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      The Boomtown Planet

      by Rich Parkinson

      Copyright 2007

    Timeless Games/Bettermousetrap Games

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    Foreword – In 2005, I released TheBoomtown Planet , a pulpy RPG that

    focused directly on the newspaper trade.

    Why? Well, because game design is some-

    thing I do in my spare time. The rest of the

    time I am involved in the newspaper trade.

    In The Boomtown Planet the PCs were

    reporters, photographers, editors, and a few

    other things as well. The primary goal of

    the PCs was to get the scoop. The setting

    was the city of Boomtown (and its immedi-

    ate environs), a place that was loaded with

    colorful characters and plot-hooks.

    In hindsight I realize that the first edi-

    tion of The Boomtown Planet (BTP) was a

    rushed job. It was a late breaking edition,

    hot off the press. In my desperation to “get

    the scoop” I made a cardinal mistake – and

    may all editors forgive me for doing so. I

    failed to get the full story out there. I leftmy readers wanting more.

    Thank God, this is a business that can

    forgive those early mistakes, so long as they

    are corrected in a second (or revised) edi-

    tion. Gamers are compassionate that way.

    The newspaper industry on the other hand is

    unforgiving. You are rarely given a second

    chance.

    I want to thank Dan Davenport and those

    other RPG enthusiasts who freely offeredconstructive criticism. I have applied

    the lessons they taught me, especially Danthrough his well-written review at RPGnet,

    and hopefully it shines through in this new-

    est release, The Boomtown Planet – Satur-

    day Edition.

    Is it perfect? No. Nothing is. But itʼs get-

    ting there.

    Copyright Notice  - You have the right

    to read, play, and critique this game. You do

    not, however, have the right to sell and/or

    distribute it as you wish. With any PDF

    file, piracy is a concern. The electronic file

    is yours and yours alone. You can print out

    as many hard copies from this file for your

    gaming group as you need but you may not

    sell them. If you have the book version of

    this game, then treat it like other copyright

     protected material.

    A Notice to Parents - This game is in-

    nocent enough, but it certainly isnʼt designed

    with youngsters in mind. The complexity of the

    mechanics aside, mature themes are found within

    this text. Read it over and judge for yourself

    whether you want your child involved or not. If

    you decide to let your child play this game, then

    I suggest you sit down and play it with him. Bet-

    ter yet, take the lead role, as the Game Master.

    Help your child through the difficult bits so he

    can enjoy the best part of any game, playing.

    The Boomtown Planet  - Saturday Edition

    2

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    Credits

    Written by - Rich Parkinson

    Layout by Rich Parkinson and Shelley

    Beaudoin

    Art by - Shelley Beaudoin and Rich

    Parkinson

    Cover Art by – Rich Parkinson and Shel-

    ley Beaudoin

    Cover Design by - Rich Parkinson and

    Shelley Beaudoin

    Thanks to - Clash Bowley, Dan Daven-

    port, and the guys in my playing group.

    Playtesters - Jay Cottrell, Bill Fenton,

    Rick Lamoges, Dean Valentino, Shelley

    Beaudoin, Chris Kent, Paige Lee, Scott

    Stevenson, Bill Noade, Tony Lapain, and

    members of the Gladden Gaming Group.

    The Boomtown Planet – Saturday Edi-

    tion

    by Timeless Games (a humble imprint of

    Better Mousetrap Games)

      Copyright 2007

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    Intro - 

    What is role-playing; setting introduction, etc.  Pages 6 - 8

    Intro to the rules–  Dice rolling; intent; degrees of success; modifiers; degrees of dif-

     ficulty; relative to scale; types of dice rolls.  Pages 9 – 15

    Chargen –

    Character generation; PC templates; Skills; Special Skills; Health.Pages 16 – 50

    Mechanics –

     Mechanical details; combat. Pages 51 – 68

    Setting –

     Era overview; Boomtown overview; newspapers in the 30s; the

    competition; particulars about Boomtown; NPCs. Pages 69 – 175

    Generic NPCs – 

    Usual and unusual NPCs.  Pages 175– 177

      Table of Contents 

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    Slang in Boomtown –The slang of the day.  Pages 178– 179

    Hail River –

    The Hail River Report newspaper; staff; the town. Pages 180– 202

    Rules tips –  Pages 203–204

     A few final pointers regarding the rules.

    Guns and vehicles –  Pages 205–206Sample firearms and vehicles of the 1930s.

    Character Sheet – Pages 207–208

    Index - Pages 209–212

    Boomtown city map – Page 91

    Hail River town map - Page 185

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    Editorʼs note: the following piece is

    written as though Maggie Talent, the

    fictional Managing Editor of the Boom-town Planet penned it. As a result, you

    may have to use your imagination a bit

    as some of the terms used may seem un-

    usual. Nonetheless, I hope you enjoy it.

    by Maggie Talent

    What is role-playing? This question or

    a similar question is found in the first few

    pages of the majority of traditional, pen

    and paper, role-playing game (RPG) source

    books regardless of whether they were

    published on the east coast, the west coast,

    or beyond.

    For those familiar with the “hobby”,

    the question answers itself. The definitive

    answer, however, often eludes these “hob-

    byists” as they try to provide it. The defini-

    tions found in the source books, and there

    are many, have slight variations but thecore theme remains the same. But, for the

    layman, even the core theme (the essence of

    the answer) is confusing.

    Is role-playing make-believe? Is it act-

    ing? Is it storytelling? Or is it something

    else – the core of a secret society, perhaps?

    The answer to all four questions is yes.

    The Slow-Flow database, Wikipedia,

    says that a role-playing game is one in

    which “the participants assume the roles of

    fictional characters and collaboratively cre-

    ate or follow stories. Participants determine

    the actions of their characters based on their

    characterization, and the actions succeed or

    fail according to a formal system of rules

    and guidelines. Within the rules, players can

    improvise freely; their choices shape the

    direction and outcome of the games.”

    The entry goes on to say there are no

    winners or losers in an RPG. The games,

    it says, are played in weekly (or more

    frequent) sessions that can span months, or

    even years. If you wish to explore the Slow-Flow entry more completely, you can find

    it here: http://en.wikipedia.org/wiki/Role-

    playing_game

    Another source of information is John

    Kimʼs Slow-Flow database, found here:

    http://www.darkshire.net/~jhkim/rpg/wha-

    tis/ Kim is a chronicler of RPG information.

    Both sexes and all age groups play role-

    playing games. Men tend to be attracted to

    the “hobby” more than women, as less thantwenty percent of all players are female.

    The pre-dominant age of gamers, as these

    “hobbyists” call themselves, is 25 to 35,

    with 19 to 24 year olds coming in second

    and 12 – 15 year olds a close third.

    All of the information officially provided

    seems innocent enough. However…

      ...continued on next page 

    What is Role-playing? 

    6

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    World wide there are millions of gam-

    ers. This is interesting because, despite this,

    little is known of the “hobby” itself. More

    to the point, self avowed role-players often

    give cryptic answers to the question, what is

    role-playing? It is not that they donʼt know

    the answer, it is that they choose to be very

    selective to whom the clear answer is given.

    This leads one to believe that it is a secret

    society of sorts.

    Like the members of all secret societies,

    role-players meet in small groups, their ac-

    tivities concealed behind the walls of homes

    or the walls of the public facilities they

    use. Sometimes these small groups gathertogether at convention halls where they

    hold very public, and seemingly, innocent

    meetings. They also meet in Slow-Flow

    rooms to discuss, in-depth, the vagaries of

    their “hobby.” Here are several Slow-Flow

    rooms you can visit yourself: http://www.

    rpg.net/, http://www.therpgsite.com/, and

    http://www.therpglounge.com/forums/

    So, when it comes to answering the

    question, what is role-playing, there is little

    more than anyone can do than offer the lines

    given by the “hobbyists” themselves. In es-

    sence, the must parrot the party line.

    The easiest way to learn what it is all

    about is by joining or forming a playing

    group of your own and indulging in the

    “hobby.” It is very easy to join the “hobby”

    but it is very difficult to leave it. This re-porter is a case in point.

    You have been warned.

    Whatʼs this role-playing

    game all about?

    The intent of the Boomtown Planet-Sat-

    urday Edition is to be first and foremost

    an enjoyable game. Beyond that, I hope to

    emulate some of the “romance”, mythology,

    and high adventure attributed to old-time

    reporters and journalism in general.

      A bit Film Noir, a bit Pulp, a bit Little

    Caesar, a bit Dick Tracy, and a whole lot of

    weird – these are some of the elements that

    I have attempted to infuse in the Boomtown

    Planet – Saturday Edition. Itʼs up to you to

    decide whether or not I succeeded.

    I salute the lengthy roll of legendary

    reporters - which includes the likes of Mike

    Berger, Arthur Gelb, Homer Bigart, Kath-

    erine Graham, Margaret Bourke-White,

    etc. - who went to great lengths to keep the

    public informed. I tip my hat to wits likeSamuel Clemens who titillated (and some-

    times shocked) their audiences.

      Newspaper reporters brought people the

    news before the golden age of both televi-

    sion and radio.

