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The Pulp Hack
The Pulp Hack
The Pulp Hack
By Scott malthouse
INTRODUCTION
A mad scientist has used old schematics from Nikola Tesla and a Peruvian demon stone
to create an army of Rasputin clones. A group of robots from the far reaches of the galaxy
have landed on Earth to study the brains of prominent composers. A fascist group has
uncovered the lost scroll of the deathweaver in the Amazon forest and plans to hold the
United States to ransom. These are the deliciously insane plots that you will be dealing with
when you play The Pulp Hack.
For those unfamiliar with the term, pulp originates from the late 19th and early 20th
centuries, referring to the cheap magazines the stories were printed in. The plots had to keep
the readers’ attention every week, so any literary pretension was thrown out of the window in
exchange for high octane action, gore and derringdo. Pulps were a precursor to the modern
superhero comic book, with characters like masked vigilante The Shadow and strapping
scientist Doc Savage becoming cultural icons. These largerthanlife characters kept the
public entertained for years and some publishers still tell their stories today.
The Pulp Hack is all about recreating the great thrilling stories of these old magazines at
your gaming table. While the original tales were usually set at the time of printing (unless it
was set in the far flung future) you can use these rules to play a pulp game in any time period
you like. As long as you have overthetop action and characters, you’ll be golden.
HOW TO PLAY
The Pulp Hack is a tabletop roleplaying game that uses as its basis The Black Hack, which in
turn is based on the original 1970s fantasy roleplaying game.If you’re familiar with
roleplaying games, then you can skip over this section.
Think of roleplaying games as a cross between board games and shared storytelling. At its
very basic level, a roleplaying game allows a group of people to come together and tell
stories about heroes and villains just like people have been doing throughout history. The
difference in a roleplaying game is that the storytelling is structured using rules and outcomes
determined by the rolls of a dice and player choices.
Most of the players around the table will take on the roles of characters in the game. In The
Pulp Hack this could mean becoming a daring adventurer, a clever scientist, a masked
vigilante or even a magicusing mystic. Players will act out their characters, giving them
backgrounds and stepping into their shoes as the story unfolds.
One player will be the Game Master(GM) who is at the same time a storyteller, referee and
worldbuilder. The GM doesn’t have a character, but instead takes on the role of the
nonplaying characters (NPCs) and monsters the players will come across. It is their job to
guide the game, to give the players a scenario and to determine how the players’ decisions
unfold. The GM does not play against the players, but allows them to enjoy a great story
while putting obstacles in their way.
You will need some special dice (a foursided [d4], a sixsided [d6], an eightsided [d8], a
tensided [d10], a twelvesided [d12] and a twentysided [d20]), some paper and pencils.
Armour in The Pulp Hack is abstract, Player’s turn
ranging from light to heavy. Light could be
During a player’s turn a character may
a cheap kevlar while a heavy could be a
move and perform an action. They could
suit of power armour.
attack, look for a clue, talk with an NPC,
cast a spell interacting with the world is
Enemies have 1 point of armour per HD
an action. Often they will test their
above 1 (a quick way to figure this out is
attributes to determine the outcome.
HD1). They can also carry shields. All to
a maximum of 10.
Time and turns
ARMOUR PROFICIENCY There are 2 important types of tracked time
Moments (rounds) and Minutes (turns).
If a character wears armour that is not
Moments are used during combat and fast
listed in their class they add their total
paced scenes of danger and Minutes are
armour points (despite how many they
used when exploring and adventuring. A
have used) to and rolls to attack or avoid
GM may advance the clock as they need
damage.
substituting Minutes for Hours, Days or
even Months should the adventure require
Attribute rolls it
In The Pulp Hack, the player must roll an
attribute test when damage, poison or a Movement and distance
spell may impact them. Use the below as a
Rather than track precise numbers, The
guide, remembering the advice from the
Pulp Hack uses 4 abstract ranges for
Powerful Opponents section.
measuring distances: Close, Nearby,
FarAway and Distant. On their turn every
STR: Physical harm that cannot be character can move somewhere Nearby as
part of an action, performing that action at
dodged.
any stage of the move. They can forgo their
DEX: Physical harm that can be dodged. action and move somewhere FarAway
CHA: Charming effects. instead. Anything beyond FarAway can be
classified as Distant and would take 3
CON: Poison, disease or death. moves to get to. Use the below as a guide
WIS: Deception and illusions. to measurements:
INT: Resisting spells and magiclike close: 05ft
effects.
nearby: 660ft.
Far away: 61120ft.
healing resting
Characters can gain Hit Points from Spells, When characters rest for about an hour,
Items, Medical Attention and Abilities. they regain the use of all their Armor
They can never gain more than their points. Also once per day, after resting,
maximum and can never go below zero they may roll a Hit Die associated with
either. When healing a character who is their class and regain that many HP.
