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The Boomtown Planet
by Rich Parkinson
Copyright 2007
Timeless Games/Bettermousetrap Games
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Foreword – In 2005, I released TheBoomtown Planet , a pulpy RPG that
focused directly on the newspaper trade.
Why? Well, because game design is some-
thing I do in my spare time. The rest of the
time I am involved in the newspaper trade.
In The Boomtown Planet the PCs were
reporters, photographers, editors, and a few
other things as well. The primary goal of
the PCs was to get the scoop. The setting
was the city of Boomtown (and its immedi-
ate environs), a place that was loaded with
colorful characters and plot-hooks.
In hindsight I realize that the first edi-
tion of The Boomtown Planet (BTP) was a
rushed job. It was a late breaking edition,
hot off the press. In my desperation to “get
the scoop” I made a cardinal mistake – and
may all editors forgive me for doing so. I
failed to get the full story out there. I leftmy readers wanting more.
Thank God, this is a business that can
forgive those early mistakes, so long as they
are corrected in a second (or revised) edi-
tion. Gamers are compassionate that way.
The newspaper industry on the other hand is
unforgiving. You are rarely given a second
chance.
I want to thank Dan Davenport and those
other RPG enthusiasts who freely offeredconstructive criticism. I have applied
the lessons they taught me, especially Danthrough his well-written review at RPGnet,
and hopefully it shines through in this new-
est release, The Boomtown Planet – Satur-
day Edition.
Is it perfect? No. Nothing is. But itʼs get-
ting there.
Copyright Notice - You have the right
to read, play, and critique this game. You do
not, however, have the right to sell and/or
distribute it as you wish. With any PDF
file, piracy is a concern. The electronic file
is yours and yours alone. You can print out
as many hard copies from this file for your
gaming group as you need but you may not
sell them. If you have the book version of
this game, then treat it like other copyright
protected material.
A Notice to Parents - This game is in-
nocent enough, but it certainly isnʼt designed
with youngsters in mind. The complexity of the
mechanics aside, mature themes are found within
this text. Read it over and judge for yourself
whether you want your child involved or not. If
you decide to let your child play this game, then
I suggest you sit down and play it with him. Bet-
ter yet, take the lead role, as the Game Master.
Help your child through the difficult bits so he
can enjoy the best part of any game, playing.
The Boomtown Planet - Saturday Edition
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Credits
Written by - Rich Parkinson
Layout by Rich Parkinson and Shelley
Beaudoin
Art by - Shelley Beaudoin and Rich
Parkinson
Cover Art by – Rich Parkinson and Shel-
ley Beaudoin
Cover Design by - Rich Parkinson and
Shelley Beaudoin
Thanks to - Clash Bowley, Dan Daven-
port, and the guys in my playing group.
Playtesters - Jay Cottrell, Bill Fenton,
Rick Lamoges, Dean Valentino, Shelley
Beaudoin, Chris Kent, Paige Lee, Scott
Stevenson, Bill Noade, Tony Lapain, and
members of the Gladden Gaming Group.
The Boomtown Planet – Saturday Edi-
tion
by Timeless Games (a humble imprint of
Better Mousetrap Games)
Copyright 2007
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Intro -
What is role-playing; setting introduction, etc. Pages 6 - 8
Intro to the rules– Dice rolling; intent; degrees of success; modifiers; degrees of dif-
ficulty; relative to scale; types of dice rolls. Pages 9 – 15
Chargen –
Character generation; PC templates; Skills; Special Skills; Health.Pages 16 – 50
Mechanics –
Mechanical details; combat. Pages 51 – 68
Setting –
Era overview; Boomtown overview; newspapers in the 30s; the
competition; particulars about Boomtown; NPCs. Pages 69 – 175
Generic NPCs –
Usual and unusual NPCs. Pages 175– 177
Table of Contents
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Slang in Boomtown –The slang of the day. Pages 178– 179
Hail River –
The Hail River Report newspaper; staff; the town. Pages 180– 202
Rules tips – Pages 203–204
A few final pointers regarding the rules.
Guns and vehicles – Pages 205–206Sample firearms and vehicles of the 1930s.
Character Sheet – Pages 207–208
Index - Pages 209–212
Boomtown city map – Page 91
Hail River town map - Page 185
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Editorʼs note: the following piece is
written as though Maggie Talent, the
fictional Managing Editor of the Boom-town Planet penned it. As a result, you
may have to use your imagination a bit
as some of the terms used may seem un-
usual. Nonetheless, I hope you enjoy it.
by Maggie Talent
What is role-playing? This question or
a similar question is found in the first few
pages of the majority of traditional, pen
and paper, role-playing game (RPG) source
books regardless of whether they were
published on the east coast, the west coast,
or beyond.
For those familiar with the “hobby”,
the question answers itself. The definitive
answer, however, often eludes these “hob-
byists” as they try to provide it. The defini-
tions found in the source books, and there
are many, have slight variations but thecore theme remains the same. But, for the
layman, even the core theme (the essence of
the answer) is confusing.
Is role-playing make-believe? Is it act-
ing? Is it storytelling? Or is it something
else – the core of a secret society, perhaps?
The answer to all four questions is yes.
The Slow-Flow database, Wikipedia,
says that a role-playing game is one in
which “the participants assume the roles of
fictional characters and collaboratively cre-
ate or follow stories. Participants determine
the actions of their characters based on their
characterization, and the actions succeed or
fail according to a formal system of rules
and guidelines. Within the rules, players can
improvise freely; their choices shape the
direction and outcome of the games.”
The entry goes on to say there are no
winners or losers in an RPG. The games,
it says, are played in weekly (or more
frequent) sessions that can span months, or
even years. If you wish to explore the Slow-Flow entry more completely, you can find
it here: http://en.wikipedia.org/wiki/Role-
playing_game
Another source of information is John
Kimʼs Slow-Flow database, found here:
http://www.darkshire.net/~jhkim/rpg/wha-
tis/ Kim is a chronicler of RPG information.
Both sexes and all age groups play role-
playing games. Men tend to be attracted to
the “hobby” more than women, as less thantwenty percent of all players are female.
The pre-dominant age of gamers, as these
“hobbyists” call themselves, is 25 to 35,
with 19 to 24 year olds coming in second
and 12 – 15 year olds a close third.
All of the information officially provided
seems innocent enough. However…
...continued on next page
What is Role-playing?
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World wide there are millions of gam-
ers. This is interesting because, despite this,
little is known of the “hobby” itself. More
to the point, self avowed role-players often
give cryptic answers to the question, what is
role-playing? It is not that they donʼt know
the answer, it is that they choose to be very
selective to whom the clear answer is given.
This leads one to believe that it is a secret
society of sorts.
Like the members of all secret societies,
role-players meet in small groups, their ac-
tivities concealed behind the walls of homes
or the walls of the public facilities they
use. Sometimes these small groups gathertogether at convention halls where they
hold very public, and seemingly, innocent
meetings. They also meet in Slow-Flow
rooms to discuss, in-depth, the vagaries of
their “hobby.” Here are several Slow-Flow
rooms you can visit yourself: http://www.
rpg.net/, http://www.therpgsite.com/, and
http://www.therpglounge.com/forums/
So, when it comes to answering the
question, what is role-playing, there is little
more than anyone can do than offer the lines
given by the “hobbyists” themselves. In es-
sence, the must parrot the party line.
The easiest way to learn what it is all
about is by joining or forming a playing
group of your own and indulging in the
“hobby.” It is very easy to join the “hobby”
but it is very difficult to leave it. This re-porter is a case in point.
You have been warned.
Whatʼs this role-playing
game all about?
The intent of the Boomtown Planet-Sat-
urday Edition is to be first and foremost
an enjoyable game. Beyond that, I hope to
emulate some of the “romance”, mythology,
and high adventure attributed to old-time
reporters and journalism in general.
A bit Film Noir, a bit Pulp, a bit Little
Caesar, a bit Dick Tracy, and a whole lot of
weird – these are some of the elements that
I have attempted to infuse in the Boomtown
Planet – Saturday Edition. Itʼs up to you to
decide whether or not I succeeded.
I salute the lengthy roll of legendary
reporters - which includes the likes of Mike
Berger, Arthur Gelb, Homer Bigart, Kath-
erine Graham, Margaret Bourke-White,
etc. - who went to great lengths to keep the
public informed. I tip my hat to wits likeSamuel Clemens who titillated (and some-
times shocked) their audiences.
Newspaper reporters brought people the
news before the golden age of both televi-
sion and radio.