    The old-time reporters lived and breathed

    the reporterʼs life. They bled black ink and

    were blessed with newspaper hides. Man or

    woman, it didnʼt matter, all were referred to

    as newspapermen, and they were proud...

      7

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    ...of it.

    Now itʼs your turn, your chance to pick up

    where they left off; your chance to stick a

    press card in the brim of your hat, gather up

    pencil and notepad, and wade into the thickof it. Your readership is waiting. People of

    all ages and walks of life will eagerly pick

    up the Boomtown Planet expecting to be

    informed. Donʼt disappoint them.

      You are a knight of democracy, a custo-

    dian of the public record, and a seneschal

    of the written word . . . or something like

    that. The uncensored press (free of influence

     – political or otherwise) is the pillar of your

    ideals.  So, get out there and get the scoop!

    Make it your own

      Iʼm glad I got the opportunity to write the

    Boomtown Planet – Saturday Edition. But I

    donʼt consider this to be my game. I put my

    vision down on paper and I expect you to

    take that vision and run with it. A role-play-er is creative and critical; he likes things

     just so, and he has the drive and ability to

    make things just so. I encourage you to do

    this with this game.

      An RPG is always a work-in-progress.

    The rules, ideas and concepts found in this

    book are guidelines only. You know what

    you like. You know what you want. Make

    this game your own.

      If you donʼt want to play members of the

    Boomtown Planetʼs staff, then donʼt. Maybe

    you want to play gangsters, police officers,

    or thrill seeking adventurers. Why not? That

    option is open to you. Go ahead. This isyour sand box now.

    The setting

    Boomtown Planet – Saturday Edition is

    set in the Dirty 30s. It isnʼt necessary to be a

    student of history to enjoy this game. Itʼs all

    in fun. Itʼs fiction.

      In this book, I give you a basic outline ofthe world as it was in the 30s. I touch on

    some of the main events and key historical

    figures but the game is very focused.

    The core, physical setting of the game is

    the city of Boomtown. Boomtown, as it is

    presented in this game, doesnʼt exist in the

    real world; itʼs fiction; itʼs all make-believe.

    The details of some of the outlying commu-

    nities are also provided. I donʼt, however,

    provide details on the world-at-large. If youchoose to take your game outside the city

    limits, youʼre on your own.

    Yes, there are strange things in Boom-

    town. And many of the strange things are

    “bad guys.” Having said that, the strange

    things are often the least of the characters

    worries.

    8

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      Iʼll talk more about the setting later. For

    now, letʼs touch on the rules (the dice roll-

    ing) of this game.In this game all the players work together

    to create a tale or series of tales; or, if you

    prefer, adventure or series of adventures.

    The GM is a kind of free-form narrator who

    describes the setting of the tale/adventure

    and plays the part of the numerous co-stars

    and extras that are found in it. He also

    implements the rules of the game and is

    sometimes referred to as a referee because

    of this.The Players assume the roles of the main

    characters in the tale/adventure and work

    within the framework established by the

    GM. Often the Players will attempt to have

    their characters carry out many challeng-

    ing and complex actions in the course of

    playing a game and the rules are there to

    determine whether or not the characters suc-

    ceed in those actions.

    In a way the rules are the laws that gov-ern the imaginary game universe.

     

    If you have the wherewithal and you donʼt

    stress over particulars, then all you need

    to know about the rules is encapsulated in

    the next few pages. As we get older, time

    is of the essence. If you want to get a quick

    game going, give this section a thorough

    read through and pick up the rest as time

    warrants. Remember, itʼs just a game and

    the only rules that count, are the ones you

    choose to apply.

    The Rules – an overview

    The right stuff

    Youʼve got the rules – youʼre reading them

    right now. Along with these rules youʼll need

    a few other items as well.

    They include:- Four ten-sided dice (preferably more).

    - Pens, pencils, or other writing tools.

    - Copies of the character sheets found at the

    back of the book, but loose paper will do in

    a pinch.

    - Two to six friends (the recommended num-

    ber is three or four).

    - Some creativity, imagination and enthusi-

    asm.

      9

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    Dice Rolling

      The Boomtown Planet - Saturday Edi-

    tion uses a mechanic called Go 4 10. The

    mechanic is neither new nor novel. Itʼs a

    tool. It works.

    Dice rolling plays a part in most role-

    playing games and this is one of those

    games. Usually you roll four ten-sided dice

    in this game to determine the outcome of

    your characterʼs actions. The goal of any

    dice roll is to aim for 10 or better.

    While rolling a 10 on a single ten-sideddie is the ideal, the chances of it happen-

    ing are low. To improve your odds you can

    add two dice together to achieve the magic

    number. The more tens you can amass in a

    single roll, the better.

      In order to succeed on a dice roll, one die

    or two dice together must add up to 10 or

    more. Anything less than 10 results in fail-

    ure, and rolling all 1s results in disastrous

    failure.  If you roll a natural 10, it is treated as a

    success and the die explodes. This means

    you get to roll the die again. The results of

    the second roll are added to any remaining

    dice that you havenʼt used. If you have no

    remaining dice left, the result stands on its

    own. If you get another 10, roll again, and

    so on.

      Here are several examples of dice rolls as

    they apply to the Go 4 10 rules set:

    1, 1, 1, 1 = a disastrous failure

    1,2,2,3 = a failure, but not a disastrous one.

    4,4,9,2 = a marginal success; 9 can be added

    to either a 4 or a 2 to get 10 or better.

    5,5,4,4 = another marginal success; 5 and 5

    equal 10.

    9, 5, 9, 3 = a success; you can get 10 or bet-

    ter twice here.

    9, 10, 1, 2 = at least a success; you are guar-

    anteed two totals of 10 or better. In addition,

    you have a natural 10, so the die explodes

    and you roll again. If you hold back the 2,

    you need to roll at least an 8 to get 10 or

    better again.

    10, 10, 4, 8 = a total success; you are guar-anteed three totals of 10 or better. In addi-

    tion you re-roll both your 10s. There are no

    dice remaining. You can, however, add the

    results of the two re-rolled dice together to

    get 10 again – in which case youʼll achieved

    the ultimate, a stunning success.

    10

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    State your intent

      So now you know the basic rules that gov-

    ern dice rolling. Letʼs put those rules to use.

      The intent of a characterʼs action is very

    important in this game. In fact, intent is the

    bedrock upon which the mechanic is built.

    Whenever your character carries out an

    action, you (the Player) must state the full

    intent of the action. The intent of an action

    explains why someone is carrying out the

    action in the first place.

    For example, if you say that your char-

    acter is trying to clear a hedge give us the

    intent so we know why he is jumping the

    hedge. “My character jumps the hedge

    in order to pursue the two-bit snitch Tom

    Bragg.”

    Why is intent so important? Iʼll explain.

    There are varying degrees of success in this

    game. Just how successful you are in an ac-

    tion, determines whether or not you get theintended results you want.

      While your character, in the example

    above, might safely clear the hedge, he

    might fail in his intent to immediately pur-

    sue Tom when he lands on the other side.

    Other examples of what you intend to do

    and what actually happens are:

    You go to punch a thug in the mouth

    with the intent to knock him on the ground.

    Maybe you do punch him in the mouth, but

    you fail in your intent and your punch only

    splits his lip and makes him angry.

    You bully a youth on the street corner

    with the intent to get information from him

    regarding his purse- snatching friends. You

    succeed in bullying him but he is totally

    cowed. He does nothing but snivel and say

    heʼs, “Sorry.” 

      You quickly scan through the lengthy

    letter with the intent to find some clue as towhere the missing heiress has disappeared.

    You notice several references to a hunting

    lodge located in the woods outside of town

    but you arenʼt convinced that is where the

    heiress has fled.

      You start playing a raucous version of an

    old favourite on the piano with the intent

    to impress the red headed girl in the corner.

    You manage a reasonable rendition of the

    song with a few finger fumbles but the girl

    isnʼt sold on you or your talents.

    So, you see, the road to misadventures can

    be filled with good intentions.

    Remember: always state your intent.

    11

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      Keep the action rolling – when someone suc-

    ceeds in his action but fails in his intent, donʼt

     just leave it as a failure. Make it a new oppor-

    tunity for the character to succeed. Keep the

    action rolling.

    Say the character does clear the hedge while

     pursuing Bragg, but loses his step when he lands

    on the other side. He should still get the chance

    to maintain the pursuit, heʼll just have to take

    risks and pick up the pace a bit.

    Sharpening and Dulling Rolls

     – In other words Modifiers

      Usually, you roll four dice to determinethe outcome of a characterʼs action. Char-

    acter strengths and weaknesses as well as

    circumstances can affect your characterʼs

    ability to succeed. This is reflected in the

    dice rolls.

    When a roll is sharpened, you get to roll

    extra dice. A sharpened roll is illustrated in

    the text like this, +1 or +2, etc. The number

    tells you how many extra dice are rolled.

      When a roll is dulled, you roll less dice. A

    dulled roll is illustrated in the text like this,

    -1 or -2, etc. The number tells you how

    many dice are subtracted from your rolled.

