Gangbusters Cloaked Vigilante
Gangbusters Cloaked Vigilante
Gangbusters Cloaked Vigilante
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Cloaked
vigilante
By Mark Hunt
This game is protected under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Mark Hunt.
1
Rule Number One
The rules additions presented here are
guidelines, not laws and they do not cover
every possible situation that may arise
with their use. The game judge should
modify the added rules whenever he
deems it necessary to fit his game. While
the judge is the one who has the last word
when it comes to including these rules
and their interpretation good
communication is always needed with all
players on what is used and what is not.
The rules of this product were designed specifically to work with the
GANGBUSTERS RPG. This will allow you to mix and match new
options to add to you adventures.
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It was an age of the Black mask.
When the Roaring Twenties whimpered out on October
24, 1929, America awoke to a bleak cold reality. The
stock market had crashed. Businesses failed. Millions
were soon to be thrown out of formerly secure jobs.
Thanks to the experiment called Prohibition, organized
crime controlled many sectors of a now-faltering
economy. The gangster had been romanticized in
books and films and even pulp magazines like Gangster
Stories and The Underworld. Their bloody
depredations were tolerated, even celebrated, during
the good times because no one knew how to legislate
a thirst for alcohol out of existence.
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Who are they, these masked crusaders for justice? Perhaps we
may never know! -The mayor of Rock Junction
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Players portray those mysterious figures who stalk the night the
night, as shadowy figures dedicating their life to fighting
criminals in the “Big City”. Having lost faith with the legal system
to enforce laws, there is but one thing for him to do "take the
law into his own hands," and launches his own, personal
crusade, functioning out- side the law, against injustice where
ever he may find it. He traditionally keeps his identity a secret,
to protect his public life and those relations he may keep in it,
for these would be obvious targets for his many enemies. With
his secrets secure He now battles evil head-on with a clenched
fist or a trusty pair of .45’s with little regard to the danger
involved.
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New Skill
Note that the player is still required to tell the Judge what he or she
is going to do if an attempt to improvise is made. When stage magic
is combined with lockpicking, the character has the basic skills of an
escape artist. He or she will have a base 70% chance of slipping free
from ropes and other bindings. This does not include locks or
handcuffs as lockpicking skill is used for these. The character also has
a 60% chance of finding a secret panel or exit if the correct spot is
searched.
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ever happening to anyone else again, the Cloaked Vigilante combats a
never-ending battle against those who break the law. Cloaked
Vigilantes are particularly well suited for Crime Fighting, with crime
posing the very reason for their secretive ways, whether for the
protection of innocents or merely to strike fear into the hearts of their
foes.
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Creating a Cloaked vigilante
Generate your characters abilities just like the basic rules but instead
of picking a class you use the rules presented here. Select two skills
and roll 2d10 +30% for each to generate the starting skill levels.
Starting Skill choices.
Public relations Art Expertise
Forgery Stealth
Disguise Pick Pockets
Counterfeit detection Public speaking
Card Games Boxing
The following are tips for players with Cloaked Vigilante characters:
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What you did before you donned the black mask
Your Origin what did you do before you donned the mask.
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Name generator
Your cloaked hero should have a name that strikes fear and helps
provide a cover for his activities. Flimsy covers that wouldn't last five
minutes in the real world are so common and yet they somehow
stand up to the scrutiny of hostile and friendly intelligence agencies,
the media, police, friends, relatives, co-workers, employers, and
other heroes-no matter what.
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Level 4-the character’s Luck score is permanently increased by 1d10
points.
Level 6-the character can lose his secret only if convicted of a felony;
this prestige is enough to prevent local officials from revealing his
identity to the public unless he is convicted of a capital offense.
Killing Suspects.
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Mystic
With the death and destruction of the war to end all wars
Spiritualism was a means of coping with the horrendous loss death
and trauma. Men and women all over world tapped into this need for
those still trying to come to grips in the years following World War I.
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How to Play A Mystic
It is assumed that most PCs who play Mystics will play honest agents.
No matter how you play them you are a bit of a huckster or con
artist, you biggest aim is to have an air of mystery about yourself.
Here are a few tips to playing a mystic:
Try to keep the public trust, public opinion is your best tool.
Try to have at least one person who will have your back no matter
the risk or implications
Select two skills and roll 2d10 +30% for each to generate the starting
skill levels.
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Scam artist
The judge should assume 65% all NPC Mystics are dishonest. PC
Mystics should note this can make their job much more difficult as
people try to expose them as frauds. Dishonest mystics who are
caught can face charges of fraud or even conspiracy depending on
their actions.
Expenses
Mystics often need a place to work out of, they need a place to bring
clients. So, they must provide themselves with an office, a secretary,
and a city business license. These cost between $50 and $75 per
week, but all Mystics are assumed to earn enough money in minor
cases to cover these and other office expenses.
