Dirtystreets
Dirtystreets
Dirtystreets
12
Character Creation
Character creation in the Dirty Streets setting is a Step 4: Invest Experience Points
simplified version of the character creation in the
At this step you can invest your starting amount of
Genesys Core Rules. It follows the same steps, but
there are some little changes compared to the original experience points. From experience points you may
game. improve your characteristics and skills and buy
talents.
Step 1: Select Archetype
As a modern-day setting, each character in Mafia is Step 5: Derived Attributes
human. You can choose Average human (if you want Your derived attributes depend primarily on your
more XP), or one of the human archetypes in the characteristics. However, they may be improved with
following chapter. talents.
Average Human
The average human archetype is the baseline of 2 2 2 1 3 2
character creation and the most customizable person. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 2 2 2
Wound Threshold: 9 + Brawn
Strain Threshold: 11 + Willpower
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Starting Experience: 100 XP
Starting Skills: The Dedicated character begins the
Wound Threshold: 10 + Brawn game with 1 rank in Discipline skill. They obtain this
Strain Threshold: 10 + Willpower rank before spending experience points, and even
Starting Experience: 110 XP Discipline can not be increased higher than rank 2
Starting Skills: An average human begins the game during character creation.
with 1 rank in two different non-career skills. They Focused: Once per session, as an out-of turn
obtain these ranks before spending experience points, incidental, you may spend one Story Point to recover
and these skills can’t be increased higher than rank 2 all your strain up to your strain threshold.
during character generation.
Ready for Anything: Once per session as an out-of- Intellectual Character
turn incidental, you may move one Story Point from
The intellectual archetype represents a person, whose
the Game Master’s pool to the Player’s tool.
background grounded in some sort of intellectual
pursuit. This pursuit can be mechanical, medicine or
Charismatic Character even teaching. Brilliant and skillful, the Intellectual
A charismatic archetype represents someone with a character relies typically on a high Intellect
silver tongue. This can be an entertainer, a lawyer, a characteristic. An intellectual character makes a great
politician, a musician, or even a merchant. investigator.
Representants of this archetype can dominate social
situations.
2 1 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Wound Threshold: 8 + Brawn
Strain Threshold: 12 + Willpower
Wound Threshold: 10 + Brawn Starting Experience: 100 XP
Strain Threshold: 10 + Willpower Starting Skills: The Intellectual character begins the
Starting Experience: 100 XP game with 1 rank in Knowledge. They obtain this rank
Starting Skills: The Charismatic character begins the before spending experience points, and Knowledge
game with 1 rank in Cool skill. They obtain this rank can not be increased higher than rank 2 during
before spending experience points, and Cool can not character creation.
be increased higher than rank 2 during character Brilliant: Once per session, your character may spend
creation. a Story Point as an incidental. If they do so, during the
Forceful Personality: Once per session, your next skill check they make during that turn, you count
character may spend a Story Point as an incidental. If their ranks in the skill being used as equal to their
they do so, during the next skill check they make in intellect.
that turn, your character doubles the strain they inflict
or the strain they heal (you choose before making the
check).
Nimble Character Strong Character
The nimble archetype represents a character with The strong archetype represents someone who has a
increased body control and coordination. He could be background some form of manual labor, and who is
an athlete, a racing driver, or a thief. generally strong and tough. A strong character is
powerful and usually is good at combat. Boxers, tough
Sly Character
The sly archetype represents a character, who gets
things done on unconventional ways. With his
Step 2: Career
methods he can survive situations, in those others
would die. He can be a con-artist, a gambler, a
scoundrel, or an undercover agent. While archetype shows where the character comes
from, career represents what he had done and what
skills he had learned before the start of the game.
2 2 2 3 2 1 In the Dirty Streets setting careers determine only four
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE career skills, the player may choose the further four
career skills freely. Certainly, every chosen skill must
Wound Threshold: 9 + Brawn be on the skill list in this setting.
Strain Threshold: 11 + Willpower On the following list you find the careers you can
Starting Experience: 100 XP chose in the world of Dirty Streets.
Starting Skills: A Sly character begins the game with At the end of each career description there is a list of
1 rank in Perception or Streetwise skill. They obtain recommended talents. The player can certainly freely
this rank before spending experience points, and choose any other talents instead of these.
Perception or Streetwise skill cannot be increased
higher than rank 2 during character creation. Assassin
It Came Out Of The Blue! Once per session, your Whether freelancing or working for one crime family,
character may spend a Story Point as an Incidental, to the assassin is professional killer.
change any number of a to s equal to his Cunning. Career skills: Ranged (light), Ranged (heavy),
Skullduggery, Stealth.
Talents: Backstab, Call ‘Em, Creative Killer,
Deadeye, Eagle Eyes, Impaling Strike, Know the
Enemy, Moving Target, Pinning Fire, Precise Aim,
Precision, Prime Position, Pray on the Weak,
Prophetic Aim.
Boxer Doctor
Boxers are exceptional melee fighters. Outside of the The character has practiced medicine – whether in a
arena they may work often as hired muscles. hospital or in his private practice. His knowledge is in
Career skills: Brawl, Cool, Resilience, Vigilance. high demand both in the legal medical services and in
Talents: Bullrush, Defensive, Defensive Stance, Dirty the underworld.
Tricks, Durable, Feral Strength, Flurry of Blows, Career skills: Cool, Knowledge (Education),
Frenzied Attack, Grapple, Iron Body, Lethal Blows, Medicine, Resilience.
Lucky Strike, Painful Blow, Parry, Physical Training, Talents: Apothecary, It’s Not That Bad, Physician,
Precision, Pressure Point, Reckless Charge, Quick Surgeon.
Strike, Second Wind, Stunning Blow, Stunning Blow
(Improved), Toughened, Unarmed Parry, Driver
Unstoppable.
Drivers are masters of vehicles. He can drive faster,
smarter, and more effectively.
Charmer Career skills: Cool, Drive (light), Drive (heavy),
The elegant and confident charmer can convince Mechanics.
others to his own advantage. Talents: All-Terrain Driver, Brilliant Evasion,
Career skills: Charm, Cool, Leadership, Negotiation. Capital Sendoff, Customized Cooling Unit, Daring
Talents: Can’t We Talk about This?, Clever Retort, Driver, Defensive Driving, Fancy Paint Job, Fine
Confidence, Counteroffer, Disarming Smile, Discredit, Tuning, Fire Control, Full Throttle, Full Throttle
Double Talk, Good Cop, Inspiring Rhetoric, Inspiring (Improved), Hold Together, Let’s Ride, Master Driver,
Rhetoric (Improved), Inspiring Rhetoric (Superior), Pride and Joy, Pride and Joy (Improved), Pride and
Interjection, Let’s Talk This Over, Loom, Savvy Joy (Supreme), Showboat, Signature Vehicle,
Negotiator, Sense Advantage, Sense Emotions, Smooth Superhuman Reflexes.
Talker.
Enforcer
Cop Enforcers are the muscles and face of any criminal
The character has served at the law enforcement, as organization. They can handle themselves in a fight,
street cop. Most player characters should be the although they prefer to accomplish their tasks by
hardened officers, who may serve in civilian clothes intimidation, blackmail, and threats.
rather than uniform. Career skills: Brawl, Coercion, Ranged (light),
Career skills: Coercion, Knowledge (Underworld), Streetwise.
Ranged (light), Vigilance. Talents: Bad Cop, Barrage, Blackmail, Body Guard,
Talents: Bad Cop, Command, Cutting Question, Body Guard (Improved), Comrades in Arms,
Disarm, Field Commander, Full Throttle, Good Cop, Distracting Behavior, Distracting Behavior
Hamstring Shot, Heightened Awareness, Informant, (Improved), Body Guard (Supreme), Fearsome,
Intimidating, No Escape, Nobody’s Fool, Point Blank, Fearsome Reputation, Grit, Informant, Nobody’s
Reconstruct the Scene, Respected, Scathing Tirade, Fool, Painful Blow, Pinning Fire, Plausible
Scathing Tirade (Improved), Shortcut, Toughened. Deniability, Rain of Death, Respected, Sense
Emotions, Street Slang, Street Smarts, Suppressing
Detective Fire, Tavern Brawler, Toughened, Trust No One.
The character has been part of the police, like the cop.
