Bootleggers: Smuggling Run

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Bootleggers

smuggling run
Bootleggers: Smuggling Run
Dedicated to Cameo Wood
Patreon Release, v1.2
June, 2014

Game Design and Layout


John Harper
oneseven@gmail.com, @john_harper www.onesevendesign.com

Based on World of Dungeons (J. Harper).


Inspired by: Apocalypse World (V. Baker) and
Gangbusters (R. Krebs, M. Acres, T. Moldvay).

Playtesters
Keith Anderson, Allison Arth, Mike Standish,
Andrew Farley, Les Hilliard.
This game is released under a Creative
Commons Attribution, Non-Commercial,
Share-Alike license (CC-BY-NC-SA)

This game was made possible by the generous support of my patrons on Patreon.
If you’d like to support the creation of more free, CC-licensed games like this one, check
out the link below:
www.patreon.com/johnharper

Patrons who made this game possible: Aaron Feild, Adam Koebel, Adam Blinkinsop, Al Billings, Alexander
Gräfe, Andrew Medeiros, Andy Kitkowski, Antoine Fournier, Bastian Dornauf, Bay, Ben Wray, Blake
Hutchins, Brendan Conway, Brennan Taylor, Brian Minter, Bruce Curd, Bryan Whalen, Cam Banks, Cameo
Wood, Charlie Vick, Chris, Chris Bennett, Chris Sakkas, Chris Weidner, Christopher Corbett, Christopher
Stone-Bush, Christopher Weeks, Colin Fahrion, Dan, Daniel Ley, Daniel Lofton, Darcy Ross, David Bapst,
David Bowers, David Gatt, Dev Purkayastha, Donogh McCarthy, Dylan Clayton, Dylan Green, Ed Heil,
Emanuele Pierangelo, Eric Mersmann, Evil Hat Productions, FelTK, Flavio Mortarino, Francisco Castillo,
Giuseppe D’Aristotile, Grant Howitt, Guillaume Carré, Hal Mangold, Harry Lee, Herman Duyker, Ivan,
J.Walton, James Stuart, Jamie Fristrom, Jason Pitre, Jason Tocci, Jean-Christophe Cubertafon, Jeff
Johnston, Jeremy Tidwell, Jeremy Zimmerman, Joe, Joe Banner, John Aegard, John Marron, John
Powell, Jonas Richter, Jonathan, Jonathan Lee, Jonathan Leitheusser, Joseph Le May, Josh Mannon,
Josh Rensch, Josh Roby, Josh T Jordan, Joshua Crowe, Joshua Haney, João Mariano, Judd Karlman,
Julianna Backer, June, Kairam Ahmed Hamdan, Kari, Keith Anderson, Keith Stetson, Logan Bonner,
MadJay, Marc Majcher, Mark Delsing, Mark Diaz Truman, Mark Nau, Marshall Miller, Matt Greenfelder,
Matt Machell, Matt Ward, Matthew, Matthew Gagan, Matthew Klein, Matthew Wilson, Michael Fujita
Wight, Michael Hill, Michael Prescott, Michael Sands, Mick Bradley, Mikael, Mike Burnett, Mike Standish,
Mike Sugarbaker, Nate Marcel, Nathan Black, Nick Bate, Oliver Scholes, Patrick Gamblin, Paul, Paul
Baldowski, Paul Riddle, Philippe Debar, Radek Drozdalski, Rahyll, Ray Otus, Remi, René John Kerkdyk,
Richard Rogers, Rob Abrazado, Robert Cooper Ferguson, Rustin Simons, Ryan Macklin, Sam Zeitlin,
Sarn, Scott Acker, Scott Belchak, Scott Bennett, Sean M. Dunstan, Sean Nittner, Seth Johnson, Shervyn
von Hoerl, Simon Brunning, Stephen Hood, Steve Nix, Stras Acimovic, Stuart Chaplin, Stuart McDermid,
Svend Andersen, The Doubleclicks, Thomas Ryan, Tim Jensen, Tony Dowler, Tresi, Vasiliy Shapovalov,
Veav, Vincent Baker, Whitt, Wilhelm Fitzpatrick, Will Hindmarch, Yragael Malbos, Zed Lopez
overview
Bootleggers is about a gang of criminals smuggling alcohol during prohibition in Seattle,
Washington in 1930. Roy Olmstead, the so-called “good bootlegger” and ex-cop, runs 90% of
the city’s illegal alcohol business and has bribed almost every police officer and city official
to support his operation. The remaining scraps of booze trafficking, still worth a small fortune,
are fought over by independent operators like you.
This first set, Bootleggers: Smuggling Run, covers your gang through their first six levels as
they establish a reputation as daredevil smugglers supplying the speakeasies of the Emerald
City. The follow-up set, Bootleggers: Turf War, covers levels seven through twelve as the gang
sets up their territory and runs their own smuggling fleets, speakeasies, and stills.
This game is set in history, but don’t let that curtail the types of characters in your game.
Characters can be of any gender, sexuality, race, or background that you want. Think of
Bootleggers as a cool modern TV show about the prohibition era, not an accurate historical
document.

What do the characters do?


The player characters are members of the same gang of bootleggers. They’ve all served time
for various crimes, but now they’re out and ready to start running booze together. Characters
scout routes for smuggling, make contacts in the criminal underworld, drive cars and boats full
of illegal alcohol and evade police patrols, get in shoot-outs with cops and rival bootleggers,
steal alcohol and cash, and bribe law enforcement and officials to look the other way.