If any Mystic goes four weeks without a special case, and does not
have at least $100 in reserve, that Mystic must get a special case the
next week or he will be unable to pay his expenses and will be kicked
out of his office.
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Extrasensory perception or ESP, also called sixth sense, includes
reception of information not gained through the recognized physical
senses but sensed with the mind. This skill starts at 2d10 + 19% and
can be improved like any other skill as they level.
Heightened Focus
Observation + 10 so long as they have this item and can sit and
concentrate for 1d10 minutes.
After 1922
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Mysterious Powers
Unlike the other skills, this power is randomly selected on a d10. The
possession of the power has nothing to do with the ability scores of
the character, although the effectiveness of the power does.
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Mysterious Power Table
d10 Power
1 Command
2 Confusion
3 ESP
4 Foresight
5 Hypnotism
6 Invisibility
7 Luck
8 Fear
9 Shadow
Control
10 Luck
Command: With this power, the character can add +20 to his Presence
at will. When he does this, all of the character’s actions and checks
related to Presence are based on its new value. However, the use of
this power is more draining than normal Presence use – 10 points are
temporarily lost from the character’s Muscle every time this power is
used. The lost Muscle points are regained after a full night’s rest.
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Confusion: A character possessing this power can attempt to confuse
anyone within line of sight who has a Presence lower than the
character. To do so requires that the character have a focus and that
he be within 10 yards of those he is attempting to confuse.
The Confusion power requires a full turn to activate and causes the
user to temporarily lose 10 points of Luck. Any number of people can
be affected by the Confuse power up to the user’s Presence score so
long as the victims meet the previously given conditions. Most of the
time, anyone who is familiar with the character’s power – that is,
anyone who knows the character well – will be unaffected by the
power. The only way in which someone who knows of the character’s
power will be affected by it is if the user concentrates solely upon the
target. The chance of success is double the user’s Presence.
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ESP: Under certain conditions, a character with this power may
attempt to discern the thoughts of others and sense hazy images of
the immediate surroundings of the person being scanned.
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Thoughts obtained via ESP will seldom indicate the age, sex, or name
of the person being scanned whose true motives may also be carefully
hidden or buried. In general, ESP will only hint or suggest at what the
user is trying to learn, but this is often enough for a wily character!
Fear: Through the use of a focus, the character may cause unreasoning
panic in those who observe him. The chance of success is a percentage
equal to the average of the character’s Presence and current Luck. This
power requires that the character stand motionless for a full turn in
full view of his intended victims, concentrating on his focus.
When this time has passed – provided the character has not been shot
or otherwise had his concentration broken, everyone in sight of the
focus who either do not know the character or have some reason to
fear him must roll percentile dice. If the number rolled is equal to or
less than the character’s success number as figured above, that victim
will first attempt to flee, or failing that, do one of the following two
things, either cower or hide (Judge’s choice, attempting to avoid the
gaze of the character. Using the Fear power is a strain on the character,
both mentally and physically. Each time the character uses this power,
he suffers bruises equal to 1d10 Hit Points of damage, as if he had been
in a fist fight.
Hence, a question such as, “Is he the ringleader of the smuggling ring?”
would only be permissible if the character had some cause to suspect
that person. The questions have a 10% chance of being answered
incorrectly; this is secretly determined by the Judge.
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Hypnotism: This power can only be used in non-combat situations and
requires the use of a focus. By use of the focus, the victim is placed in
a light, sleep-like trance. While the victim is in this state, the character
can attempt to implant suggestions or extract information. To
determine the chance of success, subtract the victim’s Presence from
that of the character to obtain a plus or minus-number. If the resulting
number is negative, then the target is not affected, otherwise the
number is then multiplied by 10. If the number or less is rolled on
percentile dice, the attempt succeeds.
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Certain suggestions, particularly those that would result in the death
of the victim or someone close to that person, are more difficult to
plant successfully. For these, there is only a 10% chance that the
suggestion will be acted on after it has been made.
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Judge. This roll is in addition to the character’s normal Luck roll! The
Judge must also be careful to see that a character with the Luck power
does come to dominate the game, demanding die rolls for entirely
inappropriate situations and depending upon his good fortune rather
than on good roleplaying.
‘Bad Luck’ affects the character by reducing his gun and hand-to-hand
chances to hit by 10. Bad or normal luck will also decrease the
percentage chance of near-impossible success, perhaps (but not
necessarily) all the way to zero.
Shadow Control: When using this power, the character will appear to
be within a mass of inky shadows in which no clear features are
discernable. These shadows will move with the character as flitting
shapes. All attacks against a character using this form of the power will
be treated as if he were a concealed target. The character can also use
the power to create shadows of specific objects, even though the
particular object may not actually be present at the time, or to alter
the shadow cast by an object which is present. Both forms of the
power require a source of light and shadow, hence the power will not
be of use in a totally dark or shadowless area. Creating the shadows or
shadow images causes the temporary loss of 5 points of Luck for each
Round the power is maintained. Such losses can be regained through
rest at a rate of 5 points for eight hours’ sleep.
