Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday, 23 March 2025

Prohibition & Powers

The set-up for Capers: A Super-Powered Game of Gangsters in the Roaring Twenties is really simple. It is the 1920s. It is the USA. Prohibition is in full swing and under the terms of the Volstead Act, the sale of alcohol is outlawed. Which means there is money to be made from making the stuff in illegal stills or smuggling it across the border from Canada. Which means criminals are getting rich from making people happy and officials and cops are topping up their pensions by looking the other way. However, not every cop or bureau agent is on the take. Some want to enforce the law and are brave enough to do it. Some even have the power to back it up, not just with a sense of fairness and justice and a Smith & Wesson .38 Special Model 1899 Military and Police Hand Ejector, but the ability to fly or create a stream of acid or pick up things up with their hair or manipulate probability or control small objects. Used at the right time and in the right fashion, any one of these abilities can help the law bust criminal activities or arrest a crook. However, the life of a law enforcement Caper—as these powered individuals are known—is not that easy, because just as a would-be Caper is drawn to uphold the law, another Caper is drawn to break it. There are Capers protecting gangs and syndicates, running numbers games, cooking the books, bootlegging, and bringing the number one prohibited substance into the country—alcohol.

Capers: A Super-Powered Game of Gangsters in the Roaring Twenties is published by Nedburger Games, following a successful Kickstarter campaign. It is a super-powered roleplaying set in a Jazz Age, but not a Jazz Age that we would fully recognise. Capers are a known and recognised phenomenon, appearing in newspapers and news reports, many stories being of a sensationalist nature, whilst the Department of Justice has established a Registry of Abnormal Persons and begun tracking their locations and activities. Currently, registration is voluntary. Capers may face religious intolerance and there are doctors and hospitals who will not treat them, but the US Army is actively recruiting them and the media loves them! Elsewhere, Carla ‘Lucky’ Luciano is the right-hand-woman to New York Boss Arnold Rothstein and Al Capone’s mentor is Giada Torrio, and a broader range of ethnicities and genders are accepted at all levels of society. It is thus ahistorical, rather than truly historical and more representative of modern sensibilities. As is the feel of the roleplaying game and its look, is more akin to a cartoon show. A cartoon show that can be told from two different angles. One is with the cast of Capers as members of law enforcement and the other is with the cast of Capers as members of a criminal gang or organisation. In that, it shares some resemblance with the set-up in TSR, Inc.’s Gangbusters: 1920’s Role-Playing Adventure. However, as a super-powered roleplaying game, Capers: A Super-Powered Game of Gangsters in the Roaring Twenties is very much a ‘Street Level’ campaign and very much not a ‘Four Colour’ setting. Essentially, this is not a traditional cowl and capes style of superhero roleplaying game, but a setting more akin to the masked adventurers style of the following decade of the thirties—and that is even if the Caper wears a costume at all. All of which is detailed in a simple, easy to grasp introduction that explains its situation within a few pages.

A Player Character in Capers: A Super-Powered Game of Gangsters in the Roaring Twenties is either an Exceptional or an actual Caper. There are also Regulars, but these are normal people and so not what a player will be typically roleplaying. An Exceptional will not have full superpowers, but will instead have Perks, such as ‘Lucky’, ‘Power-Resistant’, or ‘Speciality Skill’. There are only nine Perks given in the roleplaying game, as compared to the thirty-nine major and minor powers. What an Exceptional makes up for in terms of a limited choice of Perks is having a wider choice of general abilities, whereas a Caper will have a limited choice of general abilities and more powers. Beyond a concept, such as gangster, enforcer, bounty hunter, journalist, or federal agent, a Player Character has three Anchors. Consisting of Identity, Virtue, and Vice, these define who the Player Character is, and by roleplaying them, provide a means of the Player Character regaining Moxie. He also has six Traits—Charisma, Agility, Perception, Expertise, Resilience, and Strength—which are rated between one and three for Regulars, but can go as high as four or five for Capers. Each Trait has an associated Defence value, which is sets how difficult it is for an opponent to overcome a Player Character. He will have between three and five skills, and if a Caper either one or two Minor Powers or one Major Power, whilst if an Exceptional, a combination of either Perks or Trem-Gear. The latter consists of devices, weapons, and suits powered by the previously unknown radioactive element called Trembium, which is also found in the blood of Capers. It is possible to be injected with Trembium and temporarily gain powers, but similarly, it is possible to be injected with Anti-Trembium and Powers be temporarily negated. This sets up some interesting story possibilities, whilst the quick guide Trem-Gear in the book, with careful adjudication upon the part of the Game Master, might lend itself to some possible gadgeteering.