OofA, just start at zero and count up. That
character is now back on their feet and no When resting while receiving medical
longer OofA. attention at a hospital the character
receives all lost HP over 1d4 days.
Out of action table
1. KO’d knocked out. Remain on experience
0HP. Heroes learn through defeating and
2. Fat Head Disadvantage on all tests overcoming obstacles. Killing a goon
for the next hour. Regain 1d4 HP. won’t bring a revelation of learning to
3. Cracked Bones STR, DEX and someone. Surviving a mission, completing
CON are temp. 2 for the next day. an adventure or simply living to tell the
Regain 1d4 HP. tale are the things that bring perspective
4. Crippled STR or DEX is reduced and growth. For every session / mission /
by 2 until they can get to a hospital. major event the character survives they
Regain 1d4 HP. gain a level.
5. Disfigured CHA reduced to 4.
Regain 1d4 HP. The GM will decide which, and it’s
6. Dead Not alive anymore. recommended that this decision remains
more or less a constant throughout the
Advantage and campaign and a GM should be clear and
upfront with the players so they know
disadvantage where the ‘goalposts’ are.
A GM may decide that a particular course
of action or task has a higher or lower
Gaining levels
chance of success. They will ask a player to
When a character levels up, their
roll an additional d20 when making a test
maximum Hit Points increase by rolling
with advantage the lower result is used and
the Hit Die for the class. Also a player
with disadvantage, the higher.
should roll a d20 for each Stat, if the result
is higher that Stat increases by 1.
encumbrance Magic and Ultra Armor doubles the amount
of AP armor would normally have, for
A character is limited to 10 items.
example Ultra Heavy Armour has 16
Carrying over this amount means they are
Armor Points. They operate per the normal
encumbered and all attribute tests are taken
Armor Points rules.
with Disadvantage you can also only
ever move to somewhere Nearby.
Heroic league name
Class weapons A group of heroes in The Pulp Hack world
When using a weapon not listed in their are members of a league dedicated to
class, combat tests have Disadvantage. stopping evil wherever it may be. Your
players should choose a league name
Usage die between them. Here’s some inspiration:
Any item listed in the equipment section
The League of Adventurers
that has a Usage die is considered a
The Fighting Jacks
consumable, limited item. When that item
The Golden League
is used the next Minute (turn) its Usage die
The Society of Light
is rolled. If the roll is 12 then the usage
The Red Dragon Society
die is downgraded to the next lower die in
The Society of Intrepid Explorers
the following chain:
d20 > d12 > d10 > d8 > d6 > d4
When you roll a 12 on a d4 the item is
expended and the character has no more of
it left
Magic and Ultra items
Magic and powerful scifi weapons
(otherwise known as Ultra weapons)
typically add +1 to any attribute being
tested whilst using the weapon and +1 to
each damage dice rolled. More powerful
weapons (+2/3) can be found if the GM
includes them.
resources
item Resource Usage notes
level die
Light Armour 1 2AP
Medium Armour 2 4AP
Heavy Armour 3 8AP
Light Shield 2 1AP
Medium Shield 4 3AP
Heavy Shield 5 5AP
Lockpick 1 d6
Electric torch 1 d8
Handheld mirror 1
Field rations 1 d6
Quality rations 3 d10
Ultra weapon +1 5 d8
Magic weapon +1 5 d8
50’ rope 1
Small sack 1
Automobile 4
2handed weapon 4
Holy water 2
Silver bullets 5 d8
Arrows/bullets 1 d10
adventurer
Starting HP: d10+4
HP per level/resting: d10
Weapons & Armour: Any/all
Attack Damage: 1d8 /1d6 unarmed or
improvising
Strong, fearless and welltravelled, the
Adventurer is as tough as they come. With a
great knowledge of the world and training in
many exotic weapons, the Adventurer is the
first into the fray.
Inspiration: Doc Savage, Indiana Jones.
Special features
Replenish: Once per hour, whilst in combat,
an Adventurer can regain d8 lost HP.
Field Guide: An Adventurer gets an
advantage on any tests identifying types of flora and fauna and their effects.
Survivalist: An Adventurer gains an advantage on any tests related to geography, tracking
and survival.
Leveling up
Roll to see if attributes increase, roll twice for STR or DEX.
Private investigator
Starting HP: d8+ 4
HP per level/resting: d8
Weapons & Armour: Pistols, swords,
daggers, knuckledusters. Medium and light
armour.
Attack Damage: 1d6 /1d4 unarmed or
improvising
Sharp and uncompromising, the Private
Investigator is an expert in following the
clues and uncovering the crime.