However, he solves crimes by using his skills and Entertainer
experience rather than firearms. The character may be an actor, a singer, a comedian,
Career skills: Cool, Knowledge (Underworld), or even a circus acrobat. Most entertainers try to avoid
Perception, Streetwise. direct contact with the organized crime, but there are
Talents: Bad Cop, Bought Info, Eye for Detail, Flash situations they are forced to, for example because of a
of Insight, Good Cop, Heightened Awareness, high debt, or other purpose. Player characters are
Informant, Know It All, In the Know, Reconstruct the probably this rather unlucky kind of entertainers.
Scene, Researcher, Respected, Sense Emotions, Street Career skills: Athletics, Charm, Coordination,
Smarts, Studious Plotting, Supporting Evidence, Deception.
Uncanny Sense. Talents: Bad Press, Catfall, Discredit, Don’t Shoot,
Double Talk, Encouraging Words, Inspiring Rhetoric,
Inspiring Rhetoric (Improved), Proper Upbringing,
Sense Emotions, Smooth Talker.
Fixer Mechanic
A fixer is a street tradesman, who is buying and He may be a car mechanic, a weapon expert, or
selling illegal stuff. anything that has to do with fixing things.
Career skills: Cool, Deception, Negotiation, Career skills: Brawl, Knowledge (Education),
Streetwise. Mechanics, Skulduggery.
Talents: Altered Deal, Black Market Contacts, Talents: Eye for Detail, Fine Tuning, Go Without,
Congenial, Counteroffer, Double Talk, Go Without, How Convenient, Jury-Rigged, Know Schematic, Solid
Hidden Storage, Informant, Know Somebody, Master Repairs, Sound Investments.
Merchant, Street Slang, Trust No One, Wheel and
Deal, Prostitute
The prostitute may be an expensive courtesan, a
Gambler nightclub stripper, or a streetwalker.
The gambler knows how to win a game. He knows the Career skills: Deception, Melee, Skulduggery,
rules, but he knows also: winning is how to play the Streetwise.
cards that have been dealt. Talents: Can’t We Talk about This?, Counteroffer,
Career skills: Charm, Cool, Deception, Skulduggery. Discredit, Don’t Shoot, Fortune Favors the Bold, Grit,
Talents: Adroitness, Can’t We Talk About This?, Just Kidding, Let’s Talk This Over, Natural, Nobody’s
Clever Retort, Congenial, Discredit, Double Talk, Fool, Rapid Recovery, Sense Emotions, Street Slang.
Fortune Favors the Bold, Heightened Awareness, In
the Know, Just Kidding, Let’s Talk This Over, Thief
Nobody’s Fool, Sense Emotions, Smooth Talker, Street
The character is a small time street criminal.
Smarts.
Career skills: Deception, Skulduggery, Stealth,
Vigilance.
Journalist Talents: Backstab, Catfall, Constant Vigilance,
The character may work for a newspaper, or he may Dodge, Finesse, Finesse (Improved), Fortune Favors
be a freelance writer. the Bold, Hidden Storage, Jump Up, Know Schematic,
Career skills: Charm, Cool, Knowledge (any), Natural, Opportunist, Overbalance, Resolve, Quick
Streetwise. Strike, Rapid Reaction, Stalker, Tumble.
Talents: Bad Press, Bought Info, Congenial,
Disarming Smile, Discredit, Double Talk, Informant, Veteran Soldier
Knowledge Specialization, Proper Upbringing,
The character is a former member of any military
Reconstruct the Scene, Researcher, Smooth Talker,
organization, or a war hero.
Career skills: Discipline, Gunnery, Leadership,
Martial Artist Ranged (heavy).
Talents: Ambush, Barrage, Basic Military Training,
Martial artist characters are from the oriental
communities. Brace, Burly, Call ‘Em, Combat Veteran, Coordinated
Assault, Desperate Recovery, Durable, Dynamic Fire,
Career skills: Athletics, Brawl, Coordination,
Discipline. Enduring, Hindering Shot, Pinning Fire, Pinning Fire
(Improved), Second Wind, Steady Aim, Strong Arm,
Talents: Brilliant Evasion, Catfall, Constant
Vigilance, Coordination Dodge, Counterattack, Toughened.
Crushing Blow, Deadly Accuracy, Death Rage,
Defensive, Defensive Stance, Dirty Tricks, Disarm, Wiseguy
Disorient, Dodge, Durable, Enduring, Finesse, Wiseguys are the brain of the crime organizations.
Finesse (Improved), Frenzied Attack, Grapple, Heroic They are the ones who plan operations, negotiate with
Resilience, Impaling Strike, Iron Body, Jump Up, rival families – those middle rank officers, who make
Lethal Blows, Multiple Opponents, Overbalance, things happen.
Painful Blow, Parry, Parry (Improved), Physical Career skills: Charm, Discipline, Knowledge (one of
Training, Precision, Preemptive Avoidance, Prey On Underworld or Upper Class), Negotiation.
the Weak, Quick Draw, Quick Draw (Improved), Talents: Command, Commanding Presence,
Quick Strike, Rapid Reaction, Reckless Charge, Resist Congenial, Coordinated Assault, Counteroffer,
Disarm, Second Wind, Tavern Brawler, Toughened, Encouraging Words, Fearsome, Fearsome Reputation,
Whirlwind. Field Commander, Informant, Know It All, Loom,
Proper Upbringing, Respected, Smooth Talker.
Available Skills New Skills
SKILL NAME CHARACTERISTIC There are some new skills in this list.
General skills
Athletics Brawn Driving (light)
Cool Willpower You can drive motorcycles and personal cars (sedans,
Coordination Agility sporting cars, minivans, light pickups, etc.) with this
Discipline Willpower skill.
Driving (heavy) Agility
Driving (light) Agility Driving (heavy)
Mechanics Intellect You can drive heavy cars like vans, busses, and trucks
Medicine Intellect with this skill.
Operating Intellect
Perception Cunning Knowledge (Education)
Piloting Agility Your general education. If you need some general
Resilience Brawn information that isn’t covered by the other knowledge
Skulduggery Cunning skills, you should use this skill.
Stealth Agility
Streetwise Cunning Knowledge (Local)
Survival Cunning If you need to find a place in the city, or you want to
Vigilance Willpower know as much as possible about a local celebrity, you
Social skills should use this skill. Knowledge (local) covers
Charm Presence everything you can know on legal ways. If you want
Coercion Willpower to find a small and hidden café, it is your skill. If you
Deception Cunning want to find a weapon napper to sell your looted
Leadership Presence shotgun, you should use Knowledge (underworld)
Negotiation Presence instead.
Combat skills
Brawl Brawn Knowledge (Underworld)
Gunnery Agility This skill represents how well you are informed about
Melee Brawn the shady side of the city. If you want to find a napper,
Ranged (heavy) Agility or a loan shark, it is your skill. If you want to know,
Ranged (light) Agility how much costs a stolen item on the stock market, it is
Knowledge skills also your skill. The skill resembles Knowledge
Education Int (Local), but there is an important difference: if the
Local Int information you need is legally unavailable, you can’t
Underworld Int use Local. There are some things, you can get
Upper Class Int information with both skills about. For example, there
is a bar somewhere in the slum. With Knowledge
(local) you will know that it had appeared in the
newspapers as a criminal scene. With Knowledge
(underworld) you will also know that it is the turf of a
local gang. The skill does not replace Streetwise, if
you must barter with a dealer or parley with a local
gang.
Obligation Table
D100 ROLL OBLIGATION DESCRIPTION
Addiction: The character has an addiction (it may be alcohol, drug or gambling). He devotes a
01-08 lot of time to satisfy his addiction. If he doesn’t or can’t do it, he has difficulties to concentrate
even on mundane tasks (it is reflected by j or jjj on all skill checks).
Betrayal: The character may have been betrayed, or he has betrayed someone. Whatever it was,
09-16
the betrayal affects the character’s everyday life.
Blackmail: Someone has discovered the character’s dirty secret and possesses evidence, so the
17-24
character must do what is him told.
Bounty: The character has bounty on his head. It is a contract of a crime organization or a
25-32
sinister rich person. What he has to count with depends on the character’s background.
Criminal record: The character is wanted by the police, but in another city. The player can
33-40 decide, whether he is wanted for a real crime, or for something he never committed. In the last
case he may clear his name sometime.