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Sight: A character who has the power of Sight has developed and
trained his senses to augment his sense of vision. He can see details of
objects at twice the distance for a normal character, thus doubling the
encounter distance (unless circumstances dictate otherwise). The
character is also able to sense his way through areas of total darkness,
smoke, or fog. Even if blindfolded, the character will be able to find the
general location of all objects or people within 10 feet of him. Attacks
made under such conditions will only suffer a -10 penalty on the
chance to hit. Furthermore, a character with Sight can notice smaller
details and has a +10 bonus to his Observation when searching for any
stated thing.
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Cults can appear in regular cloaked adventure
This is a handy chart in creating names for the cult.
D10 First Part of the Name Second part
1 The Way of the Third eye
2 The Cult of the Blood eye
3 Sisterhood of the Broken sword
4 The Shining Fallen God
5 The Maddening Cursed One
6 The Brotherhood of the Burning Sea
7 The lost Black Hand
8 The followers of the Lost sheep
9 The Fallen children of the Burning Pit
10 The Shepard’s of the Eternal way
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Why they do what they do
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Traps
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Cars
In these rules, the word car means any type of motor vehicle. When
characters are traveling in a car, one character must be Driving.
Car Movement
all Vehicles have two speeds; slow and fast. The distance a car can move in
one turn is shown on the CAR MOVEMENT TABLE this is considered one length
for chase purposes.
A car must move at slow speed for at least two turns before it can move at
fast speed. A car moving at fast speed can slow down (brake) to slow speed
at the end of any turn. A car moving at slow speed can stop at the end of its
move on any turn.
A car moving at fast speed can stop by braking to slow speed at the end of a
turn. It must then drive at slow speed or two turns, md can stop at the end of
the second turn.
Using these optional rules, cars can move at any speed that is an even
multiple of 10 miles per hour (10, 20, 30, 40, etc.).
A car moves 15 feet per turn for every 10 mph of its speed. For example, a car
traveling at 40 mph will move 60 feet per Game turn (4 X 16 = 60).
Traffic
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downtown areas at various times are shown on the TRAFFIC DENSITY
TABLE. The Effects of Traffic Density. Traffic density affects the chance
that a driver will crash. A character’s Driving score is modified by the
types of traffic as follows:
When used on the maps, the car counters should be placed so the front of
the counter is pointing in the direction the car is moving. When the car moves,
the counter is moved the appropriate number of squares on the map. (On the
15-feet-per-square map, the front half of the counter shows the position of
the car.
Most cases involve two sides, or two characters. In either case, the person or
group being chased is called the Leader, and the person or group doing the
chasing is called the Follower.
You need to know how far apart the Leader and the Follower are when a
chase begins. All chases use the term Lengths instead of squares as its
measurements. The number of lengths that the leader covers before the
Follower takes after him is called the leader’s head start. Roll 1d10 for length.
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HOW FAST IS EVERYBODY GOING?
From a stop
Add leaders head start + leaders move – follower move
Hazards
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Country Road Hazards
D10
1. law enforcement- run into cop or right through a police operation
2. Gap– ditch, washed out road, pit
3. Terrain – gravel, mud bank, snow
4.Swerve to make or miss– fruit cart, unexpected turn off
5. fallen tree or farm animals block the road
6. Slow moving tractor or horse cart
7. Herd of cattle, sheep or horses block the way
8. Barn raising had blocked the road with dozens of cars and wagons.
9. law enforcement- run into a cop chasing someone else!
10. Bootleggers loading trucks
There are three-special driving actions: racing turns, bumping and cutting off.
Racing Turns.
A driver using a racing turn sends the car into a skid by slamming on the
brakes and then uses the skid to turn the car around 180 degrees. This action
can only be attempted at fast speed. It requires a Driving check with a
modifier of -30. Failing the Driving check means the car crashes. If you pull
this off you can gain 1d10 lengths.
Bumping.
Trying to force another car to crash by smashing into its side arrear is called
bumping. A car can bump at any speed. When a driver tries to bump another
car, both drivers must make Driving checks. The driver who is bumping checks
normally. The driver who is being bumped checks with a modifier of -30. If
both drivers try to bump at the same time, both check with modifiers of -30.
A driver can bump only once every three turns.
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Cutting Off.
Forcing another car off the road by passing it and then turning directly in
front of it is called cutting off. Cutting off can be done at any speed. The driver
who is cutting off the other car must make a Driving check. If the check fails,
neither car crashes. If the check is successful, the driver of the car being cut
off must make a Driving check with a modifier of -30.
