of weapons are given
  below.
  Pistols and Revolvers. Automatic pistols and revolvers can
  penetrate soft cover when fired at point blank range.
  .22 CALIBER. Handguns of .22 caliber can penetrate up to IVa
  inches of soft wood (pine, for example) and stiU inflict fuU
  damage. 
  ,
  .38 CALIBER. Handguns of .38 caliber wiU penetrate up to 2
  inches of soft wood if fired at point blank range. The buUet wiU
  stiU inflict fuU damage.
  .45 CALIBER. Handguns of .44 or .45 caliber wiU penetrate up
  to 21/a inches of hard wood or 4 inches of soft wood if fired at
  point blank range. The bullet wiU stiU inflict normal damage.
  Other Weapons. Rifles of greater than .22 caliber, B.A.R.S and
  Thompson submachine guns wiU penetrate most wood or plas-
  ter walls, floors or ceilings when fired at short range or less.
  Rifles of .22 caliber are treated as .22 caliber pistols for
  penetration.
  Special Cases. In any uncertain cases, it is left to the game
  judge to decide whether a buUet wiU penetrate a specific type of
  cover. Bullets that do not penetrate a target's cover miss the
  target automaticaUy. The penetration limits given above are the
  maximum penetration for the weapons listed.
  EXPERT FISTFIGHT RULES
  The expert rules add two new fistfight actions; boxing and
  martial arts.
  Boxing
  Boxing is a skill. It gives characters the following advantages in
  fistfights:
  1. A character with boxing skill can make a boxing skill check
  instead of an Agility check when trying to hit an opponent in a
  fistfight
  2. A successful check means the boxing character has hit his
  opponent twice in the same turn. One hit causes normal injur-
  ies, the second hit causes double injuries.
  3. If a boxing character fails his boxing check, that character can
  stiU try to hit his opponent normally by making an Agility check.
  
  4. All modifiers that apply to a character's Agility score in a
  flstflght also apply to a character's boxing score.
  5. A character with boxing skill who rolls 05 or less when
  making a boxing check has knocked out his or her opponent
  Martial Arts
  Martial arts such as judo and jiu-jitsu were just becoming
  known in the United States in the 1920s. The deadlier forms of
  the martial arts, such as karate, were almost unheard-of during
  this period. Characters who have martial arts skill gain the
  following advantages in fistfights:
  1. Martial arts actions are resolved before all other actions
  except closing in a fistfight.
  2. Characters using martial arts make a skill check instead of an
  Agility check.
  3. A successful check means the character with martial arts
  skill has accomplished two things:
  a) he has caused any attack being made by his opponent to miss
  automatically;
  b) he has either gotten a hold on his opponent or thrown his
  opponent to the ground, causing injuries equal to his punching
  score. Characters thrown to the ground must spend a turn
  standing up.
  4. If two characters with martial arts skill fight one another and
  both make successful martial arts checks, neither inflicts any
  damage on the other.
  EXPERT CAR RULES
  The expert rules contain new rules for movement in cars, car
  crashes, special driving manuevers, traffic density and gunfire
  at vehicles.
  Movement Rates
  In the basic game, cars move at either slow or fast speed. Using
  the expert rules, cars can move at any speed that is an even
  multiple of 10 miles per hour (10, 20, 30, 40, etc.).
  A car moves 15 feet per turn for every 10 mph of its speed. For
  example, a car traveling at 40 mph will move 60 feet per game
  turn (4 x 15 = 60).
  Acceleration And Braking
  Various types of cars can accelerate and decelerate at different
  rates. These are shown on the EXPERT CAR DATA TABLE.
  The numbers shown on the table are the numbers of turns
  needed to accelerate 10 mph or slow down 10 mph.
  EXAMPLE: The table shows that a standard five-passenger
  sedan has an acceleration rate of 5 and a braking rate of 2. This
  means the car must travel at the same speed for five turns before
  increasing its speed by 10 mph and for two turns before de-
  creasing its speed 10 mph. If the driver of this car wanted to
  accelerate from a dead stop to 40 mph, it would take 16 turns;
  the car must travel at 10 mph for five turns, at 20 mph for five
  turns and at 30 mph for five turns. It would hit 40 mph at the
  start of the 16th turn. The driver then could decelerate to a stop
  in nine turns; the car must travel at 40 mph for two turns, at 30
  mph for two turns, at 20 mph for two turns and at 10 mph for
  two turns. It stops at the beginning of the 9th turn.
  Car Crashes
  When using the expert rules, drivers must check for car crashes
  in the same situations listed in the basic game. Any speed of 30
  mph or faster is considered fast speed.
  Type
  EXPERT CAR DATA TABLE
  Standard Cars and Trucks
  Psngrs 
  Price 
  HP
  A/B TopSpd.
  Coupe
  Sport touring
  Touring
  Sedan
  Limousine
  Light Truck
  Heavy Truck
  2-3
  2-3
  5-7
  5-7
  5-7
  2-3
  2-3
  8800-1,200
  8900-1,300
  81,500-2,000
  82,000-3,500
  82,500 +
  8800-1,300
  81,000-1,500
  12
  12
  14-16
  16-18
  18-20
  14-18
  16-20
  5/2
  5/2
  5/2
  5/2
  5/2
  6/2
  6/3
  50 mph
  60 mph
  60 mph
  60 mph
  70 mph
  50 mph
  50 mph
  Super Luxury Cars
  Type
  1929 Mercedes
  Benz 99KL
  1929 Dusenberg
  Model J
  1932 Rolls Royce
  Phantom II
  1932 Packard
  Phaeton
  Psngrs
  2
  5-7
  4
  5-7
  Price
  812,000
  85,000 +
  818,000
  83,990
  HP
  15
  16
  15
  18
  A/B
  4/2
  4/2
  4/2
  3/2
  Top 
  Spd.
  120 mph
  100 mph
  90 mph
  90 mph
  Notes:
  Psngers = number of passengers
  HP = hit points (see Shooting At Cars)
  A/B = acceleration / braking
  Top Spd. = top speed
  A coupe is a two-door car with one seat and a hard top.