      Modifiers can stack up to greatly increase

    or decrease your chance of success.

    Degrees of Difficulty

      Just as there are degrees of success so too

    are their degrees of difficulty. The more dif-

    ficult an action is the more difficult it is tosucceed in that action. Simple.

      Here are the degrees of difficulty and how

    they affect dice rolls:

     

    ROUTINE: a dice roll is unnecessary.

    The character automatically succeeds.

    Examples include, purchasing a pack of

    gum at a corner store, taking candy from a

    baby, and a walk in the park.

     

    VERY EASY: the roll is sharpened +2.

    The character has a very good chance to

    succeed.

    Examples include, tossing a brick through a

    plate glass window, placing a bet with your

    regular bookie and riding a bicycle on a

    path in the woods.

    EASY: a roll is sharpened +1. The charac-terʼs chance to succeed is favourable.

    Examples include, sifting through a newspa-

    per to find a particular article, conning a

    child out of an ice-cream cone, and running

    up a single flight of stairs.

      13

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    Degrees of Difficulty contʼd...

      AVERAGE: the dice roll is unmodified.

    The character has a 50/50 chance of pulling

    off his intended action.Examples include, researching a common

    subject, staring down an indignant lackey,

    sprinting 200 metres.

      DIFFICULT: the roll is dulled –1. The

    characterʼs chance to succeed is so-so.

    Examples include, finding a rather obscure

    book in a private library, gaining access to

    a high-ranking public official and hitting ahome run.

      VERY DIFFICULT: the roll is dulled –2.

    The character will have a hard time suc-

    ceeding in his intended action.

    Examples include, deciphering arcane sym-

    bols on a cave wall, turning a loyal hench-

    man of your enemy against him, pitching a

    no-hitter.

      IMPOSSIBLE: a dice roll is unnecessary.

    The character cannot succeed in his action.

    Relative to Scale

      A small child has a much better chance

    to knock over another small child than he

    does to knock over a brawny adult. An adult

    faces the same difficulty when tangling with

    something that is much larger than him.

      As a “rule” when you are dealing with

    something that is two times your size (or

    more), you only get to roll two dice against

    it instead of four. This is relative to scale.While the small child could knock over a

    brawny adult, his chances are slim.

      This rule is applied to monumental tasks

    as well – where the Player Character has a

    very slim chance to succeed. The task is al-

    most too big for the character. Very Difficult

    tasks are monumental tasks.

    So whatʼs a simple way to put the Relative to

    Scale rule to good use? 

      If an opponent has +3 (or better) than you onan Attribute, then the Relative to Scale rule ap-

     plies when you are battling against that Attribute.

    Certain supernatural creatures and mechanical

    monstrosities have supernatural Attribute scores.

    Conversely, if an opponent has –3 (or less) on an

    Attribute then the Relative to Scale rule applies

    in your favour.

      The Relative to Scale rule can be used

    when a character is attempting to pull off a

    nearly impossible act, something that wouldnormally require a heroic effort. For exam-

    ple, while a PC couldnʼt force open a bank

    vault with his brute strength, it is within the

    realm of possibility that he could force open

    a metal hatch. This is when youʼd use the

    Relative to Scale rule.

      Use this rule to increase the excitement levelof the game, but avoid it if it just frustrates the

    efforts of the Players.

    14

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      The most important thing in any role-

    playing game is the Player Character,specifically your Player Character. The

    Player Characters are the stars of the show,

    the heroes and anti-heroes of the tale you

    are about to tell. They are the focal point of

    the drama.

    In this chapter weʼll generate your Player

    Character.

    Itʼs best if your playing group makes its

    characters together. You can bounce ideasoff one another and figure out ways that the

    characters know one another. If you donʼt

    have the time to do that, however, donʼt

    worry. You can form those associations as

    you play.

    To make things simple the character generation

     process is broken down into numbered steps.

    Step 1. Picking a name. 

    The first thing you need to do is give your

    character a name. Names can be common,

    like Jane Smith, for example, or they can

    tell us something about your character.

    Names that help define oneʼs character are

    common in detective novels; Dirk Steel,

    Susie Sunshine, Chip Granite are a few

    examples.

    Step 2. What are you known for? (Also

    known as: the Golden Talent, the Defin-ing Characteristic).

      Coming up with a single phrase that sums

    up your characterʼs claim to fame in a suc-

    cinct manner is a handy way for you, the

    player, to get into character. In Boomtown

    Planet – Saturday Edition itʼs also a way to

    enhance play. Once per game session you

    get to re-roll an unsatisfactory roll when

    your character is doing the thing that heʼs

    known for.

      So, how do you sum up your characterʼs

    golden talent? Well, itʼs easy.

      Weʼll use Robin Hood as an example

    to show you how easy it is. Robin Hood

    is known for “Taking From the Rich and

    Giving to the Poor.” It was something he

    excelled at it.

    Creating your character   There are many opinions about how a game

    book should be laid out, where this and that

    section should go; unfortunately, the opinions

    vary. Some of you (particular you veterans)

    arenʼt interested in burying yourself in the

    character generation process at the moment.

    In fact, you want to explore some other sec-

    tion of the book. By all means, do so.

      For the rest of you, let s̓ begin! 

    16

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      In Boomtown, the Bombersʼ Jacques Strap

    is known for “Hitting Home Runs”, the

    Planetʼs Dane Ringwald is known in Boom-

    town for “Getting the Scoop”, and mobster,

    Bobby Bustetone, who does occasional leg-work for the Planet, is known for “Busting

    People in the Chops.”

    Here are some sample sayings that you

    can use to sum up what your character is

    known for if you donʼt want to make your

    own. Is known for . . . Being Cool Under

    Fire; Rushing Head Long Into Trouble; In-

    tegrity and Honesty; Getting Things Done,

    Just Under the Wire; Being a Man About

    Town; His Sense of Honour  What you are known for can be very

    specific, “Busting People In the Chops”, for

    example, or very broad, “Integrity and Hon-

    esty.” Itʼs really up to you to decide how

    specific you want your characters claim to

    fame to be. Confer with your GM and dis-

    cuss the options with your fellow players.

    This is a defining element of your character.

      Optional: your character could be known for

    some exceptional item that he has in his posses-

    sion, an item that he is in some way tied to. The

    Mask is an example. The Rocketeer, is another.

    Even Frodo, is known as the Ring Bearer. But,

    Frodo is also known for a lot more than this. And

    this is where things get tricky.

      Tying your character to a specific item can be

    interesting. But you stand to lose a lot if the item

    is lost or destroyed. Game sessions, however, can

    revolve around getting the item back and thatʼs

    exciting.

    If you choose to make your character known

    for an item in his possession, youʼll have to make

    the item up. Youʼll also have to work out what

    powers it has, if any, with the Game Master (and

    your fellow players). If your group decides they

    donʼt want any mystical items in the game, then

    go with the majority.

      The item can also be a prop only. It has no real

    power, but your character thinks it does. Pootie

    Tangʼs belt was just a belt, but it takes him the

    majority of the movie to find this out. The real

    power lay inside of Pootie all along. If your item

    is a prop, right down what “powers” your charac-

    ter thinks it gives him because that is what he is

    really known for.

      Itʼs a Double-edged Sword: You get bo-

    nuses for doing what youʼre known for, but

    itʼs a double-edged sword. Doing the things

    that youʼre known for can get you into seri-

    ous trouble. For example, if your character

    is known for his “Integrity and Honesty”,

    heʼll stick to the truth, even when he maybe

    shouldnʼt.

      Thatʼs okay! Getting into trouble is funin an RPG. Thatʼs when the action heats up

    and things get exciting.

    When you stick to your guns and continue

    to do the thing youʼre known for and it gets

    you into trouble, you get bonuses too. Not

    only do the dice roll bonuses apply, but you

    gain a Spirit Point as well.

    Letʼs talk about Spirit now.

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    Step 3. Spirit.

      Spirit is good stuff. You start the game

    with 1d10 Spirit Points, and you earn more

    through game play.

    You can bank your Spirit and use it toimprove your character, or you can spend it

    to improve your chances in dicey situations

    during play. You can also use Spirit Points

    to negate damage that your character has

    suffered. Itʼs up to you.

    The GM awards Spirit Points to the Player

    Characters for achieving personal and group

    goals.

    When you have banked a certain amount

    of Spirit Points, you can spend them toimprove your character. For 30 SP you can

    sharpen an Attribute, +1 (to a total of +2).

    Or, if you have some available Skill slots,

    you can acquire a Skill for 20 SP or a Spe-

    cial Skill for 25 SP.

    You can spend Spirit Points to improve

    the results of dice rolls. Spend 2 Spirit

    Points for an automatic success or spend

    one Spirit Point for a re-roll. You can alsospend Spirit Points to “heal” your character.

    Spend 1 Spirit Point to improve your Health

    by one point. You canʼt heal your character

    if your character is Unconscious or Dead.

    Yes, this is a fake, but fictional heroes

    frequently enjoy heroic recoveries. If you

    donʼt like this rule donʼt use it.