Inspiration: Sam Spade, Rex Stout.
Special features
Sleuth: Private Investigators have an
advantage on INT rolls.
Breaking and Entering: Private
Investigators have an advantage on DEX
when trying to pick locks.
Contact Network: Private Investigators have contacts they are able to use during a mission.
Roll 1d6. On a 56 you are able to use a contact to offer useful information or aid with a
mission. Usable once per day.
Leveling up
Roll to see if attributes increase, roll twice for INT or DEX.
Masked vigilante
Starting HP: d10+ 4
HP per level/resting: d10
Weapons & Armour: Any/all
Attack Damage: 1d8 /1d6 unarmed or
improvising
Under the cover of night the masked hero
strikes. Her enemies fear her, the newspapers
say she’s a menace, but she’s loved by the
public.
Inspiration: The Spider, The Shadow.
Special features
Cunning Disguise: Masked Vigilantes are
able to disguise themselves for an hour by
making a successful CHA test.
Wealthy: Masked Vigilantes can access
resources one level above their own.
Masked Vigilantes may choose from one of the following Gimmicks.
hypnotism
Once per combat a Masked Vigilante may roll a WIS test to hypnotise an enemy. The effect
acts like a charm spell.
sharpshooter
The Masked Vigilante gains advantage on all attacks with ranged weapons.
Martial artist
The Masked Vigilante gains advantage on unarmed melee attacks. Unarmed damage
increases to 1d8.
Leveling up
Roll to see if attributes increase, roll twice for WIS or CHA or DEX.
Jungle master
Starting HP: d8+ 4
HP per level/resting: d8
Weapons & Armour: Clubs, whips, spears,
bows, light armour.
Attack Damage: 1d6 /1d4 unarmed or
improvising
Brought up in the wilds alongside the beasts of
the jungle, the Jungle Master is often seen as a
creature of folklore, especially by poachers.
Inspiration: Tarzan, Sheena.
Special features
Jungle Sneak: The Jungle Master has
advantage on climbing and being stealthy.
Animal Companion: The Jungle Master has
an animal ally with the same attributes as the
character and does 1d4 attack damage. The
animal ally acts independently of the Jungle
Master and follows her commands. Choose from Wolf, Panther, or Hawk.
Calm the Beast: The Jungle Master may make a CHA test when in combat with an animal. If
it’s a success the animal does not attack the Jungle Master for the combat.
Leveling up
Roll to see if attributes increase, roll twice for CON or CHA..
mystic
Starting HP: d6+ 4
HP per level/resting: d6
Weapons & Armour: Pistols, daggers and
light armour.
Attack Damage: 1d4 /1 unarmed or
improvising
Experts in the occult, the esoteric and the
marvellous Mystics are able to bend the
universe to their will in order to cast magic
spells.
Inspiration: Mandrake.
Special features
Magic Expertise: The Mystic can roll
with advantage to avoid damage against
magical effects.
Healing Hands: Once per day the Mystic may magically heal one character by that
character’s HP die.
Casting spells
The Mystic has access to a Spellbook (see Spell Casting section).
Mystics begin knowing 1d4 + 2 spells, levels 1 and 2, from the Spellbook.
Leveling up
Roll to see if attributes increase, roll twice for INT or WIS.
scientist
Starting HP: d6+ 4
HP per level/resting: d6
Weapons & Armour: Pistols, daggers.
Medium and light armour.
Attack Damage: 1d4 /1 unarmed or
improvising
Scientists are at the cutting edge of
research, building amazing new
technologies and helping create a better
world for humanity.
Special features
Technologist: The Scientist can roll with
advantage to identify technology, scientific
effects and Ultra items.
Mechanic: The Scientist can roll with
advantage to fix technological items.
SciFighter: The Scientist can roll with advantage when using Ultra items.
Leveling up
Roll to see if attributes increase, roll twice for INT or WIS.
Mystic spells
Charm: A Nearby target obeys commands. Test WIS each turn to see if the effect lasts.
Light: Create dim light from a Nearby spot or object 1hr.
Shield: Gain 2 AP/ level.
1 Dazzle: Heroes have advantage against 1d4 enemies until the start of your next Moment.
Flame: A Nearby, FarAway or Distant target takes 1d4 damage/level.
Sleep: Puts 4d6 HD 'worth' of beings to sleep 8hrs.
Shroud: Creates darkness covering a Nearby area that blocks all types of vision 1hr.
Meditate: The caster gains 1d4 HP/level.
2 Knock: A Nearby door or lock is opened.
Levitate: The caster floats up to 6 feet from the ground 10mins/level.
Quick Step: The caster or ally gains advantage on DEX tests 1hr.
Darkvision: See in absolute darkness 10min/level.