The old-time reporters lived and breathed
the reporterʼs life. They bled black ink and
were blessed with newspaper hides. Man or
woman, it didnʼt matter, all were referred to
as newspapermen, and they were proud...
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...of it.
Now itʼs your turn, your chance to pick up
where they left off; your chance to stick a
press card in the brim of your hat, gather up
pencil and notepad, and wade into the thickof it. Your readership is waiting. People of
all ages and walks of life will eagerly pick
up the Boomtown Planet expecting to be
informed. Donʼt disappoint them.
You are a knight of democracy, a custo-
dian of the public record, and a seneschal
of the written word . . . or something like
that. The uncensored press (free of influence
– political or otherwise) is the pillar of your
ideals. So, get out there and get the scoop!
Make it your own
Iʼm glad I got the opportunity to write the
Boomtown Planet – Saturday Edition. But I
donʼt consider this to be my game. I put my
vision down on paper and I expect you to
take that vision and run with it. A role-play-er is creative and critical; he likes things
just so, and he has the drive and ability to
make things just so. I encourage you to do
this with this game.
An RPG is always a work-in-progress.
The rules, ideas and concepts found in this
book are guidelines only. You know what
you like. You know what you want. Make
this game your own.
If you donʼt want to play members of the
Boomtown Planetʼs staff, then donʼt. Maybe
you want to play gangsters, police officers,
or thrill seeking adventurers. Why not? That
option is open to you. Go ahead. This isyour sand box now.
The setting
Boomtown Planet – Saturday Edition is
set in the Dirty 30s. It isnʼt necessary to be a
student of history to enjoy this game. Itʼs all
in fun. Itʼs fiction.
In this book, I give you a basic outline ofthe world as it was in the 30s. I touch on
some of the main events and key historical
figures but the game is very focused.
The core, physical setting of the game is
the city of Boomtown. Boomtown, as it is
presented in this game, doesnʼt exist in the
real world; itʼs fiction; itʼs all make-believe.
The details of some of the outlying commu-
nities are also provided. I donʼt, however,
provide details on the world-at-large. If youchoose to take your game outside the city
limits, youʼre on your own.
Yes, there are strange things in Boom-
town. And many of the strange things are
“bad guys.” Having said that, the strange
things are often the least of the characters
worries.
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Iʼll talk more about the setting later. For
now, letʼs touch on the rules (the dice roll-
ing) of this game.In this game all the players work together
to create a tale or series of tales; or, if you
prefer, adventure or series of adventures.
The GM is a kind of free-form narrator who
describes the setting of the tale/adventure
and plays the part of the numerous co-stars
and extras that are found in it. He also
implements the rules of the game and is
sometimes referred to as a referee because
of this.The Players assume the roles of the main
characters in the tale/adventure and work
within the framework established by the
GM. Often the Players will attempt to have
their characters carry out many challeng-
ing and complex actions in the course of
playing a game and the rules are there to
determine whether or not the characters suc-
ceed in those actions.
In a way the rules are the laws that gov-ern the imaginary game universe.
If you have the wherewithal and you donʼt
stress over particulars, then all you need
to know about the rules is encapsulated in
the next few pages. As we get older, time
is of the essence. If you want to get a quick
game going, give this section a thorough
read through and pick up the rest as time
warrants. Remember, itʼs just a game and
the only rules that count, are the ones you
choose to apply.
The Rules – an overview
The right stuff
Youʼve got the rules – youʼre reading them
right now. Along with these rules youʼll need
a few other items as well.
They include:- Four ten-sided dice (preferably more).
- Pens, pencils, or other writing tools.
- Copies of the character sheets found at the
back of the book, but loose paper will do in
a pinch.
- Two to six friends (the recommended num-
ber is three or four).
- Some creativity, imagination and enthusi-
asm.
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Dice Rolling
The Boomtown Planet - Saturday Edi-
tion uses a mechanic called Go 4 10. The
mechanic is neither new nor novel. Itʼs a
tool. It works.
Dice rolling plays a part in most role-
playing games and this is one of those
games. Usually you roll four ten-sided dice
in this game to determine the outcome of
your characterʼs actions. The goal of any
dice roll is to aim for 10 or better.
While rolling a 10 on a single ten-sideddie is the ideal, the chances of it happen-
ing are low. To improve your odds you can
add two dice together to achieve the magic
number. The more tens you can amass in a
single roll, the better.
In order to succeed on a dice roll, one die
or two dice together must add up to 10 or
more. Anything less than 10 results in fail-
ure, and rolling all 1s results in disastrous
failure. If you roll a natural 10, it is treated as a
success and the die explodes. This means
you get to roll the die again. The results of
the second roll are added to any remaining
dice that you havenʼt used. If you have no
remaining dice left, the result stands on its
own. If you get another 10, roll again, and
so on.
Here are several examples of dice rolls as
they apply to the Go 4 10 rules set:
1, 1, 1, 1 = a disastrous failure
1,2,2,3 = a failure, but not a disastrous one.
4,4,9,2 = a marginal success; 9 can be added
to either a 4 or a 2 to get 10 or better.
5,5,4,4 = another marginal success; 5 and 5
equal 10.
9, 5, 9, 3 = a success; you can get 10 or bet-
ter twice here.
9, 10, 1, 2 = at least a success; you are guar-
anteed two totals of 10 or better. In addition,
you have a natural 10, so the die explodes
and you roll again. If you hold back the 2,
you need to roll at least an 8 to get 10 or
better again.
10, 10, 4, 8 = a total success; you are guar-anteed three totals of 10 or better. In addi-
tion you re-roll both your 10s. There are no
dice remaining. You can, however, add the
results of the two re-rolled dice together to
get 10 again – in which case youʼll achieved
the ultimate, a stunning success.
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State your intent
So now you know the basic rules that gov-
ern dice rolling. Letʼs put those rules to use.
The intent of a characterʼs action is very
important in this game. In fact, intent is the
bedrock upon which the mechanic is built.
Whenever your character carries out an
action, you (the Player) must state the full
intent of the action. The intent of an action
explains why someone is carrying out the
action in the first place.
For example, if you say that your char-
acter is trying to clear a hedge give us the
intent so we know why he is jumping the
hedge. “My character jumps the hedge
in order to pursue the two-bit snitch Tom
Bragg.”
Why is intent so important? Iʼll explain.
There are varying degrees of success in this
game. Just how successful you are in an ac-
tion, determines whether or not you get theintended results you want.
While your character, in the example
above, might safely clear the hedge, he
might fail in his intent to immediately pur-
sue Tom when he lands on the other side.
Other examples of what you intend to do
and what actually happens are:
You go to punch a thug in the mouth
with the intent to knock him on the ground.
Maybe you do punch him in the mouth, but
you fail in your intent and your punch only
splits his lip and makes him angry.
You bully a youth on the street corner
with the intent to get information from him
regarding his purse- snatching friends. You
succeed in bullying him but he is totally
cowed. He does nothing but snivel and say
heʼs, “Sorry.”
You quickly scan through the lengthy
letter with the intent to find some clue as towhere the missing heiress has disappeared.
You notice several references to a hunting
lodge located in the woods outside of town
but you arenʼt convinced that is where the
heiress has fled.
You start playing a raucous version of an
old favourite on the piano with the intent
to impress the red headed girl in the corner.
You manage a reasonable rendition of the
song with a few finger fumbles but the girl
isnʼt sold on you or your talents.
So, you see, the road to misadventures can
be filled with good intentions.
Remember: always state your intent.
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Keep the action rolling – when someone suc-
ceeds in his action but fails in his intent, donʼt
just leave it as a failure. Make it a new oppor-
tunity for the character to succeed. Keep the
action rolling.
Say the character does clear the hedge while
pursuing Bragg, but loses his step when he lands
on the other side. He should still get the chance
to maintain the pursuit, heʼll just have to take
risks and pick up the pace a bit.
Sharpening and Dulling Rolls
– In other words Modifiers
Usually, you roll four dice to determinethe outcome of a characterʼs action. Char-
acter strengths and weaknesses as well as
circumstances can affect your characterʼs
ability to succeed. This is reflected in the
dice rolls.
When a roll is sharpened, you get to roll
extra dice. A sharpened roll is illustrated in
the text like this, +1 or +2, etc. The number
tells you how many extra dice are rolled.
When a roll is dulled, you roll less dice. A
dulled roll is illustrated in the text like this,
-1 or -2, etc. The number tells you how
many dice are subtracted from your rolled.
Modifiers can stack up to greatly increase
or decrease your chance of success.
