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Pulp-Fantastic PDF
Pulp-Fantastic PDF
Pulp-Fantastic PDF
Credits
Writing: Chris Halliday, Christopher Helton, Jonathan Nichols and Jonathan M. Thompson
Additional Development: John Snead, DM Elliot, Anna Dobritt, Stephen J. Miller,
Miller, Ramsey Lundock,
Neale Davidson, José Por rio,
rio, Timothy Brannon, Eric Pavlat, J. Thomas Pavlat and Luke Green
Proofreading: T. R. Knight
Graphic Design, Typography
Typography and Digitial Pre-Press: Richard Iorio II
Playtesters: Jonathan M. Thompson, Adam R. Thompson, Terrece Thompson, Clay Weeks, Chris-
topher Helton, Ramsey Lundock, Mark Vorwerk and José Por rio
rio
Cover Art: Robert Hack
Nemo Diary by Shawn Hilton
Pulp Fantastic Copyright © 2015 Christopher Helton and Jonathan M. Thompson. Pulp Fantastic is published by Battlefield Press,
Inc., PO Box 861 Ringgold, Louisiana 71068 First printing. ISBN 0-9721419-8-7
0-9721419-8-7. Game system based on Doctor Who: Adventures in Time
and Space, DESIGNED AND WRITTEN by David F. Chapman. Copyright © 2009 by Cubicle 7. Fantastic Universe, Pulp Fantastic, Fan-
tastic World, Steel and Swords, Savage Adventures and Mystic East are all Trademarks of Christopher Helton and Jonathan M.
Thompson. All Rights Reserved. No part of this book may be duplicated without permission of the publisher or the copyright holder.holder.
Errata and other feedback can be sent to thompsonjm@gmail.com. Attention: The bearer of this PDF has the permission of the
publisher and the copyright owners to have one (1) copy printed for personal use u se via any commercial printer. If you are a clerk in a
copy print center and you are reading this notices please do not treat our customers or yours as if they were a criminal — print this
file. We are allowing it and you should also.
Introduction 11 Fighting 40
What is Pulp Fantastic? 11 Knowledge 40
What’s a Role-playing Game? 12 Marksman 40
The Basics 12 Medicine 42
How To Use This Book 12 Science 42
Playing the Game 12 Subterfuge 42
PULP! 13 Survival 42
Chapter 1 27 Technology 42
Characters 27 Transport 43
Attributes 27 Traits 43
Skills 27 Aff ecting
ecting your Character 43
Traits 27 Buying Traits 43
Story Points 28 Traits List 44
Rules 28 List of Traits in order 44
A Note On Dice 28 Good Traits 44
Setting 29 Bad Traits 44
Example of Play 29 Special Traits 45
Chapter 2 33 Psychic Traits 45
Creating a Group 33 Creature Traits 45
The Premise 33 Good Traits 46
Who are the Characters
Characters?? 33 Bad Traits 52
Who’ss the Supportin
Who’ Supporting
g Cast? 35 Special Traits 57
What Resources Do You Have? 35 Psychic Traits 59
Who Opposes You? 35 Story Points 62
Connect It All Up 36 Finishing Touches 62
Creating your Character 36 Name 62
Attributes 36 Background 62
The Six Attributes 36 Connections 62
Awareness 36 Appearance 62
Coordination 37 Equipment 62
Ingenuity 37 Personal Goals 62
Presence 37 Groups & Bases 62
Resolve 37 Story Point Traits 63
Strength 37 Good Group Traits 63
Skills 38 Bad Group Traits 65
Areas of Expertise 38 Chapter 3 67
Trappings 38 The Colonial World 67
Assigning Skill Points 38 Travel in the Colonies 67
Skills List 39 Regions of the Era 67
Africa 76 Chapter 5 99
Asia 78 Division 4 99
Australia 81 French Foreign Legion 100
Antarctica 81 Hermetic Order of the Golden Dawn 100
Chapter 4 83 The Invisible College 100
Interesting Times 83 Knights of the Round Table 101
The Great War 83 MI7 102
The Roaring 20’
20’ss 83 The Air Cavalry 103
Timeline
Time line 1901 – 1939 84 Pinkerton Detective Agency 103
1901 84 Scotlan d Yard
Scotland 104
1902 84 International Criminal Police Organization 105
1903 85 Red Headed League 105
1904 85 The Tong of 106
1905 85 the Black Scorpion 106
1906 85 The Tsang-Chan 106
1907 85 The Maa 107
1908 86 The Nazis 108
1909 86 The Gestapo 110
1910 86 The SS 110
1911 86 The Ahnenerbe 111
1912 87 The Mara Brotherhood 111
1913 87 Chapter 6 113
1914 87 Why Roleplay? 113
1915 88 Why Use Rules? 113
1916 88 Rules are meant to be broken 113
1917 88 Don’t Cheat 113
1918 88 Creating Your Character 114
1919 89 Playing Your Character 114
1920 89 Advanced Techniques 114
1921 89 Research & Investigati
Investigation
on 114
1922 89 Action 115
1923 89 Working as a group 115
Nocturnal
Passive 200
200
Migoi
Fantastic Creatures
215
215
Poison 200 Eldritch Abomination 215
Possess 201 Minor Eldritch Abomination 216
Replication 201 Martian 217
Savage Roar 201 Martian War Machine 218
Screamer! 202 Undead 218
Shapeshift 202 Mummy 218
Slow-Moving 202 Skeleton 219
Snap 202 Vampire 219
Special 202 New Vampire 219
Stalker 202 Master Vampire 220
Stinger 202 Werewolf 220
Stomp 202 Zombie 221
Strange Appearance 203 The Enslaved Dead 221
Teleport 203 The Hungry Dead 222
Introduction
T
he characters in a campaign are of millions of readers, the magazines provided a nancial
like the heroes from the pulp magazines of long ago. foothold for numerous writers who went on to create
They let the Players be faster, stronger and smarter, stories and books that are the great works that the pulps
in a by-gone era where truth and justice could change the were (for the most part) not.
world for the better, even if only on a smaller scale.
Ray Bradbury, Max Brand, Jack London,
London, Sinclair Lewis,
They are the technological knights who sweep from the Stephen Crane, H.P. Lovecraft, Walter Gibson, Lester Dent
tops of their gleaming high-technology towers with their — the list of writers whose works appeared in the pulps
wonders from the world of tomorrow.
tomorrow. They are the shadowy is long. The list of styles and genres that our
ourished
ished in
avengers who step out of the darkness of back alleys to those magazines is just as long, they promised
promised fantastic
strike against the criminals who are choking their city. fantasy and thrilling thrillers:
thrillers: from the whodunnit to the
They are the garishly dressed masked mystery men who horror story, from the Wild West to the moons of Mars,
use the loudness of their anonymity to work against the the pulps helped establish science ction and fantasy in
forces of evil. They are the heroes of . the literary experience of the early 20th Century.
Back in the Pulp Era, the lines between those who were heroes The pulp publishers were in it, of course, for the money
and those who were villains were clearly demarcated in the (some things never
never change). Fortunes owed from the
stark contrast of black and white. The heroes were giants in promises of the sensational and the sleazy. With literally
their world, towering over even the colossal skyscrapers going hundreds of competitors
competitors on the news-stands, the publish-
up in the gleaming metropolis that they would safeguard. ers constantly searched for the type of story that would
sell. And, in the 1930s, they struck gold with tales of
In the chapters that follow you will nd the rules that are
the backbone of character creation in . modern knights battling evil —the tales that provided
provided the
fodder for .
But, these rules are only a part of the process of creating
characters. Pulp heroes are stories, modern day mythol- The publishers could hardly help but notice that their
ogies that reected the time period in which they were largest-selling issues were ones featuring heroes — or
created, as well as amplifying that world. Those stories villains — familiar to their audience, main characters
char acters
should be the most important element of the character developed in earlier editions. From that formula, it was a
creation process, and those stories should take precedence short alley-vault
alley-vault to continuing series based upon the daring
over the rules. The rules of character creation should help exploits of a Pulp hero. And it is the exploits of the hero
to simulate the stories of the character, stories yet to be that and almost all other are
told, not limit them. inuenced by.
If at times sounds too corny to be true, The rst of these pulp heroes was The Shadow;
Shadow; the nemesis
remember this: The pulp heroes
heroes that inspire this game of the night, born from the runaway typewriter of Walter
were not life-sized characters when they were created in Gibson in the early 1930s. The pulp business
bus iness was no more
the 1930s, and the decades have done little to make them imaginative then than television or Hollywood is today;
appear any more realistic. They were larger than life colossi soon, a host of heroes was spawned to capitalize on the
who stood astride the mighty metropolitan cities in which success of The Shadow, from The Spider and The Octopus
they were based, while their adventures spanned the to Doc Savage and countless others.
globe…and sometimes beneath the Earth’s surface or far
into outer space. These mythic gures were never intend-
ed to reect their contemporar
contemporary
y world. !"## $ &'
!" & ' ()
( ) *+ ,#
,#-- $#
$#'' $&
$&./
./
The pulp heroes were the last burst of those mass-pro- Well, that is an easy answer. It is an alternate history set
duced, formula-
azines. Born ction factories known as the pulp mag-
about the turn of the century,
century, the pulps — they during what was called the “pulp era,” or the period in
history existing between the wars. This game is designed
took their name from the inexpensive paper on which to emulate the adventure stories from that period, this
they originally
originally were printed — were usually of suspect also includes radio dramas and modern movies set in the
literary quality, but besides inaming the imaginations period.
Pulp Fantastic
!"
!"#$0' # 12*34+*#5&-6 7#83/ ;2< 92 ='3 9"&' :22>
You’re probably familiar with computer role-playing The rst part of this book (once you get past this introduc-
games, where you play a character in some fantasy setting. tion) is all about set-up – how to come up with a framework
You wander around doing quests, levelling up, talking to for your group, and how to roll up your individual char-
other characters and getting new gear. Tabletop role-play- acters. A framework explains why all your characters are
ing games are similar, but there’s one key di ff erence.
erence. working together, and what it is they’re trying to achieve
Instead of a computer running the game, there’s a human as a group. Are they fearless explorers of the unknown,
P Gamemaster – and that changes everything. uncovering the secret history of mankind? Are they the
agents of a reclusive millionaire,
millionaire, searching for the secret
U Instead of being limited to what the game allows you to
T of eternal youth? Are they a band of bored war-buddies,
E do,
needyou canpast
to get do anything
a guardedyou can
door. A imagine.
computerLet’s
game say you
might putting their battle-forged skills to use promoting truth
S and justice? Are they relic hunters in the employ of a major
only give you the option of ghting the guard or stealing
university museum, braving untold dangers for fortune
a pass. In a tabletop game, you can try anything – maybe
and glory? Or have they all lost loved ones to the machi-
you can persuade the guard to let you past, or bribe him,
nations of a nefarious evil mastermind, and are bound
or sneak through the sewers, or forge a fake pass, or even
together in the cause of justice by grief and a thirst for
convince the guard that he should be on your side. The
vengeance? There are some suggested group frameworks
Gamemaster (or ) describes the world, the players
on page 36.
decide what they want to do, and then the decides
whether or not they succeed. Next, there’s the rules section. This covers everything
hazardous and nasty that your characters might come
across – what happens when you try to shoot a gangster
gangster,,
9"3 :#'&.' what happens when the gangster tries
tri es to shoot you, sneak-
ing around, investigating mysteries and gaining new skill
Firstly, you need a few friends to play the -
and traits.
rpg.
of you One
will be of
theyou will beThe
players. thegame
Gamemaster, andasthe
works with fewrest
as The Gazeteer describes the world of ,
two people (one , one player), but it’s best with 3-5 and players are encouraged to read that to help immerse
players. (By the way,
way, if you haven’t decided
d ecided who’
w ho’ss going to themselves in the Pulp Era. The Organizations section
be the , then the owner of the book should take on that describes the various groups – both good and bad – your
responsibility.) heroes might encounter.
Secondly, you’ll need to be familiar with the contents of Finally, there’s the Gamemasters section and the Pulp
this book. You don’t need to memorise the whole thing, Archetypes chapter.
chapter. The former is full of advice and tips
but you should understand how the basic rules (chapter for running the game, suggestions for series outlines,
7 – ) work, and how to make characters (chapter along with a sample adventure to get you started, and the
2 – ). latter describes the many notable individuals the charac-
ters may encounter.
Thirdly,, you’ll need a few dice (the normal,
Thirdly norma l, six-sided ones).
When an outcome is in doubt, you’ll be rolling dice to see Players are allowed to read everything apart from the ’
whether or not your character succeeds. Let’s
L et’s say you
you want section and the Pulp Archetypes chapter – if you spoil the
to scramble over a fence to escape
esca pe the gang of thugs
thu gs that’s secrets in there, the game might not be as much fun for you.
on your heels. You’d add your character’s Coordination
Gamemasters,
Gamemasters, of course, can read the whole book.
and Athletics scores together, and then roll two dice. If
the total of the dice plus your Coordination and Athletics
is higher than a difficulty number set by the , you make
it over the fence in time. If you roll badly... well, looks like
(*#5&-6 $"3 7#83
7 #83
you’ve a ght on your hands, unless you spend a Story is designed to be played in a series of
Point. game sessions. Each game session takes up an evening.
Think of each game session as an episode of your own
Fourth, you’ll need a way to keep track of Story Points.
series. Most of the events in a game session will be mostly
Story points are a way for you to change a bad roll or alter
self-contained – you
you’ll
’ll ght the threat-of-the-week and
the story in your favour. You’ll be getting – and spending
deal with the problems surrounding the current crisis – but
– a lot of story points, so you’ll need a pile of tokens.
there will be plot elements and mysteries and conspiracies
Pennies, glass beads, jelly beans, cardboard chits, anything
that continue from episode to episode. Keep the metaphor
like that will do.
of the television series in mind as you play the game – it’s
Got all that? Good. Let’s get moving. a good guide for both players and Gamemasters.
12
PULP!
By Jonathan Nichols
, 1937 television set that Veronica had ever seen was placed in
the lounge area near the bar. She thought momentarily
T
he stake sank into the crumbled wall with a shunk
that she might get to see “The Ed Sullivan Show,” but then
and Veronica Pentecost sent the vampire back to Hell. realized that it most likely
li kely would not air due to the tragedy
As the last pockets of air wheezed out of the skeletal
and the moderate damage sustained by the show’s studio
remains of the undead thing of the night, Veronica lit a
theatre) as well as many a strange and ancient archeolog-
cigarette and blew
b lew smoke into the fanged skull
sk ull of her prey. ical relic.
Her client would be pleased. Satis ed with her victory,
Veronica pulled her trench coat around herself and turned As was instinctive to the detective, Veronica automatical-
to exit the abandoned Brownston
B rownstone.
e. ly surveyed the penthouse in a ash, nding it full of the
usual suspects:
But before the detective could even reach the doorway, a
most terric upheaval of the earth occurred! Debris fell Dr. Washington “Wash” Stuttz, archeologist and worldwide
from the ceiling and came crashing to the oor. The walls adventurer. He was a man’s man if there ever was one.
buckled
to and began
be trappedb egan to give way as well. Veronica
in seconds! Veronica was going Perhaps that is why Veronica disliked him so.
Chase Danner, former agent of the O.S.S. Although he was
Or rather she would have been, had she not vaulted through a skilled pilot and renowned man of action, Chase was yet
the doorway and into the street. It was perhaps not the to turn thirty and still had a brash and impulsive nature.
safest of moves, but a resident of New York seldom is Perhaps that was why Veronica was so drawn to him.
taught earthquake safety. And indeed that is exactly what Dr. Campbell Fleming, theoretical physicist and inventor.
appeared to be happening that very day in the nation’s
With a balding head surrounded by long, white wisps of
largest city: an earthquake.
hair, “The Doc” as he was known looked every bit the part
Asphalt streets were cracked and split open, building of the prototypical mad scientist. Perhaps that is why he
foundations had slouched and dozens wandered in the disturbed Veronica so.
dust-lled air of the aftermath. As the tremors subsided,
And nally there was Sterling Westinghouse, millionaire
re trucks and arrived on the scene, eager to put out
Wall Street man and philanthropist (how rare those two titles
the blazes instigated by broken gas mains and fallen am- were seen together). Whenever the world was in danger,
mable materials. Residents turned out to help one another Westinghouse would call upon Veronica and the three men
out from under the rubble and to rush those who were mentioned previously. Together, they would confront the
wounded to waiting ambulances.
threat and always they would emerge victorious. Perhaps
In still other pockets of the neighborhood, plumbing had that is what gave Veronica hope when all seemed lost.
ruptured, spewing forth water and lowering the water
“Ms. Pentecost,” Sterling Westinghouse said as he ap-
pressure to a dangerously low level, a hazardous develop- proached her in one of his custom-tailored suits. He took
ment for the remen.
Veronica’s hand and lightly kissed it. “We were worried.
What could have caused such a disaster to occur in this When you hadn’t arrived we feared you to be a casualty
part of the world?
world ? Veronica did not know,
know, but as her wrist- of the quake.”
watch began to blink red, she knew that she would be on
“As you might imagine, it’s nearly impossible to make it
journey towards
towards the answer
answer soon.
across the city right now,” Veronica explained.
Hours later in the midtown Manhattan penthouse of mil- “I’ve had a late supper brought up and placed on the bar.
lionaire philanthropist Sterling Westinghouse, Veronica
If you’d care for any food or drink, please feel free.”
Pentecost brought her sleek and silky form to what would
otherwise be an all-boys club. “Rather get straight to work if you don’t mind,” Veronica
said while taking a seat dangerously close to Chase.
And what a posh and expensive tree house that this boys
club held their meetings in. Overlooking the city and out “Very well. Obviously, New York City has su ff ered
ered a terri-
onto the Atlantic Ocean, the penthouse was furnished ble natural disaster this day,” Sterling said, taking center
with every modern convenience conceivable
conceivable (the largest stage as it were on a rise overlooking the lounge.
Pulp Fantastic
“But how?” Wash protested.
protested. “The city isn’t anywhere near “I will telephone the airport and have your plane fuelled
a fault line?” and furnished,”
furnished ,” Westinghouse
Westinghouse announced.
ann ounced. “You will leave
presently for the sands of Egypt.”
“Precisely, muchacho!” bellowed Dr. Fleming while his
body quivered with nervous twitches and jerks of excite- “Hot dog!” Chase slapped his hands on the machine,
ment. “Something is indeed rotten in the Big Apple and causing no small amount of consternation from Fleming.
it’s not the garbage scows!” “I’ve been achin’ something awful to get back into the
skies, Daddy-O!”
“It is beginning to look conspicuously as if this disaster
was not natural in any respect. For as you might not be “Pack few personal eff ects,
ects, but make absolutely certain
P aware, Moscow,
Moscow, London, and Paris have all
a ll suff ered
ered similar that you have your wrist communicators. Dr. Fleming and
U fates this day.
day. Someone is orchestrating
orche strating these earthquakes
ea rthquakes I will remain in constant contact with you,” ordered West-
T
E and I have been authorized
author ized to put an end to them. Doctor?” inghouse. “With you lies the hope of humanity, democra-
S With that, Doctor Fleming stood up and snorted. He then
cy, and most importantly…America itself! Godspeed!”
motioned for the others to follow him as he walked away Moments later, a C-47 lifted off from
from a municipal airport
from the lounge. They proceeded to follow him to an open on Long Island. Chase
C hase Danner, one of the world’s top pilots,
area of the hardwood oor where some sort of mechanical sat smiling in the captain’s seat as he nudged the plane
device stood. It was replete with tubes, wires, coils, and higher and higher into the sky.
components hitherto unseen before by anyone in the room
But perhaps he would not have been smiling so had he
save for Jonathan. Excitedly, Doctor Fleming rubbed his
seen the mysterious man in the gray suit who stood at the
hands together and then ipped a switch.
airport, watching their every move before going to make
“Walla rutabaga!” the eccentric old man exclaimed as the a phone call…a call uttered entirely in German.
electric device buzzed to life. CAN OUR BAND OF HEROES LOCATE AND STOP THE SOURCE
“It’s a doozy, Doc,” Chase said with a whistle. “What is it?” OF THESE EARTHQUAKES BEFORE IT’S
IT ’S TOO LATE?? AND WHAT
OF THE MYSTERIOUS MAN IN GRAY FROM THE AIRPORT?
“In the aftermath of today’s quake, inspiration struck me!
I became host to a grand idea that I hope will one day take
root in the rest of the scientic community as well. Behold ,
my fantastic device! The siesmo-locater!” Dr. Fleming said,
pressing another button and causing his device to utter a The wailing of street vendors and beggars assaulted the
series of beeping noises. eardrums of the three as they made
mad e their way through the
marketplace. To Veronica Pentecost, the entire display felt
“Congratulations, Doc,” Wash grunted. “You’ve invented dirty and untouchable as she continuously yanked her
the seismograph…an instrument that’s been around for owing robes away from grabbing hands.
years.”
“Want to explain to me again why the hell I have to wear
“Oh no…” Dr. Fleming said with all seriousness. “This is this again?” Veronica
Veronica cursed from behind her veil.
far beyond any seismograph. It is meant to trace energy
and force of an entirely di ff erent
erent order.” “Because doll, that’s how women are supposed to dress
round these parts.” Washington
Washington Stuttz explained. “Me and
“You were correct earlier, Dr. Stuttz,” Westinghouse inter- Chase here just look like a couple of white men. But if the
rupted. “Each of today’s catastrophic earthquakes occurred locals got a good look at your gams, we’d be in the soup
in proximity to no known geological fault lines. Therefore, for sure.”
they would have to be caused by a construct
constru ct made by man
that emanates powerful waves of force.” “How many times have you been here, Stuttz?” Veronica
asked as she squeezed herself between denizens of the
“Force that I have called ‘epsilon waves.’ And now for the densely packed bazaar.
rst time, you are about to witness my device track these
epsilon waves to their point of origin,” Dr. Fleming said “I’m an archeologist,” Wash said blithely.
blithely. “Can’t really call
cal l
excitedly. yourself that until you’ve been on at least a couple of digs
in Egypt, toots.”
Without another word, his machine clicked and whirred
and beeped in rapid succession. Within the center of the Veronica Pentecost took hold of Wash by the shoulder and
device was a globe of the world, a globe that turned slowl
slowlyy spun him around to face her glare.
as a metal pointer dragged across the surface. “One day you’re going to call me ‘toots’ or ‘doll’…and the
“It’s moving…it’s moving…” Fleming said with bated breath,
b reath, next words out of your mouth will be ‘my crotch! She
anxiously awaiting
awaiting the discovery of the location. stabbed me in my crotch!’” threatened Veronica.
The metal needle drew a slow but deliberate line from “That’s right,” Wash replied with a dirty smile. “I like ‘em
New York City across the Atlantic Ocean, over the coast rough!”
of North Africa, and nally came to rest in the center of Mercifully, Chase arrived in their midst and broke the
the nation known as Egypt. confrontation apart. He was wearing a turban and robes.
14
“So what are you supposed to be?” Wash asked incredu- Wash groggily came to after being jarred awake by the
lously. impact of the sweat drop. His open eyes saw the assassins
above him and immediately he gasped. This shocked gasp
“One of the rst rules of espionage. Blend in with the
continued as the cloaked men jerked and jolted from the
populace and don’t call attention to yourself,” the young
multiple gunshots that suddenly tore through their bodies.
secret agent stated. “Got these from a vendor for a swell
Once they had fallen to the oor, Wash could see Chase
price.”
Danner standing in the doorway, holding a smoking au-
“Friends! Friends!” shouted a just-arrived stranger. tomatic handgun in each hand and smiling inexplicably.
The approaching stranger was a portly Arab man in an “Sorry to disturb you’re sheep countin’, Daddy-O. But it
ill-tting and equally ill-fashioned suit. A scraggly black appears our hotel is surrounded by some mean hombres,”
beard surround his lips and chin, contrasting against the Chase said.
pale teeth of his smile.
Washington Stuttz was not happy. They were in danger,
“Welcome to Cairo, City of the Pharaohs! I am to be your he had just come within a sweat drop of being a shiskabob, I
guide here, Re-Zal Evad,” the man said with arms wide and his rest was disrupted…meaning he would be well
open. beneath his required 7 hours of sleep for the day. Wash
reached into his leather travel bag and pulled from it an
“Sterling Westinghouse sends his compliments,
compliments,”” Wash
iron mace that dated to medieval times
said to him in response.
“Sons of bitches must pay!” he sneered before following
“You know this cat?” asked Chase.
Danner into the hallway.
“Westinghouse called me just after we took off and
and said
Veronica was already in the hotel hall when Chase and
he’d found us a local contact,” Wash said.
Wash arrived. She slapped a clip into her pistol as bullets
“And when were you going to let us in on that? I nearly ricocheted from all directions. The other attackers were
blew this guy’s head off !”
!” Veronica growled. now pelting the building with ri e and machine gun re,
indiscriminately shooting at the windows in hopes of
“Come! Come! I have hotel waiting for you!” beckoned hitting their prey. Boldly, Veronica charged to one such
Re-Zal Evad as he moved off into
into the sea of humanity that
window and began to blazingly return re.
was the streets of Cairo.
“I could stand some help here!” she yelled to her cohorts.
A warm bath and a change of clothes later, our heroes
found themselves in their modest hotel rooms, sitting and “You
“You got it!” Chase said, taking a stance at another window
letting a ceiling fan attempt to push back the desert heat. where he let the attackers have it with both of his barrels.
Washington Stuttz sat on the bed and tuned the knobs of His reply came in the form of machine gun re being raked
his wrist communicator until the vision of Sterlington across the face of the hotel.
Westinghouse
Westi nghouse came into view in vivid black and white.
Meanwhile, Washington
Washington Stuttz had entered the hotel lobby
“We’ve
“We’ve checked into the hotel,” Wash reported to the boss. where guests were eeing their rooms in droves and the
“Our expedition leaves tomorrow morning. Anything new?” night manager had ducked behind the front desk. Stuttz
hid himself behind the potted palm trees near the stairs
“No new quakes just yet, thank God. Be careful…and
and watched as a group of men clothed exactly like the
contact me when you’ve reached the target,” Westinghouse
ones who had attempted to commit his murder ran into
ordered. the lobby. As they approached the stairs, these men were
“Got it, boss,” Wash said before cutting the channel and met with the mace of Washington Stuttz.
lying back on his bed where he promptly fell asleep.
The leading man got the mace in his stomach, the one
Engulfed by the dense
den se fog of exhaustion, Washington was who followed across his jaw, and another a pile driver to
oblivious that night to the cloaked gures that surround- the top of the head. Over and over, swing after swing, bash
ed the hotel and even made their way inside and up the after bash, Wash left the veiled attackers in a mess that
stairs. Unaware was he that three of these cloaked ones was unt to be viewed by any decent American.
in fact had arrived inside his room while he slumbered
Upstairs, Re-Zal Evad came out of his room, still wearing
and snored. So light were their steps that not even the
the soft, cotton cabana pajamas that he had bought in
squeaky oorboard beside Wash
Wash’s
’s bed uttered the smallest
London. He was just in time to see Chase climb out of the
creak as it was pressed upon. The
T he lead would-be-assassin
window that was his ring position and take up a stance
drew the length of his scimitar blade from the cloth belt
on the ledge.
that was around his waist. Directly and with sinister
sin ister intent,
the assassin pointed his sword downward, raised high “They’re splittin’!” Chase reported of their attackers, ring
above the midsection of Dr. Stuttz. If performed
p erformed correctly,
correctly, off a
a few rounds in their direction for good measure.
Stuttz would never even utter a sound during his own
“Friends! Friends!” Re-Zal chirped with great alarm. “Of
murder. Were it not for a single, solitary bead of sweat
what is this?”
fallen from the sword wielder to Wash’s nose, that is exactly
what would have happened. “Being from out of town,” Veronica began as she dragged
15
Pulp Fantastic
an attacker’s corpse from Wash’s room. “We were going suggested as he brought a shovel over to the rock-hewn
to ask you the same thing. Any idea who these jamokes door. “It’s a the grave of a commoner. Shouldn’t have to
might be?” worry about any traps.”
“I have no idea who these could be!” Evad replied, per- But nothing could have been further from the truth. As
plexed. Wash Stuttz led his crew through the tunnel that led into
the ancient Egyptian grave, a set of heavy, wooden spears
“Not a scrap of traceable evidence,” Veronica spat as if
tipped with bronze launched out of the walls, seeking to
what she had said were a curse. Her hands continued to
skewer whomever
whomever they could and then block the way for
scour the body beneath her. “This fellow’s face is nonde-
P script, he’s got nothing personal on his body. All I can tell
the rest. It was only because of Wash’s quick reexes that
U he was able knock the rest of the party
par ty backward and spare
is that he smells like goat.”
T them the fate of certain impalement. Wash then immedi-
E “Yeah, but that’s everybody around here,” Chase said ig- ately set about to smash the crisscross of spears with his
S norantly. “No off ense,
ense, Re-Zal.” mace while Evad went back to the camels for a change of
pants.
“Oh none taken!” Evad said through a forced smile.
After the spears came the re. Some form of ammable
“That one seems a little cold for your tastes, Veronica,”
substance had been released through holes in the sandy
Danner chided, as Veronica could not give up the search.
oor of the antechamber ahead and lit by a torch fallen
“Should try to nd one a little hotter.”
from the hieroglyphic-laden walls. Stuttz fell backward
“I don’t try anything,
anythin g, I just do it,”
it ,” Veronica
Veronica Pentecost stated into the others from the blast of heat cast forward by the
as she stood to look Chase in the eye. “Want to try me?” crackling ames
With bloody mace in hand, Washington Stuttz came up “Stand back!” Chase shouted, forcing his way past Stuttz
the stairs just as Re-Zal Evad was growing very uncom- and leaping through the re. His feet found their mark
fortable. on the modest sarcophagus that was in the center of the
chamber. “Just tell me what I’m looking for!”
“Well, that was a lovely way to spend the evening,” joked
Wash. “How the hell should we know what an earthquake
machine looks like?” Wash hollered back at Chase, hands
It was a two-day journey into the desert to reach the target
to his head in order to de ect the heat.
location. In a convoy consisting of two old Ford pickup
trucks and the many camels brought by the local diggers “Boss? Are you there?” Veronica said into her wrist com-
and workers that Re-Zal Evad had hired, the three from municator, wasting no time in taking matters to the top.
America moved at a snail’s pace to their destination. On
“Yes, Ms. Pentecost,” a black and white image of Sterling
the morning of the second day, the expedition awoke to
Westinghouse said. “I am here.”
nd that the tires on the trucks had been slashed during
the night, along with many of the water skins they had “Get Doc Fleming on the line,” she asked, the heat oppress-
oppress -
brought along. The local help they had hired ran from the ing her succulent form.
scene even as Evad begged them to stay on until they had
“I need a few answers here!” Chase shouted as he did a
reached their destination. To that, the workers only replied,
veritable tap dance upon a grave, dodging the tongues of
“mesh mumken!” <impossible!> Evad then had to break
re licking at his boot heels.
the news that he and Stuttz, Danner, and Pentecost were
on their own. Elsewhere, the image of Dr. Campbell Fleming had replaced
that of Westinghouse on Veronica’s wristwatch. His white
With the shapes of the great pyramids rising in the distance
hair seemed even more out of place than usual, his lab
before them, the desert travelers nally arrived at the
coat more stained, and his demeanor more harried than
coordinates provided by Dr. Campbell’s invention. The
typical.
destination itself was unremarkable, but as they dismount
dismount--
ed from their camels while Washington rubbed his chin “What’s going on? What’s wrong?” he asked in rapid suc-
and gazed upon the rock with great scrutiny, he rapidly cession. “I don’t have much time because I’ve got to get
determined the object’s true nature. back to the lab! One of my atomic experiments is not going
at all the way I had expected and I’ve left Miss Akimoto
“It’s a tomb,” Stuttz stated glumly.
and my monkey in charge of things and I really shouldn’t
“I thought those were the tombs,”
tombs,” Chase said, pointing to even have departed because an isotope of this nature can
the pyramids in the distance.
d istance. be so readily…”
“Not all the ancient Egyptians were buried in pyramids,
pyramids,”” “The earthquake device!” Veronica cut him o ff . “What
Re-Zal
sand topointed outatpolitely
join Wash before
the carved rock.waddling across the does it look like?!”
“The earthquake device?” Doc Fleming repeated the ques-
“Maybe your next question will be better,” Veronica sug- tion. He then shrugged and gave Veronica
Veronica a dumb look.
gested in a hot whisper directly into Danner’s ear. “Heck if I know. Uhhh, it would have to be a massive me-
chanical construct. Power cables and conduit should be
“Well let’s get started clearing
clea ring the entry way,”
way,” Washington
Washington
16
stretching out from it, it should be radiating a great deal half a globe away
away.. It still astounded Stuttz how Doc Fleming
of power…can’t miss it,” Fleming explained. could arrive at such marvelous inventions.
inventions.
“There’s nothing even close to that in here!” Veronica “Have Doc take a look at what we’ve found,” Wash said as
screamed. he pointed his wrist towards the machine so that the two
men in New York could see it for themselves. “It’s cone
“Huh, no foolin’?” replied Fleming, perplexed.
shaped, kinda bent at the ends, there are wires hanging
“Might it be underground?” Evad suggested. out at the bottom from where Danner ripped it free…”
Then Chase pointed. In the direction
directi on of his extended nger “Mazoomba! It’s not the earthquake device,” the voice of
was a conical wedge of metal, camouaged in the corner Campbell Fleming said.
of the antechamber amidst a few pottery urns. Stuttz
“You better be joking,” Veronica Pentecost said with no
looked it over skeptically. Could Chase reach it through expression.
the ames? As he looked around at the burning room,
Wash decided that Chase Danner would have to and tossed “As near as I can tell, it’s an ampli er…a mechanism that I
a heavy cloth bag to him. magnies the quake waves as they move outward from
their point of origin. There could be many of these hidden
“Grab it and get out!” Wash ordered and then turned to
all over the world,” Doc explained.
Veronica and Evad. “The rest of you get out, too! I think
this re is a self-destruct mechanism!” “So what is it that we do now?” Evad said, asking the
question that was now on everyone’s minds.
As his compatriots evacuated the tomb, Chase leaped upon
the odd metal object in question. Rapidly he wrapped it “We can only move on down the line,” Dr. Fleming replied
replie d
in the heavy cloth as to protect his hands from what was through the wrist communicator. “I’ll use the seismo-lo-
now undoubtedly metal that had been heated to a most cater to run a trace.”
scorching temperature.
temperature. Lifting it he felt resistance. With
“It’s probably going to be a while,” Wash announced to the
time running increasingly short, Chase Danner gave the
others. “If you want, Veronica, maybe you can go nd a
object a mighty tug and felt it rip free. Beneath it stood
now severed electrical wires and cables…leading to where mirror somewhere and you can pretty up.”
Chase did not know. “I think I’ll toss you back into the re instead,” Veronica
replied with complete sincerity.
Nor did he have time to investigate the matter. With smoke
now beginning to ll the entire underground chamber, “I’ve got it!” Dr. Fleming’s voice mercifully declared, break-
Chase took two more determined leaps and bounded his ing the ugly silence between the bitter rivals. “Your next
way past the ring of re. Though eet of feet, he was not stop is…Zanzibar!”
fast enough to prevent the ames from licking across his
All that Dr. Fleming’s audience of four could then think
legs and igniting his pants on re.
about is the hot, sandy, windy journey back to the C-47
Finally Chase emerged on the desert surface as the re parked at Cairo’s airport.
consumed the entire underground tomb. Immediately he WHAT AWAITS OUR HEROES IN ZANZIBAR? WILL THEY EVER
fell to the sands, rolling about in order to extinguish the ARRIVE AT THE SOURCE OF THE TERRIBLE EARTHQUAKES?
EARTHQUAKES?
burning of his pants. Naturally, Veronica Pentecost im- WILL VERONICA FINALLY SNAP AND JUST KILL WASH?
mediately went to his side in order to determine just how
much of his pants had in fact disappeared.
“Here it his,” a coughing and smoky Chase announced as
he unwrapped the machine that he had carried forth from Where was Washington Stuttz? That was the single ques-
the inferno. tion on the collective minds of Chase Danner and Veron-
“You were lucky,” Veronica told him. “You could’ve ica Pentecost as they raced through the streets of the island
gotten yourself burned alive by charging into the of Zanzibar, the two of them again nding themselves in
chamber that way.” a crowded and exotic locality. Shortly after Chase landed
the plane on the island, the four of them dispersed in
“I tell you, lady. There’s the safe way, there’s the dangerous search of the earthquake machine. That was 8 hours ago.
way…and then there’s the Chase Danner way,” Chase said Wash had not been heard from since.
as he lit a cigarette that had mercifully not been ignited
by the ames. The streets were clogged with bicyclists, pedestrians, and
a handful of cars that seemed antique by American stan-
“A most tiny machine to cause such large earthquakes,” dards, and even a healthy amount of oxen driven carts
Re-Zal Evad said aloud as he inspected the salvaged device were thrown into the mix. Amidst the teaming throngs
that was now sitting in the sands before he and Wash. At of humanity, how could they hope to locate Stuttz…let
a loss, Wash activated his wrist communicator. alone the quake device?
“You
“You there, boss?” he asked aloud. “Zanzibar!” Chase hissed. “I’m back in Zanzibar!”
“I am here, Dr. Stuttz,” came Westinghouse’s voice from “Not fond of ‘Africa’s Jewel?’” Veronica asked as she dodged
17
Pulp Fantastic
a bicyclist and made the charge through traffic in order After looking about to make certain that the café patrons
to get to the marketplace across the street. were far more engrossed in their own business than in
his, Re-Zal leaned across the table and divulged his secrets.
“Was here about a year or two ago,” Chase explained as he
tried not to bump into a table that was covered with a pile “All is ready and in place.
pla ce. Dr. Stuttz already has been
bee n taken
of green vegetables that he could not recognize. “We knew care of,” Re-Zal reported. “One of the natives here who is
that the Reds were real interested in Africa. I went here on on my payroll is leading him to a substation of the earth-
the sly-like to discourage what the Commies had in mind.” quake device that is located deep in the jungle...but he
will never nd it. There are a good many things in that
“You wouldn’t have been involved in a certain Soviet
P freighter explosion from around that time, would you?”
jungle that will have
have their way
way with him and very soon, I
U wondered Veronica,
Veronica, again squeezing between pedestrians,
pedestri ans,
will bring the others there for the same purpose!”