      Encourage players who are at the table

    more often to spend their Spirit Points on

    re-rolls. This allows them to succeed more

    often and reap the consequent whirlwind,

    while it allows all the Player Characters to

    advance together at a similar pace.We wonʼt talk about how Spirit Points are

    awarded, just yet. Weʼll reserve that for the nextChapter.

    Step 4. Goal.

      Most people have goals in life. So, too,

    does your character. There is one goal,

    however, that is more important than the

    others and your character will work hard to

    achieve that goal. This Goal helps you focus

    your characterʼs energies. Itʼs the primary

    thing that motivates your character.For a character like Ebenezer Scrooge his

    Goal was first to, get money and horde it,

    and then later to spread good cheer.

    For many Planet staffers their Goal is

    simple; itʼs to put the truth in print. They

    see themselves as the guardians of an untar-

    nished public record.

      For others, like Dane Ringwald, their

    Goal is more specific. In Daneʼs case, it is

    to expose corruption.

    Your Goal can change as your character

    develops through game play. You have to

    have a solid reason to change your charac-

    terʼs Goal, and get the approval of the GM

    to do so.

      Scrooge is the perfect example of a characterthat changed his Goal - from getting money

    and hording it, to spreading good cheer. Author

    Charles Dickens had a good reason to change

    Scroogeʼs Goal; so should you.

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      Versatility - measures overall agility,

    hand-to-eye coordination, etc. You use

    Versatility when you try to palm an object,

    leap a fence, etc.

      Balderdash - measures personality and

    charm. When you try to strike a deal or win

    someone over, you rely on Balderdash.

      Leadership – measures presence and

    charisma. You use leadership to lead or

    influence others.

      An Attribute can be sharpened, to il-

    lustrate that your character is strong inthat particular Attribute. Equally, it can

    be dulled, to illustrate some weakness or

    character flaw.

    An Attribute may only be sharpened to

    +2. Anything beyond that is superhuman.

    Certain animals, monsters, and machines

    may have Attributes that are sharpened by

    +4 or more.

      A construction worker, for example, mighthave Brawn, +1. A weight lifter might have

    Brawn, +2. An athlete may have Brawn,

    +1, and Versatility, +1. A university profes-

    sor may have Brains, +1. And a professional

    entertainer may have Balderdash, +2.

    When you sharpen an Attribute, you gain

    a bonus to any die roll governed by that

    Attribute. When you dull an Attribute, the

    reverse is true.

      At the start of the game you have two

    points to play with that you use to sharpen

    your Attributes. You can, however, gain

    additional points by dulling Attributes, but

    you can only dull two Attributes by -1.

    Step 6. Archetypes.

      An Archetype is nothing more than a tem-

    plate. It is a framework on which you can

    hang some Skills, Special Skills, and some

    character.

    Ten Archetypes are provided that suit the

    setting. Remember, they are templates only,

    so feel free to modify them as you wish.

    Equally you can create your own Arche-types. If you decide to create your own

    Archetype, remember, new characters start

    the game with 5 Skills and 1 Special Skill.

    Along with templates, we provide you

    with some sample pre-generated characters.

    The pre-generated characters are members

    of the Boomtown Planet staff. If you choose

    to play one, thatʼs great. He or she is ready

    to go. The GM is encouraged to use thesestaffers as regular Non-Player Characters.

    Reporter – the Reporter strives to get the

    facts, to carefully lay them out, and present them

    to the public. It has been said that an effective

    Reporter loves his job; he loves the news busi-

    ness.

    Reporters keep odd hours. When the news

    breaks they are expected to be on the scene,

    at ground zero, getting the scoop. The news is

    relentless; it stops for no man.

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      Part gumshoe, part diplomat, part walking en-

    cyclopedia, the reporter is an amalgam of many

    things. He is an odd jobs man, an article writing,

     jack-of-all-trades.

    In the 1930s, reporting was primarily a manʼs

    profession. That is not to say that

    it was exclusively so. There

    were women reporters. Women,

    however, had to work hard to

    prove themselves in a predomi-

    nantly male profession, and they

    were paid less for the same work.

    Thatʼs just the way things were.

    As New York Times Editor,

    Arthur Gelb, so neatly put it. “The

    biased mindset was that, sincewomen did not have families to

    support as men did, they should

    not expect to earn as much as men.”

    The Boomtown Planet has a number

    of women on staff and they are

    every bit as effective as their male

    counterparts.

    The newspaper world was also segregated in

    the United States in the 1930s. In 1945, the New

    York Times (the bastion of “white” newspapers

    in America) had just one African-Americanreporter. The staff at the Boomtown Planet boasts

    progressive thinkers, tolerant individuals that

    run contrary the bigotry of the age. The PCs are

    encouraged to play reporters of whatever race,

    culture, or creed they fancy.

    Many reporters are published authors of some

    sort; having either published biographies on

    subjects known to them or other works of non-

    fiction. Few venture into the realm of fiction,

    having so long established themselves as profes-

    sionals who deal with facts. In their spare time,

    the reporters on the Boomtown Planet pursue

    many of these literary side-projects.

     A note on reporters and higher education:

     Although it s̓ hard to believe in this age of col-

    lege diplomas and university degrees, many

    successful reporters during the “golden age of

    reporting” were disdainful of higher education.

    For them, the newspaper business was a busi-

    ness, not a profession. Report-

    ers, they argued, learned their

    craft in the field, not on college

    campuses.

     If this is the type of Reporter

    character youʼd like to play, then

    he is well read and self-educated. His Education skill is one he built up over

    the years through personal study.

    Reporter

    Goal: to put the truth in print, regard-

    less of the cost.

    +1 Balderdash, +1 Leadership

     Skills: Curiosity, Education, Fast

    Talk, Short Hand, and Status.

    Special Skills: Photographic Mem-

    ory.

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      Sample Reporter - Bob Kennedy…is known for his panache in tackling high

    profile crime stories

     

    Goal: to thoroughly cover the Crime Beat in Boomtown.

     

    +1 Brawn, +1 Balderdash 

    Skills: Connected, Curiosity, Fast Talk, Short Hand, and Status.

     

    Special Skills: Respect.

      His story – Bob Kennedy is a veteran reporter. He is a short, powerfully built

    man with a large head and red face. His build has more to do with genetics than

    lifestyle.

      Now, in his late fifties, he has a tough beat, one that most reporters prefer to

    graduate from early in their careers. Kennedy is the Boomtown Planetʼs go-to

    Crime Reporter. He could have dished the job off to a junior reporter years ago.Heʼs certainly earned the right.

    He does his job well; some would argue too well where his personal safety is

    concerned. Kennedy, however, loves being a newspaperman. In particular, he

    loves exposed the cityʼs seedy underbelly.

    Kennedy never settled down or got married and the closet thing he has to a

    relationship is a sporadic affair with one of the local nightclub girls, now ap-

    proaching retirement herself.

      Kennedy spends his days and free nights at the club,

    drinking whiskey, smoking cigars, and talking to

    “connected” men. He is also a gambler (or so he

    likes people to believe) and can be found at theracetrack on any given Sunday. Few are aware

    of the fact that he only places small bets. At the

    track he sits as close as possible to high-ranking Syn-

    dicate men and eavesdrops on their conversations.

      Game Hooks: Kennedy is “connected.” As

    a result, a member of the Syndicate (the mob)

    could ask him for a favour. Equally, a member

    of the Syndicate or a common criminal could

    seek revenge against Kennedy for some past

    indiscretion he put in print.

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      Sample Reporter - Tess Trimble…is known for her keen sense of style.

    Goal: to keep Boomtownʼs fashionable elite well informed on the latest styles

    and trends.

      +2 Brains

      Skills: Curiosity, Eavesdropping, Scrutiny, Shorthand, and Status. 

    Special Skills: Photographic Memory

      Her Story - In her mid-fifties, Trimble has been a member of the Planetʼs

    staff for nearly as long as Kennedy. The two have formed a solid alliance, if not

    friendship, over the years.

    Trimble is the Fashion and Lifestyles reporter. As a result, she is a public figure,

    courted by celebrities and Boomtownʼs elite. No one from high society would

    dare to snub her. Her poisonous pen and acerbic wit are legendary.What Kennedy lacks in presentation, Trimble makes up for. She wears her hair in

    the latest style and sports the latest fashions. When she smokes she uses a long,

    ebony holder. The mink stole is her trademark. When her stole gets worn she

    knows itʼs time to find a new husband.

    She likes tall martinis and taller men. Sheʼs been

    through several husbands and the joke is that

    the list of men sheʼs divorced is longer than the

    list of men sheʼs married.

    Game Hooks: Trimble is always on the look-

    out for an eligible man. Trimble has made anumber of enemies amongst Boomtownʼs

    elite and anyone of them could be out to

    get her.

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    Sample Reporter - Dane Ringwald…is known for getting the scoop.

      Goal: to win a Pulitzer.

      +1 Balderdash, +1 Brawn

      Skills: Break & Enter, Curiosity, Fast Talk, Investigation, and Short Hand.