What do the players do?


The players create a motley crew of scofflaws with interesting quirks and personalities. They
put their characters in dangerous situations to experience the thrilling life of the outlaw and
to win rewards to help propel their gang of hoods to bigger and bolder crimes.
3
What does the GM do?
The GM cultivates a head-full of colorful Prohibition-era detail. (Time to hit your local library
and Wikipedia. You’ll find all kinds of wonderful details from history that you can adapt for your
game.) The GM establishes the ongoing fictional world around the characters, especially the
law-abiding civilian world and the violent criminal underworld; their important characters,
connections, vulnerabilities, dependencies, opportunities, threats, and challenges. The
GM plays all the non-player characters in the world by giving each one a concrete desire
and method of action. Big Al Lang wants to put out the best product on the market and he’ll
backstab or betray anyone to stay on top. The Dock Hounds gang wants to control the port
and they’ll kill anyone who stands in their way. Each NPC and group you introduce offers
the PCs a choice: will you align with their desire and become allies, or clash and become
enemies? The NPC’s desires and the players’ choices form a network of possibility and the
resulting ripples of consequences drive the action of the game.

What do we play to find out?


We’ll find out if this fledgling gang can make it in the bootlegging business. Will they rise to
wealth, notoriety, and power? Will they stay ahead of the law? What will they do to achieve
these things? How ruthless will they be? Do they have a moral center, or are they selfish
psychopaths willing to do anything to win? Will they be loyal, or will they turn on each other?
Will they form alliances or will they destroy those who stand in their way? Is this a story of
action and achievement, or a story of tragedy and suffering? We don’t know! We’ll have to
play to find out.

4
background
In 2012, I wrote a little dungeon-crawling game called World of Dungeons to be included as a
stretch goal for the Dungeon World Kickstarter. World of Dungeons grew out of a game I ran
for my co-workers at the office, beginning with Basic Dungeons & Dragons (Tom Moldvay)
and eventually mutating into a simplified version of the core Apocalypse World mechanics
upon which Dungeon World is based. When this game series came to an end, my co-workers
wanted to try something new, while still retaining the simplicity of the game system. We were
all fans of the HBO TV series, Boardwalk Empire, so I threw together some character sheets
for 1930s bootleggers and a page of rules based on World of Dungeons, and we were off.
This is an expanded version of the game we played at the office, with some expansions and
revisions. Thanks to Allison, Keith, Mike, Andrew, and Les for their help.
Designing and playing this game directly lead to the development of my next game, Blades in
the Dark (also about a gang of criminals). You’ll see a lot of Bootleggers DNA in that game.

touchstones
When you pitch the game to potential players, here are a few pop-culture touchstones you
can compare it to: Boardwalk Empire (TV series), Bonnie and Clyde (1967 Film), Scarface
(1932 and 1983 Films), White Heat (1949 Film), Dillinger (1973 Film)

theme song
If this game was an HBO TV show, this would be the opening track: “Fire in the Blood / Snake
Song” Nick Cave and Warren Ellis, featuring Ralph Stanley and Emmylou Harris. Lawless
soundtrack (2012).
5
Bootleggers
gang wanted level

suppliers

routes

buyers

vehicles damage
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allies

other assets

$ scores
score type
Creating the gang
Your gang starts at Wanted Level 1. You have one Supplier (a contact that provides alcohol,
across the border in Canada), one Buyer (usually a speakeasy), and one Route (a path you’ve
scouted for smuggling cargo). Choose from the lists provided below.
Choose one starting Ally from the list provided. Also choose one starting Rival gang.
For a vehicle, your gang has a Model T car or a small motorboat for running booze. It has
Speed -1, Cover 1, Ride 0 and Cargo: 4 Cases.
Your gang starts with $100 of Cash. Cash can be used for repairs, bribes, and upgrades to
vehicles. Your starting score type is: Smuggle 2 cases of booze. Every time you do that, you
earn a score. When you earn 6 scores, your gang advances to the next wanted level.
Choose a name for your gang. Some examples are provided below.

Gang Names
The Night Owls, The Butchers, Haloran’s Boys, The Red Caps, The Snake Road Gang, The
Eels, The Lake Gang, The Pioneers, The Hammers, The Bandits, The Jackals, The Aces.

Suppliers Routes Rivals


Big Al Lang (the good stuff, Back Roads / Sea Lanes Your rival gang is level 3.
self-preservation) (Cover +1, Speed 0, Ride -1) Every time your gang levels
The Getty Brothers (loyal, Off-Road / Hug the Coast up, roll 1d to see if your rivals
violent) (Cover +2, Speed -1, Ride -1) have, too. 1-3: Yes. 4-6: No.
Maggie Kendall (shrewd, Open Road / Open Sea The Dock Hounds (direct,
independent) (Cover -2, Speed +1, Ride +1) violent)
Captain Clarke (straight- The Straight Shot (Cover -2, The Marcels (clever,
laced, connected) Speed +2, Ride 0) unorthodox)
Whitaker (honorable, The McBray Family
Allies (ruthless, sentimental)
unforgiving)
O’Hara’s Junk Yard (50%
Baxter Hill (generous, vehicle repair costs) The Whidbey Gang
impulsive) (stronghold, sneaky)
Lucky’s Garage (50%
upgrade cost) The 12th Precinct (cops,
buyers connected)
Lucille’s (discrete, impatient) Officer Frank Olmstead
(-1 Heat) The Forenzas (professional,
Frankie Vito, The Domino deadly)
Room (reliable, cautious) Samantha Gordon (50%
Minxie Malloy, The Kitten attorney cost)
Club (popular, ambitious) Sal Lombardo (+1 weapons
“Tuck” Malone, the Sons of quality)
Erin (loyal, connected) Councilman Malone (50%
“Rabbit” Liu, The Red Lamp bribes cost)
(direct, connected) Doctor Malloy (50% hospital
Goldie’s (rich, shifty) cost)