T
E some carrying heavy loads atop their heads. “And they are unaware
un aware of your involvement?” Leermeister
S “All I remember is how this damned humidity made me
questioned.
constantly sweaty,” Chase complained. Veronica stopped “They suspect nothing!” a giddy Re-Zal replied.
dead in her tracks, and then turned to face Danner direct-
“Stupid Americans,” the Colonel breathed through a toothy
ly in the eyes.
grin. “You have done well, Evad. Your payment will be
“And what’s wrong with being sweaty?” she asked in her wired to your account.”
typically sultry way.
way. Though known for his cool, smooth,
“Oh one more thing if I may ask?” Re-Zal questioned
hipster repartee,
repartee, even this spy could be left speechless by
timidly, the question bordering on ingratitude and causing
timidly,
the withering and unbridled eyes of Veronica Pentecost.
a raised eyebrow from Leermeister. “I wish to go to America
Truth to tell, she loved every moment of reducing the
and see…movie stars! And listen to this jazz!”
young agent to a befuddled schoolboy.
Leermeister pushed his chair back and stood away from
“We…we’dbetter nd Wash. Hey!” Chase shouted, grabbing
“We…we’d
the table, never once removing his narrow, predator’s eyes
the shoulder of a young, bare-chested
bare-chested boy who happened
from Re-Zal. Grabbing
Grabbing the edge of the table and the table-
to
to be
thepassing by.. He displayed
by
boy, perplexingdispl
himayed an old
even photogra
photograph
further. phyou
“Have of Wash
seen
cloth, Leermeister ipped the table over, spilling the drink
onto his sniveling conspirator. Without saying another
this guy?”
word, the Colonel turned and exited the café.
The young African boy shook his head negatively and then
“So…I suppose that was the infamous German temper,”
scurried off for
for fear of being further accosted.
Re-Zal said very very glumly as the contents of the table
“Well, that didn’t work. Time to try something else,” Chase saturated him.
said.
Once in an alleyway beside the café and off of
of the bustling
“WASH!” he screamed into the bustling crowd. “! streets, Leermeister removed what appeared as a small
?!” It was the best that Chase black and white television set from his suit coat pocket.
could come up with. At his urging, the two of them resumed He manipulated the contraption much as one would the
their hurried pace of walking. “Let’s hope that Re-Zal is wrist communicators invented by Dr. Campbell, turning
doing better than we are.” small knobs to tune in a fuzzy black and white image and
coaxing it into a clear form. A bald man with pointed ears,
Elsewhere, Re-Zal Evad was seated in a café, fanning
himself with his hat as the ceiling fans did little to reduce a slender goatee
menacingly and
back at vaguely Oriental
Leermeister from thefeatures
screen. stared
the heat in the room. He looked about tautly and nervous-
ly; worried that someone would
would see him there, even though “We have success, Your Excellency,”
Excellency,” Col. Leermeister
Leerm eister told
there were only three other people in Zanzibar at that the sinister gure.
moment that might question his presence in a café. The
Despite the language barrier between he and his native
waiter brought Re-Zal his drink, unknowingly bringing
guide, Stuttz felt condent that at the end of the hike he
with it at least a small degree of distraction and comfort.
would be staring at two things: the earthquake device and
And then the man in the gray suit sat down at the table whoever had built it. The native guide seemed every bit
and Re-Zal jumped agitatedly. as adept at nding his way through a foliage-ridden jungle
as Wash, for Wash had certainly done his share of explor-
“Colonel Leermeister!”
Leermeister!” Re-Zal said in surprise.
ing in rough terrain. Along the way, Washington had
“You have information for me?” the German asked hu- spoken with several villagers who had reported strange,
morlessly. He was bald, craggily faced, and seemed gen- mechanical sounds and strange, electrical glows emanat-
uinely disdainful of life in general. ing from what used to be a temple of worship deep in the
“Please sir!” Re-Zal begged in a hushed tone. “Do not call jungle, conrming the rumors that the guide had report-
ed to him.
attention to me! There are ears and eyes about us!”
And now as the guided jabbered in a tongue incompre-
“I am not concerned with that. I wish only to know what
hensible to Wash, he pointed past enormous, green leaves
you have planned.”
the size of elephant ears and directed Stuttz’s attention to
18
what lie ahead. It was indeed a temple, centuries old by In time the proper instructions were conveyed and the
Stuttz’s reckon. But by catching sight of the gleaming machine was indeed deactivated. Wash tromped wearily
metal tube that was at the temple’s center, appearing out of the ancient Zanzibarian
Zanzibarian temple and met his native
entirely as an anachronism juxtaposed against the ancient guide. Though his intellectual curiosity implored him to
stonework,
stonew ork, Wash knew that his archaeological curiosities return to the structure in order to study it and discern its
would have to take a back seat to the dangers that the social and historical implications, physical exhaustion
world faced. He was, however, entirely oblivious of the eventually won out in the argument.
dangers that lurked just around the corner for him.
“Let’s go,” the archaeologist said to the native. “I’ve had
Wary of booby traps placed in the temple from ages for- enough for one day.”
gotten, Stuttz entered the structure that was overwhelmed
After they had been underway for a few moments, Stuttz
by vineshim,
before andlooking
other foliage.
most The metal out
distinctly of the
ofdevice shined
place amidst looked back and noticed that his guide was no longer
behind him, thus not fullling the obligations of a native
the ruins. He looked it over for a bit, studying all of its I
guide. Where could he have gone?
lights, wires and panels. All told, the entire thing was no
longer than three or four barrels placed
plac ed end to end. Raising Wash got his answer as the guide came running
ru nning out of the
his wrist to his mouth, he made what was to Stuttz, the dense trees, hollering in his native language. Though
only sensible decision. Stuttz attempted to steady the man and calm him down
from hysterics, it was of no use. Instead, the native merely
“Doc, you there?” Wash said into the communicator. “I
pointed behind them in the direction that he had just come
found the machine, but I’m a little out of my depth here.”
running from…so that they could both watch the largest
“Well done Washington! Well done!” Dr. Fleming exalted crocodile either of them had ever seen come rising out of
from all the way in New York. “Now move over to the the jungle!
bottom of the device where you’ll see a nodule protruding.
“Oh great,” Washington sighed in exasperation.
It should be the power coupling.”
Ominously it crawled, low to the ground and slithering
Wash complied. He removed his fedora and ground himself
through the dirt until he was underneath the rear com- its tail. Its powerful, beak-like snout opened ever so slight-
ly and allowed a reptilian hiss to escape. In a desperate
partment of the technological cylinder just as if he were
panic, the native guide charged the croc, causing it to
about to change the oil on a car.
open its ever-gaping maw. The guide moved swiftly to jam
“What am I looking for again?” Wash asked while strug- his walking stick between the upper and lower jaw of the
gling with the gizmo. great lizard, rendering the beast unable to bite. Infuriated
by this, the crocodile mustered all the strength in its jaw
“A power coupling,” the Doc replied.
and snapped the obfuscating walking stick as if it were a
“What’s it look like?” dry twig. The native guide then proceeded
proce eded to be swallowed
whole, down into the gullet of the animal.
“A black cable.”
Stuttz did not believe the croc to be sated, despite the
“Is it bigger than a bread box?”
human outline now in the belly of the beast. It eyed him
“Of course it is! Don’t be ridiculous!” with eyes cold and devoid of emotion. They appeared as
two black pools, darkened voids which stared back at
“I don’t see anything like that.”
“Really? Are you sure you’re in the right place?” Wash. The giant reptile was rattled and it knew that he
was there, making Stuttz a potential threat. Steeling
himself, Wash drew his mace and prepared for the worst.
“Pretty sure, yeah.”
First came its tail with a broad slash just slightly over his
“I don’t understand. Why don’t you see the power cou-
head. Stuttz jumped back a good six feet, narrowly avoid-
avoid-
pling?”
ing connection with the spiny appendage. The second
“Look Doc, if I knew that we’d be able to skip this conver- time around he was not so lucky. The tail swung back and
sation altogether.” slapped into Wash’s hand with surprising force. He watched
helplessly as the mace rolled away and into the green,
“Now where are you on the device again?”
bushy, undergrowth of Zanzibar. The lizard moved swiftly
“Just where you told me to go! Under the
t he gizmo where the towards him, mouth agape just as it had done with its
nodule protrudes!” previous victim. Empty-handed combat between a Harvard
professor and a giant crocodile;
c rocodile; sounded fair to Wash.
“Oh,” Fleming said with realization followed by a brief
silence. “That’s not it then. Let’s start over.” With ght-or-ight instincts fully in place, Washington
Dr. Fleming is indeed fortunate not have been in the jungle Stuttz leaped onto the crocodile’s head. The head was
essentially at and made for a perfect springboard. Wash
temple with Dr. Stuttz, as the latter would most certainly
was able to propel himself to the animal’s rear ank in
have shown the former just where he could place the
order to grab hold of its tail. A wrestling match of evolu-
device’s protruding nodule.
tionary proportions commenced. Reptile versus mammal.
19
19
Pulp Fantastic
Cold, indiff erent
erent blood versus hot, American blood. and bearing the red and black emblem of the swastika
upon their lapels. On their backs were metal gizmos the
As expected, the crocodile put up a erce ght. It ipped.
likes of which neither Veronica nor Chase had ever seen
It snapped. But Wash eventually was able to twist its tail
before. Standing amidst these troops was a triumphant
enough to render it completely upon its back. Now came
Col. Leermeister, smiling like a sherman who had just
the most harrowing and treacherous part. Could he re-
caught a prize trout. Bitterly resigned, both Chase and
member how to do it? He had seen it done once before at
Veronica raised their hands in surrender as the barrels of
the World’s Fair in New York. You pin a gator down and
each rie pointed towards them.
then gently rub its abdomen until it falls asleep. Of course
P this was a crocodile…and a big one at that. Still, there was “My name is Leermeister and I am Colonel in the Fourth
U little choice. Reich. I have pursued you halfway across the globe, mein
T
E As a mother would to a child with a tummy ache, Wash- fruends.“You
calmly. At last,
haveI done
may well,
stop Evad.”
chasing,” Leermeister said
S ington Stuttz brushed, rubbed, smoothed, and even ca-
ressed the stomach of the croc. He fought the urge to twitch With that Re-Zal Evad took his place at Leermeister’s
Leermei ster’s side,
and wretch as his hand moved over the outline of the stunning the ones who were once in his charge.
native guide, being slowly digested within the animal’s
“Money is in my account now, yes?” Evad asked. Col. Leer-
stomach. Eventually, the reptile massage paid its bene ts
meister nodded affirmatively.
and the crocodile collapsed, fast asleep.
“There’s two things in the world I hate, Daddy-O,” Chase
Wash followed suit. He fell backward into the grass as a
said to Re-Zal. “Nazis and traitors…and
traitors…an d you gone and done
spent shell casing on the battleeld of the wild.
did both of ‘em.”
Through the tropical foliage and across the imsiest of
“Enough!” the Colonel hushed. “It is time for us to depart.”
rope and plank board bridges, Re-Zal Evad led Danner and
Pentecost on a most precarious trail that they could
c ould only Having said that, Col. Leermeister removed a ashlight
hope would end in nding their colleague, Dr. Stuttz. from his belt and pointed it into the darkening sky. After
ashing as series of timed pulses from the hand-held light
“Hurry! Hurry!” Evad encouraged them, even as the rope into the sky,
sky, a response of
o f similar ashing occurred. Then
bridge began to give and buckle under their weight. “This
came a low, rumbling sound, as if the sky were about to
way!”
become lled with large airplanes. But no such thing
“And how exactly did you nd out that he was here?” occurred. Instead, a large blimp came into view over-
Veronica asked as she fought to keep her footing. head…a blimp that bore the swastika emblazoned upon
its canvas side.
“I bribed one of the local o fficials!” Re-Zal said as if he
simply wanted the line of questioning to end. “Now we “Come!” Leermeister barked. “We depart for New Berlin!”
Ber lin!”
must hurry!”
Despite Veronica’s obvious repulsion to their hands, the
The end of bridge reached, the shores of Indian Ocean soldiers took hold of her and Chase and Wash, just before
could be seen ahead with the sun setting in the distance. demonstrating that the contraptions on their backs were
As fast as his stubby legs could carry his rotund body, in reality rocket packs that would hoist them into the air
Re-Zal ran to what appeared to be a log in the brush upon and into the gondola of the Nazi Zeppelin. Where they
which a gure was splayed in exhaustion. would go to from there…none could say.
“Wash!” Chase exclaimed as soon as he recognized the
gure and then joined Re-Zal in the beach foot race.
Much to everyone’s surprise, it was not a log that Wash
“Dr. Fleming!” Westinghouse said sharply as he entered
was upon, but rather a sleeping African crocodile. Stuttz
the wood-paneled room that had once been another study
was barely conscious, his mumbled and barely audible
of his but was now an impromptu laboratory for Dr. Camp-
babble were made all the more incoherent by the proxim-
bell Fleming, who was waving his hands defensively in
ity of the jungle noises. Chase urged him to keep still and
response to his name being called.
quiet while he administered a canteen of water to him and
cautiously dragged him away from the deadly reptile. “Not now, Westy!” Fleming pleaded in a manner resem-
bling an epileptic seizure. “I’m up to my ass in alligators!”
“What the hell happened to him?” Veronica asked as she
With that, Jonathan returned his full attention to the
arrived on the scene, observing Wash’s torn clothes and
tuning knob of one of his devices.
bloody scrapes. “Is he going to live?”
“As is the rest of the world, Doctor. I’ve just received word
“He will live as long as the rest of you, fraulein, which I’m
afraid is not very long,” came a sneering voice on the beach that Bombay
Bombay,
quake. What, India
is thehas justof
status b een
been
ourtoppled by a severe
adventurers?”
adventurer ea rth-
earth-
s?” Westing-
behind them.
house asked.
Veronica spun on her feet, her handgun drawn and at the
“That’ss just it!” Fleming explained. “I don’t know! Maybe
“That’
ready,, only to nd that they were surrounded by soldiers
ready
they’re alive…maybe they’ve
th ey’ve met an ill-fate.
i ll-fate. I don’t know…
know…
holding ries who were dressed in entirely gray uniforms
20
because I can no longer get into contact with their wrist be! They were rocketships, on launch pads placed beneath
communicators!” silo doors in the rocky ceiling and pointing towards outer
space!
Sterling Westinghouse paused briey and allowed his gaze
to drift while he mentally measured what his chief scien- “Damn,” Chase said with a long whistle. “I’d give my right
tist had just told him. If the expedition of the three was nut to y one of those babies.”
indeed lost, then whoever was responsible for these in-
“When exactly did your people invade Antarctica, Colonel?”
sidious earthquakes had already won.
asked Veronica Pentecost as they were ushered into warmer
“You may have just written the world’s epitaph, Dr. parts of the hangar. Technicians and mechanics still moved
Fleming,” Westinghouse said somberly. about, shouting at each other in German.
HOW LONG CAN THE WORLD HOLD OUT AGAINST THE EARTH-
QUAKE DEVICE? WHAT WILL BE THE FATE OF OUR CAPTURED “We’ve been here for a very long time, frauline,” laughed
Leermeister.
HEROES? HAVE THE NAZIS RISEN FROM THE ASHES TO AGAIN
SS troopers on guard snapped to attention and raised a I
TORMENT THE WORLD?
at palm upward as Leermeister approached victoriously
with the prisoners. The guards stood as aside and allowed
heavy doors to move away, revealing an entryway over
which hung a swastika-bearing ag.
Silently and eff ortlessly,
ortlessly, the Nazi blimp glided above the
frozen wastes. Securely fastened to a chair in the gondola, “Quite an igloo you got here, Colonel,” Wash remarked as
Washington Stuttz looked down at the mountains of ice his eyes wandered about. “Like something out of Buck
and swirling snows. Below him was the coldest continent Rogers.”
on earth. Temperatures were regularly well into the hun- “This is all from technology invented by the Reich years
dreds below zero, any exposed human skin would freeze ago,” boasted Leermeister as he led them through metal-
on contact with the frigid air, and with nothing but white lic hallways, dotted occasionally with electronic access
in all directions, it would be so simple to become lost. panels and glorious portraits of Hitler. “Once you had
There would be no means of escape for Stuttz and his crew invaded France in 1944, we knew that we were kaput in
this time. Europe. So into U-boats went our most secret technologies,
“Don’t be so glum, Jack. I hear it’s nice down there, this our most brilliant scientists, and our most elite troops.
time of year,” came the voice of Chase Danner, the man All of them brought here to the South Pole to build this
who was chained next to him and reading the creased Neuschwabenland that you see here today.
copy of On The Road that he carried with him. “And while you stupid Americans occupied yourselves
“Sure…if you call over a hundred degrees below zero ‘nice,’” with your ridiculous victory parades, we were building
Wash said with a sullen tenor. rockets,” Leermeister said with a sly sneer. “And jet-pow-
ered aircraft that far surpass any of the ‘kites’ in your
“Sounds cold,” remarked Veronica Pentecost who was arsenal.”
likewise chained to a nearby chair. “We’ll just have to keep
each other warm, won’t we Chase?” “This guy’s startin’ to bug me, Wash,” Chase said in anger
as he attempted to wriggle loose of his captors. Stuttz
The Nazis dispersed parkas to the prisoners and soon the cautioned him to remain as he was and allow for time to
blimp descended and attached itself
i tself to a gantry tower
tower born
skyward out of the snow and anchored in a metal platform. formulate a proper escape plan.
The entire area around the tower was bustling with activ- “I think you’ll nd that the wings of liberty haven’t lost a
ity as the Germans had apparently carved an airbase out feather, Herr Jack,” Stuttz bragged with all con dence.
of the ice of the Antarctic shelf. Snow crawlers and tanks “America and her allies stopped you once before and we
scurried about with mechanics as Leermeister brought can do it again.”
his captives down to the metal platform via elevator. “Ja? How interesting…” the Colonel smiled menacingly as
At the edge of the apron platform was a gaping black he brought the prisoners to a halt by a closed door. “This
mouth that formed the entrance to a cave. As the troops time, Deutschland has allies of her own…and we’ve re-
plodded them along in a hurry to get out of the cold air, cently made an arrangement that will have most dire
Chase could see that the cave stretched deeply into the consequences indeed for America.
America.””
recess of the ground. But what’s more, the cave served as With that, the Nazi opened the door. On the other side
an improvisational aircraft hangar. And what aircraft it was a chamber that resembled a dining room, complete
housed! Chase’s jaw dropped as his eyes fell upon them with a long and grandiose table with chairs and place
for never before had he seen their level of sophistication.
Some were jets shaped as batwings, others as saucers settings all around.
purple robes, At the
a bald man head
with of thegoatee
a sharp table was
andapointed
man in
(explaining to him the source of what people had been ears. Slowly, the sinister being began to clap his hands…a
calling UFO’s. Little did the world know they weren’t from considerable feat given his sickeningl
sickeningly
y long ngernails.
little green men, but from men more evil even than the
Commies), and others were…yes they were! They had to “Welcome, Americans,” he said with an accent that was
21
Pulp Fantastic
vaguely Oriental. “I am Xan, an emissary from the kingdom “Very well then,” a contemplative Xan replied before press-
“Very
of Hyperborea.” ing a button on his ornate belt. “I shall have you now meet
a few of our other creations who escort you to your cells…
This announcement was met with only an exchange of
where you will await whatever form of execution
executi on we deem
dumb looks and disaff ected
ected silence from our heroes.
most amusing.”
“Of course, I should not expect you to know of where I’m
At that, the door to the dining hall slid open…and six killer
ki ller
from,” Xan said smugly.
smugly. “Please sit.
si t. Our mid-day meal
me al will
penguins entered the room.
be served shortly.”
Yes! Killer penguins! Ordinary Emperor penguins of the
P The Nazi troopers shoved the prisoners to their places at
Antarctic now had rows of razor-sharp, piranha-like teeth
U the table. Resigned, Wash, Chase, and Veronica each sat
in their beaks and heavy weapons held in their modi ed
T
E down and unfolded their napkins. ippers.Around their waists were belts laden with am-
S “Hyperborea is a civilization which exists many miles munition clips and grenades. The penguin in the lead of
beneath the Earth’s crust,” Xan explained. “Unbeknownst the formation leveled his heavy ri e at the three captives
to your pitiful scholars, an entrance to this kingdom lies and opened his beak for the rst time and spoke:
below the ice of this continent. We recently encountered
“Eep!”
Nazi scouting parties and though our rapport was tenuous
at rst, we eventually came to nd that we have…mutual After being herded and corralled by the killer penguins
aspirations.” into a frigid jail cell, Stuttz, Pentecost, and Danner had no
course of action but to sit and wait…and wait…and wait.
“Namely,, world domination,” Leermeister said as he raised
“Namely
his recently lled ute of champagne. “This is driving me crazy!” Wash exclaimed as he stood
up to pace, frustration nally getting the better of him. “I
As if on cue, the sound of thunder rocked the dining room
can’t just sit here! We’ve got to do something!”
and rattled all glasses and dinner plates on the table. For
Veronica, the telltale shockwaves were far too akin to those “You’re ippin’ out, man!” Chase hollered back. “There’s
she had felt in New York. nothing we can do right now, so let’s use our marbles to
come up with a plan!” And all the while, Veronica
Veronica sat si-
“Earthquake!” she cried as she attempted to crawl under
“Earthquake!”
lently, seemingly oblivious to their rant.
the table, but was denied by Nazi guards.
“Oh yoo-hoo!” a girly
g irly voice called from down the hallway
ha llway..
“No, no, silly frau,” Leermeister
Leermeister cackled. “That is a squad-
Re-Zal Evad entered the brig to stand before their cell and
ron of our X-Jets, returning from patrol, no doubt.”
taunt sadistically. His corpulent form had been squeezed
“Man, I ain’t never heard engines like those on a plane before,” into the accoutrements of an American teenager.
Chase marveled in awe to the sound of the Nazi jets.
“Re-Zal! You’re lucky I don’t tear through these bars and
“I would wager that there are a great many things here stomp on your head while cryin’ cocka-li-doodle-lee-doo!”
that you have never seen before,” Xan mused. Chase said with his hands rmly planted on the steel bars
of their cell.
“Yeah, like an earthquake device,” interjected Wash, at-
tempting to bring the matter to a head. “What exactly do “Oh but sir! I was wanting to tell you that soon I leave for
you hope to accomplish by bringing that kind of destruc- America! I am going to hear live jazz for rst time! And I
tion to the world’s cities?” could not have done it without money gained from your
“Oh certainly I have now made our goals most clear, Dr. imprisonment! Shukran! Shukran!” with that, he cackled
and departed in same direction that he came.
Stuttz,” the sinister man from beneath the earth pomp-
ously stated. “Unless the nations of the world turn total “Oh yeah?” Chase called after him, barely able to stick his
control over to Hyperborea…and of course the Fourth head through the bars. “I hope your jazz show gets can-
Reich…we will level every major city on the surface world celled…and they announce the a puppet show instead!”
in less than two days.”
“I like puppet shows,” Veronica spoke for the rst time
“You end!” cursed Stuttz as he stood to vault over the since they had been forced from the dining room and into
table and wring Xan’s olive-toned neck. He was impeded the brig.
however by Chase’s outstretched arm. This prompted only
“Yeah? Well I like not being locked up in a cell by Nazis!”
laughter from Xan and Leermeister.
Washington complained. “Now you want to actually con-
“A pity, this aggression of yours, Dr. Stuttz. You all could tribute something to our planning here, or are you going
become part of the genesis
ge nesis of the new world order,” off ered
ered to continued to just sit and stare like you have been?”
Xan with a ngernail thoughtfully poised at his lips.
“Hey I might not be a church-going, cookie-baking, Donna Without
down hersaying anything
cleavage else, Veronica
and removed placed
a lock pick her same
in the hand
Reed kinda gal,” Veronica began, incensed. “But this girl manner that a magician might extricate a rabbit from a
stands for only the good ol’ red, white, and blue!” hat. She brandished it about in the air pompously for the
men to see.
“No dice, square,
square,”” Chase concurred.
22
“Where’d you get that?” Chase asked, surprised yet de- “A steamy sort of warm?”
lighted.
“Yeah. How’d you know?”
“I’m a private investigator,”
investi gator,” she replied plainly. “How else
“If they’re working with the Hyperboreans, then I assume
do you think I get into buildings and rooms that I’m not
that the Nazis must now have the ability to tap geothermic
supposed to be in?”
energy sources. Listen, you must detonate the reserves of
Leaving that question to hang in the air, Veronica reached jet and rocket fuel that they have
have in storage. Once you do,
her hands through the bars and around to the lock mech- the heat from the blast will ignite the geothermic gases…
anism that she began to pick with all deftness and skillful and that entire hall of nightmares you’re in will go up like
tenacity.. After what seemed like
tenacity li ke endless seconds of rattling a second sun. If we’re lucky, the blast might even be severe
and clanking of metal, the lock popped and the door swung enough to shut off the
the tunnel entrance to Hyperborea. At
free. Before they were trapped and desperate, now thanks any rate, we must make certain that the Nazis not reach
to Veronica’s crafty handling of the situation, the ght into space! Just make sure that you’re all plenty far away
was again theirs to be had. Overwhelmed by enthusiasm from there when it happens, okay, Chase? Chase?” I
for this prospect, Wash took Veronica in his arms and
“Dammit! Doc! I gotta go!”
kissed her…before promptly dropping her.
And with that nal, pleading statement from Chase, the
“Sorry,” he said wiping his mouth. “Got a little excited.”
airwaves fell silent.
“S-seems I underestimated you, Stuttz,” stammered an
“Hold steady, boy! I’ll send help!” but Fleming had abso-
uncharacteristically doe-eyed Veronica.
lutely no idea how he would make good on that promise.
“Chase, you get to a radio transmitter…or whatever kind
“You’ve found them?” asked Westinghouse as he re-did
of Flash Gordon gizmo they have around here…and get
his cufflinks and walked into the room behind Dr. Fleming.
word to the boys back in New York. Veronica and I will
nd the earthquake device and see how we can blow it up. Rapidly, Campbell Fleming recounted everything that the
Rapidly,
Now let’s move like we’ve never moved before!” secret agent man had reported to him over the radio and
With those nal instructions from Washington Stuttz, the watched, as the face of Sterling Westinghouse grew grimmer
by the moment. Though he momentarily raised his eyebrows
three moved out.
in optimism as Dr. Fleming explained the physics behind
Back in New York City, the experiments of one Dr. Camp- the explosion that he had just ordered them to create, West-
West-
bell Fleming were suddenly interrupted by the sound of inghouse was still greatly troubled as to how to get his three
an incoming transmission on the radio receiver. operatives quickly out of harm’s way.
“Uhh, hello?” Fleming spoke into the microphone quizzi- “I will call President Truman,” a determined Westinghouse
cally.. His reply was a voice garbled through
cally throu gh static. “Hello?
“Hel lo? nally announced, and then promptly turned for the tele-
Who is this? What do you want?” phone that sat on the edge of Fleming’s cluttered desk.
“And tell him that a rapid strike
st rike force is needed in Antarc-
An tarc-
“Doc! It’s Chase!”
tica.”
“Chase?” a startled Fleming hooted. “Chase Danner?”
“But Boss! Won’t he think we’ve failed in our mission?
“The one and only, Daddy-O.” Won’t he think…”
“Where in blazes have you people been? I’ve been trying “Truman will think what I tell him to think!” snapped the
to reach you for…” multi-millionaire
multi-millionaire as he picked up the phone and dialed.
“Cut out the hubbub, bub. We’ve been Shanghaied to Well, that’s
that’s a radio that’ll never work again, Chase thought
Antarctica by a bunch of Nazis. They’re in cahoots with to himself as he looked over the shattered and smoldering
this other strange guy who claims to be from a kingdom radio console with the legs of a Nazi trooper sticking out
inside the Earth and together they’re causin’ the quakes of it. Far more serious than the state of communications
with an earthquake device.” though, this trooper would eventually be missed and it
would be discovered that Chase and his compatriots had
“Great Scott!” Campbell exclaimed after slapping his fore-
eff ected
ected escape and were on the loose.
head and jerking about.
With those facts squarely in his mind, Chase Danner drew
“That ain’t all, Doc,” Chase cautioned. “These Nazis we got
upon all of his learned instincts as a special agent in order
here in the South Pole? They’re building up for an attack.
to skulk stealthily through the corridors of the Nazi base.
I seen a lot of military installations in my time and I should
Deeper and deeper into what he was sure was the recess-
know.. I got a look at the
know t he hangars on base and I saw they’ve
es of the Earth beneath
be neath the Antarctic
An tarctic ice and snow,
snow, Chase’s
been
been building
breeding super attack
an army jets, penguins.”
of killer rocketships, and they’ve heart leaped when he came across Veronica and Wash as
they were crammed into a conne space that overlooked
“All right! All right!” Dr. Fleming interrupted. “Listen, an open expanse of the building that held storage tanks
Chase? How warm is it in that base?” of fuel and housed generators to power the hidden Nazi
fortress.
“You mean other than the brig? It’s actually very warm.”
23
Pulp Fantastic
“Here,” Veronica
Veronica winked before
b efore tossing a handgun to him. form of ammable material and causing a raucous explo-
“I got our guns and
an d communicators out
ou t of hoc. Got Wash’s sion in the main hangar.
mace, too.”
“Keep ‘em pinned down!” Stuttz shouted. “I’m going to
“Cool, man, cool. But I got to the radio and chewed the fat secure a plane!” Chase nodded in understanding to Wash
with the Doc. Here’s what we gotta do,” Chase began as and then went back to drawing a bead on the enemy sol-
re-told the plan to the others. diers.
“Theoretically sound,” Stuttz ruminated to himself. “All Scurrying about and stopping to take cover behind what-
we have to do is nd a way to blow this dump without ever equipment had been left strewn about the aircraft
P getting ourselves killed in the process.” hangar, Wash made his way over to his plane of choice: a
U bat-winged Nazi super jet. Not only did it appear large
T
E “Plenty
“Just getofme
planes upoftop
to any ‘eminand
the Ihangar,” Chase
can y us out ofremarked.
here.” enough to him to accommodate all three of them and not
S only did it look speedy enough to carry
c arry them safely away
“Great, pretty boy. But outside of that we’re stumped,” form the blast, but it just looked cool as all get out. Crouch-
confessed Veronica. With no better ideas coming, the three ing low, Wash made his play for the plane.
gave in and contacted Dr. Fleming on their wrist commu-
It was then that his head bumped into the rmest set of
nicators.
abdominal muscles he had ever seen. A large, bald Nazi
“Great day in the morning!” came Dr. Fleming’s exclam- guard had emerged from behind the plane, carrying a
atory expression, transmitted from thousands of miles workmen’s wrench and batting it menacingly into his left
away. “None of you ever studied science? Oh for the love hand. Every muscle in the giant’s
giant’s torso rippled in a show
of… Break the piping of the geothermal gases near one of of pure testosterone and his face sneered in challenge to
the large fuel tanks. The metal of the storage tank will Washington Stuttz.
slowly rise in temperature and then ignite the liquid fuel,
That’s the biggest damned German I’ve ever seen! Stuttz
That’s
causing a domino eff ect
ect throughout the area!”
thought to himself. Oh well, no sense dragging this out
And with the help of Wash’s mace, that is exactly what the any further. With that, Stuttz thrust himself forward and
three accomplished, despite the fact that all three of them slammed into the man’s mid-section. Though tiny by
were very nearly sent to a scalding death by the ensuing comparison, Wash was a brawler by nature and was not
rush of gases that came straight from the inferno that was going to go down without swinging a few. But then again,
the Earth’s core. Veronica Pentecost shrugged o ff the
the neither was his opponent.
matter, claiming that dodging death was what they did
With a shove on the shoulders, the giant Nazi ung Stuttz
best and that the steaming gases had actually been a bene t
from on top of him, sending him ying into yet another
to her by curling her hair. Less concerned with ladies
series of steel drums. After quickly picking himself back
fashion and more with escaping the Nazi’s Antarctic lair,
up, Wash drew his mace and closed to engage the
the men of the three rushed for the surface to where the
wrench-wielding menace.
aircraft…and their escape…awaited.
Their metal weapons clashed and clanked, connecting
“Fools!” Xan cursed after the S.S. lieutenant informed him
with each swing like swords in a duel. Wash could feel the
that the cells containing Wash, Chase, and Veronica were
Nazi’s superior strength battering away at him and did not
empty. “Find them! You have 30 minutes to do so…before
know just how much longer he could hold out against
I begin to nd new ways of motivating you and your men!”
him. Suddenly, the bald Nazi had found an opening and
Not wanting to waste a precious minute of that 30, the gave Wash a haymaker of a right hook to the jaw. Wash
lieutenant gave a Nazi salute and bolted out of the door. immediately
immediatel y crumpled to the oor, seeing stars and very
Xan then turned to the table next to him and ran his fright- nearly blacking out, an action that would surely have
eningly long ngernails over the scale model of the lunar doomed them all. The Nazi stood over him, giving him
base that was planned. On the wall behind him were bio- insidious prodding kicks to the stomach and jeering at
logical diagrams showing the level of genetic intricacy him in German.
that went into breeding a killer penguin. Too much was
That was all it took for Wash to ght back the falling curtain
on the line. Too much stood to be accomplished and con-
of unconsciousness. No way was this man going to take a
quered to have it all in ruins because these insignicant
fall for a Nazi! Thinking his prey had been sufficiently
three. Leermeister
Leermei ster stood in the corner smoking a cigarette,
disabled, the guard leaned his face downwa
downward
rd to inspect
seemingly without sharing these concerns of Xan’s.
and ridicule his fallen foe. It was a perfect opportunity for
“They must not be permitted to disable the earthquake Wash to give a massive swing of his mace and cave in the
device,” Xan told Leermeister, his Hyperborean condence side of the Nazi’s head entirely.
breaking. Elsewhere in the hangar, Veronica and Chase had com-
! ! Gunre lled the entire hangar as Nazi troop- mandeered a tug cart. Veering and careening between the
ers took cover behind aircraft and equipment from the parked jets, Veronica drove the tug while Chase’
Ch ase’ss handgun
pistols of Veronica
Veronica and Chase. Rapidly they returned re, spat hot, leaded death at their enemies. A few Nazis ed,
their stray bullets hitting a drum that contained some fearing that if a bullet didn’t kill them, Veronica’s wild
24
driving would run them over. Other’s still met one of the but another soon waddled into its place. Chase Danner
previously mentioned fates. joined in on the action, blazing his
his handgun towards
towards the
deadly beasts.
“Hold on!” Veronica ordered as she found herself unable
to brake in time to avoid hitting a wheeled tool chest. “Uh-oh,” Danner said as his pistol began making a tattle-
“Uh-oh,”
tale clicking sound. “I’m
“I ’m out…completely out.”
Chase ducked and wrapped his arms around his head just
before there was a prodigious crash and metal went ying. “Probably should have saved a few bullets for ourselves,”
The tug went into a skid. The world began to spin. And Stuttz remarked, grimly assessing the tide of oncoming
though Wash stood by the ying wing, frantically attempt- killer penguins.
ing to wave Veronica off , the heavy vehicle clipped straight
It was not in the nature of Chase Danner to give up quite
through the nose gear of the jet, snapping it clean from
the fuselage. The front end of the aircraft dropped to the so easily.
dove fromWith all the
the edge foolish
of the snowrecklessness of youth,
crawler and into he
the mass
oor with a heavy crash, shattering the canopy and frag-
of penguins. He punched. He kicked. He wrestled. He had I
menting the nose into cracks with a small electric re
a decent-sized chunk bitten out of the esh of his back.
beginning to burn. The tug came to a stop after it veered
out of control into the side of the hangar, jolting its occu- “Crazy kid,” Dr. Stuttz muttered while shaking his head
pants free. in disbelief.
“It’s ruined,” Stuttz said sadly. “We fought our way here Mace at the ready, Wash followed Chase and jumped swing-
for nothing.” ing into the fray. Through sticuff s and a mace, as well as
the last remaining shots from Veronica Pentecost, many
“We don’t have much time left,” Veronica said somberly.
a killer penguin fell that day in the Antarctic snow. But
“Come on!” Stuttz said, shaking loose any self-pity for the situation grew bleaker by the moment. For every avian
their situation. “There’s a snow crawler outside. Grab a adversary that was killed, two more seemed to follow in
parka from the mechanic’s rack and let’s go!” its place. The three fought as Sisyphus against the stone.
“This is a drag, Daddy-O!” Chase called out as he held on It did indeed look like the end for our heroes.
to the side of the snow crawler.
crawler. “I think I just saw a turtle
That is until the blast of a laser beam incinerated the
race pass us!”
penguin nearest Chase. Ray after ray of red lasers shot
Even Stuttz had to quietly agree with him. The vehicle was down from the sky, reducing the mass of penguins to a
already at top speed in the snow and they had made only wide pile of smoldering ash and cutting an arc of safety
a modest amount of distance from the base. The ground around the snow crawler.
shook from the shockwaves of the initial detonation in
And as the three looked to the sky to determine the source
the lower levels of the base. Soon, the entire area would
of their salvation, they found it in the form of a group of
go up in a gigantic paroxysm of re. They weren’t going
men ying through the clear Antarctic sky by way of rocket
to make it.
packs strapped to their backs. Their copper helmets
Fissures began to develop in the ice as the tremors from gleamed in the sunlight and shone as justice before the
the blast owed outward from the center. As these cracks spawn of the Nazi menace. It was the United States Rocket
in the ice gaped open wide, a moving mass of black and Corps…The Fightin’ Rocketmen.
white began to spill forth from them…the Killer Penguins.
Three of the Rocketmen landed on the snow crawler,
Their incubation chambers had broken apart and the causing Veronica, Chase, and Wash to avert their faces
penguins had been set free…massing their way straight
from the brief burst of heat that radiated from the rocket
for the snow crawler.
pack.
“Man, those things are going to devour every scrap of esh
“We’re The Rocketmen. We’re here to get you out,” the
on our bodies,” Chase said in soft awe, catatonic in the
lead Rocketman said plainly to Veronica. “Let me get a
face of the oncoming tidal wave of penguins that emitted
hold on you, Ma’am.”
and endless chorus of “Eep! Eep! Eep!”
“Oh you betcha!” Veronica turned around with a grin and
“Devouring my esh has been tried on me before. But I
allowed her to be enveloped in the arms of the Rocketman.
