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1PG System - Dime Heroes
1PG System - Dime Heroes
Chapter One:
Ralstons Revenge
Chapter Five:
Written By JAMES STUBBS 1PG System Design TODD DOWNING Editor JAMES STUBBS SAMANTHA DOWNING
PUBLISHING NOTICE Dime Heroes is published by Deep7 P.O. Box 46373 Seattle, WA 98146 www.deep7.com
Beer & Pretzels HANOVERS & SAPPORO Additional Testing & Support ROGAN HAMBY ROBERT FLETCHER THEO MCGUCKIN MARK KRAM JARVIS YOLHOLSKY
All material is Copyright 2001 Deep7 1PG is a trademark of Deep7 All rights reserved worldwide. Any unauthorized duplication, distribution or commercial use of this product in its electronic or hardcopy form is expressly prohibited without prior written authorization of Deep7. LICENCE AGREEMENT By opening this file, you agree to the following terms of license: You are granted permission to print the electronic file to hardcopy form, so long as it qualifies as personal use, is not used for commercial sale and does not infringe upon the copyright in any other way. You are authorized to make and keep one (1) copy in electronic form for backup purposes. Unauthorized duplication, distribution or sale of the product in any form constitutes a breach of this license, and will be prosecuted to the full extent of the law. Support Deep7 by not pirating our products, and we will continue to offer revolutionary roleplaying material. You agree to hold Deep7, its principals and personnel free of any and all liability in relation to this product.
MOXIE Drinking ____________ Fighting _____________ Pilot ________________ Shooting ____________ Running_____________ GLITZ Fashion _____________ Disguise_____________ Seduction____________ Performance _________ CUNNING Con ________________ Gambling____________ Dodge ______________ Repair ______________ Stealth ______________ GRAY MATTER Gen. Knowledge ______ Languages ___________ Science _____________ Research ____________
BLOOD GUTS WITS NOTORIETY CHAR PTS
NAME: ___________________________________ OCCU PAT IO N: ___________________________ CASH: ____________________________________ Height:_________ Weight: ________ Gender: _____ Eyes: __________ Hair: __________ Age:________
Hit Location AP Head
Deep7 1PG Beer & Pretzel RPGs assume the players and ref already have some rudimentary experience with roleplaying games. All Deep7 1PG Beer & Pretzel games are played with 6-sided dice. Deep7 assumes no liability for mental instability on the part of players, refs or their families.
ITEM
Pistol Rifle Nightstick Grenade
DAM
8 12 3 20 3 5 Moxie 6 5 5 2 4/turn 8ea 12ea
Torso
R.Arm
L.Arm
R.Leg
L.Leg
Item
Damage
Skills: Roll 1D6 for the total number of points to distribute into all skills. Skills start at 0 and can be no more than 3. If you need extra points, you can take them from other skills, leaving them at 1 for each point taken. No attribute/skill combination can be less than 1. Blood: Roll 2D6+5. When you have lost all your Blood, you are dead. Guts: Roll 1D6. The more Guts you have, the easier it is to keep your Wits. Wits: Roll 1D6. You may need to make a Guts check to keep your Wits. Notoriety starts at 0. Roll 1D6 and get the same or under your Moxie, Cunning or Gray Matter attributes (but you may only try once for each, at the beginning of the game). Add 1 to your Notoriety for each successful check. Use Notoriety to reroll failed skill checks or call in favors. Roll on the Background and Status Tables for more perks & details. Money: Players are always assumed to have enough money for average purchases. They may suffer a 1 or 2 penalty to a Glitz check if they want expensive or exotic items.