In general, skills are fairly broad, so Conveyances covers all vehicles, Sciences all of the sciences, and so on. How they are used varies though, depending on what a Player Character wants to do. To perform an impressive driving feat, for example, a bootlegger reverse, a player might combine his character’s Charisma Trait with his Conveyances skill, whilst attempting to drive into a narrow alley at high speed would use Agility and Conveyances instead. Notably, there is no Gambling skill or Performance skill, so the Game Master and player will need to work together to get skill and Trait combinations that work.

In comparison, Perks and Powers in Capers: A Super-Powered Game of Gangsters in the Roaring Twenties are much narrower in scope. Perks tend to provide better protection against an Exceptional’s powers than a Regular has. Minor Powers are more tightly focused and flashier in their use, and include Acid Stream, Body Armour, Concussion Beam, Dimensional Manipulation, Force Field, Mental Shield, and more. Major Powers are broader and include Dimension Step, Elasticity, Invisibility, Mimic, Speedster, and many enhancement to Traits, like Super Expertise or Super Strength. Some Powers are simply active all the time, whilst others require a Power Check to activate. Many also provide a range of different effects or Boosts. For example, the Speedster Major Power has the Chaperone Boost, the Damage Boost, the Lightning Boost, the Speed Boost, the Water Walk Boost, and the Whirlwind Boost. When creating his character, a player selects one of these Boosts as the standard effect for that Power. He can still do the others, but they are not as easy for him to do.

Creating an Exceptional or a Caper is a matter of making choices and assigning a few points to the Player Character’s Traits. The only random element is determining his Anchors—done by drawing cards from an ordinary deck of playing cards, but even this does not need to be done randomly.

Our example Caper is Arabella Bellange. She is a former magician’s assistant who graduated to stage magician when the magician had an unfortunate accident that meant he could not perform for a few months. Not Arabella’s doing, but rather he was unlucky and she was lucky. It seems that life goes that way for Arabella. She looks good on stage or when doing close-up tricks, but things just seem to go her way—and that includes the cards. Which suits her fine. She wants fame and money and she has the ambition to drive her into crime if she met the right person. She might come out of whatever they do smelling of roses, but her friend might not be so lucky…

Name: Arabella Bellange
Type: Caper
Identity: Leader
Virtue: Moderate
Vice: Vain

Body 9 Mind 9 Hits 14
Speed 30’
Level 1

TRAITS
Charisma 3 (Defence 10) Agility 2 (Defence 9) Perception 2 (Defence 9)
Expertise 2 (Defence 9) Resilience 2 (Defence 9) Strength 1 (Defence 8)

SKILLS
Deception, Insight, Sciences, Sleight of Hand

POWER
Minor – Probability Manipulation (Rank 1)
Minor – Hypnosis (Rank 1)

Mechanically, Capers: A Super-Powered Game of Gangsters in the Roaring Twenties uses decks of ordinary playing cards and every player needs to have a deck of his own. Whenever a player wants his character to act, he flips over a card. The value of the card, its suit, and its colour determines the outcome and specific effects from the desired action. The value of the card determines if the action is a success or a failure, ranging from a Task Difficulty of Routine or four to Incredible or Ace. The Task Difficulty is set by the Game Master and kept secret until the Player Character succeeds or fails. The suit of the card will determine the degree of the success or failure, with Spades cards being the best and Clubs cards being the worst. So, if the value of the card indicates the action is successful and its suit is Spades, it is a ‘Success with a Boon’, but a ‘Success with a Complication’ if the suit is Clubs. Conversely, if the value of the card indicates the action is a failure and its suit is Spades, it is a ‘Failure with a Motivation’, but a ‘Botch’ if the suit is Clubs. The ‘Failure with a Motivation’ result means that the Player Character is pushed to try again and receive a point of Moxie to use on his next action. Drawing an Ace means that the Player Character succeeds with a Boon, or two, if the Ace of Spades. Drawing the red Joker will end the player’s turn and means the Player Character suffers a botch, but the black Joker means the Player Character succeeds with a boon and can take another action.