Rocketman .
somehow doubt it’s going to be as fun this time,” said
Veronica as she lit a cigarette in preparation for an ugly Wash and Chase also allowed themselves to be held by the
ght. other two rescuers (by the underarms
und erarms only) and soon they
were soaring up into the sky
sky…just
…just as a reball of immense
The region around the snow crawler had turned from an
proportions erupted forth into the air from beneath the
endless eld of white to a sea teeming of black and white.
polar ice.
Stuttz turned the
light directly beam
upon theofencroaching
the snow crawler’s
killerrotary
birds.search-
Their Soaring away from the blast like an insect spat forth from
beaks squawked out at the light as they became blinded an inferno was one of the Nazi super jets. It desperately
from the glare reected by the snow and ice. That is when made its attempt at escape, desperately for it contained
Veronica took the rst shot. The rapport of the gun made Re-Zal Evad.
a sharp crack in the cold air. A killer penguin fell dead…
25
Chapter 1
Basics
A$$@
A$ $@&B
&B)$
)$3'
3' • Convince: Persuading people, lying with con-
viction
All characters (, , even monsters and creatures) • Craft: Making or repairing items
have six Attributes. These attributes are: • Fighting: Brawling, punching, using melee
weapons
• Awareness: spotting dangers, noticing things
out of place, avoiding surprises
• Knowledge: History, geography, cultural in-
formation, folklore, humanities.
• Coordination: dexterity, agility, dodging,
climbing, accuracy
• Marksman: Using rearms, from bows to
assault ries and pistols to electro-blasters.
• Ingenuity: IQ,
IQ , inventiveness, cleverness.
cleverness. Not
necessarily a measure of education. A charac-
• Medicine: Everything from rst aid to brain
surgery
ter might be very clever, but poorly educated.
• Presence: personal charisma, likeability,
likeability, charm • Science: Research, experimentation, scientif-
ic knowledge
• Resolve: determination, courage, willpower.
• Strength: physical strength, toughness. • Subterfuge: Sneaking, sleight of hand, hiding
from monsters
Everyone has at least 1 point in every Attribute. • Survival: Outdoor survival, navigation, living
rough
For humans, all Attributes are rated from 1 to 6. For
example, a Strength of 1 means the character is noticeably • Technology: Weir
Weird
d science, using gadgets,
weak, small or physically challenged. A character with a
• Transport: Driving, ying, operating vehicles
Strength of 6 might be a weightlifting athlete or a really All skills have associated Areas of Expertise. A character
tough soldier. Particularly strange villains, creatures and can pick up Areas of Expertise if they have the related Skill
monsters can have Attributes well beyond human maxi- at 3 or more. Areas of Expertise
Experti se give a bonus to rolls related
mums—a love-struck giant ape from a lost South Sea to that area.
island might have a Strength of 16,
16 , while a Kraken might
See page 40 for a full description of all the skills.
have a Strength of 40 or more!
9@#&$'
Traits
Traits are special talents, quirks or foibles possessed by a
character. Traits can be Good or Bad. Good
Go od Traits help out
in certain situations – for example, a character with the
Pulp Fantastic
Sense of Direction trait gets a bonus when trying to nav- the Difficulty and the Result. You don’t have to follow
igate unfamiliar terrain or avoid getting lost. Bad Traits this step for every roll, but it adds detail to important,
hinder a character in certain situations, but provide bonus dramatic rolls.
Story Points in recompense. For more on the various Traits
you can get, see page 46.
Really simple, automatic success. Opening a bottle of drink, using a phone, walking down
Really Really Easy 3
the street, eating chips. (So simple, you shouldn’t even need to roll!)
roll!)
Nearly 30 Clim
Climbb a sk
skys
yscr
crap
aper
er in th
thee rai
rain,
n, sh
shoo
oott a sm
smal
alll tar
targe
gett in
in an
an adj
adjac
acen
entt roo
room
m wit
witho
hout
ut lo
look
okin
ing.
g.
Impossible!
28
Basics
Terri: I got 8.
C3$$&-6 Adam: 10 here.
The world of is the world of the popular
ction of the 1920’s and 1930’s. It’s the past of our world, : Right. Runt looks around, but doesn’t see much of
but idealised, simplied, and greatly exaggerated.
exaggerated. anything – he’s too busy watching the shadows. Wild Bill
notices a manhole cover in the rain-slicked
rain-sl icked alley that isn’t
First, the bright spots were brighter. Scientic achieve- sitting right, as if it’s been moved recently.
recently. Charlie notices
not ices
ments really could deliver on its many promises. Heroes the manhole cover, but his attention is drawn by a faint
were generally the noble and strong characters in stories, scuffing sound as if there is someone on the rooftop above
even if they had a aw or two. The question wasn’t if the you.
good guys would win. The question was usually ‘how’.
On the other hand, the darker spots were dark. Crime and Clay: I Look up quickly. Can I see anything?
corruption in the cities was even worse than what the : No. It’s night, it’s raining and the glow of the street
papers were reporting. Nefarious schemes hatched by lights barely reaches down this dingy alleyway. You do,
masterminds both criminal and political were everything. however, get the creeping feeling
feel ing that you’re being watched.
1
But this all just gave the heroes something to ght against. Clay: Riiiiight. Charlie unholsters his automatic, just in
The reason for this more ‘idealistic’ view of the world was case.
simple. The Great Depression was a recent, ugly memory. : Cool. What are the rest of you doing?
Not too long ago, there’d been a brutal war in Europe, and
it looked like another was on the way. In 1918 Spanish Flu Adam: Wild Bill moves over to the manhole cover to check
had suddenly, swiftly and inexplicably killed nearly ve it out.
per cent of the world’s population. Times were hard, and Terri: Runt is sticking close to Wild Bill.
people wanted to escape their lives with light reading.
They wanted stories in which the good guys were stalwart, Adam: (In a gruff British
British accent) That’s right lad, you stick
true and victorious, and life’s problems could be solved with me.
with a solid right hook. So the pulps weren’t about realism, : Can I have Awareness + Survival Rolls from Wild Bill
they were simply about entertainment, about stirring and Runt please.
stories of adventure, intrigue, action and horror.
Adam: Can I add my Tracker Trait bonus?
This world – a world of square-jawed heroes and villainous
masterminds, of weird science and lost worlds, of mystery : Sure.
men and two-sted justice – is the world of . Adam: Cool. Awareness 3, Survival 4, +2 from Tracker…
I rolled 4. That’s a total of 13.
GH#8+*3 2I (*#5 Terri: I got 10.
In this example of play, there’s a and three players; : Excellent. Wild Bill, as you’re examining the manhole
Clay, Terri and Adam. Each player has a diff erent
erent charac- cover, you notice a thin smear of something dark on the
ter. “Quick Draw” Charlie McCoy, a soldier for hire, is edge, partially washed away by the rain. Moving the
played by Clay. Runt, a boy rogue is played by Terri and manhole cover slightly
sligh tly,, you can see the top rung of a metal
Lord William “Wild Bill” McGommery, big game hunter, ladder, on which you clearly see a bloody handprint.
is played by Adam. The group have thwarted an attempt-
ed kidnapping on the streets of Hong Kong and tracked Terri: (as Runt) Gee Wild Bill, looks like that shot you got
one of the kidnappers to the docks. off connected
connected after all!
: Yo
You
u follow the scurrying gure of the would-be kid- Adam: I call Charlie over.
napper down alleyways and between buildings, always Clay: I head over, but I’m trying to keep an eye on the
staying just out of sight. Pausing to let the gure get far rooftops.
enough ahead that you won’t be seen, you round a corner
to nd that he has completely vanished. Ahead you can Terri: Looks like our boy went to ground, Mr McCoy!
see an old, crumbling brick-built warehouse
warehouse set right on Clay: Charlie looks at Wild Bill and Runt. (As Charlie)
the waterfront. Don’t tell me you’re going down there after him!
Clay: Is there anywhere else he could have gone? Adam: Wild Bill just grunts and starts to climb down the
: Is that in character
c haracter as Charlie, or are you asking me? manhole.
Clay: That’s Charlie. (Clay adopts a lazy drawl) Anyone Clay: Charlie looks at Runt. (As Charlie) Are you as crazy
see anywhere else he could have gone? as he is?
: Roll Awareness + Ingenuity, everyone. Terri: Runt grins at Charlie and clambers down after Wild
Bills. (As Runt) Last one down’s a sissy!
Clay: Awareness 4, Ingenuity 3, plus a roll of 5. That’s a
total of 12. Clay: I’m going to regret this. Okay, Charlie heads down
29
Pulp Fantastic
after them. (As Charlie) Someone’s got to keep you yahoos Clay: Are they coming closer?
outta trouble…
: Awareness + Ingenuity, please. Adam, Wild Bill rolls
: At the bottom of the ladder is the tunnel, maybe a Awareness + Survival, plus his Tracker bonus.
sewer or a storm drain. With all the rain you
you’ve
’ve been having
Adam: I got 10.
it doesn’t smell too bad, but you don’t feel like setting up
home just yet. It’s very dark. Did anyone bring a light? Clay: I got 12
Adam: Uh… Adam: Again? I’m using your dice next time.
P Terri: Oops. : Yo
You’re
u’re both pretty certain that the voices aren’t getting
U closer. In addition, you can’t hear any of the splashing that
Clay: Nope.
T
E : If one of you spends a Story Point, I’ll let you remem- would indicate footsteps in the tunnel.
S ber that you’ve packed a torch.
Terri: Runt is going to sneak closer to the sound to see
what he can see.
Adam: I’ll do it.
Clay: Charlie follows.
: Cool. Mark a Story Point o ff your
your character sheet.
Adam: And me!
Adam: Done. Wild Bill pats his jacket pockets for a moment
: Coordinati
Coordination
on + Subterfuge rolls, please.
before nding and extracting an electric ashlight.
Terri: Er, 10.
: The yellow glow of the torch illuminates an ancient
tunnel of brick extending ahead and behind. Which way Adam: 9.
to you go?
Clay: 12.
Terri: Does it go toward the warehouse?
Adam: C’mon!
: Roughly, yes.
Terri: Then lets go that way! : (With
forever
forever. an the
. Right, evilthree
grin)ofHe can’t
you stealkeep
up torolling likeinthat
the bend the
tunnel and peer around. Ahead of you it opens out into a
: Does everyone agree?
large cavern or grotto, dimly lit by several oil lanterns
la nterns hung
Clay & Adam: Sure. on beams and pit-props. Several men seem to be working
in the semi-darkness, moving heavy wooden crates.
: Okay. You move slowly along the tunnel, taking care
not to make too much noise. With every step you take the Terri: (As Runt, whispering) What are they doing?
ankle-deep water stirs and ripples ahead of you. Who’s
Clay: No idea. Can you see what’s in those crates?
going rst?
: (To ) Can we?
Clay, Adam & Terri: (All looking at each other) Errr…
: Not from here; they’re too far away and the light is
: Tick tock, time’s a wasting. I’ll need a decision or I’ll
too dim.
have to pick one of you at random in 5…4…3…2…
Adam: Can we get any closer without being seen?
Terri: I’ll go rst.
: Well done, Terri. Have a Story Point for volunteering. : Maybe. Are you going to try?
(To Clay and Adam) For shame, boys! So, with Runt taking Terri: I’ll go.
the lead, you proceed down the tunnel. (To Terri) Runt,
: Coordinati
Coordination
on + Subterfuge roll, please.
make an Awareness + Ingenuity Roll, please.
Terri: I got 12!
Terri: Awareness 3, Ingenuity
Ingenui ty 3 (Rolls die) I rolled 5. That’s
Tha t’s
a total of 11! : Excellent. Pressing yourself into the brick wall of the
tunnel, you slither closer to the entrance of the cavern. At
: You see that the tunnel curves slightly to the left
the lip of the tunnel you pause and peer into the space
ahead of you, and you can faintly hear the sound of voices
beyond. About two metres away you can see one of the
muttering in the distance. If you squint in the darkness
crates. Stamped onto the side is a crest you recognise from
you can see a faint glow playing on the tunnel walls.
your adventure in Europe; the horned eagle of Berezkia!
Terri: Runt turns to the others and whispers “Douse the light!”
Terri: Oh, no…
Adam: Wild Bill icks off the
the ashlight.
: Before you can head back to the others there’s a
: You wait in the darkness as your eyes become accus- metallic rattling above your head, and a heavy iron grat-
tomed to the gloom. Faintly ahead, you can see light and ings clangs down across the entrance to the tunnel and
shadows moving on the walls of the tunnel, and dimly you locks in place. At the same time bright lights snap on
become aware of the sounds of men, talking and mutter- inside the cavern, dazzling you all. As you struggle to
ing amongst themselv
themselves.
es. regain your sight, a familiar voice chills you to the bone.
30
Basics
to leaves,the
minions,
minion but execution
I am a manof
onsuch worthy
a schedule foes
after all.to
all.”” lesser
Adam: Wild Bill draws his pistol.
: Siwang Lung wags an admonishing nger. “No, no,
Lord McGommery! That will not do. You should save your
ammunition. You’re going to need it.” Make Awareness +
Ingenuity rolls, please.
Terri: 9.
Adam: 11
Clay: 8.
: Wild Bill hears it rst, then Runt, and nally Charlie.
It’s behind you, in the tunnel, getting closer. Much closer.
Terri: What is it?
: Rats. The squealing of rats. Thousands of them. And
they sound hungry…
Just what is Siwang
Siwang Lung’s
Lung’s dreadful plan? Can
Can our heroes stop
stop him,
or will they be devoured by a tide of scurrying death? Find out in our
next thrilling episode of !!
31
Chapter 2
Genesis
T
his chapter covers the rules for creating your player
character. If you’re using the characters from the crime? Are they the agents of an ancient mystical broth-
templates, you’ll still need to refer to this chapter to erhood, ghting to push back the forces of supernatural
learn about Attributes, Skills, Traits and the other char- darkness? Are they explorers and hunters, trekking off
acter-centricc rules.
acter-centri the edge of the map in search of fame, glory and a dinosaur
head to mount over the club replace? Are they a combi-
nation of the above, or something entirely diff erent?
erent?
?@3#$&-6 # 7@2)+ With the above examples, many di ff erent
erent types of char-
Before you start making your character, you should get acter can be brought together by similar experiences.
together with the other players and the Gamemaster and Perhaps the agents of the mystical brotherhood all en-
discuss how the game is going to work. What sort of char- countered some foul supernatural threat at some point in
acters is everyone going to play? What brings
brin gs all the char- their lives, and are now bound together by a sacred vow
acters together? Is there an overall theme or goal to the to protect the innocent from Eldritch Abominations.
game? Everyone needs to have an idea of what the game Maybe the wise-cracking, whip-wielding adventurer and
is going to be like before anyone moves onto character the stuttering, bookish scholar both lecture at the same
generation. university, and maybe the grim government agent has
been assigned because the artifacts they dig up have a
That doesn’t mean you can’t play the character you want
tendency to be… dangerous. Perhaps the gum-chewing
– but you need to nd a reason to integrate everyone into
news hound follows them around because the scrapes
the group. If you come up with an English Big
Bi g Game hunter
they get into make the best copy!
traipsing through the wastes of Antarctica, you have to
have a reason why.
We call the structure you come up with for your game
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your Group Framework, and Pulp stories are a good place Pulp characters tended to break into two wide archetypes:
to start. Protector and Avenger.
The Protector is a bulwark against evil; defending the
9"3 (@38&'3 “common man,” society,
society, the American
Ameri can government,
government , Truth
The first step is coming up with the premise for the and Justice. While the Protector is willing to bend rules
and laws in the pursuit of higher goals, ultimately he is
Group Framework. Think of it as the ‘elev
‘elevator
ator pitch’,
pitch’, the
about upholding the law. Regardless of what evil and
quick thirty-second
thir ty-second summary of what your game’s going
heinous acts occur, the Protector will work within the
to be about.
system to prevent those acts from happening.
happen ing. The Protec-
For example, the Doc Savage stories were about an altru- tor is a role-model, as well as a model citizen. He is the
istic scientic genius surrounded by men who were experts one given the public plaudits, the honorary police badge,
in their elds, who teamed up to help people and make the one handed the key to the city.
the world a better place. While Doc was undoubtedly the
The Avenger acts from the shadows and embraces them
powerhouse of the group and the reason they stayed to-
as a part of his way of life. While the Avenger may hold
gether, each member was a capable adventurer in his (or
the Protector in high esteem and respect, he knows that
in the case of Pat Savage, her) own right. The Shadow and
having high morals can get in the way when trying to break
the Spider stories featured a vengeful crime-buster with
a crime ring. The Avenger is about practicalities and
a cadre of assistants and operatives who frequently went
getting the job done, even when it means breaking the
off on
on adventures of their own, often coming to their
leader’s rescue at the last moment. law…or the occasional bone.
Remember that regardless of which of these two general
What about your group? Are they a team of treasure
archetypes is used as a theme for your character, that
hunters and archaeologists, working for a major museum?
character is supposed to be a hero. The world of the Pulp
Are they government agents, bent on cracking down on
Era can be brutal at times, but the characters are the heroes
Nazi spies and threats from the Orient? Are they G-men,
Pulp Fantastic
P
U
T
E ‘ !
S
The characters are a group of naturalists, guides, hunters and reporters who travel the world in search of the biggest, most elusive
and mysterious game for study in a major metropolitan zoo. Funded by a mysterious benefactor, their mission is to investigate
reports of strange and unusual wildlife, and retrieve live specimens if possible. So far they’ve not had a lot of success, mainly because
the Nazis keep getting there first. But what does
d oes the Fuhrer want with these animals, some of which seem as if they shouldn’t be
native to the Earth at all?
!
Nikola Tesla,
Tesla, the “wizard of the 20th Century”,
Century”, has created a new technological Camelot
Cam elot in upstate New York. Playing both Arthur
A rthur
and Merlin, the quiet genius has recruited some of the worlds most extraordinary men and women to serve as his “knights”;
guardians who serve to advance the boundaries of human knowledge, and protect the people from the willful abuse of that
knowledge. Together the characters investigate abuses of the new technology, fighting to stop the fruits of Tesla’s genius from
ushering in a new Dark Age. But how are dictators and mad
m ad men getting hold of Tesla’s designs? Is there a traitor in Camelot? And
what of Thomas Alva Edison and his insatiable desire to make Tesla’s
Tesla’s discoveries his own?
!
- !
!
You’ll always remember the night the time traveler appeared. Grim, determined and weighed down with terrible knowledge, he
first convinced you of his veracity with information about your life; information that no-one alive could possess. Then he told you
a little about the terrible future he had seen, on his voyages astride his chronovelocipede. Finally,
Finally, he told you that you, and others
like you, were the key to stopping that awful, empty future from coming to be. Shortly after the traveler introduced you to his
other recruits, he vanished, leaving behind a tattered journal brimming with notes concealed in a complex cipher. The brightest guy
you know is decoding it, and lets you know whenever he uncovers something useful. The trouble is, you don’t know how that
dreadful barren world will come about. You hope you’re doing the right thing, but what if you’re just making it happen, or even
making it worse?! And who are a re the dark-suited strangers you seem to be running into more and more often? Are they time travel-
ers too? Or do they serve an even murkier, more fantastic purpose?
34
Genesis
who are striving for a better world – even when their • Try also to become familiar with the historical
motives may appear vague and mysterious to others. period that is the basis for the campaign. The
Source-book included with this game, the Pulps
The Pulp Era was before the time of the anti-hero. When-
themselves, and many readily-available books
ever the pulp magazines tried to create a magazine with a
on history will supply you with most everything
villain as a main character within a few issues that magazine
you need to know. (You don’t need to be as
would fail in the market place. The readers wanted to know
relentless as this game’s designers and purchase
that there were heroes out there in the world, leading by
mountains of books, magazines, almanacs,
example and deed, making the hard choices and who could
encyclopedias, and gazetteers from the period
not live an easy life. They wanted heroes, and at its roots it
for your research…but it helps).
is heroes that is actually about.
• Lastly, get inside your character’s head. You
Character conception is also the most important idea to should essentially have done this already, when
remember when actually playing your character. The basic, conceiving your character. How does he respond
all-important basis of role-playing games is that the players to danger? To prolonged stress? Is he cynical or
role-play. Players put together their characters according romantic? Curious or indiff erent?
erent? Outgoing or
to their character conceptions, and in all subsequent ad- introverted? Absentminded or ercely intent?
ventures react to situations as would their characters. Comprehend your character, and react to the
adventure’s
adventure ’s situations as he would. 2
This means that if a player has put together a character
That is role-playing. It is the most important part of a
who is a fearless-unto-self-destruction hero of heroes,
role-playing game. The characters react to dangers, clues,
when playing this character he should react as this strap-
and each other and without those interactions, a game
ping hero, even if the real player is a skinny and paci stic
becomes nothing more than a tactical
tactica l exercise in mayhem.
scholar. On the other hand, a strapping player may wish
to portray a near-sighted and indolent coward – and should,
in spite of any real-life inclinations, respond to most threats !"20
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by running away and using his wits. Who are the key non-player characters? Do the characters
Of course, the situations the creates will not merely be have a mysterious benefactor who bankrolls their adven-
threats and danger. Role-playing
Role-playing games should not consist tures in return for whatever scientic knowledge they
of a series of incidents of random violence and combat. So, acquire along the way? Do they know a long-su ff eringering
our strapping hero may have the ghting ability of a squad- Chief of Police, a dry-witted University Dean or a particu-
ron and the social awareness of an orangutan, while the larly feisty lady reporter with a knack for nding trouble?
sniveling yet scholarly coward may not be able to out-wres- A good Premise gives the Gamemaster a few fun recurring
tle an over-stuff ed
ed armchair but may be able to read hiero- characters to play. The characters are the supporting
glyphics by touch and operate every known mode of trans- cast, not the stars of the show—e
show—even
ven if they tag along on
port in the world. And all this, of course,
c ourse, is at the choice of adventures, it’s up to the player characters to actually solve
the individual player and his . the mysteries and save the day.
In order to role-play more e ff ectively—providing
ectively—providing for more
depth, enjoyment, and color in the campaign— you should;
should; !"#$
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• Talk to your GM and understand the nature and How well funded is your group? What sort of support do
Pulp Fantastic
T
E What if your resources come from the wealthy industri- of an athlete.
same, makingOr you equally
them could make
goodall
(orofbad)
the Attributes the
at everything,
S alist father of one of the player characters? What if evidence though that may not be very realistic - nobody is equally
comes forward that he was a war pro teer? What if the good at everything
everything..
opposition are a secret faction of the US Government, run
by a Shadow President? What could tear your group apart? 9"3 C&H A$$@&B)$3'
There are six attributes that de ne the capabilities of the
?@3#$&-6 52)@ ?"#@#.$3@ character. They are Awareness, Coordination, Ingenuity,
Presence, Resolve and Strength. Attributes are ranked
Now that you’ve got an idea of what sort of characters t
from one to six, with six being the human maximum. A
within your group framework, it’s time to create your own description of what the Attributes are follows, each cov-
character.
ering the various levels so you know what having a Strength
Characters are dened by Attributes, Skills and Traits. 2 or Resolve 3 actually means.
Attributes are what the character is like – how strong they
are, how clever they are, how perceptive, and so on. Skills
are what the character knows – can they drive a car, strip
down an engine, know rst aid, know how to ski, how to
ght or how to bluff their
their way out of a situation? Finally, You can spend up to 24 points on Attributes, but you don’t
Traits detail what your character can do, or in some cases have to spend that many. Most people have only 2s and 3s
cannot do – are they ambidextrous, have a particular knack and maybe a single 4 in their Attributes. People with an
for xing things, do they heal surprisingly quickly, are Attribute of 5 are pretty exceptional – people with a 6 are
they rich, famous, or have a family that keeps getting them incredibly talented. There’s no need to make your character
into trouble? superhuman. Unless you have a specific character concept in
mind, limit yourself to 3s, 4s and maybe one 5. You
You will have
Attributes and Skills have numerical ratings. The higher
Attributes more fun if your character’s exceptional qualities are balanced
the rating the better they are at something. Each charac- by his weaknesses.
ter is given a number of points to purchase Attributes,
Skills and Traits, but these points are limited, so the players Be careful of putting a 1 into an Attribute – that’s a significant
should think things through before assigning numbers. weak spot in your character that any good GM will exploit.
Attributes are a measure of a man (or woman) and give Awareness 2: Below average; easily distracted, preoccu-
pied or never needed to hone your senses.
you an indication as to what the character is capable of.
How strong they are, how smart, how charming, how Awareness 3: About average; moderately aware of your
clever, all these are dened by Attributes ranked from one surroundings, somewhat perceptive, but nothing out of
to six. Using the Character Points given, you purchase the the ordinary.
36
Genesis
This Attribute covers hand-eye coordination and dexter- Presence 5: You’re extremely convincing. You could be
ity. It also plays into who goes rst when combat starts. an inspiring leader, a wonderful entertainer, or a talented
Coordination’s a very important attribute if you’re playing con artist.
2
a combat-focused character. Athletes and martial artists Presence 6: Your charisma borders on the superhuman;
have high Coordination. you exude animal magnetism, and people ock to you.
Coordination 1: You’re clumsy or uncoordinated; you Your force of personality can steamroll most opposition.
might even suff er
er from some ailment or physical problem.
13'2*K3
Coordination 2: Below average; you were always picked
last for football, and walk into doors a bit more than most Resolvemeasures yourwillpower,
Resolve willpower,determination, andself-con-
people. trol. Low Resolve means you’re nervous or fearful; high Resolve
Coordination 3: Average; you can handle yourself mod- means
but it’s you’re cool and
not directly collected.
correlated – aResolve is related
character to courage,
with low Resolve
erately well. could still be brave enough to creep into a cannibal’s village,
Coordination 4: The level of someone quite athletic or but he’d be shaking in his boots as he did so.
dexterous. Resolve 1: You don’t handle danger well at all. You’re the
Coordination 5: Exceptionally well-coordinated; you sort who faints at the sight of blood! You’re
You’re also a pushover,
might be a sharp-shoot
sharp-shooter,
er, contortionist or gymnast. and rarely stand up for yourself.
Pulp Fantastic
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the small side, or just unt. Your attacks inict 2 points of
damage, and you can carry around 30kg of gear without strain. You don’t have to allocate points to every Skill; after all,
most people aren’t good at everything. Pick one or two
Strength 3: Average strength. You can pitch in to do a bit Skills that reect the character’s occupation or pastimes
of physical labor when you have to, and you go the gym a and put three or even four points into those, and pick a
few times a month. Your attacks in ict 3 damage; you can Skill or two that you’ll think will be handy for the coming
carry 45kg. adventures and put a couple of points in them. The re-
Strength 4: You’re t; maybe you exercise regularly, or maining points can be distributed as you see t, bearing
P your daily job is a physically demanding one. Your
Your attacks the concept of the character in mind.
U inict 4 damage, and you can carry
c arry 60kg with ease. While the character can advance and have Skills above
T
E Strength 5: You’re very strong indeed; people remark on ve, it is rare for a starting character to have a skill above
S how muscular or toned you are. Your attacks inict 5 that. During character creation, no Skill can be above level
damage, and you can carry 75kg without a problem. ve unless this has been discussed in detail with the Gam-
emaster and authorized. If you want to play, for example,
Strength 6: You’re a monster. You could wrestle a gorilla. a university professor or a limping medical diagnostician
Punching someone inicts 6 damage, and you can carry you may be allowed to put more than ve points in a Skill,
90kg or more. but then it should only be in the Skill that re ects the
character’s profession. Besides, you don’t want to pile all
C>&**' those points into one place and become too much of a
specialist to be of any use, do you? If you’ve got lots of
Skills are learned abilities. Your character may have been points left over, put them into Areas of Expertise.
blessed by genetics with a high Ingenuity and good Strength,
but what he learned in life makes all the di ff erence.
erence.
There are thirteen skills in , which cover
all the threats and dangers you’re likely to encounter… on
this side of Maple White Land, anyway. Like Attributes,
skills are rated from 1-6. 1 indicates a passing familiarity
with the topic, 6 means you’re a world-class expert in the
eld. Unlike Attributes, you don’t have to have a point in
every skill. Your skills can go over 6 if you improve them
through experience.
A@3#
A@ 3#'' 2I GH
GH+3
+3@@ $&
$&'3
'3
Skills are very broad; but just because you know Science,
it doesn’t mean you’re an expert in biology, chemistry and
astrophysics. As you learn something, you get to a level
where you may focus your studies or interests, getting
better at something in particular. This is an Area of Ex-
pertise. For example, the Transport skill covers all forms
of mechanical vehicles, from automobiles to auto-gyros
If your players are just itching to have a Skill that is
i s not on the
to locomotives. Normally, you’d just roll Coordination +
list, first of all think whether one of the Skills listed below
Transport
Tra nsport when driving a car – but if you had an Area of
covers it already. Want a skilled grease monkey? No problem,
Expertise in Automobiles, you could add +2 to your roll.
they have a good Technology Skill. Adventuring archaeologist?
Areas of Expertise can only be purchased once you have They’d probably have a high Knowledge to cover that history,
three points in a skill; they cost 1 point each. maybe some Athletics to take the active nature into account.
You don’t need to be too specific, but if you feel that you want
9@#++&-6' a specific Skill that isn’t covered by these broad Skills listed,
you can apply your Gamemastering skills and create it!
If you’ve got a skill, then you’ve also – probably – got the
tools to use it. The trappings entry for each skill describes
the equipment and contacts that are customarily associ-
ated with it. For example, if you’re a trained sharpshooter,
then you either have your own gun collection or are a
member of a gun club. Trappings don’t always apply: if
your character has been exploring the jungles of Borneo
for the last ve years, she probably doesn’t have a working
motorcycle even if she has Transport (motorcycles) 4.
38
Genesis
Suggested Areas of Expertise are in brackets, but players should come up with their own specialties that reflect the character’s
personality and background.
Animal Handling (Dogs, Fish, Horses, Insects, Primates, Reptiles)
Athletics (Acrobatics, Climbing, Jumping, Parachuting, Running, Scuba,
Scuba , Swimming)
Convince (Bluff
(Bluff,, Charm, Fast Talk, Interrogation, Leadership, Lie, Seduction, Talk Down)
Craft (Building, Painting, Farming, Singing, Guitar, Woodwork, Metalwork, Dancing)
Pulp Fantastic
propriate to the situation. As a basic rule of thumb, if it’s their Area of Expertise, weaving for example, the players
physical, it’s Athletics. If it’s combat, it’s the Fighting Skill. can expect some penalties to be imposed by the Game-
master.. (If you don’t have the Skill needed for an Area of
master
Areas of Expertise: Running, Jumping, Acrobatics, Climb-
Expertise, you should still decide what sort of Craft you
ing, Parachuting, Diving, Swimming.
have.)
Trappings: If you’ve got an Area of Expertise, then you’ve
If you’re building something like a barricade to keep the
got whatever specialized equipment is associated with
Radium Men out, you use Craft. Coupled with Technology,
that eld. For example, if you’re a deep sea diver, then you
you can use Craft to assemble devices like Herr Doktor
have your own diving suit, helmet and weights, and you
P may have your own oxygen pump and boat.
Todeskopf’s clock-work Assassin Spiders.
U Areas of Expertise: Building, Painting, Farming, Singing,
T
E ?2-K&-.3 Guitar, Woodwork, Metalwork, Dancing, Literature.
S The best used-car salesperson in the world has high levels Trappings: If you make things, you’ve got a studio or
of the Convince Skill. As you may have guessed, Convince workshop, along with the tools you need. If you’re a per-
is all about getting people to do what you want. You can former, then you’ve got instruments. Either way, you also
use this to win an argument, to sway people to your way have contacts related to your eld.
of thinking, to bluff that
that you’re meant to be in this cultist
temple or that you’re perfectly entitled to have pitched a ,&6"$&-6
Nazi out of a zeppelin because he had no ticket. It can
Fighting as a Skill covers all forms of close combat.
mean you’re a convincing
convincing liar, or just the most command-
command -
Whether this is with sts, feet, swords, axes or cat claws,
ing military leader. Most of the time, Convince rolls are
Fighting is the Skill used (usually paired with Strength,
resisted. After all, you
you’re
’re trying to change someone’s mind.
but some martial arts use Coordination instead). Any
Convince is usually paired with, and resisted by, Presence
combat that involves weapons that re (like ries, dart
or Resolve.
guns or even the trusty bow and arrow) uses the Marksman
ff
Areas of Expertise:
tion, Interrogation, Fast Talk,
Charm, Lie, Blu
Talk ,Down.
Leadership, Seduc- Skill. This iscan
al. Fighting purely for when
be used withitStrength
gets up
u p close
to notand
onlyperson-
land a
punch, but also to block that nasty jab.
Trappings: Clothes make the man – a high Convince
means you’ve got a good wardrobe, while someone who Areas of Expertise: Unarmed Combat, Parry, Block,
specializes in lying and deceit might have a selection of Throws, Feints, Sword, Club, Knife.
disguises.
Trappings: Martial arts gear, possibly a collection of
weapons.
- - O-2<*3M63
Convince is used for many types of social interaction, from This is a broad and almost all-encompassing Skill that
convincing someone that the lies you are telling are the truth, covers most areas of knowledge. The exceptions are those
to convincing them you are a sincere
si ncere and trustworthy person. covered specically by other Skills such as Medicine,
Many social interactions will rely on the Convince Skill, but Technology or Science. Knowledge usually covers what
it shouldn’t be as simple as rolling dice and getting what you
want. The Gamemaster should encourage players to act out those iniology,
education
law,, sociology,
law soc usuallyarcheology
psychology, call the gy,
archeolo humanities,
, history such as
his tory,, literature,
litera ture,
the dialogue, the amusing lines and the attempts at a t bluffing. or languages. The Skill is most often paired with the In-
If their lines at the game table are good enough, the Game- genuity Attribute. (If you don’t have the Skill needed for
master may apply bonuses
b onuses to the roll or reward the players an Area of Expertise, you should still decide what sort of
with Story Points. The same can also be said, however, for Knowledge you have.)
being less than convincing, and penalties may be imposed if
your story is patently ridiculous. Penalties should not be Areas of Expertise: History (choose an era), Anthropol-
given for simply being unable to come up with cool and witty ogy, Law, Psychology, Language (select a speci c language),
lines or being unable to fast talk their way out of a situation. Literature, Sociology.
Trappings: If your skill is only 3 or less, you’ve got a few
books related to your Area of Expertise,
Expert ise, if any.
any. With a skill
of 4 or more, you know experts in the eld personally
perso nally,, and
?@#I$ have a small library of reference
refe rence works at home. You might
Craft is an all-encompassing Skill that covers all manners even have a job in that eld.
of talents. Whether the character is good with their hands
and can carve an ornate chess set from wood, or maybe P#@>'8#-
just great at playing
playing the guitar or singing,
singing, all of
of these are
Violence
Violence isn’t the answer to every situation, but repower
covered by the Craft Skill. However, if the character is a
is often the best fallback position and when you speak
blacksmith, their metalworking
metalworking may be great but if they
softly it often pays to carry a big stick. The Marksman Skill
try to use their Craft Skill for something very diff erent
erent to
40
Genesis
While we’re talking of parrying and blocking, let’s just mention the difference between a learned skill and a reaction or instinctual
act. There are a couple of areas
a reas where the difference between a Skill roll or an Attribute roll can be a little confusing. One is block-
ing/parrying and dodging. The other is noticing something.
Blocking and Parrying is a learned skill. Anyone who has done martial arts or fencing will know that learning to block or parry an
attack takes knowledge and skill. When blocking or parrying in the game, you’ll be using Strength and Fighting.
Dodging is another matter - a lot of it depends upon natural reactions and instinct. When it comes to dodging gunfire or moving
out of the way of a rockfall, you’ll use Attributes only,
only, usually Coordination and Awareness. If you’re a skilled Fighter or martial
artist, you’ll be able to bend out of the way of a punch or kick, so you can use Coordination and Fighting to dodge in this case, but
you’ll still be using Attributes only when dodging
d odging that gunfire
gu nfire or rockfall! It’s tricky,
tricky, as Gamemaster
Gamemaster,, which Skill or Attribute com-
bination to be used is down to you.
As a guide:
Punching or Kicking (or any physical attack):
attack): Strength + Fighting 2
Blocking or Parrying a physical attack:
a ttack: Strength + Fighting
Dodging a physical attack:
a ttack: Coordination + Fighting
Dodging gunfire or environmental hazards (if they have chance to see it coming): Awareness + Coordination
Dodging gunfire or environmental hazards (if they cannot see it coming): No chance to dodge.
Of course, the character has to be aware of the attack to begin with in order to block or dodge. If the character is taken by surprise,
or
be ifrolled
the attacker is hiddentask,
as an unresisted (for against
example, sniping
a fixed from a to
difficulty distance), theybywill
hit defined
d efined thebeGamemaster.
unable to react to it first time. The attack will just
Noticing or spotting something important is another tricky one that can be used in multiple ways. If the character is not actively
looking for something and you want to give the player a chance to see the trained hawk before it attacks, they will have to make
an Attribute only roll, usually Awareness and Ingenuity. However, if they’re searching old books for a clue, looking into medical
records for information or something like that, if the character’s skills or knowledge comes into play, then it’s Awareness paired
with the Skill.
As a rough guide:
Passively noticing something (not actively looking, but there’
there’ss a chance of seeing it): Awareness + Ingenuity
I ngenuity
Actively looking for something: Awareness + Skill (related to the subject, Knowledge, Medicine, Technology,
Technology, etc)
Keeping things simple, and having a lower number of Skills, does mean that some of them, especially Craft, Knowledge, Medicine
and Science, require a little bit of adjudication
adju dication on behalf of the Gamemaster
Gamema ster.. For example, if the character is a lawyer, their Knowl-
edge Skill will have an Area of Expertise that refer to their knowledge of all
a ll things legal, and an archaeologist’s Areas of Expertise
will reflect their years of education in history,
history, geology and archeology. If your character is trying to use their Skill for something
that is obviously not their Area of Expertise – a classical guitarist trying to craft a bow, for example – the roll will incur some
penalties to reflect this. (Even if a character doesn’t have an Area of Expertise, the player should still have some idea of the sort of
Knowledge or Science or Craft or Medicine his character knows.)