      Special Skills: Reckless Abandon

    His Story - Dane is the classic beat reporter. He eagerly rolls up his sleeves to

    get elbow deep in the muck.

    In his early thirties, with movie star good looks, Ringwald has been dubbed one

    of Boomtownʼs most eligible bachelors. Ringwald, however, has little interest in

    chasing women.

    He is much more intent on chasing down stories for the newspaper. He is so

    incredibly focused on his job that heʼs failed to notice Planet photographer, PaigeMercyʼs, obvious interest in him. This has been a cause for amusement around

    the office. Elliot frowns on this type of gossip and

    staffers are careful to look over their shoulders

    before indulging in it.

    Ringwald is an exceptional investigative

    reporter. He has many contacts at the docks

    and in the factories. Unfortunately, his pro-

    labour stance has earned him a poor reputa-

    tion with the bosses and owners.

    Game Hooks: In his quest for the news, Danefails to see the dangers of covering certain

    stories. The industrial elite would love to

    see Ringwald disappear. Dane is particular

    when it comes to his words. He doesnʼt

    like anyone, including editors, tampering

    with them.

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      Cub Reporter – the cub reporter is fresh in

    the field. He or she worked their way up from

    copy boy to the real deal by showing spark and

    initiative. As a rule, the Cub Reporter gets as-

    signments that are of little or no interest to the

    seasoned veterans – things like obituaries and

    small items on the church page. The Cub has

    to work hard to gain the respect of the reader-

    ship, the community-in-general and the senior

    members on staff. The big thing for the Cub

    Reporter is to graduate from runny-nosed rookie

    to full-fledged news hound.

      In his wet-behind-the-ears naiveté the Cub Re-

    porter can expect to stumble a few times before

    he gets his stride. Used to writing for high school

    and college newspapers, and experiencing hard-nosed reporters from the wings as a copy boy, the

    Cub can be either too timid or too anxious.

     

    Photographer – the Photographer augments

    the work of the Reporter, going to great lengths

    to capture the perfect photo with his bulky

    camera. Make no mistake, however, the Reporter

    overshadowed the Photographer in the 1930s. It

    was still an age of words, not images.

    Nonetheless, the Photographers job is animportant one – and in the case of a great front-

    page photo, it is a crucial one. The Photographer

    also shares the same risks and sense of urgency

    as the Reporter. Often the Photographer and the

    Reporter work together to provide full coverage

    for a story.

     

    Cub Reporter

    Goal: to get the scoop and get no-

    ticed by doing it.

    +1 Brains, +1 Balderdash

    Skills: Athletically Inclined, Cam-

    era Work, Curiosity, Education, and

    Short Hand.

    Special Skills: Reckless Abandon

    Photographer

    Goal: to capture a shot that says it

    all.

    +1 Brains, +1 Versatility

    Skills: Artistic Talent, Camera Work,

    Curiosity, Fast Talk, and Schmooz-

    ing.

    Special Skills: Reckless Abandon.

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    Sample Cub Reporter - Skip Donahue …is known for his eager to please at-

    titude.

      Goal: to become a full-fledged Reporter.

      +1 Brawn, +1 Versatility

      Skills: Athletically Inclined, Curiosity, Education, Short Hand and Swim.

      Special Skills: Lightning Draw

    His Story - Skip is the poster boy for the wholesome, young American male.

    Tall, good looking, with golden locks and grey eyes he epitomizes the Hollywood

    ideal.

      Skip is a recent college graduate and something of an idealist. The 22 year old

    is a baseball enthusiast and he played for his university team. He could have gone

    pro but instead went the academic route. He rolled through writing courses andbecame ob- sessed with the reporter legend. He knew what he wanted to do.

    Skip is a solid churchgoer and somewhat naive. Kennedy

    would call him “wet behind the ears” and all of the veteran

    staff at the Planet would agree. Skip has only been a part

    of the Planet for two and a half months, supplementing his

    income with a part-time job at a bakery, baking bread in

    the evenings and on the weekends.

      Currently, Skip writes obituaries, getting the names of

    the deceased and their particulars. Skip is anxious to get

    into the field.

    Game Hooks: Something odd is going on at the bakery

    that Skip works at. The owner works late into the night

    and often meets behind the bakery with rough looking

    customers. Skip plans to investigate his bossʼs affairs.

    This could be the big scoop he has been waiting for.

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    Sample Photographer - Paige Mercy …is known for her calculated ambition.

      Goal: to finally break free from her past.

      +1 Balderdash, +1 Versatility

      Skills: Acting, Camera Work, Curiosity, Education, and Short Hand.

      Special Skills: Photographic Memory

    Her Story - Paige was hired three years ago, having come from an internship

    post with the New York Herald Tribune.

      Little is known of her past, because Paige prefers to talk about the present.

    She was first hired at the Planet as a reporter but her exceptional photography

    skills landed her in her present job. She replaced veteran photographer, Bull

    Burningham, after Bull went missing and his body turned up two weeks later in

    Ghost Town. His camera was also found but not any film.  Paige is pretty. She is stylish and flirtatious, a snappy dresser, who likes to play

    coy when it suits her. She has recently turned 25 and seems

    determined to move up the ladder. Her crush on reporter Dane

    Ringwald is apparent.

    One person who really dislikes Paige is the Planetʼs other

    resident photographer, Pearl Hunter. The feeling is mutual.

      The two photographers have very different (but strong)

    personalities and, in this instance, opposites do not attract.

    Hunter is rough, forthright and tomboyish. Mercy is feminine

    and determined.

    Game Hooks: Paige is running from her past. Born Violet Fer-

    guson, she is a member of a well-to-do New York family.

    Her mother, an overbearing, over-achieving woman, ran

    Violet s̓ life. When Violet graduated from college, she

    ran away from home and assumed a new identity.

    Hired detectives, however, were closing in on

    Violet Ferguson (a.k.a. Paige Mercy). Rather

    than full under the influence of her mother

    again, Paige fled the east coast and ended up

    in Boomtown.

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      Consider this quote from Arthur Gelb, who

    wore several hats before retiring as the Manag-

    ing Editor of the New York Times:

      “As a reporter I had written one or two stories

    a day. Now [as deputy metropolitan editor at the

    Times] I was dealing daily with twenty or more,

    assigning and editing, arranging for space, help-

    ing reporters develop angels, and anticipating

    that big news break…I saw stories everywhere.

    At dinner parties, I would leave with two or three

    story ideas. Every phone conversation, every

    movie or play, every walk down the street or trip

    on the subway brimmed with possibilities.”

    Gelb wrote down every idea that came to him

    and as a result wandered around with his jacket

    pockets stuffed with scraps of paper.The editors at the Planet are just as zealous as

    Mr. Gelb.

      Legman – A good legman is indispensable to a

    reputable newspaper. Like a reporter the legman

    gathers facts. He is not, however, expected to

    write a story. Rather he calls in the information

    that he gathers and someone else, often a rewrite

    man, assembles it.

    The legman is street-smart. He has contacts

    that are willing to spill the beans when a storybreaks.

    Rough and unpolished, the legman often

    guides junior reporters through their fitful early

    days on assignment. Legmen also work in con-

     junction with seasoned reporters on all manner

    of stories. Sometimes a reporter starts out as a

    legman.

    Editor

    Goal: to put out the best edition pos-

    sible, day after day.

    +1 Brains, +1 Leadership

    Skills: Bargain, Curiosity, Education,

    Status, and Worldly.

    Special Skills: Respect.

    Legman

    Goal: to gather the facts and keep the

    reporters informed.

    +1 Balderdash, +1 Brawn

    Skills: Connected, Curiosity, Fast

    Talk, Interrogation, and Schmoozing.

    Special Skills: Photographic Memory

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    Sample Columnist - Pete Plasky…is known as an exemplary male chauvinist, a

    real manʼs man.

    Goal: to be universally admired for his “ruggedness.”

      +1 Brawn, +1 Versatility

      Skills: Athletically Inclined, Gambling, Gun Fu, Hunting/Tracking, and Sur-

    vival

    Special Skills: Everyman

      His Story - Pete Plasky loves to wear outdoorsmen attire. The 55-year-old

    owner of Peteʼs Perfect Hunting & Sporting Goods Store is a rabid sportsman

    who loves to hunt and fish. Heʼs an all round manʼs man.

      More than a few people on staff think that Plasky is an overbearing loudmouth

    who likes to toot his own horn. “The most remarkable thing about Plasky is hisplaid shirt,” noted gossip columnist, Irvine Marcott.

      Nevertheless, Editor Seth Elliot knows that the Plasky has a solid readership.

    His columns on local sports and the sporting life are favourites among male

    readers of the Boomtown Planet. In particular, Plasky loves to write about

    horse racing and the Boomtown Bombers, the cityʼs

    national league baseball team.

    Plasky offers race advice in one of columns, advice

    that includes his “pick of the week.”

    Game Hooks: While Plaskyʼs “pick of the

    week” column is printed for “amusement only”that didnʼt save Plasky from the wrath of a local

    Syndicate heavy who followed the columnistʼs

    advice. It is rumoured the mobster lost a

    considerable sum and is forcing Plasky

    to compensate him for the money

    that he lost, with interest.