7
Bootleggers
name lifestyle
arson connected
ins assault
daredevil
Burglary
extortion deadly
pre forgery mechanic
gambling
grift savvy
ref murder survivor
r. driving
tough
sta sabotage
smuggling wheelman

weapons basic good (1) superior (2) rare (3)

other stuff

notes

$ fate
weekly cash
on hand
Creating your character
To create your bootlegger, first choose one Talents
Talent. This is the crime for which you’re Arson, Assault, Burglary, Extortion, Forgery,
known, and the reason you were recently Gambling, Grift, Murder, Reckless Driving,
locked up. You can use a talent for a re-roll Sabotage, Smuggling
once per session. Choose one Special Ability.
Your special ability gives you moves that you special abilities
couldn’t normally do. Connected: When you meet someone
interesting, ask the GM which NPC connection
Assign ratings to your Stats: Insight, Presence,
the two of you have in common. You can
Reflexes, and Stamina. Your best stat has a
always think of someone to bribe or otherwise
rating of +1 (good). Your worst stat has a rating
influence to get something you want (though
of -1 (poor). The other two stats are rated 0
they may be out of your league).
(average).
Daredevil: When you attempt an especially
You start with access to basic weapons. dangerous stunt or go up against terrible odds,
Choose a couple from the weapons list (page you take +1 to your rolls.
10).
Deadly: When you do harm, it’s one level more
You start with no Fate points. (For a more serious. You get +1 to Presence rolls when
cinematic game, the GM might give everyone you threaten with deadly force.
1 Fate to start.) Mechanic: Any vehicle you maintain gets
Your gangster only needs one name (first, last, a free upgrade (you can swap out what it
or a nickname). Some suggestions are at the is every week). You can fix up to 2 vehicle
bottom of the page. damage out in the field (you still pay for it).
Your Lifestyle level begins at Poor. Lifestyle Savvy: When you study a person closely, you
level measures the quality of your clothes and can ask the GM any 2 of these questions: What
residence and determines where you can are they really feeling? What do they intend to
easily fit in. If you’re poor, it’s hard to get in to do? What do they wish I’d do? How could I get
fancy restaurants, or arrange a meeting with a them to X? Are they telling the truth?
city official. As the game progresses, the gang Survivor: You get +1 Fate point. (You can spend
will grow and your character’s Lifestyle will a Fate point to avoid any negative outcome)
advance. This is the main reason to get into Tough: You can ignore harm once per session
smuggling, after all. Tell the group why your (you don’t need to roll). You get +1 to all harm
character wants to get richer. Do you have rolls.
something to prove? Do you crave luxuries
or attention? Do you want to make your mark Wheelman: Any vehicle you drive ignores the
on history, like Capone, Dillinger, or Bonnie first point of damage it takes on a run. You do +1
and Clyde? damage when ramming with your vehicle.

Finally, make a note of one or two Connections in your life. These are people who you care
about who are not in the smuggling racket and probably don’t know about your illegal activities.
They wonder where you’ve been when you’re gone for 5 days on a smuggling run.

Names
Abbot, Anderson, Aristotle, Baker, Barrow, Bruno, Burke, Buckley, Butcher, Campbell, Casey, Cavallo,
Cullen, Cutter, Drake, Donovan, Doyle, Duffy, Flynn, Fox, Griffin, Hart, Hatchet, Hayes, Holly, Hughes, Kane,
Kelly, Kurtz, Lynch, MacNamara, Maguire, Malone, Moran, Murphy, Nolan, Ollie, Oskar, Otis, Parker,
Peaches, Riley, Robinson, Russo, Scott, Spider, Sweeney, Tanner, Trumbull, Turtle, Walsh, Whistler

9
Basic Weapons lifestyles
Light Handgun: .32 automatic, .38 revolver.
Rifle: Bolt-action hunting rifle. Poor
Shotgun: Double-barrel (at distance). Two simple outfits. Simple meals cooked
Explosives: Molotov cocktail. on a hotplate. A bed in a communal room
Melee Weapons: knife, baseball bat, crowbar, in a flophouse, or you sleep in the garage or
brass knuckles, straight razor, garotte. boathouse where the gang keeps its vehicle.
$10 cash on hand per week.
Good Weapons
Heavy Handgun: .45 automatic, .44 revolver. standard
Semi-Automatic Rifle: Winchester model 10, Four simple outfits and one formal outfit.
Remington model 8. Decent meals at a diner. A small rented room
Shotgun: 12-gauge pump. in the city or a cramped cottage outside of
Explosives: Dynamite. town. A used car (Ford Model T). $20 cash
Melee Weapons: Switchblade, trench knife. on hand per week.