Think of how far removed from the actual knowledge they have is the knowledge they want to use. If it’s fairlyfairly similar
simil ar to something
they’dd know, whether they have the Area of Expertise or not, but not something they’d obviously know,
they’ know, then a penalty of around
-1 or -2
-2 would be apt. If it’s something
something they’d
they’d know nothing about, then the penalty couldcould be a high as -4, the usual penalty for
being unskilled. Of course, if it’s
it’s something really technical, the Difficulty of the
the task is going to be suitably high making it hard
for them to succeed.
A
ongood
skillsGamemaster
that no-onewill put opportunities into the game for characters to use their skills, and avoid making key plot points depend
possesses.
41
Pulp Fantastic
is used for any weapon that res a projectile or shoots at C.&3-.3
a target that is outside of close combat range. For weapons
that require physical aiming, such as a gun or manual Science! There are always new and exciting things on the
weapon system, pair Coordination with the Marksman horizon, new aircraft, new war machines, and new ways
Skill. For other more technical weaponry pair Ingenuity to entertain people by transmitting through the airwaves
airwaves..
with Marksman, to reect the more intellectual approach There’s a little crossover with the Medicine and Technol-
to operating the weapon. ogy Skills, but if the task requires less repairing either
people or gadgets, and more contemplating the wild pseu-
Areas of Expertise: Bow,
ow, Pistol,
Pis tol, Ri e, Automatic Weapons, doscience or in-depth theory
theory,, then Science is going to be
P Sniper, Thrown Weapons, Dart Gun, Mounted Weapons the Skill of choice.
U Trappings: At Skill 2 or 3, you may possess a weapon or
T
E two of your own, depending on local laws. At Skill 4 or Weird
Wei rd Science
can only is also
take that areaan Area
with theofGamemaster’s
Expertise, butpermission.
characters
S more, you denitely have access to your own weapon, and
may be part of a gun club, reserve military unit or other Areas of Expertise: Mathematics, Physics, Chemistry,
group. Botany,, Biology, Parapsychology
Botany Parapsycho logy..
Trappings: At lower skill levels, you’ve got a few books
P3M&.&-3 and some basic equipment like a microscope. At Skill 3 or
The Medicine Skill, at low levels, reects the character’s more, you either own or have access to a laboratory.
ability to perform basic rst aid, resuscitation or stabilize
wounds. At higher levels, they may be medical students, C)B$3@I)63
or fully edged doctors or nurses, even surgeons. Medicine Sneaking around, hiding, and sleight of hand are all
is usually paired with Ingenuity, though if the medical covered by Subterfuge. Subterfuge is usually paired with
procedure is particularly tricky or requires delicate work, Coordination, or if the task is of a more intellectual nature,
then Coordination can be used. Medicine also re ects Ingenuity can be used,
use d, especially for tasks like safe-crack-
safe- crack-
other Areas of Expertise, depending upon the background ing or devising a suitably e ff ective
ective bit of camouage.
of the character
character,, such as forensic, veterinary medicine or
alternative therapies. Areas of Expertise: Sneaking, Lock-picking, Sleight of
Hand, Pickpocketing, Safe-cracking, Camouage.
Areas of Expertise: Disease, Wounds, Poisons, Psycho-
logical Trauma, Surgery, Forensics, Veterinary Medicine, Trappings: Dark or camouage-pattern clothing, lock-
Alternative Remedies. picks, maybe even safe-cracking gear and thermite.
Trappings: You’ve got a rst aid kit at least. Higher skill C)@K&K#*
levels mean you’ve got a much more extensive kit; at Skill
4 or more, you could be a doctor or surgeon with your own This is one Skill that has been lost by the vast majority of
practice. modern city-dwellers,
city-dwellers, who live in a comfortable environ-
ment with few natural dangers. The closest we come to
hunting and foraging is walking to the neighborhood
? grocery. The Survival skill was vital to our ancestors. It
covers navigation in the wilderness, nding food and
What do those skill numbers actual mean? For academic skills water, building shelters, hunting and other ‘primitive’
like Knowledge, Medicine or Science, it breaks down like this: skills.
1. You’re broadly familiar with the topic. For Medicine, Areas of Expertise: Desert, Jungle, Swamp, Mountain,
you’ve done a first aid course and maybe dated a Arctic, Wilderness
Wilderness..
nurse. For Knowledge or Science, you’ve read a few
books on the topic. Trappings: Camping gear, maps, all-weather clothing,
hiking boots.
2. You’ve had some training in the topic, such as a
night course or diploma. 93."-2*265
3. You have a graduate degree in the field. Some people are a whiz with gizmos, gadgets and all kinds
4. You’ve got a masters in the field, or you’ve got of new-fangled devices, while others have difficulty tuning
extensive practical experience. You’re
You’re an expert in the radio in to Fibber McGee and Molly. Technology as a
the topic. Skill represents the character’s know-how when it comes
to all of these things. Whether it is repairing an automo-
5. You’ve got a PhD and have a lot of experience.
experience. If bile, disarming a bomb, understanding weird technology
you’re not a university professor or a researcher, or just mending a fuse, Technology, paired with Ingenui-
then you’re almost certainly working in the field. ty, is the Skill to use.
6. You’re a household
household name – or
or could
could be. Your name Areas of Expertise: Electrics, Gadgetry, Hacking, Repair,
is synonymous with the skill. Robotics.
42
Genesis
Weird Technology
Technology is also an Area of Expertise, but characters Some Good Traits are very powerful and require the ex-
can only take that area with the Gamemaster’s permission. penditure of a Story Point (or more) to “activate”, whereas
some Bad Traits are so dangerous that they give Story
Trappings: If you’ve got an Area of Expertise, then you’ve
Points back when they come up.
got a garage or a spare room crammed with spare parts,
unnished projects and reference books related to your
hobby.
:)5&-6 9@#&$'
Traits are purchased with Character Points. If you don’t
9@#-'+2@$ have any Character Points left after buying Attributes and
Skills, don’t worry. You can ;
The Transport
Transport skill deals with piloting or driving all sorts
of vehicle. Like other broad Skills, knowing how to drive Go back and reduce an Attribute or Skill to get Char-
a car doesn’t mean you can pilot a zeppelin, but when it acter Points back
comes to vehicles many are similar enough to give you a
or
good place to start. Steering, accelerator, brakes, what
more do you need? If the technology is similar enough, Take a Bad Trait
you can probably allow the players to use the Skill without
or
penalty. The only method of transport that isn’t covered
by the Transport Skill is riding an animal, such as a horse. Take the Experienced Trait (see the sidebar) 2
Areas of Expertise: Cars, Trucks, Aircraft, Motorcycles, Minor Traits cost a single Character Point to purchase (or
Submersibles, Zeppelins. provide you with a point if they’re Bad).
Trappings: If your skill is 2 or more, you have your own Major Traits cost two Character Points to purchase, (or
vehicle. With a Skill of 3 or more and the appropriate Area provide two points if they’re bad for your character).
of Expertise, you’ve got the license to operate the match-
Giving yourself a Bad Trait will give you more points that
ing vehicle if it’s an unusual one like a Zeppelin.
can either be spent on your Attributes, or even spent on
your Skills if you think the character is lacking in any area.
9@#&$' Taking a lot of Bad Traits may give you lots of points to
Traits are quirks of personality, signicant episodes in spend elsewhere, but it can be very limiting to a character
character..
your past, or unusual talents. They’re special advantages
advantages We’d suggest that the Gamemaster limits the number of
or drawbacks that make your character unique. When the Bad Traits that may be taken to 6 points worth.
characters are in a situation where a Trait may come into
play, it can aid (or hinder) with what they’re doing. Knowing Traits can only be purchased once, unless the Gamemas-
Traits
when a Trait comes into play is a tricky one, but basically ter approves. In these rare cases, it is only with Traits that
if you think that the situation could involve a character’s can mean multiple things - for example you can have a
Trait, it should be factored into the game, even if it’s a Bad phobia of rats and spiders (two diff erent
erent Phobia Traits - woe
Trait and will make things harder for the character. If the betide anyone with these who meets a rat-spider hybrid!).
player is honest, keeping in character for the game and You cannot purchase a Trait twice that isn’t specic like
mentioning the Trait, if they bring a Bad Trait into play this - for example you cannot purchase Tough twice
that you may have forgotten, the player should be reward- because you want to be “super tough”. As a guide, Traits
Pulp Fantastic
Below is a list of Traits that can be purchased or taken by Never Gives Up (Major), page 50
the character. Each Trait describes its e ff ects
ects upon the Owed Favor (Minor or Major), page 50
character or how it can be used, along with the Trait’s value
(whether it is a Minor or Major Trait),
Trait), either Good or Bad. Pet* (Minor or Major), page 50
The list is by no means exhaustive. If there’s something new Photographicc Memory (Major), page 50
Photographi
you wish to see, as the Gamemaster you have the power to Psychic Training (Minor), page 50
create new Traits from scratch. You will have to assign the
P Quick Reexes (Major), page 50
new Trait a value (Minor or Major, Good or Bad) and de ne
U any features, working with the players to create something
T
E cool and interesting. Use the existing Traits as a guide. Resourceful Pockets (Minor), page 50
S We’ve split the following list into Good Traits (rst), Bad
Rumor Mill (Minor), page 50
Traits and then Special Tra
Traits.
its. Sense of Direction (Minor), page 51
Sharpshooterr (Minor), page 51
Sharpshoote
N&'$ 2I 9@#&$' &- 2@M3@
Super Amalgamated (Minor), page 51
For easy reference, the Traits are listed below with page
references. Technically Adept (Minor), page 51
Genesis
Slow Reexes (Major), page 56 Enhanced Senses (Minor Good), page 197
2
Slow Runner (Minor), page 56 Environmental
Environmental (Minor or Major Good), page 197
Technically
Technically Inept (Minor), page 57 Fear Factor (Special Good), page 197
Pulp Fantastic
Stomp (Minor Good), page 202 of intensive training, the love of ghting, the rush of en-
hanced adreal glands or just experience ghting. In combat
Strange Appearance (Special Bad), page 203
the character acts faster and with a greater degree of de-
Teleport
Teleport (Major Good), page 203 termination
termination than others.
Trample (Major Good), page 203 ect: This Trait allows the character to take a free action
Eff ect:
or reaction in the Combat phase of an Action Round.
Warning (Major Good), page 203
This free action does not suff erer the normal penalty for
taking more than one action per Action Round, and can
722M 9@#&$'
P be an attack, parry, or any other combat related action.
U A-&8#
A- &8# * ,@&3
, @&3-M'
-M'"&+
"&+ At the GM’s discretion, the character can spend a Story
T
E (Minor Good Trait) Point to use their ‘free’ action in a diff erent
erent phase, but
this must also be somehow related to the combat cur-
S Animals like and trust you. rently being fought.
Eff ects:
ects: The Attractive Trait comes into play whenever ect: A character who has been branded cannot be seen
Eff ect:
you’re doing something that your looks can in uence. by anyone who is “Friends” with the protagonist (or indeed,
You get a +2 bonus to any rolls that involve your stunning allied with the protagonist in any way) without the inter-
good looks, from charming your way past guards to getting action immediately turning quite negative for the victim,
information out of someone. perhaps forcefully so--though of course, someone might
hide their reaction. In such cases, the victim will also
Note: Cannot be taken with the Unattractive Bad Trait. receive a -3 penalty to all rolls involving Convince.
A)$"
A) $"2@&
2@&$5
$5 :@#K3
(Minor or Major Good Trait) (Minor Good Trait)
You’re in a position of authority and power. You’re steadfast and courageous.
Eff ects:
ects: The Minor version of this trait means you’re a ects: The Brave Trait provides a +2 bonus to any Resolve
Eff ects:
police officer, doctor, important public servant, G-man, roll to resist the eff ects
ects of fear. You can also spend a Story
high- yingpeople
you order magnate or ininsome
around other
certain position that
circumstances lets
– and Point to automatically resist fear (you can spend this Story
Point after you fail a Resolve roll).
if they disobey you, they’ll be in serious trouble.
Note: Cannot be taken with the Cowardly Bad Trait, though
The Major version means you’ve got political in uence in individual Phobia Bad Traits can still be purchased.
all sorts of areas. You can pick up the phone and call the
Police Commissioner
Commissioner or the President, and they’ll answer
answer.. :@3#>&-6 Q G-$3@&-6
The may require you to spend a story point or two if
(Major Good Trait)
you’re pushing the boundaries of your authority.
You’ve got a talent for bypassing security and sneaking
Note: There’s also a Group Trait, Official Sanction, that
past guards.
works like this Trait. The di ff erence
erence is that the Group Trait
only applies when you’ll pulling rank on behalf of your Eff ects:
ects: Firstly, this Trait gives a +2 bonus to Subterfuge
group’s officially sanctioned activities, whereas the per- rolls when trying to get into a guarded building or com-
sonal version means you’ve got your own political pull pound. Secondly
S econdly,, you get to know the di
d ifficulty of the test
outside the group. before you roll the dice. For example, if you come to a
:2H&-6 2@ :#'"&-6 locked, alarmed door, the must tell you the difficulty
of disabling the alarm before
b efore you roll, so you know whether
(Minor Good Trait) to make the attempt or back off .
Genesis
?"#@8&-6 Eff ects:
ects: As long as you’re not dressing like a clown or
anything else too weird, and not doing anything that will
(Minor Good Trait) attract their attention, people will leave you to go about
You’ve got a way with words and a devilish sparkle in your what you’re doing. If the Gamemaster asks for a roll to
eye. People want to trust you. “blend in”, the Trait provides a bonus of +2 to any Subter-
fuge Skill roll when you’re trying to sneak about and not
Eff ects:
ects: You
You’ve
’ve got a +2 bonus to rolls when you’re trying
get noticed.
to convince people to do something they probably shouldn’t.
Note: Cannot be taken with the Distinctive Bad Trait.
?@#.> C"2$
,#'$ ;3#*3@
(Minor Good Trait)
You’ve a special knack for hitting things from distance. (Major or Special Good Tr
Trait)
ait)
Perhaps you grew up hunting in the backwoods with your You heal a lot faster than most people. You can recover
pappy, red weapons for sport or just have a particular gift from injuries that would hospitalize another person with
for accuracy, but it means that you rarely miss and can a few night’s rest, and you hardly ever get sick.
literally
literally shoot the wings off a
a y.
Eff ects:
ects: You heal 1d6 points of Attributes lost to injury
Eff ect:
ect: Crack Shot is a Minor Good Trait, and characters with a night’s rest. The Special Good version of this Trait 2
with this gain +2 to their roll when using Marksman for allows the character to recover 1 Attribute point per minute
trick shots, like shooting a gun out of an enemy’s
enemy’s hand or and costs 3 Character Points.
Points.
ring at a weak spot.
,#'$ 1)--3@
G#'&*5 =-M3@3'$&8#$3M (Minor Good Trait)
(Minor Good)
You’re eet of foot (always useful when you might come
No one takes you seriously. Maybe it’s a carefully cultivated face to…well…whatever with an Eldritch Abomination).
ction you’ve created over time, falsely acting like a mild-man- ects: Increase your movement speed by 1 when sprint-
Eff ects:
nered reporter or a ditzy socialite. Maybe you’re a minority, ing or eeing.
or a woman, or you just look young, and nobody expects you
to be intelligent and capable. Whatever the reason, there are ,#K2@&$3 7)-R7#M63$
actually advantages to being underestimated sometimes...
(Minor Good Trait)
Eff ect:
ect: You receive a +2 bonus to all social conicts with
someone underestimating you. Additionally, you may You’ve got a favorite weapon or item.
end a social conict dramatically by suddenly confronting ects: Once per game session, this trait gives you a free
Eff ects:
another character, replacing the +2 with a free upgrade of Story Point that must be spent on a roll or action related
one degree of success to your roll; however, the other to your favorite item. You can’t stockpile these Story Points;
character will never underestimat
u nderestimatee you again. In a phys- you get one and only one per game.
ical conict with someone who still underestimates you,
you receive a free upgrade of one degree of success to your ,@&3-M'S
roll, but only in your rst Action Round. (Minor or Major Good Trait)
G8+#$"&. The Friends Trait can mean a variety of things, but essen-
(Minor Good Trait) tially the character has people they can call upon for in-
formation or help. Friends can be either
eithe r a Minor or a Major
You can read people’s body language and subtle emotional Trait, depending upon how informative or helpful the
cues very well, giving you an insight into what they’re feeling. friend(s) in question are!
ects: Empathic allows the character a +2 bonus on any
Eff ects: When you take this trait, you’ve got to specify what sort
rolls when they are trying to empathize or read another of information that
tha t these friends have
h ave access to. You
You could
person. This could be a simple Presence and Convince roll have ‘Friends in High Places’, giving you information about
to reassure someone who’s panicking in the middle of a the government, or ‘Friends in the University’, who could
battle, or an Awareness and Ingenuity roll to try to read pass on scientic research and help you analyze something,
the actions and speech of another to see if they’re lying. or ‘Friends in the Underworld’, meaning you know crim-
inals and thieves. You don’t need to pin down exactly who
,#.3 &- $"3 ?@2<M these friends are yet – you can do that during play.
(Minor Good Trait) Above all, the Trait will not replace investigating some-
When you want them to people tend to overlook you. This thing yourself. After all, where’s the fun if you get other
could be because you’re very nondescript and a bit bland, people to do all the sneaking around and research for you?
or because you’re simply very adept at looking like you However,
However, these Friends are a great source of information
belong somewhere. researching the background of a place or person that may
47
Genesis
L-'$&-.$S N).>5
(Minor Good Trait) (Minor/Major Good Trait)
You’ve got a habit or trained response that happens Lady Luck is on your side. Call it a uke, call it chance, but
before you even think about it. fortune is smiling on you.
ects: State your Instinct when
Eff ects: whe n you pick this trait. Your ect: Characters with the Lucky Trait get a second chance
Eff ect:
instinct has to be a short habit or response, like ‘I alwa
always
ys when double “1”s are rolled, and you can re-roll both dice,
look for the nearest exit’ or ‘I draw my gun and shoot trying for something better. If you get double “1”s again,
whenever anything leaps out at me’ or ‘I hit the oor well, your luck obviously doesn’t run that far. It doesn’t
whenever I hear gunre’. This has two bene ts – rstly, guarantee a success on your second roll, but there’s a better
you always
always follow your Instinct. If your Instinct is to keep chance that fate may shine upon you.
to the shadows, then you’re always making Coordination
As a Major Trait, your good luck means that every so often,
+ Subterfuge rolls to stay hidden. Secondly, your Instinct
someone else has really bad luck. Once per game session,
happens at Fast speed (see Combat, page 125).
you can spend a story point to force the to re-roll a
L-M28&$#B*3 skill check or attack roll that’s going to hurt you in some
way. Say you’re caught in the headlights of a speeding
(Major Good Trait) 2
Duesenberg as the Syndicate tries to rub you out! The
The character has a determination and an iron will. rolls, and the automobile is about to grind you into a ne
paste. You invoke your
your luck, the re-rolls – and this time
Eff ect:
ect: You have a +4 bonus to any rolls to resist being the vehicle is just slow enough for you to ing yourself
possessed or hypnotized, psychically controlled or similar. aside at the last moment!
O33- C3-'3'S P#@$&#* A@$&'$
(Minor/Major Good Trait) (Major Good Trait)
The character is very aware of their surroundings, whether You’ve got a black belt in one or more martial arts. You
they have a keen eye for detail and noticing when some- can kick ass with the best of them.
thing is wrong, or a nose for a particular scent, they are
particularly perceptive and this is always a good thing Eff ects:
ects: You’ve got to have a Fighting score of 3 or more,
when tracking a foe or expecting trouble. and take an Area of Expertise in a martial art before you
can buy this trait. You inict +2 damage when you punch
ects: The Keen Senses Trait awards a +2 bonus to Aware-
Eff ects: or kick someone, and you can use your Coordination instead
ness rolls. As a Minor Trait the player should specify
specif y which of your Strength score to work out your unarmed damage.
of the character’
c haracter’s senses is particularly keen. In this case
the bonus only applies to the use of that one sense, whether P&-&2-'S
it is sight, hearing, sense of smell or taste. Only one sense
(Major Good Trait)
can be chosen - more than one, and it’s the Major Trait.
You’ve got henchmen! You command a squad of loyal sol-
As a Major Trait, the +2 bonus applies in any instance
diers, or have a staff , or even a number of cloned minions.
when using Awareness to notice or spot something, no
ff
matter what sense is being used. Pick the sortworkers)
E ect: researchers,
entists, of minions youyou
when want (soldiers,
take sci-
this trait. If
Note: Cannot be taken with the Impaired Senses Bad Trait
you take the trait multiple times, you can choose to have
in the same sense, although di ff erent
erent ones can be taken.
multiple diff erent
erent types of minions, or at the ’s discre-
For example, you could have Keen vision, but be slightly
tion you could have a higher quality of minion. These
hard of hearing.
minions will follow your orders and perform tasks
task s for you.
N&-6)&'$S You’re the one in charge, though
t hough – you can’t send minions
off to
to do the adventuring and investigating for you. They’re
(Minor Good Trait) best suited to guarding key locations, doing background
Characters with this Trait have a talent for language and research, or standing around looking menacing.
communication. This may be due to education, a natural Minions have 25 character points to buy Attributes, Skills
affinity or just the result of a life of travel and adventure. and Traits per level of the Trait assigned to them.
Eff ect:
ect: Characters with this Trait know two languages in If one or two of your Minions get killed, you’ll be able to
addition to their native language. This Trait can be taken pick up replacements
replacemen ts before the next adventure. If all your
multiple times,
the character bestowing
each time. two additional languages to Minions get killed because of a bad decision you made,
then you don’t get replacements.
A character with this Trait can also understand a new lan- (There’s also a Group Trait that gives Minions. Those
guage by spending a Story Point and succeeding on a Inge- Minions work the same way, but they’re not personally
nuity + Knowledge roll (Difficulty set by the based on loyal to you.)
the language s similarity to those known by the character
character).
).
49
Pulp Fantastic
D3K3@ 7&K3' =+ mation in and commit it to memory. If you want to recall
the information, you can without having to roll, but you
(Major Good Trait) must have declared that you’ve taken the time to concen-
You’ve
You’ve got true grit. When the
t he chips are down and it seems
se ems trate and remember it at the time.
like all hope is lost, you somehow keep going.
Similarly, if you want to remember something that you
Eff ect:
ect: You aren’t knocked out or incapacitated when one of haven’t actively committed to memory
memory,, there’s a chance it
your Attributes reaches zero. You can still act with one or two may be stored in there somewhere along with last week’s
Attributes at zero, but you’ll be groggy and slow. If three Attri- shopping list or the phone number of that sassy waitress
P butes are reduced to zero, then you’re probably going to die. from the diner down the street. To recall something vital
U that you may have glanced at or possibly missed altogeth-
T
E E<3M ,#K2@S er,
clueyou can
you spend
may a Story
have Point
seen out ofto remember
the corner ofthe importa
important
your eye. nt
(Minor or Major Good Trait)
S
Someone owes you a favor. Note: Cannot be taken with the Forgetful Bad Trait.
can remember exact lines from books. Eff ects: With this trait, you can get a hint once per ad-
ects: as
Eff ect:
ect: The Photographic Memory Trait can be used in a venture, if you’d spent a Story Point for help from the
(see page 137). This hint comes from the press and
couple of diff erent
erent ways. If you know you’re going to have
to remember something at a later time, such as the com- your knowledge of the weird, so it may only be indirectly
bination to a lock or the instructions to program a calcu- helpful. The may also give you plot hooks and rumors
ru mors
that you pick up from your contacts.
lating engine, you can spend a moment to take the infor-
50
Genesis
C3-'3 2I F&@3.$&2- The Minor version of Tough reduces the amount of damage
that would normally be deducted from the character’s
(Minor Good Trait) Attributes by 2. Having Major Toughness reduces damage
You always know which way is north, even without a by 3. This is after any other eff ects,
ects, such as armor, are
compass. You rarely get lost. taken into account.
ects: You get a +2 bonus to any rolls (usually Awareness,
Eff ects: 9@#.>3@
Ingenuity or Survival) related to nding your way in un-
familiar terrain. (Minor Good Trait)
You’re accomplished at following animal tracks and sur-
C"#@+'"22$3@ viving outdoors.
(Minor Good Trait) Eff ects:
ects: This Trait gives you a +2 bonus to any rolls to
If you’ve got time to line up a shot, you make it count. follow tracks and animal trails.
Eff ects:
ects: You can make an extra Aiming action, as per the U2&.33 2I A)$
U2&. A)$"2@
"2@&$
&$5
5
rules on page 124. So, if you aim for two rounds and re
on the third round, you get to add the bonuses from both (Minor Good Trait)
your Aiming actions to your shot. When you talk, people listen to you. It may be because you 2
were once part of the services or a gure of authority - a doctor,
C)+3@ A8#*6#8#$3M a politician, a military commander or in the police force for
(Minor Good Trait) example. Thanks to this, people will pay more attention to you
when you talk to them. This is especially handy when you’re
You read a lot, and have a tendency to use large words. trying to clear an area because of some approaching danger,
You live by the philosophy of why use a fty cent word,
to order people about or simply try to gain their trust.
when a two-dollar word will do. In the event of your reading
you pick up several tidbits of information, about subjects Eff ect:
ect: This is a Minor Trait and provides you with a +2
across the board…from Archeology to Law. bonus to Presence and Convince rolls to try to get people
to do as you like or to gain their trust. The Gamemaster
Eff ects:
ects: This Trait gives the character a +2 bonus to any may modify this to suit the situation.
roll (usually Intelligence and Knowledge) to determine
the result of any Knowledge roll. !3#*$"
!3#* $"55
93."-&.#**5 AM3+$ (Minor or Major Good Trait)
(Minor Good Trait) Put simply
si mply,, you’ve got money
money..
You have an innate connection to technology, and tech- Eff ects:
ects: The Minor version of this trait just means you’re
nology is your friend. Your guesses usually turn out to be comfortably wealthy – you’ve got a nicer place to live, a
correct and you can x things just
jus t by hitting them! You’re ash car, an expensive wristwatch and so on. You can pick
skilled enough to operate and repair most things with up Uncommon items without any problems.
limited tools, taking half the time it normally takes. Often, The Major version means you’re stinking rich. You never
if the device stopped working within thirty minutes, you
need to worry about money for most activities, can buy Rare
can restart it just by thumping it. It may not last long, but
long enough… items, and can throw huge bribes around by spending Story
Points. This trait works like the Wealth
Wealthy
y Base Trait.
Eff ect:
ect: The Technically Adept Trait provides you with +2 Note: This trait cannot be taken with the Impoverished Trait.
Trait.
to any Technology roll to x a broken or faulty device, and
to use complex gadgets or equipment. It also gives you a !3#+2-'
!3#+ 2-' G-.
G-.5.*
5.* 2+3
2+3M&#
M&#
bonus of +1 Progress every time you roll to build a new
gadget (see page 159). (Minor Good Trait)
Note: Cannot be taken with the Technically Inept Bad Trait. A character has the ability to recall the vital statistics and
important quirks of practically all known commercially
92)6" available weapons. This includes, but is not limited to, its
general level of reliability as well as all vital statistics —
(Minor or Major Good Trait)
material composition, ammunition capacity, caliber, pos-
Not everyone can take a punch on the nose and brush it o ff as
as sible outtted accessories, etc.
if nothing had happened. Few people can take getting shot or
Eff ect:
ect: Wea
Weapons
pons Encyclopedia also includes knowledge
stabbed, tortured or wounded in the course of their everyday on acquiring weapons, so characters will have a +2 to any
lives. However, people with the Tough Trait are just that. They’re checks needed to determine the weapon type, locate or
used to the adventure, can takes the knocks and brush it off . buy weapons.
Eff ect:
ect: The Tough Trait reduces the amount of injury a char-
acter sustains if wounded during the course of the adventure. !3&@M
!3&@ M 93.
9 3."S
"S
51
Pulp Fantastic
(Minor or Major Good Trait) those with the proper technology, or accidental, but the
memories are gone and the character has “holes” in their
You’ve found a piece of working weird technology, either
past. They may return in time, with the right triggers, but
from the arsenal of a mad genius, the depths of a ruined
for the time being there are holes in their past that they
temple or from some other obscure source.
know nothing about.
Eff ects:
ects: Consult with the about what sort of weird
Eff ect:
ect: As a Minor Bad Trait, Amnesia means that the
technology you’ve found. Something that’s basically the
character has lost a portion of their memory. It could be
same as a present-day device, only smaller and more e ffi-
as small as a couple of days, weeks or even a couple of
cient (like a miniature calculating engine, a ring-mount-
P ed gas gun or a jet-turbine you
you can wear on your back) is
years, but the character (and the player) will have no idea
U a Minor Trait. An item that does something that’s impos-
of what happened to them in that time.
T
E sible, like a matter transmitter
tra nsmitter or a pocket watch that stops As a Major Bad Trait, this Amnesia is total, the character
S time, is a Major item. This trait means you just possess having no memory of their past, or even who they really
the item – it doesn’t mean you know exactly how to control are. Events, sights, sounds or even smells can trigger
it or how it works. memories of their lost time, and this is a great source of
adventure ideas for the Gamemaster - over many adven-
!3*** 9@#K
!3* 9 @#K3*3
3*3MS
MS tures the character can uncover more and more of their
(Minor Good Trait) “lost time”. Of course, this adds to the work the Gamemas-
ter has to do, coming up with the character’
character’ss lost memories,
The character is an experienced traveler and is familiar so the Amnesia Trait should be approved by the Game-
with the society and technology of cultures diff erent
erent to master before purchasing it.
their own. The Well Traveled Trait reects how much
actual traveling the character has done. A-&8#
A- &8#** N 2K3
2K3@@
ect: Select the general area to which the character has
Eff ect: (Minor Bad Trait)
traveled (Europe, Asia, Africa, South America, etc). The
You can’t stand to see animals hurt.
character has a +2 bonus to any knowledge rolls involving
this area. The Gamemaster may award this Trait during ect: If you do nothing when an animal is being injured
Eff ect:
play if you become particularly familiar with a certain or in pain, you lose Story Points. How many is up to the
area, era or Tech Level. . If attacked by an animal you can still ght back to
save your life, or the lives of innocents, but you must always
:#M 9@#&$' try to nd non-harmful solutions rst.
AMK 3@' #@
#@5S
5S :5 $"3 :22>
(Minor/Major Bad Trait) (Minor Bad Trait)
You’ve got an enemy – either a single resourceful individ- You follow the rules, even when it’s against your best in-
ual, like Herr Doktor Todeskopf, or a whole organization terest.
like the Tong of the Black Scorpion. Your enemy is active-
Eff ect:
ect: You follow proper protocols at all times. This has
ly trying to thwart your plans or even kill you. This time,
good and bad points – on the plus side, you’ve got a +2
it’s personal.
Eff ect:
ect: Adversary can be a Minor or a Major Bad Trait bonus to Resolve
tract you rolls
from your to resist
duties. Theindownside
uences that might
is that dis-a
you’re
depending upon the power and frequency of the Adver- stickler for following written instructions and official
sary’s appearance. Todeskopf on his own would be a policy – if you disobey the orders of a superior officer,
Minor enemy – he can cause trouble, but he’s just one breach the rules of your organization, or even skip the
mad old man and isn’t that dangerous. Todeskopf with boring paperwork, it costs you Story Points.
the backing of his army of Radium Men would de nite-
Note: Cannot be taken with the Maverick Bad Trait.
ly count as Major.
If you take this Bad Trait, you’re basically putting a big ?*)8'5
‘Kick Me’ sign on your character. The is encouraged (Minor Bad Trait)
to go out of his way to have your Adversary
Adversary cause trouble
for you. They know who you are, they know your weak- Sometimes, it seems as if you’re unable to keep hold of
nesses, and they know how to hurt you. things and you keep tripping over the smallest hazard.
Eff ect:
ect: In times of stress, especially when being chased,
A8-3
A8 -3'&#
'&#
(Minor or Major Bad Trait) you’ll havetotoavoid
tion rolls makeknocking
additionalvital
Awareness and Coordina-
things over, dropping
the vial of toxic chemicals or tripping up and landing on
Memory is a fragile thing that can easily be manipulate
manipulated
d
their face when being chased by villains.
or lost entirely. The Amnesia Trait means that some or
even all of the character’s memories have gone. This could
be a deliberate thing, with the memories being erased by
52
Genesis
Pulp Fantastic
people who have only heard of him or her. Their where- G82$&2-#* ?28+*&.#$&2-
abouts are regularly covered by the press and they receive
a -4 penalty to attempts to go unnoticed. (Minor or Major Bad Trait)
Note: Cannot be taken with the Face in the Crowd Trait. You’ve got baggage of some sort that may complicate your
life. Maybe you bear a grudge against someone. Maybe
F26'B2M5 you suff er
er from depression. Maybe you’re secretly in love
with another player character. Whatever your emotional
(Minor Bad Trait) complication is, it’s hard to ignore feelings when they’re
You’re at the bottom of the totem pole. You might be this strong.
P
low-ranking in your organization or just eternally unlucky
U ect: As a Minor Trait, your emotions get in the way but
Eff ect:
T
E when
palmed it ocomes
ff on to work.
on you. You’reEvery boring
always or mucking
the one menial job
outgets
the don’t stop you doing your job. Every so often, you have to
deal with issues arising from them (or pay a Story Point
S yeti cage, and yetis smell bad! to override your emotional drives).
Eff ect:
ect: You have a -2 penalty to any attempts to order As a Major Trait, then the emotion dominates your life. It
people around in your organization. You’ll also always be consumes you, lls you, and may be your downfall. You can’t
given the worst jobs. act rationally when something triggers your complication.
Note: You can get this Trait temporarily as a punishment
for disobedience or screwing up.
,2@63$I)*
(Minor Bad Trait)
F2283M
Rather than the lack of memory that Amnesia brings,
(Major Bad Trait) Forgetful means that your memory is less than reliable.
All things end, but some Pulp heroes know that it is going You tend to forget things if you’re distracted or focused
to end badly elsewhere, like the classic absent-minded professor.
The Major version means that your eccentricity interferes ects: If you stand by and do nothing when someone is
Eff ects:
with your life on a regular basis – you might be extreme- being injured or in
i n pain, you lose Story Points. The number
ly paranoid, insuff erably
erably rude, addicted to alcohol, or have of Story Points is up to the .
some other trait that puts you at odds with every
everyone
one else.
Maybe you’re just a jerk.
54
Genesis
or needing
aid, a hearing
Awareness aid. Without
rolls using theirsu
these senses glasses
ff er orpenalty
er a -2 hearing
pe nalty.. your best interest to comply.
EB*&6#$&2-
Major Bad Traits would be losing a sense that impacts on
their everyday actions, such as blindness or deafness. (Minor or Major Bad Trait)
Though this may make di fficult to get invol
involved
ved in major You’ve got a duty to an organization, or a debt to a friend,
action scenes and may be best suited for NPCs, or experi- or a sense of responsibility
responsibil ity towards a cause. Whatever the
enced players. nature of the obligation, it aff ects
ects you deeply.
Note: Cannot be taken with with Keen Senses, unless the Eff ect:
ect: As a Minor Trait, Obligation means you have a
Keen Sense is Minor and then in a Sense that isn’t Impaired. regular job, or are obliged to help a friend when they need
it. It won’t aff ect
ect your ability to run around chasing bad
L8+2K3@&'"3M
guys that often, but conicts will crop up every few weeks.
(Minor Bad Trait) Failing to honor your obligation costs you a story point
You’re strapped for cash. Either you’re unemployed or As a Major Trait, Obligation means the organization is
underpaid,
your moneyor
onyou’ve got debts, or maybe you just waste
slow horses. more important
to someone. than
If the the character,
other person saysor jump,
you owe your
you life
jump.
Breaking this obligation will cost you dearly.
Eff ect:
ect: You’ve got very little money. You may be living in
poverty, or sleeping on a friend’s couch. If you spend more EB'3''&2-
than a trivial money during the game, it costs you a Story
Point. For example, you can buy a cup of co ff ee
ee without (Minor or Major Bad Trait)
any problem, but hiring that boat to chase after a kidnap- Your obsession consumes your life. It could be as small as
per? That’ll cost a Story Point. a compulsion for cleanliness, order or justice, or it could
Note: Cannot be taken with the Wealthy Trait. be as grand as an insane scheme to wipe out humankind
by igniting the atmosphere and then reseeding the Earth
L8+)*'&K3 with your private menagerie of “improved” plant and
animal species. Either way, it drives everything you do.
(Minor Bad Trait)
Eff ect:
ect: As a Minor Bad Trait, it means you’ve got a com-
“Why worry, it’ll be ne, let’s go!” The impulsive sort do
pulsion of some sort, a nervous habit or obsessive tic like
not think
likely things
to leap through
before very well
they look. beforemean
It doesn’t acting and
they are
have always washing your hands or always worrying about
disease or demanding that you be the driver of any vehicle
a death wish, far from it, it’
it’ss just that they do things on a
you travel in. It’s annoying, but not especially hard to
whim and usually regret it.
handle. The might demand a Story Point off you you if
Eff ect:
ect: If an opportunity arises to charge in without you’re forced to overcome your compulsion.
looking, and you don’t take it, it costs you a Story Point.
55
Pulp Fantastic
As a Major Trait, your obsession drives everything you do. 1#.&#* P&-2@&$5
You’ve a +2 to Resolve for any skill rolls related to accom-
plishing your obsession, but you nd it hard to do anything (Minor Bad)
that doesn’t further your crazy goal. This trait is really You are a racial minority in the country where you nor-
only suitable for NPCs and villains. mally reside. This causes you several inconveniences, and
you likely face daily discrimination, from jobs
job s to housing,
E)$.#'$ from shopping to transportati
transportation.
on.
(Minor Bad Trait) Eff ect:
ect: You receive a −2 to all social interactions with
P The character has done something that means that a group, people of the majority race, except when dealing with
U race, or nation has shunned them or views them with fear, particularly enlightened people (GM’s discretion). You
T dread or loathing. may also be completely barred from access to certain lo-
E cations, and the legal system may not work in your favor.