Degrees of Difficulty
Just as there are degrees of success so too
are their degrees of difficulty. The more dif-
ficult an action is the more difficult it is tosucceed in that action. Simple.
Here are the degrees of difficulty and how
they affect dice rolls:
ROUTINE: a dice roll is unnecessary.
The character automatically succeeds.
Examples include, purchasing a pack of
gum at a corner store, taking candy from a
baby, and a walk in the park.
VERY EASY: the roll is sharpened +2.
The character has a very good chance to
succeed.
Examples include, tossing a brick through a
plate glass window, placing a bet with your
regular bookie and riding a bicycle on a
path in the woods.
EASY: a roll is sharpened +1. The charac-terʼs chance to succeed is favourable.
Examples include, sifting through a newspa-
per to find a particular article, conning a
child out of an ice-cream cone, and running
up a single flight of stairs.
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Degrees of Difficulty contʼd...
AVERAGE: the dice roll is unmodified.
The character has a 50/50 chance of pulling
off his intended action.Examples include, researching a common
subject, staring down an indignant lackey,
sprinting 200 metres.
DIFFICULT: the roll is dulled –1. The
characterʼs chance to succeed is so-so.
Examples include, finding a rather obscure
book in a private library, gaining access to
a high-ranking public official and hitting ahome run.
VERY DIFFICULT: the roll is dulled –2.
The character will have a hard time suc-
ceeding in his intended action.
Examples include, deciphering arcane sym-
bols on a cave wall, turning a loyal hench-
man of your enemy against him, pitching a
no-hitter.
IMPOSSIBLE: a dice roll is unnecessary.
The character cannot succeed in his action.
Relative to Scale
A small child has a much better chance
to knock over another small child than he
does to knock over a brawny adult. An adult
faces the same difficulty when tangling with
something that is much larger than him.
As a “rule” when you are dealing with
something that is two times your size (or
more), you only get to roll two dice against
it instead of four. This is relative to scale.While the small child could knock over a
brawny adult, his chances are slim.
This rule is applied to monumental tasks
as well – where the Player Character has a
very slim chance to succeed. The task is al-
most too big for the character. Very Difficult
tasks are monumental tasks.
So whatʼs a simple way to put the Relative to
Scale rule to good use?
If an opponent has +3 (or better) than you onan Attribute, then the Relative to Scale rule ap-
plies when you are battling against that Attribute.
Certain supernatural creatures and mechanical
monstrosities have supernatural Attribute scores.
Conversely, if an opponent has –3 (or less) on an
Attribute then the Relative to Scale rule applies
in your favour.
The Relative to Scale rule can be used
when a character is attempting to pull off a
nearly impossible act, something that wouldnormally require a heroic effort. For exam-
ple, while a PC couldnʼt force open a bank
vault with his brute strength, it is within the
realm of possibility that he could force open
a metal hatch. This is when youʼd use the
Relative to Scale rule.
Use this rule to increase the excitement levelof the game, but avoid it if it just frustrates the
efforts of the Players.
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The most important thing in any role-
playing game is the Player Character,specifically your Player Character. The
Player Characters are the stars of the show,
the heroes and anti-heroes of the tale you
are about to tell. They are the focal point of
the drama.
In this chapter weʼll generate your Player
Character.
Itʼs best if your playing group makes its
characters together. You can bounce ideasoff one another and figure out ways that the
characters know one another. If you donʼt
have the time to do that, however, donʼt
worry. You can form those associations as
you play.
To make things simple the character generation
process is broken down into numbered steps.
Step 1. Picking a name.
The first thing you need to do is give your
character a name. Names can be common,
like Jane Smith, for example, or they can
tell us something about your character.
Names that help define oneʼs character are
common in detective novels; Dirk Steel,
Susie Sunshine, Chip Granite are a few
examples.
Step 2. What are you known for? (Also
known as: the Golden Talent, the Defin-ing Characteristic).
Coming up with a single phrase that sums
up your characterʼs claim to fame in a suc-
cinct manner is a handy way for you, the
player, to get into character. In Boomtown
Planet – Saturday Edition itʼs also a way to
enhance play. Once per game session you
get to re-roll an unsatisfactory roll when
your character is doing the thing that heʼs
known for.
So, how do you sum up your characterʼs
golden talent? Well, itʼs easy.
Weʼll use Robin Hood as an example
to show you how easy it is. Robin Hood
is known for “Taking From the Rich and
Giving to the Poor.” It was something he
excelled at it.
Creating your character There are many opinions about how a game
book should be laid out, where this and that
section should go; unfortunately, the opinions
vary. Some of you (particular you veterans)
arenʼt interested in burying yourself in the
character generation process at the moment.
In fact, you want to explore some other sec-
tion of the book. By all means, do so.
For the rest of you, let s̓ begin!
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In Boomtown, the Bombersʼ Jacques Strap
is known for “Hitting Home Runs”, the
Planetʼs Dane Ringwald is known in Boom-
town for “Getting the Scoop”, and mobster,
Bobby Bustetone, who does occasional leg-work for the Planet, is known for “Busting
People in the Chops.”
Here are some sample sayings that you
can use to sum up what your character is
known for if you donʼt want to make your
own. Is known for . . . Being Cool Under
Fire; Rushing Head Long Into Trouble; In-
tegrity and Honesty; Getting Things Done,
Just Under the Wire; Being a Man About
Town; His Sense of Honour What you are known for can be very
specific, “Busting People In the Chops”, for
example, or very broad, “Integrity and Hon-
esty.” Itʼs really up to you to decide how
specific you want your characters claim to
fame to be. Confer with your GM and dis-
cuss the options with your fellow players.
This is a defining element of your character.
Optional: your character could be known for
some exceptional item that he has in his posses-
sion, an item that he is in some way tied to. The
Mask is an example. The Rocketeer, is another.
Even Frodo, is known as the Ring Bearer. But,
Frodo is also known for a lot more than this. And
this is where things get tricky.
Tying your character to a specific item can be
interesting. But you stand to lose a lot if the item
is lost or destroyed. Game sessions, however, can
revolve around getting the item back and thatʼs
exciting.
If you choose to make your character known
for an item in his possession, youʼll have to make
the item up. Youʼll also have to work out what
powers it has, if any, with the Game Master (and
your fellow players). If your group decides they
donʼt want any mystical items in the game, then
go with the majority.
The item can also be a prop only. It has no real
power, but your character thinks it does. Pootie
Tangʼs belt was just a belt, but it takes him the
majority of the movie to find this out. The real
power lay inside of Pootie all along. If your item
is a prop, right down what “powers” your charac-
ter thinks it gives him because that is what he is
really known for.
Itʼs a Double-edged Sword: You get bo-
nuses for doing what youʼre known for, but
itʼs a double-edged sword. Doing the things
that youʼre known for can get you into seri-
ous trouble. For example, if your character
is known for his “Integrity and Honesty”,
heʼll stick to the truth, even when he maybe
shouldnʼt.
Thatʼs okay! Getting into trouble is funin an RPG. Thatʼs when the action heats up
and things get exciting.
When you stick to your guns and continue
to do the thing youʼre known for and it gets
you into trouble, you get bonuses too. Not
only do the dice roll bonuses apply, but you
gain a Spirit Point as well.
Letʼs talk about Spirit now.
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Step 3. Spirit.
Spirit is good stuff. You start the game
with 1d10 Spirit Points, and you earn more
through game play.
You can bank your Spirit and use it toimprove your character, or you can spend it
to improve your chances in dicey situations
during play. You can also use Spirit Points
to negate damage that your character has
suffered. Itʼs up to you.
The GM awards Spirit Points to the Player
Characters for achieving personal and group
goals.
When you have banked a certain amount
of Spirit Points, you can spend them toimprove your character. For 30 SP you can
sharpen an Attribute, +1 (to a total of +2).
Or, if you have some available Skill slots,
you can acquire a Skill for 20 SP or a Spe-
cial Skill for 25 SP.
You can spend Spirit Points to improve
the results of dice rolls. Spend 2 Spirit
Points for an automatic success or spend
one Spirit Point for a re-roll. You can alsospend Spirit Points to “heal” your character.
Spend 1 Spirit Point to improve your Health
by one point. You canʼt heal your character
if your character is Unconscious or Dead.
Yes, this is a fake, but fictional heroes
frequently enjoy heroic recoveries. If you
donʼt like this rule donʼt use it.