This is drawing just the one card, but a player can draw more. His Caper or Exceptional has a Card Count equal to the Trait being used. If using an appropriate skill, the Card Count will increase by one and if the Game Master grants Advantage on the action, it increases by one again. (Conversely, having Disadvantage on an action will decrease it by one and if the card Count is reduced to zero, the action cannot be attempted.) Each extra card flipped after the first replaces the previous card, the aim being to draw the best card possible, effectively turning every action into a gamble! A player’s deck is typically reshuffled after the end of a fight or significant scene.

For most actions, a player will determine the Card Count from a Trait or a combination of a Trait and an appropriate Skill if his character has one. For a Power Check, when a player wants his character to use a Power, the Card Count is equal to the Rank of the Power.

In addition, a Player Character has access to Moxie. It can be spent to increase the Card Count on an action, reduce incoming damage, gain a Boon, shape the narrative, take an extra action related to a Trait, recall a card (which must be a card used in current action rather than a previous one), reshuffle the deck immediately, and to have an Exceptional or a Caper commit an act of self-sacrifice, meaning that he takes damage from an attack rather than a colleague or NPC. Moxie is gained at the end of significant encounters, a player roleplaying his character’s Anchors—such as staying true to a Virtue or suffering a complication due to a Vice, or his character doing something cool or entertaining.
For example, Arabella Bellange is playing a high stakes Poker game. If she wins, she gets top billing at the speakeasy where she has been performing. If she loses, she has to work for the owner, Domenic ‘Peanuts’ Conigliaro, in the speakeasy for free for a year. Arabella wants to play this as straight possible, since she does not want to suffer any slight to her reputation that an accusation of cheating would cause, so is counting the cards and working the odds rather than resorting to deception. This will use her Expertise Trait, which gives her a base Card Count of two. Her Sciences skill will increase this by one to a total of three. The Game Master sets the Task Difficulty at Challenging or ten.

Arabella’s player turns over the top card of her deck. The card is a three of Hearts. This is not good enough to beat Arabella’s boss’ hand, so her player draws a second card, the nine of Spades, followed by the seven of Spades. Again, not enough. Arabella’s player decides to spend some Moxie. First to increase her Card Count by one. This means she can draw another card, but she spends a second to reshuffle her deck. Then she uses Probability Manipulation Power and its Control Boost to look at the top three cards of her deck and rearrange them. The cards are the ten of Diamonds, the eight of Clubs, and the Ace of Hearts in that order. Now the ten of Diamonds is enough to win the Poker game, but the Ace of Hearts is a surefire win and it grants Arabella a boon. She moves this to the top of her deck and with her last card drawn because of her increased Card Count draws the Ace of Hearts. Arabella’s boon is not only top billing at the speakeasy, but a better clothing allowance because a girl has to look her best… The Game Master agrees to this, but also because this ties in with her Vice of Vanity, awards her a point of Moxie.
Combat in Capers: A Super-Powered Game of Gangsters in the Roaring Twenties uses the same mechanic. Each participant will make an Agility/Sense Reaction Check to determine his place in the Initiative order, whilst Agility/Guns or Agility/Ranged Weapons are used for ranged attacks and Strength/Fisticuffs or Strength/Melee Weapons are used for melee combat. In either case, the Target Difficulty for the attacker is equal to the Defence value of the defender’s Body value. The amount of damage inflicted is determined by the Suit and Colour of the card used for the attack, Black and Spades inflicting the most damage. Damage typically ranges between one and six points, but can be higher, as the weapon used will modify this. If a Player Character’s Hits are reduced to zero, he is either temporarily removed from the story or dead, player’s choice. If a player chooses to have his character die, then he gets one final turn in which he can use all of his Moxie to affect the narrative. Similarly, if a character reduces an enemy to zero Hits, his player get to decide whether he is merely knocked unconscious or is killed.