Debt: The character owes someone a lot of money. For example, he is indebted to a loan shark,
41-48
or he made an huge debt in a casino.
49-56 Dutybound: The character has a deep sense of duty, and a formal bound to an organization.
57-64 Family: The character’s family requires a great deal of time and attention.
Favor: The character owes a big favor. Perhaps corrupt cops want their money, because they
65-72
have looked the other way, as he did something illegal.
Oath: The character promised himself to do something. The oath must be serious or make life
73-80
difficult for the character.
Obsession: The character has an unhealthy bounding to an event, celebrity or an organization,
81-88
and it determines his life.
Responsibility: The character feels responsibility for someone, a place, an organization, or an
89-96
idea.
Roll twice on the table. The Obligation’s magnitude doesn’t change, but it will be split into two
97-00
different obligations.
Desires
D100 ROLL RESULT
01-10 Ambition: Your character craves power and authority over others.
Belonging: The character seeks to be liked by others and goes out of the way to make a good
11-20
impression.
21-30 Expertise: The character wants to excel in a chosen field or skill.
31-40 Fame: The character seeks the limelight and wants to be famous.
41-50 Justice: The character believes in a set of ethics that demands fair treatment for all.
Knowledge: The character wishes to uncover knowledge that has been forgotten or locked
51-60
away.
61-70 Love: The character seeks romantic affection and intimacy from another character.
71-80 Safety: The character values peace and comfort above all else.
81-90 Vengeance: The character has sworn to exact revenge against someone who had wronged him.
91-00 Wealth: Money or material possessions are the primal goal of the character.
Fears
D100 ROLL RESULT
01-10 Change: The character finds routine and stability comforting, and fears changes.
11-20 Commitment: The idea of making promises or being relied scares the character.
21-30 Death: The fear of death is deep and primal, and it can manifest in the character many ways.
Expression: The character has a behavior or means, which he doesn’t want the world know
31-40
about.
41-50 Failure: The character is always scared to do something wrong or to fail.
Humiliation: The character is especially concerned with how others view him, and is
51-60
particularly sensitive to potential humiliation.
61-70 Isolation: The character fears being isolated from other people, and being doomed to live alone.
71-80 Nemesis: The character has a deadly foe, someone, whom he fears.
81-90 Obscurity: The character wishes to be remembered after he’s gone.
91-00 Poverty: The character is scared to lose his wealth.
Strengths
D100 ROLL RESULT
01-10 Adaptable: No matter what life throws at the character, he always rises to the challenge.
11-20 Analytical: The character is able to absorb a barrage of information and come to a conclusion.
21-30 Courageous: The character knows no fear. He still has a Fear motivation.
31-40 Curious: The character wants to know all mysteries he hears about.
41-50 Idealistic: The ideals are nothing short of sacred for your character.
51-60 Independent: The character can count on himself, when all others had failed or fallen.
61-70 Patient: The character is always willing to wait and knows the powers of remaining calm.
71-80 Spiritual: The faith is a solid mental bedrock for the character, that he can always rely on.
81-90 Wise: Through years of experience and countless events the character has developed wisdom.
91-00 Witty: The character has always the right joke for a friend and the right insult for a foe.
Flaws
D100 ROLL RESULT
01-10 Anger: The character lashes out of himself and others with undue cause or with extreme force.
Compulsion: This can be fascination, obsession or another automatic behavior that is self-
11-20
destructive, or otherwise impedes the character.
21-30 Deception: The character is disloyal to his allies, or simply a compulsive liar.
31-40 Greed: The character is never satisfied with what he has, always wanting more.
41-50 Laziness: The character always seeks the path of least resistance.
51-60 Ignorance: The character lacks the basic knowledge base or understanding of society norms.
61-70 Intolerance: The character harbors some prejudice towards a group of people.
Pride: The character is arrogant, vain, or self-absorbed, or thinks highly of himself at the
71-80
expense of others.
81-90 Recklessness: The character has little regard for how his actions may affect himself or others.
Timid: The character is extremely risk averse, opting instead to take more thorough, or taken-
91-00
and-true approaches.
you are wearing can be also an important part of your
Step 8: Finishing Touches description. People would remember that Jim is
always wearing elegant suits, while Joe is typically
seen in leather jacket. Spend some time thinking about
At this point, you should have your character’s your dressing.
background and Motivations pretty well figured out, 4. What one body modification would fit your
and all starting attributes determined. You have all the character? It can be his greased or oiled hair; his
gears for starting. Technically, you have a complete shaved face or moustache; a visible tattoo; or a
character ready to play. There are some last touches to pockmark.
do, although.
Personality
Appearance Just as the physical characteristics, your character’s
The physical description is both one of the least and motivation is not something that matters for the rules,
one of the most important parts of a character. From a but is going to do a lot toward defining how to play
mechanical perspective, none of the rules depend on him during the game. The character’s personality
how the character looks. A tiny character can have a depends a lot on you. Two things define your
high Brawn, and a beautiful character can still have a character’s personality more than others: these are his
low Presence. On the other hand, physical description background and his motivations.
is how you and your fellow players are going to Where he comes from and what his childhood was like
visualize your character during the game. Spending a can do a lot to define the character’s personal traits, as
little time thinking about a physical description goes a he gets older. Consider your character’s background
long way toward bringing your character into life. and determine how that may have affected him. It is
1. The character’s driver’s license. Most driver’s
also a valid answer that his childhood did not affect
licenses ask for basic things like the character’s
the character’s improvement at all, however you
height, weight, hair, eye, and skin color. These things
should decide, why that was the case. Then consider
describe the character, but it is a very raw driving of
him. your character’s motivation and decide how it affects
2. How would anybody else describe the character? his personality.
When describing people, we typically call out a few Communication and behavior are also an important
notable characteristics. For example: “You remember part of the character’s personality. These are the way
Luca, that short, tall guy with that big nose.” If your personality may be experienced by the world.
somebody was describing your character, what would You can decide that the image your character shows is
he say about him? very different from what he feels inside. Your
3. What clothes is your character wearing? behavior may appear in the character’s description,
Appearance is far more than body marks. The clothes but not necessarily.
Chapter 2:
Talents
Talents represent special techniques that the character Bad Cop
has mastered through intensive study or training. The Activation: Passive
Mafia setting uses the extended talent lists for Ranked: Yes
Genesys, the talents that are designed for a modern You may spend aa from a Deception or Coercion
day setting. check to upgrade a single ally’s social interaction
In the Genesys rules talents are divided in five tiers. check against the target number of times equal your
The higher the tier of a talent is, the stronger is the ranks in Bad Cop.
talent, and the more experience points the talent costs.
Here are the prices:
Black Market Contacts
Activation: Incidental
Tier 1: 5 XP
Ranked: Yes
Tier 2: 10 XP
When purchasing illegal goods, you may reduce their
Tier 3: 15 XP
rarity by 1 per ranks in Black Market Contacts,
Tier 4: 20 XP
increasing the cost by 50 percent of base cost per
Tier 5: 25 XP
reduction.
On the following pages there are the descriptions of
the talents used in the Mafia setting. Bought Info
Activation: Action
Tier 1 Ranked: No
When making any knowledge skill check, the
All-Terrain Driver character can use instead this talent to spend an
Activation: Passive amount of currency equal to fifty times the difficulty
Ranked: No of the check and automatically succeed on the
You do not suffer the usual penalties for driving knowledge check with one uncancelled s (instead of
through difficult terrain when using Driving. rolling). At the GM’s discretion the character may not
be able to use Bought Info if the information is
Apothecary particularly sensitive or difficult to find, or buying it
Activation: Passive doesn’t make narrative sense.
Ranked: Yes
When a patient under your character’s care heals Brace
wounds from natural rest, they heal additional wounds Activation: Maneuver
equal your ranks in Apothecary. Ranked: Yes
As a maneuver, the character may brace himself. This
allows the character to remove j per ranks in Brace
from the next skill check on changing conditions,
inclusive weather, unstable or steep surfaces (like the
walls of a skyscraper) that would make a skill check
more difficult.
Bullrush Extra Ammo
Activation: Incidental Activation: Passive
Ranked: No Ranked: No
When your character makes a Brawl or Melee combat You cannot run out of ammo due to a d. Items with
check after using a maneuver to engage target, you Limited Ammo quality run out of ammo as normal.
may spend or to use this talent to knock the target
prone and move them up to one range band away from Finesse
your character. Activation: Incidental
Ranked: No
Call ‘Em When making a Brawl or Melee check, your character
Activation: Passive may use his Agility instead of Brawn.