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    Sample Editor - Seth Elliot …is known for being immensely cool under pres-

    sure.

      Goal: to always put the truth in print, no matter how outlandish the truth is.

      +1 Balderdash, +1 Leadership

      Skills: Bargain, Education, Curiosity, Education, Investigation, and Status.

      Special Skills: Respect

    His Story - Seth is of average height, with broad shoulders and a thin, respect-

    able frame. He has thick brown hair, blue eyes, and rugged good looks. He

    dresses in the attire of a Boomtown businessman with a touch of non-chalance

    about him (often his suit coat is tossed over a chair and his sleeves are rolled up).

      Elliot is 37 years old, which is young for an Editor of a daily.

    He isnʼt a Boomtown native. He grew up in Drurytown, West Virginia, a smalltown (pop. 8,000) with agricultural roots. In Drurytown, Elliot was the big fish

    in a small pond – a gifted student, an exceptional athlete – and he showed great

    promise.

    He avoided parties and being a part of high school hierarchy. His popularity

    spared him any ribbing, however. Elliot was the quintessential “nice guy”. His

    main passion was writing and with a small group of friends formed a writerʼs

    circle. They had grandiose dreams of creating a magazine similar to the New

    Yorker but the dreams gave way to reality when the members of the group gradu-

    ated from high school.

    Elliot went to College, got a degree in English Literature, and despite a desire

    to become a “real writer” he got a job in the newspaper business. He workedat the Timber Rapids Gazette, a bi-weekly in the Planet Publisherʼs stable. He

    worked at the Gazette for 11 years and went from copyboy to reporter, and

    reporter to Assistant Editor. When the Editorʼs position at Planet became avail-

    able, he applied on a whim with no real hope of landing the job. He was more

    surprised than anyone when he was selected.

    At 35 he packed his belongings into his old Model A and drove the twenty-five

    miles or so from Timber Rapids to his new home, Boomtown.

      Heʼs been Editor of The Boomtown Planet for two years but has yet to meet his

    employer, the Publisher, a mysterious benefactor who keeps the money rolling in

    and has got Elliot out of a few scrapes.

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    Detective – The Boomtown Planet, like other

    larger newspapers, can afford outside resources

     – people who are not strictly members of the

    staff, but work on contract and the paper infor-

    mation.

      The Planet has a few detectives on retainer.

    The detectives are called in to gather infor-

    mation, just like the legmen. The detectives,

    however, work in an entirely different manner.

    Not officially associated with the Planet, the de-

    tectives can investigate stories without gathering

    untoward attention.

      We are all familiar with the detectives of old

     – fedora and trench coat wearing guys who

    smoke incessantly and talk out the side of their

    mouths. The detectives who work for the Planetpretty much fall into this mould.

     

    Informant –Most Informants “tip off” the

    newspaper out of a sense of morale obligation.

    The Informant is sometimes paid a small fee

    for insider-information but itʼs a practice that is

    discouraged. How morale can an insider/infor-

    mant/whistle-blower be if he will only provide

    you with some disturbing insider-informationafter he receives an envelope of money?

      Certain informants, however, have proved

    they are reliable. Furthermore, they are buried in

    organizations that are not easily accessible to the

    media. The mob stands as a perfect example.

    The Planet goes to great lengths to protect the

    identities of the few reliable informants it has.

    In good faith it offers these informants small sti-

    pends for information, but usually the informant

    declines any payment.

    Detective

    Goal: to dig up the dirt and crack the

    case.

    +1 Balderdash, +1 Versatility

    Skills: Connected, Curiosity, Gun

    Fu, Interrogation, and Schmoozing.

    Special Skills: Photographic Mem-

    ory.

    Informant

    Goal: to right a wrong and set the

    record straight.

    +1 Brains, +1 Balderdash

    Skills: Bargain, Connected, Educa-

    tion, Schmoozing, and Status.

    Special Skills: Every Man.

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    Sample Detective - Merv Wiley…is known for his attention to detail. He leaves

    no stone unturned.

    Goal: to finally break free from her past.

      +1 Balderdash, +1 Versatility

      Skills: Acting, Camera Work, Curiosity, Education, and Short Hand.

      Special Skills: Photographic Memory

    His Story - Wiley is in his mid-30s, a hardened gumshoe in every sense of the

    word. Like most Boomtown detectives he wears a trench coat and fedora. He is

    naturally a good-looking man but typically sports a few days of growth on his

    chin and is entirely disinterested in his appearance.

      Heʼs been doing investigative work for the Planet for a number of years. In fact,

    the work that he does for the paper pays his bills. His other work (infrequent andoften shady) pays for his whiskey, cigarettes, and repairs on his old car.

      Wiley is a good detective and he loves his work. He also loves his pulp fiction.

    He also likes his neighbourhood bar, The Crooked Roost, his

    whiskey, his cigs, and his dame - Samantha Cowley, a down-

    town office gal who works a switchboard.

      Wiley s̓ done some shadowy business in the past. What it is

    he isnʼt tellingʼ. Heʼs also worked for some shady characters.

    Who they are, again, he isnʼt tellinʼ.

      Wiley s̓ frequently used by Elliot and the reporters

    to scrounge up information that they would have

    difficulty getting their hands on. The dic seemsto have a little black book full of contacts, from

    high hats to ragamuffins, from cops to palookas.

    He even knows a few heeby jeebies from Ghost

    Town.

      If it werenʼt for Dan Davenport, many detectives

    would have lucrative careers. As it is, the P.I.s of

    Boomtown have to make due, renting out cramped

    offices on the edge of Slaggy Bottom and Crum-

    bly Court and living in apartments off Wire Road

    or some other second rate main road.

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    Sample Informant - Bobby Bustetoni…is known for busting people in the

    chops.

    Goal: to somehow, some way, make the city a better place.

      +1 Brawn, +1 Versatility

      Skills: Break & Enter, Connected, Driving, Hand-to-hand, and Gun Fu.

      Special Skills: Block/Dodge

      His Story - Roberto “Bobby” Bustetoni works for the Boomtown mob.

    Heʼs not a main player but his face has been seen around and itʼs an ugly mug,

    too.

      Bobby is short but he s̓ stocky with a thick neck, barrel chest and beefy arms.

    Despite his dim appearance, “Bobby” (as he is known), isnʼt anybodyʼs fool.

      The 28-year-old mobster was born into the racket and he s̓ grown tired of it.The street smart, wise guy, has been tipping off the Planet and acting as an inside

    source for three years now. He acts thick and stupid around his mob superiors and

    no one suspects him of being the Planetʼs informant . . . at least, he hopes.

     

    Game Hooks: Bobby is running a dangerous game.

    He is afraid that his mother and sisters might be

    harmed if someone on the inside discovers that he

    is an informant. Because of this, he has moved

    his family to Timber Rapids. Bobby suspects

    that someone is onto him, but he doesnʼt know

    whom.

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      Socialite – The well to do hunger for notoriety.

    One way to ensure notoriety is to have oneʼs

    name frequently printed in the local press.

    The upper strata of society are often denied to

    the lowly reporter and this is where the Socialite

    comes into play. The Socialite leaks gossip to

    the newspaper, sometimes at the behest of the

    subject of the gossip.

    Perceived as a vehicle for yellow journalism,

    the Planet has very few socialites on which it

    can count. The few socialites that are affiliated

    with the Planet, however, are very loyal to the

    newspaper.

      Wizard – Strange things happen in Boomtown

     – unexplainable things to the uninitiated.

    All other newspapers refuse to believe that the

    supernatural is involved in certain events, ex-

    plaining it away with science and logic stretched

    to the breaking point. The people of Boomtown

    know whatʼs going on and they except it, laugh-

    ing as they read the bizarre scientific explana-

    tions put forth by the so-called “reputable”newspapers in the city. When the readership

    wants to know the real truth, they turn to the

    Boomtown Planet.

      Unlike the other newspapers in town, the

    Boomtown Planet covers the real story, including

    the supernatural story. The Publisher quickly re-

    alized that regular run-of-the-mills reporters, no

    matter how good, were simply out of their league

    when it came to the subject of the supernatural.

    As a result he hired on several students of the

    metaphysical world. Wizards!

      The Wizard, as a subject, will be explained fur-

    ther in the book. For now, it is safe to say that the

    Wizard can harness the power of the supernatural

    world. As for wizards on the Planetʼs staff, they

    carry out similar duties to the rest of the front-

    line staffers.

     

    Socialite

    Goal: to rise up the social ladder.

    +1 Balderdash, +1 Leadership

    Skills: Bargain, Curiosity, Eaves-

    dropping, Status, and Worldly.

    Special Skills: Naturally Lucky.

    Wizard

    Goal: to master the arcane arts.

    +1 Brains, +1 Balderdash

    Skills: Bargain, Connected, Educa-

    tion, Occult Knowledge, and World-

    ly.

     

    Special Skills: Arcane Inclination.

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    Step 7. Skills.

