Just a preview of some proposed optional rules to allow magic in the Newsies & Bootblacks game. These are to be included in the main book. Please read them and share what you think could be improved and how.
Magic is not supposed to exist in the world of Newsies & Bootblacks . Respectable persons consider it nothing but superstitions and fairy tales and those who speak about magic, mesmerism or what-you-have-you are nothing but obscurantists which impede human progress. The Game Master might consider the mere existence of magic a C to E rumor. However, its effects are important enough not to leave this decision to a dice roll. One good compromise could be to consider magic to be a mere fantasy unless the adventure played includes it.
Player Characters should not be allowed to use magic except in very specific circumstances directly related to an adventure. That limitation should be enforced seamlessly to not look arbitrary and unfair. For example, the game master, could allow players a spell to fight off vampires on a new moon. As vampires do not appear in normal life, this spell could only be used in adventures. Alternatively, the spell could demand such a hefty price, that the player characters would only use it in extreme circumstances.
1.1 Types of Magic
Powers can either be Blessings or Curses. Blessings are ordained by God (or some good-natured Source) while Curses are the province of Evil. Generally speaking only saintly characters (player or non-player) can cast blessings. Curses, on the other hand, are offered by Evil to anybody it whims, often as an attempt to snare them into leading them away from God (or the Good Source).
Powers (bothw blessings and curses) can be either Subtle, Normal or Powerful. Subtle powers are those which product effects that could have a non-magical source.
1.2 Elements of Magic
Magic in Newsies & Bootblacks is described in terms of effects, limitations, skill and price.
1.2.1 Effects
This is the desired outcome of the powers. These can be any the Game Master can think up.
1.2.2 Limitations to powers.
In Newsies & Bootblacks, all powers suffer limitations of both Time and Place. Most powers can only be used in the 13 days surrounding Halloween (curses) or Christmas (blessings) and/or in specific locations no longer than a building or, if in the open, a football field.
Some powers can only be casted so many times per day, week, month or season, even if the magic user can casts spells more often, see the subsection below. ,
Blessings
1.2.3 Limitiations to casters.
A magic user can only cast so many spells per day, week month or season. The precise number and rates is for the game master to decide. Generally, speaking, however, an apprentice magic user should not be allowed to cast more than three curses per week, while a veteran spell caster should be able to cast up to 6 a day.
No magic user, by the way, should be allowed to cast more than 13 spells a day.
1.2.4 Skill
Magic is a skill linked to the Education attribute. All characters are “Bad at” Magic, and hence utterly unable to cast any powers. Player Characters cannot normally learn magic, save by direct permission of the game masters normally within an adventure.
To cast a subtle spell demands a TN of 13. Normal Spells require a TN of 15. A Powerful Spell requires a TN of 17. In any case, characters who are “Bad at” Magic cannot attempt to cast any magic power at all.
1.2.5 Price
Casting curses, in Newsies & Bootblacks, is a disruption of the natural power and often evil. Therefore nature demands a price on magic users. Price is always unknown to the magic user, until he suffers it. This price is often deferred in time, but sooner or later, in a time unknown to the magic user, it shall have to be paid. The table below is just an example, Game Masters are encourage to build their own.
Demons and the such are paying with an eternity of suffering and hence, do not have to pay any special price for casting powers.
| Curse is | Subtle | Normal | Powerful | Time Deferred |
| 2 or less | Scared | Unlucky, 1 week | Mole on nose –1 to CHA | 4 d months |
| 3 | Lose something | Mole on nose –1 to CHA | Roll twice on Normal Column | 2 d months |
| 4 | Unlucky, 1 week | Roll twice on Subtle Column | Sick (9.6.4) | 1 d weeks |
| 5 | Mole on nose –1 to CHA | Slumber | Fire | 1 d days |
| 6 | One year older | Six years older | Loss of Memory | 1 d hours |
| 7 | Sick (9.6.2) | Sick (9.6.3) | Slumber | half an hour |
| 8 | Sick (9.6.3) | Sick (9.6.4) | 6 years older | 3 d minutes |
| 9 | Slumber | Loss of Memory | Monster | 2 d minutes |
| 10 | Loss of Memory | Monster | 36 years older | 1 d minutes |
| 11 | Monster | Six years older | Dead | 1 minute |
| 12 or more | One year older | Dead | Fate worse than death | None |
Roll 2 dice. Add 3 to the dice roll if a fumble, Substract 3 on a spectacular success
Explanations:
Scared: Paralyzed by fear the user can’t act next turn.
Lose something: The Game Master chooses one item for the character to lose.
Unlucky: Re-roll all dice which favor the magic user.
One year older: Adjust Age. The Game Master can consider to adjust the magic user stats.
Sick (follow the rules referenced in brackets)
Slumber (The character falls in a deep slumber, to awake only 1 d years later or if kissed by someone pure of heart.
Loss of Memory: The magic user becomes “Bad at” a randomly chosen skill.
Monster: A monster appears bent to kill the user.
Death: The magic user is dead, forever.
Fate worse than death: You would not want me to tell about that, would you?
- Remember that blessings, are granted by God (or angels, or the Mystery) and hence do not claim a price, except if the blessing is used to commit an evil action
1.3 Some curses
These are taken from the primer, modified to fit these rules
- Forsaken. (Powerful)* The victim is forgotten by everybody who is not with him at the time of the curse. The witch can only place this curse once per season; though it will remain for life unless the witch is defeated.
- Sick. (Normal) The victim will burst out in a sudden fever, pain and dizziness. All his actions are at –5.
- Blindness. (Normal) The victim can’t see for 1 turn. All the actions that are dependent on sight will be at –10.
- Triumph of the will. (Powerful) The victim will freeze in place until somebody commands him something. He’ll then proceed to complete the task assigned to his most ability.
- Fear. (Subtle) The victim is engulfed by terror. All actions that require bravery will be at –3.
- Nettle. (Normal) The room will be instantly covered with nettles, blocking the way. The nettles will wither away and die in 3 turns. This curse can be placed thrice per day.
- Sloth. (Subtle) The afflicted player will fall in a slumber, not being able to act.
- Avarice. (Normal) Gold nuggets will fall from the ceeling. Those who fail to avoid them (Dodge TN of 9) will suffer bruises for a –1 malus. This malus will not heal until a good night of rest. This curse can be placed thrice per day.
- Gates to Hell. (Powerful) A door will open in the middle of the room. Through it, the players will be able to see hell and its thousands of demons. The demons can’t enter to earth, but if anybody steps there willingly or unwillingly, there’s no way back.
- Rag doll. (Powerful) The afflicted character is paralyzed from the neck down. This curse lasts until somebody does something kind for the afflicted person. The witch can no longer use this curse during this season.
- Despair. (Subtle) The victim will begin to feel incredibly sad, bursting into tears, lose 1d chits.
1.4 Frauds
Frauds regarding the supernatural should be at least as common as real blessings or curses in a game of Newsies & Bootblacks. This is but a recommendation for the Game Master when designing their own campaigns and adventures..





