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CAPERS - Digital - Bookmarked
CAPERS - Digital - Bookmarked
CAPERS - Digital - Bookmarked
It’s the 1920s Prohibition era in the United States. Alcohol is illegal. Organized crime grows at an
unprecedented rate as gangsters get rich selling hooch to a thirsty populace. Law enforcement
struggles to keep up with an understaffed and underfunded Bureau of Prohibition.
You are one of a handful of people who have been gifted with super-powers!
Will you use your abilities to build a criminal empire as a super-powered gangster? Or will you
focus your powers to serve the law and bring these criminals to justice?
In this book, you’ll find everything you need to tell exciting stories of action, adventure, virtue,
and vice in the Roaring Twenties. With super-powers.
NerdBurger Games
NerdBurgerGames.com | NerdBurgerShow.com
A Super-Powered Game of Gangsters in the Roaring Twenties
Playtesters: Cosdyn Akers, Christopher Bock, Angie Bond, Ryan Bond, Bradley Bowen, Mike Chrismer,
Chris Czerniak, Dawn Dalton, Greg Dalton, Brian Donnelly, John DuVal, Jamas Enright, Dale A. Gaus,
Richard Gillingham, Jason Hall, Louie Hall, Stephen Haluska, Nick Helton, Daniel ‘Alvyn’ Holland,
Patrick Holloway, Benji Horning, Gilbert Isla, Sharon Jackson, Curbis James, Joshua Lillis, Josh
Lorentzen, Dave Martin, Mathew, Adam Maxwell, Josh Maxwell, Michael, Daniel Monoula, Kevin Potter,
Samuel Schaefer, Daniel Sulhoff, Matthew Sulhoff, Morgan Tupper, Vladimirledeux, Lawrence Young,
Jordan Zohner
Special Thanks: Rudy Basso, Anthony Bonifonte, Michael Brock, James D’Amato, James Introcaso, Jim
Owczarski, Michelle Owczarski, Ben Riggs, Shevy Underwood
The CAPERS Core Game System (chapters 2, 3, 4, and 5) is released under a Creative Commons
Attribution 4.0 International license. https://creativecommons.org/licenses/by/4.0/
All other setting or fictional elements (all other chapters) unique to CAPERS are Copyright © 2018
NerdBurger Games LLC.
This book is a work of fiction. Any similarity to actual people, organizations, places, or events included
herein is purely coincidental.
NerdBurgerGames@gmail.com
@NerdBurgerCraig
NerdBurgerGames.com
NerdBurgerShow.com
2
KICKSTARTER BACKERS
CAPERS is a game well over two years in the making. While the team and I did a great deal of
the work to make the game a real thing, we couldn’t have finished it without the help of all the
wonderful backers on Kickstarter. We offer a big, heartfelt thank you to each and every one.
You’re all aces in our book!
Aaron “The Brow” Olson, Aaron Lim, Abe “Ammo” Nemoy, Adam “Curls” Bradshaw, Adam “Go Bears!” Sena, Adam
Herold, Adam Stein, Addison Land, AJ Carruthers, Alan D. Kohler, Alex “Gearhead” Lopez, Alex “SaintWalker”
King, Alex Kallam, Alexander “Grassdragon” Corbett, Alexander Thissen, Ali “Make Them Disappear Without”
Trace, Alice “Sparkles” Tobin, Aloysius Ewing, Altered Confusion, Amanda Od, Amy “Murph” Baughman, Ando
“Valentine” Poore, Andrew “Holistic” Greenberg, Andrew “Sprinkles” Tucker, Andrew “Droopy” Madsen, Andrew
“Getzit” Wright, Andrew Bennett, Andrew Moreton, Andy Hatton, Angelo R., Angus Abranson, Anthony “The
Dwarf” Shears, Anthony “Numbers” Bonifonte, Anton Cox, Arnis Kletnieks, Artemissed, Ashe “Banshee” Welch,
Asta Jersø, Austin “Divvy” Betz, Austin “One-Gun” Tyson, Beachfox, Ben “Clamps” Campion, Ben “Peepum” Krise,
Benjamin “Bear-Man” Rudolf, Benjamin “Benny Two Hats” Eastman, Benjamin “Pointblank” Mishler, Benjamin “The
Benj” Davis, Benji “Briefcase” Horning, Benthegreater, Berke “Smile” Canatar, Bertha Mae Popkins, Bethany Duck,
Bill “Bloody” Johnson, BL Puster, Bobby “Inky” Jennings, Brad “Biff” Davies, Brandon K. Aten, Brendan St. Gelais,
Brent M. Rose, Brian “DMRule” Southworth, Brian “Grump” Donnelly, Brian “Princess” Liberge, Brian Allred, Brian
Dean, Brian Huizingh, Bruce “Coffee hound” Marshall, Bryant Durrell, Bryce “Angry Beard” Jenkins, C J Hunter,
C Light, Callum S. Buckley, Camdon Wright, Cameron Kyle, Cap’n Wrecking-ball Wilson, Carl L Gilchrist, Carmen
Maria Marin, Carol Darnell, Cath “The Marrow” Bailey, Cecilia “Slink” Chase, Chance “Glint” Clement, Charles
“TemplarKnight” Owens, Charles “tinyurl.com/y8nazxrd” Moore, Chris “Fat Bob” Lackey, Chris “FSHSchmo”
Jernigan, Chris “Hot Toddy” Furness, Chris “Lamplight” Jennerman, Chris “Masked-Revenger” Blanchard, Chris
“Sherlock” Holmes, Chris “The Brain” Boyer, Chris Dubuque, Chris Haywood, Chris Marmo, Chris Mobber, Chris
S. Sims, Chris Tang, Chris Vogler, Christian “The Federalist” Lindke, Christo “SvenFatale” Meid, Christopher
“Calculator” Crossley, Christopher Grey, Claude Weaver III, Clayton A. Thomson, Clint “Hobbie” Okerstrom, Clint
Williams, Cole “The Boy” Sorensen, Coleman “Mr” Bland, Colin “Mephit James” Wilson, Colin “Psychosis” Smith,
Corey Rautenberg, Craig “Mystic Justice” Groff-Folsom, Craig Wright, Curt Campbell, Curtis “Crabapple” Davies,
DaftPhully, Dale A Gaus, Dan “Quixote” Urruty, Dan Suptic, Daniel “Dr Wilkenstein” Wilks, Daniel “Demon’s Smile”
Miller, Daniel Andrews, Daniel Kraemer, Danielle Bock, Danny “Cobalt-Blue” Harbison, Danny Atwood, Darkshifter,
Dave Hawes, David “Alchemist” Lupo, David “Cobra” Schmoker, David “Doc Blue” Wendt, David “Fast-Fingers”
Rubin, David “The Panda” Turner, David “Bourbon” Pelletier, David C. Ridout, Dávid Csobay, David Dolph, David
Kinsel, David Starner, Dawid “Dievas” Wojcieszynski, Derek “Flyboy” Kamal, Derek Knutsen-Frey, Det. Sgt. Kumar,
Devil’s Due, Dodds “Chainlink” Colley, Doug Atkinson, Doug Frye, Douglas H. Cole, DracoDruid, Drew “Double D”
Dunn, Drew W, Dylan Fuller, Earl Scott Nicholson, Ed Kowalczewski, Ed Moretti, Edgardo Cruz, Edouard “Doude”
Contesse, Edvard Blumentanz, Eleanor Hingley, Elisabeth Hedman, Ellen L Eames, Eloy “The Saint” Lasanta, Eric
Blair, Eric Coates, Eric from Bloat Games, Erik Bentzen, Erika “Barnstormer” Chappell, Est Cal, Eugene Chee,
Eva “Kitty Cat” Denehy, Fallon “Badger” Crowley, Filip “The Jinx” Johansson, Florian Hollauer, Forrest Sayrs,
Frank “The Tank” Hart, frank martin, Frankye “Chickie” Mace, Fred Van Lente, Gabel Gamers, Gabry “Capstone”
Fasano, Gary Rumain, Geard, Gerry “The Doctor” Tolbert, Gina “Miss G Vious” Ricker, Gordiac, Grahambo, Grand
High B*%@h, GrandiaKnight, Greg “Pudgy Pete” Farber-Mazor, Gregory Tompsett, Guy “Mr Fists”Larke, Guy Z.,
H. M. “Dain” Lybarger, H. Rasmussen, Heather White, Herman “Jack” Duyker, Heroic Rogue, Hungry For More
Games, “Irish” David Heeney, Ian “Smiling Eyes” Kelley, Ian McFarlin, Ingrid “Brezel” Dinkel, Isaias “Doc Z” Llamas,
J Morgan Rowe-Morris, J Quincy “Two Bits” Sperber, Jack “The Ghoul” Gulick, Jacob “Professor” Johnson, Jae
Euteneier, Jaime “Mithoron” Robertson, James “Mind Weave” Eck, James “Two Name” Miller-Marquez, James
“Three” Ross, James Dawsey, James Gabriel, James Hovey, James Introcaso, James Karaus, James Meredith, James
Moriarty, Jane “The Boss” DelFavero, Jared “Longshot” Taylor, Jarrett “Jumping Jack” Jackson, Jason “Big Man”
Bulmahn, Jason “Dr. Z” Zanitsch, Jason “Sticks” Italiano, Jason “The Amazing” Hughes, Jason “The Professor”
Leisemann, Jason Corley, jason e. bean, Jason Sackett, Jason, Kristin, and Peter Childs, Jay “Brisket” Loomis, Jay
“Wise Guy” Garmon, Jay Peters, Jeff “Mage Mook” Chan, Jeff “Ratcatcher” Troutman, Jeff Kahrs, Jenevieve “Tasha”
DeFer, Jennifer Fuss, Jeremiah “The Librarian” McCoy, Jeremy “Hard-luck” Hamaker, Jeremy Bodie, Jerod “Silver
tounge” Hartwell, Jesse “Bluenose” Newsom, Jessica “Tinker” Pratt, Jim Dagg, Jim Owczarski, Jim Zink, Jimmy
“Porkchop” Lindqvist, JK Koh, Joey “The Joey” Zehnder, John “Doc Spec” Westerfield, John “Kingbeast” Taber, John
“Professor” Powell, John “Sexy-Knees” Arcadian, John “Shadowcat” Ickes, John “Solicitor 6” Bacevicius,
3
John “Tugboat” Hickman, John “Where?” Dallman, John “the banker” Godwin, John Desmarais, John Gotobed,
John Henry, Johnny “Diesel” Kennedy, Johnny “The Creeper” McNeely, Jon “Dustoff” Allen, Jon “The Animal”
Stephenson, Jon Forrster, Jon Nix, Jon Robertson, Jonathan “Buddha” Davis, Jonathan “Firefly” Meadows,
Jonathan “Samaritan” Combs, Jonathan Korman, Jonathan Song, Josef “Rubidium” Hoppe, Joseph “Mugsy”
Bowman, Joseph Barder, Joseph Evenson, Joseph Shillinglaw, Josh Maxwell, Josh Medin, Josh Weiner, Joshua
“Bootlegger” Reubens, Joshua Lutz, Joshua W. Pittman, Judd M. Goswick, Jupiter Jack, justchris, Justin
“Jthunderific” Koster, Justin “Moonshine” Nichols, Justin “Space Daddy” Spath, Justin “Tenk” Price, Justin
Cranford, KA Middlebrooks, Kaira “Valentine” Murphy, Kait Joven, Kameron “Snarlfox” Kinsey, Kassie “Arm
Candy” Kirk, Kate Louie-Hess, KC Jones, Kelvin Wood, Kenneth Gentile, Kenneth Hite, Kergillian, Kevin “Kevin”
Christens, Kevin Mowery, Kevin R. Smith, Krista “Dollface” Pekarek, Kristof “KiKiN” Lambrechts, Kristopher
Volter, Kurt “The Crucifixion” Granzow, Kyle “The Traveler” Thompson, Kyle Rivest, Lachlan Jones, Landan Smith,
Larry “The Crusher” Gray, Larry “The Sloth” Haught, LaTrice “Mocha Love Goddess” Simmons, Layne Delp, Liam
DiNapoli, Lisa “Curveball” Hunt, Lloyd “Wayne” Eason, Loki Carbis, Lon Niedermayer, Loren Small, “Mad” Mark
Katerberg, M&C Limited, M. Alan Hillgrove, M. S. Farzan, Madman, Marek “Torpedo” Hendziak, Maria “Poison
Lily” Maja, Mark “The Shark” Slattery, Mark Hanna, Mark Leymaster of Grammarye, Mark Richman, Martin
Schramm, Martinez. C, Mathieu “Mummy” Martinez, Matt Owens, Matthew “J Wall” Wallace, Matthew “Q” Johnson,
Matthew “Chisels” Franklin, Matthew Cranor, Matthew McFarland, Matthew Smitheram, Matthew Sulhoff, Mauro
Adorna, Max Battcher, McP, Megan “Moxie” Shiplett, Megan Tolentino, Micah “Tree Banger” Champagne, Michael
“Cobra” Ball, Michael “Dauntless” Anderson, Michael “Lasersniper” DeBondt, Michael “Mutt” Hutton, Michael
“Steelfists” Ramsey, Michael “Stoneshield” Parker, Michael “WickedDawn” Owens, Michael Bowman, Michael
Brock, Michael Chrismer, Michael Feldhusen, Michael Sandlin, Mike “Cast Iron” Nakagaki, Mike “Eleven Fingers”
Czajkowski, Mike “Prime” Williams, Mike Esmailzadeh, Mike J Carlson, Mirko “Mercurius” Schroeder, Montes,
Mordaine “Cider” Barimen, Morgan Ellis, N. Bad T., Nadia “The Annoyed” Rooks, Nathan “Take Nothing” Bailey,
Nathan “The Bookworm” Christenson, Nathan “Wendigo” Shugart, Nathan Reetz, Neal “The Beard” Powell, Neal
Dalton, Nessalantha, Nestor “Lento” Rodriguez, Niall O”Donnell, Nick “The Fist” Leidy, Nick “Gizmo” Pollack,
Niki “Randombandit” Nair, NJ, Nullpunkt, Ogre, Oliver Peltier “The Spanglemaker”, Olivia Kristin, Olivia Lorimor,
Panu “Possessed” Laukkanen, Patrice Mermoud, Patrick & Samantha Harris, Patrick Gearman, Patrick Pong,
Paul Alan Ludlow, Paul Grindrod, Peacock, Pete Griffith, Peter “Howler” Allen, Petey “DreamyP” Petrusha, Philip
W. Rogers Jr., Phillip Bailey, PK Sullivan, Praxis Descends, Preston Poland, pyhnux “carpaccio”, Randy “Terrier”
Lander, Rebecca “The Hedgehog” Slitt, Renee “Songbird” Middleton, Richard “DEADTRANCE” Rivera, Richard
“GenericBob” Smith, Richard “Vidiian” Greene, Richard C Plemons, Rob “Lockdown” Abrazado, Rob “Slick”
Wieland, Rob Jones, Robert “That Guy” Male, Robert “Thor” Edwards, Robert and Amanda Daley, Robert Raasch,
Rodney “Zephyr” Mick, Ronald H. Miller, Ronnie Kieklak, Rourke “Safe” Bywater, Ryan “The Curmudgeon”
Faricelli, Ryan “Whipstache” Hennesy, Ryan Kent, Ryan Macy, “Sharkstooth”, “Slick” Rick Hull, Sal, Sam “Human
Tractor” Piaggio, Sam “Rocketman” Smith, Sarah “Jester” Jensen, Sarah “Sugar” McLaughlin, saul asoyuf, SB,
Scott Baker, Scott Crosson, Scott Maynard, Sean “Thinker” Holland, Sean “Bean” Lipscomb, Sean “Matchstick”
Donnelly, Sean Leventhal, Sean Moulson, Serge “Mr. Silver” Beaumont, Seth Surber, Shevy “Adelle” Underwood,
Silvio Herrera Gea, Smiley, Spencer Graham, Spyros Veronikis, Stephan Szabo, Stephanie Bryant, Stephen “Bones”
Grote, Stephen “Chuckles” Meeker, Stephen “Mastermind” Photianos, Stephen “the confessor” Sale, Stephen
“The Godfather” Kenson, Stephen “Deadeye” Sargeant, Steve Arensberg, Steve Lord, Steven D Warble, Steven
Vest, Stewart Burwood, Susan Z, Svend Andersen, Sydney “Stardust” Lambert, “The Big Trench Coat Man” G,
“The Mancini Maulers”, “Twinkle Fingers” Orko, Teresa S. “Pyre” Jones, That Damn Mouse, The Dahgda, The Q!,
The Rangdo of Arg, thelibrarycat, Thomas “The Doc” Lacey, Thomas Faßnacht, Thomas Franz, Thomas Shey,
Tiffany Korta, Tim “Pirate” Gonzalez, Tim “Scorch” Eagon, Tim “The Enchanter” Snider, Timolution, Tobie “The
Tech” Hurst, Todd Trausch, Tom “Reynolds” Cross, Tom Gambino, Tom Ladegard, Tomi “Dogboy” Sarkkinen,
Tommy “Goldsmith” Gilder, Tommy “Gun” King, Tommy “Devildog” Herp, Tommy “Gunn” Huber, Trevor “Fang”
Ramirez, Trevor Kettelkamp, Trip Space-Parasite, Troy Pichelman, Uwe “Big Bear” Schumacher, Vicki Dixon, Vince
“Digiconda” Arebalo, Vinny “Iceman” Dorito, Walt Ciechanowski, Wendy “Argentum” and Rob “Maestro” Perkins,
Wil Cox, Will “Sleepy” Scott, Zach Rademan, Zachary Rees, Zealeus
4
TABLE OF CONTENTS
PLAYER SECTION
GM SECTION
Chapter 8: GM Guidelines������������������������������������������������������������71
Chapter 9: Backdrops ������������������������������������������������������������������84
Chapter 10: Law Enforcement �����������������������������������������������������122
Chapter 11: Friends & Enemies ���������������������������������������������������126
Chapter 12: GM Toolbox ������������������������������������������������������������137
REFERENCE SECTION
Appendices ������������������������������������������������������������������������������153
5
THE GAME
CAPERS is an action/adventure tabletop role-playing You react to a challenge by describing what your
game (RPG) set in the 1920s Prohibition era in the character says and does. Other players do the same.
United States. Sometimes, you refer to your character sheet and flip
Players portray powerful people – called Capers some playing cards to determine if your character
by the general populace – who have been gifted with succeeds. Tasks that might require card flips include
superhuman powers that defy the laws of science. the following:
Players can also portray exceptional people who don’t
have special powers. ❖ Attacking someone
In the game, you play a gangster working to make ❖ Picking a lock
their fortune in the vice-riddled 1920s. Alternatively,
❖ Repairing a car
you can portray a member of law enforcement working
to bring criminals to justice. ❖ Convincing a stranger to do something
❖ Searching for evidence to blackmail someone
PLAYING THE GAME ❖ Covering up a crime scene
In CAPERS, you and your friends tell a story set in ❖ Breaking down a door
a fictional world, which exists in your imaginations.
Most people playing the game are players. Each player What you and other players decide to have your
portrays a single character and decides what that characters do, along with card flips, determines
character says and does. A character sheet describes whether you succeed or fail. The GM narrates the
the character’s capabilities as they work according to outcome of the situation. Then the group moves on
the game’s rules. to the next challenge.
One person playing the game is called the Game It’s important to note that CAPERS is a cooperative
Master (GM). With few exceptions, the GM controls game. Players might portray characters who are vastly
everyone and everything that isn’t a player’s character. different from one another and who have competing
The GM describes other characters, objects, and motivations, but in the end, they’re on the same team.
events in the game in such a way that the players can They watch each other’s back.
then choose how to interact with the imaginary world The game has no set end. You can play one game
through their characters. Sometimes the GM asks that tells a whole story in a few hours. Such games
the players to help fill in details about the world usually have well-defined and short-term goals,
during play. providing everyone with a sense of closure and
When the game starts, the GM sets the scene, satisfaction at the conclusion. This kind of game is
describing what the characters sense and know. often called a one-shot.
The GM also creates a challenge for the characters You can also play a series of games that make up a
to overcome. This challenge could be a stand-alone longer story. These longer games are called campaigns.
problem or it might be part of a series of tasks that In a campaign, the story can be more complex, with a
tell a larger story. series of arcs that lead to a grand finale.
Challenges a character might have to overcome CAPERS is a game of action, adventure, virtue,
include the following: and vice in a world coming into its own. It’s a
world of booze, gambling, prostitution, theft, fraud,
❖ Raiding a liquor warehouse racketeering, subterfuge, and espionage. Your
❖ Gunning down a rival and their goons character will risk their life to find their place in this
❖ Building their reputation world, regardless of which side of the law they fall on.
❖ Negotiating a deal
❖ Infiltrating a rival’s home or facility
❖ Blackmailing an informant
❖ Recruiting workers to build their empire
6
Chapter 1 – The Game
7
Chapter 1 – The Game
8
Chapter 1 – The Game
transportation, and sale of alcoholic beverages became The game is one where great wealth and prosperity
illegal and actionable by law enforcement. are attainable by breaking the law and where true
There are some who would say criminal organizations nobility comes in upholding that law. A night at the
across the country began getting very rich the day after cinema could turn into a bloodbath. A parlay with a
the Volstead Act passed. rival could result in a booming business – or complete
destitution. It’s high fashion riddled with blood stains.
THE ROARING TWENTIES It’s a hit brokered at a speakeasy. It’s the wind in your
character’s hair as they speed their roadster out of
The 1920s in the United States – and in Canada and town while chased by a man running faster than their
much of Western Europe – is known as the “Roaring car and firing bolts of electricity from his fingertips.
Twenties,” due to it being a period of sustained
economic growth and distinctive cultural changes.
Women gained the vote in the U.S. and defied
Prohibition Personalities
cultural norms with the “flapper” look. New artistic Some of the names associated with Prohibition are well
styles were explored. Art deco was at its peak. known. Al Capone. “Lucky” Luciano. Eliot Ness. These
Jazz music took the country by storm. The idea of and other remarkable, larger-than-life characters are
“modernity” took hold in the public consciousness as part of the CAPERS world.
traditions were eschewed. That said, most of the gangsters in the real world
A period of relative normalcy fell over politics after 1920s were of Italian or Irish descent and almost
the decidedly hyper-patriotic stances of politicians all were male. The world of CAPERS is an alternate
during the war era. The general population focused version of our own where more varied types of people
on the advancements of the era, societal changes, can be found in these professions. Charles “Lucky”
economic wellbeing, and a re-investment in the idea of Luciano has been reimagined as Carla “Lucky” Luciano,
the American Dream. right-hand-woman to New York boss Arnold Rothstein.