Encourage players who are at the table
more often to spend their Spirit Points on
re-rolls. This allows them to succeed more
often and reap the consequent whirlwind,
while it allows all the Player Characters to
advance together at a similar pace.We wonʼt talk about how Spirit Points are
awarded, just yet. Weʼll reserve that for the nextChapter.
Step 4. Goal.
Most people have goals in life. So, too,
does your character. There is one goal,
however, that is more important than the
others and your character will work hard to
achieve that goal. This Goal helps you focus
your characterʼs energies. Itʼs the primary
thing that motivates your character.For a character like Ebenezer Scrooge his
Goal was first to, get money and horde it,
and then later to spread good cheer.
For many Planet staffers their Goal is
simple; itʼs to put the truth in print. They
see themselves as the guardians of an untar-
nished public record.
For others, like Dane Ringwald, their
Goal is more specific. In Daneʼs case, it is
to expose corruption.
Your Goal can change as your character
develops through game play. You have to
have a solid reason to change your charac-
terʼs Goal, and get the approval of the GM
to do so.
Scrooge is the perfect example of a characterthat changed his Goal - from getting money
and hording it, to spreading good cheer. Author
Charles Dickens had a good reason to change
Scroogeʼs Goal; so should you.
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Versatility - measures overall agility,
hand-to-eye coordination, etc. You use
Versatility when you try to palm an object,
leap a fence, etc.
Balderdash - measures personality and
charm. When you try to strike a deal or win
someone over, you rely on Balderdash.
Leadership – measures presence and
charisma. You use leadership to lead or
influence others.
An Attribute can be sharpened, to il-
lustrate that your character is strong inthat particular Attribute. Equally, it can
be dulled, to illustrate some weakness or
character flaw.
An Attribute may only be sharpened to
+2. Anything beyond that is superhuman.
Certain animals, monsters, and machines
may have Attributes that are sharpened by
+4 or more.
A construction worker, for example, mighthave Brawn, +1. A weight lifter might have
Brawn, +2. An athlete may have Brawn,
+1, and Versatility, +1. A university profes-
sor may have Brains, +1. And a professional
entertainer may have Balderdash, +2.
When you sharpen an Attribute, you gain
a bonus to any die roll governed by that
Attribute. When you dull an Attribute, the
reverse is true.
At the start of the game you have two
points to play with that you use to sharpen
your Attributes. You can, however, gain
additional points by dulling Attributes, but
you can only dull two Attributes by -1.
Step 6. Archetypes.
An Archetype is nothing more than a tem-
plate. It is a framework on which you can
hang some Skills, Special Skills, and some
character.
Ten Archetypes are provided that suit the
setting. Remember, they are templates only,
so feel free to modify them as you wish.
Equally you can create your own Arche-types. If you decide to create your own
Archetype, remember, new characters start
the game with 5 Skills and 1 Special Skill.
Along with templates, we provide you
with some sample pre-generated characters.
The pre-generated characters are members
of the Boomtown Planet staff. If you choose
to play one, thatʼs great. He or she is ready
to go. The GM is encouraged to use thesestaffers as regular Non-Player Characters.
Reporter – the Reporter strives to get the
facts, to carefully lay them out, and present them
to the public. It has been said that an effective
Reporter loves his job; he loves the news busi-
ness.
Reporters keep odd hours. When the news
breaks they are expected to be on the scene,
at ground zero, getting the scoop. The news is
relentless; it stops for no man.
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Part gumshoe, part diplomat, part walking en-
cyclopedia, the reporter is an amalgam of many
things. He is an odd jobs man, an article writing,
jack-of-all-trades.
In the 1930s, reporting was primarily a manʼs
profession. That is not to say that
it was exclusively so. There
were women reporters. Women,
however, had to work hard to
prove themselves in a predomi-
nantly male profession, and they
were paid less for the same work.
Thatʼs just the way things were.
As New York Times Editor,
Arthur Gelb, so neatly put it. “The
biased mindset was that, sincewomen did not have families to
support as men did, they should
not expect to earn as much as men.”
The Boomtown Planet has a number
of women on staff and they are
every bit as effective as their male
counterparts.
The newspaper world was also segregated in
the United States in the 1930s. In 1945, the New
York Times (the bastion of “white” newspapers
in America) had just one African-Americanreporter. The staff at the Boomtown Planet boasts
progressive thinkers, tolerant individuals that
run contrary the bigotry of the age. The PCs are
encouraged to play reporters of whatever race,
culture, or creed they fancy.
Many reporters are published authors of some
sort; having either published biographies on
subjects known to them or other works of non-
fiction. Few venture into the realm of fiction,
having so long established themselves as profes-
sionals who deal with facts. In their spare time,
the reporters on the Boomtown Planet pursue
many of these literary side-projects.
A note on reporters and higher education:
Although it s̓ hard to believe in this age of col-
lege diplomas and university degrees, many
successful reporters during the “golden age of
reporting” were disdainful of higher education.
For them, the newspaper business was a busi-
ness, not a profession. Report-
ers, they argued, learned their
craft in the field, not on college
campuses.
If this is the type of Reporter
character youʼd like to play, then
he is well read and self-educated. His Education skill is one he built up over
the years through personal study.
Reporter
Goal: to put the truth in print, regard-
less of the cost.
+1 Balderdash, +1 Leadership
Skills: Curiosity, Education, Fast
Talk, Short Hand, and Status.
Special Skills: Photographic Mem-
ory.
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Sample Reporter - Bob Kennedy…is known for his panache in tackling high
profile crime stories
Goal: to thoroughly cover the Crime Beat in Boomtown.
+1 Brawn, +1 Balderdash
Skills: Connected, Curiosity, Fast Talk, Short Hand, and Status.
Special Skills: Respect.
His story – Bob Kennedy is a veteran reporter. He is a short, powerfully built
man with a large head and red face. His build has more to do with genetics than
lifestyle.
Now, in his late fifties, he has a tough beat, one that most reporters prefer to
graduate from early in their careers. Kennedy is the Boomtown Planetʼs go-to
Crime Reporter. He could have dished the job off to a junior reporter years ago.Heʼs certainly earned the right.
He does his job well; some would argue too well where his personal safety is
concerned. Kennedy, however, loves being a newspaperman. In particular, he
loves exposed the cityʼs seedy underbelly.
Kennedy never settled down or got married and the closet thing he has to a
relationship is a sporadic affair with one of the local nightclub girls, now ap-
proaching retirement herself.
Kennedy spends his days and free nights at the club,
drinking whiskey, smoking cigars, and talking to
“connected” men. He is also a gambler (or so he
likes people to believe) and can be found at theracetrack on any given Sunday. Few are aware
of the fact that he only places small bets. At the
track he sits as close as possible to high-ranking Syn-
dicate men and eavesdrops on their conversations.
Game Hooks: Kennedy is “connected.” As
a result, a member of the Syndicate (the mob)
could ask him for a favour. Equally, a member
of the Syndicate or a common criminal could
seek revenge against Kennedy for some past
indiscretion he put in print.
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Sample Reporter - Tess Trimble…is known for her keen sense of style.
Goal: to keep Boomtownʼs fashionable elite well informed on the latest styles
and trends.
+2 Brains
Skills: Curiosity, Eavesdropping, Scrutiny, Shorthand, and Status.
Special Skills: Photographic Memory
Her Story - In her mid-fifties, Trimble has been a member of the Planetʼs
staff for nearly as long as Kennedy. The two have formed a solid alliance, if not
friendship, over the years.
Trimble is the Fashion and Lifestyles reporter. As a result, she is a public figure,
courted by celebrities and Boomtownʼs elite. No one from high society would
dare to snub her. Her poisonous pen and acerbic wit are legendary.What Kennedy lacks in presentation, Trimble makes up for. She wears her hair in
the latest style and sports the latest fashions. When she smokes she uses a long,
ebony holder. The mink stole is her trademark. When her stole gets worn she
knows itʼs time to find a new husband.
She likes tall martinis and taller men. Sheʼs been
through several husbands and the joke is that
the list of men sheʼs divorced is longer than the
list of men sheʼs married.
Game Hooks: Trimble is always on the look-
out for an eligible man. Trimble has made anumber of enemies amongst Boomtownʼs
elite and anyone of them could be out to
get her.
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Sample Reporter - Dane Ringwald…is known for getting the scoop.
Goal: to win a Pulitzer.
+1 Balderdash, +1 Brawn
Skills: Break & Enter, Curiosity, Fast Talk, Investigation, and Short Hand.
Special Skills: Reckless Abandon
His Story - Dane is the classic beat reporter. He eagerly rolls up his sleeves to
get elbow deep in the muck.