Dispel Magic: Removes a Nearby spell.
Energy Blast: 1d6 Nearby creatures take 1d6/level damage.
3 Telepathy: The caster and 2 people per level are able to communicate through their
minds.
Harrowing: Gives an enemy nightmarish visions. They cannot attack for 1 Moment/level
4 Dimension Door: Teleport a target to a Distant Location.
Polymorph Self/Other: Transform someone to have the appearance of another.
Wall of Fire/Ice: Wall covers a Nearby area, WIS to attack Close targets (3d6) 10mins.
Cure Serious Wounds: Heal 3d8+3 HP to a Nearby target.
Create Food/Water: Create enough food/water for all Nearby creatures for a day.
5 Telekinesis: Move Nearby objects 1hr.
Teleport: Transports a Nearby target to any place known to the caster
Animate Dead: Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.
Plague: Test WIS for all Nearby targets, they lose 2d8 HP for the next 1d6 turns.
Thundering Weapon: Nearby allies gain advantage to attacks for the next day.
6 Find Path: The path to a chosen location is made known 1hr.
Anti Magic Shell: Creates a Nearby Zone around the caster blocking all magic.
Disintegrate: Makes one Nearby target or object turn into a fine powder.
Stone to Flesh: Turns a Nearby target into stone (or vice versa).
Death Spell: 2d8 Nearby targets with 7HD or fewer die.
7 Limited Wish: Change reality in a limited way or time.
Time Stop: Stops time completely in a Nearby area 1d4+1 Moments.
Wind Walk: Turn into mist and back, at will 1day.
Control Weather: Control the Nearby weather to all extremes 10mins.
Aerial Servant: Summons a servant to recover a distant object
Resurrection: Return a recently deceased body to life with 1d6 HP.
enemies
Enemy hd Actions and specials
Henchman/woman 1 Will attempt to flee if they reach 1HP.
Wild Dog 1 Able to track a scent from 5 miles away
Fascist Soldier 1 Throws a grenade with d6 damage to Nearby
targets. Test DEX to avoid damage.
Tribal Warrior 1 Tips spear with poison. Make a CON test to
avoid taking 1 damage for 1d4 Moments
Giant Insect 1 Bite (0) plus CON test or ‘OofA’ only has 12hp
Flamethrower Soldier 2 Flamer (1d6) plus DEX test or take additional
1d6 damage.
Shaman 2 Has a magic staff imbued with 3 uses of the
charm spell.
Shapeshifter 2 Is able to disguise itself as any humanoid
creature. INT test reveals true form.
Zombie 2 Disadvantage on all attack rolls against Zombie.
Alien Drone 2 Tentacles (1d4) + CON test or paralysed.
Grizzly Bear 3 Disadvantage on defense rolls when Grizzly Bear
attacks
Tiger 3 Pounce (1d6) + STR test or target is pinned to the
ground.
Gorilla 3 All DEX tests are rolled with disadvantage
Mad Scientist 3 Uses Ultra warp cannon (d8+2) and test STR or
be thrown to a Far Away location.
Jungle Spirit 3 Magic spells and weapons do half damage.
Super Soldier 4 Wears warp tech armour ultra weapons do half
damage.
Werewolf 4 Only silver weapons can harm it. Bite (1d6) +
CON test or become a werewolf in 1d6 days.
Vampire 4 Drains blood (1d6) and heals the result in HP.
Skeleton Warrior 4 Blades, arrows and bullets do half damage.
Giant Living Statue 5 Heavy smash (2d6)
Great White Shark 5 Ravaging bite (2d6) + Test STR or be dragged
further into the depths.
Enhanced Gorilla 5 Bash (1d6) and crush (2d6) + Test CON or be
paralysed for 1d4 Moments
Mummy 6 Attacks stop healing until cure wounds cast,
immune to normal weapons, half damage from
magic weapons.
Evil Robot 6 Laser cannon (2d6) + disadvantage to defence.
Alien Mastermind 6 Energy Blast (1d6 nearby targets take 2d8
damage). Test DEX for half damage.
Banshee 7 Shriek CON test or paralysed for 2d6 Moments.
Soul Taker 7 Soul Touch (2d6) + Test CON or have 1d6 WIS
drained.
TRex 8 Bite (2d8) and Tail Whip (1d6)
Kraken 8 Giant tentacles (2d8) + Test DEX or be dragged
towards its mouth and take 2d6 Bite damage.
Immortal Warrior 8 Regenerates 1d6 HP per Moment.
Demon 9 Flame whip (1d12+2) + Test DEX or be ensnared
and burned for 3d6 damage. Can teleport as if
using dimension door
Cyber Dragon 9 Fire breath to d4+2 Nearby targets (2d8), warp
beam (2d6).
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