S Eff ect:
ect: The player should discuss with the Gamemaster
what the character has done and who regards them with C*2< 13I*3H3'
such dislike or dismissal. Anyone that could react nega-
(Major Bad Trait)
tively to their presence should make an Awareness and
Ingenuity roll initially to recognize them. If the character Some people are incredibly quick when it comesc omes to react-
is recognized, they’ll suff er
er a -2 penalty on all social rolls ing to a situation. You can throw a ball at them when
(such as trying to Convince or to even share their knowl- they’re not looking and they’ll notice at the last minute
edge). If the ‘something’ they’ve done is more severe than spinning around and catching the ball. People with the
this, they should take a Major Dark Secret Bad Trait instead. Slow Reexes Trait are not these kinds of people. You can
throw a ball at their face and it’ll hit them in the forehead
E<3' ,#K2@ before they have chance to put their hands up to catch it.
(Minor or Major Bad Trait) ect: You act as a Slow creature in combat,
Eff ect: comb at, which means
You owe someone
owe
to someone, a favor.
or as big It cansomeone
as owing be as simple
youraslife.
owing money
You want everyone else gets to go rst.
Note: Cannot be taken with the Quick Reexes Good Trait.
to repay the favor, but that may not be as easy as it sounds.
Eff ect:
ect: As a Minor Trait, you only owe a relatively small C*2< 1)--3@
favor – you might do something small every so often for (Minor Bad Trait)
whomever you’re indebted to, like lending them money People don’t have to outrun
out run the bad guy
guy.. They just
jus t have to
or helping them out when they’re in trouble. outrun you.
As a Major Trait, you owe someone a lot. They have a huge Eff ect:
ect: Reduces your speed by 1 when running. You can’t
hold over you, and it is impossible for you to say no to take this Trait if your Coordination is already only 1, or if
whatever they ask of you. As long as this favor hangs over you’ve got the Fast Runner trait.
you, you’ll never be free.
If you pay off the
the favor without buying off this
this Trait with C$@#-63 U&'&$2@
Experience Points, then you should replace it with another (Minor or Major Bad Trait)
ff
Badagreeing
by Trait. For
toexample, youagent,
be a double mightreplacing
pay o a Major Favor
Owes Favor Maybe you grew up in the jungles of the African Congo,
or on an isolated plateau populated
populated with dinosaurs, or in
with Dark Secret.
a vast cavern beneath the Earth’s crust colonized by the
("2B&#S last survivors of fabled Mu. Maybe you’re from another
time, or another world entirely. Whatever your origin,
(Minor Bad Trait) you’re not from around here. You’re a strange visitor in a
Some people just don’t like spiders. Others, it’s cats. Or diff erent
erent world to the one you knew.
snakes, or heights, or darkness, or sharks chewing your Eff ect:
ect: As a Minor Trait, you come from some other
leg off . Having a Phobia Trait means that there is some- country or province with a very di ff erent
erent culture, but not
thing (that the player will dene, usually with the Game- too alien. Your Skills are unaff ected
ected by these diff erences,
erences,
master’s help) that they are afraid of. but it’s unnerving and you occasionally run into more
Eff ect:
ect: You’ve a -2 penalty to Resolve checks to resist fear changes that you weren’t expecting.
when you encounter your phobia. You’ve got to roll even The Major version of the Trait is only available with the
when the object of the phobia isn’t a real threat to you – ’s permission; wherever you come from, it’s a very
anyone would have to roll against fear when they meet a diff erent
erent place. You suff er
er a -2 penalty to any rolls depen-
scorpion, but if you’ve got a phobia of insects, you’ve also dent on familiarity with modern day cultures and tech-
got to roll when you spot a harmless beetle crawling up nologies, and this penalty may be increased when trying
your leg. to do anything dependent on advan
advanced
ced scientic knowl-
edge or specialist training at the ’s discretion.
56
Genesis
93."-&.#**5 L-3+$ Weakness as a Major Trait is best suited for villains and
(Minor Bad Trait) creatures who need a denite exploitable weakness to
give the characters a chance against them. When the
Technology is the wonder of the age, but it is not your weakness is aff ected
ected it inicts 4 levels of damage, reducing
friend. Either you’re very unfamiliar with the workings of their Attributes (see Injuries, on p.128).
modern technology, or you are just extremely unlucky
when it comes to gadgets and gizmos, but either way, you Note: This cannot be taken with the Immunity Trait if
have trouble using any complex equipment. both cover the same substance.
Eff ect:
ect: You’ve a -2 penalty to any Technology
Technology-based
-based rolls. C+3.&#* 9@#&$'
Furthermore, you have to spend a Story Point if you’re trying
to do anything beyond the most basic operation of a tech- GH+3@&3-.3MS
nological device – for example, you could poke around and (Special Good Trait)
maybe roll to turn on a generator, but you’ve got to pay a
Story Point levy to do anything more complex than just In return for additional Character Points, the character
hitting the power switch and hoping the lights come on. will have fewer Story Points. This reduction in
i n Story Points
not only applies at character creation, it also reduces the
=-#$$@#.$&K3 number of Story Points your character can carry over
2
(Minor Bad Trait) between adventures.
Eff ect:
ect: As a Minor Trait, you’re just unlucky. Whenever (See Fast Healer Good Trait, p.49)
you succeed really well by rolling double-six on the dice, L-3H+3@&3-.3MS
you’ve
you’ve got to roll them again and take the second result.
(Special Bad Trait)
As a Major Trait, you’re really unlucky. Normally, when
the does something unexpectedly nasty to your char- The character is inexperienced.
acter, he’s obliged to recompense you with a Story Point ect: Costs 2 Character Points and 2 Skill Points. In return,
Eff ect:
or two – but this doesn’t apply to you. The gets to the character’s maximum Story Point
Point pool is increased by 3.
torment you for free.
This Trait can be purchased additional times for less and
!3#>-3
!3#> -3''S
''S less experienced characters, though this will have to be
(Minor or Major Bad Trait) approved by the Gamemaster. If, however, through expe-
rience during the game the character’s Skills and total
The character has a weakness; something that can either Character Points increase to compensate for the cost and
cause him harm where it would not hurt other characters, reduction from this
thi s Trait, the character’s
character’s maximum Story
or causes aggravated damage where it might not be as Points are reduced to the normal level.
severe for someone else. It may be an allergic reactions to
certain foods or pollens, an intolerance to certain kinds P#."&-3 P#-
of medication, a tendency to cave in to certain kinds of (Special Good Trait)
arguments or persuasion, or a vulnerability to the radia-
tions of certain green glowing rocks from space. In years to come, the character would be referred to as a
Eff ect:
ect: Agree on chosen weakness with the player. As a cyborg, but in the Pulp era, he’s a Machine Man. A char-
acter with this Trait has some mechanical body parts.
Minor Bad Trait, the character gets -2 to all rolls when the
Gamemaster decides the weakness applies. When the Eff ect:
ect: Costs either 1 or 3 Character Points. At the lowest
character encounters the thing that a ff ects
ects them, any rolls level, the mechanical prostheses of the character are
obvious but possibly concealable.
suff er
er a 2 penalty.
57
Pulp Fantastic
At the higher level, the mechanical elements are com- 12B2$
pletely disguised under artificial, but fairly realistic
looking, skin. The Machine Man Trait allows the character (Special Good Trait)
to have a permanent Invention (which must be purchased Characters built with the Robot Trait aren’t human.
separately) that will not run out of power or get lost (see
separately) Though
Thoug h self-aware robots were
were rare in the Pulp Era, they
Inventions, on p.159). Whole body mechanical replace- were not unheard of. No longer the mindless automata of
ments are not really suitable for a player character
character in the the Victorian Age, robots came to represent the fear that
game, except at the Gamemaster’s discretion. we would be overwhelmed by technology. Though villain-
ous robots were numerous, constructed by mad geniuses
P Note: Cannot be taken with the Robot Trait.
or sent from outer space, but heroic robots like Adam Link
U
T
E P2@3 9"#- ;)8#- did exist.
(Special Good Trait) Instead of esh and bone they are made of steel, wires and
S valves, and instead of an organic brain their mind is made
The character is something truly special. Perhaps they’re of circuitry and sparks. When a robot takes a physical injury,
the direct descendant of a Greek god, or a bizarre animal/ it loses Attributes just like a person, though it will not heal
human hybrid, or were raised by scientists to be the next itself over time – either itself or another suitably skilled
stage of human development. Perhaps they’re from technician will need to conduct repairs (using Ingenuity
another world, or are a modern homunculus, rescued from and Technology),
Technology), with a level of injury repaired equal to the
a glass tube found in the lair of a mad scientist. Whatever level of success. Robots normally learn over time, and can
their origin, the character is not quite human, and may increase their mental Skills
Ski lls just as a human, however phys-
be quite a bit more. ical Skills and Attributes will require some form of re-t to
ect: The More Than Human Trait is a ‘Gateway’,
Eff ect: ‘Gateway’, opening take into account the increased ability. Of course, in most
a selection of additional Creature Traits that are normally cases, a robot does have the disadvantage of standing out
unavailable to player characters and allowing Attributes over in a crowd and scaring primitive civilisations! The Robot
Trait also acts as a ‘Gateway’, like the More Than Human
level 6. It isThe
purchase. a Good Trait, andshould
Gamemaster costs just 2 Character
approve Points to
this Trait. Trait,
Trai t, allowing the character to purchase Invention Traits.
These are Traits normally used only in Inventions (see In-
Unless the character has the Strange Appearance Trait, ventions, p.159). Gadget abilities such as Forceeld or Scan,
they look pretty much the same as everyone else on Earth. can be built into the robot character!
As a downside, if it is discovered that they are special, they
may suff er
er severe consequences (such as being captured ect: Robot is a Special Good Trait that costs 2 points as
Eff ect:
by the government and experimented upon, ostracised a robot of normal appearance – that is, they look like a
by the Church or pursued forever-more by the press). Pulp Era robot; boxy, metallic and very obviously non-or-
ganic. At this level the Trait includes the eff ects
ects of the
Note: The More Than Human Trait is only required when Strange Appearance Trait.
creating player characters. Non-human NPCs and crea-
tures do not require this Trait.
Trait. The Trait can be purchased at a higher level, costing
costin g 4 points,
that means externally you look convincingly human – most
('5."&. of the time people will assume you are human unless you’re
you’re
(Special Good Trait) injured or display inhuman abilities. Robot also means that
There are times when you need to discover what is really you
needdo not die from
replacing), youold
canage (though
raise youryour powerover
Attributes supply may
level 6
going on in someone’s mind. Psychic is a Special Good and can purchase Gadget Traits. A robot character can be
Trait, costing 2 points to purchase (or 1 point if the char- ‘killed’ and repaired, returning to full operational level,
acter already has the Psychic Training Trait). The Game- though if the damage is severe enough (such as being
master should approve selection of this Trait. crushed at or dropped into a furnace or molten metal) the
Eff ect:
ect: Make a Resolve and Awareness roll to try and see robot is unlikely to be salvageable.
into the target’s mind. The target must be within visual 93#8 (*#53@
range (with the naked eye). The Trait provides the charac-
ter with a +4 bonus on the roll. However,
However, the target, if they (Special Good Trait)
are unwilling, can resist such a mental intrusion with a You work best as part of a team.
Resolve and Ingenuity roll. Both sides can spend Story
Points if they’re concentrating
concen trating intently.
intently. Psychic also gives Eff ect:
ect: This is a special good trait costing 3 Story Points.
a +4 bonus when the character attempts to resist having It gives an extra Group Point to be spent on Group Traits
their mind read, or even to resist getting possessed. (see page 66). You may only take the Trait once per player
character.
The Psychic Trait is a ‘Gateway’, opening a selection of
additional Psychic Traits (see page 62) to the character
that are otherwise only available to villains and creatures.
58
Genesis
Pulp Fantastic
undetected by all except animals and mechanical or elec- (2''3''
trical means of detection (photo-electric cells, pressure
sensors and the like). Characters cloaked in this fashion (Special Good Psychic Trait)
can till be photographed and captured on lm. This is technically the highest possible level of the Hyp-
nosis Trait (see p.50). Possess allows the character to take
Eff ect:
ect: The character is eff ectively
ectively invisible and cannot
over another person and control their actions. While
be seen by other intelligent beings without a resisted
controlling the host body, the character can make it do or
Resolve and Awareness roll (against the Resolve and
say almost anything (though they cannot make the host
Awareness of the unseen character, though the character
kill themselves, the survival instinct is too strong for even
P gains a +2 bonus on this roll). This roll can only be made
that). Possessing someone is an exhausting a ff air,
air, and if
U if it is suspected the character is present. The Trait also
T
E prevents the detection of minor movement noise, but not the characterithas
somewhere, willaneed
normal body that
protecting (andit may
has left
die behind
of star-
speech or particularly loud and noticeable sounds. The
S character’ss footsteps on carpet or tile will not be noticed,
character’
vation if they’re out of their body too long).
but their crunching across broken glass probably will, and Eff ect:
ect: This Trait is not recommended for player charac-
their voice denitely will. ters. Just as the Hypnosis Trait, the target will have the
opportunity to resist becoming possessed (with a Resolve
G8+#$"&. A)@# and Strength roll, or Ingenuity in some cases). The pos-
(Minor Good Psychic Trait) sessing character receives a +4 bonus on their rst roll to
possess someone, though if they fail this every attempt
With the Aura Trait, the character gives off a
a strange feeling that follows loses this bonus. As a good guide, the pos-
that aff ects
ects those near to it. Unlike the Fear Factor Trait, sessing character can inhabit the body for as many hours
the feeling is not always that of danger. The aura could be as they have Resolve, though very powerful villains could
a feeling of peace and calm, used as a defence, or perhaps inhabit a body indenitely. If they force the host to do
to lull people into a false sense of security. something very against their nature (such as attack one
ff of their friends) they will have a chance to resist (and on
E ect:
that The
costs Empathic
1 point Aura
and eff Traitfeelings
ects the
ects is a Minor Goodin
of people Trait
the a Fantastic result, the possessing character may be reject-
near vicinity. The actual eff ects
ects should be dened at cre- ed from the host completely!). For additional information,
ation of the alien. Multiple eff ects
ects can be employed but see ‘Being Possessed’ on p.133.
the Trait will have to be purchased multiple times, one for
each eff ect.
ect. The character can choose whether or not to
(@3.26-&$&2-
engage the Aura. When active, the Aura reaches to every- (Special Good Psychic Trait)
one within normal senses range (sight, smell or hearing).
Some people have the ability to see the future.
Anyone who could be aff ected
ected will have to make a resist-
ed Resolve and Strength roll (against the Resolve and Eff ect:
ect: Costs 1 point to purchase and can only by taken
Strength of the character producing the aura, though the by characters already with the Psychic Trait. The Game-
character gains a +2 bonus on this roll). If the target fails master will give the character ashes of information that
the roll, they immediately feel the eff ects
ects of the aura, may help or encourage them to pursue a particular course
becoming calm, frightened, sleepy, hungry, in awe or in of action to aid the adventure. If the player wants the
love, or whatever emotion the character’s aura produces. character to actively try to sense what is to come, they
They will not be able to resist again until they leave the should spend a Story Point, and the Gamemaster will
area of eff ect
ect (where the eff ect
ect usually wears off instantly)
instantly) supply as much useful information is they see t (without
or unless they spend a Story Point. ruining the story!).
!"#$%&'("() Exactly how seeing the future works may vary from Gam-
emaster to Gamemaster, but we recommend that Precog-
(Special Good Psychic Trait) nition allows the character to see what would have taken
The character - whether through mystical training,
trainin g, intense place if he had not gained an insight into the future, al-
meditation or just a nely balanced sense of justice - has lowing the possibility that his prescience will allow him
experienced the clarity and the wonder that is an aware- to change events to come.
ness of a greater truth. Enlightened is a Special Good Trait,
costing 1 point to purchase. 93*3>&-3'&'
(Special Good Psychic Trait)
ect: Gives the character an innate ability to sense when
Eff ect:
something is amiss or unnatural and what needs to be Telekinesis, sometimes called psychokinesis
psychokinesis,, is the power
done tois,
what it setbut
thethey’ll
worldknow
right.something
They may isn’t
not know
right. exactly to moveTrait
Special something with
that costs thought
2 points to alone. Telekinesis
purchase, is a
and should
The character will sense something wrong with an Aware- only be picked with the approval of the Gamemaster. Also,
ness and Ingenuity roll with a +2 bonus – the more suc- they can only purchase this Trait if they already have the
Psychic Trait (see p.52).
cessful it is, the more likely they are to know what is wrong
and how to start to x it. Eff ect:
ect: The Telekinesis Trait has a ‘strength’ equal to the
60
Genesis
:
Let’s create a new character for Pulp Fantastic. We’re
Let’s We’re playing in the Two-Fisted Action Tales! campaign framework. The players
agree that all the characters are working for the magazine. They’re a bunch of second-rate adventurers and rogues, down on their
luck and offered a chance at some great PR – and maybe the chance to become real heroes – by the publisher. So, our sample
character is going to be the sort of person who would fit right into this slightly shabby band.
So, who’s
who’s our character? The idea
id ea of a news hound appeals. Maybe J. Montgomery Cruickshank III has sent his daughter’s favorite
favorite
up and coming journalist along to chronicle the adventures of his comrades, and incidentally keep him where he can cause the least
trouble! Maybe each adventure is a chapter in his (possibly posthumous) memoirs!
We’ve got 42 Character Points to spend, starting with the Attributes—Strength,
Attributes—Strength, Coordination, Awareness, Ingenuity,
Ingenuity, Resolve and
Presence. We’re limited to a maximum of spending 24 points on Attributes. The rest of the group are rough, tough sinewy types,
so it’d be nice to have a character who is a contrast to that. Our news hound is going to be clever and quick, both physically and
mentally (4 in Coordination and 5 in Ingenuity). Unlike his comrades he’s not particularly muscular or athletic (2 in Strength), but
he’s gutsy and determined (4 in Resolve). A reporter needs to be observant (4 in Awareness), but not stand out too much (3 in
Presence).). That’s 22 points spent
Presence sp ent on Attributes, leaving us with 20 Character Points.
So, our roving reporter (lets call him Jake for now) has the following Attributes; Awareness 4, Coordination 4, Ingenuity 5, Presence 2
3, Resolve 4, Strength 2. He’s
He’s not very strong, but what he lacks in brawn, he certainly makes up for in brains and moves.
Skills come next, but we take a quick peek at Traits first, to make sure we have enough points for any important ones. Empathic
sounds appropriate, as does Photographic Memory and maybe Face in the Crowd. Or Attractive, if the publisher’s
pub lisher’s daughter thinks
he’ss cute. Anyway,
he’ Anyway, keeping 6 points or so for Good Traits sounds like a plan. Let’
Let’ss spend 14 points on Skills and see how far that gets
us. If we run out of points, we can always take some more BadB ad Traits or become Experienced.
So, let’s
let’s look at the Skills. Convince is a must; 4 points in there. Another 4 in Knowledge; Jake’s a smart young man. That’s 8 points
so far.
far. His job entails a little sneaking around,
a round, so lets put 2 points in Subterfuge. He’s a writer,
writer, and a good one at that, so we’ll put
3 points in Craft and spend a further 1 to give him the Writing Area of Expertise. 1 point each in Technology and Transport make
sense, for 16. Really,
Really, though, we have to put some points in Fighting just so he’s not totally defenseless—2
defenseless—2 points at
a t least. That eats
into the points we’ve put aside for Good Traits, so we’ll definitely have to take some Bad Traits to compensate. That’s 18 points
spent on Skills.
Back to Traits. We’ll
We’ll take Empathic (Minor) and Face in the Crowd (Minor), costing us 2 points. We’ll also give him Attractive (Minor)
and Fast Runner (Minor), as he’s not a fighter, for another 2. While we’re at it, let’s give him Friends (Minor) to represent his Press
contacts and Lucky (Minor)...because he’s probably going to need it!
We’ve spent a total of 22+18+6=46
22+18+6=46 Character Points, out of our budget of 42! We need to take at least 4 points worth of Bad Traits
to compensate.
Jake’s a reporter, so let’s give him Obligation (Major) to his boss—this sets up a conflict of loyalties between the group and the
publisher that could be
b e really fun to play!
p lay! Finally, let’s
let’s take another two Minor Bad Traits
Traits,, like Insatiable Curiosity and
a nd Dependent.
Maybe the publisher’s daughter doesn’t want to stay home when her dear, d ear, brave Jake is traveling the world!
character’s Resolve. They are lifting an item with the power
of their mind, and use their Resolve in exactly the same way
as they’d use their Strength for physically lifting an object. 1 Touch only
2 Line of Sight
For example, if the character has Resolve 1, they can lift
something with their Telekinesis as if they were physical- 3 Adjacent Room
ly lifting it with a Strength of 1. The only diff erence
erence is, 4 Adjacent Building
they’re not using their hands – they’re using their mind. 5 Within the same city / area
To actually use the ability, a roll is necessary. There is no
Skill for Telekinesis, it relies entirely on the character’s 6 Within the same country
innate ability, so uses Ingenuity and Resolve. 7 Anywhere on the same planet
8 Within the planet s system
9+ Across the Universe!
61
Pulp Fantastic
93*3+#$"5 ,&-&'"&-6 92)."3'
(Special Good Psychic Trait) You’re
You’re nearly done with your character – just
jus t a few nish-
Telepathy is the ability to communicate with others through ing touches to go.
the power of the mind. Telepaths can project their thoughts
directly into someone else’s head and they’ll hear it as if D#83
they’re speaking to them. Usually, the person isn’t too far What’s your character’s name? Do people commonly
away, but if the character’s Resolve is high, they could address him by his rst name, or his last one? Or does he
communicate to someone up to half a mile away or even
P further. Very handy if you’re a prisoner somewhere and
go by a title or a nickname?
U
T need to call for help! :#.>6@2)-M
E Once a link has been established, they can hold a short
S conversation as long as they are not distracted or under
Think about how your character’s Skills and Traits t to-
gether. Where did you pick up all those ranks in Fighting?
stress. The moment they are distracted (for example being If you’ve got the Brave trait, what brave things have you
surprised by a loud noise or a sudden attack) the link is done in the past? Do you have any family?
family?
lost and the character will have to try again at a calmer
moment when they can concentrate. You don’t need to come up with a full biography at this
point, but do come up with a little background for your
Telepathy is a Special Trait and costs 1 point to purchase. character. If you can drop in some plot hooks (like, say, a
Approval from the Gamemaster will be required before se- missing sibling, a family secret, or a burning ambition) so
lecting this Trait. In addition to this, the character must also much the better. Is there anything he regrets in his past?
have the Psychic Trait before they can purchase Telepathy. Are there big decisions that could have gone another way?
Eff ect:
ect: Telepathy uses the character’s innate abilities,
rather than any Skill, so Ingenuity and Resolve are used ?2--3.$&2-'
for the roll to establish communication. If the target
doesn’t want to be contacted, they can resist with a similar How do you know the other characters? What brought
you into their world? Why do you do what you do? Are
roll. The distance over which the character can commu- you motivated by tragedy, inspiration, obligation or
nicate with the Telepath
Telepathyy Trait depends upon their
thei r Resolve. revenge? Were you recruited, or did you blunder in? Who
do you trust? Who’s your best friend in the group? Who
C$2@5 (2&-$' do you always nd yourself disagreeing with?
You start the game with 12 Story Points.
A++3
A+ +3#@
#@#-
#-.3
.3
That’s also your maximum number of Story Points at the
What does your character look like? How does he dress, what
start of each adventure. If you end an adventure with more
sort of accent does he have? Does he have any quirks or man-
or fewer than 12, you reset back to 12. (Unless, of course,
nerisms? Empty his pockets – what does he keep in there?
you took the Experienced Trait, in which case you’ve got
9 or 6 Story Points instead of 12, and reset back to your Who’d play your character in the movie of your game?
lower limit after each adventure). Playing with a dream cast list is a good way to pin down
your character’s appearance and demeanor.
Story Points are very, very useful things. You can spend
them to:
GV)&+83-$
Get extra dice to roll for a critical test
Note down any trappings you get from your skills, as well
Boost your level of success, or reduce your level of failure as any other equipment your character might reasonably
carry with him. Have a think about where your character
Ignore the eff ects
ects of damage
lives. Describe his home.
Activate certain traits
Pay off the
the cost of ignoring other traits
(3@'2-#* 72#*'
What does your character want right now? What does he
Get a clue when you
you’re
’re stuck
need? What is he searching for? What’s his big problem?
Give them to other player characters In short, what will push him into the adventure
adventure??
or even tweak the events of the story.
Genesis
Wealthy ,2@$&I&3M
This place is tough – the walls are made of reinforced
722M 7@2)+ 9@#&$' concrete, the doors are forged from a hardened steel, and
AMK#-.
AMK #-.3M
3M 93.
93."-2
"-2 *26
*2655 the whole base is surrounded by fences and defensive
earthworks. Taking it won’t be easy.
Your group has access to high technology and unusual
gadgets related to its purpose. Eff ect:
ect: Your base gives a +6 bonus to Defense when it’s
directly attacked.
Eff ect: Discuss
ect:the withYthe what sort of Advanced Tech-
nology base has. ou’ve got two options – either it’s a 1 ;2*M&-6 ?3**'
point Invention that everyone in the team is assigned (one
You’ve got the facilities to hold prisoners. Having Holding
per person), or a 4-point Invention that’s
that’s built into the base.
Cells means that any prisoners you’ve captured are certain
Note: You can take this Trait more than once. Each time, not to break free. In fact, your cells may even come with
it gives you a diff erent
erent form of advanced technology. a few inmates captured in previous adventures…
adventures…
63
Pulp Fantastic
Eff ect:
ect: Any captured prisoners cannot escape without P&-&2-'
outside help (or really cunning plans – not even a sturdy
holding cell can hold an Evil Mastermind for long…) Your Group has a research staff , a security force or other
assistants.
N#B2@#$2@5 Eff ect:
ect: This trait works just like the Personal Good Trait,
Your base is equipped with a laboratory and research sta ff . Minions (see page 51). You pick the type of Minions when
These backroom boys aren’t any good in a ght, but they you take this trait, and you can take di ff erent
erent kinds of
can analyze samples, identify toxins, nd cures to diseas- Minions each time.
es and provide other such technical support.
P P2B&*3 :#'3
U Eff ect:
ect: This Trait provides 3 Story Points every game
T
E session that can only be spent on Science-related rolls and The whole base can
c an move under its own power.
power.
related activities, like analyzing biological materials or ect: The base is a giant vehicle. Some mobile bases are
Eff ect:
S building inventi
inventions.
ons. small enough to t into the cargo hold of an aircraft. Other
bases might be on board a ship, or consist of a eet of road
N#-M&-6 ,#.&*&$&3'S vehicles. At the top end of the scale, you’ve got bases like
The base has an airstrip or a Zeppelin dock and a hangar the Zeppelin Patrol’s airborne Cloud Palace.
containing either a few auto-gyros or biplanes.
EII&.&#* C#-.$&2-
Eff ect:
ect: The base has landing facilities and a number of
You’ve got the backing of the Powers That Be – the govern-
aircraft. Pick one sort of aircraft:
ment, the military,
military, the secret service, the League of Nations,
• Auto-gyros or some other group with the authority to run around the
• Small planes country investigating rumors of criminal activity, spies,
• Zeppelins monsters, or whatever it is that your group is into.
• Armed Biplanes
Eff ect:
ect: While performing your duties, you’ve got the
Note: You can take this Trait more than once; each time Minor Good Trait Authority (see page 48).
you take it, pick another kind of aircraft.
Note: This Trait is incompatible with the Criminal Bad
N2.>M2<- Trait.
Your
Your base has an emergency lockdown procedure. Pulling C3.@3$ :#'3
a lever drops heavy doors throughout the base, sealing it
Your base is cleverly concealed from outsiders. Either it
off from
from the outside world. Nothing, not even bacteria,
can escape from a locked-down base. looks like a perfectly ordinary building, is hidden under-
ground, or is concealed by some sort of advanced camou-
Eff ect:
ect: If lockdown is activated, nothing can escape the age or technology.
base using conventional means. Lockdown also means
that the base has its own internal air supply, which can
Eff ect:
ect: Finding the base if you do not know it is there is
come in handy if the Death Dragon’s minions are attempt- almost impossible. Even if an enemy is hunting for the
base, the characters have time to prepare before they are
ing another gas attack.
discovered.
P3M&. C3.)@3 :#'3
You’ve got a state-of-the-art inrmary (or maybe just a
friendly doctor who’s really good at rst aid), letting you
Your base is protected by alarms, thick walls, locked doors,
bounce back quickly from injuries.
barbed-wire fences and other security measures. No-one’s
getting in here without you knowing about it.
Eff ect:
ect: This Trait provides 3 Story Points every game
session that can only be spent on Medicine-related rolls
Eff ect:
ect: It’s very hard to sneak into your base. It’s not im-
possible, but if someone gets past your security, the
and related activities. You can also spend these Story Points
should throw the group a Story Point each.
to restore Attribute points lost by damage – each point
spent restores half the lost points (rounding up). The player 9@#&-&-6
can decide how these points are allocated between the
damaged Attribut
Attributes.
es. Your base includes a gym, a ring range, and other training
facilities. Between adventures, you’re busy honing your skills.
P3-#63@&3
ect: As a group, you receive 3 bonus experience points
Eff ect:
You have a large holding facility for keeping exotic crea-
tures. every
points,game session.
but you Nothe
can split onepoints
character can
among get di
three allff three
erent
erent
characters, or give one character two points and another
ect: You can safely store creatures that you are unable
Eff ect:
character one point.
to return to their natural habitat. What is it with Evil
Masterminds and their venomous pets, anyway?
64
Genesis
U3"&.*
U3"& .*33 (22*
( 22* secrets. They might have once accidentally created a deadly
bacillus, drilled into the Earth’s core and released poison-
Your base has an extensive garage, and you’ve got access
ous gas, attracted the attention of Eldritch Abominations
to lots of vehicles.
by reading the wrong book aloud, or accidentally created
ect: You can get any Common or Uncommon
Eff ect: Unco mmon Vehicles dangerous animal-human hybrids. These experiments
you need automatically; you may also get the use of one can – and will – cause problems for your base.
Rare Vehicle per adventure for free, and can get more with Eff ects:
ects: Side eff ects
ects of the experiments make life on the
Story Points.
base difficult or dangerous all the time, and sometimes
!3#* $"5 they cause added problems.
Your
lines group is rich or well funded. You’ve all got extensive
of credit. F#@> C3.@3$
Your organization has a dark secret, and you don’t know
Eff ect:
ect: You have easy access to money. You can get any what it is.
Common items automatically, and get either six Uncom-
Eff ect:
ect: The nature of the dark secret is up to the . It
mon Items or one Rare item per game session. You can
could be another Bad Trait (maybe your mysterious bene-
also throw money at problems by spending Story Points.
factor is actually a Nazi spymaster or a notorious crime
2
Note: You can’t take the Underfunded Trait if you’re Wealthy. lord, not the government, so you’re actually Criminals;
maybe the organization was set up to atone for a dreadful
:#M 7@2)+ 9@#&$' crime, or to correct the e ff ects
ects of an experiment that went
Every group faces terrible dangers – horribly wrong) or something even worse.
bloodthirsty assassins, Evil Masterminds, Mad Scientists, F38#-M' 13')*$'
spies, gangsters, Things That Should Not Be – but your
group faces them with a handicap. You’re expected to do the impossible every week. You’ve
got to keep the underworld under control, keep the public
:2'' I@28 ;3** from nding out, and keep your superiors happy. They
Your superior in the organization loathes you. He might demand results.
go out of his way to make your life hell, or keep secrets ect: Failure isn’t an option for you. Your superiors keep
Eff ect:
from you, or expect the impossible from you. interfering with your decisions and pressuring you to
ects: Taking this Trait means you want the
Eff ects: th e to make come up with solutions. The has license to torment
your characters’ lives hell. (’ – enjoy!) your characters with micromanaging bosses who callcal l you
up every ten minutes to shout at you about why you haven’t
?2M3 captured the Crimson Claw yet.
If you’re working for this organization, you need to obey ;#@'" ?2-M&$&2-'
a certain code of conduct. You might be part of a military
chain of command, or be bound by civil service bureau- Life in this base is hard. No luxuries. No
N o molly-coddling.
cracy.. You’ve
cracy You’ve got to keep to the code, or
o r there’ll be trouble.
tro uble. The base is cramped, cold (or hot) and unpleasant. Outside
is worse – the base is located somewhere like Siberia or
Eff ects:
ects: When you’re working for this organization, all the middle of the Sahara. Or maybe it’s on the bottom of
characters get either the Code of Conduct or Obligation the sea.
Minor Bad Trait. If a character already has one of those
Minor Traits, it gets upgraded to a Major Trait. (On the ects: Harsh Conditions has no direct game e ff ects,
Eff ects: ects, but
off -chance
-chance that you’ve got both Code of Conduct and Ob- being caught without proper survival gear can be hazard-
ligation as Major Traits, you’ve got enough trouble…) ous to the characters
c haracters’’ health.
?@&8&-#* L'2*#$3M
Your
Your group’s
group’s activities are illegal. Either you’re doing some- The base is in the middle of nowhere, miles away from
thing that’s genuinely illegal, like smuggling fugitives anywhere. Getting here requires a long ight or a very,
across state lines, or the government doesn’t want anyone very, very long drive.
else ghting crime. If you’re caught, you’ll be arrested.
ect: It takes a very long time for help to arrive if some-
Eff ect:
ect: In addition to dealing with your enemies, you also
Eff ect: thing goes wrong. It may take days or even weeks before
have to hide from the government. anyone responds to a distress call from your base.
base . As long
Note: You can’t have the Official Sanction Group Tr
Trait
ait if as nothing goes wrong, you’ll be ne…
your organization is Criminal. 9@#&$2@
F#-63@2)' GH+3@&83-$' There’s an enemy among you. Someone in the group is a
Your organization uses (or has used) your base for a trou- traitor, working for an opposed organization (like the
Syndicate or the Tong of the Black Scorpion) or an enemy
blesome experiment involving weird technology or arcane
(Like Herr Doktor Todeskopf or the Crimson Claw).
65
Eff ect:
ect: The determines who the traitor is. It could be
your superior in the organization
organization,, or a trusted underling.
It could even be one of the player characters!
=-@3*&#B*3 13'2)@.3S
Some aspect of your base or group is unreliable. Perhaps
your vehicles are prone to break down, or your commu-
nications are regularly disrupted by electrical storms.
Eff ect:
ect: Pick one of your Good Group Traits. That Trait is
now unreliable. Sometimes, it just isn’t available. For
example, you’ve
you’ve an Unreliable Considerate Superior, then
your boss might be called away to meetings, leaving his
second-in-command in charge – and the second in
command despises you. If you’ve an Unreliable Vehicle
Pool, then either your source of transport is unreliable
(sometimes, your pal in the military base can’t get you
anything) or the vehicles themselves tend to break down.
=-M3@I)-M3M
Your group is chronically short of cash. You can’t aff ord
ord
to maintain what you’ve got, let alone buy new equipment.
You’ve a shoestring budget.
ect: You can’t buy equipment, not even Common items,
Eff ect:
without nding an extra source of funding. You’re poor
(at least, the organization is. Individual characters may
be wealthy, but do they want to give their money to the
group?)
!#-M3@
!#-M 3@&-6
&-6 ?&K
?&K&*&
&*&#-'
#-'
Your base is not in a secure environment. It might be
located in a very public place, or have a lot of visitors. In
an emergency, you will have to deal with numerous civil-
ians right in the line of re.
ect: Any crisis or attack on the base will endanger lots
Eff ect:
of civilians. The characters have
have to protect these civilians
while dealing with the bigger problem.
Chapter 3
The Pulp World Gazetteer
A
dventurers in some countries will nd themselve
themselvess
dealing not with a local government
government,, but a represen- interests, though times are changing rapidly. At the be-
tative of a colonial power. Several nations (e.g. Great ginning of the pulp era, Great Britain and France were the
Britain, Holland, Portugal, and France) had colonies dominant powers of the world. The United States, for its
around the world. The relationship between the ruling part, was emerging as a potential super-power and had
nation and the colony ranged from peaceful submission gained enormous respect very quickly.
to guarded acceptance to violent opposition. Europe, though, was beginning to lose hold of her assets.
A list of 1930s colonies can be found in the box on p. 70. The Great War had cost the old powers dearly, and insur-
Each nation keeps a representative in the colony who is gents were popping up everywhere. The times became
responsible for its welfare. This representative (often called more and more turbulent, and a smart adventurer could
a Governor-General) may have complete authority - the nd fortune and glory just about anywhere.
ability to create or remove any laws - or he may act as a
counselor/ambassador, allowing the colony a fair amount 9"3 =-&$3M C$#$3'
of political freedom. America, in the 1930’s, would be considered a simpler
Regardless of the authority of the representative, the ruling place than it is today. The Federalism ushered in by Frank-
nation almost always reserves the right to veto any deci- lin Roosevelt and the Second World War had not yet hap-
sions, policies and laws that the colony wishes to enact. pened. States and communities largely tended to their
This rule often led to rebellion, and foreigners may nd own aff airs.
airs.
opportunity to work for either side (though most pulp Police power was held in the city or state police. Federal
heroes supported the colonial empires, especially Britain agents were called in for the ‘big’ criminals, such as the
and France). Rebel armies tended to be ill-led, atroci- mob, but there were only a handful of such agents, and they
ty-prone, and Communist-inltrated. European and Eu- were usually busy enough in the largest American cities.
ropean-o fficered armies were the ultimate authority.
Service with these armies (such as the French Foreign Internationally, the United States did its best to distance
Pulp Fantastic
This wasn’t entirely unjustied. Though America emerged G-6*#-M #-M G)@2+3
as a potential super-power with the closing of the Great
War, Europe seemed more resentful than thankful of 7@3#$ :@&$#&-
American ‘interference’, refusing to pay debts, and often
The United Kingdom of Great Britain and Ireland, during
belittling the United States’ pivotal role in ending the Great the time of Victoria, consisted of four di ff erent
erent and
War. Most Americans simply considered the rest of the
interdependent countries. Wales, by far the most
world not worth worrying about. An attitude that helped
subjugated of the lot, was the center for the mining of
keep the United States from entering the ill-fated League
of Nations. iron
was and coal. Ireland,
fighting the center of unrest
for independence in the Empire,
and freedom from
On the other hand, having apparently beaten Europe at repressive absentee landlords. Scotland, the center of
it’s own game, Americans had seemed to many to become philosophy and science, ourished in its Union with
‘swaggeringly
‘sw aggeringly arrogant’,
arrogant ’, a not-entirely inaccurate percep- England more than it ever could as a free state. England,
tion that endures nearly a century later. the true center and heart of the British Empire, was the
68
Pulp Fantastic
many stories, a grand mixture of myth, hard fact, and war saw Spain lose the majority of her colonies, including
mystery that garners respect no matter where they go. Cuba and the Philippines.