Special Maneuvers
Bootleg Reverse
A car making a bootleg reverse uses the brakes to cause the vehicle to
skid into a 180° turn and come to a complete stop. This maneuver is
often performed as a way to quickly reverse direction. The maneuver
takes two rounds to complete – one to turn to 90° and another to
complete the skid to 180°.
Driving a car takes two hands, so a character who is driving cannot fire
a gun. If the car is stopped, a driver who has a weapon must spend a
turn drawing it or picking it up from the seat before he can fire it.
Shooting At Cars
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randomly or by considering the angle of the shot and the arrangement
of the passenger’s in the car.
Bulletproofing
Vehicle Hits
When vehicles are hit, roll for hit location to determine the effect.
Roll Effects
1-2 Tire Hit: The vehicle takes 2 points of damage and suffers a Tire Blowout
and the driver must roll to not crash at a -30.
3-5 Internal Damage: The vehicle takes normal damage and the engine is
critically damaged and will stop in 1d10-1 rounds.
6-9 Body Hit: The vehicle takes normal damage. See also Passenger Injuries.
10 Windshield Hit: The vehicle takes a single point of damage and the window
is broken. (If there are no windshields, the vehicle takes no damage but
passenger injuries must still be resolved.)
Automobiles
Here is a list of classic American automobile types from the era.
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Type Passengers Max speed Hit points
Coupe 1-3 50 mph 25 +d10
Limousine 1-7 70 mph 40+ 2d10
Sedan 1-4 60mph 35 +10
Sport 1-2 75mph 25+d10
Sport Touring 1-6 65mph 30 +d10
Touring 1-6 60mph 30+d10
Truck Light 1-3 50mph 50+2d10
Truck heavy 1-3 50mph 70 +3d10
Motorcycle 1-2 75mph 15+ d10
Other dangers
Pedestrians
Any pedestrian who is hit by a car must roll on the CRASH DAMAGE
TABLE. The pedestrian is injured exactly as if he were a passenger in a
car crash. He is allowed to make a Luck check if the injuries are severe
enough to kill him. Hitting a pedestrian has no effect on a car.
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A crash happens automatically whenever two cars are in the same
space at the same time during their normal movement.
5. The car is traveling at fast speed and makes a turn that is tighter
than 45 degrees;
A driver who fails one of these Driving checks must consult make a
nerve check or get into a crash and they then take damage based on
the nature of the collision.
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Head-On Collision: Combine the speeds of both vehicles. Each
vehicle takes 1d10 damage per 10 mph, while passengers in each
vehicle take 3 damage per 10 mph.
Rear End Collision: Subtract the speed of the vehicle hit from the
attacking vehicle. The vehicle hit takes 1d10 damage per 10 mph
while the attacking vehicle takes 1d6-1 damage per 10 mph.
Passengers in each vehicle take 3 damage per 10 mph.
T-Bone Collision: Use the speed of the attacking vehicle. The vehicle
hit takes 1d10 damage per 10 mph while the attacking vehicle takes
1d10-1 damage per 10 mph. Passengers in each vehicle take 3
damage per 10 mph.
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This is a handy list of the typical NPCs. The Judge can mix and match to
make countless NPCs or roll up new ones. The Judge should assign Levels
and skills as needed to fit the story they are telling. Of course, you can
always use the USUSAL SUSPECTS card set as a ready source of NPCs.
NPC Mu Ag Ob Pr Dr Lu HP
FBI Agent 80 85 90 7 88 30 22
Prohibition Agent 50 60 54 5 57 12 16
Patrolman 75 65 63 5 64 23 19
Police Sergeant 80 67 72 6 70 25 20
Police Captain 78 66 85 7 76 33 20
Detective 83 72 87 6 80 28 21
Private Investigator 73 68 89 6 78 42 20
Newspaper Reporter 55 60 93 4 77 16 17
Independent Punk 60 65 85 3 75 18 18
Gangster 73 58 57 5 59 14 19
Gangster Enforcer 98 72 43 8 58 12 22
Gangster Driver 37 92 88 3 90 09 18
Gangster Hit Man 71 88 83 5 86 15 21
Gangster Gun Moll 33 75 78 7 77 13 16
Syndicate Boss 62 54 89 9 72 39 17
District Attorney 51 48 90 8 69 40 15
Judge 45 39 96 9 68 26 16
Defense Lawyer 48 43 45 7 67 22 15
Store Clerk 50 55 65 3 50 14 15
Corporate Executive 48 52 74 6 59 16 20
Store Clerk 47 53 44 8 64 37 13
Blue Color Worker 83 62 82 6 53 20 15
Career Girl 28 43 65 5 63 22 16
Flapper 31 62 73 7 68 11 13
Ward Boss 61 49 83 8 66 24 16
Derelict 44 32 28 1 30 48 13
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