  A touring car has an open or canvas top.
  A sedan is a two- or four-door car with two seats and a hard top.
  How to Check for Crashes. When checking to see if a car
  crashes, use the following procedure:
  1. Note the driver's Driving score;
  2. Add 20 to that score;
  3. Subtract the speed of the car in miles per hour;
  4. Roll percentile dice. A result greater than the driver's modi-
  fied Driving score means the car has crashed.
  Crash Damage. With the expert rules, all vehicles have a
  number of hit points which are used just like character hit
  points. Damage caused in an accident is subtracted from the
  vehicle's hit point total. Vehicles that are reduced to zero hit
  points are totally destroyed and beyond repair. The number of
  hit points a vehicle has is given on the CAR DATA TABLE.
  To determine the effect of a car crash, roll 2dlO and add the
  speed of the car in miles per hour to the result. Find this number
  on the EXPERT CRASH RESULTS TABLE.
  EXPERT CRASH RESULTS TABLE
  Modified
  Dice Roll
  12 - 18
  19 - 25
  26 - 32
  33 - 39
  40 - 51
  52 - 58
  59 - 65
  66 - 72
  73 
  +
  Vehicle
  Damage
  2 points
  4 points
  6 points
  8 points
  10 points
  13 points
  15 points
  18 points
  Total
  Critical
  Damage
  10%
  20%
  30%
  40%
  50%
  60%
  70%
  80%
  100%
  Passenger
  Wounds
  none
  2 each
  4 each
  6 each
  8 each
  12 each
  16 each
  22 each
  Killed
  
  The EXPERT CRASH RESULTS TABLE shows the number of
  points of damage a vehicle takes in an accident, the percent
  chance that the vehicle will not run until repaired (Critical
  Damage) and the number of wounds suffered by passengers.
  Passengers who should be killed are allowed to make Luck
  checks as in the basic game.
  Repairing Damaged Cars
  Repairing a damaged car costs 825 to 850 per point of damage.
  The exact price depends on how expensive the car was
  originally.
  Traffic
  Traffic is not considered in the basic game. In the expert game,
  players can take into account varying densities of traffic at
  various times of day. The amount of traffic found in downtown
  areas at various times are shown on the TRAFFIC DENSITY
  TABLE.
  TRAFFIC DENSITY TABLE
  Time Of Day_______Type Of Traffic
  each bullet hits, either choosing randomly or by considering the
  angle of the shot and the arrangement of the passengers in the
  10:01 p.m. to 6:00 a.m.
  6:01 a.m. to 9:30 a.m.
  9:31 a.m. to 12:00 noon
  12:01 p.m. to 1:30 p.m.
  1:3 1p.m. to 3:30 p.m.
  3:31 p.m. to 6:30 p.m.
  6:31 p.m. to 10:00 p.m.
  Light
  Heavy
  Moderate
  Heavy
  Moderate
  Heavy
  Moderate
  Effects of Traf&c Density. Traffic density affects the chance
  that a driver will crash. A character's Driving score is modified
  by the types of traffic as follows:
  Light traffic 
  +10
  Moderate traffic 
  + 0
  Heavy traffic 
  -20
  Driving Maneuvers
  All special driving maneuvers from the basic game are included
  in the expert rules. When making Driving checks during ma-
  neuvers, ignore the Driving score modifiers from the basic rules
  and use the procedure given under How To Check For Crashes.
  Jumps. Jumping is a new driving manuever. Drivers can try to
  make their cars jump over obstacles under the following
  conditions:
  1. There must be a ramp angled at 45 degrees or less for the car
  to jump from. The ramp must be at least five times longer than
  the car.
  2. The car must be traveling at least 50 mph.
  DISTANCE JUMPED. A car making a jump will clear vertical
  obstacles that are less than 10 feet higher than the ramp. It will
  travel 5 feet horizontally for every 10 mph of speed.
  DRIVING CHECK. The driver of a car making a jump must
  make a Driving check using the procedure given under How To
  Check For Crashes. However, there is an additional modifier of
  -20 for this check. Failing the check means the car crashes
  when it lands.
  Shooting At Cars
  Shooting at cars is handled exactly as in the basic game with
  one exception. When a burst from an automatic weapon hits a
  car, the attacker must check to see where each bullet hits.
  Bullets that hit the windshield or a window will wound one
  passenger each. The game judge determines which passenger
  car.
  Bulletproofing. Bulletproofing increases a car's Hit Points by
  10 and reduces its top speed by 20 mph. The windshield and
  windows of a bulletproofed car can withstand five single shots
  or one burst before shattering. Bulletproofing costs one-half as
  much as the car being bullet-proofed. Touring cars cannot be
  bulletproofed. Without bulletproofing, no stock car can have
  more than 20 Hit Points.
  PART 12: APPENDICES
  Appendix One: TYPICAL NPCs
  Following is a list of typical NPCs. The game judge can use them
  as he needs them. The ability scores given are considered
  average for that type of character. The game judge can modify
  these scores to suit the needs of his or her game. The judge
  should assign levels and skills to the NPCs as he or she sees fit.