     

    We all have some select Skills that help

    define who we are, or at least define what

    we are capable of. Characters are no differ-

    ent.

    For simplicityʼs sake, each Skill is gov-

    erned by a single Attribute. You roll on the

    Attribute when you use the Skill, to see if

    you successfully use the Skill or not. Your

    Skills improve as their governing Attributesimprove.

      Why Skills are so important: If your

    character is attempting to do something

    that normally requires a Skill, and you lack

    said Skill, then your chances to succeed are

    seriously reduced. In fact, success might be

    impossible. As a “rule,” if your character

    is attempting to carry out an action that

    requires a Skill you lack, you roll two diceinstead of four to see if you succeed.

      A Character starts the game with 5 Skills.

    You can use the Skills provided with the

    above template Characters, or just pick 5

    Skills that you want.

    Your Character is limited to the number

    of Skills he can have at any given time. The

    maximum number of Skills he can have is

    7. This is reflected on the Character Sheet

    (found at the back of the book). When you

    look at it, youʼll see that there are only 7

    Skill slots.

      You can drop a Skill to free up a Skill slot

    whenever you want, but once you drop the

    Skill, itʼs gone. If you want it back, you

    have to purchase it, just like any other new

    Skill you acquire.

     

    Making Your Own Template

      You are encouraged to create your

    own PC templates. Simply give yourtemplate a name, a brief description,

    suggested Attribute bonuses, five

    suggested Skills, a suggested Special

    Skill and a suggested Goal.

      Let s̓ create a quick template for a

    “Cop.”

     Description: A Cop upholds the

    law. He serves and protects the inno-cent civilians in his community and

    he brings lawbreakers to justice.

    Goal: to keep the community safe.

       Attribute Bonuses: +1 Brawn, +1

    Versatility

      Skills: Connected, Curiosity,

     Hand-to-hand, Interrogation, and

    Gun Fu.

      Special Skill: Lightning Draw

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      For the GM – to make things easy, when

     you draft up secondary NPCs give them

    only two or three Skills that are pertinent to

    the tale.

    Here is a list of some sample Skills. This

    list is not complete, so, by all means, add

    your own Skills when the need arises.

      The governing Attribute is contained in

    brackets next to the name of the Skill. Re-

    member, the Attribute is what you roll on to

    see if you succeed when using the Skill.

    Acting (Balderdash) – You have a flair

    for acting. You can use this Skill to passyourself off as someone else and success-

    fully pull off a disguise. You can also fake

    emotions to play on peopleʼs sensibilities.

    Artistic Talent (Balderdash) – You have

    an inherent or developed Artistic Talent of

    some sort – music or the fine arts. You can

    use this Skill to impress an audience. A

    person who is musically inclined could find

    employment at a nightclub or tavern where

    gossip and possible news leads abound. A

    person, who has a penchant for drawing,

    could sketch a building or a person from

    memory.

    Athletically Inclined (Versatility) – You

    are naturally “sporty.” You pick up the rules

    of any game easily. You are knowledge-

    able when it comes to sports facts. You are

    also highly competitive. In addition, when

    it comes to physical actions (that rely on

    Brawn or Versatility), you gain a bonus

    on top of whatever bonuses the applicable

    Attribute gives you. You get to sharpen aroll, +1.

    Beast (Leadership) – You know how to

    work with and tend a specific kind of ani-

    mal, horses or dogs, for example. You have

    a natural affinity with the type of animal

    you work with, and when dealing with an

    unruly or unfamiliar beast of this type you

    sharpen a die, +2.

    Bargain (Leadership) – You use Bargain

    whenever you attempt to negotiate. Nego-

    tiations can be simple – determining who is

    going to pay for the dinner bill, for example

     – or complex.

    A PC that has Bargain as a Skill is a com-

    petent negotiator – he sharpens a roll, +1.

    Break & Enter (Brawn) – You have a tal-

    ent for overcoming obstacles that bar your

    entrance. You donʼt use finesse to gain en-

    trance; you use precision and brute strength.

    Camera Work (Brains) – You are familiar

    with cameras and the intricacies of operat-

    ing them. You stand a much better chance

    of taking a decent photo than someone does

    who lacks this Skill.

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    Climbing (Versatility) – You are an ex-

    perienced climber – having either actively

    climbed cliff faces or tree trunks in the past.

    You are familiar with climbing gear and

    know how to use it.

    Connected (Leadership) – You have con-

    nections in a particular organization (the

    mob, town hall, the police department, etc.).

    You can use your connections to gain “in-

    side information” and ask for (and receive)

    “favours.”

    Curiosity (Brains) – You have a natural

    Curiosity. Your curiosity plays in yourfavour when youʼre attempting to ferret in-

    formation from someone. You have a knack

    for asking the right when questions.

    Demolitions (Brains) - You can create and

    disarm explosive devices. You can handle

    and use explosives “safely” and with de-

    sired effect.

    Driving (Versatility) – You are a skilled

    driver. You stand a good chance of keep-

    ing your vehicle on the road when you are

    traveling at high rates of speed or pulling

    tricky maneuvers.

    Eavesdropping (Brains) – You have honed

    the act of listening in to a fire art. Even at

    crowded social functions you can eavesdrop

    on the conversations of others. Of course,

    it s̓ easier to eavesdrop in certain situations

    than it is to eavesdrop in others.

    Education (Brains) – You have either a

    diploma, a degree, or you are self-taught.Regardless, you are particularly knowledge-

    able in one subject area. You can take this

    Skill again, to acquire knowledge in another

    subject area.

    Electrical Repair (Brains) – You know

    how electrical systems work. You can make

    electrical repairs. Equally, you can sabotage

    electrical systems.

    Exotic Weapon (Versatility) – Any weapon

    that is not a small arms firearm or a knife is

    considered an exotic weapon. If you have

    Exotic Weapon as a Skill, then you are

    proficient in the use of one type of exotic

    weapon. That doesnʼt mean, however, that

    you can brandish the weapon in public with-

    out drawing attention to yourself.

    Fast Talk (Balderdash) – This is the art of

    bullshitting. You use Fast Talk to trick oth-

    ers or throw them off their game. This Skill

    is especially useful in acquiring informa-

    tion.

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    Fix-It (Brains) – You can make simple

    repairs to just about anything. The “repairs”

    are short-lived and often result in cata-

    strophic failure when they give way. None-

    theless, your repairs will carry you throughfor a moment of two longer.

    For each “10” that you acquire on your

    roll, the repair holds out for 10 minutes of

    game time.

    First Aid (Brains) – With first-aid you can

    stop bleeding, bandage wounds, set splints

    and patch up people.

    A successful roll on First-Aid moves the

    patient one rung up the Health Ladder (ex-plained at the end of this chapter).

    Forgery (Brains) – Given time and the

    correct materials, you can forge most docu-

    ments. In a pinch, you can supply forgeries

    that will pass a cursory inspection.

     Note: a person with the Skill Scrutiny will

    immediately detect a quick forgery.

    Gambling (Balderdash) – You are skilled

    in games of chance and tend to win more

    than you lose at the table. On a successful

    Gambling roll the character will win 1 to

    10 times his initial stakes. Of course, the

    reverse is true if the roll is failed.

     Note: People don t̓ like to lose at games of

    chance, especially when the stakes are high.

    Gun Fu (Versatility) – You are familiar

    with most small arms. You know to handle

    firearms safely can fire them with accuracy.

     

    Hand-to-hand (Versatility) – You are aproficient street fighter, trained in some sort

    of martial arts or self-defense technique.

    Hunting/Tracking (Versatility) – You are

    a skilled hunter. You know to track your

    quarry – including people – in many envi-

    ronments, including the urban environment.

    Interrogation (Brawn) – You can make

    people spill their guts through intimida-tion and, if necessary, physical persuasion.

    Given the time and right tools you can crack

    the most difficult nut. On the fly, you a bet-

    ter chance than most people do at making

    someone talk.

     

    Investigation (Brains) – You are good at

    gathering clues through examination or re-

    search. You know how to use clue-gatheringequipment, like databases, finger printing

    kits, etc.

    Lingo (Brains) – You are fluent in a

    language other than your mother tongue.

    It could be a well-known language (like

    French, Spanish, or German) or something

    more obscure, including ancient languages. Note: In order to be fluent in an additional

    language you must purchase this Skill again.

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    Medicine (Brains) – You have a medical

    background – either as a General Practitio-

    ner or a veterinarian. You can stop bleeding,

    close wounds, set broken limbs, diagnose

    and treat illnesses, etc.  On a successful roll on Medicine a

    patientʼs health goes up two rungs on the

    Health Ladder (explained at the end of the

    Chargen chapter).

    You can also accelerate a patientʼs recov-

    ery by giving him constant care. The patient

    will heal twice as quickly as normal with

    you at his side.

    Mechanically Inclined (Brains) – Youunderstand how machines work. With the

    right tools and the time you can repair dam-

    aged mechanical systems. Equally, you can

    sabotage mechanical systems.

    Occult Knowledge (Brains) – You are a

    student of the occult and the supernatural.