Ranked: No
Do not add j to combat checks due to the use of the Good Cop
Aim maneuver. Activation: Passive
Ranked: Yes
Catfall May spend aa from a Charm or Negotiation check
Activation: Passive to upgrade a single ally’s social interaction check
Ranked: Yes against the target number of times equal your ranks in
When rolling Athletics or Coordination to reduce Good Cop.
damage from falling, add j. In addition, reduce
damage and strain from a fall by 1 per ranks in Catfall. Grit
Activation: Passive
Clever Retort Ranked: Yes
Activation: Incidental, Out-of-Turn Each rank of Grit increases your character’s strain
Ranked: No threshold by one.
Once per encounter, your character may use this talent
to add automatic hh to another character’s social Hamstring Shot
skill check. Activation: Action
Ranked: No
Desperate Recovery Once per round, your character may use this talent to
Activation: Passive perform a ranged combat check against one non-
Ranked: No vehicle target within range of the weapon used. If the
Before your character heals strain at the end of an check is successful, halve the damage inflicted by the
encounter, if his strain level is more than half of his attack (before reducing by the target’s soak). The
strain threshold, he heals two additional strains. target is immobilized until the end of its next turn.
Disorient Fearsome
Activation: Passive Activation: Passive
Ranked: Yes Ranked: Yes
After hitting with combat check, you may spend aa When an adversary becomes engaged with the
to disorient target for number of rounds equal to ranks character, the character may force the adversary to
in Disorient. make a fear check with the difficulty equal to your
ranks in Fearsome.
Distracting Behavior
Activation: Maneuver Fine Tuning
Ranked: Yes Activation: Passive
Make a Distracting Behavior maneuver and suffer Ranked: Yes
strain no greater than your ranks in Cunning. Until the When reducing the system strain a vehicle suffers,
beginning of your next turn, equal number of engaged reduce 1 additional strain per rank in Fine Tuning.
NPC’s suffer h on checks. Range increases with
additional ranks. Flash of Insight
Activation: Passive
Dual Wielder Ranked: No
Activation: Maneuver When your character generates t at a Knowledge
Ranked: No skill check, roll jj and add the results to check, in
Your character may use this talent to decrease the addition to spending the t as usual.
difficulty of the next combined combat check (two
weapon fighting) he makes during the same turn by Go Without
one. Activation: Incidental
Ranked: No
Dynamic Fire Once per session, your character counts as having the
Activation: Incidental right tools for the job, when performing the next skill
Ranked: No check in the turn.
When making a ranged attack while engaged with an
opponent, may suffer 2 strain to reduce the ranged Grapple
modifier by 1. Activation: Incidental
Ranked: No
Your character may suffer 2 strains to use this talent.
Until the start of his next turn, enemies must spend
two maneuvers to disengage from your character.
Hard Headed Know the Enemy
Activation: Action Activation: Passive
Ranked: Yes Ranked: No
When staggered or disoriented, perform the Hard May use an appropriate Knowledge skill when making
Headed action; Make a Daunting (kkkk) Discipline checks to determine initiative.
check to remove status. Difficulty reduced per rank in
Hard Headed to a minimum of Easy. Know It All
Activation: Incidental
Ranked: No
Heightened Awareness Once per session, perfectly recall an important fact
Activation: Passive
previously learned as if a Story Point has been sent.
Ranked: No
Allies within short range of your character add j to
their Perception and Vigilance checks. Allies engaged
Known Schematic
Activation: Maneuver
with your character add jj instead.
Ranked: No
Once per session may use the Known Schematic
Heroic Recovery
maneuver; make a Hard (kkk) Knowledge (local).
Activation: Incidental
Success means familiarity with the building’s design.
Ranked: No
When your character requires this talent, choose one
characteristic. Once per encounter, you may spend one
Loom
Story Point to use this talent to have your character Activation: Passive
heal strain equal to the rating of the chosen Ranked: No
characteristic. When an ally engaged with the character makes a
successful Charm, Deception or Negotiation check,
the character adds a per rank in Coercion to the ally’s
Hold Together
check.
Activation: Incidental, Out-of-Turn
Ranked: No
Spend 1 Story Point to perform a Hold Together
Lucky Strike
incidental immediately after your vehicle suffers Activation: Incidental
damage, and turn the damage into system strain. Ranked: No
When your character purchases this talent, choose one
characteristic. After your character makes a successful
Impaling Strike
combat check, you may spend one Story Point to use
Activation: Incidental
this talent to add damage equal to your character’s
Ranked: No
ranks in that characteristic to one hit to the combat
When your character inflicts a Critical Injury with a
check.
melee weapon, until the end of the target’s next turn
he may use this talent to immobilize the target (in
addition to the other effects of the critical injury).
Multiple Opponents
Activation: Passive
Ranked: No
Inspiring Rhetoric
Your character adds j to his Brawl and Melee combat
Activation: Action
checks when engaged with multiple opponents. This
Ranked: No
includes single groups of multiple minions.
The character may use this talent to make an Average
(kk) Leadership check. For each s the check
generates, one ally within short range heals one strain.
Physical Training
For each a, one ally benefiting from Inspiring Activation: Passive
Rhetoric heals one additional strain. Ranked: Yes
Add j per rank of Physical Training to Athletics and
Resilience checks.
Pride and Joy Scathing Tirade
Activation: Passive Activation: Action
Ranked: No Ranked: No
Choose one vehicle the character owns; it becomes his Your character may use this talent to make an
“pride and joy” vehicle. The vehicle must cost more Average (kk) Coercion check. For each s the check
than 1000 dollars, or have a rarity value over 4. generates, one enemy within short range suffers 1
Upgrade the ability of all social checks your character strain. For each a one enemy affected by Scathing
makes while short range of the vehicle once. Tirade suffers one additional strain.
Stunning Blow
Activation: Incidental
Ranked: No
While making Melee checks, you may inflict damage
as strain instead of wounds. This doesn’t ignore Soak.
Suppressing Fire Backstab
Activation: Passive Activation: Action
Ranked: Yes Ranked: No
The character and each ally within short range may Your character may use this talent to attack an
spend a on their failed combat checks to inflict 1 unaware adversary using a melee weapon. A backstab
strain to the target per rank of Suppressing Fire. Each is a melee attack and follows the normal rules for
character can only activate this effect once per round. performing a combat check, using the character’s
Skulduggery skill instead of Melee. If the check
Time to Go succeeds, each uncanceled s adds +2 to damage
Activation: Maneuver (instead of the usual +1).
Ranked: No
The character may spend 1 Story Point to perform a Bad Press
Move maneuver as an incidental to attempt to move Activation: Action
into cover or out of the blast range of a weapon or an Ranked: No
explosion. Once per session choose an organization and make a
Hard (kkk) Deception check. On success,
organization members have their strain thresholds
Unarmed Parry
reduced by 1 plus 1 per sss, until the end of the
Activation: Passive
session. When he does this, the player must explain,
Ranked: No
how the PC disseminated the propaganda such that it
May parry while unarmed. Reduce strain cost to Parry
has affected his targets. The chosen organization must
while unarmed by 1 (to a minimum of 1).
be narrow and cohesive enough to be affected by bad
publicity.
Uncanny Senses
Activation: Passive
Blind Spot
Ranked: Yes
Activation: Passive
Add jj per rank of Uncanny Senses to all Perception
Ranked: No
and Vigilance checks.
Your character and allies within short range, add
automatic a to combat checks, while benefiting from
Unstoppable cover.
Activation: Passive
Ranked: No
If a critical injury roll is 1 or reduced to 1, the
Body Guard
character does not receive critical injury. Activation: Maneuver
Ranked: Yes
Once per round your character may suffer strain no
Tier 3 greater than his ranks in Body Guard to use this talent.
Choose one ally engaged with your character; until the
Ambush
end of your character’s next turn, upgrade the
Activation: Maneuver
difficulty of all combat checks targeting that ally a
Ranked: No
number of times equal to the strain suffered.