  NPC
  Mu 
  Ag 
  Ob 
  Pr 
  Dr 
  Lu 
  HP
  F.B.I. Agent
  Prohibition Agent
  Patrolman
  Police Sergeant
  Police Captain
  Detective
  Private Investigator
  Newspaper Reporter
  Independent Punk
  Gangster
  Gangster Enforcer
  Gangster Driver
  Gangster Hit Man
  Gangster Gun Moll
  Syndicate Boss
  District Attorney
  Judge
  Defense Lawyer
  Store Clerk
  Store Owner
  Corporate Executive
  Blue Collar Worker
  Career Girl
  Flapper
  Ward Boss
  Derelict
  80
  50
  75
  80
  78
  83
  73
  55
  60
  73
  98
  37
  71
  33
  62
  51
  45
  48
  50
  48
  47
  83
  28
  31
  61
  44
  85
  60
  65
  67
  66
  72
  68
  60
  65
  58
  72
  92
  88
  75
  54
  48
  39
  43
  55
  52
  53
  62
  43
  62
  49
  32
  90
  54
  63
  72
  85
  87
  89
  93
  85
  57
  43
  88
  83
  78
  89
  90
  96
  90
  45
  65
  74
  44
  82
  73
  83
  28
  7
  5
  5
  6
  7
  6
  6
  4
  3
  5
  8
  3
  5
  7
  9
  8
  9
  7
  3
  6
  8
  6
  5
  7
  8
  1
  88
  57
  64
  70
  76
  80
  78
  77
  75
  59
  58
  90
  86
  77
  72
  69
  68
  67
  50
  59
  64
  53
  63
  68
  66
  30
  30
  12
  23
  25
  33
  28
  42
  16
  18
  14
  12
  09
  15
  13
  39
  40
  26
  22
  14
  16
  37
  20
  22
  11
  24
  48
  22
  16
  19
  20
  20
  21
  20
  17
  18
  19
  22
  18
  21
  16
  17
  15
  14
  15
  16
  15
  15
  20
  13
  15
  16
  13
  Appendix Two: PRICE LISTS
  The following lists show typical prices from the 1920s for a
  variety of goods and services. Players and judges should note
  that prices fluctuated dramatically between 1920 and 1939; as a
  general rule, deduct 40% from the prices shown after the 1929
  stock market crash.
  Weapons
  Handguns, rifles and shotguns can be bought in gun shops or
  through criminal suppliers. Guns bought from gunshops will be
  registered with the local police. Automatic weapons (Thomp-
  sons and B.A.R.S) can be bought through military surplus
  stores under severe restrictions, or from criminals. The prices
  shown for weapons are general guides; the game judge can
  adjust the prices as he sees fit, due to circumstances or the
  quality of the weapon sought Guns bought from criminals may
  cost as much as twice their listed value.
  6O
  
  WEAPONS
  MISCELLANEOUS EXPENSES
  .22 revolver
  .38 revolver
  .44 or .45 revolver
  9 mm or .38 automatic
  .45 automatic
  Any rifle
  Thompson submachine gun
  B.A.R.
  Rifle, pistol and
  tommygun ammunition
  Shotgun ammunition
  825
  840
  845
  850
  875
  850
  8200
  8175
  or more
  or more
  or more
  or more
  or more
  or more
  or more
  or more
  82 per box of 100
  82 per box of 24
  CLOTHES and ACCESSORIES
  Man's suit, plain
  Man's suit, well-made
  Man's suit, excellent
  Shoes
  Woman's dress, plain
  Woman's dress, well-made
  Woman's dress, excellent
  Fur coat
  Fur stole
  Silk ties
  Jewelry
  Fine watch
  812
  815 to 840
  8200 or more
  83 to 860
  83
  85 to 810
  8100 to 84,000
  8200 or more
  8500 or more
  810 to 850
  8250 or more
  840 or more
  RENT and REAL ESTATE
  Room, cheap hotel
  Room, good hotel
  Room, best hotel
  Suite, best hotel
  Apartment, tenement
  Office, cheap
  Office, luxury suite
  Rent, 2 or 3 bedroom home
  Residential lot, cheap area
  Residential lot, average area
  Residential lot, exclusive
  Industrial land
  Commercial lots
  2 bedroom house and lot
  Lakefront mansion
  Construction, new building
  82 per night
  85 to 87.50 per night
  825 or more per night
  8100 or more per night
  810 to 815 per week
  830 per week
  860 or more per week
  820 to 840 per week
  8300
  8350 to 8500
  81,000 or more
  8500 or more per acre
  8500 to 85,000
  83,500 or more
  850,000 or more
  81.50 or more per
  square foot of space
  WAGES (Per Week)
  Factory worker
  Secretary
  Waitress
  Store clerk
  Low level manager
  Middle level manager
  Corporate executive
  Lawyer
  Doctor
  Salesman
  Small business owner
  Executive below cabinet
  level in Washington, B.C.
  Top level gangsters
  820
  825 to 830
  820 to 825
  825 to 830
  835 to 845
  845 to 855
  8100 to 8200 or more
  875 to 8125
  860 to 8125
  850 to 8100
  840 to 875
  8175
  8350,000 or more, per week
  Car: gas, oil and maintenance
  Lawyer's fees:
  Criminal defense
  Civil suit
  Doctor's fees:
  Office call
  House call
  Movies
  Meal in fancy restaurant
  Radio (large crystal set)
  Furniture, cheap
  Furniture, quality
  Hospital room
  85 per week
  825 or more,
  negotiable
  50% or more of any
  settlement
  81 or more
  81.50 or more
  50 cents to 81.50
  815 to 820 for best
  in town
  835
  8100 or more per room
  8150 or more per room
  815 to 825 per day
  Note on Expenses. The game judge must determine costs for
  items that are not listed, using the prices above as a guide.
  Appendix Three: ROGUE'S GALLERY
  This section gives statistics for famous gangsters, gangs, pro-
  hibition agents and F.B.I, agents. Many of these people were
  active from the 1920s through the 1950s, but the statistics
  given are only for the 1920s and 30s.
  The first seven characteristics are the NPC's basic ability
  scores: Muscle (Mu), Agility(Ag), Observation (Ob), Presence
  (Pr), Driving (Dr), Luck (Lu) and Hit Points (HP). The eighth
  number is the character's level (Lv). The ninth number (Re) is
  a reaction modifier. This number is added to or subtracted from
  the NPC's reaction roll when meeting a PC. For example, if a PC
  meets Albert Anas tasia, the judge determines Anastasia's reac-
  tion to the character by rolling 2dlO and subtracting 2, Anasta-
  sia's reaction modifier. The last two numbers are the lowest
  (Mn) and highest (Mx) reactions the NPC can have to a player
  character. No minimum is given for Anastasia, so his reaction
  to a PC can be as low as 2. However, he will never have a better
  reaction than 17. In general terms, this means Anastasia might
  dislike a player character strongly, and will never really like
  anyone.