France had been devastated by the Great War, and was Spain suff ered
ered through the depression as did any other
struggling to recover. The Great Depression had demor- nation, but political unrest would plague the democracy
alized the battered Republic. Constant eff ort
ort had to be of the nation through the middle 1930’s. Communist,
placed on maintaining France’s empire. Fascist, and even religious uprisings occurred sporadical-
ly throughout the era as each group promised a return to
The French Empire remained present in Africa, Asia, the
better times and citing the elected governments as failures.
Pacic, and a bit still in the Americas. It was maintained
with a web of governmental control, military power, and The situation took a more dramatic downturn in 1936 as
70
Pulp Fantastic
Element X is a curious radioactive metal of extraterrestrial (and possibly extra-dimensional) origin, that is known to behave in a
number of ways contrary to the established laws of physics. Perhaps the most famous specimen of Element X is the Wold Cottage
meteor of 1795; the largest observed meteor landing in Britain. However, since Element X has been identified, traces and small
deposits of it have been discovered all over the world. Of particular interest is the relatively high quantity of Element X in the K-Pg
Boundary,, the layer of sediment deposited by the extinction event
Boundary event that wiped out the dinosaurs.
The exact composition of Element X remains a mystery,
mystery, and there is much debate as to whether it is an
a n element at all. While under
normal circumstances it behaves like a stable transuranic element, it displays no radioactive decay unless placed within a mild
electrical field,
fie ld, whereupon it becomes a source of remarkable power. Furthermore, there is some evidence that the Element is capable
capa ble
of warping probability around it in some way, making it susceptible to unusual coincidences and unlikely events.
While Element X displays no detectable radioactive decay under normal circumstances, it has been known to act as a mutagen.
Continued exposure to the element over
over long periods produces stable, beneficial mutations in higher organisms. Certain less rep-
utable scientists have theorized that Element X was used in the creation of many “occult
“occult artifacts” - really examples of ancient
high technology – and may beb e responsible for incidences of apparent supernatural or magical
m agical events.
In its natural form, Element X appears
ap pears as a translucent green crystalline substance, similar to jade. When subjected to an electrical
field, the crystal glows faintly with a viridian luminescence. If subject to intense heat in this “excited”
“excited” state, the crystalline element
melts, becoming a dark green vitrious material that can be cast, smelted and shaped like steel.
Conventional science has yet to fully explore the exceptional properties and structure of Element X, possibly because of its great
Conventional
scarcity (in 1910 it is estimated that less than five tons exists on Earth, though this figure is later revised upward after the reported
discovery of large deposits in Berezkia),
Berezkia), but also because of the high number of bizarre and unpleasant accidents
a ccidents that seem to befall
researchers involved in its study. Many scientific authorities prefer
p refer to deny the material even exists, rather than try and
a nd incorporate
its anomalous behavior into their model of the universe.
,
Like any good MacGuffin, it’s whatever the Gamemaster wants it to be. There is no game information associated with it as its
properties and effects will vary according to the needs of the plot. As a mutagen it may be responsible for the extinction of the
dinosaurs (as well as their survival in isolated parts of the globe) and the presence of psychic powers in a small
sm all percentage of the
human population. Traces
Traces of it released into the atmosphere by volcanic eruptions or meteor impacts may be the cause of “magical”
R phenomena or those brief periods when the gods seemed to have walked the Earth. Perhaps the strange skies caused by the
E Tunguska Impact of 1908 were caused by Element X contamination, heralding the start of a new age of heroes and monsters.
m onsters.
E
T As to where it comes from, nobody knows. It could be the radioactive remnants of a distant world, preceding the arrival of a strange
E visitor with strange powers. Perhaps it is all that remains of magic in the universe, awaiting the birth of a new age of miracles. It
Z could be ur-stuff from the beginning of time itself, or a relic of the reality before this one. Maybe it’s not even matter at all, but
A concentrated
concentrat ed chunks of pure probability, falling to Earth from some higher Platonic dimension.
G Whatever Element X really is, and wherever it comes from; it’s rare, unpredictable and in the wrong hands, very dangerous indeed.
Pulp Fantastic
full of life with the excitement of gold fever. The western P3H&.2
expansion brought many people to the west, not all of
them honest citizens. Card sharks, con men, snake oil Territorial disputes between the United States and the newly
salesmen, cattle rustlers and bank robbers could all be independent nation of Mexico led the countries to an
found scattered around the boom towns of the west. inevitable war in 1846. The
Th e war was short and, unfortunately
Indians roamed, and fought for their very survival, clashing for the ercely proud Mexican people, unsuccessful. In 1848
the Treaty of Guadalupe Hildalgo was signed, ending the
with the teeming Americans spilling into their lands.
war. Mexico lost large pieces of territory, which were settled
Rail lines slowly made their way west, crisscrossing the by Americans and soon became the states of Texas,
newly claimed prairies. Men like John Henry helped to California, Nevada, Utah, Colorado, and most of the New
build the railroad, expanding the nation and bringing the Mexico and Arizona territories. A federal republic was
raw materials of the west to the industrial lands of the established after several internal wars, with Benito Juárez
east. Jesse James made the railroads famous by robbing nally installed as President. In the 1860s Mexico was under
the trains, making the lands seem wild and untamed. the military occupation of France. Napoleon III installed
Railroads were a vital link throughout the United States. Maximilian I as King of Mexico, under his control. The
Without trains, much of the growth of western towns largely conservative government of Mexico found the
would not have been possible, and the western United policies of Maximillian too conservative, and the liberals
States would have been a vastly diff erent
erent environment. refused to acknowledge the King as their monarch. This
The United States is a land of unique adventure. Part lead to much political unrest. Forces loyal to President
civilized nation, part savage wilderness, the country is rife Benito Juárez, who kept the federal government functioning
during the French intervention that put Maximilian in
with possibility.
possibility. Great thriving cities like New Yo
York,
rk, Boston,
power, captured Maximilian and executed him in 1867.
and Baltimore provide centers of industry
industry,, intrigue, and
adventure. Booming towns like Denver and San Francisco Like much of Central and South America, Mexico was
are full of action, danger, and adventure. dotted with ancient ruins, lost Aztec cities, and enough
adventures to keep anyone busy for many years.
?#-#M#
The British colonies of Canada were a battleground for C2)$" #-M ?3-$@#* A83@&.#
the British and American governments during the War of This region was both an unexplored wilderness full of
1812. The treaties following the war sealed a low-level ancient ruins waiting to be discovered and a hotbed of
animosity between the Canadian colonies and the new military actions throughout the era. For adventurers
nation of the United States, slowing the migration between seeking ancient ruins and lost civilizations, the Incas and
the countries and increasing the American expansion to
R the west. In 1867 the British North American Act took the
Aztecs had left behind more than enough to keep even
E the most active Adventurer or Explorer busy. During the
E Province of Canada, New Brunswick, and Nova Scotia and 1930s they were sitting between two worlds, and time will
T formed the Dominion of Canada, the rst and largest decide which way they will move.
E self-governing colony of the British Empire. The majority
Z of Canada was a vast, forested, unexplored wilderness.
wildern ess. The A@63-
A@6 3-$&-
$&-##
A great cattle herds of Alberta, the metropolis of Montreal,
The United Provinces of the Rio de la Plata was formed in
G and the growing wilderness town of Vancouver, were all
1816 from the Spanish Viceroyalty of the Río de la Plata, the
linked inby
railway 1886 with thePaci
Canadian completion of the
c Railway. Thetranscontinental
opening of rail last short lived Viceroyalty of the region. The United Provinces
service, and the grand hotels built along the route, sped
comprised the area of present day Bolivia, Paraguay, Uruguay,
up the expansion of the Canadian west. and Argentina. Political turmoil in the region caused the
Provinces to split apart, forming the four
f our separate countries.
While the expansion brought more people to the towns
and cities along the rail line, it still left great swaths of the Argentina is a largely agrarian
agrari an country,
country, with a smattering
country unexplored. Stories of Wendigo, the embodiment of farms and a large number of cattle ranches. This stable
of winter, isolation, and cannibalism
c annibalism spread throughout economy helped to unite the mostly Spanish population.
the end of the 1800s. Some claim that Wendigo wander
Exporting of cattle, sheep, and wheat kept the nation from
suff ering
ering the eff ects
ects of the worldwide depressions
depressions of the
the wildernesses of Canada, preying on hunters, trappers,
mid-1800s, but it did not make them wealthy either.
and explorers of the arctic regions. Others claim that the
spirit creatures have been encountered in towns like While the immigrants to Argentina were a united people,
Vancouver and the newly incorporated city of Winnipeg. they still suff ered
ered from attacks by the Indian tribes of the
Whether the tales of the Wendigo and related stories of region. Argentina inherited the problems of the Spanish
Sasquatch are true or just the myths and stories of the
local Indians are unknown. Nobody who has gone hunting Viceroy when
the south, it came
and they to dealing
did not handle with the localany
this problem tribes to
better
for either creature has come back with one. Of course, a than the Spanish.
few expeditions have never come back.
Buenos Aires still had a colonial feel, even after its
independence. The influx of Spanish and Italian
immigrants, along with a healthy dose of nancial backing
74
:2*&K&#
Of all the countries of South America, Bolivia was the most
unstable politically, economically, and even geographically.
The European wars of Napoleon had their eff ects
ects felt in
far off South
South America. The Spanish colonial territory
known as Upper Peru declared its independence in 1809.
Sixteen years of bitter war began, until nally the Spanish
were defeated and a new Republic was created. Calling
themselves the Republic of Bolivia, they joined forces with
neighboring Peru to form the Peru-Boliv
Peru-Bolivian
ian Confederation.
Wars with Chile and Argentina, while at rst victorious, ?"&*3
turned disastrous. By 1840 the Confederation had dissolved, Like many of its neighbors, Chile was a colony of Spain
Peru had found its independence, and Bolivia entered a
period of political and economic upheaval. Wars with until the forces of France's Napoleon invaded Spain in the
Peru, Chile, and Brazil over the next few decades saw early 1800s. This led the people of Chile to break away
Bolivia lose much of the land it once controlled, including from Spain. After a brief attempt by the Spanish to re-
access to the Pacic Ocean and the fertile lands of the west. -conquer Chile, the Republic of Chile proclaimed its
independence in 1818. This declaration did little to change
Rising silver prices around the world had brought about a the colonial lifestyle of Chile, where social stratication,
rise of prosperity in Bolivia near the end of this century. family politics, and the inuence of the Roman Catholic
Prospecting, mining, and treasure seeking have all become Church strongly dictated the course of the Republic.
protable forms of employment in Bolivia. With governments Chilean culture changed very little over most of the 19th
constantly teetering on the edge of disaster, Bolivia was a century,, and the generally stable government was a change
century
land of adventure, intrigue, and danger. The Andean of pace in the otherwise turbulent history of South
Mountains of Bolivia hold many secrets and treasures. America. In the late 1870s, wars with the new countries
Perhaps even the remains of the Empire of the Inca. of Peru and Bolivia, culminating in the War of the Paci c,
brought great expansion to the lands of Chile. Territories
:@#W&* rich in nitrate deposits, which were part of their treaty
Once the colony of Portugal, the largest nation of South settlements with Bolivia and Peru, lead to an era of national
America has gone through many changes. For three affluence. In 1886, José Manuel Balmaceda was elected
centuries the colony of Brazil was a powerful, though often president. His economic policies were radically diff erent
erent
neglected, colony of Portugal. The invasion of Portugal by than those of previous presidents. He began to violate the
75
Pulp Fantastic
constitution and slowly began to establish a dictatorship. some heroes were ahead of their time regarding racial
These actions were not tolerated by the Congress, who equality and opposition to imperialism, only after the
voted on deposing him. Balmaceda's refusal to step down period represented in Pulp Fantastic did the empires gain
led to the beginning of the Chilean Civil War of 1891. The some degree of enlightenment and begin divesting them-
President's forces were quickly defeated, and Balmaceda selves of their colonies.
ed to refuge in the Argentinean Embassy. There he
committed suicide, ending his reign. AB5''
AB 5''&-
&-&#
&#
During the era of Chile is a highly Abyssinia may surprise visitors by having a history trace-
regimented, tightly controlled, and predominately able to the fourth century
centur y. Througho
Throughout
ut antiquity,
antiquity, it has
Catholic republic. While it may look calm and orderly, been a Christian nation with a notable Jewish population.
underneath is a hotbed of subterfuge. The mountains of Their religious
Covenant underleaders claimkey,
lock and to have the fabled
though Ark of
none may seethe
it
Chile are large, dangerous, and potentially full of raw
gold, silver, and perhaps the lost treasures of the Inca or except the religious hierarchy and the Emperor—who
Aztecs. The "savage Indians" of Chile can also be a surprise claims to be descended from King Solomon.
to adventurers. They could seek revenge for wrongs done All of Abyssinia’s borders are mountainous, making it
to them by the Chilean government, or they could be out naturally defensible.
defensib le. In the late 19th century, Italy tried
to aid those hoping to nd and "preserve" the treasures to take it as a colony, but it was humiliated in defeat, as
of the mountains. They
T hey may even know of the legendary had been all other nations who tried to conquer it. In 1935,
tunnels and caves under Drakes Passage that lead to a Italy tried again, and with the aid of mustard gas, they
legendary long lost kingdom below Antarctica. succeeded, Emperor Halie Selassie eeing the country.
Abyssinia’ss future is unclear, as the League
Abyssinia’ Leagu e of Nations has
turned a deaf ear to the emperor’s cries for aid.
Visitors will nd this country modernized in comparison
The twin kingdoms of Shambhala and Agharta exist on the with other African nations, but it still holds its enigmas. For
borders of Tibet, nestled within an anomalous region in the example, questions persist as to whether the title of emperor
Himalayas. is equivalent to the medieval
medieval “Prester John.”
John.” Likewise, the
city of Lalibela holds eleven eight-century-old churches,
Shambhala is a holy land in the Buddhist faith, and was long
hewn out of solid rock, supposedly with the aid of angelic
thought to be purely mythological. However, in recent years
beings. The nearby caves have never been fully explored.
a number of Western explorers and mountaineers have re-
turned home with tales of the beautiful warm valley hidden 9"3 ?2-62
R amidst the snowy peaks, and of the curiously ageless and
E gentle people that live there. Many seem to have returned The Congo is foremost a site for human tragedy.
tragedy. The
E home oddly rejuvenated, as if they have somehow become Belgians exploited it rst for ivory, then for rubber, and
T later for copper, gold, and diamonds, with brutal oppres-
E younger,, while others appear
younger a ppear to have undergone
u ndergone some form
sion for Congolese who failed to meet their quotas (espe-
Z of spiritual transformation. Like other anomalous regions,
cially in the rst decade of the century
century,, when millions lost
Shambhala is extremely difficult to locate, though in this
A case whether or not the land can be found at all seems to their lives). Inhabitan
Inhabitants
ts of the eastern Congo faced danger
G depend on the favor of the people within it. Legends says not only from the Belgians, but also from Zanzibar’s slave
that those who are destined to find Shambhala will do so, raiders,
members. from
In whom theythe
the North, sometimes ransomed
Portuguese their family
were slightly better
while those with evil in their hearts never will.
rulers, avoiding the genocidal violence of the Belgians
Agharta is a underground realm that exists somewhere and allowing a Kongolese king to serve as vassal until a
beneath the mountains of Tibet, and
a nd can be reached through 1914 revolt.
tunnels in Shambhala. Reputedly the home of the mystical
Meh-Teh, the realm is also said to be the site of the dread The pygmy survives as a small minority in the Congo,
Forbidden Lamasery of the Mara Brotherhood. Rumors persist living in small hunter-gatherer communities in various
that Agharta was once an Atlantean outpost, and that still climates or serving as slaves to the Bantu-speaking Con-
functioning examples of their transcendent technology can golese. Using traps, spears, and crossbows with poisoned
be found there, if one only knows where to look. bolts, they are a source of fascination for the public, one
having been displayed in a cage at the 1907 World’s Fair.
Safari hunters come to the Congo for its wild game, espe-
cially the increasingly hard-to-nd elephants, prized for
AI@&
AI @&.#
.# their rich ivory, and an elephant graveyard would make
In the early 1900s, Africa fell increasingly under Europe- any explorer wealthy beyond imagining, though none has
an control. The whites’ superior transportation
transportation and re- been found yet. A 1909 volume by one hunter notes Con-
Con-
power enabled them to conquer vast swaths of land and golese locals’ tale of a creature whose description remind-
take the Africans’ natural resources. Most Europeans saw
saw ed him of a brontosaur
brontosaurus,
us, a tale widely reported in news-
it as the “white man’s burden” to control natives they papers. A 1919 Smithsonian expedition trying to ascertain
viewed as incapable of managing their own aff airs.
airs. While the truth ended with a train derailment, resulting in four
76
The Black Lotus is a rare parasitic plant which grows naturally only in the deepest jungles of Central Asia. The pollen of the plant,
when ground up and dried, forms a powerful psychoactive hallucinogen that its users believe can grant ecstatic visions of different
times and places. The priests of the barbaric Tsang-Chan peoples believe that inhaling the dust of the Black Lotus links them to the
spirits of everyone who has ever taken the drug or ever will.
Black Lotus powder is highly addictive, and regular use
u se creates in the user a peculiar veneration for the Black Lotus itself, resulting
in the slow spread of the cultivated plant across the planet. Addicts manifest reduced willpower, a curious group mentality, low
empathy and a marked
ma rked disregard for their own personal safety,
safety, making them easily dominated by a powerful personality.
The Black Lotus is the subject of a number of dark myths and legends. In some stories, it was carried to Earth as dust on the sandals
of the gods, sprouting in their footsteps in the sacred places of the world. In others it was sent from beyond as a sacrament, to
allow the faithful to commune with their brethren
brethren across time and space in worship of the Old Gods. Still others claim that the Black
Lotus is itself a god, sharing itself among its worshipers that it might live in them.
Botanists point out that the Black Lotus is misnamed. Though the bloom itself resembles a lotus flower,
flower, it is not aquatic and appears
unrelated to any of the lotus family (genus Nelumbo). In fact in many ways it is similar to mistletoe, though the two species are
unrelated.
The shamans of the Tsang-Chan and priests
p riests of the Black Scorpion Brotherhood believe that chewing the leaves of the Black Lotus 3
will give them strange powers and an extended life-span, though no scientific evidence has been gathered to support this. Burning
Bu rning
the dried leaves of the Black
Bla ck Lotus produces a dense soporific vapor, which if inhaled induces
indu ces rapid loss of consciousness followed
by a period of delirium punctuated with horrific dreams. Some native shamans claim to be able to use the roots of the plant to
create a potion that induces a state of hypnotic suggestibility in those who drink it, but again there has been little scientific inves-
tigation to support this claim.
Regardless of the veracity of the many claims made about the plant, its rarity makes live specimens among the most valuable plants
Regardless
in the world today. While the Black Lotus can be grown elsewhere in the world, it is extremely difficult and requires constant care.
Some even whisper that in order to grow outside of its natural environment, the plant must be watered in fresh blood, though this
is almost certainly a myth. Pound for pound, Black Lotus powder is more valuable on the black market than diamonds, and even
dead plants are highly sought after for their pharmacological properties.
deaths. Mysterious roars, not identiable with any known The Nile River, economically priceless, became one of the
creature, had been heard earlier in the expedition. most explored in the world during this period, as adven-
turers tried to nd its source, leading them south through
Even great men, faced with the full intensity of mystery and
the Sudan and beyond. The river, though many view it as
suff ering
ering the Congo has to off er,
er, have lost their sanity here.
the source of life, is home to Nile crocodile, hippopotami,
G65+$ and over ten varieties of venomous snakes, so it pays to
be careful while navigating. Malaria-carr
Malaria-carrying
ying mosquitos
In 1904, Aleister Crowley, an Order of the Hermetic Dawn
member, claimed after visiting the Cairo Museum of An- are ubiquitous,
become and if one goes far enough south, the rapids
… problematic.
tiquities to have an encounter with a being named Aiwass,
in the voices of three Egyptian
Egyptian gods. The Book of the Law 9"3 C#"#@# F3'3@$
was the result of this meeting, a book several members of
Travel through the Sahara is likely to be fatal. It’s simply
the Nazi party were known to possess in later years.
hot, arid, and impassibly large. Even if you’re prepared
Many visitors came to this museum, for the discovery of with a camel, proper dress, and several days of water,
the Valley of the Kings in the Victorian Era kicked off a violent Tuareg nomads could attack, as could Arab slavers.
mania for Egypt. From 1907-1922, archaeologist Howard Finally, there are natural dangers, such as poisonous snakes
Carter excavated in the Valley, less a three-year break and scorpions, sandstorms, and even the uneven ground,
during the Great War. In November of 1922, Howard Carter prone to injuries from sprains to
to broken bones. Even near
discovered the tomb of King Tut, still intact with all its the oases, one may nd hyenas. So why would anyone go
treasures, reigniting the mania. Rumors of the tomb’
tomb’ss through the Sahara?
fatal curse have been exaggerated.
Wealth. There are lost cities to
to be found: Zerzura, the
Diplomacy,
Diplomacy
tance than, entanglements, and spies
supposed sightings are of far
of walking more impor-
mummies, as white city, an oasis
for example. of precious
It’ss possible
It’ thatgems
this and
is a sleeping rulers,
false lead, like
Egypt—Cairo in particular—served as the meeting place of Timbuktu, but that didn’t stop groups of explorers in the
Africa, the Middle East, and Europe. Of particular importance early 1930s from trying to nd Zerzura.
Zerzura. (Of course, im-
there is the recent rise in anti-Semitism, exacerbated by the poverished Timbuktu’s real treasure subsists not in gold,
there is the recent rise in anti Semitism, exacerbated by the poverished Timbuktu s real treasure subsists not in gold,
recent publication of the Protocols of the Elders of Zion. but in in its tomes of forgotten wisdom, its volumes of
77
Pulp Fantastic
forbidden lore.) Other explorers may
may wish for bragging
bragging idea that lost cities could still exist somewhere in unex-
rights, surviving a trip
tr ip to the top of Kaf Ajnoun, “the Devil’s plored corners of the world. Zerzura, Opar, Loo, and Kôr
Hill,” where the Djinn supposedly hold council. Alterna-
Hill,” are all examples
examples of this trope. Often part and parcel with
with
tively, clandestine scientic expeditions could search for it, unfortunately, is the racist idea that Africans, unaided,
the secrets behind what would later be named the “Eye of could not build a city themselves—yet it was the Shona,
the Sahara,” a 25-mile-wide crystalline depression, looking a Bantu people, who built Great Zimbabwe!
from a zeppelin rather like a bulls-eye mark.
One never knows what one is going to nd in a lost city.
The French Foreign Legion patrols the Sahara, albeit ir- Riches? New technologi
technologies?
es? Natural wonders as yet
regularly,, making it nominally safer than it was some years
regularly unseen? All that’s
that’s certain is that adventure
adventure and science
earlier. Still, you’re more likely to see bones in the desert mandate a complete mapping of the African continent,
than you are a fellow traveler … if you can discern anything so that all may benet from their discoveries.
besides heat-based hallucinations and mirages.
9"3 !#*>&-6 C"#M3
C2)$"3@- AI@&.#
The coast of East Africa is rife with tales of a man who
Circumnavigating
Circumnavigating the southern tip of Africa is still danger- never dies. For ve centuries, observers have noted a
ous, given the storms around the Cape of Good Hope, and strange, small sign on certain buildings and individuals,
sailors still report seeing the ghostly Flying Dutchman there a sign locals call a “seal of protection.” In hushed breath,
on occasion. On land, the once-formidable Zulus havehave the indigenous people tell stories of a cave shaped like a
become, while not exactly docile, somewhat tractable in skull, a wolf and horse who respond only to the speech of
the face of the overwhelming technological superiority of the undying, and a stretch of coastland free from the piracy
the English and the Boers, and now face crushing poverty.
poverty. that plagues so much
much of the Indian Ocean. But, like an
apparition, the origin of these legends … and the origin
The English defeated the Boers (descended from the Dutch)
of the skull-shaped wounds on some pirates’ faces …
during the early part of the pulp era, and soon after the
remains impossible to nd.
start of the Great Depression, the nation of South Africa
declared its independence. At the end of the era, there
there is A'&#
A' &#
still great tension between not only the black Africans and
the whites, but also among the whites themselves, divided AI6"#
AI 6"#-&
-&'$
'$#-
#-
by heritage and language into winners
winners and losers. Addi-
tionally, during the entire period, the indigenous people Afghanistan has been the battleground for the “Great
had virtually no economic or civil rights, despite their Game,” a conict fought between Great Britain and Russia
actually comprising more than 80% of the population. over control of Central Asia. The First Afghan War (1838-
R 1842) would end in a humiliating defeat for the British, and
E Complicating the matter was South Africa’s third set of
although guaranteed free passage, the British Army was
E rights for “colored” people: those of mixed race and those
T who came from India, looking for jobs. slaughtered during its retreat. Meanwhile, the Russian army
E steadily advanced southward into Afghanistan. During the
Z The southern Zulu would rather keep a discreet silence Victorian Age, the British would try again, sparking the
A about some mysteries, such as the Rain Queen of the Second Afghan War in 1878. After getting a good part of its
Karanga, or the carnivorous river god Inkanyamba. The army annihilated in Kabul, Britain managed to put an Emir
G northern, central regions of southern Africa are less ex- on the throne with whom both Britain and Russia could
plored, giving rise to legends of lost cities—including one live. During the 1880s, Emir Abdur Rahman Khan would
conrmed discovery, the abandoned Great Zimbabwe—and consolidate his power in Afghanistan, strengthening mil-
of a completely diff erent
erent ethnic group of hunter-gatherers, itary control and modernizing the nation.
as yet unknown, using poisoned spears in the bush to
catch their prey. It has become a centerpoint of the intrigues going on between
two great World Powers, Russia and The British Empire.
P#8& !#$# Situated at a crossroads in a geographical context, it is riddled
with spies as well as those that follow such activities.
The Igbo people of West Africa sometimes report having
encountered a half-human, mermaid-like creature, a witch :")$#-
and a snake-charmer, who steals their children at night
or drowns their men in the river during the day. Oddly, Bhutan is a small country nestled in the Himalayas and
she is often seen with modern trinkets, such as watches was battered by civil war during the Victorian Age. Gov-
or lighters. She has been known to possess her followers ernors of diff erent
erent territories within Bhutan were vying
during ritual dances. Eyewitness reports
reports of her appear- for power through skirmishes with the others. This came
to an end in 1885, when Britain
Br itain backed Ugyan Wangchuck,
ances have been
has turned surprisingly
up reliable consistent,
evidence but no
of any such expedition
being yet. the Governor of Trongsa. He would consolidate his power
through the rest of the Victorian Age (and was destined
N2'$ ?&$&3' to be crowned king in 1907).
Following the publicity surrounding the research about Ironically, although Bhutan was strengthening its ties with
Great Zimbabwe, Europe became very interested in the Britain, it conducted most of its trade with its northern
78
Despite the
operating pulp image
in Japan of Samurai
in the 1930’s, and age
the feudal Ninja clans
of Japan A-$#
A- $#@.
@.$&
$&.#
.#
really ended with the Meiji restoration of 1868. Japan of At the south end of the world is the frozen continent of
this new era was a nation struggling to become modern, Antarctica. Its snow- and ice-cover and high elevation
despite suff ering
ering economic disaster from both the Great combine to make it the coldest place on Earth. The sub-ze-
Depression and the powerful Kanto Earthquake of 1930. ro temperatures freeze the moisture out of the air, making
most of Antarctica drier than the Sahara Desert.
Though the land was ruled by Emperor Hirohito, it was
controlled by a network of political groups, secret societies, There are no native inhabitants on the continent, but
and cults. Power brokering was commonplace, but the various exploration teams may be encountered. Because
military,, through assassination and persecution, amassed
military of the dangers of this most hostile environment, no per-
power through the decade. manent human settlements exist anywhere on the conti-
nent. Wildlife is restricted to seals, penguins, birds and
In 1931, China’s warring factions began to expand power
sh. There are no polar bears in Antarctica.
into Japanese-claimed Manchuria. This gave the military
an easy excuse to consolidate power, as well as reclaim Nearly all of Antarctica lies within the Antarctic Circle.
Manchuria by force. After heavy criticism for its actions, Along the coastline, snowfall averages 20 to 40 inches per
Japan pulled out of the already
already-weak
-weak League of Nations year, and temperatures range from 40 to -40 degrees. Most
in 1933. of the coastline is mountainous, and travel to the interior
is difficult.
By 1936 there are threats and rumors of war with China,
and even the most devout pulp heroes are reluctant to Rumors of a hole in the middle of the continent, leading
take but a few assignments into the heart of Japan. into the Earth's interior, have persisted for years. No one
has ever returned from an expedition with evidence of
A)'$
A) '$@#
@#*&
*&## the legendary hole, or at least no one was ever believed.
Stories also persist of a lost world; a region of tropical
The Australian colonies of Great Britain covered the entire
environs surrounded by nearly impenetrable mountain.
continent and the surrounding islands. By the late 1800s,
the colonies were: New South Wales, Victoria,
Victoria, Queensland,
Western
West ern Australia, South Australia, the Northern Territory,
Territory,
New Zealand, and Tasmania. Many of the early British
immigrants to Australia were prisoners, sent to the far
outreaches of the empire as punishment for a variety of
crimes. By 1868 penal transportations o fficially ended,
though they had been sparse for
f or several years before that.
The discovery of gold in New South Wales in 1851 and in
Victoria shortly after that brought a surge of both popu-
81
Chapter 4
The Pul
Pulpp Years
T
his chapter is not a complete history on the Pulp Era, a political body that was supposed to mediate disputes
it is an overview of the things that happened during between nations. It only had modest success, even at its
the period, a timeline and a general sense of what is inception.
what. There are many other books both in reference and
For better or worse, the Great War had accomplished
Role Playing that go into much more detail of the era than
bringing in the Pulp age. But it had done little to settle the
we have gone into here, and any of them can be used as
disputes in Europe, and have even invited more. Skirmish-
supplemental material to the Role
es and government upheavals would last for the next
Playing Game.
twenty years, bringing rise to Fascism and Communism.
The old ‘class system’ was falling apart as the workers of
L-$3@3'$&-6 9&83' the world, who had su ff ered
ered the most in the war, were no
longer content with their nobility. The ‘War to End All
The ’pulp era’ is a little difficult to pin down. Pulps them- Wars’ concluded with an
a n even more unstable world largely
selves, in one form
with fantastic talesorand
anotadventures
another,
her, existeddrawn
since the l atethe
late
from 1800’s
Old
in economic collapse, and seemed to ensure that more,
even more vicious wars would be coming.
West and far-away places being sold to readers in New
England and Britain. 9"3 12#@&-6 YZ0'
Tales of courage, daring, and science were popularized For the United States, the 1920’s seemed like a period of
through the turn of the century, the Great War, and well great promise. Though Prohibition had led to dramatic
beyond. But the pulps hit their
the ir stride in the 1930’s,
1930’s, as many increases in crime, they were considered to be good times.
people turned to cheaper entertainment to try and escape
the rigors of the Great Depression and the political up- The United States didn’t suff er
er as badly in the ‘Great War’
heavals happening all over the world. as Europe. Indeed, most of Europe owed the United States
great amounts of money. Cities hadn’t been brought to
For many, this decade between the wars would dene the their knees and required rebuilding. Unlike the rest of the
Pulp genre. world, everything in the United States was up and running.
With enthusiasm bordering on delirium, Americans
9"3 7@3#$
The ‘War to End all!#@
Wars’ started with the assassination
charged to without
celebrated the future. Scienti
often being cunderstood.
achievement was often
Technolo
Technology
gy
promised cures for every disease, as a new convenient
of Archduke Ferdinand
Ferdinand in 1914, though it had been a long
gadget for any worldly inconvenience.
inconvenience. Companies spent
time in coming. Tensions between various European
millions buying into the idea.
powers had been escalating and brewing for years. Skir-
mishes were a common occurrence as old nobilities vied Movies had changed entertainm
entertainment
ent as well, bringing the
for power over one-another. The assassination was simply glamor and glitz of a new age of celebrities, as well as some
a match in a room full of gas. Everything simply exploded. mindless fun over the weekends at the matinee. In the
homes, radio programs of music, comedy and sports
War was far from new in Europe, but this war would change
brought people together in a way that hadn’t happened
everything. New weapons were brought to the eld, in-
before. It really seemed that the miracles of technology
cluding tanks, aircraft, and the horror of chemical weapons.
and ‘new science’ was reshaping the world.
Nearly twenty million people would die in the Great War’s
four years, devastating the European powers. The cost of But beneath the wood grain and brass gadgetry, however,
war was simply too high for the ‘old world’ mindset to lied a diff erent
erent image, even in the incredibly optimistic
continue. America. Crime and corruption were rampant. Labor
Unions had turned to organized crime for muscle, and
The end of the war found Germany as the defeated insti-
were easily inltrated by Communist insurgents. Prohi-
gator,, much of the rest of Europe in ruins, and the United
gator
bition and dramatic corruption had destroyed public
States both victorious and relatively unscathed. The Treaty
condence in the government and police. Everyone seemed
of Versailles ended the war, laying all of the blame on
to be drinking, and they were in much larger numbers
Germany’s feet. It also established the League of Nations,
Pulp Fantastic
Though most of Europe struggled in the 1920’s,
1920’s, America had enjoyed a tremendous financial boom. The Great War that had devas-
d evas-
tated Europe barely touched the Americas, and all the new science and technology that the war brought was being applied to ci-
vilian life. New and greater uses of electricity promised a brighter and greater future for all. Banks and citizens invested millions
hoping to cash on the next new technological or medical
medica l innovation that promised to change the world.
And, for awhile, things were well and good. But the euphoria of the time was reckless. The first sign, for America, that trouble was
coming was the Dustbowls of the Midwest. Terrible farming habits and a windy drought had eroded the earth, devastating crops.
Precious, fertile land was literally blowing away in a choking wind. Farm after farm failed, destroying that aspect of the American
economy.
Technology, too, was floundering. Despite great achievements, the demands of the investors and the promises of the scientists,
just couldn’t possibly be met. Enthusiasm became frustration, and the sell-offs began.
b egan. The decline started most severely on 24
October,, 1929. Seeking to escape disappointing markets, investors began to cash out in large amounts. The ‘boom’ was going ‘bust’.
October ‘bust’.
By 29 October, 1929, the infamous ‘Black Tuesday’, the bottom had dropped out of the market, despite J.P. Morgan’s last minute
attempt to shore it up.
Citizens that had invested heavily couldn’t manage
manag e to sell their now near-worthles
near-worthlesss stocks, and often lost their homes. Businesses
B usinesses
folded from their losses, causing dramatic
drama tic unemployment. Even worse, many banks had overext
overextended
ended into the markets and were
unable to pay their member’s
member ’s accounts,
accounts, destroying the personal savings of millions.
Within a few months of Black Tuesday,
Tuesday, the United States had joined in the Great
G reat Depression. Even worse, since the United States
was one of the few nations supporting the struggling nations within Europe, Europe’s already-destitute collapsed even farther
without its aid. The party
p arty that was the Roaring 20’s had left one heck of a hangover.
than before
that the cityprohibition set in.
is still known forThings got so bad in Chicago
its booze-smuggling gang- (August) President
ing Division McKinleyversion
4, the American signs an
ofExecutive
Britis hOrder
the British creat-
MI7 group.
sters, a full eighty years later.
(September) President William McKinley of the United
On top of this, race relations were atrocious in the states, States is assassinat
assassinated.
ed.
and not just for black men. Due to economic disaster in
Sam McCord strikes the largest gold strike in the Alaskan
the rest of the world, immigrants came to American shores
Territories.
by the millions. Trouble is, there weren’t that many jobs
R even in the land of prosperity. Small ethnic clashes over
E Creatures believed to be from the planet Mars invade London;
E work and older disputes erupted frequently.
T Race relations in the south were even worse. Many sons
they are seemingly defeated by an unknown synthetic
syntheti c toxin;
E of the Confederacy had power, and weren’t too fond of the
the event is chronicled by H.G. Wells, but due
d ue to the efforts
Z black race that they blamed the Civil War
War upon. Segrega-
of the Invisible College, the world regards his report as a work
A tion was the law, and any man, regardless of color, often
of fiction.
G had more to worry about than just getting arrested. Racial
tolerance was nearly unheard of.
The decade of American excess may have been good times
[\ZY
for some. All that excess, however, came at a terrible cost, (January)) 5 workers killed in explosion during IRT subway
(January
and the worst of it was just around the corner. construction (New York City)
(March) American Automobile Association, AAA, founded
9&83*&-3 [\Z[ ] [\^\ in Cleveland, Ohio
(April) 1st motion picture theater opens in Los Angeles.
Denmark is 1st country to adopt ngerprinting to identi-
[\Z[ fy criminals.
(January) Queen Victoria dies. Prince Albert Edward
becomes King Edward VII. (May) Sherlock Holmes investigates the “Adventure of Shos-
combe Old Place.”
The Boston Gun Club builds a large canon in Florida (United
States) which
Moon. The they
firing of say
this will
canonbe garners
used forthe
exploration
attention of the
of the (May) Cuba gains independence from Spain.
war-like,, space faring Martians.
war-like (August) President Teddy Roosevelt became 1st U.S. chief
executive to ride in a car.
(December) Trans-Pacic cable links Hawaii to US. Boers
and British army sign peace treaty
84
[\Z^ [\Z`
(January) San Francisco - Hawaii telegraph cable opens (March) Tsar Nicholas II of Russia agrees to create an
for public use. Harry Houdini performs at Rembrandt elected assembly (the Duma). U.S. President Theodore
Theater, Amsterdam. 1st regular transatlantic radio broad- Roosevelt
Roosevelt begins a full term. Russian troops begin to retreat
cast between U.S. and England. Harry Houdini escapes from Mukden after losing 100,000 troops in 3 days. The
police station Halvemaansteeg in Amsterdam. Japanese capture of Mukden (now Shenyang)
Shenyang) completes
the rout of Russian armies in Manchuria.