Once per round while benefiting from cover, you may
make the Ambush maneuver. Add damage equal to
Stealth skill to one hit of next successful combat check Capital Sendoff
against a target within short range before the end of Activation: Action
the turn. Ranked: No
Take a Capital Sendoff action targeting two vehicles
at Close range; make a Hard (kkk) Cool check to
cause the targets a minor collision.
Combat Veteran
Activation: Passive
Ranked: No
Add j to Brawl and Discipline checks.
Confidence (Improved) Daring Turn
Activation: Passive Activation: Maneuver
Ranged: No Ranked: No
Your character must have purchased the Confidence When an opponent has gained the advantage on a
talent to benefit from this talent. May spend a on a vehicle being driven, may spent 2 strain; perform a
fear check to steady the nerves of allies making the Daring Turn maneuver to remove the effects.
same fear check. If the character does so each ally
within short range who make the fear check adds Disarm
automatic successes equal to the character’s rank in Activation: Passive
Confidence. Ranked: No
May spend t or aa with a successful Brawl or
Congenial Melee check to disarm opponent.
Activation: Incidental
Ranked: Yes Disarming Smile
You may suffer a number of strain to downgrade Activation: Action
difficulty of Charm and Negotiation checks or upgrade Ranked: Yes
the difficulty, when target by Charm or Negotiation Take the Disarming Smile action; succeed at an
checks, by an equal number Strain suffered this way opposed Charm check against a target withing short
cannot exceed the ranks in Congenial. range to lower all defenses by ranks in Disarming
Smile until the end of the encounter.
Constant Vigilance
Activation: Passive Dodge
Ranked: Yes Activation: Incidental, Out-of-Turn
You may always use Vigilance, when making checks Ranked: Yes
to determine initiative. When your character is targeted by a combat check
(ranged or melee), he may suffer a number of strain no
Counterattack greater than his ranks in Dodge to use this talent.
Activation: Incidental, Out-of-Turn Then, upgrade the difficulty of combat check targeting
Ranked: No your character a number of time, equal to the strain
The character must have purchased the Improved suffered.
Parry talent to benefit from this talent. When your
character uses the Improved Parry talent to hit an Double or Nothing
attacker, he may also activate an item quality of the Activation: Incidental
weapon he used, as if he had generated aa on a Ranked: No
combat check using that weapon. Suffer 2 strain to perform the Double or Nothing
incidental to increase the difficulty of the next check
Creative Killer by one. Then, after canceling opposing symbols,
Activation: Passive double the amount of remaining a.
Ranked: No
Reduce the critical rating of improvised weapons by 2 Dual Strike
(to a minimum of 1). Activation: Incidental
Ranked: No
Customized Cooling Unit When resolving a combined check to attack with two
Activation: Passive weapons in a melee combat, your character may suffer
Ranked: Yes 2 strain to use this talent to hit with the secondary
Your character must have purchased the Signature weapon (instead of spending aa).
Vehicle talent to benefit from this talent. Increase the
System Strain Threshold of signature vehicle by 2 per
rank of Customized Cooling Unit.
Eagle Eyes Fire Control
Activation: Incidental Activation: Maneuver
Ranked: No Ranked: No
Once per encounter before making a ranged combat As the driver of a vehicle, take the Fire Control
check, you may use this talent to increase your maneuver; all combat checks made from that vehicle
weapon’s range with one range band (to a maximum count their target’s silhouette as one higher than
of extreme range). This lasts for the duration of the normal until the end of the next turn.
combat check.
Form on Me
Encouraging Words Activation: Passive
Activation: Incidental, Out-of-Turn Ranked: No
Ranked: No Allies equal to ranks in Leadership in short range gain
After an engaged ally fails a check, may suffer 1 strain the benefits of the Gain the Advantage action.
to assist that ally’s next check this encounter as an out
of turn incidental. Fortified Structure
Activation: Passive
Eye for Detail Ranked: Yes
Activation: Incidental Your character must have purchased the Signature
Ranked: Yes Vehicle talent to benefit from this talent. Increase the
After making a Mechanics check, may suffer strain up Hull Trauma Threshold of signature vehicle by 1 per
to ranks in Eye for Detail to convert that many s to rank in Fortified Structure.
a.
Frenzied Attack
Fearsome Reputation Activation: Incidental
Activation: Passive Ranked: Yes
Ranked: Yes When making a Melee or Brawl check, suffer a
Add a to results of Coercion checks equal to ranks in number of strain to upgrade the attack an equal
Fearsome Reputation. number of times. The strain suffered may not exceed
ranks in Frenzied Attack.
Feint
Activation: Passive Full Throttle
Ranked: Yes Activation: Action
Spend t or aaa generated on a missed melee Ranked: No
attack to upgrade difficulty of opponent’s next attack While driving or flying, your character may use this
targeting character by ranks in Feint. talent to make a Hard (kkk) Driving or Piloting
check. If successful, the top speed of the vehicle
Feral Strength increases by one (to a maximum of 6) for a number of
Activation: Passive rounds equal to your character’s Cunning.
Ranked: Yes
Add 1 damage per rank in Feral Strength to one hit of Greased Palms
successful attacks made using Brawl or Melee skills. Activation: Maneuver
Ranked: Yes
Field Commander Before making a social skill check, you may spend up
Activation: Action to 50$ per rank in Greased Palms to upgrade the
Ranked: No ability of the check once per every 50$ spent.
Your character may use this talent to make an
Average (kk) Leadership check. If successful, a
number of allies equal to your character’s Presence
may immediately suffer 1 strain to perform one
maneuver (out of turn). If there is any question, which
allies take their maneuvers first, your character is the
final arbiter.
Grenadier Interjection
Activation: Incidental Activation: Incidental, Out-of-Turn
Ranked: Yes Ranked: No
When your character makes a ranged combat check After another character makes a social skill check,
with a weapon that has the Blast item quality, you may suffer 3 strain to take an Interjection incidental make
spend 1 Story Point to use this talent to trigger the an Average (kk) Vigilance check to add s or f
weapon’s Blast quality instead of spending a, even if equal to s, and a or h equal to a to the check.
the attack misses. In addition, your character treats
grenades as having a range of medium. Intimidating
Activation: Incidental, Out-of-Turn
Hard-Boiled Ranked: Yes
Activation: Passive May suffer a number of strain to downgrade difficulty
Ranked: Yes of Coercion checks, or upgrade difficulty when
When recovering strain after an encounter, may spend targeted by Coercion checks, by an equal number.
a up to ranks in Hard-Boiled to recover one wound Strain suffered this way cannot exceed ranks in
per a spent. Intimidating.
Master
Indomitable
Activation: Incidental
Activation: Incidental, Out-of-Turn
Ranked: No
Ranked: No
When you purchase this talent for your character,
Once per encounter, when your character would be
choose one skill. Once per round, your character may
incapacitated due to exceeding his Wound or Strain
suffer 2 strain to use this talent to reduce the difficulty
Threshold, you may spend a Story Point to use this
of the next check he makes using that skill by two, to a
talent. Then, he is not incapacitated until the end of his
minimum of Easy (k).
next turn. If your character reduces his wounds or
strain below his threshold until the end of his next
turn, he is not incapacitated at all. Master Demolitionist
Activation: Incidental
Inspiring Leadership Ranked: No
When resolving an attack from a personal scale
Activation: Action
explosive or ordinance weapon, your character may
Ranked: No
spend, or to have the weapons Blast quality affect all
Make a Hard (kkk) Leadership check. If successful,
characters within short ranged (rather than engaged).
a number of allies not exceeding your character’s
If the weapon normally would affect all characters
Presence within a short range add s to their next skill
within short range, it is increased to medium range
checks.
instead.
Just Kidding!
Activation: Incidental
Master Driver
Ranked: No Activation: Passive
Ranked: No
Once per round, as an incidental spend one Story
Once per round, when driving, piloting, or operating a
Point to ignore one d generated on a social skill
vehicle, may suffer 2 strain to perform any action as a
check by the character or any ally within short range.
maneuver.
Master Grenadier Superhuman Reflexes
Activation: Passive Activation: Incidental
Ranked: No Ranked: No
Decrease the a cost to activate the Blast quality on Once per session, after generating d on a Driving or
any attack by 1 to a minimum of 1. Piloting check cancel the d and add s equal to ranks
in Cool.