  CRIMINAL CLASS
  Historical Characters
  Name_______Mu Ag Ob Pr Dr Lu HP Lv Re Mn MX
  Albert Anastasia 81 77 56 
  7 67 29 21 7 - 2 
  17
  1903-1957. Allegedly one of the murderers of Joe "the Boss"
  Masseria. Alleged head of Murder, Inc., and ally of Lucky
  Luciano.
  Arizona Barker 
  44 37 89 
  8 63 24 14 
  5
  1872-1935. "Ma" Barker. Organizer of the Barker Gang, con-
  sisting mainly of her sons. The gang specialized in robbing
  banks and kidnapping.
  Arthur Barker 
  52 74 55 
  6 65 31 18 
  5
  1899-1939. "Doc" Barker. Skill: auto theft 58%.
  Fred Barker 
  54 71 57 
  6 64 25 18 
  5
  1902-1935. Skills: lockpicking 25%, alarm systems 24%.
  Herman Barker 
  53 64 51 
  6 61 23 17 
  2
  1894-1927. Skills: lockpicking 28%, alarm systems 19%.
  61
  
  Name_______Mu Ag Ob Pr Dr Lu HP Lv Re Mn MX
  Clyde Barrow 
  57 84 55 
  6 70 14 17 2 - 3 
  15
  1909-1934. Small-time robber and murderer. Skill: auto theft
  64%.
  Louis Buchalter 
  59 63 92 
  9 78 34 18 
  9
  1897-1944. "Lepke" Buchalter. Controlled many New York
  garment district unions. Ally of Lucky Luciano. Killed Little
  Augie Organ. Skills: smuggling 61%, gambling 50%.
  Alphonse Capone 87 74 90 10 82 32 21 
  9
  1899-1947. "Scarface" Al Capone. Gained control of Chicago
  rackets after extensive gang wars. Believed to have killed Big
  Jim Colosimo. Skills: smuggling 94%, public relations 86%.
  Vincent Coll 
  70 79 48 
  7 64 17 20 4 - 2
  1909-1932. "Mad Dog" Coll. Hired killer who tried to take over
  from Dutch Schultz and failed. Skill: smuggling 62%.
  John Thomas
  Diamond 
  68 93 74 
  9 84 50 22 
  7
  1896-1931. "Legs" Jack Diamond. Bodyguard and killer.
  Fought a four-year war with Dutch Schultz for control of various
  territories in New York, but lost. Skills: lockpicking 47%, alarm
  systems 45%, smuggling 79%, public relations 57%.
  John Dillinger 
  65 95 72 
  8 84 36 21 
  5
  1903-1934(?). Bankrobber who led three different gangs. Some
  people still question whether he really was killed in a shootout
  with F.B.I, agents in 1934. Skills: auto theft83%, alarm systems
  37%.
  Charles A. Floyd 94 86 60 
  7 73 35 23 
  3
  1901-1934. "Pretty Boy" Floyd, "Chock" Floyd. Bankrobber
  and murderer. Mistakenly accused of taking part in the Kansas
  City Massacre, where four law enforcement agents were killed.
  Skill: auto theft 67%.
  Vito Genovese 
  65 67 96 
  9 84 41 18 7-1 
  18
  1897-1969. "Don Vitone" Genovese. One of Lucky Luciano's
  partners, rumored at one time to have become Capo di tutti Capi
  — "Boss of All Bosses" — for the mafia. Helped kill Joe "the
  Boss" Masseria. Skill: smuggling 94%.
  George Kelly 
  92 71 46 
  4 58 15 22 
  2
  1897-1954. "Machinegun" Kelly. Small-time bootlegger whose
  wife goaded him into becoming a successful kidnapper.
  MeyerLansky 
  43 57100 8 78 50 15 9 
  4
  1902- 
  . One of the founders of a national crime organiza-
  tion, along with Lucky Luciano. Skills: auto theft 72%, auto-
  body work 74%, smuggling 35%, accounting 55%, gambling
  63%.
  Charles Luciano 
  59 64 99 10 82 50 17 10
  1897-1962. "Charlie" Luciano, "Lucky" Luciano. Mostpower-
  fulboss in the U.S. from 1932 to 1936. Controlled all vice in the
  New York area. Set up a loosely organized national crime syndi-
  cate. Skill: smuggling 97%.
  Salvatore
  Maranzano 
  62 63 77 
  9 70 28 18 
  7
  1868-1931. Successfully fought Joe "the Boss" Masseria for
  control of the New York rackets in the "Castellamare War." He
  was murdered shortly after on the orders of Lucky Luciano.
  Name
  Mu Ag Ob Pr Dr Lu HP Lv Re Mn MX
  JackMcGurne 
  91 99 68 
  7 85 42 24 4
  1904-1936. "Machinegun" Jack McGurne. Ex-prizefighter.
  Ace hit man for Al Capone, killed more than 20 men. Skill:
  boxing 76%.
  George Moran 
  90 76 78 
  8 77 49 22 
  7
  1893-1957. "Bugs" Moran. Inherited control of the Chicago
  North Side gang and its war with Al Capone from Deanie
  O'Bannion and Hymie Weiss. Drifted into obscurity after the St.
  Valentine's Day Massacre. Skills: lockpicking 58%, alarm sys-
  tems 45%, safecracking 37%, smuggling 74%.
  Dion O'Bannion 
  63 74 83 10 79 35 19 
  7
  1892-1924. "Deanie" O'Bannion. Formed a gang to control the
  rackets on Chicago's north side. His murder, ordered by Al
  Capone, started a five-year gang war in Chicago. Skills: lock-
  picking 72%, alarm systems 56%, safecracking 44%, smug-
  gling 89%.
  Bonnie Parker 
  49 73 51 
  7 62 13 18 
  2 -3 
  15
  1911-1934. Murderess, Clyde Barrow's accomplice. Skill: auto
  theft 43%.