All of this makes for a highly romanticized look Al Capone’s mentor(ess) is now Giada Torrio, rather
back at the era. While all was not rainbows and roses than Joe. Additionally, a wider variety of races,
during the ‘20s, CAPERS embraces this romantic ideal, ethnicities, and ages are presented in the game.
centering on the larger-than-life gangsters and federal
agents who opposed them that are integral to the time.
9
Chapter 1 – The Game
INVENTIONS
A plethora of inventions change the way people live their
daily lives. With Henry Ford’s moving assembly line,
the Model T becomes affordable. Traffic signals keep
people safe at intersections. Radio comes into wide use,
connecting people and spreading news across many miles.
10
Chapter 1 – The Game
HEALTH
Gone are most – but not all – of the plagues of the past.
Recent scientific work has resulted in immunizations
for diphtheria and scarlet fever, leaving measles as the
most dangerous childhood disease. Use of vaccination
against a variety of diseases is on the rise but not yet
common. Penicillin has been developed and insulin
provides diabetics with promises of longer life.
Influenza still rages through population centers
from time to time and diseases like polio, tuberculosis,
and smallpox are still present.
Researchers have recently discovered the In addition to outlawing alcohol, the Volstead Act
existence of vitamins, leading to better understanding results in increased production of soft drinks. Hotels
of the body’s building blocks. and restaurants obeying the law replace bars with soda
Easier access to and refrigeration of fresh fruits fountains offering a wide variety of flavors. Vineyards
and vegetables leads to an upswing in general health. manufacture grape juice.
Speakeasies and private clubs become the liquor
FOOD AND DRINK establishments of the day. In most areas, their locations
are kept hidden from public view. In hotbeds of illegal
Foods of the era are as abundant and varied as later
alcohol distribution like Chicago, New York, and
times – except amongst the poor – given the ease of
Atlantic City, they’re relatively easy to find.
transportation and refrigeration. Potatoes and bread
Prices range from a few cents to over a dollar per
are still the staples of many meals, but now surrounded
drink, based on quality and rarity. Imports from Ireland,
by a wider variety of vegetables and meats.
England, France, Spain, Italy, Cuba, and Puerto Rico
Recipes which called for small amounts of beer,
are prized as top shelf drinks. Small local breweries
wine, or liquor as ingredients are reinvented with grape
and distilleries operate in private. Some produce
juice as well as cooking sherry and rum extracts, which
excellent product, but most offer a drink only slightly
aren’t illegal.
better than “bathtub gin” as the owners try to make as
“Exotic” international food comes into
much money for as little effort as possible.
popularity. Italian restaurants flourish as do Chinese
establishments.
With the economic boom, there is a surge in high-
end restaurants serving fine cuisine in ostentatious
dining halls. Multi-course meals taking up to two
hours to eat are common among those who can afford
the extravagance.
At the same time, the poor and underprivileged find
themselves begging for scraps and lesser food sources
simply to survive.
11
Chapter 1 – The Game
CAPERS IN 1920s SOCIETY people with abilities beyond the lower ranks, over fear
of such people having too much power.
People with super-powered abilities are new to the The media absolutely loves Capers. Articles,
world and many regular folk aren’t sure how to feel interviews, and news reports about Capers and their
about them. As the world re-imagines itself in the exploits make their way into most publications and
wake of the Great War, Capers find themselves filling a radio. Particularly flashy stories drive sales to new
variety of roles. heights all the time. Film footage of Capers performing
superhuman feats make their way into news reels
Society’s Views before movies.
Public perception of Capers varies widely. Some
view them with simple curiosity. Others are secretly Employment
or overtly fearful of them. Many simply ignore their While some Capers prefer to remain anonymous
existence until it impacts them directly. and work regular-Joe jobs, newfound capabilities
Often, public opinion of those with special abilities often propel a person into dangerous, exciting, and
fluctuates with news of their activities. A report of a glamorous fields.
Caper attacking police or robbing a bank results in Beyond the Capers found in organized crime and
public outcry. When news of a Caper saving someone’s law enforcement that lie at the core of this game,
life surfaces, people cheer. people with superhuman abilities can be found in a
In the press, stories about Capers are like tabloid variety of jobs. Many with flashy abilities find work
stories of today. They’re sensational tales told to as performers at entertainment halls, circuses, and
tantalize and excite the imagination. They often carnivals. Those with superior physical ability join
misrepresent the events and people involved in favor the military, become professional athletes, and work
of generating sales. jobs which require great strength and endurance like
mining, logging, and construction. Some few – actors,
Institutions dancers, speakers – have found life in the public
The federal government has acknowledged the spotlight to suit them.
existence of Capers and takes a very specific view of And of course, there are people with powers
them. The Department of Justice has recently enacted working in everyday jobs. You might encounter a
a Registry of Abnormal Persons and has begun tracking car mechanic who can stretch their arms to work on
locations and activities of Capers. Inclusion in the two parts of a vehicle at once. You may run into an
Registry is entirely voluntary, resulting in many Capers incredibly fast typist or a foundry worker who lifts
still flying under the government’s radar. enormous pieces of equipment on their own. A stage
Local law enforcement is generally wary of super- magician might actually be able to disappear.
powered people, given their capabilities. At this level,
though, local Capers often have a more personal
relationship with the police.
Religious institutions are torn on the subject of SUPERHERO VS. SUPER-POWERED
Capers. More stringent, less forgiving groups see
Capers as abominations or the work of the devil. A MATTER OF SCALE
More liberal organizations view them in the same
CAPERS is not a superhero game in the sense
light they apply to anyone else; it’s all about what’s in
of real-world comic books and the movies
their hearts. A given Caper might encounter religious
based on them. Characters generally don’t
intolerance if they perform their super-powered feats in
wear capes or masks. They don’t become all-
view of particularly religious folks.
powerful, godlike beings. Their powers don’t
Some hospitals and doctors refuse to treat those
threaten to tear down countries or destroy
with abilities, concerned that their differing physiology
the world.
might endanger the practitioner’s ability to treat them
properly, which can result in lawsuits and the loss of But the characters do affect the lives of those
one’s medical license. Most doctors, however, follow around them, friend and foe alike, as well as
the Hippocratic Oath. These doctors have discovered the city where they live. Their actions have
that Caper physiology is no different than that of a consequences, just not on a global scale. At its
normal human, at least in terms of medical procedures. core, CAPERS is a game about gangsters and
The military actively recruits Capers to serve, cops who happen to have superpowers.
though candidates are put through rigorous mental and
emotional testing to ensure they’re not dangerous. That
said, the military is going out of its way to not promote
12
CHARACTER CREATION
The most important part of a game like CAPERS is
the characters, as portrayed by the players. Whether
they’re members of law enforcement upholding CHARCTERS IN THE FICTIONAL 1920S
the Volstead Act or ne’er-do-wells looking to take
advantage of it, the characters drive the story. The 1920s United States of CAPERS is not
exactly like the real 1920s United States. This
game romanticizes the world of the gangsters
TYPES OF CHARACTERS and bootleggers. Young and middle-aged white
There are three types of characters in CAPERS. men don’t make up the bulk of the movers and
shakers in the game world.
Regulars
Your character can be of any sex, gender, race,
The bulk of the people in the world are Regulars. These ethnicity, religion, sexual orientation, and so
are your average, run-of-the-mill folk. While there are forth that you wish. These differences do not
certainly talented people among their number, they are impact the world of CAPERS…unless you and
limited by what the human body, mind, and spirit have your friends want them to.
been capable of throughout the ages.
Similarly, your character can be differently
abled, confined to a wheelchair, or can suffer
Exceptionals
from any of a variety of physical, mental, and
Secondly, there are Exceptionals. These people are social ailments or disorders. It’s up to you how
special in some way. They are tougher and more skilled you want to incorporate such things into your
than Regulars, possessing special talents called Perks games. The game as presented does not impose
and a sort of inherent importance granted them by the any penalties on you for these choices. These
cosmos for no particular reason. things are left up to you.
Capers
Finally, there are Capers, who possess one or more
unique characteristics that stretch beyond the normal
realm of man. Criminals vs. Law Enforcement
You can play a Caper or an Exceptional. The Generally speaking, there are two ways you can
character creation rules account for both options. play CAPERS. The players might portray a group of
Exceptionals typically have a broader base of good criminals looking to make their fortune or they may
general capabilities along with special Perks. Capers play a group of law enforcement officials.
have a narrower base of general capabilities augmented Criminal characters might be enforcers, cleaners,
by fantastic Powers. bruisers, drivers, or sharpshooters. They might be
The rules below will guide you through creating leaders, burglars, business owners, or old-school
a character from start to finish. If you’re playing an gangsters. Regardless, they need a reason to work
Exceptional, use the Perks but not Powers. If you’re together. It’s up to the group to determine what these
playing a Caper, use the Powers but not Perks. reasons might be, with the help of the GM.
As for law enforcement, players might portray
Department of Justice agents, D.O.J. support staff,
county sheriffs, local cops, or constables. These
characters might be independent bounty hunters,
private investigators, or “operatives” for the Registry
of Abnormal Persons. Their primary reason to work
together is enforcement of the Volstead Act, but there
might be additional reasons.
13
Chapter 2 – Character Creation
14
Chapter 2 – Character Creation
15
Chapter 2 – Character Creation
Sidekick: You support one of your 10 Moderate: You never over-indulge in anything.
compatriots in everything they do. Gain Pacifist: You won’t knowingly take a
B9 J
Moxie when you help your “boss” accomplish human life.
something and boost their confidence.
Reliable: You’re always there when the chips
Stickler: You try to be perfect in everything Q
are down.
you do. Gain Moxie when you make your
B10 Respectful: You show others respect,
way through a significant encounter and you
do everything right. K regardless of whether or not they’ve
earned it.
Teacher: You seek to educate those around
BJ you. Gain Moxie when you better someone Tolerant: You are particularly accepting of
A
with thoughtful teaching. people not like yourself.
Thrill-Seeker: You’re not happy unless you’re You can gain Moxie if your character stays true to
BQ putting your life in danger. Gain Moxie when their Virtue when it would be easier to ignore it to
you barely make it out of a perilous situation. accomplish something.
Trickster: You enjoy playing pranks and
fooling people. Gain Moxie when you Vice
BK
get away with a noteworthy prank or get Your character’s Vice is their greatest weakness. It
someone to believe something you make up. regularly causes problems for them and takes a long
Villain: You are depraved and willing to time to overcome, if they manage to overcome it at all.
BA commit vicious acts. Gain Moxie when you Choose a Vice from the following list or draw a card.
show your vicious side in full view of others.
Card Vice
You can gain Moxie if your character stays consistent Alcohol: You are addicted to alcohol and
to their Identity. 2
rarely turn down a drink.
Virtue Arrogant: You simply do not back down
3
when you think you’re right.
Your character’s Virtue is their most morally
commendable characteristic. It’s something that others Avarice: You are greedy and envious
4
respect and look up to them for. It’s a quality they never of others.
betray no matter the cost. Drugs: You are addicted to heroin, opium, or
Choose a Virtue from the following list or draw 5
another strong narcotic.
a card.
Gambling: You love rolling dice and playing
6
cards and often make risky bets.
Card Virtue
Hysterical: You’re difficult to hold back
Best Friend: You are best friends with one of 7
or control.
2 your compatriots and are willing to lay down
Paid Companions: You enjoy the company of
your life for them. 8
prostitutes or gigolos, or perhaps both.
Caregiver: You go out of your way to help
3 Phobia: You are deathly afraid of something
others in need.
9 fairly common (darkness, guns, the
Commitment: You are loyal to an organization, opposite sex).
4 small group, or family and do whatever they
10 Reckless: You take huge risks without thinking.
ask of you.
J Self-Pity: You don’t think much of yourself.
Compassion: You won’t unnecessarily harm
5
another in word or deed. Q Temper: You anger easily.
Dignity: You take pride in your reputation and Vain: You think very highly of your
6 K
never sully it. own appearance.
Generous: You like to share your wealth and A Vengeful: You constantly have a score to settle.
7
good fortune.
You can gain Moxie if your character is hindered by
8 Honest: You do not lie…ever.
their Vice.
Loyal: Once you have given your word, you
9
never break it.
16
Chapter 2 – Character Creation
5. Trait Defenses
Each Trait has an associated Trait Defense score.
This number indicates how difficult it is for others to
overcome your character’s raw ability in that Trait.
For example, if your character has a Strength of
2, their Trait Defense is 9. Another character trying to
overcome your character’s raw physical power would
need to flip a 9 or better to do so. As with Traits, higher
is always better.
Assign the defense for each Trait.
6. Skills
Skills define things your character is particularly adept
at. They might be things your character has studied
in depth. They might be things your character has a
natural affinity for.
Select for your character a number of Skills equal
to 2 plus their Expertise score. Following is a list of
Skills available. More information on each can be found
4. Traits in the Chapter 3.
Six Traits define your character’s core capabilities. ❖❖ Acrobatics
They are:
❖❖ Athletics
❖❖ Charisma ❖❖ Business
❖❖ Agility ❖❖ Conveyances
❖❖ Perception ❖❖ Deception
❖❖ Expertise ❖❖ Diplomacy
❖❖ Resilience ❖❖ Fisticuffs
❖❖ Strength ❖❖ Guns
❖❖ Humanities
You use these Traits to have your character attempt to ❖❖ Insight
do things in the game. More information on each can be ❖❖ Mechanicals
found in Chapter 3.
Traits are rated between 1 and 3. The maximum ❖❖ Melee Weapons
for a non-Caper is 3. Capers can gain a Trait rating of 4 ❖❖ Ranged Weapons
or 5, but only by taking the appropriate Power. ❖❖ Sciences
Assign scores to your Traits as follows. Higher ❖❖ Sense
is better.
❖❖ Sleight of Hand
❖❖ One Trait with a score of 1. ❖❖ Stealth
❖❖ Four Traits with a score of 2. ❖❖ Willpower
❖❖ One Trait with a score of 3.
17
Chapter 2 – Character Creation
18
Chapter 2 – Character Creation
1 14
Colm "Knuckles" Buckley 1 1. Concept and Name
Name Level 2. General Description
3. Three Anchors
5 DEFE DEFE DEFE DEFE DEFE DEFE
8 9 9 9 9 10
N
1
•
+
SE
SE
SE
SE
SE
SE
•
C A P E R S
6 4. Traits
1 2 2 2 2 3
4 Athletics
Fisticuffs 5. Trait Defenses
Insight
Melee Weapons
C A P E R S 6. Skills
Charisma Agility Perception Expertise Resilience Strength Skills 7. Powers OR Perks/Trem-Gear
Character
10 8 9 11 12
2
Big, burly, Irish to the core.
12 9 9 30 3 8. Body
Wears workman's clothes. Max Hits Current Hits Body Mind Speed Moxie
9. Mind
13 Weapon Damage Range
10. Hits
Description Bicycle, cigars and Fists Color --
lighter, playing cards,
Former bare-knuckles boxer. Injured battered pocket watch
Brass Kunckles Color+1 -- 11. Speed
his hands two years ago. Now works
as an enforcer for Nucky Johnson.
Gear Weapons
12. Moxie
Powers | Trem-Gear | Perks
Background 13. Gear
7
Name Concussion Beam Type Minor Rank 2
Rough and tumble. Regular
You pummel targets from a distance with a bolt of pure force.
drinker. Competitive. Has a 14. Level
soft spot for kids. Description
Mannerisms
Power Check vs. Body Anything 30' Instantaneous
Activation Target Range Duration
Anchors
You deal Suit Hits damage (force) to one target.
3
Ruffian - Gain Moxie when you deal Effect
with a situation through violence.
Damage, Jump, Push, Range
Identity
1
-
Boosts
Reliable - Gain Moxie when you
are there when the chips are down. Name Type Rank
Virtue
Description
Phobia (darkness) - Gain Moxie
when your phobia hinders you.
Vice
Activation Target Range Duration
19
Chapter 2 – Character Creation
CHARACTER ADVANCEMENT
Whenever your character gains a level, you gain
2 Advancement Points (AP). Spend the points on WHAT DOES “LEVEL” MEAN?
the character advancements listed below. Major
Your character’s “level” is a handy way for the
advancements cost 2 AP. Minor advancements cost
GM to keep track of all characters’ relative
1 AP apiece.
power and capability. It doesn’t inherently
mean anything about your character.
Major Advancements – 2 AP Each
When you gain a level, nothing automatically
❖❖ Increase Trait: Increase one Trait score by
improves simply because that number went up.
one point (to a maximum of 3). Modify the
You spend your two Advancement Points to
appropriate Trait Defense. Increase Body,
make actual changes to your character sheet.
Mind, or Hits as appropriate. If you increase
your Expertise, gain a Skill.
❖❖ Major Power: Gain a new Major Power at rank
1 OR increase by 1 the rank of a Major Power
your character already has.
❖❖ Trem Gear: Gain or improve a piece of trem- Traits can’t be rated higher than 3 for non-Capers.
gear that mimics a Major Power as described Capers can have Trait scores of 4 or 5 but only by
for “Major Power” above. Refer to Chapter 7. taking the appropriate Powers.
Remember to make adjustments to other scores
that are dependent on your Traits, Powers, and Perks
Minor Advancements – 1 AP Each if necessary.
❖❖ Skill: Gain a new Skill.
❖❖ Minor Power: Gain a rank of 1 in a Minor ❖❖ Update Trait Defenses as necessary.
Power your character doesn’t have OR increase ❖❖ Body = Agility Defense + Power bonuses
by 1 the rank of a Minor Power your character ❖❖ Mind = Perception Defense + Power bonuses
already has.
❖❖ Hits = 4 + (2 x Resilience) + (2 x Charisma)
❖❖ Trem Gear: Gain or improve a piece of trem-
❖❖ If your character’s Expertise goes up, they gain
gear that mimics a Minor Power as described
a Skill.
for “Minor Power” above. Refer to Chapter 7.
❖❖ Perk: Gain a Perk. You can only choose this
When your character gains rank 1 in any Power,
option if your character has no Powers.
choose three Boosts your character knows for that
Power. Each time your rank in a Power increases by 1,
select one additional Boost your character knows for
that Power.
Agent: Were you aware that the Hawthorne is When your character gains rank 1 in a piece of
owned by Giadda Torrio? trem-gear, choose three Boosts that piece of trem-gear
Witness: I don’t know who that is. can use. Then choose one of those three Boosts. That
Agent: What did you see this evening? Start Boost is always applied to the Power’s standard effect
from the beginning. and doesn’t require you to reduce your Card Count to
Witness: I was in the lobby, havin’ a activate it. You can’t choose a Boost that replaces the
carbonated. I had just walked over from my standard effect, only one that augments the standard
nephew’s graduation and my dogs were killin’ effect. You must reduce your Card Count as normal to
me. Anyway, a couple of fellas get in a tussle in use other Boosts.
the lobby. One of ‘em says, “you owe Capone Each time the rank in a piece of trem-gear
twenty Gs” or somethin’ like that and the other increases by 1, select one additional Boost the trem-
tells this fella, “dry up!” gear can use.
Agent: Dry up? The rate at which characters level up and gain APs
Witness: Right, you know, like shut up and go is left to the GM, but the players should be aware of the
away. Anyway, the fella askin’ about the money intent. Leveling up characters every 2-3 play sessions
gets rough. Fisticuffs were exchanged. And the allows for a full campaign that lasts up to fifteen or so
other fella pulls a knife. sessions and is a good rate. A mini-campaign might see
characters level up at the end of every session.
20
Chapter 2 – Character Creation
21
RULE SYSTEM
These rules are meant to help you play a CAPERS SKILLS
game, but they don’t cover everything that can come
up in play. When they don’t, the GM makes a ruling by In addition to Traits, characters have a series of Skills.
using common sense, building consensus, and making These represent things the character has spent significant
sure everyone is having fun. If it makes sense, you all time studying or training in. They might also represent
agree, and you’re having fun, it’s right. things for which the character has an inherent affinity.
Regardless of how the rules are worded, they apply Following is a list of Skills available in CAPERS.
to everyone who is playing unless an exception is Acrobatics covers full body nimbleness, tumbling,
made. The GM might have exceptions players don’t. and balance.
Athletics involves physical feats of strength such as
lifting, swimming, jumping, and climbing.
TRAITS Business covers all manner of business, from large
Each character has six Traits that define their capabilities. corporations down to mom and pop shops.
Charisma is your character’s personality and force Conveyances covers large, moving apparatuses
of will. It defines how your character interacts with such as motorcycles, cars, trucks, planes, and boats.
others, regardless of whether they’re telling the truth or Deception involves selling a story, making up alibis,
lying. It also governs their maximum Hits. and getting others to do what you want through lies.
Agility is your character’s physical dexterity. Diplomacy involves the ability to speak eloquently,
It governs both their flexibility and hand-eye rally others, and convey thoughts clearly, all while
coordination. It comes into play with ranged combat, being honest and forthright.
as well as tumbling, balancing, and sleight of hand. It Fisticuffs includes all manner of unarmed fighting –
also governs their Body score. boxing, wrestling, and the like.
Perception is your character’s ability to take in Guns covers all manner of firearms, from pistols to
everything around them. It covers sight, hearing, all Tommy guns.
the other senses, and your character’s ability to read Humanities covers the human sciences of art,
others’ motives, strengths, and weaknesses. It also literature, geography, linguistics, politics, philosophy,
governs their Mind score. and religion.
Expertise is your character’s book smarts, Insight involves perceiving others’ intentions as
intelligence, and ability to draw conclusions in a logical well as their strengths and weaknesses.
manner. It covers many areas of academia. It also Mechanicals covers simple machines and small
governs the number of Skills they have. mechanical devices like padlocks, traffic lights, and
Resilience is your character’s physical toughness. bicycles, among others.
It defines how your character resists physical pain Melee Weapons involve use of clubs, knives,
as well as mental exhaustion. It also governs their swords, and the like.
maximum Hits. Ranged Weapons pertains to archaic weapons you
Strength covers your character’s raw physical use at a distance like bows and crossbows as well as
power. It comes into play in melee combat and in thrown weapons.
performing feats of strength, such as jumping, climbing, Sciences covers the hard sciences of mathematics,
lifting, and swimming. physics, chemistry, biology, and the like.
Each Trait is assigned a score between 1 and 3. A Sense involves sight, hearing, smell, and so forth,
score of 1 indicates the character isn’t very capable covering how your character perceives and reacts to
in that area. A score of 2 indicates the character has everything around them.
a modicum of capability. A score of 3 indicates the Sleight of Hand pertains to feats of manual
character is very capable. dexterity and trickery like performing magic tricks or
Powers can increase a character’s Trait score to 4 quickly concealing a pistol.
or even 5. Stealth covers the ability to remain unseen and unheard.