superior Weapons fine


Submachine Gun: Thompson M1A1 Six nice outfits and two formal outfits. Good
Shotgun: Double barrel (up close). meals at restaurants. A nice apartment in
Full Auto Rifle: BAR. the city or a small house outside of town. A
Explosives: Pipe bomb. new car (Ford Model A). $50 cash on hand
per week.
rare Weapons
Machine Gun: M1919 Browning.
Explosives: Time bomb. 1930s prices
Tools ($5 each): Crowbar, Hatchet, Lockpicks,
bribes Fishing Pole, Shovel, Rope, Grappling Hook,
If you’re not sure if a character can be bribed, Pickaxe, Wire-cutters, Heavy Drill, Wrenches,
roll 1d. 1, 2: No. 3-6: Yes. Screwdrivers, Block & Tackle.

Patrol Cop: Don’t report minor offense: $40. Used Cars: Model-T or similar ($250), Truck
Serious offense: $100. Major offense: $500 ($350), Large Truck ($800).

Police Officer: Lose paperwork, procure New Car: Model-A or similar ($1,000), Truck
information: $50. Smuggle something into jail: ($1,400), Large Truck ($3,500).
$100. Manipulate police deployment: $250. Luxury Car ($7,000+): Cadillac, Mercedes,
City Official to drop charges: Minor: $100. Packard, etc.
Major: $500. Serious: $1500. Grievous: $5000. Clothing: Simple outfit ($10), Nice outfit ($30),
Luxury outfit ($200+). Fine watch, silk tie,
Repairs simple jewelry ($50+).
Fix one box of vehicle damage for $50.
Speakeasies: $1 to drink, $2 for the good stuff,
Upgrades $0.25 beer, $1 to eat, $10 to get drunk.
You can add an upgrade to a vehicle (increase Property: Apartment Rental ($15/week), House
its Speed, Cover, or Ride by 1) for $500. You ($3,500), Mansion ($50,000), Commercial Lot
may also add an extra damage box or increase ($1,500), Warehouse ($2,000).
cargo capacity to 150% as upgrades. A vehicle
can be upgraded two times, and no stat can
increase beyond +3.

10
risks & dice
When a PC does something risky, you roll dice Help and interference
to see how it turns out. Roll 2d6, sum them, If your action would make another character’s
and add any relevant modifiers. action easier, give them a +1 to their roll. If
your action would make another character’s
If your result is 10 or higher, it goes as well action more difficult, give them a -2 penalty.
as we would expect in this situation. The GM has the option to count an NPC action
If your result is a 7-9, it’s a mixed result. as help or interference on a PC roll as well.
Either you do it to some lesser effect, or you
the chance die
do it but there’s a cost of some kind—time,
If the GM needs to establish something and
pursuit, damage, a new danger, etc.
doesn’t want to simply decide, roll a die. A
If your result is 6 or less, things go as badly low number represents something bad. A high
as we would expect in this situation. number is something good. Or you might roll a
die to determine the magnitude of something.
Modifiers A low number is a little; a high number is a lot.
You’ll usually add one of your Stats to a roll (in You might roll to establish the weather, find
the rules, this is written like “roll+Insight”). The out if any witnesses observed a crime, or to
GM will tell you which stat to add, depending determine if a patrolling cop appears. The GM
on what your character is doing. may also roll the chance die if the PCs take
ƒƒ If you’re taking a risk that involves awareness, some action for which sheer luck is the only
knowledge, strategy, or understanding, add factor in the outcome.
Insight.
ƒƒ If you’re taking a risk that involves influence, the stakes
manipulation, charm, or threats, add You go to the dice when a character does
Presence. something risky. Does this mean a character
ƒƒ If you’re taking a risk that involves can attempt anything, as long as they make
coordination, quickness, steady aim, or the roll? Not exactly, no. It’s the GM’s job to
sudden action, add Reflexes. determine the stakes of the action at hand.
ƒƒ If you’re taking a risk that involves toughness, They’ll make a judgment call based on the
endurance, strength, or patience, add situation, your character’s abilities, and the
Stamina. action you take. The GM will ask you what
you hope to accomplish with your roll and
Other possible modifiers include: your gang’s that will inform what you risk.
Heat level (usually a negative modifier) and In general, the more you’re trying to accomplish
the Speed, Cover, and Route ratings of a with your action, the more you’ll risk. Once the
smuggling route. GM tells you the risks, you have the option to
The GM has the option to give you an additional revise your action before you roll.
+1 modifier if you’re in a really good position Here’s a technique for the GM: Whenever
to attempt your action. You can always ask you’re tempted to say, “No, you can’t do that,”
the GM what you might do to get into better instead, break down the action into several
position for the bonus. steps and tell the player what they need to do
first. Like this: “Tossing a molotov through the
Talents window won’t burn down the police station,
If you have a talent that applies to the action but you could start by trying to lure most of the
at hand, you can use it for a re-roll once per cops out of the building first. Then any fire you
game session. set won’t be immediately extinguished.”