  Arnold Rothstein 78 81 74 
  8 78 48 21 
  8
  1882-1928. Big- time gambler who made a fortune by financing
  crime. Allegedly fixed the 1919 World Series. Skill: gambling
  98%.
  Morris
  Rudsensky 
  76 87 80 
  8 84 47 22 
  4
  1908- 
  . "Red" Rudsensky. Master safecracker and burglar
  who often worked alone. Later reformed completely. Skill: lock-
  picking 87%, stealth 74%, alarm systems 78%, explosives 73%,
  safecracking 91%.
  Dutch Schultz 
  77 79 82 10 81 29 21 
  9 -1 
  18
  1902-1935. Arthur Flegenheimer. Controlled beer bootlegging
  in New York and the numbers racket in Harlem. Murdered by
  rivals after he threatened to kill the reform district attorney,
  Tom Dewey. Skills: lockpicking 59%, alarm systems 53%,
  smuggling 88%, gambling 57%.
  Benjamin Siegel 
  73 76 77 
  9 77 21 18 
  5
  1906-1947. "Bugsy" Siegel. Gangster and murderer, junior
  partner with Meyer Lansky. Originated syndicate gambling in
  Las Vegas. It is believed he was killed for stealing 83 million
  from the syndicate. Skills: auto theft 75%, autobody work 71%,
  smuggling 73%, gambling 78%.
  JohnTorrio 
  57 64 99 10 82 45 18 8
  1882-1957. "Johnny" Torrio. Al Capone's mentor. A careful
  gangster who preferred negotiation to violence. After being shot
  in 1924 he went into semi-retirement.
  Joseph Well 
  72 79 99 10 85 46 21 
  6 
  8 16
  1877-?. "Yellow Kid" Weil. Master confidence man. He retired
  from the con game in 1934 because publicity had made his
  picture too familiar to prospective victims. Skills: stealth 74%,
  disguise 38%, public relations 89%.
  Famous Gangs
  Dillinger "Super Gang" — bankrobbers
  John Dillinger, Harry Peirpont, Homer Van Meter, "Three-
  fingered Jack" Hamilton, "Fat Charley" Mackley and Russell
  Lee Clark.
  
  Druggen-Lake Gang — rackets and bootlegging
  LedbyTeny Druggen andFrankie Lake. Staunch Capone allies
  on the west side of Chicago.
  Egan's Rats — rackets, bootlegging and vice
  Organized by "Jellyroll" Egan, led by Dinty Colbeck. Lost a war
  with The Green Ones over control of St Louis.
  Genna Brothers — bootlegging
  Chicago Little Italy gang led by six brothers: "Bloody Angelo,"
  "Tony the Gentleman," Mike "The Devil," Pete, Sam and Vin-
  cenzo "Jim" Genna. Started as allies but became rivals of Al
  Capone.
  The Green Ones — rackets, bootlegging and vice
  Won control of crime in St Louis after wars with Egan's Rats
  and The Cuckoos.
  Lamm Gang — bankrobbers
  First bank robbers to use organized methods. Led by "Baron"
  Herman K. Lamm. Other members were Walter Dietrich,
  "Oklahoma Jack" Clark and "Dad" Landy.
  O'Donnell Brothers — bootlegging and rackets
  Two different Chicago gangs led by two unrelated families with
  the same name. The South Side O'Donnells were led by "Spike,"
  Steve, Walter and Tommy O'Donnell. The West Side O'Donnells
  were led by "Klondike," Bernard and Myles O'Donnell. Both
  gangs took sides against Al Capone and lost
  "Owney" Madden Gang — bootlegging and rackets
  New York gang led by "Owney" Madden. Feuded with the Waxey
  Gordon gang.
  The Purple Gang — bootlegging, rackets and vice
  Led by Abe Bernstein. Ruled the Detroit rackets until incor-
  porated into the national crime syndicate. 
  ,
  "Waxey" Gordon Gang — bootlegging and rackets
  New York gang led by Waxey Gordon. Feuded with the Owney
  Madden gang. The feud was halted on the orders of the national
  crime syndicate.
  LAW ENFORCEMENT CLASS
  Historical Characters
  The Untouchables. The Untouchables were a special squad of
  10 men who worked for the Prohibition Bureau in Chicago.
  Their job was to "dry up" the source of Al Capone's vast crimi-
  nal income by shutting down his breweries and distilleries and
  arresting his men. The Untouchables got their nickname be-
  cause they could not be bribed. Finding an entire squad of
  prohibition agents who were uncorruptable was so unusual
  that the event made nationwide headlines. The leader of the
  Untouchables was Elliot Ness.
  Name
  Mu Ag Ob Pr Dr Lu PIP Lv Re Mn MX
  Name
  Mu Ag Ob Pr Dr Lu HP Lv Re Mn MX
  Elliot Ness 
  87 82 85 10 84 50 22 10+2* 8*
  1903-1957. Leader of the Untouchables. Afterward named
  chief investigator of prohibition forces in Chicago. In 1935 he
  was elected director of public safety for Cleveland. Skills: martial
  arts 74%, public relations 70%, shadowing 60%, stealth 66%.
  MartyLahert 
  86 82 71 
  8 77 38 22 4 +2* 8*
  Skill: martial arts 72%.
  SamSeager 
  94 81 70 
  7 76 39 23 4 +2* 8*
  Skill: find smuggled goods 62%.
  Barney
  Cloonan 
  95 79 68 
  7 69 37 23 4 +2* 8*
  Skill: find smuggled goods 61%.
  Lyle Chapman 
  83 77 84 
  7 81 42 21 4 +2* 8*
  Skill: fingerprinting 67%, accounting 93%, chemical analysis
  41%.
  TomFriel 
  67 78 66 7 72 11 21 4 +2* 8*
  Murdered in the line of duty by the Capone mob in 1930. Skill:
  find smuggled goods 76%.
  JoeLeeson 
  68 88 87 7 88 36 21 4 +2* 8*
  Driver for the Untouchables. Skill: shadowing 92%.