Willpower involves staying focused while under
duress, in pain, or lacking sleep.
22
Chapter 3 – Rule System
23
Chapter 3 – Rule System
The GM has final say as to when discard piles are or greater success. You can flip additional cards as long
shuffled back in. The GM may also call for everyone to as the total number of cards flipped does not exceed
reshuffle after a series of minor encounters or may let the Card Count for the check. You can stop and accept
you play through a larger portion of your deck before the current card flip at any time. If you get to the
calling for a reshuffle. last card you’re allowed to flip, you’re stuck with
that result.
Ranking of Suits and Colors If your Card Count is 0, you can’t attempt that check.
Target Scores range as follows, starting at 4, aces high.
The suit of a flipped card is important in CAPERS. The
suit is used to differentiate amount of damage, gaining
bonuses, suffering complications, and so forth. As a Target Score Task Difficulty
general rule, suits rank in alphabetical order from clubs 4 Routine
(less damage, complication takes place) to diamonds to 6 Easy
hearts to spades (more damage, character gains a bonus).
Similarly, the color of a flipped card might 8 Average
determine something important to game play. As a 10 Challenging
general rule, black is always better than red. Q Hard
A Incredible
TRAIT CHECKS
When you want your character to do something, These Target Scores are guidelines. The GM can set a
announce your intentions to everyone. Think of what TS that falls between defined ones.
the task is in terms of what a character might do in Sometimes the rules call for increasing a TS by +1
a movie. Narrate the attempt. Once you’ve described or +2. Once you hit 10, jack, queen, king, and ace are
your character’s intentions in narrative terms, you’ll the next in line. Think of the jack as 11, queen as 12,
determine what you need to do with the rules. king as 13, and ace as 14.
If the task is fairly simple or has no real The GM describes the result of your Trait Check with
consequences for failure, the GM will tell you what any necessary additional information. Alternatively, they
happens when your character completes the task. may have you narrate the result of your Trait Check.
There’s no reason to slow down the game with rules for
such simple actions. Degrees of Success and Failure
If a task is difficult or failure at the task has The suit you flip with a Trait Check can modify the
consequences, the GM can call for you to make a check’s result beyond simple success or failure.
Trait Check. If you succeed and get spades for the suit, you gain
When you make a Trait Check, look at your Traits a Boon on your check. Your character performs the
and select the one that is most applicable to the task task better. Refer to Boons, below.
your character wants to accomplish. Make a note of If you succeed at the check and get clubs for
that Trait’s score. If you have a Skill that pertains to the suit, your character succeeds, but there’s a
the task you’re performing, add 1 to that Trait score. Complication. See Complications, below.
The resulting number is the Card Count for that Trait If you fail at the check and get spades for the suit,
Check. This is the maximum number of cards you can your character fails, but you gain some motivation for
flip while making the Trait Check. This count can be your next turn. See Motivations, below.
increased or reduced in other ways. If you fail at the check and get clubs for the suit,
The GM determines the Target Score (TS) for your your character fails at the task and suffers a Botch. See
check and keeps this information secret. As a game Botches, below.
progresses, you might pin down the TS for certain
tasks after attempting them multiple times. If Your Trait Check Was Successful:
Flip one card. The pip value of the card indicates
success or failure. The suit indicates degree of success
or failure. Suit Degree of Success
If the pip value of the card you flipped equals or ♠ Success with a Boon
exceeds the TS, you succeed at the task. Otherwise
♥ Normal Success
you fail. If your Card Count for this check is 1, you
announce the result and the GM tells you whether you ♦ Normal Success
succeed or fail. ♣ Success with a Complication
If your Card Count is higher than 1, you have a
decision to make. You can stick with the initial card flip
or you can flip additional cards to try to attain success
24
Chapter 3 – Rule System
If Your Trait Check Was Unsuccessful: mean your character falls down or drops a weapon.
If your character is sneaking around, they might be
spotted. If your character is trying to impress someone,
Suit Degree of Failure they might anger them instead. If your character is
♠ Failure with Motivation using a Power, it might backfire on them.
After the effect of the Botch is resolved, you finish
♥ Normal Failure
your turn. Your character can finish moving if they still
♦ Normal Failure have movement left (and haven’t fallen down). Your
♣ Botch character can still speak and perform Free Actions.
If you flipped the bad joker, your turn immediately
As a general rule, if your card is black, something happens ends and your character can’t act until your next turn.
beyond simple success or failure. If your card is red, it’s When you Botch, the GM awards you 1 Moxie to
just a success or failure. mitigate your losses.
25
Chapter 3 – Rule System
DEFE
N
1
SE
+
•
Mike is playing Jerry, who wants to climb the S
Athletics
2
outside of a building to get into an open top
story window. Looking at Jerry’s Traits, Mike Fisticuffs
determines that requires a Strength check. The
Insight
GM, Craig, remarks that the window is pretty
high up there and that a fall could really hurt
S Melee Weapons
(so there are consequences).
Strength Skills
Jerry’s Strength score is 2 and he has the
Athletics Skill. This makes the Card Count for
the Trait Check 3.
The building exterior is brick with some Probably
handholds, but a tough climb. Craig sets the TS not high
for this Trait Check at 10. Mike doesn’t know this. enough.
Mike flips a card from his deck and gets the
8 of hearts. While the hearts suit provides for
a pretty solid degree of success, Mike doesn’t
think 8 is high enough to hit the TS, and he’s
right. If Mike chose to stop here, his character
would fail to climb the wall. Close,
but no cigar.
Mike flips another card and gets the king of
Comes with
clubs. Mike’s pretty sure a king succeeds,
complications.
but the clubs suit provides for just minimal
success. Mike could stop now. Jerry would
successfully climb the wall, but he’d suffer a
complication (like being spotted).
Mike chooses to take a chance and flips the
last card he has available in his Card Count. Now we’re
He gets the jack of spades. Since this is the last sittin’ pretty!
card he can flip, Craig announces that Jerry is
successful at climbing the wall and the spades
suit mean he gains a Boon. Craig decides Jerry
climbs at full speed instead of half speed and
has no chance of being spotted.
Trying Again
If you fail a Trait Check, you make no progress toward
Traits and Skills performing the task you attempted. The GM determines
Even though a Skill can be paired with most any Trait if you can try again and whether the failure has
for a Trait Check, certain Trait and Skill combinations any consequences.
are of particular importance in CAPERS. These are If you’re trying to pick a lock with a TS 10 and
described as “Trait/Skill” when necessary. For example, you flip an 8 or 9, the GM might decide you’re making
shooting a gun is referred to as an “Agility/Guns” Check. progress but haven’t quite completed the task yet. It’ll
just take more time. On the other hand, if you fail the
check by a lot, the GM might decide you simply aren’t
skilled enough with that type of lock. If you fail and get
clubs for the suit, you suffer a Botch, and the GM might
decide you break one of your picks off in the lock,
preventing further attempts entirely.
26
Chapter 3 – Rule System
27
Chapter 3 – Rule System
MOXIE
You have a pool of points called Moxie you can use
STYLES OF PLAY to gain benefits in the game. Moxie represents added
effort and determination people can exert when they
WHAT KIND OF GAMBLER ARE YOU?
really need to succeed.
The CAPERS rules involve a certain level of
gambling, at least some of the time. Sometimes Using Moxie
you fail and flip another card without thinking You can spend Moxie to gain a variety of bonuses for your
much. Sometimes you get the ace of spades character. The following table shows all of the Moxie uses,
and stick to that. costs, and limits on the number of points spent for each
Some of the time, however, you’ll have to make use in one round. Each use is described after the table.
decisions. There are a variety of ways to approach
this. Some players are conservative and will stick Moxie Use Cost Limit
with a card as soon as they’re successful, even if Increase Card Count by 1 1 1
just with minimal success. Their characters can
be counted on to be useful a great deal of the Reduce Damage 1 --
time, though sometimes minimally. Gain Boon 1 1
Other players will be more aggressive. Shape the Narrative 1 1
They’ll keep flipping cards until they see a big Take Extra Trait Action 2 1
success…or just fail. They’ll fail more often, Recall a Card 1 1
but their successes will be more impressive Reshuffle Your Deck 1 1
The important thing to keep in mind is that Self-Sacrifice 1 1
there’s no wrong way to play. There’s a place
for every type of player in the game. ❖❖ Increase Card Count: Increase your Card Count
by 1. You can do this at any point during a Trait
or Power Check, but you can only spend 1
Moxie on a check in this way.
❖❖ Reduce Damage: Reduce damage you just took.
Flip a card and check the card’s color. If it’s black,
you reduce the damage taken by 4. If it’s red, you
reduce the damage taken by 2. If it’s the bad joker,
you don’t reduce any damage (regardless of other
effects that affect damage reduction). If it’s the
good joker, you reduce all the damage.
❖❖ Gain Boon: Gain a Boon on a successful check
normally allowed a Boon but currently
without one.
❖❖ Shape the Narrative: Modify the GM’s description
of the scene or situation in a minor way, provided
the GM approves. For example, you might find a
needed piece of gear on site or gain unexpected
assistance from an NPC you know.
❖❖ Take Extra Trait Action: Take one extra Trait
Action on your turn.
❖❖ Recall a Card: Choose a card you flipped for your
current Trait or Power Check and use that card in
lieu of the card currently in play. You cannot recall
a card from a previous Trait or Power Check.
❖❖ Reshuffle Your Deck: Reshuffle your discard pile
into your draw deck.
❖❖ Self-Sacrifice: When a character who is adjacent
to your character takes damage, you take the
damage instead.
28
Chapter 3 – Rule System
TRAIT DESCRIPTIONS
The following sections describe what each Trait allows
you to do, along with Target Scores for example tasks
and possible Boons.
The Target Scores below are guidelines. The
GM might increase or decrease a TS slightly as
circumstances dictate.
Charisma
Social interaction is governed by your character’s
Charisma. It covers how they convey information
diplomatically, convince people to follow a plan, and
lead others. It’s how they inspire people. It also comes
into play when they lie, craft an alibi, or trick someone.
Finally, Charisma represents their personal force of will.
TS Example Task
Rally a group of NPCs to help you with a
8
simple task
Get simple info out of a hostile NPC
Pass off a simple lie
10 Get complex info out of a hostile NPC
Convince a few NPCs to end hostilities
Pass off a major lie
Rally a group of NPCs to help with a
Q
You can track your character’s Moxie on your character sheet difficult/risky task
or on scrap paper, or you can use tokens like poker chips. Convince many NPCs to end hostilities
Get an NPC to help with a potentially
A
Gaining Moxie deadly task
The GM awards Moxie. Each time one of the following Sway many hostile NPCs with a lie
instances occurs, the GM should award points. You
gain Moxie when: Possible Boons
❖❖ Get the target to give you more information
❖❖ An encounter ends and you were involved, and
❖❖ Get the target to tell you a secret
the encounter was significant enough that the
story moved forward. ❖❖ Sway more people than you initially intended
❖❖ Your character demonstrates their Identity OR ❖❖ Get a hostile target to start liking you
they stay true to their Virtue in the face of an
easy out OR if their Vice causes them problems Possible Complications
during the encounter. You can only gain Moxie ❖❖ Sway a group, but one NPC doesn’t believe you
for one of these instances during any given
❖❖ Get the information, but the NPC lies or is
encounter.
misinformed about one thing
❖❖ Your character does something cool or
impressive.
Possible Botches
❖❖ You were entertaining enough that all the other
❖❖ Anger the target
players and the GM agree you deserve a prize.
❖❖ Get caught in a lie
❖❖ Your character Botches, and the GM assuages
your pain with minor recompense. ❖❖ Be thought a liar when telling the truth
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Chapter 3 – Rule System
Agility Perception
This Trait covers your character’s motor skills, bodily Perception is how your character perceives everything
dexterity, and hand-eye coordination. They use it to around them. It covers their sight, hearing, etc. as well
perform acrobatic stunts, sneak, balance, and react as how they discern others’ motivations, strengths,
quickly. It comes into play when determining initiative and weaknesses.
in an action sequence. They use it to perform sleight of
hand and drive vehicles. TS Example Task
8 Discern how tough someone is
TS Example Task
Expose a simple lie
8 Balance on a 1’-wide surface
Identify an out-of-place object in a tidy room
Sneak past an unwary person
Determine a person’s greatest weakness
Squeeze through a tight space 10
or strength
Dodge a small, fast-moving object Determine a person’s motivations
10 Do a back flip Find a hidden object
Balance on a 1”-wide surface Pick out details 50’ away
Escape from rope restraints Listen in on a conversation in a noisy room
Dodge a large, fast object Q Expose an intricate lie
Palm a coin or playing card Find a well-hidden object
Hit a specific spot on a dartboard Identify an out-of-place object in a
Drive like a professional driver messy room
Q Do a series of flips Unweave a multifaceted web
A
Escape from handcuffs of misinformation
Perform a complex magic trick involving Identify an out-of-place object in a large
several sleight of hand feats scene of utter chaos
A Perform an Olympic-level acrobatic routine
Possible Boons
Escape from a strait jacket
❖❖ Gain additional insight into a person without
Drive like a stunt driver the target being aware of your scrutiny
❖❖ Gain advantage against a foe whose weakness
Possible Boons
you’ve determined
❖❖ Grab an object while performing acrobatics
❖❖ Make a connection to other known information
❖❖ Slip restraints onto someone while escaping
❖❖ Remember precisely where an object was
from them yourself
❖❖ Drive so well that pursuers are put at
Possible Complications
a disadvantage
❖❖ Notice what you were looking for, but become
❖❖ Deal 2 additional damage with a Guns or
momentarily distracted by something else
Ranged Weapon attack
❖❖ Determine someone’s weakness, but hesitate to
act on it
Possible Complications
❖❖ Balance well, but drop a held item
Possible Botches
❖❖ Dodge an object, but fall prone in the process
❖❖ Miss an important clue
❖❖ Drive well, but damage the car in a minor way
❖❖ Believe a truth to be a lie
❖❖ If in combat, take Color Hits damage
❖❖ Miss something important going on around you
while scrutinizing other things
Possible Botches
❖❖ Sprain a joint, decreasing your Speed for a time
❖❖ Get in a minor accident while driving
❖❖ Bump into something hard or sharp
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Chapter 3 – Rule System
Expertise Resilience
This Trait covers your character’s intelligence, memory, Your character’s ability to withstand pain and injury
and logic. They use it to recall something from their is covered by Resilience. It helps them resist disease,
studies or experiences, solve riddles, as well as build, toxins, and poison. It’s important for resisting torture
disable, and fix things. It’s important for knowing the and keeping their wits about them when under stress
ins and outs of business, law, and politics. or when they haven’t had enough sleep.
Possible Complications
❖❖ Remember the information, but neglect an
important piece of it
❖❖ Successfully teach someone, but make them
dislike you in the process
Possible Botches
❖❖ Fail to teach, angering your student
❖❖ Remember a completely incorrect, older
version of what you’re trying to recall
31
Chapter 3 – Rule System
32
Chapter 3 – Rule System
Time
Adam’s player makes an Agility/Stealth check. When time and the chain of events need to be more
Maria’s player makes a Perception/Sense check, They exacting, an action sequence begins. An action
flip cards simultaneously and compare results as they sequence happens in increments called rounds, which
do so. Adam gets the queen of spades on his second are roughly 6 seconds long in the game world but take
flip and chooses to stop. Maria continues flipping cards much longer to play out. Every round, players take
since her Card Count is 4. turns deciding what their characters do and resolving
Adam’s result must equal or exceed Maria’s result those actions. The GM also has turns to control other
in order for Adam to successfully hide from her. aspects of the game, including NPCs. Once everyone
Both players can spend Moxie on opposed checks. has taken a turn, a new round begins.
Once a player has chosen to stay with their flipped
card, they’re done and can’t spend Moxie. Surprise
If one group is unaware of another group at the start of
SOCIAL INTERACTION an action sequence, the members of the unaware group
are surprised. Those who aren’t surprised can act for
As you navigate the world of CAPERS, you are bound
one round while those who are surprised can’t.
to meet a variety of other characters, some controlled
It’s possible that some members of a group are
by other players and some controlled by the GM.
surprised when others aren’t. The GM decides when
Interactions with these characters can take place in
this situation occurs and, if it does, allows those
a variety of ways. How you choose to relate with
who might be surprised to make a Perception/Sense
other characters in the game is a matter of your
Check. The default TS for this check is 8, although that
personal preferences.
score can change if one group is sneaking or other
Some players like to act in character, taking on
circumstances dictate surprise is more or less likely.
accents, having different attitudes than normal, and
otherwise becoming someone else for a little while.
For example, while playing her character, Marcelo Initiative
“Glimpse” Bianchi, Alison might say, “I casually walk At the start of an action sequence, an initiative order
behind Buckley as Dunston’s cronies look on. As I pass must be determined. To determine your place in the
behind Buckley, I quickly whisper, ‘they’re the only initiative order, make an Agility/Sense Reaction Check
two here. We can take them if we move now.’” Alison for your character.
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Chapter 3 – Rule System
The GM makes such a similar Reaction Check for Distance and Movement
each NPC. Alternatively, they may group some NPCs
Distances in CAPERS are measured in feet, and the
together and have them act on the same initiative for
typical person can walk about 30’ in a round. This
ease of play.
distance is a character’s Speed. Other creatures have a
The GM, or someone elected to do so, lists the
Speed, too, and can move that distance in a round.
participants from highest score to lowest. This list
During an action sequence, you can move during
is the initiative order, and those higher on the list
your turn. You can split this movement up how you like
take a turn before those lower on the list. This order
during your turn. You might move before your Trait
changes only rarely and is used from round to round to
Action, or after it, or both.
determine the order players take turns.
An obstacle, rough terrain, or other issues might
If you draw the good joker, you go first. If you draw
slow you down. If the GM describes an impeding
the bad joker, you go last. Boons mean nothing during
situation, such as a debris-strewn floor, or you engage
this check.
with one, such as climbing through a window, the GM
If two participants tie with their check result,
can charge you some of your Speed to move through
the tie is broken by the suit of the flipped card,
the impediment. The default is that an impediment
alphabetically from spades on down. Spades goes first,
costs you double the normal amount of Speed to move
then hearts, and so on down to clubs.
through. The GM is free to decide if the hindrance is
If two players tie in both pip and suit, they decide
even greater than the default.
who goes first. The GM resolves these types of ties
If a hindrance is particularly challenging, such as
among NPCs. If a player’s character and an NPC tie
a 10-foot-wide hole in the floor, the GM can require a
in pip and suit, the player’s character goes first in the
Trait Check to deal with it. Such a check is part of your
initiative order.
movement and not considered your Trait Action for
When your turn comes up, you undertake the
the turn.
activities you desire by taking actions.
Special circumstances might also cost you extra
Speed. For instance, for a human, climbing, crawling,
and swimming are slower than walking, so a human
moving in one of these modes is like a human moving
EXAMPLE REACTION CHECK across impeding terrain. Running downhill can be
Mike is playing Jerry and a fight breaks out. quicker than running on level ground, so you might
gain a little bonus Speed when going downhill. Based
Jerry’s Agility score is 3 and he has the Sense on these examples, the GM is also free to decide that
Skill. Mike flips one card, an 8. He adds four other circumstances slow you down or speed you up.
to the card (3 for the Agility score +1 for the
Sense Skill), taking it to Q. Mike’s character Jogging and Sprinting
will act on a queen, which is pretty good.
You can increase your movement on your turn by
jogging or sprinting. Jogging lets you move up to
double your Speed, but you suffer disadvantage on all
Trait Checks and Power Checks that turn for doing so.
Actions You can sprint, moving up to triple your Speed. While
sprinting, you can’t take any Trait Actions other than
You can take the following actions on your turn.
those required by the GM to deal with impediments
Trait Actions are attempts to perform a specific
while moving. Sprinting for an extended period of time
task by making a Trait Check. You can take only one
may require Resilience/Willpower Checks, at the
Trait Action on your turn unless you spend Moxie to
GM’s discretion.
take another. Power Checks are a special type of Trait
Action and are discussed later.
Free Actions are simple and short activities that Falling Down and Standing Up
can feasibly occur alongside your Trait Action, such as Falling prone is quick, so it’s a Free Action. Standing up
opening an unlocked door, dropping an object, falling uses 10’ of your movement for the turn.
prone, and so on. The timing of such actions is up to
you, and you might be able to take more than one Free Delaying Your Turn
Action on your turn. The GM judges whether you can You can delay your turn and jump back into the
accomplish a task as a Free Action, as well as the initiative order later. If you delay, you take a normal
limit on the number of Free Actions you can take. turn when you reenter the initiative order. During
No activity that requires a Trait Check can be a future rounds, your turn happens at this new point in
Free Action. the initiative order.
34
Chapter 3 – Rule System
35
Chapter 3 – Rule System
Derringers are small pistols that hold 2 rounds, each Body Example Objects
fired with a different trigger. 4 Building, wall, adjacent man-sized object
Pistols are either six-shooters that hold 6 rounds in
6 Stationary vehicle
a rotating cylinder or 12 rounds in a magazine.
Rifles hold 10 rounds. 8 Door or window up to 20’ away
Shotguns come in three varieties. Single barrel Moving car, thrown object, small
10
shotguns hold 1 cartridge. Double barrel shotguns hold stationary object
2 cartridges, each fired by a different trigger. Pump- Q Speeding car, small thrown object
action shotguns hold five cartridges.
A Very small thrown object
Tommy guns use 20-round magazines or
50-round drums.
An object’s Hits describes its durability, which is
usually a matter of material and sometimes size. The
following table gives examples. The Hits damage
required destroys a portion of the object involved as
EXAMPLE ATTACK appropriate. For example 2 Hits will cut a rope, but it
Mike is playing Jerry and wants Jerry to fire his won’t destroy the entire rope.
pistol, which deals Suit+1 damage.
Hits Example Materials
Mike makes an Agility/Guns Check. Jerry’s
Agility score is 3 and he doesn’t have the Guns 1 Paper, light cloth, glass
Skill, so his card count is 3. Mike’s first flip is 2 Rope, very heavy cloth, leather
the ten of diamonds, likely a hit, but it’ll only 5 Thin sheet of wood, plaster
deal 3 damage (2 because he flipped diamonds 10 Wood stud
+1 because it’s a pistol). He flips a second card
and gets the queen of hearts. This is likely a hit 20 Thin metal
and deals 4 damage, so Mike decides to stick 40 Half inch of concrete, metal plate
with that flip.