GUTS CHECK: Any time you have a traumatic experience in the game, you must make a Guts Check. Try to roll 1D6 equal to or below your Guts. If you are not successful, your Wits goes down by 1. When Wits is reduced to 0, you must roll a 4 or less each time you wish to make a skill check or combat roll. Your character is in a fatigued stupor and is unfit to adventure until after a very long rest or some powerful inspirational event to bring your character out of retirement. SKILL ROLLS: When you want to do something, figure out what skill/attribute combo will get it done. Add your attribute and skill together to get your Target Number and roll 1D6 equal to or below it. Rolling a 1 is always a success and rolling a 6 is always a failure. If you are fighting, use the Brawling skill for attack and evasion. Although a 6 always fails, having a target of six gives you a higher potential margin of success than a target of five. Always add your Moxie to hand-to-hand weapon damage. If the attack is ranged, the attacker rolls Shooting and the defender rolls Dodge to evade. Ties always go to the defender. ARMOR: Certain items give you an Armor Value (AV). When you take damage, subtract your AV in the appropriate location from the damage you are dealt. SEE RULES OF PLAY FOR DETAILS
Scientist: +1 Gray Matter, Science, Repair Athlete: +1 Running, Brawling, +3 Blood Daredevil: +1 Pilot, Fashion, +2 Wits Hunter: +1 Shooting, Languages, +1 Moxie Detective: +1 Shooting, Gen. Knowledge, +1 Cunning Explorer: +1 Brawling, Research, +1 Guts
Vehicle
Agility Rating (AR) Gunnery Rating (GR) Damage (D) Armor (A) Structural Integrity (SI)
Notes:
THE GAME: Dime Heroes: Two-Fisted Adventure is a simpleto-learn roleplaying game where players take on the roles of the larger-than-life heroes of the old pulp magazines, radio dramas and movie serials. It assumes the players and ref already have some rudimentary experience with roleplaying. Its meant to be played in the vein of such pulp staples as Doc Savage, The Spider and The Shadow so keep it light, cinematic and adventure packed! CHARACTER CREATION: Youve heard of the stuff that heroes are made of? In this case, heroes are made by rolling 1D3 for each attribute (red headings). Then you will roll 1D6 for the total number of points to distribute into your skills (under the red headings). Every skill starts at 0. No skill can be higher than 3. If players need extra points, they can take them from other skills, leaving them at -1 for each point taken. No skill can be lower than -2, and no skill/attribute combination can ever drop below 1. If you dont see a skill you really want the character to have, just write it in the margin. Now players roll 2D6+5 and write the number in Blood. This is how much of a lead diet a Joe can take before its curtains for him. Every time they take damage, they lose that many points of Blood. When they have lost all their Blood, they are on their speedy way to meet their maker. Everyone starts with some Guts. Roll 1D6 and record it. At any time you have a harrowing experience in the game (such as getting caught in the lava deathtrap of Doktor Fiend), you may make a Guts Check, where you get to try to roll below your Guts number. The more Guts you have, the easier it is to keep your Wits about you. Next, roll 1D6. Write the result in Wits. Wits are a representation of you how long you can keep your nerve in dangerous situations. If you make your Guts Check, you keep your Wits. If you fail, your Wits will be reduced by 1. If you completely lose your Wits, you are in a fatigued stupor and unfit to adventure until after a very long rest or some powerful inspirational event to bring your character out of retirement. You may always put Character Points into Wits. Notoriety is important any time you need to impress people or get what you want. It also may be used to reroll failed skill checks. Everyones Notoriety starts at 0. Everyone may try to roll 1D6 and get equal to or under his characters Moxie, Cunning and Gray Matter attributes (but they may only try once for each, during character creation). Add 1 to the characters Notoriety for each successful check. Remember, this is a
characters overall Notoriety, good or bad, according to his deeds. If you need to make a Notoriety roll, see below. Players should roll or be allowed to choose from the Background & Status Tables, to get a persona for their character. GMs may allow different concepts if the players can come up with ones that meet the feel of the game. GUTS CHECK: Any time you have a traumatic experience in the game, you must make a Guts Check, where you get to try to roll 1D6 equal to or below your Guts. If you are not successful, your Wits will go down by 1. If you completely lose your Wits, you become fatigued and unable to concentrate well; You need to roll a 4 or less every time you shoot in order to avoid hitting one of your friends by mistake. ORDER OF PLAY: Combat order can be determined very simply in a couple of ways you can either roll 1D6+GRAY MATTER each round, or simply dispense with the initiative roll altogether and seat the players around the table in order of highest GRAY MATTER to lowest (ties can dice off for initial seating). ACTIONS: Every character gets one action per round. Combat rolls and active skill checks (those skills the player chooses to roll as opposed to the referee telling him to roll, such as make an GRAY MATTER check to see if you can hear that ticking sound) all count as an action. 1PG combat is not intended to be realistic. It is intended to be fast and fun. SKILL ROLLS: When you want to do something, figure out what attribute/skill combo will get it done. Add your attribute and skill together to get your Target Number and roll 1D6 equal to or below it. Rolling a 1 is always a success and rolling a 6 is always a failure. If you are fighting, use the Fighting skill for attack and evasion. Opposed combatants will roll their Shooting or Brawling skill at the same time. The higher margin of success is a successful hit (although a 6 always fails, having a target of six gives you a higher potential margin of success than a target of five). If someone is attacking and someone is evading, do the same thing: if the attackers margin is bigger, the hit was good. If the defenders margin was the same or bigger, the attacker missed. Use Dodge to avoid being shot. Always add your Moxie to hand-to-hand weapon damage. ARMOR & CHARACTER IMPROVEMENT: Wearing certain clothing gives you Armor Value. Heavy clothes (trench coat, safari garb, etc.) gives you 1 AV, Leather gives you 2. A bulletproof vest provides 4. Metal armor such as chain gives you 8. When you take damage, subtract the AV in the appropriate location from the damage you are dealt. If you survive a whole story, you get 1 Character Point for every person at the table. Put these points into Attributes, Skills, Blood, Guts, or Notoriety. You may also put Character Points into Wits.