An important or unexpected fight can be preceded by a standoff, in which the participants stare each other out and attempt to assess the abilities of their would-be opponents. Played out over three rounds, it can gain a Player Character the initiative and more cards to play on the resulting action check. Other actions include assessing an opponent, intimidating him, or using a Power to boost the Player Character.

Overall, there is pleasing depth to game play, with players not just aiming to draw cards of a value sufficient to overcome a challenge or inflict damage, but also of the right colour and suit to get a more beneficial outcome. Although a player will mainly be relying upon better Card Counts to increase the possibility of drawing better cards, the use of Moxie allows for some limited manipulation of the cards , hopefully, towards a better outcome.

In terms of setting, Capers: A Super-Powered Game of Gangsters in the Roaring Twenties provides a short section of goods and services that noticeably includes prices for speakeasies, breweries, casinos, and hotels for gangster Exceptionals and Capers who want something to invest their ill-gotten gains in, as well as thirteen different Backdrops in which the Game Master can set her campaign. These are the big cities of the USA, notorious for their criminal underworlds during the era of Prohibition. Atlantic City, Chicago, and New York have several pages devoted to them each, covering recent history and the current state in the city, notable organisations and places, and people of note. Plus, stats are provided for the latter as well as a map of the city and story hooks for both law enforcement and gangster campaigns. The others, including Atlanta, Boston, Cincinnati, and Miami, only receive a page each, so will require some development upon the part of the Game Master to bring into play, especially if she wants to base her campaign in any one of them. The main three though, are very playable location write-ups ready for a campaign.

Similarly, law enforcement is given a broad overview before the Capers: A Super-Powered Game of Gangsters in the Roaring Twenties delves into a toolbox containing all manner of strange elements to bring into play. These include a selection of alternative earths, like ‘Capek’s Earth’ where automata have become part of everyday society; ‘Flipside’ where anyone from Principal Earth occupies the mind of their counterpart on this openly violent world where Al Capone is already dead; and ‘Madworld’, where the Central Powers used Capers to slaughter thousands in France, Capers in the USA are hated, hunted, and outlawed. These are all given the same degree of detail as the Backdrops of Atlantic City, Chicago, and New York, and together expand the storytelling possibilities of a campaign set in the world of Capers: A Super-Powered Game of Gangsters in the Roaring Twenties. There is a lot here that the Game Master can play around with in combining classic superhero style stories and elements with the cop with powers versus robbers powers nature of the setting. There is even Stone Island Beach, a secure island prison off the coast of New York for Capers, much like The Raft from the Marvel Universe.

All of this supported with advice for the Game Master on how to run the game, allow scope for player agency and input, adjudicate the rules, design adventures and encounters, and even on how to give animals powers and set up ‘events’ in which more people—either around the world or in one city—suddenly become Capers and explore the consequences that ensue. It is good solid advice, but there is a certain brevity to it. What it does not do is look at long term play in any of the roleplaying game’s three genres—law enforcement, crime, or superheroes—and the differences between them. What does a campaign look like? After all, a law enforcement campaign is going to be different from a criminal enterprise gang. The first is all about investigating criminal empires and tearing them down, whilst the second is all about building criminal empires up and preventing them from being torn down. The bibliography will provide some inspiration, as will familiarity with the genres, but this is definitely where the Game Master wanting to run a longer game of Capers: A Super-Powered Game of Gangsters could have done with more help and advice.

Physically, Capers: A Super-Powered Game of Gangsters in the Roaring Twenties is neatly, cleanly presented. The artwork has a cartoon style, and there is a short, but engaging cartoon strip in the middle of the book.

Capers: A Super-Powered Game of Gangsters in the Roaring Twenties has a setting that is actually unique and sounds cool—superheroes and supervillains in the Roaring Twenties fighting for law and order or crime and corruption. The addition of superpowers is the game changer, of course, both in terms of the setting and play, but the various abilities feel suitably low key and never like they are going to overwhelm the setting or the storytelling. This is helped by the fact that the card-based always make the game play feel as if the players and their characters are pushing their luck and gambling on the outcome. If underdeveloped with regard to long term play, Capers: A Super-Powered Game of Gangsters in the Roaring Twenties offers a breezy, fast-paced, and intriguingly different combination of genres in a familiar setting.

No comments:

Post a Comment