11
smuggling run
A successful smuggling run requires several elements all working together. pickup
In play, the player characters take actions and make rolls to achieve Time
each element. Hand-Off
There are two legs to the run: The pickup leg and the delivery leg. Each
delivery
leg involves several elements (listed at right). If the same character covers
Evasion
more than one element during a leg, they take -1 to their rolls.
Time
Evasion Damage
To avoid contact with enemies on your route (rival bootleggers, police Hand-Off
patrols, etc.) roll+Insight of the lookout. Add the Cover values of the vehicle
and chosen Route. Subtract the Heat level of the gang. You can take a +1 Heat, p. 17
bonus to this roll in exchange for a -1 penalty to the Damage roll later.
ƒƒ 10+: You avoid contact with enemies or arrange to ambush them.
ƒƒ 7-9: It’s a chase! They’ve spotted you and are in pursuit.
ƒƒ 6-: You blunder into an ambush. They have you stopped, in their sights.
Do what they say or they start shooting.

Time
To find out how long a leg of the run takes, roll+Reflexes of the driver. Add
the Speed values of the vehicle and the chosen Route. You can take a +1
bonus to this roll in exchange for a -1 penalty to the Damage roll later.
ƒƒ 10+: You make good time. This leg takes 1 day.
ƒƒ 7-9: It’s an average time. This leg takes 2 days.
ƒƒ 6-: It’s slow going. This leg takes 3 days.

Hand-Off
Criminal activities are not very reliable. There’s always the danger that
your contact senses weakness and tries to take advantage of you. When
you do a hand off (either picking up or dropping off) roll+Presence.
ƒƒ 10+: You make a good impression and everything goes smoothly.
ƒƒ 7-9: Choose one: you show some weakness and the contact alters the
deal (they keep half the cash from this score) or you stand firm and strain Cash, p. 16
the relationship (-2 to your next hand-off roll with that contact).
ƒƒ 6-: They sense weakness and make their move. The GM will tell you what
they demand (you won’t like it). Give in, or make a show of force.

Damage
A smuggling run is hard on the vehicle and its cargo. At the end of the
run (before the final hand off) roll+Stamina of the co-pilot. Add the Ride
values of the vehicle and the chosen Route.
ƒƒ 10+: Only routine damage. Mark 1 box of damage on the vehicle.
ƒƒ 7-9: You take routine vehicle damage (1 box) and lose 1/4 of the cargo
to breakage.
ƒƒ 6-: You take routine vehicle damage (1 box) and lose 1/2 of the cargo
to breakage.

12
chases
Pursue flee
When you pursue someone who’s trying to When you flee from pursuit, roll+Reflexes. Add
escape, roll+Reflexes. Add the Speed value the Speed value of your vehicle and subtract
of your vehicle and subtract the Speed value the Speed value of the target.
of the target. ƒƒ 10+: Choose two:
ƒƒ 10+: Choose two: •• Ram their vehicle. Take 1 damage, do 2
•• Ram their vehicle. Take 1 damage, do 2 damage.
damage. •• Hold steady and give your passengers a
•• Hold steady and give your passengers a chance to shoot with +1 to their rolls.
chance to shoot with +1 to their rolls. •• Roll to escape your target.
•• Roll to catch your target. ƒƒ 7-9: You may ram, doing 1 damage to both
ƒƒ 7-9: You may ram, doing 1 damage to both vehicles. Then choose one:
vehicles. Then choose one: •• Hold steady and give the passengers of
•• Hold steady and give the passengers of both vehicles a chance to shoot.
both vehicles a chance to shoot. •• Roll to escape your target.
•• Roll to catch your target. ƒƒ 6-: Target chooses one: They ram your
ƒƒ 6-: Target chooses one: They ram your vehicle for 2 damage, their passengers
vehicle for 2 damage, their passengers shoot, or they catch you and end the
shoot, or they escape and end the chase. chase.

Catch Escape
When you try to catch your target and end When you try to escape and end the chase,
the chase, roll+Reflexes. Add their vehicle roll+Reflexes. Add their vehicle damage.
damage. Subtract your vehicle damage. Subtract your vehicle damage.
ƒƒ 10+: You catch your target and end the ƒƒ 10+: You escape and end the chase. At your
chase. At your option, you can also ram option, you can also ram them to force them
them to force them to spin out and crash, to spin out and crash, but your vehicle takes
but your vehicle takes 1 damage. 1 damage.
ƒƒ 7-9: Choose one: You catch your target, but ƒƒ 7-9: Choose one: You escape pursuit, but
you both spin out and crash; or, your target spin out and crash out of sight; or, you get
gets away. caught.
ƒƒ 6-: You spin out and crash and your target ƒƒ 6-: You spin out and crash and you get
gets away. caught.

Vehicle Combat A chase gives a -1 penalty to the damage roll


When you shoot from or at a moving vehicle, to determine vehicle and cargo damage at the
roll+Reflexes. end of the smuggling run.
ƒƒ 10+: You do your weapon level +1 damage to
the vehicle, or inflict harm on an occupant. If a vehicle crashes, it takes 1d vehicle
ƒƒ 7-9: You do your weapon level in damage damage and its occupants suffer harm (see
to the vehicle. page 14).
ƒƒ 6-: You miss.