    When faced with either you have some un-

    derstanding of what is occurring. You know

    the strengths and weaknesses of supernatu-

    ral creatures.

    Piloting (Versatility) – You can fly a plane.

    Public Speaking (Leadership) – You are

    an effective public speaker. You can deliver

    moving speeches. You can sway crowds

    with your words, even written words.

    Sailing (Versatility) – You know how to

    sail a small craft. You can also be an effec-

    tive member of a large crew and can give

    directions to others to help you sail a large

    vessel.

    Scrutiny (Brains) – You are a natural

    skeptic. You are better at detecting lies,

    forgeries, and fakes than most people. You

    are nobodyʼs fool.

    Schmoozing (Balderdash) – You are an

    exceptional lickspittle. Ingratiating yourself

    to others has taken you far.

    Shorthand (Brains) – This is a handy Skill

    for any Reporter. Armed with a note pad

    and pencil you can quickly jot down the

    news as it happens.

    Slow-Flow (Brains) – You are a proficient

    Slow-Flow operator and can navigate the

    Slow-Flow Architecture.

    Launched in mid-1920s, Slow-Flow is

    a form of Internet, peculiar to the paral-

    lel world of the Boomtown Planet. It is a

    testament to the approaching technologi-

    cal/communication age. Slow-flow units are

    bulky and expensive. They look like a cross

    between a typewriter and a television with

    lots of apparent wires, tubes, and transistors.

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      With the Skill Slow-flow, you can hack

    databases and acquire information found on

    the Architecture. The heart of the Slow-

    Flow Architecture lies in the land of its

    creators, Germany.

    Spelunking (Versatility) – You are an ex-

    pert cave explorer. You know how to navi-

    gate through natural cave networks. You

    are familiar with the equipment required to

    survive a spelunking expedition.

    Status (Leadership) – You have acquired

    Status, either through your actions, deeds,

    or reputation, or through your pedigree.Doors that are closed to others are opened

    for you. You can use your Status to influ-

    ence others.

    Survival (Brains) – You know how to

    survive in the wilderness. You can navigate

    without the aid of a compass. You can find

    natural sources of fresh water, shelter, and

    food.

    Swim (Versatility) – You are an experi-

    enced swimmer and are comfortable in the

    water.

    Worldly (Brains) – You are well read and

    have a solid general knowledge base. While

    specifics sometimes stump you, you can

     join in a general conversation on nearly any

    topic and hold your own.

    Step 8. Special Skills.

      Special Skills lack a governing Attribute.

    Thatʼs one way that they are special. Some

    of the Special Skills are more applicable to

    fiction than they are reality. Special Skillsmake you stand out; they give you an extra.

    Some of the NPCs the characters meet will

    have Special Skills of their own.

      Your Character starts the game with 1

    Special Skill. You can use the Special Skills

    provided with the above template Charac-

    ters, or just pick the Special Skill that you

    want.

      Just like Skills, your Character is limitedto the number of Special Skills he can have

    at any given time. The maximum number of

    Special Skills he can have is 3.

      Unlike Skills, however, you canʼt drop

    a Special Skill to free up a slot. Once you

    have filled up all 3 Special Skill slots, thatʼs

    it. So choose your Special Skills wisely.

      For the GM – important NPCs can have

    Special Skills.

      Here is a list of some sample Special

    Skills.

    Ambidextrous – most people have a “dom-

    inate hand.” Itʼs the hand they write with. A

    few, however, are blessed with the ability to

    use both hands equally. This can be of great

    advantage to a Character.

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      An example of this Special Skill in play

     – The columnist, Irvine Marcott, is bound

    to a piling that supports a boathouse. His

    dull-witted captors didn t̓ intend to harm

     Marcott, they just wanted to make a cleangetaway. Unfortunately, they forgot about

    the incoming tide. The tide is coming in fast

    and if Marcott doesnʼt quickly free himself,

    he will drown.

      The GM informs the Player that Marcott s̓

    left hand is free. Marcott happens to be

     Ambidextrous and this improves his chance

    to escape dramatically. After a few attempts,

     Marcott wriggles free of his bonds and

    swims safely to shore.

    This would not be the case with a Charac-

    ter who is not ambidextrous if his off-hand

    was the free hand. A Character that is not

    ambidextrous suffers a penalty when he is

    using his off-hand and the roll is dulled,

    -1. The ambidextrous Character suffers no

    penalty.

    Arcane Inclination – You were born with

    the “gift”; some would call it a curse. You

    are aware of the metaphysical world and

    you are able to tap into it to influence the

    real world.

       Bear with me; this Special Skill is the rock

    upon which the magic in this game is built.

     As a result, Arcane Inclination gets more

    than its share of real estate in the book. If

     you aren t̓ playing a wizard, or don t̓ intend

    to have wizards in your game, you can skim

    through this part to see if any of it interests

     you.

      Excerpt from “A Guide to the Arcane

    World for the Layman” by Excalibur Jones,

    wizard and occasional contributor to the

    Boomtown Planet.

    Non-wizards have as much control over the

    metaphysical world as a farmer has over a

    barn cat. That is to say, the non-wizard may

    be aware of some “presence” (although

    probably not), but he has no control over it.Wizards, on the other hand, are very much

    aware of the metaphysical world. In fact, we

    can influence it and bend it to our will. Itʼs

    a tricky business, however, as messing with

    the metaphysical world can be lethal.

    The metaphysical world is a world of bal-

    ance. It is also a world of absolutes, of dark

    and light, black and white. The shades of

    grey evident in our own world are absent

    in the metaphysical world. A wizard taps

    into the energy of the metaphysical world

    and harnesses it to influence the physical

    plane. He does so by either tapping into the

    negative energy or the positive energy of

    the beyond. This energy is powerful and itʼs

    volatile. It takes a wise practitioner to know

    when he is exceeding his limits.

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      Contrary to popular belief, a wizard is free

    to tap into whatever form of energy he likes

     – both black and white magic. Generally,

    however, his talents push him one way or

    another. Black magic is not inherently evil, just as white magic is not inherently good.

    Both types of magic are merely tools. Itʼs

    how you use these tools that matters.

    Through the use of metaphysical energy

    wizards are able to influence the seven

    known elements – earth, wind, water, fire,

    wood, mineral (or metal) and living tissue,

    or flesh. Black magic is used to destroy or

    damage elements, white magic is used to

    strengthen or repair elements.

    I am telling you all this to give you an

    understanding of the metaphysical world

    and the role that wizards play in it. Most

    wizards are decent folk, but there are excep-

    tions. There are some truly nasty wizards

    out there, so consumed that they are scarce-

    ly human. It is a delicate game the wizard

    plays. Those who choose to embrace their

    gift and pursue it can do great good. They

    can also do that exact opposite. And thatʼs

    when the Arcane Society comes into play.

    Several thousand years ago, the Arcane

    Society was a matriarchal one. Women held

    the highest offices in the Society. The So-

    ciety, however, was divided into many dif-

    ferent Orders. Each Order struggled to gain

    absolute control over the Society. Some-

    times alliances were formed, but they were

    short-lived. It was fractious state of affairs

    and valuable arcane information was lost or

    destroyed through the ongoing conflict.

    Shortly after the rise of Christianity, the

    Orders began to assemble themselves inaccordance to the “magic” they practiced.

    Wizards were classified. A clear line was

    drawn and the Arcane Society was divided

    not quite down the middle between those

    who practiced the “black arts” and those

    who practiced “white magic.” The Order

    of White Magicians had powerful allies in

    the Church and it used these allies to make

    war on the Order of the Black Arts. Through

    purging, inquisitions and general prosecu-tion the Dark Order was nearly destroyed.

    Many practitioners of the black arts went

    into hiding. Innocent civilians were purged

    along with bona fide wizards. Any who

    were suspected of harbouring the “dark

    gift” were consumed in the purifying fires

    of the Inquisitions. And, to think, many of

    the Inquisitors were wizards themselves!

    The modern age, with its origins in the

    Age of Reason, ended the conflict between

    White and Black wizards. But still, the

    Black wizards harboured a deep resentment,

    and who could really blame them. This

    resentment still runs deep today.

    Today, there is no distinction between

    White or Black wizards. We are all con-

    sidered members of the same Society. For

    obvious reasons we tend to keep our gifts to

    ourselves.

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    Although I think this is a mistake. The

    general population would do well to know

    that things that sometimes mean them harm

    influence them. Nonetheless, archaic law

    must be heeded. The Cardinal Law of theArcane Society is that “magic” shall not be

    used to take mortal life. Why? Not for any

    hard moral reason, although most of us are

    as moral as the next man, but because the

    taking of mortal life upsets the balance of

    the metaphysical world.

    The highest members of the Arcane Society

    sentence a wizard who breaks the Cardinal

    Law to immediate death. This strikes me

    as the definition of irony, “Though shallnot kill or you will be killed.” Nonetheless,

    thatʼs the law that wizards live by. Well,

    most of us do. Inevitably, when the Law is

    broken, the wizard who broke the Law can-

    not be found. He (or she) is almost always a

    nasty sort and the type to s