If an object is serving as cover or otherwise protecting
If Mike had continued, he might have ended something or someone else, an attack must deal at least
up with spades on a hit, but would have been as much damage as needed to destroy the object (or a
risking worse damage or even failure. portion thereof) before it stops providing protection.
For example, you need to deal 5 Hits damage to a
plaster wall before you can injure a person on the other
side of the wall.
36
Chapter 3 – Rule System
Regaining Hits
You regain Hits over time. You regain 1 Hit every
hour while awake and engaging in normal day-to-day
activities. You don’t regain any Hits while performing
strenuous activities.
You regain 3 Hits every hour while sleeping.
Note that it is possible for these recovery rates to
vary slightly based on in-game situations at the GM’s
discretion. For example, sleeping on a boat in storm-
tossed seas wouldn’t allow you to recover as quickly
as normal. Additionally, the GM might determine that
an NPC who suffered serious injuries requires a longer
time to recover.
37
Chapter 3 – Rule System
38
Chapter 3 – Rule System
39
Chapter 3 – Rule System
Commence Combat
Everyone with one or more initiative cards flipped
chooses which card to use and applies their Perception STANDOFFS ONLINE
Trait and Sense Skill as normal to determine initiative If you’re not playing CAPERS at a table
order. All players discard any unused cards. Anyone with everyone else where you can see what
who didn’t choose to flip a card goes last in initiative everyone is doing with their draw decks, you’ll
order. Ties are adjudicated per normal rules. need to tweak these rules a bit.
Commence combat as normal. Any cards you’ve
pulled toward you can be flipped in conjunction with At the end of each Countdown, each player can
any Trait or Power Check you make during this combat. flip a card (for initiative) or declare, “Keep” to
These cards don’t count against your Card Count for indicate keeping a card. Players who do this
that turn. Once used, the card goes in your discard pile. simply keep track of how many cards they’ve
stockpiled for later.
During Phase 2, they can also declare, “Action”
to indicate they want to take one of the actions
allowed during that phase.
40
PERKS
Perks are special bonuses and abilities that make Refocus
Exceptionals tougher and more capable than normal
Once per game session, you can “re-flip” your entire
people, but lack the flash of Powers.
Trait Check. Ignore the results of your current Trait
Check (even if you Botched) and start over from
SELECTING PERKS scratch. You can't use this Perk to "re-flip" after you flip
Options for selecting Perks during character creation the bad joker.
and character advancement are described in Chapter 2. You can select this Perk up to three times. If you do
Your character can gain each Perk only one time this, you can use this ability once per game session per
unless the Perk states otherwise. number of times you’ve selected it. You can only use
this Perk once during a given Trait Check.
Fleet of Foot If you choose this Perk and your character gains
Powers later, you can only use this Perk on Trait
Your character’s foot Speed increases to 40’. Checks. You can never again use it on Power Checks.
Power-Resistant Tough
Each time your character’s Body or Mind is targeted Your character’s maximum Hits increases by 4.
with a Power, you flip a card. The TS for the Power
targeting you is your current Body or Mind (as called Wily Mind
for by the Power) or the card you flipped, whichever Your character gains +1 to their Mind score. You can
is higher. If you flip the bad joker, ignore it and flip select this Perk up to two times.
another card to replace it. If you flip the good joker, the
Power automatically fails against you.
Additionally, any time a Power has an effect
that you can resist by making a Trait Check, you
automatically succeed on that check the first time the
Power calls for you to make it.
If you select this Perk, your character can never
gain Powers in the future, not even temporarily.
Quick Reflexes
Whenever you make a Reaction Check (including initiative
checks), flip two cards and take the better of the two.
41
POWERS
Many characters in CAPERS are gifted with super- The Target Score (TS) for the check is defined in
human abilities that allow them to do things others the Power’s description, though it might require GM
can only dream of. Your character might have adjudication. You flip cards as you would for Trait
great strength or superhuman speed, the ability to Checks and can stop and take the result of the last card
manipulate objects from afar, powers that damage flipped at any time.
or affect others’ minds, a special communion with a If a Power has any special rules associated with it,
specific type of energy, or any of a wide variety of other this information is provided in the Power’s description.
capabilities. These abilities are called Powers. Some Powers simply grant bonuses and don’t have
checks associated with them.
TYPES OF POWERS
There are two broad categories of Powers – Minor
Boosts
Powers and Major Powers. Powers have Boosts, special augmentations that
improve the Power's capability, make it more versatile,
Minor Powers or provide other effects.
You declare you are using one or more Boosts at
Minor Powers are focused. They provide your character the beginning of your turn, before you take your Trait
with very specific capabilities that are only useful in a Action or movement. You can only use each Boost
few circumstances. They also tend to be flashier. one time during your turn, but you can use up to three
Many Minor Powers require a Power Check to different Boosts during your turn, even if they’re from
use successfully. different Powers. If a Boost augments a Power, it can
only be used for the Power it’s associated with.
Major Powers For each Boost you choose to employ, you reduce
Major Powers provide capabilities that are broadly your Card Count by one for all Trait or Power Checks
useful across a variety of tasks or by giving your you attempt this turn. If this reduces the Card Count
character bonuses that are always in effect. for your Trait or Power Check to 0, you can’t attempt
Some Major Powers increase your Traits beyond the check.
the normal maximum of 3. You must have a rating of 3
in the Trait in order to take the associated “Super Trait”
Power. These Powers increase the likelihood of you
succeeding at Trait Checks with that Trait and provide Agent: I see.
some additional benefits. Witness: Suddenly, two other fellas come out
Some Major Powers simply provide ongoing, of a side door and they got Chicago typewriters
permanent bonuses or special capabilities usable at and they start shoutin’ at the fella who’s runnin’
will without a Trait Check. out. That’s when all hell breaks loose.
Agent: What do you mean?
POWER CHECKS Witness: All of a sudden there’s this flapper with
a gun and her beau and he’s gettin’ all blurry.
When you need to make a Power Check, it works the Agent: What happened next?
same way as a Trait Check, but using your rank in the Witness: I dove behind the concierge desk is
Power as your Card Count. You use a Trait Action to what happened next.
make a Power Check. Agent: Describe it as best you can.
Skills are not applied to Power Checks, but all the Witness: I’m tryin’ to find a way out and I see all
other ways of modifying a Trait Check apply to Power these guns goin’ off and, well…
Checks. You can gain advantage or disadvantage, enjoy
Boons, suffer Botches, spend Moxie to augment them,
and so forth.
42
Chapter 5 – Powers
Range
A Power’s range is the distance out to which it can
be activated. The effect of the Power must be within
that range when first activated. If an effect is created
within range but then the Caper moves farther away or
the object being affected moves farther away than the
Power’s range, the Power ceases. If a Power doesn’t
work at range, this entry is denoted “NA.”
43
Chapter 5 – Powers
Duration Boosts
Some Powers are continuous. This means you gain This section lists a series of augmentations you can
their benefits all of the time. Some are listed as activate by reducing your Card Count for Trait or
“continuous once activated.” These Powers can be Power Checks that turn.
turned on and off. Many Powers are instantaneous;
they happen and are done. Other Stuff
A few Powers have a specific duration listed in this Anything not described in the Power is up to you, with
entry. This defines precisely how long the effect lasts. If the GM’s approval. For example, Heat Beam doesn’t
it ends after a certain number of rounds, it ends at the specify where the beam originates. Do you fire a beam
end of your turn during that final round. from your eyes? Do you sling a small fireball from one
You can maintain some Power’s effects using a hand? If your character has the Puppeteer Power, do
Boost that specifically extends the duration of the they wiggle their fingers when manipulating objects?
effect. Additionally, some Boosts have “(M)” after their Do they concentrate intently? If they have Super
name. Such Boosts can be maintained from round to Strength, are they big and burly or simply very tall and
round by reducing your Card Count by one as normal imposing? It’s all your call.
on each of your turns.
You can maintain a maximum of three effects and/
or Boosts in any combination from round to round.
Effect
This defines the standard effect of the Power. If the
Power’s activation is continuous, you gain this effect
all the time. If the Power is activated as a Free Action,
it tells you what the Power does when you spend that
action. If the Power requires a Trait Check or Power
Check, it tells you what the Power does if the check
is successful.
Some Powers don’t provide a specific effect but
rather prompt you to choose a Boost to be the standard
effect when you gain the first rank in the Power.
Powers that provide bonuses to Body and Mind
do not stack with each other. You take the better of
the bonuses provided. For example, if your character
has Body Armor rank 2, they gain a +2 bonus to their
Body. The Body Boost associated with the Super Agility
Power does not benefit your character.
If a Power provides increased Speed for a
particular movement mode (walking, flying, etc.) a
character only gains that bonus for that mode unless
it is stated otherwise. For example, a rank 1 Speedster
with Speed 60’ who then takes 1 rank of Flight flies at
Speed 30’, as described under the Flight Power.
Any time a Power deals damage with no Power
Check involved, the person dealing the damage flips
a card to determine the damage dealt. The good joker
counts as spades with a Boon. The bad joker counts for
no damage.
44
Chapter 5 – Powers
45
Chapter 5 – Powers
except energy attacks and those that target your Mind Bone/Organ Shifting 1
score. You can’t speak, but you can manipulate things
physically and can move at Speed 30. You can squeeze Minor Power
through any narrow space and can move up inclined You manipulate your bones and organs to create a
and vertical surfaces at Speed 15. You can’t use any of variety of effects.
your other Powers.
Activation: Free Action unless noted otherwise
Target: Self
Body Armor 1-2 Range: NA
Duration: Continuous
Minor Power
Your skin is tough or sheathed in a hard material. Effect: When you select this Power, choose one Boost
to use as the standard effect for this Power. It is no
Activation: NA
longer considered a Boost; it counts as the standard
Target: Self
effect. This does not count as one of the three Boosts
Range: NA
you get when you take rank 1.
Duration: Continuous
Bone Armor Boost (M): Instead of standard effect, until
Effect: At rank 1, your Body increases by 1. At rank 2,
the beginning of your next turn, your Body increases
your Body instead increases by 2.
by 1.
Body Boost (M): Increase your Body by 1 until the Bone Spurs Boost: Instead of standard effect, bone
beginning of your next turn. spurs grow from your hands. You can attack with them
Energy Boost (M): Choose an energy type (acid, cold, as Fisticuffs, dealing Suit Hits damage. You can retract
electricity, fire). You take half damage from that energy or extend them as Free Actions.
type until the beginning of your next turn. Bone Throw Boost: Instead of standard effect, you can
Fall Boost (M): Until the beginning of your next turn, fling little bones from your hands as an Agility/Ranged
you can fall from any height without taking damage. Weapon attack that deals Suit Hits damage at a range of
Healing Boost (M): Until the beginning of your next 30/100. Your hand bones regrow immediately.
turn, each time you spend Moxie to prevent Hits Organ Shift Boost (M): Instead of standard effect, one
damage, you prevent 2 additional Hits damage. time before the beginning of your next turn, when a
Imbue Boost (M): One person gains your Power bonus physical attack hits you, the attack misses instead.
to their Body score until the beginning of your next Slither Boost (M): Instead of standard effect, you can
turn. The two of you must be within 30’ of each other liquefy yourself as a Free Action, allowing you to pass
for this to function. through areas as small as one square inch. While in this
Rebound Boost (M): One time before the beginning of form, you can’t do anything except move and reform
your next turn, when a projectile misses you, it instead yourself, which requires a Free Action.
strikes the attacker, dealing damage based on the
attacker’s card flip to make the attack. Cold Beam 1-5
Minor Power
You create a freezing blast of arctic energy.
Activation: Power Check vs. target’s Body
Target: Anything
Range: 30’
Duration: Instantaneous
Effect: You deal Suit Hits damage (cold) to one target.
Alternatively, you cool or freeze a small amount
of material.
46
Chapter 5 – Powers
Blast Boost: Instead of standard effect, you deal Suit Blast Boost: Instead of standard effect, you deal Suit
Hits damage (cold) to all targets in a 5’ radius area Hits damage (force) to all targets in a 5’ radius area
within range. Use each target’s individual Body scores within range. Use each target’s individual Body scores
as Target Scores for one Power Check. It’s possible to as Target Scores for one Power Check. It’s possible to
hit some targets with the Power Check and not others. hit some targets with the Power Check and not others.
Damage Boost: Damage from this Power increases by Boomerang Boost: If you hit the target, you pull it 10’
+2 Hits damage (cold). toward you.
Encasement Boost: The target is partially encased in Damage Boost: Damage from this Power increases by
ice. If you encase a hand/arm, the target can’t use that +2 Hits damage (force).
hand/arm until it is freed. If you encase a foot, the Jump Boost: Instead of standard effect, you quickly fire
target can’t move from that spot until freed. Breaking your beam at the ground to jump up to 50’ horizontally
free requires a Strength/Athletics check at TS 10 and and/or vertically.
uses up the target’s movement for the turn. Knockdown Boost: If you hit the target, you knock
Fog Boost: Instead of standard effect, you create a 20’ it prone.
radius sphere of fog within range. Actions requiring Penetration Boost: You can shoot through up to 8” of
sight within or through the fog suffer disadvantage. The concrete or a thin steel plate.
fog persists until it dissipates naturally. Push Boost: If you hit the target, you push it 10’.
Ice Shape Boost (M): Instead of standard effect, you Range Boost: The range of this Power increases to 100’
create a simple object made of ice. It can have no until the beginning of your next turn.
moving parts and must fit inside a cube with sides Strafing Boost: Instead of standard effect, you deal 1
equal to 2 times your rank in Cold Beam in feet. If you Hits damage (force) to up to four targets. Use each
make a melee weapon, it deals Suit damage (cold). You target’s individual Body scores as Target Scores for one
can give this item to another person while maintaining Power Check. It’s possible to hit some targets with the
this Boost. Power Check and not others.
Immunity Boost (M): You are immune to cold damage
until the beginning of your next turn.
Ramp Boost: You create an ice ramp that you ride up to
50’ as your movement. The ramp can rise up to 30’. It
lasts until it melts.
Range Boost: The range of this Power increases to 100’
until the beginning of your next turn.
Slick Boost: Instead of standard effect, you make a 10’
radius area within range slippery until the ice melts.
Moving across the ice requires an Agility/Acrobatics
Check at TS 8 + your rating in this Power or fall prone.
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Chapter 5 – Powers
Dimensional Manipulation 1-3 Trigger Boost (M): Choose a location for a gate to be
created with rank 2 or 3 of this Power. The gate is not
Minor Power created, but instead a “trigger” is created. This trigger
You can extend your senses to other realms and even can be any word spoken or action taken within 30’
transport yourself and others through space. of the future gate location. Alternatively, the trigger
can be spoken or acted out by you anywhere in the
Activation: Trait Action (requires one minute)
world. When triggered, the gate appears immediately,
Target: Varies
regardless of whether you are present at its location
Range: Varies
or not. Once triggered, the gate functions as described
Duration: Continuous once activated
in the Effect entry. You must maintain this Boost
Effect: You can manipulate dimensions. Initiating this continually until the gate is triggered.
Power requires one minute of concentration during
which you spend your Trait Action each turn focusing Dimensional Pocket 1
on the Power.
At rank 1 you can see into the Astral Plane. You can Minor Power
see all objects and creatures there to the normal extent You summon forth small objects seemingly
of your vision. You automatically know if someone from nowhere.
else is viewing you with this Power. You see invisible
Activation: Free Action, once per turn
objects and creatures and you see through all illusions.
Target: Special
At rank 2, you create a floating, shimmering disc in
Range: You
the air within 30’ of you. This disc functions as a gate to
Duration: Continuous
a location in the world you’re on up to 100 miles away.
Any creature can enter the gate to be transported to the Effect: A small extra-dimensional space follows you
location, but must do so willingly. At rank 3, the gate wherever you go. It is completely invisible. The space is
can connect to the location on any Earth corresponding 2’ in diameter with a 1’ diameter opening only you can
to the location where you are in the current world. access. You can place a non-living object into the space
While using rank 2 or 3 of this Power, you take Suit or retrieve it as a Free Action once per turn, though it
Hits damage every round after the first that you keep a can hold multiple objects up to its size capacity. Living
gate open. beings cannot be placed in the pocket.
If you are familiar with the location you wish to
connect to, the connection happens perfectly. If not, Ally Boost: Any object or object summoned can appear
you must choose a direction and distance to travel, in the hands of others within 30’ of you that you can see.
though those who pass through the gate will always Multi Boost: You retrieve or place up to three items into
appear on the surface of the world. the space at one time instead of just one.
Pocket Boost: The object or objects you retrieve
Damage Reduction Boost (M): You only suffer Color Hits can appear in a pocket, handbag, suitcase, or other
damage for each round you keep the gate open after container that you are wearing or holding or that you
the first when using ranks 2 or 3 of this Power. can see within 30’ of you.
Distance Boost (M): At rank 2, the gate allows you to Return Boost: You can return all objects you just
travel up to 500 miles. At rank 3, the gate allows you retrieved to the dimensional pocket as a Free Action on
to travel up to 10 miles away from the corresponding the same turn you retrieved them.
location in the other Earth. Size Boost (M): The dimensional pocket is 5’ diameter
Hearing Boost (M): You can also hear what you’re while you maintain this Boost.
viewing with rank 1 of this Power until the beginning of
your next turn.
Projection Boost (M): While using rank 1 of this Power,
you can send your “astral self” to another place. Your
astral self travels at a speed of 100 miles per minute.
You can sense through your astral self based on the
Boosts you choose to combine with this Boost.
Share Boost (M): One person, who must be touching
you, can sense everything you sense with rank 1 of this
Power until the beginning of your next turn.
Smell Boost (M): You can also smell what you’re viewing
with rank 1 of this Power until the beginning of your
next turn.
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Chapter 5 – Powers
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Chapter 5 – Powers
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Chapter 5 – Powers
Probability Manipulation 1
Minor Power
You can manipulate the probability of something good
or bad happening.
Activation: Free Action
Target: NA
Range: NA
Duration: Instantaneous
Effect: Look at the top card on your deck and place it in
your discard pile if you want to. Discarding a card with
this Power has no effect.
Special: Only one deck can be manipulated at a time. The
player or GM must flip at least one card from the deck
you manipulated before you can use this Power again.
Control Boost: Instead of standard effect, look at the
top three cards of anyone’s deck. Rearrange the cards
and place them on top of that deck.
Rejection Boost: Instead of standard effect, look at the
top card of anyone else’s deck and place it in their
discard pile if you want to.
Repeat Boost: Use this Boost only at the beginning of
Prehensile Feature 1 your turn. Instead of the standard effect, place the top
card of your discard pile onto the top of your deck.
Minor Power Your turn then immediately ends. You cannot place the
One of your body parts is prehensile. You can use it good joker on top of your deck with this Boost.
like an extra limb. Reveal Boost: Instead of standard effect, look at the top
card of anyone else’s deck. You can tell them what the
Activation: NA
card is if you want.
Target: Self
Range: NA
Duration: Continuous
Effect: When you take this Power, choose hair, tongue,
or tail. This feature functions as another limb for
you. It can hold items and operate controls. You gain
advantage on any Trait Check where having a third arm
would be beneficial, such as climbing or wrestling.
Attack Boost: As a Trait Action, make a Strength/
Fisticuffs Check to attack with your prehensile feature.
It deals Suit damage.
Grapple Boost (M): If you have a target grappled and
they are suffering disadvantage, you can function as if
you had one arm free and maintain that grapple.
Parry Boost (M): Increase your Body by 1 until the
beginning of your next turn.
Speed Boost (M): If you have a prehensile tail, until the
beginning of your next turn, your foot Speed increases
by 10.
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Chapter 5 – Powers
Psionic Beam 1-5 Break Boost: Instead of standard effect, the object
falls apart and needs to be repaired/rebuilt before it’s
Minor Power useful again.
You pummel a target’s mind with pain. Damage Boost: Instead of standard effect, the object
launches and deals Color Hits damage to a target
Activation: Power Check vs. target’s Mind
within 30’ of it. If the object is sharp or otherwise
Target: Any creature
dangerous, it deals Suit Hits damage.
Range: 30’
Dance Boost: The object dances erratically for three
Duration: Instantaneous
rounds, even if you have moved out of range.
Effect: You deal Suit Hits damage to one target. Movement Boost: You move the item up to 60’.
Alternatively, you give a target a momentary Range Boost: The range of this Power increases to 100’
headache twinge. until the beginning of your next turn.
Steal Boost: You can target objects held by another
Blast Boost: Instead of standard effect, you deal Suit
character. Getting the object out of their hands requires
Hits damage to all targets in a 5’ radius area within
a Power Check vs. the target’s Strength Defense.
range. Use each target’s individual Mind scores as
Twin Boost: Apply standard effect to two items of the
Target Scores for one Power Check. It’s possible to hit
same weight/size if they weigh 30 lb. or less together.
some targets with the Power Check and not others.
Weight Boost: The object can weigh up to 60 lb.
Confusion Boost: If you hit the target, it also suffers
disadvantage on all Trait Checks until the beginning of
your next turn. Sonic Scream 1-5
Damage Boost: Damage from this Power increases by
Minor Power
+2 Hits damage.
You let loose with your powerful voice, shaking and
Deafening Boost: If you hit the target, you also deafen it
moving things, and dealing damage.
for one minute.
Forgetting Boost: If you hit the target, they cannot Activation: Power Check vs. target’s Body or Mind,
target you with any attack or Power on their next your choice
turn. Additionally, they don’t see or hear you until the Target: Anything
beginning of your next turn. Range: 30’
Knockdown Boost: If you hit the target, you also knock Duration: Instantaneous
it prone.
Effect: You deal Suit Hits damage (force) to one target.
Range Boost: The range of this Power increases to 100’
Alternatively, you nudge a small object, knock it over,
until the beginning of your next turn.
or cause it to vibrate.
Strafing Boost: Instead of standard effect, you deal 1
Hits damage to up to four targets. Use each target’s Damage Boost: Damage from this Power increases by
individual Mind scores as Target Scores for one Power +2 Hits damage (force).
Check. It’s possible to hit some targets with the Power Deafening Boost: If you hit the target, you also deafen it
Check and not others. for one minute.
Taunting Boost: If you hit the target, they must attack Jump Boost: Instead of standard effect, you quickly
you on their next turn. If they do not have the means to fire your vocalizations at the ground to jump up to 50’
attack you, they must attempt to find the means, close horizontally and/or vertically.
the distance to you, etc. Knockdown Boost: If you hit the target, you knock
it prone.
Puppeteer1-5 Push Boost: If you hit the target, you push it 10’.
Range Boost: The range of this Power increases to 100’
Minor Power until the beginning of your next turn.
You control small objects from a distance. Shatter Boost: Instead of standard effect, you shatter
all fragile objects (glass, clay, etc.) within 10’ of you.