Model T Car / Small Motorboat Model A Coupe / Fast Motorboat


Speed -1, Cover 1, Cargo: 4 cases Speed 1, Cover -1, Cargo: 4 cases
Model A Car / Medium Motorboat Model TT Truck / Large Motorboat
Speed 0, Cover 0, Cargo: 6 cases Speed -2, Cover -1, Cargo: 12 cases 13
harm & healing
When you suffer harm, roll+Stamina, minus the Weapon hospital time
Level. (Basic=0, Good -1, Superior -2, Rare -3) Major injuries (car crashes,
ƒƒ 10+: You suffer the least harm we would expect in this gunshots) require hospital
situation. care. A normal hospital
ƒƒ 7-9: You suffer the harm we would expect in this room costs $15 a day. A
situation. secure room under a fake
ƒƒ 6-: You suffer the most harm we would expect in this name costs $25 a day.
situation.
If your Lifestyle level is Fine
If a rule tells you that the harm you take is “one level worse” (or higher) you can arrange
consider it as the next lowest result (so a 10+ would become for private hospital care in
a 7-9). your home for $15 a day.
Minor injuries heal on their own after a day. If you’re injured You can go into debt to pay
again before it heals, it becomes Serious. for hospital expenses. You
Serious injuries require a doctor visit ($25) and a week of have to spend any cash you
recovery (you can still do things, but if you’re harmed again earn to pay down your debt
during recovery, your injury becomes Major). until it’s gone.

Major injuries (from car crashes, gunshots) require 1d days


of hospital care (see sidebar) and a week of rest with no
activity.

When you inflict harm, roll+Weapon Level. (Basic=0, Good


+1, Superior +2, Rare +3)
ƒƒ 10+: You inflict the most harm we would expect in this
situation.
ƒƒ 7-9: You inflict the harm we would expect in this
situation.
ƒƒ 6-: You inflict the least harm we would expect in this
situation.
If a rule tells you that the harm you inflict is “one level more
serious” (like the special ability Deadly) consider it as the
next highest result (so a 7-9 would become a 10+).

Fate
If something happens to your character that you don’t want, like death, dismemberment, life
imprisonment, or whatever, you can spend a Fate point to avoid it. Once a Fate point is spent,
it’s gone forever, but you get more as your gang rises in Wanted Level.

Laying Low
When your gang takes a week off and lays low to avoid trouble or wait for members to
recuperate or serve jail time, take -1 Heat. Laying low costs $100 x your Wanted Level to
pay various expenses and upkeep. If you can’t pay it, you can go into debt. You have to spend
any cash you earn to pay down your debt until it’s gone.

14
doing time
If your character gets nabbed by the cops, you’ll face charges. First, you can attempt to bribe
away the offense. If that doesn’t work, you can hire an attorney ($300 per level, up to +4). Then
roll+Attorney Level to see if you can beat the rap. 10+: You get away scott free. 7-9: They nail you
for a lesser charge. 6-: They have you dead to rights. You have to serve the full sentence.
Minor offense: $1,500 fine or 2 weeks in jail. Serious Offense: $3,000 fine or 10 weeks in jail.
Major offense: $10,000 fine or 2 years in prison. Grievous Offense: 10+ years in prison, or
life, or execution.
If you have to serve time, you can: play a new character while your first serves time, or
attempt a daring prison break (you’ll probably need the rules for Thugs, page 16), or spend
a Fate point to get off on a technicality.

Fortunes
For each week of fictional time (usually once per session), the GM rolls to see what troubles
and opportunities crop up for your gang. Roll a number of dice depending on the Wanted Level
of the gang: 1 or 2: 1d, 3 or 4: 2d, 5 or 6: 3d, 7+; 4d. A bigger gang means more opportunities, but
more potential for trouble, too. Use the dice outcomes to pick fortunes from the table below.

d6 crime law other


A higher level gang demands The cops haul your gang in A city official demands a
that you turn over 1/2 of each for questioning as “the usual large bribe ($1,000) or a major
1 score for the next month, as a suspects.” Roll 1d: 1-3 it’s your favor or they’ll send the cops
show of respect, or face the crime. 4-6: It’s not yours. Either after your gang (+1 Heat, for
consequences. way, they try to pin it on you. starters).
A rival gang demands that The Sheriff steps up patrols. Horrible weather gives all
2 you turn over your last score, All routes get -1 Cover for the routes -1 Ride and -1 Speed
or face the consequences. next week. for the next week.
A rival gang moves in on one of The mayor forces the cops Speakeasies have surplus
your buyers, suppliers, or allies to meet quotas, so they start booze. Multiply smuggled
3 and forces them to stop working raiding everyone. You get +1 booze amount by .75 to
with you. They might threaten a Heat. determine score values this
connection for leverage. week. (So, 3 cases = 2 cases.)
You get your hands on a gun Cops are pulled for other Perfect conditions give all
4 stash. You have +1 weapons duties. All routes have +1 routes +1 Ride and +1 Speed
level this week. Cover this week. this week.
Someone offers your gang a A desperate prosecutor Someone needs a person
job roughing some people up offers to clear your excess smuggled out of town. This
5 and busting up a location. It Heat for a $200 bribe. You counts as a regular score, but
pays $500. also take -1 Heat this week. pays double cash.
You’ve been tipped to a You find out about a prisoner A recent event has drained
source of quick cash. A level transfer. You can attempt a the city nearly dry. Speaks
3 target (bank, betting parlor, rescue of any incarcerated are desperate and pay more.
6 high-stakes card game) has gang members. The convoy is Multiply smuggled booze
$1000 on hand, ripe for the a level 3 patrol, two cars and amount by 1.5 to determine
taking. a truck. score value this week. (So, 2
cases are worth 3 cases.)