In his early thirties, with movie star good looks, Ringwald has been dubbed one
of Boomtownʼs most eligible bachelors. Ringwald, however, has little interest in
chasing women.
He is much more intent on chasing down stories for the newspaper. He is so
incredibly focused on his job that heʼs failed to notice Planet photographer, PaigeMercyʼs, obvious interest in him. This has been a cause for amusement around
the office. Elliot frowns on this type of gossip and
staffers are careful to look over their shoulders
before indulging in it.
Ringwald is an exceptional investigative
reporter. He has many contacts at the docks
and in the factories. Unfortunately, his pro-
labour stance has earned him a poor reputa-
tion with the bosses and owners.
Game Hooks: In his quest for the news, Danefails to see the dangers of covering certain
stories. The industrial elite would love to
see Ringwald disappear. Dane is particular
when it comes to his words. He doesnʼt
like anyone, including editors, tampering
with them.
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Cub Reporter – the cub reporter is fresh in
the field. He or she worked their way up from
copy boy to the real deal by showing spark and
initiative. As a rule, the Cub Reporter gets as-
signments that are of little or no interest to the
seasoned veterans – things like obituaries and
small items on the church page. The Cub has
to work hard to gain the respect of the reader-
ship, the community-in-general and the senior
members on staff. The big thing for the Cub
Reporter is to graduate from runny-nosed rookie
to full-fledged news hound.
In his wet-behind-the-ears naiveté the Cub Re-
porter can expect to stumble a few times before
he gets his stride. Used to writing for high school
and college newspapers, and experiencing hard-nosed reporters from the wings as a copy boy, the
Cub can be either too timid or too anxious.
Photographer – the Photographer augments
the work of the Reporter, going to great lengths
to capture the perfect photo with his bulky
camera. Make no mistake, however, the Reporter
overshadowed the Photographer in the 1930s. It
was still an age of words, not images.
Nonetheless, the Photographers job is animportant one – and in the case of a great front-
page photo, it is a crucial one. The Photographer
also shares the same risks and sense of urgency
as the Reporter. Often the Photographer and the
Reporter work together to provide full coverage
for a story.
Cub Reporter
Goal: to get the scoop and get no-
ticed by doing it.
+1 Brains, +1 Balderdash
Skills: Athletically Inclined, Cam-
era Work, Curiosity, Education, and
Short Hand.
Special Skills: Reckless Abandon
Photographer
Goal: to capture a shot that says it
all.
+1 Brains, +1 Versatility
Skills: Artistic Talent, Camera Work,
Curiosity, Fast Talk, and Schmooz-
ing.
Special Skills: Reckless Abandon.
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Sample Cub Reporter - Skip Donahue …is known for his eager to please at-
titude.
Goal: to become a full-fledged Reporter.
+1 Brawn, +1 Versatility
Skills: Athletically Inclined, Curiosity, Education, Short Hand and Swim.
Special Skills: Lightning Draw
His Story - Skip is the poster boy for the wholesome, young American male.
Tall, good looking, with golden locks and grey eyes he epitomizes the Hollywood
ideal.
Skip is a recent college graduate and something of an idealist. The 22 year old
is a baseball enthusiast and he played for his university team. He could have gone
pro but instead went the academic route. He rolled through writing courses andbecame ob- sessed with the reporter legend. He knew what he wanted to do.
Skip is a solid churchgoer and somewhat naive. Kennedy
would call him “wet behind the ears” and all of the veteran
staff at the Planet would agree. Skip has only been a part
of the Planet for two and a half months, supplementing his
income with a part-time job at a bakery, baking bread in
the evenings and on the weekends.
Currently, Skip writes obituaries, getting the names of
the deceased and their particulars. Skip is anxious to get
into the field.
Game Hooks: Something odd is going on at the bakery
that Skip works at. The owner works late into the night
and often meets behind the bakery with rough looking
customers. Skip plans to investigate his bossʼs affairs.
This could be the big scoop he has been waiting for.
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Sample Photographer - Paige Mercy …is known for her calculated ambition.
Goal: to finally break free from her past.
+1 Balderdash, +1 Versatility
Skills: Acting, Camera Work, Curiosity, Education, and Short Hand.
Special Skills: Photographic Memory
Her Story - Paige was hired three years ago, having come from an internship
post with the New York Herald Tribune.
Little is known of her past, because Paige prefers to talk about the present.
She was first hired at the Planet as a reporter but her exceptional photography
skills landed her in her present job. She replaced veteran photographer, Bull
Burningham, after Bull went missing and his body turned up two weeks later in
Ghost Town. His camera was also found but not any film. Paige is pretty. She is stylish and flirtatious, a snappy dresser, who likes to play
coy when it suits her. She has recently turned 25 and seems
determined to move up the ladder. Her crush on reporter Dane
Ringwald is apparent.
One person who really dislikes Paige is the Planetʼs other
resident photographer, Pearl Hunter. The feeling is mutual.
The two photographers have very different (but strong)
personalities and, in this instance, opposites do not attract.
Hunter is rough, forthright and tomboyish. Mercy is feminine
and determined.
Game Hooks: Paige is running from her past. Born Violet Fer-
guson, she is a member of a well-to-do New York family.
Her mother, an overbearing, over-achieving woman, ran
Violet s̓ life. When Violet graduated from college, she
ran away from home and assumed a new identity.
Hired detectives, however, were closing in on
Violet Ferguson (a.k.a. Paige Mercy). Rather
than full under the influence of her mother
again, Paige fled the east coast and ended up
in Boomtown.
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Consider this quote from Arthur Gelb, who
wore several hats before retiring as the Manag-
ing Editor of the New York Times:
“As a reporter I had written one or two stories
a day. Now [as deputy metropolitan editor at the
Times] I was dealing daily with twenty or more,
assigning and editing, arranging for space, help-
ing reporters develop angels, and anticipating
that big news break…I saw stories everywhere.
At dinner parties, I would leave with two or three
story ideas. Every phone conversation, every
movie or play, every walk down the street or trip
on the subway brimmed with possibilities.”
Gelb wrote down every idea that came to him
and as a result wandered around with his jacket
pockets stuffed with scraps of paper.The editors at the Planet are just as zealous as
Mr. Gelb.
Legman – A good legman is indispensable to a
reputable newspaper. Like a reporter the legman
gathers facts. He is not, however, expected to
write a story. Rather he calls in the information
that he gathers and someone else, often a rewrite
man, assembles it.
The legman is street-smart. He has contacts
that are willing to spill the beans when a storybreaks.
Rough and unpolished, the legman often
guides junior reporters through their fitful early
days on assignment. Legmen also work in con-
junction with seasoned reporters on all manner
of stories. Sometimes a reporter starts out as a
legman.
Editor
Goal: to put out the best edition pos-
sible, day after day.
+1 Brains, +1 Leadership
Skills: Bargain, Curiosity, Education,
Status, and Worldly.
Special Skills: Respect.
Legman
Goal: to gather the facts and keep the
reporters informed.
+1 Balderdash, +1 Brawn
Skills: Connected, Curiosity, Fast
Talk, Interrogation, and Schmoozing.
Special Skills: Photographic Memory
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Sample Columnist - Pete Plasky…is known as an exemplary male chauvinist, a
real manʼs man.
Goal: to be universally admired for his “ruggedness.”
+1 Brawn, +1 Versatility
Skills: Athletically Inclined, Gambling, Gun Fu, Hunting/Tracking, and Sur-
vival
Special Skills: Everyman
His Story - Pete Plasky loves to wear outdoorsmen attire. The 55-year-old
owner of Peteʼs Perfect Hunting & Sporting Goods Store is a rabid sportsman
who loves to hunt and fish. Heʼs an all round manʼs man.
More than a few people on staff think that Plasky is an overbearing loudmouth
who likes to toot his own horn. “The most remarkable thing about Plasky is hisplaid shirt,” noted gossip columnist, Irvine Marcott.
Nevertheless, Editor Seth Elliot knows that the Plasky has a solid readership.
His columns on local sports and the sporting life are favourites among male
readers of the Boomtown Planet. In particular, Plasky loves to write about
horse racing and the Boomtown Bombers, the cityʼs
national league baseball team.
Plasky offers race advice in one of columns, advice
that includes his “pick of the week.”
Game Hooks: While Plaskyʼs “pick of the
week” column is printed for “amusement only”that didnʼt save Plasky from the wrath of a local
Syndicate heavy who followed the columnistʼs
advice. It is rumoured the mobster lost a
considerable sum and is forcing Plasky
to compensate him for the money
that he lost, with interest.