Activation: Power Check vs. target’s Body (held item
Alternatively, you can shatter just one object
uses holder’s Strength Defense)
within range.
Target: Any non-living, unattended object weighing less
Volume Boost: Instead of standard effect, until the
than 30 lb. that fits in a 2’ cube
beginning of your next turn, your voice can be heard
Range: 30’
clearly up to a mile away. It can also be heard clearly
Duration: Instantaneous
on the other side of up to 2’ of concrete.
Effect: You move the unattended object up to 30’, cause
it to “activate/deactivate”, or otherwise influence it in
subtle ways.
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Chapter 5 – Powers
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Chapter 5 – Powers
MAJOR POWERS
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Chapter 5 – Powers
Owl Ears Boost (M): You can hear perfectly across ¼ Elasticity1-2
mile until the beginning of your next turn.
Scent Boost (M): You can track by scent like a dog until Major Power
the beginning of your next turn. You can stretch your limbs, torso, and neck.
Wings Boost (M): Until the beginning of your next turn,
Activation: Free Action
you sprout wings and can fly at Speed 30.
Target: Self
Range: NA
Dimension Step 1-2 Duration: Continuous
Major Power Effect: At rank 1, you can elongate up to two limbs
You can instantly travel across space. (including your neck) up to 15’ each as a Free Action.
You can reduce back to normal as a Free Action, but
Activation: Give up half your movement for the turn
can’t elongate and reduce on the same turn. At rank 2,
Target: Self
you can elongate all four limbs and your neck up to 15’
Range: 30’
each. You can reduce back to normal as a Free Action,
Duration: Until the portals close
but can’t elongate and reduce on the same turn.
Effect: At rank 1, you create a 6’ diameter portal next
Far Punch Boost: You elongate one limb up to 30’ and
to you and another one at a location you can see
make one Fisticuffs or Melee attack where your hand
within range. You can look into your portal to see out
or foot now is, then immediately retract the limb.
of the other. You can fire projectiles or energy powers
Fling Boost: You fling an object weighing less than thirty
through the portals. If you step through your portal,
pounds up to 100’. If you make an attack in this way, it
you exit the other one and both portals close. At rank
is a Strength/Ranged Weapons check.
2, the second portal can be anywhere within range,
Ladder Boost (M): You elongate your legs and arms up
even if you can’t see the location. If a solid object
to 20’ each. Other characters can climb up or down you
exists where the other portal opens, you exit the portal
at full speed without making any Trait Checks.
adjacent to the object. Regardless of rank, both portals
Missed Me Boost (M): One time before the beginning
close at the end of your turn if they’re still active.
of your next turn, when a physical attack hits you, the
Chaperone Boost: You can bring one willing person attack misses instead.
with you when you go through the portal. Stride Boost (M): When you elongate your legs, your
Force-Blast Boost: Choose one target adjacent to the foot Speed increases by 30’.
distant portal. The target takes Color Hits damage Tie Up Boost (M): You elongate two limbs and wrap
(force) when you step through. them around a target that you are adjacent to. The
Range Boost: The range of this Power increases to 100’ target can escape using normal rules for escaping a
until the beginning of your next turn. grapple, but the TS is increased by this Power’s rating.
Redirect Boost (M): One time before the beginning of
your next turn, when a projectile attack hits you, it Goo Generation 1
misses you instead as a small pair of portals redirect
the projectile. Major Power
Size Boost: Both portals are only 2’ in diameter. You secrete viscous, sticky goo from your hands.
Slingshot Boost: Give up all your movement for the turn
Activation: Free Action
to use this Boost. When you step through the portal,
Target: Self
you appear at the other one, take the rest of your turn,
Range: NA
and then are drawn back through the portal to your
Duration: Continuous once activated
original location. Your turn then ends. If you take
someone with you using Chaperone Boost, you can Effect: You create sticky goo that covers your hands. You
leave them there or return with them to your original cannot be disarmed. You can climb vertical surfaces at
location. The portals close after you return. your normal Speed without making Trait Checks.
Ball Boost: You fire a single ball of goo at any target
within range 30’. Make an Agility/Ranged Weapons
check to hit the target.
Ceiling Boost (M): Until the beginning of your next turn,
you can climb on the underside of horizontal surfaces
at your normal Speed without making Trait Checks.
Non-Sticky Boost: Any goo you create this round is
not sticky.
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Chapter 5 – Powers
Illusions1-2
Major Power
You create a realistic illusion from nothing.
Activation: Trait Action
Target: NA
Range: 30’
Duration: 1 round
Effect: At rank 1, you can create a visual and auditory
illusion that fits inside a 10’ cube. At rank 2, you can
create a visual and auditory illusion that fits in a 15’
cube. In both cases, the illusion remains static
once created.
Adornment Boost (M): Instead of standard effect, you
create a small illusion (must fit in a 3’ cube) that must
be placed on your person. You can only have one
illusion of this nature in existence at any one time. It Influence Emotions 1-3
cannot be used to change your body’s physical shape
or size. Major Power
Extend Boost (M): The illusion persists until you stop You can manipulate others peoples’ emotions.
using this Boost. You can alter the illusion on your turn Activation: Charisma/Willpower vs. Target’s Mind
as a Free Action. Target: Any intelligent creature
Movement Boost (M): When you create the illusion, Range: 30’
you can program it to repeat certain movements and Duration: 1 round
sounds for its duration.
Physicality Boost (M): The illusion can interact with Effect: At rank 1, you impose a simple emotion on
(and even attack) one creature or other physical the target. Choose joy or lust (positive emotions) OR
object of your choosing until the beginning of your choose anger, sadness, or fear (negative emotions). The
next turn. The illusion attacks using your Trait/Skill, target feels the emotion and makes choices according
as appropriate to the attack type. If you hit, the attack to how it influences them. At rank 2, you can maintain a
deals Color+1 Hits damage. It does not deal damage simple emotion in the target by using Positive Emotion
based on what the attack looks like. Boost or Negative Emotion Boost, as appropriate to the
Range Boost: The range of this Power increases to 100’ type of emotion created with this effect. You can also
until the beginning of your next turn. create more complex emotions using Positive Emotion
Size Boost (M): Increase the size of the cube by 5’ on Boost and Negative Emotion Boost and maintain them
each side. as well.
Resisting: If you maintain the Power using a Boost, the
target can attempt to resist by making a Perception/
Willpower Check vs. your Mind. This can be attempted
once at the end of each of the target’s turns. Success
indicates the target shrugs off the effect. Success
with a Boon results in the target being immune to this
Power for 24 hours.
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Chapter 5 – Powers
Mimic1-2
Amnesia Boost: The target does not remember having
their emotions manipulated. Major Power
Negative Emotion Boost (M): You can imbue more You can change your appearance to look like
complex, negative emotions into the target. Each time other people.
you use this Boost, choose disgust, shame, pity, envy,
pride, or confusion. You must have rank 2 in Influence Activation: Trait Action
Emotions to select this Boost. Target: Self
Positive Emotion Boost (M): You can imbue more Range: NA
complex, positive emotions into the target. Each time Duration: Continuous once activated
you use this Boost, choose trust, anticipation, surprise, Effect: At rank 1, you can take on the appearance of
friendship, kindness, love, courage, or hope. You must any other person within one foot of your height, but
have rank 2 in Influence Emotions to use this Boost. you can’t mimic their voice. At rank 2, you can take
Range Boost: The range of this Power increases to 100’ on the appearance of any other person and mimic that
until the beginning of your next turn. person’s voice if you have heard them speak. Changing
Soothing Boost: Immediately calm a target within range, forms requires a Trait Action. Your clothing does not
removing the effects of an over-active emotion. change. If you fall unconscious or die, you revert to
Twin Boost: Apply the standard effect to two targets. your normal form.
Use each target’s individual Mind scores as Target
Scores for one Trait Check. It’s possible to affect one Garb Boost (M): You change the appearance of your
target and not the other. clothing along with your physical appearance.
Height Boost (M): You are not limited by height when
Invisibility1 changing appearance.
Language Boost (M): Until the beginning of your next
Major Power turn, you can speak one language the person you’re
You can disappear from view. mimicking can speak while mimicking them. You
cannot read and write this language.
Activation: Free Action Quicken Boost: You change form as a Free Action.
Target: Self Read/Write Boost (M): Until the beginning of your next
Range: NA turn, you can read and write one language the person
Duration: Continuous once activated you’re mimicking can read and write.
Effect: You become invisible but cannot move more
than 2’ per round. You can only turn yourself invisible Speedster1-2
once per round. Invisibility includes your clothing and
gear carried. If you attack, you become visible. Any Major Power
item you let go of or drop immediately becomes visible. You run far faster than any normal human being.
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Chapter 5 – Powers
Whirlwind Boost (M): Use all your movement to run Intimidating Boost (M): Automatically intimidate an
quickly in a 10’ radius circle. If there is dirt or debris in NPC with a Perception of 2 or less.
the circle, you kick it into a whirlwind, blocking sight Liar Boost: All NPCs automatically believe the next lie
into, out of, and through the cloud. you tell as long as it is within the bounds of reason.
Minion Boost (M): Automatically bring an NPC with a
Super Agility 1-2 Perception of 2 or less under your sway, socially. The
NPC will do whatever you ask of them as long as it
Major Power won’t endanger their life.
You are far more agile than any normal human.
Activation: NA Super Expertise 1-2
Target: Self
Major Power
Range: NA
Your intelligence outstrips that of most people.
Duration: Continuous
Activation: NA
Effect: Your Agility must be a 3 before taking this
Target: Self
Power. At rank 1, your Agility increases to 4. At rank 2,
Range: NA
your Agility increases to 5.
Duration: Continuous
Balance Boost (M): You maintain your balance on
Effect: Your Expertise must be a 3 before taking this
anything tightrope size or larger until the beginning of
Power. At rank 1, your Expertise increases to 4. At
your next turn.
rank 2, your Expertise increases to 5. Each time you
Dodge Boost (M): Your Body increases by 1 until the
increase your Expertise by 1, you gain a Skill. You treat
beginning of your next turn.
Botches on Expertise Checks as normal failures.
Escape Boost: Automatically escape a grapple or escape
from bonds/handcuffs. Aid Boost: As a Trait Action, you describe how to do
Focus Boost (M): You can move at full speed while something to someone else. That person gains advantage
sneaking or balancing until the beginning of your on their next Trait Check to perform that action.
next turn. Craft/Repair Boost (M): You craft or repair an item in
Precision Boost: Your Guns and Ranged Weapon attacks half the time normally required. You must maintain this
deal +2 Hits damage until the beginning of your next turn. Boost while crafting or repairing.
Squeeze Boost (M): You can squeeze through any space Disable Boost (M): You disable an item in half the time
wider than one foot square until the beginning of your normally required. You must maintain this Boost while
next turn. disabling. If disabling the item would have taken one
Trait Action, you disable it as a Free Action.
Super Charisma 1-2 Flaw Boost: After studying something for five minutes,
you notice the biggest flaw in the situation or system.
Major Power Memory Boost (M): You recall information heard or
You are far more charming and willful than seen previously with great clarity, to the point that you
most people. can write down or draw it perfectly. You must maintain
this Boost while re-creating the information.
Activation: NA
Target: Self
Range: NA
Duration: Continuous
Effect: Your Charisma must be a 3 before taking this
Power. At rank 1, your Charisma increases to 4. At rank
2, your Charisma increases to 5. You treat Botches on
Charisma Checks as normal failures.
Damage Prevention Boost (M): Until the beginning
of your next turn, when you spend Moxie to prevent
damage just taken, you prevent two additional points
of damage.
Exhaustion Boost: Immediately shrug off any effect
that makes you exhausted, tired, or otherwise
unfocused mentally.
Hits Boost: Gain 2 Hits.
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Chapter 5 – Powers
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GOODS & SERVICES
Clothing General Equipment
Item Cost Item Cost
Men’s boots $5 Ax $4
Men’s coat $10 Bicycle $10
Men’s hat $4 Broom $0.50
Men’s overcoat $15 Canteen/thermos $2
Men’s shirt, chambray $1.50 Cigar $0.15
Men’s shirt, silk $5 Flashlight $0.60
Men’s shoes, dress $8 Guitar $10
Men’s shoes, work $3 Hammer $1
Men’s tie, silk $5 Handcuffs $6.50
Men’s trousers $5 Lantern oil (gallon) $0.25
Women’s blouse $4 Lantern $4
Women’s coat $30 Lockpicks $5
Women’s dress, fancy $12 Matches (100) $0.25
Women’s handbag $2 Padlock $1
Women’s hat $2 Paint (gallon) $2.50
Women’s shoes, heels $7 Paint brush $2.50
Women’s shoes, pumps $2 Pipe $4
Women’s skirt $1.75 Playing cards $0.50
Radio $100
Services Rope (50’) $8
Shovel $3
Item Cost
Spectacles $10
Doctor visit $10
Tobacco, smoking (pouch) $1
Room, boarding house (day) $3
Umbrella $3
Room, high-end hotel (day) $15
Watch $5
Room, low-end hotel (day) $7
Watch, fancy $25
Shave and a haircut $0.50
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Chapter 6 – Goods & Services
Transportation Firearms
Item Cost Item Cost
Buckboard $100 Derringer $12
Buggy $200 Pistol $25
Horse $200 Rifle $50
Saddle bags $10 Shotgun $70
Saddle $50 Tommy Gun $225
Train ticket (per mile) $0.10 Ammunition
Derringer/Pistol Rounds (50) $6
Vehicles Rifle Rounds (50) $10
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TREMBIUM
Chapter 5 describes how characters can use Powers Multiple shots of trembium provide multiple benefits
that are inherent to them. However, there are also ways but don’t increase the duration of the effect.
to introduce science-bending capabilities to the world The GM chooses which Powers they want these
of CAPERS by injecting a little “mad science” and characters to have or can determine them randomly
technology into the game. using the list of Powers in Appendix 3. With the
These rules are optional since they change the GM’s permission, players choose the effects if their
flavor of the world a bit. Make sure to confirm with the characters are injected with trembium shots.
GM that everything in this chapter is going to be part of
the game. Anti-Trembium
Everything has its opposite, and trembium is no
WHAT IS TREMBIUM? exception. Anti-trembium has been discovered recently
Shortly after people with strange abilities began and is being studied by a few select scientists in North
appearing, scientists started looking for the source. America and Europe.
After a few years, chemists discovered a previously Anti-trembium negates the effects of trembium. A
unknown element in the blood of people with abilities. dose of anti-trembium injected into the bloodstream
The element vibrates and trembles in its natural state, suppresses all of a Capers’ Powers for twenty-four
leading to it being named trembium. hours. If the subject has one rank in Super Resilience,
Shortly after, it was also determined that trembium is the effects last only twelve hours. If the subject has two
radioactive, emitting what scientists have dubbed trem- ranks in Super Resilience, the effects last six hours.
waves. Research has begun in harnessing trembium and
trem-waves, but thus far scientists have only scratched Trem-Wave and Anti-Trem-Wave Guns
the surface of this strange material’s potential. Guns that fire trem-waves and anti-trem-waves have
Recently, scientists discovered that trembium exists been developed very recently. These large, two-handed
naturally on Earth, but only in very small quantities guns need to be loaded with a dose of trembium or
in a very few remote locations. Trembium detection anti-trembium. The element within the gun is then
methods are in their infancy and only occasionally subjected to a highly explosive charge. The resulting
successful. Experts believe that the unstable, trembling wave blasts from the gun, hitting all targets within a
properties of the element is responsible for the cube 20’ on a side directly in front of the firer.
difficulties in pinpointing it in nature. Each person hit is affected as if they received
a single shot of trembium or anti-trembium as
Trembium Shots appropriate to the gun’s load.
Trembium can be shot directly into a character’s These guns can only hold one charge at a time
bloodstream to temporarily imbue the subject with and the firer must spend one minute reloading and
extraordinary capabilities. A single shot provides a preparing another shot.
character one of the following for twenty-four hours.
If the subject has one rank in Super Resilience, the Super Soldiers
effects only last twelve hours. If they have two ranks in A few military scientists have started working on ways
Super Resilience, the effects last six hours. to imbue fantastic abilities in people on a more long
term basis to create super soldiers.
❖ Minor Power: The character gains a minor Subjects first undergo rigorous testing to determine
Power at rank 2. if they’re physically capable of withstanding extended
❖ Major Power: The character gains a major trem-wave treatments. Only the toughest individuals
Power at rank 1. are chosen.
The subjects then undergo an extended treatment
regimen during which they receive regular trembium
shots and extended trem-wave exposure sessions.
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Chapter 7 – Trembium
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Chapter 7 – Trembium
66
67
68
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70
GM GUIDELINES
RUNNING THE GAME they probably want there to be a car speeding by
because they have an idea for doing something cool
In CAPERS, the GM is in charge of everything except with that speeding car. If it’s not going to interfere with
the players’ characters. It’s your job to present some important plot element, give the player what
challenges to the players, set Target Scores for many they want.
of the Trait Checks, officiate rules discrepancies, and Improvising within a game can be a daunting task.
make the players really work for their successes. Just remember that the players want to have fun just as
Most of all, you’re there to facilitate the players much as you do. They want you to succeed with your
through a fun story. If the game starts to drag, move it improvising, so they’ll often cut you some slack as you
along. If the players are at an impasse, provide a clue. If find your way.
the game veers into joking around, let it happen, but be
sure to get everyone back on track in a timely manner.
A roleplaying game is, at its heart, improvised,
The Rule of Cool
cooperative storytelling. Everyone takes turns adding If a player wants to do something really cool with their
to the story. Here are some things to keep in mind character but there isn’t a method for doing that thing
when running the game, along with some methods to provided in the rules, make one up. If a player wants
add depth to the story. to try something crazy, let them. If it’ll be cool, give it a
chance to happen.
Player Agency You might need to set a TS fairly high or make up
a house rule for the situation. Just let the players know
The characters are always the center of the story. this and be consistent with it in the future.
Everything they do should have some sort of
consequences, whether they are immediate and minor
or far-reaching and life-changing.
Leading Questions
Make sure to give each player their turn in the Building on the above, when you’re improvising, you
spotlight. And learn what each of them wants from might ask the players questions in order to keep things
the game. If one player likes their character to get into moving and get them more involved.
gunfights, make sure they get a cool gunfight from time One or two leading questions at just the right
to time. If another player likes to roleplay their fast- moment can expand the encounter, give the players a
talking swindler, give the player the chance to show off. sense of contributing even when their characters aren’t
It may be necessary to occasionally shift focus active, and help build an engaging story.
away from the characters to make a point, inform the If you introduce an NPC, you might ask, “How do
players of something important, or foreshadow/recall you know this character?” and let one or two players
some event. That’s fine, but make sure to get back to fill in details. If you introduce a car accident that has
the characters as soon as possible. recently taken place, ask “How did the crash happen?
What did your character see?” The players’ responses
Improvisation to questions like these will build the encounter
description. It’ll give you time to plan your next move
Even if you plan out your adventures, even if you lay in your head. And it might even spark a whole subplot
out every possible complication that might arise for you hadn’t previously thought of.
each and every encounter, the players will surprise you.
Roll with the punches. Take what the players bring
to the game and build on it. Whenever possible, say
Setting the Stage
“yes, and…” to any request that doesn’t involve flipping When describing an NPC, scene, or encounter, be
cards. If you must say “no,” say, “no, but…” and provide descriptive but don’t over-do it. Don’t nail down every
the player with an alternative. little detail. Leave some openings for players to ask
When a player asks questions, they are usually questions. A few memorable details can go a long way.
asking because they want the thing they’re asking
about. If a player says, “Is there a car speeding by?”
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HOUSE RULES
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Combat Difficulty
Combat can be tricky to plan for. The nature of the
game and random chance involved makes it impossible OPTIONAL RULE
to be sure how tough a particular combat encounter
will be. GANG ATTACKS
Below is a rough spread of numbers and types of Sometimes you might want to have gangs
adversaries and how they relate to combat difficulty. of Regulars attack a character as a group,
This breakdown assumes four characters in the group. particularly in close melee combat. Making
If there are more or less than four characters in your multiple Trait Checks for each NPC to attack the
group, adjust the number of Exceptionals or Capers character can get tedious and slow things down.
present among the foes accordingly.
If you have a group of similar NPCs attacking a
single character, instead make one Trait Check
Combat
Number/Type of Foes for the attack, but increase the Card Count by 1
Difficulty
for every NPC beyond the first. Use just that one
Very Easy 1-2 Regulars Trait Check to determine damage as normal, but
1 Exceptional/Caper add +1 Hits damage per NPC beyond the first.
Easy 3-5 Regulars
1 Exceptional/Caper with 1-2
Regulars
Moderate 2 Exceptionals/Capers Game Session Rewards
2 Exceptionals/Capers with 1-2 If you plan to run a campaign, you’ll give the players
Regulars chances to improve their characters.
Character advancement as described in Chapter 2
Tough 3 Exceptionals/Capers
assumes you advance all characters one level every
3 Exceptionals/Capers with 1-2 so often. The speed of advancement is up to you. You
Regulars might advance characters after every game session if
Very Tough 4 Exceptionals/Capers you’re running a short 4-5 session campaign. You might
wait three game sessions if you want to run a longer
3 Exceptionals/Capers with 3-4
12-15 session campaign.
Regulars You also have the option of handing out single
2 Exceptionals/Capers with 5-6 Advancement Points from time to time. This allows
Regulars players who want to purchase minor advancements to
get them faster. Of course, players saving up for a major
An easy combat is one where there is little chance advancement will have to wait a bit. If your players are
that any of the characters will fall near 0 Hits. A okay with this, it’s a fine way to handle advancement.
moderate combat is one where it’s likely that one of the CAPERS tops out at level 5, so plan accordingly.
characters will fall to 0 Hits. In a very tough combat, it’s
almost guaranteed that one of the characters will fall Other Types of Rewards
to 0 Hits and possibly two or three of them will. Very The end of a game session is a good time to give other
tough combats should be rare. Most important combats types of rewards to the players. Following is a list of
should fall into the easy to tough range. possible other rewards:
The easiest way to account for the role random
chance plays in a combat is to not reveal all of your ❖❖ Specific rare or hard-to-find gear
foes at once. Let the characters start the fight against a
❖❖ Access to restricted areas (usually in the form
few of the foes and add reinforcements as you see fit to
of keys or special credentials)
keep the fight interesting. It’s easy to add foes and have
it be believable. It’s more difficult to suddenly have half ❖❖ A new contact
the enemies run away when you realize the characters ❖❖ A promotion within the organization or federal
are significantly outgunned. agency they work for
❖❖ Private offices
❖❖ A club (or other operation) of their own to run
❖❖ Subordinates they can order around
❖❖ A car provided by the boss or government
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CREATING A REGULAR
Regulars function much like Exceptionals and Capers,
OPTIONAL RULE with a few key differences.