15
scores & advancement
You advance the level of your gang (and the player characters scores
in it) by pulling off criminal jobs, called scores, usually in the Level 1: Smuggle two cases
form of smuggling illegal alcohol. The type of scores and the of booze (24 bottles).
number you need to complete to advance depends on your Level 2: Smuggle four cases
current Wanted Level (see list at right). of booze.
An item on the list counts as 1 score at that wanted level. Level 3: Smuggle six cases
So, at level 3, you earn one score by smuggling six cases of of booze. Steal one case
booze or by stealing one case of alcohol from a rival criminal from a rival.
operation. If you smuggled 12 cases of booze in a truck, that
Level 4: Smuggle eight
run would be worth 2 scores.
cases of booze. Steal two
Cash cases from a rival.
Your buyers pay you for doing smuggling runs. Most of the Level 5: Smuggle ten cases
money goes into the coffers of the gang for advancement, of booze. Steal three cases
but you also end up with some spare cash you can spend from a rival. Steal the daily
on repairs, upgrades to your vehicles, and bribes. A score profits of a speakeasy
pays the gang cash equal to its wanted level x 100. or the weekly profits of
another criminal enterprise
If the gang pulls off some other criminal job not on the
(prostitution, extortion, etc.).
score list, reward them with cash based on the level of the
target x 100. Level 6: Smuggle twelve
cases of booze. Steal six
Thugs cases from a rival. Steal
Your gang has a number of unnamed thugs on-call to help the weekly profits of a
out with labor and violent jobs. When you use your thugs speakeasy or the monthly
against another group, roll+Wanted Level, minus the Level profits of another criminal
of the group you’re up against (max modifier of +4/-4). enterprise (prostitution,
Police Patrol: Level 2. Police Raid: Level 4. extortion, etc.).

City Jail: Level 4. State Prison: Level 8. advancement


When you successfully
Police Backup: +2 levels per call for backup.
complete 6 Scores, your
Stolen Assets gang and all the player
Your gang might steal some guns or a car at some point. You characters advance to the
can use a stolen asset for one operation (one smuggling next Wanted Level and
run, one robbery, whatever) then it’s gone. You don’t have get all the benefits of that
the resources to support the extra assets long-term (until level (see the tables on the
you level up and get better stuff). This is a bit artificial, but next page). If you want to
it’s an abstraction that makes the rest of the game work, so play a quicker game series,
try not to worry about it too much. Your characters are the reduce the number of
type of people who lose a boat playing poker. scores required to advance.
The same goes for suppliers and buyers. You can strong-arm
or manipulate one into doing business with you, but it’s only
good for one transaction. If you want a reliable connection
with a new contact, you’ll have to level up your gang.

16
gang advancement
level suppliers routes vehicles allies buyers heat
1 1 1 1 1 1 0
2 +1 +1
3 +1 +1 1
4 +1 +1
5 +1 +1 2
6 +1 +1 +1

For wanted levels 1-6, your gang is pursued by local law enforcement: The King County
Sheriff’s office (lead by Sheriff Matt Starwich) and the Seattle Police Department (lead by
Police Chief Joe Warren).
When you advance to level 7 and play Bootleggers: Turf War, you’ll attract the attention of
Prohibition Agents and eventually, the newly-founded Federal Bureau of Investigation.

character advancement
level talents fate stat ratings abilities lifestyle weapons
1 1 1 poor basic
2 +1
3 add 1 to a stat standard good
4 +1 +1
5 +1 fine superior
6 +1 add 1 to a stat

When the gang advances, so do the characters. You automatically get all the rewards listed
for that level when your gang’s Wanted Level goes up.

Heat
As your gang increases in level, it attracts more attention from the law and rival gangs. This
is represented by your Heat level. You can also accrue temporary modifiers to your heat
level as the result of certain actions.
ƒƒ Use of non-lethal violence: +1 Heat.
ƒƒ Use of lethal violence: +2 Heat.
ƒƒ Crimes reported by witnesses: +1 Heat.
ƒƒ Crimes reported by law enforcement: +2 Heat.
Heat modifiers last until you Lay Low (page 14). Each week you lay low, your heat level drops
by 1 (to a minimum of your gang’s default heat for their wanted level). You can also clear
your excess heat by surrendering to the cops and taking the rap for the gang, or by ratting
out one of the other gang members. (See Doing Time on page 15.)