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Sample Editor - Seth Elliot …is known for being immensely cool under pres-
sure.
Goal: to always put the truth in print, no matter how outlandish the truth is.
+1 Balderdash, +1 Leadership
Skills: Bargain, Education, Curiosity, Education, Investigation, and Status.
Special Skills: Respect
His Story - Seth is of average height, with broad shoulders and a thin, respect-
able frame. He has thick brown hair, blue eyes, and rugged good looks. He
dresses in the attire of a Boomtown businessman with a touch of non-chalance
about him (often his suit coat is tossed over a chair and his sleeves are rolled up).
Elliot is 37 years old, which is young for an Editor of a daily.
He isnʼt a Boomtown native. He grew up in Drurytown, West Virginia, a smalltown (pop. 8,000) with agricultural roots. In Drurytown, Elliot was the big fish
in a small pond – a gifted student, an exceptional athlete – and he showed great
promise.
He avoided parties and being a part of high school hierarchy. His popularity
spared him any ribbing, however. Elliot was the quintessential “nice guy”. His
main passion was writing and with a small group of friends formed a writerʼs
circle. They had grandiose dreams of creating a magazine similar to the New
Yorker but the dreams gave way to reality when the members of the group gradu-
ated from high school.
Elliot went to College, got a degree in English Literature, and despite a desire
to become a “real writer” he got a job in the newspaper business. He workedat the Timber Rapids Gazette, a bi-weekly in the Planet Publisherʼs stable. He
worked at the Gazette for 11 years and went from copyboy to reporter, and
reporter to Assistant Editor. When the Editorʼs position at Planet became avail-
able, he applied on a whim with no real hope of landing the job. He was more
surprised than anyone when he was selected.
At 35 he packed his belongings into his old Model A and drove the twenty-five
miles or so from Timber Rapids to his new home, Boomtown.
Heʼs been Editor of The Boomtown Planet for two years but has yet to meet his
employer, the Publisher, a mysterious benefactor who keeps the money rolling in
and has got Elliot out of a few scrapes.
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Detective – The Boomtown Planet, like other
larger newspapers, can afford outside resources
– people who are not strictly members of the
staff, but work on contract and the paper infor-
mation.
The Planet has a few detectives on retainer.
The detectives are called in to gather infor-
mation, just like the legmen. The detectives,
however, work in an entirely different manner.
Not officially associated with the Planet, the de-
tectives can investigate stories without gathering
untoward attention.
We are all familiar with the detectives of old
– fedora and trench coat wearing guys who
smoke incessantly and talk out the side of their
mouths. The detectives who work for the Planetpretty much fall into this mould.
Informant –Most Informants “tip off” the
newspaper out of a sense of morale obligation.
The Informant is sometimes paid a small fee
for insider-information but itʼs a practice that is
discouraged. How morale can an insider/infor-
mant/whistle-blower be if he will only provide
you with some disturbing insider-informationafter he receives an envelope of money?
Certain informants, however, have proved
they are reliable. Furthermore, they are buried in
organizations that are not easily accessible to the
media. The mob stands as a perfect example.
The Planet goes to great lengths to protect the
identities of the few reliable informants it has.
In good faith it offers these informants small sti-
pends for information, but usually the informant
declines any payment.
Detective
Goal: to dig up the dirt and crack the
case.
+1 Balderdash, +1 Versatility
Skills: Connected, Curiosity, Gun
Fu, Interrogation, and Schmoozing.
Special Skills: Photographic Mem-
ory.
Informant
Goal: to right a wrong and set the
record straight.
+1 Brains, +1 Balderdash
Skills: Bargain, Connected, Educa-
tion, Schmoozing, and Status.
Special Skills: Every Man.
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Sample Detective - Merv Wiley…is known for his attention to detail. He leaves
no stone unturned.
Goal: to finally break free from her past.
+1 Balderdash, +1 Versatility
Skills: Acting, Camera Work, Curiosity, Education, and Short Hand.
Special Skills: Photographic Memory
His Story - Wiley is in his mid-30s, a hardened gumshoe in every sense of the
word. Like most Boomtown detectives he wears a trench coat and fedora. He is
naturally a good-looking man but typically sports a few days of growth on his
chin and is entirely disinterested in his appearance.
Heʼs been doing investigative work for the Planet for a number of years. In fact,
the work that he does for the paper pays his bills. His other work (infrequent andoften shady) pays for his whiskey, cigarettes, and repairs on his old car.
Wiley is a good detective and he loves his work. He also loves his pulp fiction.
He also likes his neighbourhood bar, The Crooked Roost, his
whiskey, his cigs, and his dame - Samantha Cowley, a down-
town office gal who works a switchboard.
Wiley s̓ done some shadowy business in the past. What it is
he isnʼt tellingʼ. Heʼs also worked for some shady characters.
Who they are, again, he isnʼt tellinʼ.
Wiley s̓ frequently used by Elliot and the reporters
to scrounge up information that they would have
difficulty getting their hands on. The dic seemsto have a little black book full of contacts, from
high hats to ragamuffins, from cops to palookas.
He even knows a few heeby jeebies from Ghost
Town.
If it werenʼt for Dan Davenport, many detectives
would have lucrative careers. As it is, the P.I.s of
Boomtown have to make due, renting out cramped
offices on the edge of Slaggy Bottom and Crum-
bly Court and living in apartments off Wire Road
or some other second rate main road.
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Sample Informant - Bobby Bustetoni…is known for busting people in the
chops.
Goal: to somehow, some way, make the city a better place.
+1 Brawn, +1 Versatility
Skills: Break & Enter, Connected, Driving, Hand-to-hand, and Gun Fu.
Special Skills: Block/Dodge
His Story - Roberto “Bobby” Bustetoni works for the Boomtown mob.
Heʼs not a main player but his face has been seen around and itʼs an ugly mug,
too.
Bobby is short but he s̓ stocky with a thick neck, barrel chest and beefy arms.
Despite his dim appearance, “Bobby” (as he is known), isnʼt anybodyʼs fool.
The 28-year-old mobster was born into the racket and he s̓ grown tired of it.The street smart, wise guy, has been tipping off the Planet and acting as an inside
source for three years now. He acts thick and stupid around his mob superiors and
no one suspects him of being the Planetʼs informant . . . at least, he hopes.
Game Hooks: Bobby is running a dangerous game.
He is afraid that his mother and sisters might be
harmed if someone on the inside discovers that he
is an informant. Because of this, he has moved
his family to Timber Rapids. Bobby suspects
that someone is onto him, but he doesnʼt know
whom.
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Socialite – The well to do hunger for notoriety.
One way to ensure notoriety is to have oneʼs
name frequently printed in the local press.
The upper strata of society are often denied to
the lowly reporter and this is where the Socialite
comes into play. The Socialite leaks gossip to
the newspaper, sometimes at the behest of the
subject of the gossip.
Perceived as a vehicle for yellow journalism,
the Planet has very few socialites on which it
can count. The few socialites that are affiliated
with the Planet, however, are very loyal to the
newspaper.
Wizard – Strange things happen in Boomtown
– unexplainable things to the uninitiated.
All other newspapers refuse to believe that the
supernatural is involved in certain events, ex-
plaining it away with science and logic stretched
to the breaking point. The people of Boomtown
know whatʼs going on and they except it, laugh-
ing as they read the bizarre scientific explana-
tions put forth by the so-called “reputable”newspapers in the city. When the readership
wants to know the real truth, they turn to the
Boomtown Planet.
Unlike the other newspapers in town, the
Boomtown Planet covers the real story, including
the supernatural story. The Publisher quickly re-
alized that regular run-of-the-mills reporters, no
matter how good, were simply out of their league
when it came to the subject of the supernatural.
As a result he hired on several students of the
metaphysical world. Wizards!
The Wizard, as a subject, will be explained fur-
ther in the book. For now, it is safe to say that the
Wizard can harness the power of the supernatural
world. As for wizards on the Planetʼs staff, they
carry out similar duties to the rest of the front-
line staffers.
Socialite
Goal: to rise up the social ladder.
+1 Balderdash, +1 Leadership
Skills: Bargain, Curiosity, Eaves-
dropping, Status, and Worldly.
Special Skills: Naturally Lucky.
Wizard
Goal: to master the arcane arts.
+1 Brains, +1 Balderdash
Skills: Bargain, Connected, Educa-
tion, Occult Knowledge, and World-
ly.
Special Skills: Arcane Inclination.