Master Merchant
Activation: Incidental Whirlwind
Ranked: No Activation: Action
When buying or selling goods, may suffer 2 strain to Ranked: No
sell for 25% more or to buy for 25% less. Your character may suffer 4 strain to use this talent to
make a Brawl or Melee attack against the engaged
Retribution adversary who is hardest to hit (as determined by the
Activation: Incidental, Out-of-Turn GM), increasing the difficulty by one. If the combat
Ranked: No check succeeds, each adversary engaged with the
Once per round, when an adversary attacks an ally character suffers one hit from the attack, that deals
within medium range, your character may spend one base damage plus equal to the total s scored on the
Story Point to use this talent to automatically hit that check.
enemy with a weapon your character is wielding, if
the enemy is within the weapon’s range. The attack Zealous Fire
causes the weapon’s base damage plus any damage Activation: Action
from applicable talents and abilities. Ranked: No
Each times the Game Master spends a Story Point,
your character heals 2 strain.
Chapter 3:
Equipment
On the following pages is a list of equipment available settings of Genesys, we highly recommend to use this
in the 1930-1960 time period. Since our setting takes list instead of the modern day equipment list in the
place in a time period before the normal modern day Genesys Core Rulebook.
Ranged Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Pistols and revolvers
Colt Detective Ranged (light) 5 4 Medium 2 150 3
S&W Model10 Ranged (light) 5 4 Short 2 200 3 Accurate 1
Colt M1911 Ranged (light) 6 3 Medium 2 250 3
.357 Magnum Ranged (light) 7 3 Medium 3 400 5 Accurate 1
Shotguns
Pump action Ranged (heavy) 8 3 Short 3 400 4 Blast 3, Knockdown,
Vicious 2
Blast 3, Knockdown,
Double Barrel Ranged (heavy) 8 3 Short 3 500 4 Limited ammo 2, Linked
1, Vicious 3
Rifles
Accurate 1, Limited
Hunting rifle Ranged (heavy) 7 3 Long 4 800 4
ammo 4, Prepare
Accurate 2, Prepare 1,
Springfield 1902 Ranged (heavy) 8 3 Long 4 900 6
Limited ammo 5
Submachineguns
Thompson 1928 Ranged (heavy) 6 3 Medium 4 700 6 Auto-fire, Inaccurate 1
Thompson M1A1 Ranged (heavy) 6 3 Medium 4 900 6 Auto-fire
MP-40 Ranged (heavy) 5 4 Medium 4 700 8 Auto-fire
Grease Gun Ranged (heavy) 5 3 Medium 4 800 6 Auto-fire
Sturmgewehr-44 Ranged (heavy) 7 3 Long 5 1000 8 Auto-fire
Heavy weapons
Auto-fire, Cumbersome
Browning B.A.R. Ranged (heavy) 8 3 Long 6 1200 6
2, Pierce 1, Vicious 2
Auto-fire, Cumbersome
MG-42 Gunnery 10 3 Long 7 2000 9
2, Pierce 1, Vicious 2
Blast 5, Breach 2,
Cumbersome 3, Limited
Bazooka Gunnery 20 3 Long 8 4000 9
ammo 1, Pierce 2,
Prepare 1
Flamethrower Gunnery 10 3 Short 8 1500 7 Blast 3, Burn 4
Thrown weapons
Grenade Ranged (light) 8 3 Short 1 100 5 Blast 4, Limited ammo 1
Blast 6, Burn 3, Limited
Molotov cocktail Ranged (light) 6 3 Short 1 30 2
ammo 1, Prepare 1
Brawl & Melee Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Brawl weapons
Boxing gloves Brawl +0 5 Engaged - 10 2 Disorient 2, Stun Damage
Brass knuckles Brawl +1 4 Engaged - 10 2 Disorient 1
Melee weapons
Axe Melee +3 3 Engaged 2 25 3 Vicious 1
Baseball bat Melee +2 4 Engaged 2 25 2
Cleaver Melee +3 3 Engaged 1 20 2 Vicious 1
Crowbar Melee +3 3 Engaged 2 20 2
Knife Melee +1 3 Engaged 1 20 2
Saber Melee +3 2 Engaged 1 50 5 Pierce 1
Cumbersome 2,
Sledgehammer Melee +3 4 Engaged 3 100 4
Knockdown
Sword Melee +3 2 Engaged 1 200 5 Defensive 1
Chapter 4:
Vehicles
Vehicles play an important role in all Dirty Streets devices the characters move from point A to point B
campaigns. Because most campaigns take place in with. Vehicular actions like car ceases or car races are
American cities, the vehicles characters meet are an integral and spectacular part of the games.
mostly civilian cars, motorbikes, and trucks. Military Since Dirty Streets is designed to be played in
vehicles are rarely or never involved. However, different tiers of the 20th century, the vehicles in this
vehicles in Dark Streets should be far more then chapter are sorted also into decades.
Harley-Davidson EL Knucklehead
Vehicles of the 1930s Harley-Davidson has been on the market with it’s
strong and reliable bikes since the beginning of the
century. The Knucklehead is a robust and reliable
Brough Superior SS100 machine, a real king of the roads. It can be equipped
Since it is one of the fastest motorbikes worldwide, with sidecar.
which is still easy to maneuver, the Brough Superior is
rare and expensive machine.
1 5 -1 1 3 0
DEFENSE ARMOR DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
2 4 4 5
Control Skill: Driving (light) Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 0 Passenger Capacity: 0
Consumables: None Consumables: None
Encumbrance: 4 Encumbrance: 6
Price/rarity: 2000 $/4 Price/rarity: 1000 $/2
Hard Points: 0 Hard Points: 1
Indian 101 Scout Norton 16H
This bike has been in production for long. It is a This mundane motorcycle has been in production
reliable and easy-to-handle model, which can be used since 1911. It is quite chip, and it can be bought
by everyone. practically everywhere.
1 3 +1 1 3 0
DEFENSE ARMOR DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
2 4 2 4
Control Skill: Driving (light) Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 1 Passenger Capacity: 0
Consumables: None Consumables: None
Encumbrance: 4 Encumbrance: 4
Price/rarity: 300 $/1 Price/rarity: 250 $/1
Hard Points: 1 Hard Points: 1
1 4 -1
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
3 5
1 3 -1
DEFENSE ARMOR
0 0 Control Skill: Driving (light)
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Complement: 1 driver
4 5 Passenger Capacity: 0
Control Skill: Driving (light) Consumables: None
Complement: 1 driver Encumbrance: 4
Passenger Capacity: 1 Price/rarity: 2000 $/4
Consumables: None Hard Points: 0
Encumbrance: 6
Price/rarity: 1000 $/2
Hard Points: 2
Auburn 851SC Boattail Chevrolet Master
The supercharged engine is a new innovation in this Reliable full sized sedan, that has been sold in great
speedster, that has the most impressive top speed of numbers. Federal agents use black painted Masters
hundred miles per hour. from the mid-thirties.
2 4 +1
DEFENSE ARMOR
0 0
2 3 +1
DEFENSE ARMOR
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD 0 0
8 11 SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
2 4 +1
DEFENSE ARMOR
0 1
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
9 10
2 4 +2
DEFENSE ARMOR
Control Skill: Driving (light)
Complement: 1 driver 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Passenger Capacity: 3
Consumables: None
7 10
Control Skill: Driving (light)
Encumbrance: 10
Complement: 1 driver
Price/rarity: 800 $/2
Passenger Capacity: 3
Hard Points: 1
Consumables: None
Encumbrance: 10
Price/rarity: 1000 $/3
Hard Points: 1
Chrysler Airstream Duesenberg Model J / SJ
Although less innovative than the Airflow, it is still an Duesenberg has never been produced in great
upper class personal car. numbers. It is a rare and expensive car, and a very fine
and strong machine as well – the “standard” version’s
top speed is 110 miles per hour, while the Sporting
version is able to operate at 120 miles per hour – this
last version is also used by racing pilots. There are no
two similar Model Js, for all exemplars have been
custom made. This also means that a Duesenberg
rarely has too many hard points for post-factory
customization, but the manufacturer has been ready to
2 3 +2
DEFENSE ARMOR
0 0 satisfy even the most uncommon customer demands
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD without a question. Most customizations are optical
7 9 changes, but there are achievements that change the
Control Skill: Driving (light) car’s characteristics. For example, it is possible that
Complement: 1 driver you meet Model J with armored body, or with
Passenger Capacity: 3 improved passenger capacity.