ANTI-TREM ROUNDS AND WEAPONS
Traits
Chapter 7 describes trembium and anti- Starting Trait scores for Regulars work just like for
trembium and their uses. A natural outgrowth other characters.
of this material is the question, “What about
weapons and ammunition infused with anti- ❖❖ One Trait with a score of 1.
trembium?” This information is presented here,
❖❖ Four Traits with a score of 2.
for the GM, as it presents a unique challenge.
❖❖ One Trait with a score of 3.
Introducing a rule that can regularly rob
characters of their Powers is tricky business.
Only use these rules if your players are up for it. Trait Defenses
Trait Defenses for Regulars work just like for
If a Caper is hit with a bullet or other weapon
other characters
(such as a knife blade) infused with anti-
trembium, that Caper reduces the ratings
of all of their Powers by 1. The character Trait Score Trait Defense
does not lose any Boosts when this happens. 1 8
If they are struck a second time by such a 2 9
bullet or weapon, the ratings of their Powers
3 10
are reduced by 1 additional point. A Power
cannot be reduced below 1 in such a manner.
Completely negating Powers with anti- Skills
trembium requires the substance be injected Skills for Regulars work just like for other characters
directly into the bloodstream. This reduction Each Regular has a number of Skills equal to 2 plus
remains until the character has healed at least their Expertise score.
one Hit, by any means.
It is advisable to keep use of such weapons Body
rare, only bringing them to bear in the story A Regular’s Body score is equal to their Agility Defense.
at dramatically appropriate times. The
characters can’t buy anti-trembium at the Mind
corner store. They might have to search for it,
A Regular’s Mind score is equal to their
make the right contacts, or even steal it from
Perception Defense.
someone very dangerous.
Hits
Regulars have fewer Hits than Capers and
Exceptionals. A Regular’s maximum Hits is equal to
their Resilience score plus their Charisma score.
Moxie
Regulars have a maximum of 1 Moxie,
Speed
A Regular’s Speed is 30’.
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Chapter 8 – GM Guidelines
ADVANCING A REGULAR
Advancement for Regulars works just like it does for
other characters, though Perks, Powers, and trem-gear
cannot be chosen.
Whenever a Regular gains a level, choose one of
the following advancement packets to improve the
character’s capabilities.
❖❖ Increase Trait: Increase one Trait score by
one point, to a maximum of 3. Modify the
appropriate Trait Defense. Increase Body,
Mind, or Hits as appropriate. If you increase a
Regular’s Expertise, they gain a Skill.
❖❖ Two Skills: Give the Regular two new Skills.
CREATING AN ANIMAL
Animals function a bit differently from characters and
can come with a range of capabilities.
Traits
Assign Trait scores appropriately for the type of animal,
relative to human capability. For example, even the
smartest animals only have an Expertise score of 2 and
few have Charisma higher than 1. But many animals
have high Perception and Agility scores.
Trait Defenses
Trait Defenses for animals work just like they do for Hits
characters. The strongest animals can have Strength An animal’s maximum Hits is equal to 2 times its
scores of 4 or even 5. Occasionally, other Traits can be Resilience score. You may choose to assign a slightly
higher than the best humans. higher or lower Hits score if it seems appropriate for a
particular animal.
Trait Score Trait Defense
1 8 Moxie
2 9 Animals have a maximum of 1 Moxie.
3 10
4 J
Speed
Pick an appropriate Speed for the animal, relative to
5 Q
the 30’ baseline for humans.
Skills
Special Abilities
Assign Skills as appropriate to the animal. Fisticuffs
Many animals have special abilities such as the
covers all unarmed fighting ability so this includes bites
ability to fly, a nose keen enough to track by scent, or
and claws for animals.
particularly tough hide. These abilities are listed at the
bottom of the animal’s stat block. If bonuses are listed,
Body such as a +1 to Body, those stats have already been
An animal’s Body score is equal to its Agility Defense. adjusted appropriately.
Mind
An animal’s Mind score is equal to its Perception Defense.
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Effect Boosts
This is the most basic effect the Power has. When you There are three basic types of Boosts. There are those
think of the name of the Power, this is probably the that increase the effectiveness or complexity of the
thing that comes to mind. standard effect. There are those that allow you to do
Powers that have multiple levels of complexity something related to the Power but not really part of
will have separate entries for each rank in the Power. the standard effect. And there are those that can be
If there’s a Power Check involved, this complexity is used in place of the standard effect.
accounted for by the increase in Card Count. Try to provide a variety of Boosts that do each of
Following are guidelines for standard effects in these things. This gives players more choices and helps
terms of relative capability across many Powers: differentiate characters that have the same Powers
from each other.
❖❖ Base damage for an effect that only deals Following are some general guidelines for
damage should be Suit Hits damage. creating Boosts:
❖❖ Damage that is a side-effect/add-on of the
main effect should be no more than Color ❖❖ Powers with only one rank should have
Hits damage. approximately five Boosts. Powers with
two or three ranks should have six or seven
❖❖ If the effect boosts Body or Mind, it should do
Boosts. Powers with five ranks should have
so by 1 per rank only. Speed increases at 30’
nine or ten Boosts.
per rank. Alternate modes of movement should
start at speed 30’ and increase with more ranks. ❖❖ There are several Boosts that have been used
for many Powers. Use them in new Powers if
❖❖ Powers that allow you to choose one of the
they are appropriate.
Boosts to use as the standard effect require
multiple, balanced, interesting Boosts to ❖❖ Area of effect Boosts deal the same damage
choose from. If there’s one Boost that is as the standard effect, but the area affected
clearly the best choice all the time, make it the shouldn’t be too large.
standard effect or re-design the Boost. ❖❖ Area of effect Boosts that have a non-damaging
❖❖ Be careful how different Powers interact. effect and also deal damage should deal, at
Speedster increases normal walking/running most, Color Hits damage.
speed. Flight has a speed of its own and is not ❖❖ Unless there’s a very good reason, the range of
dependent on Speedster increases. This is done a Power should never exceed 100’
on purpose. ❖❖ Include extra effects that have nothing to
❖❖ Effects that manifest as an area, such as do with the standard effect, but are fun
Illusions and Force Field, start small and get nonetheless. Options include extra movement,
larger with rank or Boosts. moving other characters and objects around
❖❖ Higher ranks for Powers that don’t require or knocking them over, affecting senses, and
Power Checks should increase versatility or creating an area effect that is difficult to deal
size of the effect. with but not an insurmountable obstacle.
❖❖ The more versatile you make a Power, the less ❖❖ A Boost for a normally non-damaging Power
“powerful” each of the different effects should that allows an attack or that can hinder
be. Versatility is a significant benefit unto itself. a character’s choices (like with Influence
Emotions) should have a Trait Check called
❖❖ No Powers take away player agency or make
out specifically.
a character utterly indestructible. There’s no
mind control Power for a reason. It’s not in the ❖❖ No Boosts should be purely cosmetic. They
“scope” of the game. should all have real, tangible effects.
❖❖ Any Power that negatively affects a character
for longer than an instant (not including
damage) should include a way to resist it, shrug
it off, or lessen the effects.
83
BACKDROPS
ATLANTIC CITY However, Nucky does care about how his gang
functions. To this end, he receives regular reports
passed up the line from every branch of his criminal
Recent History organization. Few things happen in Atlantic City
Incorporated in 1854, Atlantic City grew slowly until just without Nucky’s notice.
recently. In recent years, city leaders have expanded The Treasury has its fingers in nearly every illegal
the famous Boardwalk with additional hotels and activity you can think of. A.C. functions as a port city
attractions. This effort has resulted in some locals for alcohol importation and distribution. There are
referring to the city as “The World’s Playground,” a numerous public speakeasies and bars located through
rather overblown title for a city of less than 50,000 souls. the city, many of them along the Boardwalk. Brothels
In the late 1910s, a steady stream of Capers and casinos proudly display their signs. Nucky gives
was seen in Atlantic City, coming to perform on the out loans and collects significant interest payments.
Boardwalk. Many still perform there today, though a Bookies taking all manner of bets flourish. And there’s
few have gotten involved in the more lucrative world been a rise in drug trafficking and use in the city.
of bootlegging. The only aspect of the modern criminal organization
In the end, it was Prohibition that put Atlantic City that doesn’t really exist in A.C. is racketeering.
on the map. Seen by many as a little “backwoods,” Protection schemes are almost unheard of, given that
A.C. is an ideal docking point for countries exporting pretty much everyone is under Nucky’s sway.
alcohol to the United States. Bootleggers regularly Nucky’s entire organization is a finely tuned
receive shipments from England, Ireland, Germany, machine. Money flows up. Orders flow down. A
Cuba, and Puerto Rico, among others. Additionally, its motivated criminal can make excellent money in just a
small size and remote location makes it ideal for illegal short time.
breweries and distilleries. There’s one main reason Atlantic City can flout its
impropriety so easily. The majority of police officers
The World’s Playground in Atlantic City are under Nucky’s thumb and open
to bribery. A handful of federal officers have been
Unlike in many other large cities, in Atlantic City, the
assigned to the city, but the federal agents’ office is
booze flows freely – and publicly. Cards, dice, and
severely understaffed relative to the river of booze
money fly across tabletops. Ladies of the night are
flowing through the city.
everywhere. Tobacconists offer exotic imports. The
Boardwalk boasts every entertainment you can think
of, including several of questionable moral style. If you One Man on Top
can think of a vice, A.C. has it in spades. Most illegal activity in A.C. is controlled by Nucky.
The purveyors of these vice-riddled establishments Atlantic City is ideal for stories revolving around
all fall in line under Enoch “Nucky” Johnson, the county infighting within the gangster organization as people
treasurer and one of the richest men on the east coast. jockey for position and wealth. Rivals from without
have to be put down quickly. Additionally, given the
The Treasury transient, vacationing population, A.C. is ideal for
stories set on the periphery of bootlegging.
Many members of Nucky’s crime syndicate refer
Law enforcement stories can revolve around law
to themselves as The Treasury or The Treasury
enforcement getting a foothold and finally holding
Department. They do so in honor of Nucky’s position
Nucky and his compatriots to the letter of the law. The
as county treasurer, but Nucky himself doesn’t care for
legal fight in A.C. is currently a losing battle, but that
the term.
could change.
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Chapter 9 – Backdrops
First Stage
This 20-foot square, raised platform stands near
the midpoint of the Boardwalk. Here, a variety of
performers stage simple plays, give juggling and magic
shows, and sell their wares on a rotating basis. Barkers
call to passersby to keep audiences engaged between
acts. Several local Capers perform here regularly.
85
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Chapter 9 – Backdrops
Claudine Adams
Growing up in Newark, Claudine was fascinated
with learning all about other peoples’ lives, writing
everything she learned about others down in a
collection of journals. In time, she learned she could
parlay the most sensitive information for money and
gifts, an act she refers to as “bartering” and
not “blackmailing.” Enoch “Nucky” Johnson
Today, she’s Nucky Johnson’s top spy. She keeps As County Treasurer, Nucky Johnson has had his
her eyes on everyone’s business and her fingers in hands on the city’s purse strings for many years. He
everyone’s pockets. When she gets into trouble, a “risk happily shares his wealth with people who come to him
of the business” as she says, she produces a Tommy for help, garnering a generous reputation among the
gun from her dimensional pocket and takes care common populace.
of business. Members of his crews sing a different tune, noting
Claudine is a Caper who can turn invisible. Nucky’s vicious side and absolute control over everything
alcohol-related. A small group remains loyal to Nucky,
Claudine keeping him safe, but it’s only a matter of time before the
Adams other fractured crews join up and come after him.
Nucky gets a cut of every alcohol deal and every
construction project in the county. He also receives
kickbacks from dozens of other endeavors and
organizations and owns multiple drinking and
gambling establishments.
Despite his financial power, Nucky is without any
extraordinary abilities. He’s simply an extremely savvy
businessman who has surrounded himself with like-
minded, extremely loyal followers.
Nucky is an Exceptional with no Powers.
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Chapter 9 – Backdrops
Nikolai Petrov
The surly, Russian shopkeeper, known by locals as Uncle
Nikolai, runs a sundries store a block off the Boardwalk.
His store is filled with all manner of bric-a-brac along
with many useful day-to-day items. There are even some
valuable antiques to be found if you look hard enough.
Nikolai doesn’t tolerate fools or bullies and keeps his
store clear of anyone that would be a problem.
Petrov lost his legs in combat during the Russian
Civil War and immigrated to the U.S. shortly after. He
uses a bulky wheelchair to get around, inside which
he’s hidden no less than five weapons.
Use the Shop Owner stat block for Petrov.
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Chapter 9 – Backdrops
Help
Word from Washington is that the D.O.J. has some
Agent: What happened when the police arrived? extra money. If the characters can make several
Witness: By this time, a couple of the shooters legitimate busts in Atlantic City, they can get additional
was already eighty-sixed. There was blood all federal aid in the form of bodies, guns, and cash.
over. I think there was a couple o’ what you
call…bystanders. Law vs. Justice
Agent: Innocent bystanders. One of the characters’ fellow agents is murdered…after
Witness: Yeah. Like I says, it was all chaos. being tortured. The characters have a choice to make.
A couple o’ cops come in the front door not They can serve the law and find and apprehend the
knowin’ what to expect. And all the shooters killer. Or they can serve justice and make an example
turn on them! of the killer for all Atlantic City gangsters to remember.
Chaos!
The Left Hand mounts a massive offensive against
organized crime, burning known speakeasies and
beating gangsters in the streets. A full-blown riot runs
deep into the night. The characters must diffuse the
chaos, make arrests, and keep from getting killed by
Nucky’s gang who see the riot as a perfect opportunity.
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Chapter 9 – Backdrops
Mayor Eleanor Bader Exceptional 3 Gear: Fine clothing, wallet, cash, silver cigarette case
and lighter, multiple expensive rings
Trait Score Defense
Charisma 3 10 Kwan Shu Exceptional 4
Agility 2 9
Perception 3 10 Trait Score Defense
Expertise 3 10 Charisma 3 10
Resilience 2 9 Agility 2 9
Strength 1 8 Perception 2 9
Expertise 2 9
Skills
Resilience 3 10
Deception, Diplomacy, Humanities, Insight, Sense
Strength 2 9
Hits: 14 Body: 10 Mind: J
Skills
Moxie: 3 Speed: 30
Business, Deception 2, Mechanicals, Melee Weapons 2
Weapon Damage Range
Hits: 16 Body: 10 Mind: 9
Fists Color -
Moxie: 3 Speed: 40
Pistol Suit+1 50/150
Weapon Damage Range
Perks
Fists Color -
Hardy Body, Wily Mind
Knife Color+1 20/60
Gear: Festival pamphlets, cigarettes in fancy case, Pistol Suit+1 50/150
lighter
Perks
Fleet of Foot, Hardy Body
Gear: Cash, small booklet with list of names, flask
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Chapter 9 – Backdrops
CHICAGO The Outfit and the North Side Gang jointly operate
casinos in Cicero, but their uneasy alliance is rapidly
deteriorating. Not only do they vie over the lucrative
Recent History Gold Coast market, but the North Side Gang secretly
In less than a century, Chicago has grown from a rural hijacks The Outfit’s liquor shipments and then sells
hamlet on the shores of Lake Michigan into one of the them back at inflated prices. To make matters worse,
largest metropolises in the world. After literally raising one of The Outfit’s closest allies, the Sicilian Genna
itself out of the muck and surviving a conflagration family, has sworn to kill O’Banion.
that would’ve doomed most other cities, Chicago
annexed its neighbors and built itself into an industrial A City at War
powerhouse that attracted a flood of immigrants from While the streets of Chicago have always been violent,
across the globe. Now it’s second only to New York the city now teeters on the brink of war. Both factions
City in terms of population and economic might. marshal their resources while proxies engage in bloody
Unfortunately, crime is endemic to Chicago, and skirmishes, and now not a day goes by without a
it has only worsened with the advent of Prohibition. shootout or bombing.
Warring gangs have divided the city into fiefs and The city’s elite paid little attention to the rise of
bootlegging generates profits that would’ve been organized crime as long as the money, sex, and booze
unthinkable a few years ago. Flush with cash, flowed and the violence was restricted to working-class
organized crime has extended its reach into all aspects neighborhoods. Now that gunshots echo throughout
of civic life, and local law enforcement is hopelessly the Loop, they’re desperate to contain the escalating
corrupt. However, a coalition of civic reformers and violence. Both the Chicago Police Department and the
federal politicians has turned their attention to cleaning Federal Bureau of Prohibition are in the gangsters’
up Chicago and they want results fast. pockets, so the city’s political and business leaders
look to outsiders for help – especially as they plan to
City of Broad Shoulders host another World’s Fair soon. Allies in Washington
Chicago is a city of contrasts. Great wealth and have dispatched an ambitious young agent named
crushing poverty, heedless sprawl and carefully Vanessa Elliott to tackle the problem, but others look
planned neighborhoods, as well as immaculate parks to enlist Capers in their crusade against crime.
and industrial hellscapes all coexist within its borders.
It’s a center of trade, industry, and finance, but also of
art, architecture, music, and sports.
Despite rapid urbanization and its leaders’
pretensions, Chicago never lost its lawless, frontier
quality. Gangs dominate nearly every neighborhood,
criminals hobnob with the city’s elite, and violence is a
solution to just about every problem.
The Outfit
The largest and most powerful criminal syndicate in
Chicago is The Outfit, an Italian-American organization
that controls the Loop, the South Side, and the
neighboring suburb of Cicero. Within its territories, the
Outfit controls gambling, prostitution, racketeering,
and bootlegging, in addition to scores of legitimate
businesses. It was founded in Little Hell by Big Jim
Colosimo around 1902. Several years later, he hired
his niece Giada Torrio to deal with Black Hand
extortionists, and in 1920, her protégé Al Capone
murdered him and she seized control of his criminal
empire.
The Outfit’s chief rival is the North Side Gang, a
multiethnic alliance of gangsters led by Dean O’Banion.
As their name suggests, they control the northern third
of Chicago and most of the city’s shuttered breweries
and distilleries. This forces their competitors to buy from
them, rely on smuggling, or produce their own alcohol.
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Lexington Hotel Dean O’Banion uses it as a front and meets with his
The Outfit has many headquarters in Chicago but the underlings in the rooms above the shop. O’Banion,
Lexington on the Near South Side is Capone’s favorite. who loves flowers and is a talented arranger, often
Built in the 1890s to accommodate visitors to the works at Schofield’s, which is the florist of choice for
Columbian Exposition, the Lexington is a veritable mob funerals.
fortress dubbed “Capone’s Castle” by the press. Escape
tunnels connect the Lexington to nearby saloons and Notable People
brothels, and rumors persist that Capone and Torrio
have stashed hundreds of thousands of dollars in a Agent Bill Gardner
vault beneath the hotel. At age 46, Bill Gardner is the oldest member of the
Untouchables and Vanessa Elliott’s right-hand man.
Little Hell A native Ojibwe born in North Dakota, Gardner was
The slums in and around Goose Island on the Near a multi-sport athlete at Carlisle Indian Industrial
North Side are called “Little Hell” because of the gas School, lawyer, and coach before joining the Bureau
works located just to the east whose flames light up the of Prohibition.
night sky. However, it’s truly a hellhole that even the He’s an expert at undercover work and regularly
police fear to enter. infiltrates the Outfit. Battling gangsters provides Gardner
Little Hell was originally settled by the Irish, but in with a thrill he hasn’t felt since his playing days.
the 1890s, Sicilian immigrants began arriving in large Use the Federal Agent stat block for Gardner.
numbers, and before long Irish, Sicilian, and Black
Hand gangs were fighting in the streets. Ironically, Agent Vanessa “Ness” Elliott
both the North Side Gang and the Outfit originated Vanessa “Ness” Elliott is an ambitious young Bureau of
in Little Hell. Today, it is a flashpoint between the Prohibition agent with a flair for self-promotion tasked
two organizations, as the Outfit-allied Genna family with bringing down the Outfit. Born and educated in
competes with the North Side Gang for control. Chicago, she returned to her hometown to pursue a
career in law enforcement at the urging of her wife
Little Italy Edna’s brother. She leads a special task force of 11
The neighborhoods surrounding Taylor Avenue on the handpicked agents dubbed “The Untouchables” by the
Near West Side are predominantly Italian (mostly from press because they refuse to take bribes.
Southern Italy and Sicily), hence the moniker. It’s the Elliott’s operation is in its early stages, but her
territory of the Genna Crime Family, who operates raids are already starting to impact the Outfit’s bottom
from a warehouse on Taylor Avenue (ostensibly an line. However, she worries about a parallel I.R.S.
olive oil and cheese import business). Little Italy is also investigation upstaging her own work. Although she’s
home to the headquarters of the Unione Siciliana and an honest and fearless cop with a keen interest in
Jane Addam’s Hull House. forensic science, Elliott has a depressive personality
and is both a heavy drinker and womanizer.
The Loop Elliott is an Exceptional with no Powers.
The Loop is the geographic, commercial, cultural, and
political center of Chicago. Located south and east of
Agent Vanessa
the Chicago River, the neighborhood is named after the
"Ness" Elliott
Union Loop, the downtown hub of the city’s elevated
train, called “the L” by locals. The Loop is experiencing
a building boom and skyscrapers dominate its skyline.
It also hosts the city’s busiest shopping district,
Chicago City Hall, and Grant Park, home to the Art
Institute of Chicago.
On the other side of Roosevelt Road, the Loop’s
southern border, is the South Loop. This neighborhood
is home to Chicago’s skid row and several vice districts.
In addition, the Outfit’s various Chicago headquarters,
including the Lexington Hotel, are located nearby.
Schofield’s Flowers
This unassuming flower shop located across the
street from Holy Name Cathedral on State St. is the
headquarters of the North Side Gang. Part-owner
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Frank Nitti
Frank Nitti is a Sicilian gangster and one of the Outfit’s
top lieutenants. Nitti came to Chicago in the 1910s and
operated as a jewel thief, fence, and liquor smuggler.
Though he originally worked with Dean O’Banion, Nitti
joined forces with Torrio and Capone, who acquired Giada “The Fox” Torrio
his smuggling network and Canadian contacts. Despite The Italian-born Torrio immigrated to New York as
being nicknamed “The Enforcer,” Nitti is more of a a child and grew up on the Lower East Side. She led
businessman and accountant. When Capone and Torrio numerous street gangs and attracted the attention of
are out of town, they often leave him in charge. Nitti is Paul Kelly, the leader of the Five Points Gang. He acted
also secretly claustrophobic and fears imprisonment. as her mentor. In turn, she recruited and mentored
Use the Gangster stat block for Nitti. other young criminals, including Al Capone.