(March) The killer known as “The Hoxton Creeper” resurfaces
(April) Albert Einstein works on the special theory of
in London after being presumed dead for over five years
relativity as well as the theory of Brownian motion.
following
unknown thean brutish
encounter with Sherlock
back-breaker finds Holmes.
back-breaker ByAmerica,
his way to means (May) The Japanese eet under Admiral Heihachiro Togo
apparently tracking the notorious Borgia Pearl after its sale destroys the Russian eet under Admiral Zinovi Petrovich
to an unknown American millionaire. Over the next three Rozhdestvenski
Rozhdestvenski in a 2-day battle.
decades, for reasons unknown, he will find and murder every
(June) The Norwegian Parliament declares the union with
owner of the Pearl.
Sweden dissolved,
dissolved, and Norwa
Norwayy achieves full independence.
(September) Russo-Japanese War end results in disastrous
(June) Ford Motor Corporation and Pepsi Cola Company
defeat for Russia; a treaty mediated by U.S. President
both form.
Theodore Roosevelt is signed by victor Japan and Russia.
(August) Joe Pulitzer donated $1 million to Columbia U Russia cedes the island of Sakhalin and port and rail rights
and begins Pulitzer Prizes in Manchuria to Japan, and major civil unrest at home for 4
Russia.
(December) First motorized ight performed at Kitty Hawk,
North Carolina by two bicycle makers from Ohio, Wilber (October) The Wright Brothers’ third airplane (Wright
and
602 Orville Wright. Fire at
a t Chicago’s
Chicago’s Iriquois Theater kills
kil ls Flyer III) stays
ing. This is the in the
rst air for 39
airplane minutes
ight lastingwith
overWilbur pilot-
1/2 an hour.
Tsar Nicholas II is forced to grant Russia’s
Russia’s rst constitution,
[\Z_ conceding a national assembly (Duma) with limited
powers.
(February) Russo-Japanese War begins between Russia
and Japan, with Japan launching a surprise attack on Port (November) Prince Carl of Denmark becomes King Haakon
Arthur. The United States of America gains control of the VII of Norway.
Panama Canal Zone.
(March) Kaiser Wilhelm II of Germany becomes the rst
[\Za
person to make a political recording of a document, using (February) British launch HMS Dreadnaught, rst “dread-
Thomas Edison’s cylinder. Russian troops in Korea retreat nought” class battleship.
toward Manchuria, followed by 100,000 Japanese troops.
(March) Mount Vesuvius erupts and devastates Naples.
(April) The Louisiana Purchase Exposition World’s Fair
(July) Alfred Dreyfus is exonerated. He is reinstalled in the
opens in St. Louis, Missouri. People claim that Government
agencies chased a “Beast Man” through the fair. The gov-
French Army on July 21, thus ending the Dreyfus A ff air.
air.
ernment atly denies any such activity. (August) The rst Victor Victrola, a phonographic record
player, is manufactured.
(May) U.S. Army engineers begin work on The Panama
Canal. Cy Young of the Boston Americans throws the rst
(November) Thomas Carnacki, psychical researcher
researcher,, is nearly
perfect game in the modern era of baseball.
killed during the “Black Veil” investigation. Dr Ronald Aster,
(July) The third Modern Olympic Games opens in St. Louis, a colleague, dies of fright after refusing to take protective
Missouri as part of the
th e World’s
World’s Fair.
Fair. The British expedition
e xpedition measures.
under Colonel Francis Younghusband takes Lhasa in Tibet.
(October) The Russian Baltic Fleet res on British trawlers (December) The rst German submarine, U-1, enters the
it mistakes for Japanese torpedo boats in the North Sea. German Imperial Navy.
The rst underground line of the New York City Subway
opens. [\Zb
(November). Republican incumbent Theodore Roosevelt (March) Elections to the new Parliament of Finland are
defeats Democrat Alton B. Parker. The rst successful the rst in the world with woman candidates, as well as
caterpillar track is made (it later revolutionizes
revolutionizes construc- the rst elections in Europe where universal su ff rage
rage is
tion vehicles and land warfare).
applied. Nineteen women are elected. The rst taxicabs
with taxi meters begin operating in London.
85
Pulp Fantastic
(July) Korea becomes a protectorate of Japan. (April) Robert Peary, Matthew Henson, and four Eskimo
explorers come within a few miles of the North Pole.
Parties led by T. W. Edgeworth David became the rst to
climb Mount Erebus and to reach the South Magnetic Pole.
They discover a previously unknown Martian advance base,
what they discover inside is of particular interest.
[\Zc
(January) A long-distance radio message is sent from the
(January) (July) Louis Bleriot is the rst man to y across the English
Eiff el
el Tower for the rst time. Channel (thus a large open body of water) in a heavier-
(June) The Tunguska event, also known as the Russian than-air craft.
explosion, occurs
in Krasnoyarsk ne arSiberia,
near
Krai, the Podkamennaya Tunguska River
Tunguska
Russian Empire. (November) The U.S. Navy founds a navy base in Pearl
Harbor, Hawaii.
(December) King Albert I of Belgium succeeds his uncle,
The cause of the explosion is never determined, though
Leopold II, on the throne.
theories range from the explosion of an extraterrestrial craft
to the impact of cometary debris. Shortly after the explosion,
the first samples of Element X are discovered. [\[Z
(April) Comet Halley is visible from Earth.
(May) Edward
Edward VII of England dies from an unknown lung
(July) Robert Peary sets sail for the North Pole. Ordered by
condition. George V succeeds him as King of England.
his superiors in Division 4 to investigate the source of
strange radio signals.
History records the disease that kills Edward VII as bronchitis.
(September) At Ft. Myer, Virginia,
Virginia, U.S.A. Thomas Selfridge
Selfr idge Privately,, physicians suspect a pathogen left over from the
Privately
becomes the rst person to die in an airplane crash. The Martian invasion of 1901.
pilot, Orville Wright, is severely injured in the crash but
recovers. Henry Ford produces his rst Model T automo-
(June) The DELAG Zeppelin dirigible, Deutschland, makes
bile.
the rst commercial passenger ight from Friedrichshafen
to Düsseldorf in Germany. The ight takes nine hours.
(October) Thomas Carnacki files a patent for his “Electric
Pentacle”. (July) A wireless telegraph sent from the SS Montrose
results in the identication, arrest and execution of mur-
R derer Dr. Hawley Crippen.
E (November) Western bandits Butch Cassidy and The Sun-
E dance Kid are supposedly killed in Bolivia, after being (October) Portugal
Portugal becomes a republic; King Manuel II
I I of
T surrounded by a large group of soldiers. There are many Portugal ees to England.
E rumors to the contrary however, and their grave sites are
Z unmarked. Professor Challenger mounts a second expedition to South
A America, accompanied by Lord John Roxton, Edward Dunn
G A 40,000-year-old
40,000-year-old Neanderthal boy skeleton is found at
Malone and Professor Arthur Summerlee, and discovers Maple
Le Moustier in southwest France.
White Land, the fabled “Lost World”. On their return, Chal-
lenger presents a live pterodactyl to the Royal Zoological
Professor George Edward Challenger mounts a solo expedition Institute. Despite the creature escaping, Challenger is vindi-
to South America, during which he claims to have discovered cated.
evidence that several dinosaur species have survived into
the modern day. His evidence is scoffed at by scientific au-
thorities, and the intense interest (and mockery) of the press
results in Challenger assaulting several journalists. [\[[
(January) In London, in what becomes known as the Siege
[\Z\ of Sidney Street, the Metropolitan Police and the Scots
Guards engage in a shootout with a criminal gang of
(March) William Howard Taft succeeds Theodore Roosevelt Latvian anarchists held up in a building in the East End.
to become the 27th President of the United States. Einar
Dessau uses a short-wave radio transmitter, becoming the (March) The United States Army formally adopts the M1911
rst radio broadcaster. Theodore Roosevelt leaves New pistol as its standard sidearm, thus giving the gun its 1911
York for a post-presidency safari in Africa. The trip is designation.
sponsored by the Smithsonian Institution and National (May) Pancho Villa
Villa launches an attack
attac k against government
Geographic Society. troops in Ciudad Juarez without Madero’s permission.
Government troops surrender May 10.
86
[\[^
(February) The United State Congress passes the Income
(February)
Tax amendment to the US Constitution.
(April) The United States Congress passes the Senatorial
Election amendment to the US Constitution
Constitution..
87
Pulp Fantastic
(September) No member of the Triple Entente (Britain, Division is decimated in one of the most heavily concen-
France, or Russia) may seek a separate peace with the trated German gas attacks of the war.
Central Powers. First Battle of the Marne: Northeast of
(June) U.S. President Woodrow Wilson signs a bill incor-
Paris, the French 6th Army under General Maunoury
porating the Boy Scouts of America.
attacks German forces nearing Paris. Over 2 million ght
(500,000 killed/wounded) in the Allied victory. China (August) Portugal joins the Allies.
declares neutrality.
(September) British pilot William Leefe-Robinson becomes
(December) British and German soldiers interrupt World the rst to shoot down a German airship over Britain.
War I to
to celebrate Christmas, beginning the Christmas
Chr istmas truce.
Charles Foster Kane runs for governor of New York State and
[\[` loses.
(February) The Battle of Verdun begins in France. (April) Baron von Richthofen, “the Red Baron” is killed in
aerial dog-ght.
(March) Pancho Villa leads about 500 Mexican raiders in
an attack against Columbus, New Mexico, killing 12 U.S. (June) Grand Duke Michael Romanov is murdered, thereby
soldiers. A garrison of the U.S. 13th Cavalry Regiment ghts becoming the rst of the Romanovs to be murdered by
back and drives them away. President Woodrow Wilson the Bolsheviks.
sends 12,000 United States troops over the U.S.-Mexico (October) In the Argonne Forest in France, U.S. Corporal
border to pursue Pancho Villa; the 13th Cavalry regiment Alvin C. York almost single-handedly kills 25 German
enters Mexican territory. The U.S. 7th and 10th Cavalry soldiers and captures 132.
regiments
the hunt forunder
f or Villa;John J. Pershing
however cross
Pershing’ themissing
s real border to
wasjoin
to (November) At eleven o’clock on the eleventh day of the
capture a Mayan crystal skull from Villa by any means eleventh month of 1918, the war ends as Germany and
necessary. Allies sign an Armistice.
(April) The light switch is invented by William J. Newton (December) President Woodrow Wilson departs by ship
and Morris Goldberg. The British 47th Brigade, 16th Irish to the Paris Peace Conference, becoming the rst United
88
89
(July) Women’s
Women’s events are featured for
f or the rst time at the service.
summer Olympic Games in Amsterdam. First color television is demonstrated in the US and
The Dodge Brothers merge with Chrysler Corporation in England.
July. That month, the Plymou
July. Plymouth
th model appears. The De Electroencephalograph invented by Hans Berger in
Soto follows in August. Germany.
(August) The Kellogg-Briand Peace Pact is signed in Paris
by 65 nations, including the U.S. [\^Z
The Chrysler Corporation unveils plan for its new head- Dr Sir John Hamish Watson, former colleague of Sherlock
quarters, the Chrysler Building. Holmes, retires from practice at the age of 71 after the death
(October) Germany’s Graf Zeppelin dirigible arrives at of his second wife. He moves to a villa on the coast of Cali-
Lakehurst, N.J. fornia, north of San Francisco, in order to be close to his re-
maining family.
Albert Szent-Gyorgi
Szent-Gyorgi discovers vitamin C.
Rickards and A.H. Refell build the rst working robot
(February) The ninth planet is discovered by Clyde Tom-
(United Kingdom).
baugh after its existence is predicted by Percival Lowell.
Tombaugh
To mbaugh spots the planet on 2/18 but holds announce-
ment until 3/13 (Lowell’s birthday) and names it Pluto
based on Lowell’s initials.
91
Pulp Fantastic
By the end of the year, millions are unemployed. Apple
Reports that completion of the Empire State Building is
sellers ll New York City street corners.
delayed by sightings of strange robotic machines and pig-like
Chrysler Building is completed and becomes the tallest humanoid creatures in and around the building remain un-
building in the world. Manhattan’
Manhat tan’ss 800-foot, 68-story
68- story,, art supported.
deco Colossus. It will soon be relegated to second-tallest
by the Empire State Building. Gangster Al Capone is jailed for tax evasion.
Boston bans all works by Russian revolutionary Leon Amelia Earhart establishes the Pitcairn autogiro world’s
Trotsky. altitude record at 18,451 feet.
France begins building Maginot Line. After severe monsoon rains, the Yangtze River in China
oods; dikes and dams break, inundating over 35,000
Constantinople
Constantinople renamed Istanbul.
square miles and leaving 40,000,000 homeless.
Turksib Railroad connecting Turkestan and Siberia opens.
Karl Jansky, an American Engineer, detects anomalous
Austria and Italy sign friendship treaty. Britain, France, signals while conducting experiments on radio wavelength
wavelength
Italy, Japan and U.S. sign naval disarmament treaty. interference. These are the same signals
s ignals detected by Tesla
U.S. Marines are stationed in Haiti and Nicaragua to assist 5 years earlier.
the local authorities and preserve U.S. interests.
Amy Johnson becomes the rst woman to y solo between
[\^Y
England and Australia. She makes the trip in 19.5 days. (January) 70,000 Japanese troops storm Shanghai and
(April) Charles Lindbergh and Anne Morrow set a trans-
drive out the Chinese 19th Route Army; Japan establishes
a puppet empire, Manchukuo, under Emperor Pu-yi, in
continental speed record from Los Angeles to New York,
Manchuria in February; an agreement between China and
14 hours, 45 minutes.
Japan sets up a demilitarized zone and ends the boycott
(October) The British airship R101 crashes near Beauvais, against Japanese goods.
France while en route to India. Forty-six passengers and
U.S. unemployment reaches 13.7 million; worldwide un-
crew burn to death.
employment is approximately 30 million.
Rumors surround the crash of the R101. One has it that it was
carrying a newly discovered Tesla
Tesla device. Its whereabouts, if (May) The SS Venture returns to New York from Skull Island
it existed, are unknown and is presumed to have been de- with a living specimen of a unknown species of ape, larger
R than any previously recorded. At the first public exhibition
E stroyed in the fire. A second, less wide-spread rumor
rumor,, is that
E the craft was engaged in secret diplomatic work with an of the creature it breaks free, causing chaos before it dies in
T extraterrestrial visitor. Little evidence is found to support a fall from the top of the Empire State Building.
Building . The body is
E either story. immediately confiscated by Division 4, along with all charts
Z and documentary evidence showing the location of Skull
A Island.
G [\^[
The Star Spangled Banner becomes U.S. anthem. Words Charles Lindbergh’s baby is kidnapped from his home on
by Francis Scott Key, music from Anacreon in Heaven. March 1. The kidnapper sends a ransom note and the
President Herbert Hoover suggests a one-year moratorium $50,000 ransom is paid. The baby is not returned.
for reparations and war debts.
(July) German banks close until August 5 following failure During the Summer Olympic Games in Los Angeles, a secret
of Danatbank. arm of the Nazi party attempts to disrupt the games by
killing athletes. They are thwarted by agents of Division 4.
German millionaire Hugenberg nances 800,000-m
800,000-member
ember
Nazi party; Kirdof, Thyssen and Schroder follow suit.
Mukden Incident in September begins Japanese occupation Stimson Doctrine (Secretary of State Henry Stimson) pro-
of Manchuria. China boycotts Japanese goods (China is tests Japanese presence in Manchuria. The U.S. announces
Japan’s
Japan’s principal market).
market). it will not recognize gains made through armed aggression.
Gandhi ends second civil disobedience campaign with Austrian-born
Austrian-born Adolf Hitler receives German citizenship
citizenship..
signing of Delhi Pact. Britain releases non-violent politi- Franklin D. Roosevelt wins the U.S. presidential election
cal prisoners. in an electoral landslide over Herbert Hoover, 472 to 59.
Empire State Building completed. Amelia Earhart ies solo across the Atlantic Ocean on May
20 -- the rst woman to do so. Newfoundland to Lon-
donderry in 13.5 hours.
92
4
93
Pulp Fantastic
94
A Pan American Clipper (a 19-ton ying boat) ies from Wallace H. Carothers patents nylon for du Pont.
San Francisco to Pearl Harbor, Hawaii in 18 hours 39
Literature: Ernest Hemingway’s To Have and Have Not ;
minutes, making it the rst transpacic transport plane.
George Orwell’s The Road to Wigan Pier; John Steinbeck’s
Of Mice and Men; J.R.R. Tolkien’
Tolkien’ss The Hobbit.
[\^a London’s Daily Telegraph and Morning Post merge.
(January) King George V of England dies, Edward VIII
becomes King.
Popular Music: Bei Mir Bist Du Schon,
Sch on, The Lady Is a Tramp,
A Foggy Day in London Town, Whistle While You Work,
(November) King Edward VIII of England abdicates to It’s Nice Work If You Can Get It, I’ve Got My Love to Keep
marry an American divorcee, Wallis Wareld Simpson. Me Warm.
Following his abdication of the throne, rumors abound 4
that he is a secret Nazi sympathizer. The reality is much
Babes in Arms, a Rodgers
Rodge rs and Hart musical comedy
come dy,, opens
in New York.
worse.
Films: Snow White and the Seven Dwarfs (a Walt Disney
(November) President Roosevelt is re-elected in landslide
over Alfred M. Landon feature-length
and the Academycartoon), Camille
Award winner
Award (starring
Life of EmileGreta Garbo),
Zola (starring
The Spanish Civil War begins with an army revolt in Paul Muni).
Morocco
Joe Louis wins the heavyweight title, defeating James J.
J.
German troops occupy the demilitarized Rhineland
Rhineland Braddock in the eighth round (Chicago, June 22).
Mussolini and Hitler form the Rome/Berlin Axis. New York Yankees (A.L.) beat New York Giants (N.L.) in
Anti-Comintern Pact signed by Germany and Japan. the World Series, 4 to 1.
“War Admiral” wins the Kentucky Derby, Preakness and
Leon Trotsky,
Trotsky, Stalin’s greatest rival for
fo r international com-
Belmont.
munist leadership, settles in Mexico.
U.S. Tennis team wins the Davis Cup from Britain.
Floods sweep Johnstown, Pennsylvania.
The rst shipment of gold arrives at the National Bullion
The dirigible Hindenburg makes her maiden voyage across
Depository, Fort Knox, Kentucky in mid-January.
the Atlantic on May 9.
J.A. Mollison ies from Newfoundland to London in 13
J.A. The Hindenburg goes down in a massive reball on May
6.
hours, 17 minutes.
All-India Congress Party wins in the Indian elections.
Mrs. Amy Mollison (formerly Johnson) ies from Britain
to Cape Town in 3 days, 6 hours, 25 minutes. Aden becomes a British Crown Colony.
Jean Batten ies solo from Britain to New Zealand in 11 President Roosevelt signs the U.S. Neutrality Act.
days, 56minutes.
Following an incident at the Marco Polo Bridge near Peiping
Lockheed Aircraft Corporation builds the rst pressurized (Peking), Japan launches an undeclared war on China.
cabin airplane.
Japanese atrocities
atrocities outrage world
world opinion (July 7).
(August) An agent of Division 4, locates and captures what Japanese
Japanese plane
planess sink
sink the U.S. gunbo
gunboat
at Pana
Panayy on
on the
the Yangtz
angtzee
is believed to be the Ark of the Covenant from Nazi agents River (December 12).
in the deserts of Egypt. The device is stored in Division 4’s
Warehouse 51 for study. Japanese seize Peking,
Peking, Tientsin, Shanghai, Nanking and
Hangchow. Italy withdraws from the League of Nations
and joins the Anti-Comintern Pact.
Guernica, the “Holy City” in Spain’s Basque region, is
bombed by German planes allied to the Spanish Nation-
alists.
95
Pulp Fantastic
The Kuomintang (Nationalists) under Chiang Kai-shek
Professor Challenger dies at the age of 71, peacefully in his
unite with Communists led by Mao Tse-tung to ght Japan.
sleep. Shortly afterward, Enid Challenger, her husband Edward
President Roosevelt dedicates Bonneville Dam on the Malone and Lord John Roxton found the George Edward
Columbia River in Oregon. Challenger Centre for Exploration, Innovation and Research,
more commonly referred to simply as the Challenger Centre.
S.S. Normandie crosses Atlantic Ocean in 3 days, 23 hours,
The Centre’s annual Challenger Award for Scientific Reason
2 minutes.
becomes one of the most hotly sought after prizes in the
Amelia Earhart and co-pilot Frederick Noonan are lost science community.
over the Pacic Ocean in their Lockheed Electra. Scores
of search vessels fail to turn up the slightest trace (7/2).
(7/2).
[\^\
The World’s Fair opens in New York City on April 30,
[\^c drawing record crowds.
40-hour work week established in the U.S. Nylon stockings are rst off ered
ered for sale.
Lambeth Walk becomes the fashionable dance. Literature: Adolf Hitler’s Mein Kampf in English; James
Literature: Daphne du Maurier’s Rebecca; William Faulk- Joyce’’s Finnegan’s
Joyce Finnegan’s Wake;
Wake; John Steinbeck’s
Steinbeck’s The Grapes of
ner’s The Unvanquished; Ernest Hemingway’s The Fifth Wrath; T.S. Eliot’s The Family Reunion; C.S. Forester’s
Column; Sinclair Lewis’ The Prodigal Parents. Captain Horatio Hornblower.
Germany seizes Austria (3/12-13) and Czechoslovakia France and England declare war on Germany on Septem-
(10/3). ber 3.
President Roosevelt sends Hitler and Mussolini a plea to A British Expeditionary Force is sent to France.
settle European difficulties amicably.
Russia invades Poland in alliance with Germany (9/17).
Chinese troops divert the Yellow River to halt the Japanese Russia invades Finland (11/30) and is expelled from the
invasion. The resulting ood covers 20,000 square miles
invasion. League of Nations.
and kills hundreds of thousands.
The United States announces neutrality on September 5,
A hurricane strikes New England, killing 700 and doing but orders from European countries for war supplies
supplie s make
millions of dollars worth of damage (9/21). a vast improvement in U.S. economy.
96
Chapter 5
Organizations & Secret Societies
O
rganizations are important to any setting, but most competing aims came into greater and greater conict.
of those in the campaign are
This competition ranged from political attacks to discred-
secret and hidden. They are active, and player char-
it opponents, to duels between proxies or actual masters,
acters are typically members of one of these organizations
to outright assassinations and religious denouncements.
and will do what they can in the best interest of the orga-
These led to instabilities in the world and politics as each
nization.
master would struggle against one and another.
From the dawn of the fantastic there has been a war raging
As centuries pass, the secret
secre t masters would name successors
outside the view of humanity. This so-called “Secret War”
and groom them to take over when their time would come.
is a symbol of the way humanity is viewed. Sides deter-
Naturally drift in ideology and methodology came about,
mined to release the new found knowledge into the world,
and when a master would have multiple heirs or would die
versus
the thoserace
human whoisare
notdetermined to hide
yet ready and it,are
there believing
thingsthat
out too soon, internal wars would take over, leading to several
revolutions in nations, such as the Protestant Reformation
there that “man was not yet meant to know.”
and the American as well as French Civil Wars.
Across the centuries there have been wheels within wheels,
As time passed, the secret masters of the world worked
secret deals, and behind closed door meetings that have
with or against each other, these eff orts
orts gave rise to wars
resulted in the turmoil and conict over last few centuries.
in the 18th and 19th centuries such as the Franco-Prus
Franco-Prussian
sian
Intellectual powers in conict with each other have had
War and with the assassination of the Secret Master of
their diff erences
erences moved into the greater world and in so
Eastern Europe which led to the start of the First World
doing caused great strife across the planet.
War.
There is a secret war that rages across the class lines, na-
With the advent of advanced technologies as well as the
tional borders and even philosophy. There is a secret war
heroes of the modern age, these secret masters would
that has spilled out into open warfare that has taken the
recruit those bravos and adventurers to fuel or ful ll their
world by storm and destroyed nations as well as families.
goals and aims, often through intermediaries or by posing
The records are unclear, but sometime in the 15th or 16th as wealthy philanthropists funding these men of mystery
century a group of learned men got together to form a or stalwart adventurers.
secret society dedicated to controlling the world with
This then is the secret
secre t history of the world, a war that is being
political and economic force to ensure the safety and well
waged behind the scenes and now waged in distant jungles
being of the human species. A worthy and noble goal,
or crime ridden streets by the pulp heroes of the day.
which led to tragic consequences.
As the years then decades passed this nameless secret
society worked to inuence kings and princes as well as F&K&'&2- _
captains of industry with varied results based on who was
In early October 1901, President William McKinley signed
doing the manipulation and how well their advice was
the executive order creating Division 4. This was done
received. However this unknown group amassed great
about a month prior to his assassination at the hands of
wealth for themselves along the way.
Leon Czolgosz, an anarchist. Division 4 has one primary
As the years passed these secret masters, as they thought goal, to gather alien and secret technology and store them
of themselves, split off and
and each had their own nation or for the United States government
government to study and duplicate.
region of the world to guide as they saw t. With this They are responsible for gaining technology from many
splintering of their core, they naturally came into more diff erent
erent places, including a piece of a Martian Tripod
and more conict as each sought to guide their part of the from the 1901 invasion, which happens right after their
known world in a direction which they thought was best. inception.
This led to a rise in the struggles between nations as each
Division 4 is under the direct
d irect command of the President
master worked with a diff erenterent methodology as well as
of the United States, and they
th ey are quite often mistaken for
Pulp Fantastic
Secret Service agents, and quite often use that for cover, his notes on the creation of the Philosopher’s Stone. Some
a notable amount of Secret Service agents were doing the claim that the Order was able to complete the work that
job of Division
Division 4 prior
prior to
to its
its inception.
inception. The President issues Newton was not able to nish, creating a Philosopher’s
all orders directly, but depending on the President they Stone and ensuring the Order’s means of wealth. Turning
are often left to their own devices. Division 4 agents have base metals into gold meant that the order was not depen-
been used in everything from stealing of tech developed dant on the generosity of their members, and meant that
by enemy nations to recovering “lost tech” from all over they could pursue even the most obscure and costly of
the globe. rituals in their quest for knowledge.
100
Pulp Fantastic
As he grew up, Joshua remembered the stories and the Have the Knights found any of them? Are the relics genuine
rules of chivalry, honor, and loyalty his father had spun or clever forgeries? Only the Steward of the Round Table
when he was a child. These rules guided him as he attend- knows for sure.
ed Yale University,
University, and continued
continu ed to guide him as he made
ma de
The Most Holy and Restored Order of the Knights of the
his way through the intricate and cutthroat world of -
erent paths in your
Round Table can take many diff erent
nancial banking. To the surprise of many, his personal
campaigns. They could truly be descendants
code of conduct was quite successful, and Joshua Griff yth-
yth-
of the original order. They could be a group founded on
Jones soon became a name to
to be reckoned with in the -
good meaning, but false assumptions. They could be know-
nancial world.
ingly founded on false pretense. Are they truly a force for
Griff yth-Jones
yth-Jones conducted constant searches about the good and the last bastion of chivalry? Are they a once
original Knights of the Round Table, searching for new proud, but now corrupted fraternal organization?
organization? These
information about the knights and their descendants. He are just a few of the questions a Gamemaster will want to
felt sure that other descendants of the Knights could be ask himself about this group.
found among the upper classes of New York society, and
so in 1835 he began his own personal quest. In short order
a dozen members of the local aristocracy presented their PLb
PL b
pedigree as knightly families, and the core of the new
Ask anyone working in Her Majesty’s government about
order was formed.
MI7 and you will likely get blank stares. Ask too many
In August of 1837, Griff yth-Jones
yth-Jones gathered the gentlemen questions about MI7 and you might nd yourself being
at his summer house in Montauk, on the tip of Long Island, questioned by members of MI7. Created by secret order of
and proposed the re-founding of the Knights of the Round Queen Victoria in 1850, the Secret Intelligence Bureau is
Table. Headquartered in offices above Griff yth-Jones’s
yth-Jones’s under the exclusive purview of the Prime Minister. The
main Manhattan bank, the chosen men of power in New Bureau is divided into seven sections called Minister’s
York took on a most daunting task. The new Knights swore Intelligence Departments 1 through 7. Each department
an oath to Griff yth-Jones,
yth-Jones, who claimed the title of Steward is responsible for a speci c type of information or for a
of the Order, to defend the code of chivalry,
chivalry, to right wrongs, diff erent
erent region of the world. Because of the politically
to not seek glory in their duties, and above all, to restore sensitive nature of the Bureau, and the extraterritorial
honor and prepare for the coming of King Arthur and the activities necessary to obtain its information, the very
recreation of his realm in America. The Knights worked existence of the Bureau is a secret. Only Her Majesty, The
both openly in charitable causes and more actively in Queen, and the Prime Minister know of the existence of
clandestine tasks. The Knights and their Squires -- trusted these departments.
R associates who cannot trace their lines to the original
E Each of the rst six departments is charged with reporting
E knights -- strive to bring honesty to the business world,
information on a particular region of the world. MI7 is
T true justice to the legal trade, and fair practices to the
unique, having a broader scope. They are the troubleshoot-
E factories.
ers, the ones who work on problems all across the globe.
Z The altruistic goals of the Knights of the Round Table held They also make sure that the Secret Intelligence Bureau
A strong until the death of their Steward in 1877. Rhys remains secret.
G Griff yth-Jones,
yth-Jones, the eldest son of Joshua, assumed the role
of Steward upon his father’s death. Rhys believed strong- What is the mission
They discover of MI7?
the reason Theythe
behind nd the unndable.
unreasonable. Ev-
ly in the stories of the original Knights of the Round Table
erything MI7 is involved in has some curious or unusual
his father told him. He felt that the Restored Order needed
fact or twist of logic behind it. Of course, what the public
reminders of the original Knights, what they stood for,
knows about it and what the truth of the matter is can be
and what were their sources of power. His obsessions
two very diff erent
erent things. More often than not, the reason
became the objectives of the Knights. That is when their
behind those diff erences
erences is MI7.
most clandestine of tasks became The Quest.
The original founder of MI7 was the quiet yet brilliant
The ultimate goal of The Quest is nothing short of recov-
Mycroft Holmes, elder brother of the noted detective. It
ering artifacts of the original order. The greatest honor
is the Department Head who reports directly to the Prime
for the knights is to be sent on a Quest mission, to look
Minister. Officially Mycroft was the only member of MI7,
for one of the ancient relics. The scabbard of Excalibur,
selected because of his excellent deductive skills, said to
the Holy Grail, the Staff of
of Merlin, and Sir Gawain’s Armor
exceed those of his brother, and because of his discrete
are just a few of the relics sought by the Knights of the
handling of information sensitive to the Crown while
Round Table. Because the Steward believes that the relics
can only belong to true descendants of the original Knights, working with his
that he never brother
seemed on thethe
to leave Queen’s behalf.
Diogenes Club The fact
while
and because the members of the Order can prove their
working on that particular case was truly amazing. Unof-
claims of heredity
here dity,, Rhys Griff yth-Jones
yth-Jones feels that no action
cially Holmes maintained a network of highly capable
taken to recover them can violate their Code of Conduct.
and experienced agents.
This has led some members of the order to take actions
which could be considered to be morally questionable. The death of the Queen and the Martian
Marti an attack on England
102
Pulp Fantastic
Patterson strongly professed his innocence, claiming he debased and cruel. In the intervening centuries, the Black
and Douglas O’Toole spent most of the weekend togeth- Scorpion Society became
bec ame the Tong of the Black Scorpion,
er at O’Toole’s home. When the constables went to Mr. a by-word for ruthlessness and terror.
O’Toole’s home, they found it empty, and the owner’s
The Tong emerged from the shadows again in the 1890’s
whereabouts unknown. With the mountain of evidence
in London, England, where they were implicated in the
piled against him, David Patterson’s life and name were
kidnapping and murder of several young women. When
in ruins. His protestations of innocence fell on deaf ears.
that branch of the Tong was broken up by the actions of
In a t of melancholy, David Patterson took his own life
an unconventional Scotland Yard detective, the survivors
rather than suff er
er the punishment of others.
relocated to the USA, where they built up the Tong again
Many would think that this would spell
spe ll the end of the Red by hiring themselves out as muscle to masterminds.
Headed League, but that wasn’t the case. The members of
The Tong of the Black Scorpion is governed by a strict
the League, ush with their ill-gotten wealth, found they
code of secrecy and obedience, maintained through terror
rather enjoyed their more nefarious ways. They stayed
tactics and ruthless enforcement. Betraying the organi-
together, developing new means of acquiring wealth at
zation normally results in execution by the monstrous
the expense of others. Adding additional members as
“Death of a Thousand Cuts” or banishment to one of the
necessary, the League expanded until they numbered 500
necessary,
Tongs “hell chambers” - subterranean cells where mis-
members. The “President” of the League, Patrick Sullivan,
creants are slowly and horribly tortured to death in a
grew truly wealthy during the next 15 years, and upon his
variety of diabolically creative ways.
death the leadership of the League went to the son of Peter
Flynn, Frederick Flynn. The Tong of the Black Scorpion is generally feared
feare d by other
Triads and Tongs,
Tongs, as their members are considered savages
Over time, the League expanded and continued their elab-
with no fear of death or injury. The traditional sign of
orate crimes of subterfuge and larceny. Flynn diversied
warning from the Tong – a dead scorpion pinned to ones
the League, getting them involved not only in complex bank
door with a slim dagger – is considered by most to be
robberies, but blackmail, extortion, and selling secrets to
the highest bidder. The true secret of the League is that tantamount to a death sentence, as the Ton
Tong
g has a repu-
tation for being able to eliminate its enemies no matter
each member only knows a small number of members.
membe rs. You
how well protected they may be.
cant reveal a secret if you don’t know it. That’s what leads
the League to be so successful year after year. Tong members can usually be identi ed by a tattoo of a
scorpion somewhere on their body – most often on the
In , the League is a great foil for a group
sole of the foot. While they prefer to use bladed weapons,
of adventurers. Secretive, moderately powerful, and spread
Tong assassins are procient in the use of rearms, bows,
R out enough to make them a hard target to eliminate. This
thrown weapons and even explosives. While most crim-
E is what a recurring villain is meant to be.
E inal Tongs and Triads are business organizations that
T prefer to use intimidation and bribery, the Tong of the
E 9"3 92-6 2I Black Scorpion seems to enjoy violence and bloodshed for
Z its own sake. Most recently, the Tong of the Black Scorpi-
A on seems to have fallen under the leadership of the dreaded
G $"33 : *#
$" *#.>
.> C.
C.2@
2@+&
+&2-
2- Siwang Lung – the so-called “Death Dragon” - and his
The rst recorded mention of the Tong of the Black Scor- daughter,
Blossom”. the lovely but deadly Du Kai Hua or “Poison
pion – then simply the Black Scorpion Society – is in 14th
: A “Tong” in Chinese can mean group, organization,
Century China, as an anti-Manchu resistance movement
association, club, etc. Most Tongs are perfectly legitimate
during the Qing Dynasty, while mythology places their
business organizations, rather like the Freemasons or the
origin after the burning of the southern Shaolin Temple
Temple by
Rotary Club. Assuming that every Tong they come across
one of the ve survivors of the battle. Most likely a schis-
is a criminal gang or evil cult could land player characters
matic off shoot
shoot of the White Lotus Society,
Society, the Tong of the
in a lot of hot water.
Black Scorpion was originally a political and philosophical
society who espoused a form of nihilism and found solace
in the worship of the “Eternal Mother of Shadows”; a face-
fac e-
less female deity who gathered her children to her beyond
9"3 9'#-64?"#-
death. The Society became a symbol of Chinese resistance The Tsang-Chan are a diminutive tribe of nomadic hunters
to the rule of the Mongolian Yuan Dynasty.
Dynasty. Outlawed, the from the dense jungles of mountainous Central Asia.
Society went underground, funding its resistance activities Shunned and loathed by their neighbors, this secretive
through petty crime, extortion and terror. people are almost unheard of beyond the immediate area,
but since their introduction to Western explorers in the
Over the years, the acts of resistance became less and
mid-19th Century they have established small communi-
less important to the Society
Society,, who instead began to relish
ties in almost every corner of the globe.
the rewards of crime. As the Society transformed into a
fully criminal organization so the religious aspect turned Physically, the Tsang-Chan appear to be of East-Asian/
darker, twisting in on itself until it became something Mongol stock, with physiques and culture remarkably
106
Pulp Fantastic
Boss: Also known as the capofamiglia,
capofamiglia, capo crimini, rep- picture book about the Franco-Prussian War among his
resentante or Don, this is the title given to the leader of a father’s belongings. He began to develop German nation-
crime family
family.. alist ideal at an very early age, and after losing most of his
siblings and his father in childhood, he drifted and tried
Underboss: Sometimes referred to as the “capo bastone”,
unsuccessfully to become an artist. Forced into a life of
this is the boss’s second-in-command. He oversees the
menial labor, Hitler left Austria and moved to Munich,
activities of the soldiers and ensures that the prots from
where he was living at the outbreak of the Great War.
the family’s criminal activities ow to the boss. In the
event of the boss’s death or incarceration, the underboss During the war Hitler served as a dispatch runner and
may take control of the family until a new boss is
i s appoint- was decorated for bravery, receiving the Iron Cross in
ed. 1914temporarily
was and 1918. Heblinded
was wounded at the Somme
in a Mustard and in
Gas attack. 1918
While
Consigliere: The consigliere is a combination of advisor,
recovering in hospital, he learned of Germany’s defeat.
counselor and “right-hand man” to the boss of a crime
Embittered and believing the Germany had been defeat-
family. Though ranked third in the crime family, the con-
ed from within by Marxists, civilian leaders and subver-
sigliere has no capos or soldiers working for him.
sives. Wanting to stay in the army for as long as possible,
possib le,
Capo: Also known as a caporegime, captain, skipper or Hitler volunteered to inltrate the Deutsche Arbeiter-
“crew chief,” the capo usually oversees a crew or borgata partei in a bid to quell political unrest. While attending
of ten soldiers, though in recent years he may oversee as meetings he was attracted to their anti-Semitic, nation-
many soldiers as he can e fficiently control. Each capo alist, anti-Marxist ideals and ended up joining the party
reports directly to the underboss, who gives him his au- for real.
thority. The capo is normally responsible for carrying out
In 1920, the Deutsche
D eutsche Arbeiterpartei changed its name to
to
murders on behalf of the family and runs the day-to-day
day-to-day
the Nationalsozialistische Deutsche Arbeiterpartei (Na-
operations of his crew.
tional Socialist German Workers Party) or Nazi Party and
Soldato: The soldier, “button man,” “made man”, “wiseguy” adopted the symbol of a black swastika – formerly a symbol
or “goodfella” is the most frequently encountered level of of good in Indian religions – on a white circle against a
gangster. Each soldato must have taken an oath of silence red background, as designed by Hitler himself. Propelled
(and usually have killed someone) in order to be considered by his skills as an orator, Hitler was appointed Fuhrer
“made.” (leader) of the Party in 1921. Under Hitler’s
Hitler’s leadership the
party membership swelled, and they recruited their own
Picciotto: A low-level soldier, this is little more than a
group of thugs, the Sturmabteilung or Brownshirts as
disposable thug used for the day-t
d ay-to-day
o-day work of threats,
protection from rival parties.