Consumables: None
Encumbrance: 10
Price/rarity: 900 $/3
Hard Points: 1
2 5 +1
DEFENSE ARMOR
2 3 +0
DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
10 10 10 11
Control Skill: Driving (light) Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 3 Passenger Capacity: Variable
Consumables: None Consumables: Variable
Encumbrance: 10 Encumbrance: 10
Price/rarity: 2000 $/6 Price/rarity: 10.000 $/6
Hard Points: 1 Hard Points: 2
Ford Model T Ford Model B
A little outdated, but sturdy car of the 1910s and With the Model B the Ford reached a top speed typical
1920s. The Model T had been produced in huge for the middle class cars of the new decade.
numbers and in many different variants until 1927,
and many of them are still in use in the 1930s.
2 3 +1
DEFENSE ARMOR
0 0
2 2 0
DEFENSE ARMOR
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
0 0 6 9
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Control Skill: Driving (light)
5 7
Complement: 1 driver
Control Skill: Driving (light)
Passenger Capacity: 3
Complement: 1 driver
Consumables: None
Passenger Capacity: 3
Encumbrance: 10
Consumables: None
Price/rarity: 800 $/2
Encumbrance: 10
Hard Points: 1
Price/rarity: 900 $/3
Hard Points: 1
Ford V8
Ford Model A It has been the last model of the Ford between the
middle of the 1930s and the World War 2.
The Model A was produced between 1929 and 1931.
It was a little more secure and a very little faster than
the old Model T.
2 3 +1
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
7 9
2 2 +1
DEFENSE ARMOR
0 0 Control Skill: Driving (light)
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Complement: 1 driver
6 8 Passenger Capacity: 3
Control Skill: Driving (light) Consumables: None
Complement: 1 driver Encumbrance: 10
Passenger Capacity: 3 Price/rarity: 825 $/2
Consumables: None Hard Points: 1
Encumbrance: 10
Price/rarity: 700 $/3
Hard Points: 1
Hudson Terraplane Oldsmobile Six
A sturdy and good car of the second half of the 1930s. A middle price automobile, no more, no less.
It has been used also by the police forces.
2 3 +2 2 3 +1
DEFENSE ARMOR DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
9 9 8 8
Control Skill: Driving (light) Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 3 Passenger Capacity: 3
Consumables: None Consumables: None
Encumbrance: 10 Encumbrance: 10
Price/rarity: 900 $/3 Price/rarity: 900 $/3
Hard Points: 1 Hard Points: 1
2 2 0
DEFENSE ARMOR
2 4 +1
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
5 6
Control Skill: Driving (light)
10 10
Control Skill: Driving (light)
Complement: 1 driver
Complement: 1 driver
Passenger Capacity: 1
Passenger Capacity: 4
Consumables: None
Consumables: None
Encumbrance: 10
Encumbrance: 10
Price/rarity: 400 $/2
Price/rarity: 9000 $/5
Hard Points: 1
Hard Points: 1
Studebaker Dictator Stout Scarab
A very popular upper-middle class car through the A family minivan with low top speed and enormous
1930s. In the early thirties, it has been the typical car inner space.
of the federal agencies.
2 2 -1
DEFENSE ARMOR
0 0
2 4 +1
DEFENSE ARMOR
0 0 SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
7 10
8 10 Control Skill: Driving (light)
Control Skill: Driving (light) Complement: 1 driver
Complement: 1 driver Passenger Capacity: 6
Passenger Capacity: 4 Consumables: None
Consumables: None Encumbrance: 20
Encumbrance: 10 Price/rarity: 800 $/5
Price/rarity: 2000 $/5 Hard Points: 1
Hard Points: 1
2 2 +2
DEFENSE ARMOR
2 2 -1
DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
5 5 7 9
Control Skill: Driving (light)
Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 1 Passenger Capacity: 1
Consumables: None Consumables: 1 day
Encumbrance: 10 Encumbrance: 250
Price/rarity: 400 $/2
Price/rarity: 625 $/2
Hard Points: 1 Hard Points: 1
Ford Model AA Fairchild 45
The Ford’s truck, that has been produced in a lot of “Chip” civilian airplane for four persons.
variants, from heavy pickup and flatbed truck to
delivery and emergency cars.
3 4 +1
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
15 16
3 2 -1
DEFENSE ARMOR
0 0 Control Skill: Piloting
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Complement: 1 pilot
14 20 Passenger Capacity: 3
Control Skill: Driving (heavy)
Consumables: 1 day
Complement: 1 driver
Encumbrance: 600
Passenger Capacity: 1
Price/rarity: 15.000 $/4
Consumables: 1 day
Hard Points: 1
Encumbrance: 1500
Price/rarity: 800 $/4
Hard Points: 1
Douglas DC-1
Transportation plane. It has a range of 1000 miles,
which means kind of intercontinental range.
Buick Flxible
Classic omnibus for passenger transporting in and
between cities.
4 4 -2
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
25 20
Control Skill: Piloting
3 1 -2
DEFENSE ARMOR
Complement: 1 pilot
0 0 Passenger Capacity: 15
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Consumables: 1 day
16 20 Encumbrance: 2000
Control Skill: Driving (heavy)
Price/rarity: 50000 $/4
Complement: 1 driver
Hard Points: 1
Passenger Capacity: 16
Consumables: 1 day
Encumbrance: 1500
Price/rarity: 1500 $/7
Hard Points: 1
Triumph TR5 Trophy
Vehicles of the 1940s Sporty and secure multipurpose motorbike from
England.
Harley-Davidson WLA
The American armed forces’ motorbike. It had been
used on all theatres of war. Technically, it is nearly
similar to the EL Knucklehead.
1 4 0
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
2 4
1 3 -1
DEFENSE ARMOR
0 0 Control Skill: Driving (light)
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Complement: 1 driver
4 5 Passenger Capacity: 1
Control Skill: Driving (light) Consumables: None
Complement: 1 driver Encumbrance: 6
Passenger Capacity: 0 Price/rarity: 500 $/5
Consumables: None Hard Points: 1
Encumbrance: 6
Price/rarity: 1000 $/5 Vincent HRD-1000 Black Shadow
Hard Points: 1 For some years it was the fastest motorbike of the
world with its top speed of 125 miles per hour. Rare
Harley-Davidson FL Panhead Springer and expensive bike.
The first post-war Harley-Davidson model. It is faster,
and more comfortable than the earlier Harleys.
1 4 -1 1 6 -1
DEFENSE ARMOR DEFENSE ARMOR
0 0 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
4 5 3 5
Control Skill: Driving (light) Control Skill: Driving (light)
Complement: 1 driver Complement: 1 driver
Passenger Capacity: 1 Passenger Capacity: 1
Consumables: None Consumables: None
Encumbrance: 6 Encumbrance: 6
Price/rarity: 1200 $/5 Price/rarity: 2000 $/7
Hard Points: 1 Hard Points: 1
Cadillac Series 62 Lincoln Continental
Elegant luxury car from the Cadillac. It is popular Elegant, but not too expensive car from the Lincoln. It
among the rich and the famous. has been produced in many variants.
2 4 0
DEFENSE ARMOR
0 0
2 4 +1
DEFENSE ARMOR
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
15 15 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Control Skill: Driving (light)
Complement: 1 driver
20 17
Control Skill: Driving (light)
Passenger Capacity: 4
Complement: 1 driver
Consumables: None
Passenger Capacity: 4
Encumbrance: 50
Consumables: None
Price/rarity: 6500 $/5
Encumbrance: 50
Hard Points: 1
Price/rarity: 900 $/4
Hard Points: 1
Dodge Custom
Middle price car that has been produced from 1941 to
1950.
Willys MB Jeep
The Jeep is a light military transportation vehicle. It
can be equipped with a weapon: a machinegun, a light
anti tank cannon or a grenade launcher.
2 4 0
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
12 16
2 4 +1
DEFENSE ARMOR
Control Skill: Driving (light) 0 0
Complement: 1 driver SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Passenger Capacity: 4 15 18
Consumables: None Control Skill: Driving (light)
Encumbrance: 50 Complement: 1 driver
Price/rarity: 750 $/3 Passenger Capacity: 3
Hard Points: 1 Consumables: None
Encumbrance: 150
Price/rarity: 650 $/6
Hard Points: 1
Chevrolet AK Series North American P-51 Mustang
A new pickup by the Chevrolet. American escort fighter plane. It is fast,
maneuverable. It is equipped with 6 .50 cal
machineguns (Skill: Gunnery; Damage: 12 Critical: 3;
fire arc: forward. Special: auto-fire; linked 6, pierce 2
Personal scale.)