Torrio moved to Chicago at the request of Jim
Georgette “Bugs” Moran Colosimo, her uncle by marriage. By 1920, she was
Georgette “Bugs” Moran is a close childhood friend and virtually running his organization herself, as he was
confidante of Dean O’Banion. Although lightly regarded too busy with his mistress. When Colosimo divorced
by her peers, Moran is quite savvy. She’s interested in dog her aunt and forbade bootlegging, Torrio had Al
tracks and labor racketeering, and has pushed O’Banion to Capone kill him. They’ve been operating the Outfit
expand their bootlegging activities into the Chain O’Lakes ever since.
region north of Chicago, beyond the reach of the Outfit. Although Torrio can be as violent as any other
Like other members of the gang, Moran views herself as a mobster, her true talents are her organizational and
devout Catholic and abhors prostitution. She harbors an deal-making skills. However, a recent conviction for
intense dislike for Torrio and Capone as a result. violating federal Prohibition laws has made her wary of
Use the Gangster stat block for Moran. further prosecution. She’s started mulling retirement,
but recent overtures from Dean O’Banion regarding a
jointly-owned brewery are proving irresistible.
Torrio is an exceptionally charismatic Caper who
can influence the emotions of others.
Hymie Weiss
Hymie Weiss is a Polish-American gangster and second-
in-command of the North Side Gang. He’s a violent
hothead who once shot his own brother because he
teased him for not serving during the Great War, and
he’s reportedly the only man that Capone fears.
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Giada “The Fox” Torrio Caper 5 Matas Andris “The Piggy Man” Caper 2
Trait Score Defense Trait Score Defense
Charisma 5 Q Charisma 1 8
Agility 2 9 Agility 2 9
Perception 3 10 Perception 2 9
Expertise 2 9 Expertise 2 9
Resilience 1 8 Resilience 3 10
Strength 2 9 Strength 2 9
Skills Skills
Deception, Diplomacy, Insight, Willpower Athletics, Insight, Sense, Stealth
Hits: 16 Body: 9 Mind: 10 Hits: 12 Body: 9 Mind: 9
Moxie: 3 Speed: 30 Moxie: 3 Speed: 30
Weapon Damage Range Weapon Damage Range
Fists Color - Fists Color -
Pistol Suit+1 50/150
Power/Rank Boosts
Power/Rank Boosts Acid Stream 2 Cutting, Liquefy, Persistence,
Influence Emotions 2 Amnesia, Positive Emotion, Range
Soothing, Twin Goo Generation 1 Ball, Range, Rope
Super Charisma 2 Hits, Intimidating, Liar, Minion
Gear: Muddy overalls, tattered shirt, antique pocket
Gear: Conservative dress, modest jewelry, purse, wad watch
of cash, cigarette lighter
Mikey “The Wrench” Sbrocco Caper 3
James “Mad Bomber” Belcastro Caper 2
Trait Score Defense
Trait Score Defense Charisma 2 9
Charisma 1 8 Agility 1 8
Agility 2 9 Perception 2 9
Perception 3 10 Expertise 2 9
Expertise 2 9 Resilience 2 9
Resilience 2 9 Strength 3 10
Strength 2 9
Skills
Skills Deception, Fisticuffs, Humanities, Melee Weapons
Deception, Mechanicals, Ranged Weapons, Stealth
Hits: 12 Body: 8 Mind: 9
Hits: 10 Body: 9 Mind: 10 Moxie: 3 Speed: 30
Moxie: 3 Speed: 30
Weapon Damage Range
Weapon Damage Range Fists Color -
Fists Color - Pipe Wrench Suit -
Pistol Suit+1 50/150
Power/Rank Boosts
Grenade 4 x Suit 30/100
Puppeteer 4 Break, Damage, Movement,
Power/Rank Boosts Range, Steal, Weight
Concussion Beam 2 Blast, Damage, Knockdown, Hypnosis 2 Amnesia, Implant,
Push Post-Hypnotic, Range
Heat Beam 2 Blast, Damage, Ignition,
Gear: Work clothes, wallet, cash, tattered paperback
Immolation
book
Gear: Cheap suit, cigarette lighter, watch, goggles
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NEW YORK CITY With judges, police, and gangsters in his pocket, there is
little that The Brain can’t get away with in New York.
His organization is known as The Company, and
Recent History such is its influence that the political machine of New
Welcome to the center of the universe! Since the 1700s, York knows that if they want to get anything done,
New York City has been a bustling metropolis with a they need Rothstein. If that isn’t enough, he has been
diverse immigrant population. In the 1800s it became called in, and paid handsomely, to mediate tensions
the biggest city in the hemisphere. Just before the turn between rival New York street gangs, no easy task
of the century, the five boroughs consolidated into the when the gangs are often heavily split along ethnic and
New York we know today. neighborhood lines. However, the truces between these
After the Great War, the streets of the “City That gangs are not set in stone. The tenuousness of these
Never Sleeps” began to run with booze and the sound agreements is like a tightrope that everyone walks; if
of jazz music. The Great Migration saw an influx of one person shakes the line, they all might come down.
southern black Americans and the start of the Harlem Meanwhile, the immigrant neighborhoods of
Renaissance. Prohibition has created a window for the lower Manhattan churn out gangs that enforce their
Mafia to thrive. Dozens of towering skyscrapers now borders like wild wolves. Some of these come together
graze the atmosphere. New York has come into its own. and form something greater, such as the crew run
by Joe “The Boss” Masseria. His is a purely Italian
The City That Never Sleeps organization that is taking over the crime families and
growing into a threat ready to bump against Rothstein
New York City is loud. Day and night, subway cars,
when the time is right.
automobiles, construction equipment, foot traffic,
The New York City Police Department seems to
music, delivery trucks, all the sounds of life can be
finally have its head on straight after many years of
heard the city over.
ineptitude. It has the numbers and the training – and
New York City is becoming the face of 1920s
now significant federal support – in spite of some
American life. Corporations have settled in. Huge
officers living on the take or failing to do the right thing
numbers of immigrants come to stake their claim.
in their home neighborhoods. The question is, will it
Manhattan is the nucleus of a massive atom where
make a difference?
anyone can get anything they want at any time – and
many are struggling to be the provider.
In the midst of this growth and chaos, street gangs Uneasy Truces
vie for control of territory and a corner of the booze Rothstein is the man, and other large gangs like
market. And law enforcement can barely keep up. Masseria’s hold a piece of the pie, but New York makes
for an unspeakably large pie. Those with ambitions of
The Company power might want to take a larger piece, though most
are content with their own little bit.
The pace of life, massive population, and geography of
In such a large area, stories of New York can cover
New York make it a hotbed of criminal activity during
a wide breadth of activity, from local neighborhood
Prohibition. One man stands at the top, Arnold “The
protection to unifications, to big picture stuff like
Brain” Rothstein. Rothstein is the man responsible
helping Rothstein grow his business and keep the peace.
for importing booze in the first place. He is a king of
Or, maybe it’s time The Brain was brought down by
gamblers and owns brothels, casinos, and speakeasies.
rivals like Masseria, or busted up by law enforcement.
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Meyer Lansky
Stanley
Even as a young boy in Russia, Meyer Lansky had a
"Rattler"
way with numbers. He knew how many (or how few)
Rogers
bites of bread were probably left, he counted how
many times his mother coughed before she died, and
even logged the miles on the journey to America.
Now, Lansky puts that ability to use for The Company.
Rothstein runs the show, but Lansky fixes the numbers.
He is usually found hard at work at one of
Rothstein’s many properties. Lansky is already close
with Lucky Luciano, and the two seem to be growing
closer. Stray observers can’t tell if it’s romantic
(it isn’t) or if the two just have dreams of a bigger
criminal enterprise.
Lansky is an Exceptional with no Powers
Richard Enright
Being the chief of the New York City Police Department
is no easy job and the Volstead Act has not made it any
easier. The current keeper of the title is Richard Enright, Stephanie St. Clair, “The Madam Queen of Policy”
a bulldog of a man with a reputation to restore. This A tough upbringing can create a tough person, and
reputation has been cast into doubt by what many see Queenie is as tough as they come. When she saw how
as a lackadaisical police department that only enforces much money could be made selling drugs and running
Prohibition policy when it suits them. lotteries, St. Clair grabbed the ball and kept running.
With the public and politicians breathing down his She runs the numbers games in Harlem and the
neck, Enright is looking to push his police force into surrounding neighborhoods.
high gear, to crack down on bootlegging and corruption But that’s not enough for her. She’s also active in
both. It’s a tall order, but he believes himself to be the the community, informing her fellow Harlem residents
man for the job. of their legal rights and calling out the police for
Use the Cop stat block for Enright. corruption (ironic as some are in her pocket). She
is not eager to give up what she has gained, so she
Sonny Scofield is often at odds with The Company and the crime
Sonny is an errand runner for the N.Y.P.D., but being a families. Now, she runs the 40 Thieves, her businesses,
9-year-old street kid means your loyalties aren’t worth and her men under the assumption that the sky is truly
much. So, whether he knows it or not, he may be the the limit.
most criminally informed person in New York. The St. Clair is an Exceptional with no Powers.
police trust him, the gangsters trust him, and he spends
his days running all over Manhattan delivering items Toto D’Aquila
and messages. Head of the D’Aquila crime family, Toto disputes
Use the Kid stat block for Sonny. anyone calling Joe Masseria “The Boss”. While his
organization is not what it used to be, with The
Stanley “Rattler” Rogers Company and Masseria breathing down his neck, Toto
Rogers grew up in an affluent family in Manhattan D’Aquila is still a prideful man with enough power to
with all the trimmings of high society. His aristocratic back up some of his talk.
lifestyle was cut short with the Panic of 1907, when, at He remains the final big obstacle to Joe taking over
age 13, his family’s fortune was wiped out. Left to grow the crime families of New York and has a firm grip over
up on the street, young Stanley turned to petty crime. what’s left of Italian Harlem. In his advancing years,
Now a ruthless, middle-aged man, Rogers has he’s begun using a cane, but never in front of the other
worked his way up Rothstein’s organization, using his crime family heads.
bitterness and doubting nature to keep the top guy Use the Gangster stat block for D’Aquila.
on the lookout for those who would betray them. His
cold, calm demeanor rattles others’ psyches, earning
him his nickname.
Rogers is a Caper who can manipulate cold.
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Meyer Lansky Exceptional 2 Gear: Fine clothing, wallet, cash, gold lighter, old photo
of his parents
Trait Score Defense
Charisma 3 10 Stephanie St. Clair Exceptional 3
Agility 1 8
Perception 2 9 Trait Score Defense
Expertise 3 10 Charisma 3 10
Resilience 2 9 Agility 2 9
Strength 2 9 Perception 2 9
Expertise 3 10
Skills
Resilience 2 9
Business, Diplomacy, Humanities, Insight, Sciences
Strength 2 9
Hits: 14 Body: 8 Mind: 10
Skills
Moxie: 3 Speed: 30
Business, Conveyances, Deception, Fisticuffs,
Weapon Damage Range Humanities
Fists Color -
Hits: 18 Body: 9 Mind: 9
Knife Color+1 20/60
Moxie: 3 Speed: 30
Perks
Weapon Damage Range
Lucky, Wily Mind
Fists Color -
Gear: Pen & paper, wallet with cash, suit and tie Knife Color+1 20/60
Pistol Suit+1 50/160
Perks
Quick Reflexes, Tough
Gear: Expensive dress, purse, a lot of jewelry, some
cash
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Greenhill Manor
A former plantation now surrounded by suburbs, it is
one of the few antebellum homes still owned by the
family who built it. Somewhere in the vast acreage
of farms and woods are the cider-making and liquor
distilling operations of the Deacon.
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Notable Locales
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Roman Pools
Originally named the Everglades Cabana Club, this
major entertainment establishment features dining,
night clubs, stores, dancing, and a whole lot of alcohol.
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LAW ENFORCEMENT
Organized crime existed in the U.S. before Prohibition THE FEDERAL LEVEL
began. Networks of criminals working together
permeated most major cities. These organizations Enforcement of the Volstead Act stretches across
controlled gambling dens, houses of prostitution, and multiple agencies on the federal level.
bookies. They ran racketeering and protection rings to
extort money from local businesses. They flourished but U.S. Coast Guard
were mostly held in check by local law enforcement. This branch of the armed forces patrols the oceans
When Prohibition was enacted, criminal around the country. It is responsible for seizing
organizations across the country jumped at the chance alcohol being imported illegally. Its successes are few
to create a new, illegal revenue stream. The illegal and far between.
import, brewing, distilling, transport, and sale of The sinking of the R.M.S. Lusitania, which escalated
alcohol are very lucrative and law enforcement has international tensions just prior to The Great War, still
had a very difficult time keeping up with the increased looms large in the minds of Coast Guard leadership. They
criminal activity. generally consider protecting U.S. borders from exterior
A lack of a centralized authority to curtail illegal threats more important than stopping liquor freighters.
liquor is perhaps the biggest hurdle police and federal
agents have in their way. U.S. Treasury’s I.R.S. Bureau
of Prohibition
While the taxation of income existed in the U.S. since
the 1860s, it wasn’t until the Sixteenth Amendment to
the Constitution was passed in 1913 that a national
income tax program existed.
This young bureau barely had its feet under itself
when Prohibition came into effect, leaving it ill-equipped
to expand as needed to deal with the rise in criminal
activity the Volstead Act brought about. Additionally,
the criminal element is incredibly resourceful in finding
ways to hide its illegal income and the burgeoning I.R.S.
simply isn’t prepared to ferret out many criminals.
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FRIENDS & ENEMIES
EVERYDAY CAPERS Alexa Katzarov
Not every Caper in the world is a member of law A medical school drop-out Alexa is mostly self-taught
enforcement or a hardened criminal. Some are just in the medical arts. She offers “doctor” services to
simple folks living simple lives who one day wake up those who wish to keep their Powers secret.
with a strange ability. Some hide their abilities. Others
embrace them. Following are a handful of everyday Alexa Katzarov Caper 2
Capers you can sprinkle into your game regardless of
Trait Score Defense
where it’s set.
Charisma 2 9
Agility 3 10
Aarifa Samaha
Perception 3 10
A recent immigrant from Morocco, Aarifa works as Expertise 2 9
a newsgirl. She has aspirations of being a journalist Resilience 1 8
and employs her heightened senses to keep abreast of Strength 2 9
everything happening on the streets.
Skills
Aarifa Samaha Caper 1 Deception, Fisticuffs, Sciences, Sense, Sleight of Hand
Hits: 10 Body: 10 Mind: 10
Trait Score Defense Moxie: 3 Speed: 30
Charisma 2 9
Agility 2 9 Weapon Damage Range
Perception 4 J Fists Color -
Expertise 2 9
Power/Rank Boosts
Resilience 2 9
Bone/Organ Shifting 1 Bone Spurs, Bone Throw,
Strength 1 8
Organ Shift
Skills
Gear: Doctor’s bag with instruments, cash, weathered
Acrobatics, Humanities, Sense, Willpower
copy of Grey’s Anatomy with notes about her
Hits: 12 Body: 9 Mind: J capabilities
Moxie: 3 Speed: 30
Weapon Damage Range
Fists Color -
Power/Rank Boosts
Super Perception 1 Emotion, Lie Detector,
Night Vision
Gear: A bit of cash, photo of little brother, jacks and
ball
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Street Thug Regular 2 Gear: Cash, rope and hook, lock picks, glass cutter,
sack, beef jerky
Trait Score Defense
Charisma 1 8 Truck/Cab Driver Regular 3
Agility 2 9
Perception 2 9 Trait Score Defense
Expertise 2 9 Charisma 1 8
Resilience 3 10 Agility 3 10
Strength 3 10 Perception 3 10
Expertise 2 9
Skills
Resilience 2 9
Deception, Fisticuffs, Guns, Melee Weapons
Strength 2 9
Hits: 4 Body: 9 Mind: 9
Skills
Moxie: 1 Speed: 30
Conveyances, Fisticuffs, Insight, Melee Weapons,
Weapon Damage Range Sense, Willpower
Fists Color -
Hits: 3 Body: 10 Mind: 10
Knife Color+1 20/60
Moxie: 1 Speed: 30
Pistol Suit+1 50/150
Weapon Damage Range
Gear: Cash, smokes and lighter, blood-stained
Fists Color -
handkerchief, small bottle of hooch
Brass Knuckles Color+1 -
Shotgun Suit+2 50/150
Gear: Cash, magazine
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GM TOOLBOX
This chapter contains a variety of tools a GM can Caper who named it Capek’s Earth in honor of science
use to expand the game beyond the core rule set to fiction writer Karel Capek, who coined the term “robot.”
incorporate the CAPERS versions of some common
comic book/graphic novel tropes. The Rise of the Automatons
During the Great War of this Earth, the militaries
ALTERNATE EARTHS of the Central Powers and the Allied Nations were
The characters live in one world, but that doesn’t mean engaged in an increasingly intense arms race.
they can’t travel to others. You could introduce the idea Machine guns, chemical weapons, and tanks were just
of a multiverse, a setting across many dimensions, in the tip of the iceberg when it came to the destructive
your story. These alternate Earths exist parallel to the designs of the talented teams of weapons engineers
characters’ home world and can be viewed through both sides employed.
the Dimensional Manipulation Power. Characters can The first automatons, dubbed “Metal Men” when
also travel to these worlds by using the Dimensional they hit the battlefield, were originally designed to
Manipulation Power or by discovering gates. replace the soldiers in a conflict which was taking an
Alternate Earths share many people, places, and increasingly alarming toll on the population of Europe.
events with the characters’ world of origin, but most of While resistant to damage and the chemical weapons
these details have some level of variation. For instance, being used, they were slow and unable to carry out
most alternate Earths have a person named Al Capone. complex orders.
On one, he might be a crooked police chief. On another Soldiers in the trenches found them to be
he’s a homeless painter. And on another, Capone might uncomfortable to be around at first, but on more
still be a mob boss, but a female named Alice. than one occasion, their presence either deterred
If you create your own alternate Earth, think an attack or they were able to be used in place of a
about what makes the world different, since those human soldier. The lifesaving potential, and their
distinctions define the dimension. What follows are heavy use in physical labor, outweighed initial lapses in
some example Earths you can add to or modify in your combat effectiveness. They were initially used as blunt
game. For ease of understanding, the characters’ world instruments against the enemy, when brute force was
of origin is referred to as Principal Earth. needed, but as tactics developed and models improved,
automatons became more widely accepted.
The Astral Plane After the war ended, the factories that developed
and built the automatons pivoted to design new robots
The Astral Plane is the dimension that connects all and repurpose combat automatons for use in the
universes. It allows travel between alternate Earths. civilian markets. Many soldiers returning from the
Capers with the Dimensional Manipulation Power front had been around automatons and already had
use the Astral Plane to peer into and step into these a high level of comfort with them. Seeing them used in
other worlds. factories, farms, ports, railyards, and warehouses didn’t
The Astral Plane is infinite, without gravity, and seem out of the ordinary at all. The greater population
bathed in red light. Creatures that travel between worlds took some time to adjust to their presence, but in time
pass through the Astral Plane on their way and often get they proved useful.
glimpses of what lies within it. They may see bodies in Eventually, automatons started to appear in other
suspended animation, strange creatures, swirling eddies, areas of public life. There were automatons taking
and beams of light stretching into the distance. tickets at the theater, shining shoes, driving taxis,
preparing meals, and carrying groceries. Now, they
CAPEK’S EARTH have become so ingrained in the daily lives of the
Capek’s Earth is a dimension that many Capers will people of Capek’s Earth, people can’t imagine what
find very similar to Principal Earth, with the notable they would do without them.
difference being a large population of humanoid
automatons. It was discovered by a dimension-hopping
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Robot vs. Android always try to complete their programming, but can
reprioritize tasks if given instruction by someone with
There are two types of automatons found on Capek’s
the proper authority or credentials. Robots can only
Earth: The Robot and the Android. There are a number
accept relatively simple commands. Complex tasks
of similarities between the two, mainly surrounding
outside of their base programming are almost always
their construction and general appearance. All
interpreted incorrectly or outright ignored.
automatons are made of metal and have a copper,
Robots tend to be very literal in their interpretation
bronze, iron, or silver coloring. They are humanoid in
of directions. They can respond to questions or
appearance with two arms, two legs, and some kinds of
instructions they don’t understand, but will do so in
head, even if it is just a faceless dome or continuation
an obviously mechanical and monotone voice, and in
of the torso.
simple sentence responses.
Those with a distinct head may have sculpted facial
Androids are more expensive luxury items. Owning
features in addition to lenses and optical sensors. Some
an android on Capek’s Earth is much like owning an
may have additional limbs depending on their designed
automobile on Principal Earth. They are expensive, but
function. These limbs could also include tools,
not unattainable for most people.
attachments, compartments, and weapons.
Androids are roughly human-sized with similar
Automatons never need to eat or drink, but they
proportions, and many more of them have humanoid
require at least four hours of inactivity so they can plug
facial features. These are the automatons one is most
in and recharge their internal power supplies.
likely to see in service positions. Restaurants, hotels,
Robots are specifically designed for physical labor,
shops, private companies, and many citizens invest in
security, and combat. Though they come in many
these machines to assist them in daily tasks.
shapes and sizes, generally, these are larger than the
Androids are programmed with more complex and
average human, with stout frames and thick limbs.
relatable personalities, and are better able to respond
These automatons are most often seen in industrial
to requests and questions. Like robots, androids will
settings, but can also be seen hauling crates and
always follow their programming, but are able to
packages while making deliveries, and sometimes even
accept more complex direction.
pulling streetcars.
They also have a fair amount of autonomy in
Robots are normally programmed to do specific
interpreting instructions. While a robot with the
tasks and can do these amazingly well. They will
instruction “Take this package over there” would
literally pick up a box and carry it to the destination,
an android might pick it up, carry it to the location,
set it down gently, or may even interpret the package
was meant for a specific individual and hand it to that
person. This autonomy granted to the androids by the
designers has allowed them to flourish in their daily
roles and become widely accepted in society.
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Prohibition still occurred in Capek’s Earth with There are a number of benefits available to automaton
automatons playing a role on both sides. Rumrunners NPCs which set them apart from other characters. Since
and gangsters use their own automatons for defense, they lack organic parts, they are immune to certain
protection, and delivery of goods, while the feds use conditions which once plagued humans on the battlefield
automatons in law enforcement. These inclusions only of the Great War. These resistances and their ability to be
serve to make confrontations between the two sides modified are also reflected in these rules below.
more deadly, especially when automatons are used to
target people instead of solely against other automatons. ❖❖ Do not require food or water.