17
running the game
Here’s the opening situation: NPCs
You’re on your way back down from Canada Give each NPC a desire and preferred method
with a load of booze when you see a brief of action. What do they want? What will they do
flash of headlights around the bend of the to get it? Describe two visual details about them
road ahead. It could be an ambush! Do (very tall, smokes a pipe. weather-beaten face,
you want to try to double back and take scruffy clothes. big eyes, walks with a limp). I
a different route to evade any trouble (roll like to write NPCs on index cards and keep them
Evasion, page 12) or charge forward and try out in the middle of the table where everyone
to catch them by surprise (roll Reflexes)? can see them so we remember them. “Oh yeah,
we could ask Veronica about this!”
GM, decide if the ambush is a roadblock of
cops from the King County Sheriff’s office actions & choices
or if it’s a group of thugs from the PC’s rival Whenever possible, offer a player a choice
gang. Continue on from their initial roll, when they take action and make a roll. Instead
either evading escape or starting a chase of just saying, “Okay, so you’re beating him
or rushing ahead into a gunfight or whatever. up to make him talk... roll Stamina,” ask a
Then follow on with the rolls for the Time, question with an implied choice so the player
Damage, and Hand Off portions of the run. can add more texture to he situation. Like:
Then give the PCs their Score and Cash. “Okay, so you want to make this guy talk, so
This will introduce them to the economies what’s it like? Are you up in his face, gripping
of the game and show them how tough it is his collar, fist cocked back, ready to pound
to get ahead when you’re a small fish in the him? Like you’re showing him that you’re
bootlegging racket. tougher? Or is it all sinister, threatening him
The actions during the initial run will have with a switchblade an inch from his eye? Or
consequences. Think about what the NPCs something else?”
might be doing off-screen as a result. Did the This gives the player an opportunity to flesh
PCs evade the ambush? Then maybe the cops out what kind of character they’re playing,
or the rival gangsters are out hunting for them and the choice will help you determine which
in town, or questioning one of their allies, or stat modifier they should use. You can weight
setting up another ambush somewhere else. certain choices with +/-1 modifiers to their roll,
Did the PCs have a fight? Maybe the cops or too (see below). “How vicious are you willing
the gang are gathering reinforcements and to be here? If you really get nasty, I’ll give you
looking to settle the score. Also, how did they a +1 to your roll, but when word of this gets
know the PC’s route? Maybe someone ratted out, you’re gonna draw more Heat.”
them out. Maybe the PCs want to find out who
Momentum and Interference
it was. Follow the threads of consequence,
If a PC is in an especially good position to
ask the players what they want to do, and set
attempt an action, you can give them a +1
the scene at the next point of action.
bonus to their roll. Likewise, if their position
The game continues on in that fashion. Action, is really horrible, you can give them a -1 to
consequences. Action, consequences. Follow their roll. You can use these modifiers to help
the PC’s choices, play your NPCs — their negotiate choices for action. Like, “If you
desires and methods — let yourself be manage to get a whole case of Sal’s favorite
surprised by what happens. Don’t pre-plan scotch, I’ll definitely give you a +1 when you
outcomes. Instead, give your NPCs plans and try to talk him into the new deal. But if Connor
set them in motion to collide with the PCs and is there when the meet goes down, he’s gonna
other NPCs and see how it all turns out. bad-mouth you to Sal so that’ll be a -1.”

18
designer notes
Bootleggers is an example of a game design approach that prohibition cocktails
I’ve been exploring for the past few years. I call it “develop in
Sidecar
play.” This game began as nothing but a character sheet, a
Shake well w/ cracked ice:
list of 1930s prices, and a single mechanic (the roll for when
ƒƒ 1 ¼ ounce cognac
you try something risky). That’s all we needed to start playing.
ƒƒ ½ ounce Cointreau
Everything else in the game was developed as we went along
ƒƒ ¾ ounce fresh-squeezed
and ran into situations where we needed a new mechanic
lemon juice.
or procedure. Some of it was written down and eventually
Strain into chilled, sugar-
codified as “rules”, but most things just arose or receded
rimmed cocktail glass
dynamically as we played, used or ignored as we saw fit. The
process of “playing Bootleggers” was not just the PCs and Mary Pickford
the NPCs and their collisions of actions and consequences, ƒƒ 1 ½ ounce white rum
it was also the process of building and refining the systems ƒƒ 1 ounce unsweetened
we used to play those fictional situations. pineapple juice
ƒƒ ½ teaspoon grenadine
One of my goals in presenting this release of the game
Strain into chilled cocktail
was to give you only slightly more material to work with
glass and drop in a
than we had when we started. I’ve included expanded
maraschino cherry.
mechanics for smuggling, chases, and growing the gang,
so your own Bootleggers games have a bit of a head start, Bijou
development wise. But this game is intentionally still a Stir with cracked ice:
collection of fragments. It’s meant to be a toolkit for you ƒƒ 1 ounce London dry gin
to draw on as needed for your own unique instance of ƒƒ 1 ounce sweet vermouth
Bootleggers in play. I hope the simple presentation and ƒƒ 1 ounce green Chartreuse
transparency of the mechanics will inspire you to revise, ƒƒ 1 dash orange bitters
expand, edit, and add-on your own systems when the need Strain into chilled cocktail
arises in your game. glass. Twist a piece of
lemon peel for garnish.
I also hope that the mechanical modules presented here will
appeal to game hackers who want to build something else Scofflaw
from the parts — a game about space outlaws or cyberpunk ƒƒ 1 ounce whiskey
data thieves or wild west train robbers or whatever. Just ƒƒ 1 ounce dry vermouth
make a new character sheet, do the minimal amount of ƒƒ ¾ ounce grenadine
tweaking you need to, and get started playing. Build the game ƒƒ Dash of Angostura bitters
as you go along and see where the process of development Stir ingredients over ice.
in play takes you. Strain into cocktail glass.
Garnish with an orange
twist.
special thanks
One Seven
Vincent Baker, Jonathan Walton, Allison Arth, Michael Wight,
ƒƒ 2 ounces rye whiskey
Sage LaTorra, Adam Koebel, Avery McDaldno, Johnstone
Serve in a tumbler over one
Metzger, Tony Dowler.
ice cube (optional).

19

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