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Step 7. Skills.
We all have some select Skills that help
define who we are, or at least define what
we are capable of. Characters are no differ-
ent.
For simplicityʼs sake, each Skill is gov-
erned by a single Attribute. You roll on the
Attribute when you use the Skill, to see if
you successfully use the Skill or not. Your
Skills improve as their governing Attributesimprove.
Why Skills are so important: If your
character is attempting to do something
that normally requires a Skill, and you lack
said Skill, then your chances to succeed are
seriously reduced. In fact, success might be
impossible. As a “rule,” if your character
is attempting to carry out an action that
requires a Skill you lack, you roll two diceinstead of four to see if you succeed.
A Character starts the game with 5 Skills.
You can use the Skills provided with the
above template Characters, or just pick 5
Skills that you want.
Your Character is limited to the number
of Skills he can have at any given time. The
maximum number of Skills he can have is
7. This is reflected on the Character Sheet
(found at the back of the book). When you
look at it, youʼll see that there are only 7
Skill slots.
You can drop a Skill to free up a Skill slot
whenever you want, but once you drop the
Skill, itʼs gone. If you want it back, you
have to purchase it, just like any other new
Skill you acquire.
Making Your Own Template
You are encouraged to create your
own PC templates. Simply give yourtemplate a name, a brief description,
suggested Attribute bonuses, five
suggested Skills, a suggested Special
Skill and a suggested Goal.
Let s̓ create a quick template for a
“Cop.”
Description: A Cop upholds the
law. He serves and protects the inno-cent civilians in his community and
he brings lawbreakers to justice.
Goal: to keep the community safe.
Attribute Bonuses: +1 Brawn, +1
Versatility
Skills: Connected, Curiosity,
Hand-to-hand, Interrogation, and
Gun Fu.
Special Skill: Lightning Draw
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For the GM – to make things easy, when
you draft up secondary NPCs give them
only two or three Skills that are pertinent to
the tale.
Here is a list of some sample Skills. This
list is not complete, so, by all means, add
your own Skills when the need arises.
The governing Attribute is contained in
brackets next to the name of the Skill. Re-
member, the Attribute is what you roll on to
see if you succeed when using the Skill.
Acting (Balderdash) – You have a flair
for acting. You can use this Skill to passyourself off as someone else and success-
fully pull off a disguise. You can also fake
emotions to play on peopleʼs sensibilities.
Artistic Talent (Balderdash) – You have
an inherent or developed Artistic Talent of
some sort – music or the fine arts. You can
use this Skill to impress an audience. A
person who is musically inclined could find
employment at a nightclub or tavern where
gossip and possible news leads abound. A
person, who has a penchant for drawing,
could sketch a building or a person from
memory.
Athletically Inclined (Versatility) – You
are naturally “sporty.” You pick up the rules
of any game easily. You are knowledge-
able when it comes to sports facts. You are
also highly competitive. In addition, when
it comes to physical actions (that rely on
Brawn or Versatility), you gain a bonus
on top of whatever bonuses the applicable
Attribute gives you. You get to sharpen aroll, +1.
Beast (Leadership) – You know how to
work with and tend a specific kind of ani-
mal, horses or dogs, for example. You have
a natural affinity with the type of animal
you work with, and when dealing with an
unruly or unfamiliar beast of this type you
sharpen a die, +2.
Bargain (Leadership) – You use Bargain
whenever you attempt to negotiate. Nego-
tiations can be simple – determining who is
going to pay for the dinner bill, for example
– or complex.
A PC that has Bargain as a Skill is a com-
petent negotiator – he sharpens a roll, +1.
Break & Enter (Brawn) – You have a tal-
ent for overcoming obstacles that bar your
entrance. You donʼt use finesse to gain en-
trance; you use precision and brute strength.
Camera Work (Brains) – You are familiar
with cameras and the intricacies of operat-
ing them. You stand a much better chance
of taking a decent photo than someone does
who lacks this Skill.
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Climbing (Versatility) – You are an ex-
perienced climber – having either actively
climbed cliff faces or tree trunks in the past.
You are familiar with climbing gear and
know how to use it.
Connected (Leadership) – You have con-
nections in a particular organization (the
mob, town hall, the police department, etc.).
You can use your connections to gain “in-
side information” and ask for (and receive)
“favours.”
Curiosity (Brains) – You have a natural
Curiosity. Your curiosity plays in yourfavour when youʼre attempting to ferret in-
formation from someone. You have a knack
for asking the right when questions.
Demolitions (Brains) - You can create and
disarm explosive devices. You can handle
and use explosives “safely” and with de-
sired effect.
Driving (Versatility) – You are a skilled
driver. You stand a good chance of keep-
ing your vehicle on the road when you are
traveling at high rates of speed or pulling
tricky maneuvers.
Eavesdropping (Brains) – You have honed
the act of listening in to a fire art. Even at
crowded social functions you can eavesdrop
on the conversations of others. Of course,
it s̓ easier to eavesdrop in certain situations
than it is to eavesdrop in others.
Education (Brains) – You have either a
diploma, a degree, or you are self-taught.Regardless, you are particularly knowledge-
able in one subject area. You can take this
Skill again, to acquire knowledge in another
subject area.
Electrical Repair (Brains) – You know
how electrical systems work. You can make
electrical repairs. Equally, you can sabotage
electrical systems.
Exotic Weapon (Versatility) – Any weapon
that is not a small arms firearm or a knife is
considered an exotic weapon. If you have
Exotic Weapon as a Skill, then you are
proficient in the use of one type of exotic
weapon. That doesnʼt mean, however, that
you can brandish the weapon in public with-
out drawing attention to yourself.
Fast Talk (Balderdash) – This is the art of
bullshitting. You use Fast Talk to trick oth-
ers or throw them off their game. This Skill
is especially useful in acquiring informa-
tion.
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Fix-It (Brains) – You can make simple
repairs to just about anything. The “repairs”
are short-lived and often result in cata-
strophic failure when they give way. None-
theless, your repairs will carry you throughfor a moment of two longer.
For each “10” that you acquire on your
roll, the repair holds out for 10 minutes of
game time.
First Aid (Brains) – With first-aid you can
stop bleeding, bandage wounds, set splints
and patch up people.
A successful roll on First-Aid moves the
patient one rung up the Health Ladder (ex-plained at the end of this chapter).
Forgery (Brains) – Given time and the
correct materials, you can forge most docu-
ments. In a pinch, you can supply forgeries
that will pass a cursory inspection.
Note: a person with the Skill Scrutiny will
immediately detect a quick forgery.
Gambling (Balderdash) – You are skilled
in games of chance and tend to win more
than you lose at the table. On a successful
Gambling roll the character will win 1 to
10 times his initial stakes. Of course, the
reverse is true if the roll is failed.
Note: People don t̓ like to lose at games of
chance, especially when the stakes are high.
Gun Fu (Versatility) – You are familiar
with most small arms. You know to handle
firearms safely can fire them with accuracy.
Hand-to-hand (Versatility) – You are aproficient street fighter, trained in some sort
of martial arts or self-defense technique.
Hunting/Tracking (Versatility) – You are
a skilled hunter. You know to track your
quarry – including people – in many envi-
ronments, including the urban environment.
Interrogation (Brawn) – You can make
people spill their guts through intimida-tion and, if necessary, physical persuasion.
Given the time and right tools you can crack
the most difficult nut. On the fly, you a bet-
ter chance than most people do at making
someone talk.
Investigation (Brains) – You are good at
gathering clues through examination or re-
search. You know how to use clue-gatheringequipment, like databases, finger printing
kits, etc.
Lingo (Brains) – You are fluent in a
language other than your mother tongue.
It could be a well-known language (like
French, Spanish, or German) or something
more obscure, including ancient languages. Note: In order to be fluent in an additional
language you must purchase this Skill again.
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Medicine (Brains) – You have a medical
background – either as a General Practitio-
ner or a veterinarian. You can stop bleeding,
close wounds, set broken limbs, diagnose
and treat illnesses, etc. On a successful roll on Medicine a
patientʼs health goes up two rungs on the
Health Ladder (explained at the end of the
Chargen chapter).
You can also accelerate a patientʼs recov-
ery by giving him constant care. The patient
will heal twice as quickly as normal with
you at his side.
Mechanically Inclined (Brains) – Youunderstand how machines work. With the
right tools and the time you can repair dam-
aged mechanical systems. Equally, you can
sabotage mechanical systems.
Occult Knowledge (Brains) – You are a
student of the occult and the supernatural.