As a result, there are special law enforcement ❖❖ Require a 4 hour charging period each day.
divisions which are dedicated to the investigation and
❖❖ Are unaffected by poisons, toxins, or disease.
prevention of automaton crime. In their investigations,
they regularly validate automaton programming to ❖❖ Can have “Features” which are representative
make sure they can track down the individuals giving of special parts, attachments, weapons, or
the instructions. These routine measures allow them to tools. When you create an automaton, you can
reassure the governments of the world and the general substitute a Feature in place of a Skill. You can
populace that automatons lack self-awareness and are do this up to two times at character creation.
still operating under the orders of humans. ❖❖ A Feature can be selected for 1 AP when
advancing an automaton.
Capek’s Earth Story Hooks
Here are a few reasons the characters might enter Features
Capek’s Earth: Features can be selected from the list below or created
by the GM. Each Feature can only be selected once.
❖❖ The characters wish to acquire their own
automaton for use in their own endeavors on ❖❖ Alternate Power Source: The automaton can
Principal Earth. run for an extended period of time using a
❖❖ A rival group gets their hands on a military backup, alternate power source. The most
combat robot from Capek’s Earth. The common are diesel or ethanol generators.
characters travel to the alternate Earth to learn When using this, the automaton can go an
how to combat the machine. additional 24 hours before needing to be
❖❖ The characters enter Capek’s Earth to learn recharged and refueled.
about the creation of automatons to bring the ❖❖ Battery: The automaton can power other
industry to Principal Earth, only to realize just electrical devices when the device is plugged in.
how closely guarded a secret it really is. The automaton can power one device for one
❖❖ Principal Earth is discovered by a criminal day without requiring faster recharge for itself.
organization that intends to use their For every device after the first that it powers for
automatons against unsuspecting gangs and a full day, it needs to recharge two hours earlier.
law enforcement there so they can establish a ❖❖ Clamp: The automaton cannot be disarmed
foothold in a new world. while holding an object or fall while holding
onto a surface.
Automaton Rules ❖❖ Compartment: The automaton has a storage
compartment of roughly one cubic foot
GMs can create their own automatons for use in their
somewhere on its body. It can be used to carry
CAPERS games. An automaton is created just like an
weapons, cargo, contraband, packages for
Exceptional character, but there are some specific
delivery etc.
rules which need to be followed.
❖❖ Extendable Arms: The arms of the automaton
❖❖ Robots have a Charisma of 1 while Androids can reach up to 10 feet. Fisticuff and Melee
have a Charisma of 2. Neither can be improved. Weapon attacks can be made against targets 10
feet away.
❖❖ All Automatons start with a Resilience of 3.
❖❖ Extendable Legs: The legs of the automaton
❖❖ Strength, Agility, and Resilience can each
can extend up to 10 feet. Only about half of
be increased to 5 through normal NPC
this height can be maintained while running.
advancement, instead of the normal limit of 3.
Increase Speed by 10 when in use.
❖❖ Automatons can never take the Diplomacy,
❖❖ Gun: The automaton has a gun mounted
Deception, or Insight skills.
somewhere such as on the arm, torso, or
shoulder. This gun cannot be disarmed.
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❖❖ Internal Weapon: One weapon feature can Buddy Bot Service Android Exceptional 3
be made to be retractable, stored internally,
and deployed when needed. This requires a Trait Score Defense
previous weapon feature be chosen, such as Charisma 2 9
Saw Blade or Gun. Agility 2 9
❖❖ Mindless: The automaton is immune to attacks Perception 2 9
that target Mind. Expertise 2 9
Resilience 3 10
❖❖ Piston Fist: The fists of the automaton are
Strength 1 8
reinforced and powered by a steam piston to
deal heavy damage on a punch. Its fists deal Skills
Suit Hits damage. Business 2, Conveyances, Humanities, Mechanicals 2
❖❖ Reinforced: Additional structural or armor Hits: 14 Body: 9 Mind: 9
reinforcement increases the automaton’s Moxie: 3 Speed: 30
Body by 1.
❖❖ Rocket Boost: The automaton gains the ability Weapon Damage Range
to fly as though it had the Flight power at rank Fists Color -
1. This cannot be upgraded. Perks
❖❖ Saw Blade: A large buzz saw blade is mounted (2 Specialty Skills)
on one arm. This weapon deals Suit+1 Hits Features
damage. This weapon cannot be disarmed. Battery, Clamp, Speech Imitation, Tool Kit
❖❖ Speech Imitation: The automaton’s mechanical
voice is replaced by a more human one. Up
to five different voices can be programmed.
FLIPSIDE
Alternatively, some of those voices can be Flipside is an alternate Earth with a unique entrance
alarm sounds or buzzers instead. mechanism. Each person in Principal Earth has a
version of themselves on Flipside, called a duplicate,
❖❖ Tool Kit: The automaton has a built in tool kit
or dupe for short. A person of Principal Earth can learn
with wrenches, ratchets, screwdrivers, etc.
to transport their consciousness into the body of their
which can be used when making applicable
dupe on Flipside. This process is known as flipping
Trait Checks.
and requires one minute of sharp mental focus on
one’s dupe. Once you introduce Flipside, it’s your call
Automaton NPCs regarding how characters learn to flip over. They could
be told about the process by an NPC or you could
Mk. III Combat Robot Exceptional 5 devise a whole adventure that introduces the idea.
Perks
Flipside Distinctions
Tough, Fleet of Foot
Flipside is very similar to Principal Earth in that the
Features Great War happened and ended the same way. There
Gun, Piston Fist is still Prohibition and the rise of the organized crime,
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and there are people with Powers in the world. Flipside Story Hooks
There are many cosmetic differences between
Here are a few reasons the characters might
Principal Earth and Flipside. Atlantic City has no
enter Flipside:
Boardwalk. Instead there’s a paved path along the
ocean everyone calls the Beachstreet. In New York
❖❖ The characters are tricked into flipping for the
City, the Empire State building was never constructed
first time by an enemy. They must find each
and the Statue of Liberty is a man on a horse. Small
other, figure out where they are, and discover a
changes like this can be seen all over Flipside. Stores
way home.
have different names, houses are painted different
colors, and baseball teams have different mascots. ❖❖ Principal Earth Al Capone figures out how
Cosmetic distinctions aren’t the only details that to flip. The characters go to Flipside to take
make Flipside unique. Some of the more significant him on in a world where Capone has less
changes to Flipside may seem cosmetic at first, but power or to help him establish a new criminal
closer examination reveals their impact. Here are a enterprise there.
few examples: ❖❖ The characters enter Flipside to kill their
dupes. Once they do that, they can use
❖❖ Atlantic City has two paved highways leading Flipside’s highways for faster travel between
to it from the north and west. As a result, the Chicago, New York, and Atlantic City. Once
city is more crowded than its Principal Earth they arrive at their destination, they can flip
version. Nucky Johnson’s gang in Atlantic City back to Principal Earth.
clashes more frequently with those in New ❖❖ The characters try to bring back as much gold
York and Chicago since travel is far easier. from Flipside as possible. The only way to do
Every gangster is trying to move in on every this easily is to not have a dupe on the other side
other gangster’s turf on a national scale, which so that you flip your own body between worlds.
creates more blood in the streets. It also
makes travel easier for the characters. These
highways are lined with cops trying to catch MADWORLD
the criminals. Car chases that end in fiery Madworld is a place of extreme danger for Capers.
crashes are common on these roads. No Capers, or freaks as they’re known in Madworld,
❖❖ Al Capone was gunned down early in his use their Powers in public. On this Earth, those with
criminal career, leaving Giada Torrio in charge Powers are feared, hunted, and murdered.
without Capone’s aid. Given this, Chicago is in During Madworld’s Great War, the Central Powers
even greater turmoil than in Principal Earth. recruited bloodthirsty Capers to slay thousands of
The Irish gangs hold greater sway as Torrio’s Allied troops. After the war, when many American
gang fights to hold onto control. Capers rose to take on bootleggers, organized
❖❖ Zeppelins were never invented. The only real crime bosses used old newsreels of the Central
way to travel over the Atlantic is by boat. Powers’ Capers’ violence to create propaganda that
Cramped cabins and seasickness aren’t for manufactured a fear of people with Powers. Regular
everyone, so fewer people from Europe make it folk in Madworld’s America got caught up in a
over to America and vice versa. panic and called for the death of all Capers, leaving
bootleggers free to do as they please.
❖❖ The money used in Flipside is actual gold
coins instead of dollar bills. Cash being harder
to conceal easily leads to an abundance of Madworld Law Enforcement
muggings and robberies, sometimes in public Terror grew into a public campaign that became real
in broad daylight. political action. Using any Power is outlawed. Freaks
must join a national registry. Those with Minor Powers
These small changes make the world of Flipside a are allowed to work normal jobs, but have weekly
more violent place than Principal Earth. When the check-ins with government agents acting similar to
characters travel to Flipside, this detail may not be parole officers. If any use of a Power is suspected by
apparent until they witness a brazen act of violence in the parole officer, the offending freak is arrested and
public firsthand. The circumstances of Flipside make executed.
fewer people willing to surrender and more folks Freaks with Major Powers who register are kept
willing to use fists and weapons to solve problems. Law in government facilities that are essentially prisons.
enforcement, criminals, and many civilians walk the In these places, the government runs experiments on
streets armed and ready for danger. drugged and bound freaks to “cure” them. So far no
one has been cured but many have ended up insane
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or dead. It is theorized that the government is also Many criminal bosses have used the freak panic
brainwashing the people kept here to use them as to become well-known public figures. On this Earth
soldiers should another war be declared. Al Capone is not known for being a bootlegger. He is
Any freak caught willfully using a Power to a dedicated civilian who speaks out against the freak
perpetrate a crime is sentenced to death. To that end threat and raises money for politicians who vow to
every local police force has an elite freak-hunting team lock every villain with Powers away. Capone is still a
referred to as a goon squad. These teams have the bootlegger in Madworld but that is not how the public
authority to operate outside the law to hunt freaks. knows him.
They are equipped with Tommy guns and back-up
pistols. Members of a goon squad are selected because Freak Life
they have incredible investigative and combat skills in
The best many freaks can hope for in Madworld is to
addition to a burning hatred of freaks. These groups
live a quiet life and never use their Powers. If exposed,
have been known to operate with criminals to get their
freaks have limited options. They can register with the
gruesome job done.
government, they can go on the run, or they can seek
help from criminal enterprises, who protect freaks in
People of Madworld exchange for services as hired muscle.
In some ways the public’s response to freaks is even Freaks that go on the run are relentlessly hunted.
harsher than that of the United States government. There are rumors of a network of freaks called the
Fearful citizens walk the streets armed to the teeth. Underground who have safe houses, secret routes,
When word about a freak gets out, civilians form and allies in positions of power. The Underground
vigilante gangs that stop at nothing short of murder. uses these resources to hide those with Powers who
This sometimes happens even if there is no evidence have been exposed, but there’s no actual proof that the
the accused is a freak. organization exists.
Thanks to the propaganda of organized crime, Freaks who embrace working with criminals find
most citizens value safety from freaks above all. Many a better quality of life but are still treated like second-
report their own freak family members, neighbors, class citizens. The bosses take care of these powered
and friends, knowing it will result in a loved one’s assets and provide them with a place to stay, a little
imprisonment or death. Nefarious individuals may file cash, and protection from the law. The rank and file
false reports of rivals or enemies as freaks just to get of criminal gangs wield authority over freaks, treating
them out of the way. The suspicion such an accusation them like tools and weapons, not people. While this life
brings can ruin a suspect’s life. is miserable, it is the best many freaks can hope for in a
world with limited options.
Madworld Criminals
No one has profited more from the events in Madworld Madworld Story Hooks
than criminal organizations. There are no do-gooder Here are a few reasons the characters might
Capers upsetting illegal enterprises and the police are enter Madworld:
mostly occupied catching people with Powers. While
the bootlegging business is booming, gun running is ❖❖ A multiverse-traveling bounty hunter captures
even better. After manufacturing the fear of freaks, the characters and sells them into criminal
criminal organizations profited from that panic by service on Madworld.
selling the public the means to defend themselves. ❖❖ The characters enter Madworld to save a Caper
Alcohol and guns are not the only means of income ally who was sent there by an enemy.
for organized crime in Madworld. Crime bosses provide
❖❖ The characters’ doubles in Madworld discover
protection from freaks to the terrified public… for a
Principal Earth. They trick the characters into
fee. Those who don’t pay might suddenly find their
going into Madworld, where they become
home ransacked by a freak (secretly on the crime
wanted criminals while the doubles live a
boss’ payroll).
better life on Principal Earth.
There’s another form of protection money criminal
enterprises collect. It comes from people with Powers. ❖❖ The Underground discovers Principal Earth.
Criminal gangs have teams dedicated to uncovering the The organization recruits the characters to
identities of and blackmailing freaks who want to keep help rescue wanted freaks and bring them to
their Powers a secret. safer worlds.
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Omega Earth Story Hooks Each level of the prison is separated from the
others by a single heavy iron door. Each door is locked
Here are a few reasons the characters might enter
with a seven-digit combination that changes daily and
Omega Earth:
is known only by the warden and guard captains.
Should a prison break ever occur, Flat Hills is less
❖❖ The characters wish to acquire tech from
than a mile away from Fort Branagan, an army base
Omega Earth to make their lives on Principal
with troops on call for just such an event.
Earth easier.
❖❖ The characters learn about Omega Earth’s
The Pit
tuberculosis problem and travel to that world
with information on treatments. Inmates have dubbed the two lowest levels of Flat Hills
as The Pit. The most powerful criminals in the prison
❖❖ Orions from Principal Earth’s universe invade
are housed here. Each cell is customized to hold the
and the characters travel to Omega Earth to
Caper inside. Criminals with super strength are kept
learn how to defeat the aliens.
in reinforced cells with doors stronger than any bank
❖❖ Bootleggers from Omega Earth use superior vault. Capers with advanced mental Powers are kept in
tech to invade and take over the criminal soundproof cells without windows. These inmates are
enterprises of Principal Earth. allowed no visitors, rarely leave their cells, and have
little interaction with the guards. The most powerful
criminals are kept drugged or chained (or both) to keep
SUPER PRISONS their Powers in check. Note that The Pit’s criminals are
Powerful criminals require extra-strong prisons. With not necessarily the worst of the worst in Flat Hills, but
criminal Capers in all major cities, the government they are the most powerful.
had to build holding facilities designed to house
people with super strength, mind influencing, and
Gen Pop
teleportation Powers. Prisons are the ultimate place
to go question a criminal source or stage a jailbreak. The three middle levels of Flat Hills house the general
Since you’ll likely need a prison at some point during population, or gen pop, of the inmates and are where
a CAPERS story, two are provided in this section for guards spend most of their time patrolling. Each
you to use as is or modify. correctional officer is armed with a shotgun and a club.
The inmates are allowed out of their cells for a few
hours each day to mingle with the rest of the prisoners
FLAT HILLS PENITENTIARY and get exercise. If any inmate is caught outside their
Northwest of Chicago, near the Illinois-Wisconsin cell during lockdowns or normal lights out hours, they
border, many of the world’s most dangerous Capers are are immediately shot.
imprisoned beneath the ground in Flat Hills Penitentiary. Because more interaction is allowed in gen pop,
Most who drive the lonely road near where the prison these levels of Flat Hills are actually the most dangerous
sits never know a fenced-in, one-story office complex for inmates. Criminals fight, steal, and do worse out
sits atop seven sub-basements of violent criminals. of sheer boredom. When gen pop criminals are caught
acting up, guards send them to the Pit as punishment.
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STONE BEACH PRISON Over time, the experiment doesn’t hold true. Gangs
within Stone Beach try to recruit Capers and turn
Five miles off the coast of New York City is a barren stone those less violent criminals into hardcore convicts who
island of black rock. Here stands Stone Beach Prison. commit even worse crimes when they re-enter society.
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152
APPENDICES
APPENDIX 1: GLOSSARY Complication
A downside that comes with a Trait Check that just
Advancement Point (AP) barely succeeds.
Points you gain when your character gains a level. You
spend AP to improve your character’s capabilities.
Deck
A standard deck of poker-style playing cards, 52 suit
Advantage cards plus 2 jokers. Each player needs one, as does
the GM.
The result of a character being in a better-than-normal
situation during a Trait Check. This results in the player
increasing their Card Count by one for that check.
Disadvantage
The result of a character being in a less-than-ideal
Body situation during a Trait Check. This results in the player
decreasing their Card Count by one for that check.
The Target Score a physical attack Trait Check must
match or beat for the attack to be successful.
Encounter
Boon An interaction with the game world which has a
defined beginning and end, wherein one or more tasks
A special bonus gained when a character performs are accomplished by the characters and the story
particularly well on a Trait Check. moves forward.
Boost Energy
A special augmentation of a Power that provides an One of five special types of physical damage (acid,
alternate effect or improves the standard effect. cold, electricity, fire, and force).
Botch Exceptional
A drawback suffered when a character performs A character that possesses greater skill and toughness
particularly poorly on a Trait Check. than the average person but doesn’t have Powers.
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Identity Regular
A descriptor for your character that defines their core A normal person without any extraordinary capabilities.
self in one word. Used as a guide for roleplaying.
Round
Initiative Approximately 6 seconds of game world time.
The result of a Reaction Check used to determine when
a character acts during an action sequence. Skill
A specialized area of study or natural talent that
Maintain increases your chances of success when making an
The ability to keep a Power or Boost active associated Trait Check.
continuously by reducing your Card Count every turn.
Speed
Mind How far a character can move in one round, measured
The Target Score a mental attack Trait Check must in feet.
match or beat for the attack to be successful.
Suit
Motivation Clubs, diamonds, hearts, and spades on the playing
A game-rule incentive that comes with a Trait Check cards. The suit often determines the degree of success
that just barely fails. or failure of a Trait Check.
Moxie Trait
A pool of points players spend to improve their One of six core abilities that define your character.
characters’ chances of success in Trait Checks as well
as to gain other bonuses. They represent a combination Trait Action
of determination and luck.
An action that a character takes which involves making
a Trait Check. Power Checks are also made using a
Non-Player Character (NPC) Trait Action. Some Power Checks require you use your
A character that is controlled by the GM. NPCs are Trait Action to activate the Power but don’t require an
support characters, allies, and foes in the story. actual check.
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Appendices
Keen: Attractive or appealing. Take for a Ride: To drive off with someone with the
Kisser: Mouth or lips. intention of killing them.
Tomato: A woman.
Left Holding the Bag: To be cheated out of one’s fair Torpedo: A hired guard who carries a gun.
share. Also, to be blamed for something.
Level with Me: “Be honest.” Upchuck: To vomit from drinking too much.
Lit Up: Intoxicated.
Live Wire: A lively person. Wet Blanket: A solemn person; a killjoy.
What’s Eating You?: “What’s wrong?”
Mac: A man.
Middle Aisle: To marry, as in, “We middle aisled.” Zozzled: Intoxicated.
Moll: A gangster’s girlfriend.
Mrs. Grundy: A priggish or extremely tight-
laced person.
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157
Appendices
APPENDIX 4: COMMON NAMES IN THE Mitchell, Moore, Morgan, Morris, Murphy, Nelson,
Parker, Patterson, Perry, Peterson, Phillips, Powell,
1920s Price, Reed, Richardson, Roberts, Robinson, Rogers,
Names come and go. There are some that are Ross, Sanders, Scott, Simmons, Smith, Stewart, Taylor,
evergreen, popular during most any period of history. Thomas, Thompson, Turner, Walker, Ward, Washington,
But there are others that belong wholly or mostly to Watson, White, Williams, Wilson, Wood, Wright, Young
certain times.
Following is a list of common 1920s American Common Chinese Surnames
names from an historical perspective. Chang, Chen, Chou, Liu, Wong
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APPENDIX 6: INSPIRATION
Need some resources to help you wrap your head
around the 1920s or the overall feel of a game like
CAPERS? Here you go.
Film
❖❖ Casino (Martin Scorsese, 1995)
❖❖ Gangs of New York (Martin Scorsese, 2002)
❖❖ Goodfellas (Martin Scorsese, 1990)
❖❖ Miller’s Crossing (Joel and Ethan Coen, 1990)
❖❖ Once Upon a Time in America (Sergio
Leone, 1984)
❖❖ Prohibition (Ken Burns and Lynn Novick, 2011)
❖❖ The Godfather (Francis Ford Coppola, 1972)
❖❖ The Untouchables (Brian DePalma, 1987)
❖❖ Pretty much any gangster movie with
James Cagney
Television
❖❖ Boardwalk Empire (Terence Winter, 2010)
Comics/Graphic Novels
❖❖ Dick Tracy (Chester Gould, 1931)
❖❖ Masks and Mobsters (Joshua Williamson, 2012)
❖❖ Road to Perdition (Max Allan Collins, 1998)
❖❖ Sin City (Frank Miller, 1991)
Non-Fiction
❖❖ Last Call: The Rise and Fall of Prohibition
(Daniel Okrent, 2011)
❖❖ Only Yesterday: An Informal History of the
1920s (Fredrick Lewis Allen, 1931, 1959,
1964, 2000)
❖❖ The Writer’s Guide to Everyday Life from
Prohibition through World War II (Marc
McCutcheon, 1995)
Games
❖❖ Adventure! (White Wolf Game Studio, 2001)
❖❖ Godlike (Arc Dream Publishing, 2002)
❖❖ Necessary Evil (Pinnacle Entertainment
Group, 2004)
❖❖ Rotted Capes (Paradigm Concepts, 2013)
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Name Level
N
1
•
•
+
SE
SE
SE
SE
SE
SE
•
•
C A P E R S
C A P E R S
Gear Weapons
Description
Mannerisms
Effect
Identity
1
-
Boosts
Description
Vice
Activation Target Range Duration
It’s the 1920s Prohibition era in the United States. Alcohol is illegal. Organized crime grows at an
unprecedented rate as gangsters get rich selling hooch to a thirsty populace. Law enforcement
struggles to keep up with an understaffed and underfunded Bureau of Prohibition.
You are one of a handful of people who have been gifted with super-powers!
Will you use your abilities to build a criminal empire as a super-powered gangster? Or will you
focus your powers to serve the law and bring these criminals to justice?
In this book, you’ll find everything you need to tell exciting stories of action, adventure, virtue,
and vice in the Roaring Twenties. With super-powers.
NerdBurger Games
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