  Mike King 
  64 67 79 
  7 73 38 19 4 +2* 8*
  Skills: shadowing 83%, stealth 82%.
  PaulRobskey 
  63 68 78 
  8 73 35 19 4 +2* 8*
  Skills: shadowing 81%, stealth 80%, wiretapping 85%.
  Bill Gardner 
  96 91 70 
  7 81 36 24 4 +2* 8*
  Skill: find smuggled goods 58%.
  * Reaction to non-criminals only. Members of the Untouch-
  ables react normally to criminals. Their reaction should be
  tempered by their desire to see all criminals convicted and
  sentenced.
  Special Citizens' Groups. Citizens did not always meekly ac-
  cept crime in their cities. To fight the high rate of crime caused
  by prohibition, citizens sometimes joined together to elect re-
  form candidates and put pressure on public officials to stop
  crime and corruption. These groups of citizens often remained
  anonymous to avoid retaliation from gangsters.
  Perhaps the most famous citizens' anti-crime organization was
  formed by six influential businessmen in Chicago. The organi-
  zation was known as The Secret Six. It was headed by Robert
  Isham Randolph. The Secret Six was responsible for the forma-
  tion of the Untouchables, among other things.
  FBI Agents
  Name
  Mu Ag Ob Pr Dr Lu HP Lv Re Mn MX
  EarlJ. ConneUy 
  67 72 73 8 73 41 19 8 +2* 8*
  1892-1957. Special agent in charge in Cincinnati until 1934.
  Special agent in charge in Chicago from 1934 until 1940. Later
  served as field assistant director. Skill: martial arts 74%.
  Samuel P.
  Cowley 
  63 82 71 
  8 77 12 19 7 +2* 8*
  Special agent in charge in Chicago until his death. Helped
  arrange the demise of John Dillinger (if it really was Dillinger
  who was killed outside the Biograph Theatre). Killed in a gun
  battle with Baby Face Nelson in 1934. Skill: martial arts 71%.
  Melvin Purvis 
  81 78 63 8 71 25 21 5 +2* 8*
  Special agent serving throughout the midwest Helped arrange
  the demise of John Dillinger. Killed Pretty Boy Floyd in a gun
  battle in 1934. Skills: martial arts 76%.
  * Reaction applies to non-criminals only. Reaction to criminals
  is normal, tempered by a desire to see all criminals convicted
  and sentenced.
  
  GANGBUSTERS™ Character Sheet
  Basic Ability Scores
  Muscle
  Agility
  Observation
  Presence
  Driving
  Luck
  Hit Points
  dlOO
  dlOO
  dlOO
  dlO
  agility
  dlOO
  muscle
  Injuries: 
  Wounds: D D
  Bruises: D D
  Punching
  modifier
  + 
  ————————— 
  =
  modifier
  modifier
  modifier
  i 
  — 
  . O _
  observation
  • o
  + 
  - 1 0 - 
  + H -
  agility
  total
  total
  total
  total
  total
  total
  total
  D D n n n n n n n n n n n n n n n n n n n n n D n n n n n
  n n n D D n D n n n n n D n a n n n n n n n n n n a n n n
  total
  
  Index
  Ability 
  Checks................................................................6-7
  Ability Modifiers Table.-.-.--.....-....-.....-.-.......-.....-*
  Ability Scores Definitions..........................................5-6
  Actions..-—.......—.—..... -..-.-.......—..—....——........—9
  Age...................................................................................... 19
  Agility 
  Checks....................................................................6
  Agility 
  Score.......................................................—-.....4,5
  AimingTurns...—..—....——..—.—.—-—.—..-..—......——...13
  Ammunition—————.—.—..-——.....—.-———.-—.——11
  Arraignment Hearings....................................................52
  Automatic Hits........................................................11, 12
  Automatic Jams..............................................................18
  B
  Bail................................................................................52-53
  BankLoans.-——-——-————————————--——-51
  Basic Game......................................................................51
  Bookmaking——.......................................................43-44
  Bootlegging..........................................................38,39-40
  Boxing.——————————————————.—-58
  BreakingFree———..———.........................................13
  Breweries——————————————————----.39
  Bribery..............................................————..................48
  Browning Automatic Rifle.--———————.———11
  Bruises—............................................................................5
  Bumping—.———..—————--——-——---—--16
  Bursts—...................................................———..10,12,58
  Careers.....-....-..........————————————26-37
  changing careers..—————————————.26
  Cars..-—.-——-.———————..................15-17,59-60
  changingspeed—.—..—........„——————..15,59
  crashes................——...—..............——...15-16,59
  driving actions-————————-.————16-17,60
  expert rules.....................................——.....—59-60
  mgunflghts—————.............................. 12,17,60
  movement....——............—............................. 15, 59
  pedestrians——-——————--—----———16
  repairing damage.....——.........................12, 22, 60
  traffic.....--...--..--..————.————————.—60
  turning————————---—————————15
  using maps and counters.........—......————— 15
  Casinos................———————........————.—44
  Characters
  advancement.—————.—.............———20-21
  backgrounds....——————————————19-20
  creating characters..-——————————4-7, 18
  Church Crusades...........—————————————51
  CivilSuits—...................................................................... -54
  Closing for Fistfights.....................——————.............13
  Coroner's Services..........-.———————————.....31
  Counters-------——-----—--------8,9
  Cover.....-...................—————————————11,12,58
  Crime Labs-.----...........————————————31
  Crimes.——-——.——————-..-————-..———37-45
  armedrobbery.....—..———————.................... 37
  bootlegging——..————.......................... 38,39-40
  burglary————————........................... .——37
  fencing stolen goods........—....—————————..38
  murder-—.................................................................. 38
  pettycrimes——————......——.................——.38
  CriticalHits——-—..........................————.-—-12
  Cronies....................................———————..—————49
  CuttingLiquor———————————————— 39
  Cutting Off......................................................———....... 16
  D
  Death.............—.——..——..—————.