Gadget Gadget Who Has the Gadget? 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Rocket Pack: Character can fly. Gas Gun: Wits Check or go to sleep. Mechanical Man: Moxie 8/Brawl 2 Ray Gun: Damage 15 X-Ray Goggles: See through stuff Bulletproof Car: AP 15 Super Armor: AP 10 to entire body Rocketship: Travel into outer space. Micro-Bombs: Damage 10 Strength Drug: +1 Moxie for 1 hour
DAM 3 5 8ea. 10ea 30 8 4 4 3 2 4 2 5 12 7 3 4 6 2 12ea. 6 2 Moxie 1 2 3 6 6 4 6 20 20
Your friends either got ahold of the negatives or they paid for the pizza and soda. This means either youre blackmailed, owing them money or being the referee for the night. You can pay them back by coaxing them into your villains nefarious inescapable deathtraps. The following guidelines and suggestions will help ensure a successful game of Dime Heroes. CUT TO THE CHASE: That means keep the adventure short and to the point. Think of it in terms of an old movie serial. Get into the meat of the story as soon as possible unless the buildup will give extra value to the tale. Games should run as chapters in the overall game called the serial. Each chapter should run 2-3 hours each or one evenings worth of play. If you want to bring back characters for another serial, feel free! Even the most popular heroes rarely made more than two serials however. SET THE MOOD: Make a part of game night also movie night. Go out and buy a serial which can be purchased cheap on video. Show a chapter or two before you game each night so you can give your players incentive to come back to see what happens next in the video as well as the game. Tell a visual story. You creep down the stairwell which is hauntingly lit by the humming electrical arcs of the equipment below. You can see the lovely Maria Rogers bound and struggling helplessly against the heavy straps which are holding her down to the operating table. Victor Scheleman, Doktor Fiends lieutenant, is chuckling darkly to himself as he fingers a vicious looking scalpel THE BAD GUYS: A good rule of thumb when creating a villain or villains is to make them durable enough to be a challenge, but vulnerable enough to make the players believe they have a chance. If you have a group of gangsters, give them 15 Blood as theyre tough but marked down to compensate for their numbers. A lone villain might have 20 or more (balance the challenge). Remember that lone villains always have a secret identity that is only revealed in the final chapter when they are killed or brought to justice. Until that point, theyre known as The Scarlet Asp or some other mysterious sounding name. IMPORTANT: Its generally considered bad form to kill off any players in a pulp setting. Instead have them captured (so that the villain can gloat over his plan that will not fail) or slightly injured so that it is nothing an outpatient run to the hospital wont fix. Remove the player from the action or have the villain(s) plan sped up on the time needed to complete it. Pulp heroes dont die they are inconvenienced for a little while (in this case until the next chapter). You may also want to not use Gadgets or to restrict the use of certain ones in your serial. You can find a sample list of ones at the top of this page. If a player picks the Gadget status, allow them to pick from the list. Feel free to make up more if youd like. Dont be afraid to tell the player that their character with a rocket pack just doesnt mesh with everyone elses street-level vigilantes. Give them the choice of another Gadget or make them roll again on the Status Table. Gadgets are provided for more high science games, such as shown by the Flash Gordon, Dan Dare and Commando Cody serials. FUDGE ON THE DICE: It is your prerogative as the referee to tell the story as you see fit. Never be afraid to say, because I said so If you need a decision made, roll a die for it. If you need to figure out how many thugs are waiting in ambush in the alleyway, roll a die for it. If the task is really easy, give them a +1 or +2 on the target number. If the task is super difficult, give them a 1 (remember rolling a 1 is always a success and 6 is always a failure.
ITEM Hammer Holdout Pistol Submachine Gun (1D6 hits) Machine Gun (1D6 hits) High Explosives Pistol Club Machete Knife Bottle Bayonette Bullwhip Spear Rifle Crossbow Hook Garrotte Axe Razor Blade Hvy.Machine Gun (1D6 hits) Sword Shard of Glass Punch Kick Human Bite Snake Bite (per hr) Shark Bite Horse Kick Branding Iron (hot) Large Animal Bite Car Grenade
THE STORIES INCLUDED: There are five chapters in this game that make up the serial, The Crimson Tiger Strikes! It is strongly recommended that they are run in the correct order for fun as well as keeping the plot as secret as possible to your players. Feel free to design your own and keep checking www.deep7.com for more free serials and sourcebooklets for Dime Heroes to download!
Dime Heroes: The Crimson Tiger Strikes! Serial Chapter One: The Atomic Ray A Mysterious Crime of Scientific Proportions Draws in Our Heroes Chapter Two: Forty-Five Caliber Death! Vengeance is served blazing hot from the barrel of an automatic Chapter Three: The Living Dead! Doom from beyond the grave stalks the world of the living! Chapter Four: Ralstons Revenge Atomic Terror Rains Ruin From The Skies! Chapter Five: The Crimson Tiger! The Tiger is cornered in his lair and puts up a desperate fight.
Tune In Next Week for Our Next Exciting Episode! Forty-Five Caliber Death!
Tune In Next Week for Our Next Exciting Episode! The Living Dead!
Tune In Next Week for Our Next Exciting Episode! Ralstons Revenge
Tune In Next Week for the Exciting Conclusion! The Crimson Tiger!