2 3 -1
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
15 18
Control Skill: Driving (light)
2 5 +2
DEFENSE ARMOR
Complement: 1 driver 0 0
Passenger Capacity: 3 SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Consumables: None 8 8
Encumbrance: 250 Control Skill: Piloting
Price/rarity: 800 $/3 Complement: 1 pilot
Hard Points: 1 Passenger Capacity: 0
Consumables: None
Ford/GMC CCKW 352 Encumbrance: 250
Military truck of the United States army. It can be Price/rarity: 40000 $/8
equipped with a .50cal heavy machinegun (Skill: Hard Points: 1
Gunnery; Damage: 12 Critical: 3; fire arc: any. It is a
personal scale weapon) Focke-Wulff FW-190
It is the German airplane the Mustang pilots meet
most often. If you want to play a war scene, this is the
perfect choice. An FW-190 is equipped with four wing
mounted heavy machine guns: (Skill: Gunnery;
Damage: 12 Critical: 3; fire arc: forward. Special:
auto-fire; linked 4, pierce 2 Personal scale.)
3 3 -2
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
25 20
2 5 +2
DEFENSE ARMOR
Control Skill: Driving (heavy)
Complement: 1 driver 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Passenger Capacity: 1+15
9 8
Consumables: None
Control Skill: Piloting
Encumbrance: 3000
Complement: 1 pilot
Price/rarity: 8000 $/7
Passenger Capacity: 0
Hard Points: 1
Consumables: None
Encumbrance: 250
Price/rarity: NA
Hard Points: 1
Chevrolet Corvette C1
Vehicles of the 1950s The Chevrolet’s sporting car is a luxurious beauty.
1952 Ford
The Ford’s mainline car in the early fifties.
2 5 +2
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
12 17
2 3 +1
DEFENSE ARMOR
0 0 Control Skill: Driving (light)
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD Complement: 1 driver
14 12 Passenger Capacity: 1
Control Skill: Driving (light) Consumables: None
Complement: 1 driver Encumbrance: 250
Passenger Capacity: 3 Price/rarity: 6500 $/5
Consumables: None Hard Points: 1
Encumbrance: 250
Price/rarity: 800 $/3 Ford Thunderbird
Hard Points: 1 Besides the mainline car the Ford has manufactured a
high price and high performance vehicle – it is the
Chevrolet Bel Air Thunderbird, a sporty and elegant car.
A beautiful design from the Chevrolet. It is also used
by the police forces.
2 4 +1
DEFENSE ARMOR
0 0
2 5 +1
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD DEFENSE ARMOR
15 16 0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Control Skill: Driving (light)
Complement: 1 driver 13 16
Control Skill: Driving (light)
Passenger Capacity: 3
Complement: 1 driver
Consumables: None
Encumbrance: 100 Passenger Capacity: 3
Price/rarity: 1000 $/4 Consumables: None
Hard Points: 1 Encumbrance: 100
Price/rarity: 3000 $/4
Hard Points: 1
Hudson Hornet Porsche 356
The Hornet is a superior model for a very good price. The Porsche 356 is a very popular German sporting
car licensed to American manufacturers. It is also used
as a racing car.
2 4 +2
DEFENSE ARMOR
0 0
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
2 5 +2
DEFENSE ARMOR
17 20 0 0
Control Skill: Driving (light) SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Complement: 1 driver 15 20
Passenger Capacity: 3 Control Skill: Driving (light)
Consumables: None Complement: 1 driver
Encumbrance: 100 Passenger Capacity: 1
Price/rarity: 900 $/4 Consumables: None
Hard Points: 1 Encumbrance: 100
Price/rarity: 7500 $/6
Cadillac Series 75 Fleetwood Hard Points: 1
The Fleetwood is the ultimate limousine of the
Cadillac. It is equipped with all comforts. Chevrolet Advanced Design
A popular pickup of the fifties. It is produced in a lot
of variants.
2 4 0
DEFENSE ARMOR
0 2
3 3 -1
DEFENSE ARMOR
SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD 0 2
17 20 SILHOUETTE SPEED HANDLING HT THRESHOLD SS THRESHOLD
Law enforcement 3 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Policemen, federal agents, and other members of the
law enforcement are important characters in most
stories – their roles depend on the side of the
3 11 0 0
characters. If the player characters are criminals, they Skills: Coercion 2, Driving 2, Leadership 2, Brawl 2,
are one of the most dangerous threats, the characters Ranged 2
have always to be afraid of. If the PCs are law Talents: None
enforcers themselves, these NPCs are important Abilities: None
supporting forces, they can always rely on. Equipment: Colt Detective (Ranged (light); Damage
5; Critical 4; Range [Medium])
Street Cop (minion)
Uniformed cops are that face of the police a
Police Driver (rival)
commoner meets most often. They are patrolling on Some investigators or federal agents may operate with
the streets in their cars and react to any crimes they talented drivers together. These cops are very
meet. Every cop has a side weapon, but if there is a dangerous opponents.
bigger threat, they can also rely on more effective
weaponry.
2 3 2 2 2 1
3 2 2 2 1 2 BRAWN AGILITY
SOAK VALUE
INTELLECT CUNNING
WOUND THRESHOLD
WILLPOWER PRESENCE
M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 2 10 0 0
3 5 0 0 Skills: Cool 2, Coordination 3, Driving (heavy) 4,
Driving (light) 4, Ranged (light) 3
Skills: Coercion, Driving, Melee, Ranged (light), Talents: Full Throttle
Ranged (heavy) Abilities: None
Talents: None Equipment: Colt Detective (Ranged (light); Damage
Abilities: None 5; Critical 4; Range [Medium])
Equipment: Club (Melee; Damage 5; Critical 3;
Range [Engaged])
Colt Detective (Ranged (light); Damage 5; Critical 4;
Range [Medium])
Investigator (nemesis) Street Tough (minion)
Investigators are higher ranked policemen, who never Street toughs are small time criminals, who use their
go to patrol, instead they are solving crimes mostly by physical strength to intimidate and rob out citizens.
investigation. Street toughs are dangerous if they are in overstrength;
in these cases they even dare to attack other criminals.
2 2 3 3 3 2
BRAWN AGILITY INTELLECT
WOUND THRESHOLD
CUNNING WILLPOWER PRESENCE
STRAIN THRESHOLD
3 2 2 2 1 2
SOAK VALUE M/R DEFENSE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 5 0 0
Skills: Charm 2, Coercion 2, Discipline 3, Perception
3, Streetwise 3, Ranged (light) 3 Skills: Brawl, Coercion, Ranged (light), Resilience,
Talents: Savvy Streetwise
Abilities: None Talents: None
Equipment: Colt Detective (Ranged (light); Damage Abilities: None
5; Critical 4; Range [Medium]) Equipment: Club (Melee; Damage 5; Critical 3;
Range [Engaged])
Federal Agent (nemesis) Colt Detective (Ranged (light); Damage 5; Critical 4;
Federal agents are working independently of local Range [Medium])
police. They are well-trained and well-equipped.
3 4 4 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
3 14 17 0 0
Skills: Charm 2, Coercion 2, Discipline 3, Perception
3, Ranged (heavy) 3, Ranged (light) 3, Streetwise 3,
Vigilance 3
Talents: Savvy
Abilities: None
Equipment: Colt Detective (Ranged (light); Damage
5; Critical 4; Range [Medium])
Thompson M1928 (Ranged (heavy); Damage 6;
Critical 3; Range [Medium]; Auto-fire; Inaccurate 1)
Pump-action shotgun (Ranged (heavy); Damage 8;
Critical 3; Range [Short]; Blast 3; Knockdown;
Vicious 2)
Criminals
As organized crime is a main topic in any Dirty
Streets campaign, criminals are the most typical
opponents a party should meet. Certainly, the
following characteristics are just examples. Most of
them – especially minions and rivals – match up to
most campaigns. However, we encourage you to
create your own crime bosses.