  Demotion—--——————.—..—————.————
  Designing Adventures......................................18,
  Dice Rolling....................................................
  Difficult Movements———————..............——.
  Disarming............—........................——..............—..
  Doors—-—-—.—-—-—--—--—--—.-—
  shooting offlocks...............................———.
  Driving Actions....—.———.———————16
  Driving Checks—————————————6,
  DrivingScore.————.....—————.....————
  .——6
  ——31
  55-56
  ——4
  ——10
  ——13
  ——10
  —.13
  —17,60
  15,59
  —4-5
  Encounters——...........................—————27,29,48
  Ethnic Background...-..........————————————19
  Expenses.-..............——————————————.———19
  Experience Points.......-...—.———————————20
  changing careers......———.———————————26
  E (cont)
  for criminals——————————..——.——........37
  for law officers......——.....——................................. 31
  for newspaper reporters..——————....——.... ...35
  forprivate investigators—................—————33
  spendingX.P.s.............-.......————............ 20-21
  Explosives................--...-....-————————————52
  F.B.I. Agents-...-....--.-.-...-.——————..—————27-28
  Falling—--—————.................................................... 10
  Features, Marks and Scars.——————........——..19
  Fields ofVision..................................—.......——............ 8-9
  Fighting Dirty.....................................................—......... 13
  FightingFair........———................................................... 13
  Fingerprint Files—............................................................31
  Firearms Data Chart..—........................——................. 11
  Firing While Moving————....................................... 57
  Fistfights————————..........................................13-15
  expertrules---..———..————.—————„„—.58
  Foot Movement Table.....——..——————.————10
  Game Balance............................................................18,56
  Game Judge-.--.—......——————19,34,55-56
  Game Time / Game Turns...———.......—7, 24, 56
  Gangs..................--...-.-------———————————36
  Gunfights—......—....———............————10-13,17
  expert rules............................................................57-58
  GunfightModiflers Table————————............. 18
  H
  HandGrenades---—---..—.—-...--..-—.————„........—52
  Hand Weapons in Fistfights..........................................14
  Healing-..——................................................——..—.....6
  Hearing——.........................................................————9
  Heightand Weight——................................———-.-19
  Hired Help..................................................................——49
  HitLocations————....-——————————--——58
  Hit Points........................................................................4,5
  Holding..................................................................................13
  Honesty.......—————————.-27, 28, 30,47-48,49
  Hospitals—....................................................................—51
  I
  Improving Basic Abilities.................................—......-20
  Improving Skill Scores........——————.........20, 21
  Independent Criminals——————————————36
  Injuries——.———————..................................———5
  inflstflghts———......————————......——...... 14
  healing———.——————....................................... 6
  variable injury.————————————........58
  Intimidation——————....————————............47
  Jobs........................
  Jumping—————
  Jury Tampering..
  LakefrontCity...........-......-..-...—......——
  Law..............————————........——...
  Law Enforcement———————————.
  Law Enforcement Resources——————
  Lawyers———————————————.
  Leaping——.——————————————
  Levels----...————————————.
  Light and Darkness———————————.
  Loansharks———————————...............
  Locks, shootingoff.—.——.—.................—————.
  Loyally....———.............................................................
  Luck Checks......—.————..................—.6-7,
  LuckScore——————...............———..
  —51
  — 10
  —53
  ——.55
  ..52-54
  .26-31
  .30-31
  ——53
  ..—10
  .20,56
  ———8
  .44-45
  — 13
  ......47
  12,16
  —4,5
  M
  Maneuvering--.-..-.............——————————13
  Maps..—...........................———————.———————9
  dra wing your own maps.——————————.......9
  Martial Arts..........................................................................59
  Money........-...-.....-..................————————19-20
  MovementonFooL....—————.————.———9-10
  Movement in Cars......—..——————————.. 15
  Muscle Score....-..--———————.———————.4,5
  Muscle Checks———.....——————......_...........................6
  N
  NPCs......———————......—————......46-49,56
  creating NPCs.-..-..--—————......—————7
  historical...——————.............................. 61-63
  reactions—————————........—————18,46-19
  reactions during crimes .. 
  .......49
  typicalNPCs-.———...————..............————60
  National Prohibition AcL.——————————54
  Newspaper Crusades————.—————————51
  Newspaper Reporters....-.....—————————.33-36
  writing stories..————————————............34
  Numbers Games..........................................................41-43
  O
  Observation Checks........———
  Observation Score..————
  Optional Rules.............................
  Organized Crime Syndicates—
  .. . . . . -6,24
  —————4,5,29
  ...................... 12-13
  ——————36-37
  Parole—————————————————————54
  Patrol Cars.......—————.—————————......30
  Penetration----..——————————————58
  Persuasion...................-...-..-........—————————47
  Picking Up Objects.......——..........................................10
  Play Balance........................................................18,55,56
  Plea Bargaining———.........——....————————53
  Police Communications.--.-———.—..—.............29
  Police Officers———................................................... 29-30
  Police Patrols...................................................————49
  Police Records....................................................................31
  Politicians.......--.-----..---————————49,50
  Presence Scores—....———————....................—4,5
  Price Lists......................................................................60-61
  Private Investigators..............————————31-33
  Prohibition........—————————————39,54
  Prohibition Agents............—————————26-27
  Public Opinion and Heat————.——.......———50
  Pulled Punches...................................................—.........14
  Punching Score.....—.———————...............————4,6
  R
  RacingTurns......„-..————————.......———...——16
  Racing Wires........................................——.................... 43
  Racketeering-..--------....-—————————..—45
  Random NPC Reactions.............. ————————46
  ReloadingGuns.———————.————————11
  Search Warrants......————................—————31
  Sentences.......................—————————————54
  Sequence of Play——————————...........———7
  Shooting Into Fistflghts..................................................13
  Shooting OffLocks———————......——......——13
  Shotguns-..---------..--....————————.————11
  Sighting-.————————....———.............. 