When faced with either you have some un-
derstanding of what is occurring. You know
the strengths and weaknesses of supernatu-
ral creatures.
Piloting (Versatility) – You can fly a plane.
Public Speaking (Leadership) – You are
an effective public speaker. You can deliver
moving speeches. You can sway crowds
with your words, even written words.
Sailing (Versatility) – You know how to
sail a small craft. You can also be an effec-
tive member of a large crew and can give
directions to others to help you sail a large
vessel.
Scrutiny (Brains) – You are a natural
skeptic. You are better at detecting lies,
forgeries, and fakes than most people. You
are nobodyʼs fool.
Schmoozing (Balderdash) – You are an
exceptional lickspittle. Ingratiating yourself
to others has taken you far.
Shorthand (Brains) – This is a handy Skill
for any Reporter. Armed with a note pad
and pencil you can quickly jot down the
news as it happens.
Slow-Flow (Brains) – You are a proficient
Slow-Flow operator and can navigate the
Slow-Flow Architecture.
Launched in mid-1920s, Slow-Flow is
a form of Internet, peculiar to the paral-
lel world of the Boomtown Planet. It is a
testament to the approaching technologi-
cal/communication age. Slow-flow units are
bulky and expensive. They look like a cross
between a typewriter and a television with
lots of apparent wires, tubes, and transistors.
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With the Skill Slow-flow, you can hack
databases and acquire information found on
the Architecture. The heart of the Slow-
Flow Architecture lies in the land of its
creators, Germany.
Spelunking (Versatility) – You are an ex-
pert cave explorer. You know how to navi-
gate through natural cave networks. You
are familiar with the equipment required to
survive a spelunking expedition.
Status (Leadership) – You have acquired
Status, either through your actions, deeds,
or reputation, or through your pedigree.Doors that are closed to others are opened
for you. You can use your Status to influ-
ence others.
Survival (Brains) – You know how to
survive in the wilderness. You can navigate
without the aid of a compass. You can find
natural sources of fresh water, shelter, and
food.
Swim (Versatility) – You are an experi-
enced swimmer and are comfortable in the
water.
Worldly (Brains) – You are well read and
have a solid general knowledge base. While
specifics sometimes stump you, you can
join in a general conversation on nearly any
topic and hold your own.
Step 8. Special Skills.
Special Skills lack a governing Attribute.
Thatʼs one way that they are special. Some
of the Special Skills are more applicable to
fiction than they are reality. Special Skillsmake you stand out; they give you an extra.
Some of the NPCs the characters meet will
have Special Skills of their own.
Your Character starts the game with 1
Special Skill. You can use the Special Skills
provided with the above template Charac-
ters, or just pick the Special Skill that you
want.
Just like Skills, your Character is limitedto the number of Special Skills he can have
at any given time. The maximum number of
Special Skills he can have is 3.
Unlike Skills, however, you canʼt drop
a Special Skill to free up a slot. Once you
have filled up all 3 Special Skill slots, thatʼs
it. So choose your Special Skills wisely.
For the GM – important NPCs can have
Special Skills.
Here is a list of some sample Special
Skills.
Ambidextrous – most people have a “dom-
inate hand.” Itʼs the hand they write with. A
few, however, are blessed with the ability to
use both hands equally. This can be of great
advantage to a Character.
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An example of this Special Skill in play
– The columnist, Irvine Marcott, is bound
to a piling that supports a boathouse. His
dull-witted captors didn t̓ intend to harm
Marcott, they just wanted to make a cleangetaway. Unfortunately, they forgot about
the incoming tide. The tide is coming in fast
and if Marcott doesnʼt quickly free himself,
he will drown.
The GM informs the Player that Marcott s̓
left hand is free. Marcott happens to be
Ambidextrous and this improves his chance
to escape dramatically. After a few attempts,
Marcott wriggles free of his bonds and
swims safely to shore.
This would not be the case with a Charac-
ter who is not ambidextrous if his off-hand
was the free hand. A Character that is not
ambidextrous suffers a penalty when he is
using his off-hand and the roll is dulled,
-1. The ambidextrous Character suffers no
penalty.
Arcane Inclination – You were born with
the “gift”; some would call it a curse. You
are aware of the metaphysical world and
you are able to tap into it to influence the
real world.
Bear with me; this Special Skill is the rock
upon which the magic in this game is built.
As a result, Arcane Inclination gets more
than its share of real estate in the book. If
you aren t̓ playing a wizard, or don t̓ intend
to have wizards in your game, you can skim
through this part to see if any of it interests
you.
Excerpt from “A Guide to the Arcane
World for the Layman” by Excalibur Jones,
wizard and occasional contributor to the
Boomtown Planet.
Non-wizards have as much control over the
metaphysical world as a farmer has over a
barn cat. That is to say, the non-wizard may
be aware of some “presence” (although
probably not), but he has no control over it.Wizards, on the other hand, are very much
aware of the metaphysical world. In fact, we
can influence it and bend it to our will. Itʼs
a tricky business, however, as messing with
the metaphysical world can be lethal.
The metaphysical world is a world of bal-
ance. It is also a world of absolutes, of dark
and light, black and white. The shades of
grey evident in our own world are absent
in the metaphysical world. A wizard taps
into the energy of the metaphysical world
and harnesses it to influence the physical
plane. He does so by either tapping into the
negative energy or the positive energy of
the beyond. This energy is powerful and itʼs
volatile. It takes a wise practitioner to know
when he is exceeding his limits.
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Contrary to popular belief, a wizard is free
to tap into whatever form of energy he likes
– both black and white magic. Generally,
however, his talents push him one way or
another. Black magic is not inherently evil, just as white magic is not inherently good.
Both types of magic are merely tools. Itʼs
how you use these tools that matters.
Through the use of metaphysical energy
wizards are able to influence the seven
known elements – earth, wind, water, fire,
wood, mineral (or metal) and living tissue,
or flesh. Black magic is used to destroy or
damage elements, white magic is used to
strengthen or repair elements.
I am telling you all this to give you an
understanding of the metaphysical world
and the role that wizards play in it. Most
wizards are decent folk, but there are excep-
tions. There are some truly nasty wizards
out there, so consumed that they are scarce-
ly human. It is a delicate game the wizard
plays. Those who choose to embrace their
gift and pursue it can do great good. They
can also do that exact opposite. And thatʼs
when the Arcane Society comes into play.
Several thousand years ago, the Arcane
Society was a matriarchal one. Women held
the highest offices in the Society. The So-
ciety, however, was divided into many dif-
ferent Orders. Each Order struggled to gain
absolute control over the Society. Some-
times alliances were formed, but they were
short-lived. It was fractious state of affairs
and valuable arcane information was lost or
destroyed through the ongoing conflict.
Shortly after the rise of Christianity, the
Orders began to assemble themselves inaccordance to the “magic” they practiced.
Wizards were classified. A clear line was
drawn and the Arcane Society was divided
not quite down the middle between those
who practiced the “black arts” and those
who practiced “white magic.” The Order
of White Magicians had powerful allies in
the Church and it used these allies to make
war on the Order of the Black Arts. Through
purging, inquisitions and general prosecu-tion the Dark Order was nearly destroyed.
Many practitioners of the black arts went
into hiding. Innocent civilians were purged
along with bona fide wizards. Any who
were suspected of harbouring the “dark
gift” were consumed in the purifying fires
of the Inquisitions. And, to think, many of
the Inquisitors were wizards themselves!
The modern age, with its origins in the
Age of Reason, ended the conflict between
White and Black wizards. But still, the
Black wizards harboured a deep resentment,
and who could really blame them. This
resentment still runs deep today.
Today, there is no distinction between
White or Black wizards. We are all con-
sidered members of the same Society. For
obvious reasons we tend to keep our gifts to
ourselves.
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Although I think this is a mistake. The
general population would do well to know
that things that sometimes mean them harm
influence them. Nonetheless, archaic law
must be heeded. The Cardinal Law of theArcane Society is that “magic” shall not be
used to take mortal life. Why? Not for any
hard moral reason, although most of us are
as moral as the next man, but because the
taking of mortal life upsets the balance of
the metaphysical world.
The highest members of the Arcane Society
sentence a wizard who breaks the Cardinal
Law to immediate death. This strikes me
as the definition of irony, “Though shallnot kill or you will be killed.” Nonetheless,
thatʼs the law that wizards live by. Well,
most of us do. Inevitably, when the Law is
broken, the wizard who broke the Law can-
not be found. He (or she) is almost always a
nasty sort and the type to s