  ———8
  Skills..—————————————————21-24
  Slot Machines.——————————————————44
  Speakeasies-----....--......————————..——41
  Specialweapons————.———.—..—...——————10-11
  Specialists.——.————————————..............36
  Stairways————— 
  . 
  — .10
  Stills-——————————......——————————39
  Surprise..........-.-...---.-————————————7-9
  drivers-------.-.....—————————————8
  inflstflghts..................——.................................—14
  Taxes...................-.....................——————————19
  Thompson Submachine Gun—————......————10
  Traffic———————... 
  —.60
  Trials————————...................................————53
  TumSequence..—......——————————————.——7
  Turning,onfoot———————————..—..——9
  Turning, incars.-..............................—————.——15
  U
  Unconsciousness.-.--------..--...-....————————5
  W
  Winning the Game-
  Witnesses—————
  Wounds.————
  .————48-49,53
  ................................5
  
  SEQUENCE OF PLAY OUTLINE
  FIREARMS DATA CHART
  Step 1: Check to see if any characters were surprised by actions
  in the previous turn.
  Step 2: Players declare what action each character will per form
  this turn. These can be jotted down on a sheet of paper
  and revealed simultaneously, if the players want.
  Step 3: Characters who are closing with an opponent for a
  fistfight are moved. Some characters may be able to fire
  at this time — see Guns in Fistfights.
  Step 4: All other characters who are moving complete one-half
  of their movement.
  Step 5: Fistfighting actions are resolved.
  Step 6: Gunfighting and other actions are resolved.
  Step 7: Characters finish moving.
  SURPRISE TABLE
  D100 minus Observation:
  Surprised for:
  1-20
  21-40
  41+
  1 turn
  2 turns
  3 turns
  FOOT MOVEMENT TABLE
  Action 
  Distance Moved During One Turn:
  Feet 
  5' squares 15' squares
  Walking
  Running
  Crawling
  Leaping
  Jumping
  Closing for
  fistfight
  Speed
  Slow
  Fast
  Modified
  Dice Roll
  (2dlO)
  2 or less
  3 - 4
  5 - 6
  7 - 8
  9 - 13
  14 - 15
  16 - 17
  18 - 19
  20 or more
  5 
  1 
  1/3
  15 
  3 
  1
  2Va 
  1/2 
  1/6
  15 
  3 
  1
  10+
  10 
  2 
  2/3
  CAR MOVEMENT TABLE
  Distance
  Feet 
  15' Map 
  5' Map
  30 
  2 squares 
  6 squares
  75 
  5 squares 
  15 squares
  NPC REACTION TABLE
  Reaction of NPC
  Violent and hostile; attacks regardless of
  situation
  Abusive and hostile; attacks if provoked
  Hostile, but will not attack immediately; may
  plot revenge at a later time
  Annoyed, mildly hostile, but will not attack
  Uncertain, hesitant; make another offer, roll
  again
  Pleasant, but will take no action to help; may
  answer questions
  Friendly, likes the PC; probably will help
  Very friendly; will go out of his way to be
  helpful
  Extremely friendly; will risk own life to help
  Modifiers To NPC Reaction Table
  PC's Presence
  NPC's Presence
  Someone has drawn weapon
  Someone makes believable threat
  088-R-7009
  + Presence score
  - Presence score
  +1 if PC; -1 if NPC
  +1 if PC;-1 if NPC
  Weapon
  Revolvers:
  .22
  .38
  .44/.4S
  Automatics:
  9mm/.38
  .45
  Rifles: *
  22
  .30/.30-06
  BAR.
  Special:
  Range
  150'
  150'
  225'
  75'
  150'
  1800'
  1800'
  1800'
  Thompson SMG 
  300'
  Shotgun
  Notes
  Range = Range
  Rate = Rounds
  25/75/225'
  in feet
  fired per turn
  Damage
  4
  5
  6
  5
  6
  5
  7
  7
  7
  15/5/2
  Damage
  Ammo =
  Rate
  1
  1
  1
  11
  1
  1
  Special
  Special
  1
  = Injury
  Rounds
  Amrne
  6
  6
  6
  8
  8
  10
  5
  20
  20/50'
  2
  in wounc
  weapon
  * All rifles add 10 to Agility of firing character
  """Thompson SMG carries a 20-round clip or a 50-round drum
  GUNFIGHT MODIFIERS TABLE
  Situation
  Modifier
  Target is
  ...Standing Still 
  -0
  ...Crawling, Walking or Prone 
  -5
  ...Running, Leaping or Jumping 
  -20
  ...Dropping behind Cover 
  -20
  ...Behind Cover 
  -30
  ...Car Moving Slow 
  -10
  ...Car Moving Fast 
  -30
  ...Locked Door 
  +20
  Firing character is
  ...Prone 
  +5
  ...Firing any type of rifle 
  +10
  ...Firing after an aiming turn 
  +10
  ...In a car moving slow 
  -10
  ...In a car moving fast 
  -30
  ...Firing a burst 
  -30
  ...Firing a BAR on semi-automatic 
  -10 (2nd shot)
  -20 (3rd shot)
  ...Firing two pistols 
  -30
  ...In a fistfight 
  -40
  ADDITIONAL GUNFIGHT MODIFIERS
  Firing Character's Action____________Modifier
  Drawing and Firing:
  Turning Around and Firing
  Turning Around, Drawing and Firing
  -10
  -10
  -20
  Weapon
  HAND WEAPONS TABLE
  ________________Extra Injury
  Wooden Club, Baseball Bat, Billy Club +5 points
  Lead Pipe, Blackjack, Gun as Club
  Brass Knuckles, Coin Roll Inside Fist
  Small Knife
  Large Knife
  Broken Bottle
  Axe, Sword
  +7 points
  +4 points
  +3 points, wound
  +5 points, wound
  +2 points, wound
  +6 points, wound
  
SOURCE: textdata/thevault/Gangbusters/Gangbusters (osr)/1st edition Box Set/GangBusters 1e - Core Rulebook {TSR7009}.pdf