R beatings and intimidation.
E In 1923, Hitler and his Brownshirts, along with other mil-
E Associate: Sometimes known as a “giovane d’onore” or
itant reactionaries attempted to seize power from the
T man of honor. An associate is an employee of a crime
Republic, but were unsuccessful. In 1929, Hitler was sen-
E family that is not actually a member.
tenced to ve years in prison, but was released after only
Z nine months. While imprisoned Hitler drafted the initial
A
G 9"3 D#W&' chapters of what would become his book Mein Kampf (My
Struggle), laying down the basic framework of what the
In the years following the Great War, Germany was a Nazi Party would become.
democratic Republic, suffering terrible political and
By proposing a society built on the principles of racial
economic instability. The reparations demanded by the
purity and strength, governed by an elite ruled by Hitler
victorious allies against Germany crippled the country,
country,
himself, the Nazis created a political platform that ap-
leading to mass unemployment and a vast number of
pealed to deep-seated elements within the national psyche.
angry,, disaffected veterans. One such veteran was Adolf
angry
However, they still failed to make political headway, with
Hitler.
poor election results keeping them in a minority in the
Much of the political instability was caused by the inght- Reichstag. In times of economic prosperity, it was hard for
ing of groups of political extremists, one of which was the the people to take the Nazis seriously. Despite this, party
relatively minor Deutsche Arbeiterpartei, the German membership grew steadily, and the party gained funding
Worker’s Party.
Party. In reality the Deutsche Arbeiterpartei
Ar beiterpartei was from industrialists who hoped to use the Nazis against
little more than the political arm of the Thule Society socialists and communists. Strengthening his hold on the
(Thule-Gesellschaft), a right-wing occult secret society party, Hitler formed a personal body-guard, the Schutz-
with a focus on racial purity, Aryan mythology and an- staff el,
el, also known as the SS or Blackshirts.
ti-Semitism. Despite having a band of willing thugs to use The Wall Street crash of 1929 gave the Nazis their oppor-
in battles against other extremists, the Deutsche Arbeit-
tunity, when desperate American investors recalled their
erpartei was sliding into obscurity by 1919 for the lack of
loans from Germany, crippling an economy that depend
eff ective
ective leadership.
ed on them. Banks collapsed, manufacturing and exports
Born in Austria in 1899, Adolf Hitler was the fourth of six dried up, and within three years over a quarter of the
children who became xated on warfare after nding a German population was out of work. Losing faith in their
108
Pulp Fantastic
government, the people turned to the extremist parties.
By 1930, the Nazis had become the second largest political
9"3 73'$#+2
party in the Reichstag, and by 1932 they had a majority, From 1933 onwards, within Nazi Germany dissent was
despite the Communists making tremendous gains. dealt with by agents of the state secret police, the Geheime
Staatspolizei
Staatspol izei or Gestapo, under the leadership of Heinrich
Alarmed at the prospect of a Communist revolution, busi-
Himmler, leader of the SS. The Gestapo began a steady
ness interests put their support in Hitler, encouraged by
program of sending Jews, gypsies, homosexuals and
his vocal condemnation of the Communists. In 1933, Hitler anyone else they found politically, religiously or racially
was invited to become Chancellor of Germany, and fol-
“undesirable”” to concentration camps under the control
“undesirable
lowing the death of President Von
Von Hindenburg managed
of the SS, where they were subject to medical experimen-
to concentrate
taken by armyfull
offilegislative power into
cers was changed hisswear
hands. The oath
allegiance tation, starvation and execution. The Gestapo was con-
sidered to be above the law. According to the principles
to Hitler personally, and Hitler himself took the title of
of the Reich, as long as they did the will of the Fuhrer,
Führer und Reichskangler (Leader and Reich Chancellor
anything that they did – up to and including murder and
and Supreme Commander-in-Chief), officially beginning torture – was perfectly legal.
the Third Reich.
The Gestapo maintains a network of spies and informers
With the Nazi Party in complete control of Germany, the
to ensure compliance with the Nazi regime. School chil-
entire population was subject to Nazi indoctrination.
dren are encouraged to inform on their parents and neigh-
Citizens were encouraged to report those who they felt
bors, and almost every German citizen lives in terror of
were not adhering to the new state directives. Those found being denounced to the Gestapo and being made to “dis-
to be insufficiently “patriotic” in their outlook and behav- appear”.
ior were harassed, imprisoned or executed.
The Gestapo is responsible for overseeing internal
internal secu-
Everything in the country, from education to manufactur-
rity and counterintelligence, and are the organization
ing, was geared to a war footing. Schools became centers
most involved with the detection and arrest of foreign
for the promotion of Nazi ideology. Membership in the spies and other agents. Up until the start of World War
War II,
Hitler Youth became mandatory.
mandatory. Libraries were purged of the Gestapo is a plain clothes force, able to walk unnoticed
“non-Aryan thought”,
thought”, teachers and lecturers were required amongst the people.
by law to wear the swastika and swear allegiance to Hitler.
During the 1930’s, the Nazis began a program of German
re-armament, in violation of the Treaty of Versailles that
9"3 CC
had ended the Great War, in preparation for their conquest The Schutzstaff elel (Protection Squadron) is a major para-
R of Europe. Hitler planned to annexe all German-speaking military organization under Adolf Hitler and the Nazi
E Party, originally formed in 1920 as a guard unit known as
E countries rst and ally with other Fascist states, such as
T Italy under Benito Mussolini. German industry was sub- the “Saal-Schutz” (Hall-Protection) for the purpose of
E verted to produce aircraft and armor under a cloak of providing security for Nazi Party meetings in Munich.
Z secrecy, and in 1936 the German Army marched into the Later in 1925, under the leadership of Heinrich Himmler,
A demilitarized Rhineland, shredding the Teary of Versailles it grew from a small paramilitary group into one of the
G when Britain and France did
di d nothing to stop them. In 1938, largest and most powerful organizations in the Third Reich,
Germany annexed Austria with the popular support of responsible for many
ity.. During World
ity Warof
War theSS
II the Nazis crimes
elded against
more than ahuman-
million
the Austrian people. France and Britain protested, but did
little else other than begin re-arming their own forces. By men and wielded almost as much political and military
the end of the decade, the Nazis had invaded Czechoslo-
Czechoslo- power as the Wehrmacht.
vakia and were beginning the invasion of Poland, the act Under Himmler, the SS carefully select its members ac-
which nally began World War II and ended the Pulp Era. cording to Nazi ideology and racial “science”, with the
As seen in countless movies, books and games, virtually intention of creating an elite order of superior men as a
no other group in history is better suited for the role of model for the Nazi vision of the master race. By the nal
villain in a campaign. They are perhaps stages of World War II, the SS come to dominate
domin ate the Weh-
the greatest example of human evil in the last hundred rmacht in order to eliminate potential threats to Adolf
years, and thanks to their uniforms and philosophy, the Hitler’s power.
most distinctive. Suitable for almost any kind of adventure, As the part of the Nazi seizure
sei zure of political power in Germany
Germa ny,,
from straight-up action to espionage or bizarre super-sci- functions such as law enforcement were taken over by the
ence and occult horror, the Nazis can be found anywhere SS, and many SS organizations became replaced government
on the globe
groups from the 1930’s
of “proto-Nazis”, onward.
perhaps underEven beforeof
the control that,
the agencies. The SS established and ran the SD (Security
service) and took over the administration of the Gestapo,
secretive Thule-Gesellschaft can be encountered, a terri- the Kripo (the criminal investigative police), and the Orpo
ble omen of the calamitous conict that is to come. (the regular uniformed police). Legal oversight of the SS
and its membership was given to courts run by the SS itself,
eff ectively
ectively putting the SS beyond the reach of the law.
law.
110
Chapter 6
Playing The Game
I
f you’ve never played a role-playing game before, then one character is, or how dangerous a bomb is. It keeps
read this entire chapter. If you’re an experienced player, everyone on the same page, so to speak.
then you can skip the rst half and go straight on to the
advanced techniques
techniques on page 123.
1)*3' #@3 83#-$ $2 B3 B@2>3-
Don’t let the rules slow things down. Everything in the
!"55 12
!" 12*3
*3+
+ *#
*#5/
5/ game can be accomplished with the same basic rule –
throw two dice, add Attribute + Skills. Most of the time,
You’ve probably played computer games that call them-
the Gamemaster will help you with these rules and how
selves ‘role-playing games’ before. The big di ff erence
erence
to use them, but don’t worry too much about following
between this game and those computer games is that we everything to the letter. The rules are there to ensure
use imagination instead of glitzy graphics. The big ad-
everything runs
run s smoothly,
smoothly, but if you pause in the middle
vantage is complete exibility – you can do anything in
a tabletop role-playing
role-p laying game. You create your own char- of
to alose
desperate
the owchase to look
and the something
suspension up, you’re going
of disbelief.
acters and your own stories, and those stories can take
you anywhere. You play with your friends, sitting around Simply put, don’t worry about it. Run with it, and remem-
a table and using your imaginations, instead of relying ber, the Gamemaster is here to help and to keep things
on a computer game to do everything for you. You’re
You’re the running smooth.
ones who make and shape the story, and you’re limited
only by your own ingenuity and creativity. It’s collabo-
rative storytelling and open-ended adventure... and it’s
F2-0$ ?"3#$
immensely fun. On the other hand however, you shouldn’t cheat. Don’t
use out-of-character
out-of-character knowledge – just because you know
You don’t need to be an actor, or dress
dres s like your character, who John Sunlight is doesn’t mean your character does.
or be an expert on the Pulps to play this game. You just Don’t hide your dice rolls, or ‘forget’ to mark off a
a Story
need to stretch your imagination. Point. Cheating takes the fun out of the game. If it’s a really
crucial moment, and your character is looking like he’s
going to take a dip in the piranha tank, it’s not really your
!"5
! "5 ='
='33 1 )*
)*33 '/
So, if this is ‘collaborative storytelling’, then why use rules
place to cheat. Characters die, and you move on – you get
a new character who may be even better than your last,
and dice? Can’t you just decide what happens? you never know. People die in the pulps – not often, but
they do. If you think you’re going to get killed, go out
The short answer is yes, you can just choose what happens,
ha ppens, ghting or doing something suitably heroic. If you do
but the rules fulll three very important purposes. something memorable and the odds were really against
Firstly, the rules give challenge and uncertainty. You can’t you, the Gamemaster will reward you with Story Points
just decla
declare
re that your chara
character
cter outwit
outwitss the minion
minions,
s, or other cool stuff for
for your next character.
defeats the mastermind and saves the day – you’ve got It doesn’t mean that cheating doesn’t go on in the game,
to do it within the rules of the game. You need to be lucky
lucky,, but this is purely up to the Gamemaster. If a situation is
or else arrange events and gather resources so you
you’ll
’ll win dire, or if you’re about to uncover the villain’
villai n’ss plot way too
even if you’re unlucky
unl ucky.. early in the story, the Gamemaster may fudge some rolls.
Secondly, the rules give structure. Collaborative storytell- He won’t tell you about it but any cheating done this way
ing sounds great, but it can fall apart into an argument or is for the benet of the whole game. Having your charac-
get dominated by one person’s ideas. The rules provide a ters killed too early because you’ve done something silly,
framework for your story and make sure that all the char- or ruining the plot, will spoil the game for everyone, so
there may be some bending of the rules a little. It comes
acters get an equal chance to shine.
with the territory. It won’t happen often, and the Game-
Thirdly,, the rules work like a ‘physics engine’
Thirdly engi ne’ for the game. master has the nal say, but they’re the only ones who
They make sure that everyone can agree on how strong should be ‘cheating’.
Pulp Fantastic
!2@>&
!2@ >&-6
-6 #' # 6@ 6@2) 2)+ +
Your characters are part of a team. Find ways to combine
method for doingwhat
briey describe this your
is viacharacter
email. During
is updowntime,
when he’s you
having adventures. We don’t mean ‘my character goes to
not
your skills and support each other. If you can, look for the shops, pays his rent, etc. – you can do interesting things
opportunities to bring other player characters in on the in downtime too, like research ongoing mysteries, pursue
action. Find ways to make them look cool. If you come up character plots, hone your skills or get into new sorts of
with a plan, make sure it relies on at least one other player trouble.
115
Chapter 7
Action!
T
his chapter covers all the rules you’ll need to play 4. Roll the Dice, Work Out The Result.
. These rules are pretty simple – The player (or the ) rolls the dice and
really, almost everything comes down to variations adds up the total of all the modiers (At-
on the same basic formula. In every situation, you follow tribute + Skill + any applicable Traits +
these steps. the dice roll + anything else).
1. The describes what’s going on. The 5. Compare the Result to the Di fficulty.
Gamemaster briey describes where the If the result’s bigger than the Di fficulty,
characters are, what they can see (and it’s a success; otherwise, it’s a failure.
hear, and smell) and what’s going on (as The player (or ) uses the rules to in-
far as they know, anyway). terpret what happens next. In general,
the player can describe the results as
2. The players decide what they’re going
they wish, but everything’
everything’ss subject to the
to do. The
action players
they’re choose
going try.what
to try. courseon
Depending of ’ approval.
circumstances, the players may be able 6. Back to Step 1. The narrates the
to talk amongst themselves and careful- results of what the characters did (or failed
ly plan their next move (say, they’ve just to do), and the players get to react again.
found an entrance to the villain’s lair in Don’t ignore the rules – they exist for a reason. They’re
a building site and are discussing the best there to make the game more challenging and existing,
way to get to it without attracting atten- and to make sure that everyone’s on the same page. The
tion) or each player might have to make may decide to override the rules from time to time in
a snap decision on his or her own about unusual circumstances.
what their character does (a swarm of
clock-work bugs y out of the lair! What
do you do!) 9"3 :#'&. 1)*3
3. Work out which (if any) rules apply. All the action in is based around this
A lot of the time, there’s no need to resort basic system:
to the rules. If a character is just trying
to open a door, or talk to someone, or Attribute + Skill + Two Six Sided Dice = Result (try to
read some research notes, or drive safely match or beat the Di fficulty of the task)
a murder scene, then there’s no need to Let’s break that down.
roll the dice. You only need to use the
rules if the action is tricky, dangerous, Attribute: Select the most appropriate Attribute
Attribute for what
risky, under time pressure, or if some- the Character is trying to do. Trying to lift something?
one’s opposing the character. Then Strength is the one you need. Trying to work out a
scientic problem, or remember a key fact. That’s Inge-
If the decides the player does need nuity.. Keeping your cool in
nuity i n the face
fac e of danger? Use Resolve.
to roll, then decide on the combination Skill: Next nd the Skill best suited for the task. Are they
of Attribute and Skill that best applies. running for their lives? Having some Athletics Skill would
Traits and other bonuses may also come mean they could run faster and for longer. Having a good
into play. Animal Handling or Survival might help identify those
The sets the Difficulty for the roll. The tracks, while shooting someone uses Marksman.
Difficulty is the target number that the It’s possible that no Skill applies in a situation, or that
roll needs to beat to succeed. the character doesn t have the right skill. In that case,
the may permit the player to substitute another skill
at a penalty, or apply a penalty to the roll. See Unskilled
Attempts, below.
Pulp Fantastic
The Result: Simply add up the value of the Attribute
: you’ve selected, the Skill you have and any adjustments
Lord William “Wild Bill” McGommery is tracking a wounded from Traits, and the dice roll. If the total is equal to or
lion through the jungle. The GM asks Wild Bill’s player to roll higher than the Difficulty of the task, then the roll was a
to see if he can follow the trail. The GM
G M decides that it’s Tricky success! Otherwise, it’s a failure.
to find the lion’s tracks amid the thick undergrowth,
u ndergrowth, so the
Difficulty is 15. Wild Bill rolls Awareness + Survival + two =-'>&**3M A$$38+$'
six-sided dice and compares the total to the Difficulty. If his
total is higher, then he can follow the trail without any
Usually,, attempting to do something
Usually someth ing that you have no Skill
in results in failure. You wouldn’t try to x the wiring
problem. If his total is less than the Difficulty, he loses the
lion’ss trail and cannot follow it.
lion’ inside of a radio if you didn’t know what you were doing,
and you wouldn’t try to perform surgery on someone with
Trait: Do any traits apply? If so, have a look at the Trait no medical training. However, in desperate times, you
description and see if it applies any modiers to the roll. may have to try despite being untrained.
Dice: Roll two six-sided die, add them together and re- Even without a Skill you use the same formula as before.
member the number. Spending Story Points can add more Of course, without a Skill to add in there, the result
r esult is going
dice to this roll. to be lower, which reects their lack of training, and in
most cases, trying to do something without any Skill could
actually make things worse.
?
Any time you try to do something that
t hat you have absolutely no
In most cases, which Skill and Attribute to use are fairly Skill in, your roll suff ers
ers a -4 penalty. If you have a Skill that
S obvious. However, in some cases, there may be two Attributes
E could help a little, but isn’t completely related, if the Game-
L or Skills that could be used equally well. For example, let’s master approves you can try with a smaller penalty of -2.
U say the group are trying to follow a wounded lion through
R dense jungle. The lion has already mauled a couple of local
villagers, and our heroes want to capture it before it can do
Tricky tasks will have a high di fficulty that will make
unskilled attempts almost impossible. Others, such as
more damage. Tracking is based on Awareness, but what’s ring a weapon without training, are possible though
the best skill? Survival, to follow the tracks and scrapes on without a Skill though the chance of actually succeeding
the ground? Animal Handling, to know that lions can climb will be slim.
trees? Science (Zoology)
(Zoology) to recall that lions are
a re pack animals,
and know that this injured animal will try to reach the safety :
of her pride? You could make an argument for all three.
Lord William McGommery is standing guard over an Evil
In this case, the player would choose whatever they’re better Mastermind’s earthquake device when it activates and starts
at, or the Gamemaster would choose whichever is more apt to pulse—it’s about to cause a quake and topple the city!
in their mind. If two Skills or Attributes are relevant, the Wild Bill’s player asks the GM if he can tell how much time
Gamemaster should keep the unused Skill or Attribute in he has before the device completes it’s warm-up and triggers
mind when deciding the outcome of the roll. You’ll see below the quake. The GM tells him to roll Ingenuity + Science. Wild
on the success tables (see page 120)120) that the results can Bill doesn’t have Science, so he’
he’dd normally be rolling Ingenu-
be interpreted in different
different ways depending upon the roll. If ity -4 (unSkilled penalty) + 2 dice. Wild Bill’s player points
the Gamemaster chooses, he can bring the unused
u nused Attribute out that he’s got Technology and a stethoscope, and the GM GM
or Skill into the result. agrees that Wild Bill can use the stethoscope to examine the
For example, if Runt is the one following the lion, his low device. Wild Bill rolls Ingenuity + Technology + 2 dice -2 to
Animal Handling score might mean he backs the wounded study the movement of the devices
d evices inner workings and es-
animal into
in to a corner, causing it to become even more aggres- timate how long he has to deactivate
d eactivate it
sive. If Wild Bill or Charlie McCoy had been the one pursuing
the lion, they’d have known better than to get g et too close.
The Gamemaster doesn’t need to bear this in mind all of the ;2< # @2** <2@>'
time, but it may be a great way to inspire cool additions to So you know how a roll adds up, but what do you need to
the action and plot. roll for, and what do the numbers mean? We’ll start at the
Using Two Attributes: Sometimes, two Attributes are equally beginning and decide what the character wants to do.
appropriate. Tremendous
Tremendous physical endurance could be mea-
sured by Strength + Resolve, for example. While most rolls L-$3-$
should be Attribute+Skill+Trait, the GM can vary the compo- What are you trying to do? What are you trying to accomplish
sition of a roll on occasion.
and what risks are you willing to take to do so? Whats
What s likely
to happen if you fail? Intent is simple to work out when a
character’s doing something specic and self-contained. If
a character’s intent is “I want to shoot the cultist guard before
118
Action!
Really simple, automatic success. Opening a bottle of drink, using a telephone, walking down the
Really Really Easy 3
street, eating chips. (So simple, you shouldn’t even need to roll!)
roll!)
119
Pulp Fantastic
;2< <3** "#K3 52) M2-3/
Have a look at how far above (or below) the Difficulty the
There are times to pick up the dice, and times when you
Result was. The wider the diff erence
erence between the Difficulty
should leave them sitting on the table. Don’t bother to
and your Result, the better you’ve done. The easiest way to
roll if...
remember this is to think of the question
que stion “Did you Succeed?”
As the result gets better and higher, you progress through
It’s a trivial task:
tas k: Don’t call for Transport checks to drive down “Yes, But” to “Yes,” and nally “Yes, And.” Think again of
to the shop, or Technology
Technology checks to send an email. Roll the what your Intent was (see above, page 118)
118) as this will help
dice only when a task is difficult or important. when it comes to seeing how well you’ve succeeded.
Success is vital: If the game can’t continue until the players Sound odd? Worry not. Check out the examples below
succeed at a task, then don’t make them roll for that task. and you’ll soon see what we mean and how this works.
Just say they succeed and move on. Don’t make the players
The same should also go for failures. Sometimes, if you’re
roll Awareness to spot some tracks in the forest if there is no
other way for them to find the next part of the adventure.
a dventure.
attempting something you’re really not skilled for, you could
make matters worse just by trying. Look to see how far under
Failure is boring: If you can’t think of a consequence
conseque nce for failure, the Difficulty you failed by
by.. The lower your result, the worse
don’t roll. There’s no point in, say, making the players roll things could get. Again, think of what your initial Intent was,
Athletics to climb over a wall if they can keep trying until as this will give you ideas of how badly things went.
they succeed. Either make the wall a dangerous challenge (if
you fail, you take damage) or put a time limit on the task (if
Note that attacks use a special variation on this table to
you fail, the spy vanishes off over the rooftops).
work out damage.
S
E You’ve Already Rolled: Don’t keep rolling for the same task ?22+3@#$&2-
L unless the circumstances have changed. For example, if a
U Sometimes a task is so tricky or complicated; the characters
R character is trying
then the player to sneak
only around a pack+ of
rolls Coordination hungry wolves,
Subterfuge once, are going to have to call in some help. Many hands make
instead of rolling to sneak past each wolf.
light work and all that. Of course, some people can
c an just get
in the way and make a mess of things. However
However,, if a group
of characters are working on something together, there’s
there’s a
good chance that they’ll be able to accomplish it.
-
“ ”
Yes, and... something unexpected happened as a result of your astounding success. You get what you
wanted, and something extra happens that you and the Gamemaster decides.
You shoot the rabid wolf, and its pack starts devouring it instead of chasing you
9+ Fantastic YYou
ou crack the the
convince German Embassy
farmer not to safe,
sa
askfe,questions,
and hide your traces
and he a lsoso
also well
lets youthey’ll
use hisnever know itaswas
farmhouse opened
a base of op-
erations
You work out that the bacterial infection is spreading through the water supply, and find a way to treat
it.
Yes! You’ve managed to do what you wanted. If the character’s result is 4-8 above the difficulty
difficul ty,, they’ve
certainly accomplished what they wanted, and pretty well.
You shoot the rabid wolf squarely
squa rely in the chest
4-8 Good You crack the German Embassy safe
The farmer buys your story about an escaped tiger
You put the data together and notice that everyone who fell sick drank tap water from the office
building
Yes, but... something may not have gone as well as you’d hoped. You
You succeeded, but only just. It was a
close call, but you managed to scrape through. You’ve succeeded but the Gamemaster may add some
sort of complication
You wing or secondary
the rabid wolf, but your problem.
gun’s out of ammo
0-3 Success You crack the German Embassy safe,
sa fe, but trip an internal alarm
The farmer buys your story about an escaped tiger – butb ut he told a friend down in the village pub,
pu b, and
now you’ve got a news hound following you around
You work out that the bacterial infection is spreading through the water supply, but unfortunately, you
realize this five minutes after making yourself a cup
cu p of coffee from the office canteen...
120
Action!
No, but... It could have been worse. You failed, and didn’t manage to achieve what you hoped,
but it wasn’t a horrible failure. The Gamemaster
G amemaster may allow you to gain something out of the
encounter,, but it may not be what you’d expected.
encounter
You didn’t find the data on the German Archives, but you did manage to get out without
No, and... something else has gone wrong. Not only is the failure terrible, but things may have
worse consequences.
9+ Disastrous You miss the rabid wolf with your burst of fire, and you run out of ammo.
You fail to sneak into the villain’s base, not only that but you have set off an alarm and you
have about five minutes before his minions come to find you.
The farmer suspects you’re actually trying to rob him, and threatens you with a shotgun.
121
Pulp Fantastic
×2 +2 1/2 -2
×3 +4 1/3 -4
×4 +6 1/4 -6
×5 +8 1/5 -8
×6 +10 1/6 -10
out how the gadget works, but you think it’s got something ?28+*&.#$&2-'
to do with light’ See also the Invention rules on page 159. If you wish to add more realism or detail into a Con ict,
Similarly, halving the time it would normally take to do
certain environmental
environmental factors can be taken into account.
something means the roll receives a -2 penalty, and so on, If the task at hand is tricky or complicated, or there are
just like taking extra
extra time.
conditions such as rain, darkness or being hurried, the
Gamemaster can have a look at the examples provided
: below and apply a modier that seems suitable. These are
Runt is trying to open a safe in the office of the German just a guidelin
guideline,
e, and Gamemasters should feel free to
Ambassador to retrieve information about a Nazi spy-ring. modify the rolls as they see t, though it makes for a
He wants to stay undetected by the guards, so he takes his speedier and smoother game if these modiers are used
time. It would normally take him two hours to crack a safe sparingly.
S this complex; if he takes twelve hours, that’ll give him a +10 Of course, modiers should only be taken into account in
E bonus to his roll. So, he’ll pull an all-nighter and do the job a Conict only if one side alone is e ff ected
ected by it. If both
L right. are eff ected
ected equally, you don’t need to worry about this
U
R Before beginning this safe-cracking marathon, he learns that
Charlie McCoy is in trouble and they need the location of the
sort of thing.
spy-ring’s headquarters now. Runt decides to take ¼ the
normal time, which means a -6 penalty to his roll. Time to Characters have the element of surprise, or a head
spend some Story Points! start, or have innate knowledge of the environment,
+2
area or time period. Opposition is distracted or
confused.
Nothing is affecting the situation, or is affecting
: 0
all sides equally
equa lly..
In a fortified redoubt in the Himalayas, Charlie McCoy and Poor lighting, in a mild hurry, target more than
Siwang Lung debate free will versus the need for humanity -1
20m away.
to find a strong leader or destroy itself. Both are trying to
convince the other, so it’s a contest of Resolve + Convince
Convi nce on Characters surprised by enemy, trying to do two
-2
both sides. Both roll Resolve + Convince + two six-sided dice. things at once, target is moving
m oving at running speed.
Bad lighting (dark, no moonlight or streetlights)
The highest result wins the argument. and opponent can see in the dark, panicked, trying
tryi ng
The loser will be swayed by the argument of the winner, but -4
to to three things at once. Trying to shoot at a
the losing player can spend Story Points (see page 135)
135) to
specific part of the target (head, a hand, etc.)
ignore this compulsion.
Target more than 200m away or is a fast moving
-6
vehicle, trying to do four things at once.
?2-$3'$3M 12**'
Fighting in pitch blackness against an opponent
If you’re directly opposing someone else – say, in an argu- who can see or against a target out of sight, re- -10
ment or a chess match or a wrestling contest or trying to sisting when only just waking up.
deceive someone – then the difficulty is determined by an
opposed Skill Check, not by the Di fficulty table. Both sides P)*$&+*3 E++2-3-$'
in the conict make a roll, and the highest Result wins.
If there are multiple people involved in a conict, it can
Sometimes, both sides use the same Attribute + Skill combo. be easier to divide the bad guys into groups and use the
If two characters are wrestling, then
the n they’d both roll Strength Co-Operation
Co-Operati on rules.
+ Fighting. If they’re both playing chess, then it’
it’ss probably You can also use the Multiple Opponents rules to model
Awareness + Ingenuity.
Ingenuity. At other times, each side might use
a diff erent
erent combination. For example, if Charlie McCoy is gangs of minions or packs of animals in combat. Instead
trying to use false papers to get past a guard, then that might of making an attack roll for every G-man backing up “Wild
use his Presence + Convince against the guard’s Awareness Bill” McGommery, just have each agent aid Wild Bill, so
+ Subterfuge. he makes a single attack roll with a huge bonus.
122
Action!
Each Action Round is a few seconds of time, during which Fighters: Finally
Finally,, the people who choose to ght or shoot
each character can perform one action (and may also react take their turn. Characters act in the Fighting Phase when
to someone else’s action if they have to). they are attempting to cause harm to someone or some-
thing, either with a weapon or with their bare hands.
L-$3-$ Within each Phase, characters act in order of Coordination.
Firstly, everyone declares what they’re going to do, as per (If two characters have the same Coordination, then the
the usual action rules. one with the highest Awareness moves rst; if they’re still
tied, they act simultaneousl
simultaneously).
y).
Sometimes, a character’s intent may be rendered void by
the actions of others who went earlier in the round. For
example, if two characters both announce they’re going GH.3+$&2-'
to shoot at a gangster, and the rst character to act kills As with everything, there are always exceptions to a rule.
takes him down with his attack, the second character’s In this case, it is creatures or characters with the Fast or
attack is pointless. A character may change intent in such Slow Trait. (see page 197 and
197 and page 202).
202). Fast creatures
a case, but takes a -2 penalty to his roll (in e ff ect,
acting to himself – see below).
ect, he’s re- always get to act rst. If there’s more than one Fast creature
present, they move in order of Coordination. This means
that most predators get to act before the player characters. 7
A.$&
A. $&2-
2- ("
("#'
#'3'
3' Once all the Fast creatures have acted, proceed with the
Phases as listed above.
Action Rounds are divided into
i nto four Phases; Talking, Moving,
Doing and Fighting, in that order (this
(thi s may seem counter-in- After that, Slow creatures act. These are slow-moving
tuitive to some players, but it accurately reects the dramat- animals like domesticated animals, as well as drugged
ically satisfying way things happen in the Pulps, rather than creatures and most vehicles and environmental features.
the way they happen in reality…whatever that may be).
?"#@#.$3@' @2** #-M +3@I2@8 $"3&@ #.$&2-'
Next, actions are resolved in the following order.
When it’s their turn to go in the Action Round, it’s time
Talking: For those who prefer talking to ghting. Even for the characters to do their thing. In many cases, their
in the tensest of situation, diplomacy and persuasion (and intended action will be resisted in some way by their
sometimes out-and-out lying) can often be more eff ective
ective opponent, whether this is arguing,
argui ng, convincing, seducing,
than weapons. Note that you don’t need to wait for this blu ng, punching, shooting or trying to mentally control
ffi
Phase to shout out a brief warning or speak a word of someone. Other times it will be a simple roll against the
command, but you do need to wait for this Phase if you’re Difficulty of their action, if they are doing something
going to be speaking at length (explaining something, with no resistance, such as running, xing a gadget or
making an inspirational speech, persuading a confused defusing a bomb or if the target is completely unaware
foe to put down his weapon, etc.) The place can be explod- of the rst attack.
ing or you could be held at gunpoint, but before anyone
starts shooting or tying you up, you get to say your piece. If the character’s actions are resisted by someone, there
will be a “Reaction” to determine how hard it is for the
Moving: Motion is the most direct form of Action. Running player to act.
from a threat, charging an enemy, diving for cover, leaping
into combat, swinging from a rope; all these occur in the 13#.$&2-' 4 13'&'$&-6 $"3 @2**
Moving Phase. If the movement carries the character from
one area to another, changes his situation, moves him more Instead of both sides rolling with their own intentions, and
than a few metres or requires a roll – it counts as an Action. the most successful one determining the outcome of the
Even if you’re
you’re sneaking into the villains
vi llains hidden lair as quietly Co
Connict,with
further, the Extended Congetting
each person ict breaks things down even
to try to do what they
as possible, trying to avoid alerting his guards, you’re
moving from one place
plac e to the next, and this Phase is when intend, and being resisted with a suitable
suitab le Skill. To determine
you do it. Note that, as with
w ith talking, you don’t have to wait
wait the Difficulty of the character’s roll, you rst look at the
until the Movement Phase for minor movement. A pace or person they’re acting against, giving them a chance to react
two, sitting down, changing your posture – these are minor and to defend themselves against the action.
movements and can be done at any time.
123
Pulp Fantastic
?
Depending upon the actions of the characters, both attacker and defender,
defender, there are many combinations of Attribute and Skill that
can be used. Here are some suggestions:
Action!
or any Reactions). If you aim, you get to make a roll as if severity of their failure. For example, a weapon that nor-
you’d attacked normally (so you roll Coordination + Marks- mally does 3/6/9 damage would do 6/12/18 damage to
man). If you succeed in this roll, you get a bonus to your someone who failed to get into cover in time.
next attack roll. A success on the Aiming roll gives you a Firing full auto takes the entire Round; targeting a 45° arc
+2 bonus, a Good result gets you +4, and Fantastic gets you uses half a clip of ammunition and aff ecting
ecting a 90-degree
a huge +6 bonus. However, if you are attacked or interrupt- arc uses the entire clip.
ed in any way before taking the shot, this bonus is lost.
n Fire: You can also use an automatic weapon
Suppression
Suppressio
The Sharpshooter Trait helps with aiming. to force the other side to keep their heads down. Roll your
Targeting a Specic Body Part: You can aim for a spe-
Targeting attack as normal. Anyone who’s not in cover gets attacked
cic location, such as trying to hit a soldier in the arm so as per the normal rules on automatic re. Everyone who
they drop their gun, the roll is harder and there is a -2 is in cover doesn’t get hit, but must make an Awareness
modier on their roll to hit. If the location is very small, + Resolve roll to resist your attack. Those who fail suff er
er
for example shooting at the pistol in someone’s
someone’s hand, this a -2 penalty to their next action on a normal failure, a -4
modier is increased to -4. If the player hits, they can penalty on a Bad Failure, and are just frozen in terror and
choose the Attribute that is reduced from the damage and can’t move on a Disastrous result.
aim to hit one Attribute hard rather than reducing a little
off of
of a few.
Cover: Hiding behind things is probably the safest bet when
the guns are ring. Cover provides two advantages
advantages - one is
that it is harder to hit a target that’s smaller to see, the second
is that the cover provides protection against injury.
injury.
Imagine how much of the character is visible and how Areas are a handy way of including tactical decisions in combat
much is the
hidden, behind cover.
harder it is The more
to hit of the character that is
them. without getting bogged down in precise measurements and
maps. The trick is to come up with a few interesting
interesting Areas in
each combat zone, and then have the players choose where 7
they want to go.
1/3 (Low boxes, or kneeling) -2 modifier to hit
For example, if the characters are making their way through
2/3 (head & shoulders visible, target laying a crowded warehouse, looking for the escaped Nazi spy that’s
on the floor) -4 modifier to hit lurking in there. The warehouse might be broken into:
Shooting at someone who is behind some form of protec- • The open area around the main door (no
(no cover
cover,, but it’s
it’s
tion reduces the amount of damage that actually hits them. close to the way out)
It’s all dependent upon what it’s made out of and how thick
it is. Some objects can only take so much damage for you • The maze of big crates (probably where the spy is hiding)
before it is destroyed and useless. Here’s a rough guide. • The pile of smaller crates (the characters can easily climb
up on that to hide)
• The stack of barrels filled with chemicals (knocked over,
they might start a fire)
Wood 1 5
Brick Wall 10 50 • The walkway overhead (pretty safe)
125
Pulp Fantastic
Big Targets: Monster, dinosaurs, vehicles and other over- :
sized objects are divided into several diff erent
erent size cate- Charlie McCoy, Runt and Wild Bill are in trouble. They were
gories. Importantly, if there’s a di ff erence
erence of more than chasing an escaped gorilla – when they blundered into a
one size category, then the bigger creatures have to use warehouse and interrupted a confrontation between armed
Coordination
Coordinatio n when making attacks instead of Strength. gangsters. One of the criminals assumed it was a police raid,
and pulled a gun. Time for combat!
73$$&-6 ;&$
Everyone declares their actions. The gorilla
gorill a is going to attack.
If an attack hits, then the victim takes damage. See Losing Charlie declares he’s getting everyone into cover. Wild Bill
a Physical Conict, page 130. has his rifle ready and loaded with mercy bullets; he wants
to take a shot at the gorilla. Runt has no gun, so he chooses
to throw a rock at the angry gorilla in the hope of distracting
: it. The gangsters are all firing at Charlie.
Note: You
You should read the damage rules on page 130 before
b efore Now, onto actions. The gorilla is the only Fast creature present,
trying to follow these examples! which means it goes first regardless of its Coordination. It
Charlie McCoy’s going to punch one of the Crimson Claw’s leaps into the middle of the gangsters and lashes out at one
minions. First, we work out who’s going first – it’s determined of them. The GM doesn’t even bother rolling – she just declares
by Coordination, and Charlie’s got the higher score (plus the that the gangster’s skull is crushed by the beast’s blow.
blow.
Quick Reflexes Trait).
Trait). Charlie rolls Strength + Fighting to hit; Next, it’s the Average-speed characters.
characters. Charlie and Wild Bill
the minion reacts with Strength + Fighting to block. Charlie both have Coordination 4, but Charlie’s got a higher Awareness,
chooses to go for a called shot (-4 to hit) and spends a Story so he goes first. He pushes Wild Bill and Runt into cover.
cover. The
S Point for an extra two dice.
E GM decides that’s a Strength + Athletics roll, and that it’ll
L Charlie rolls his Strength (4)
(4) + his Fighting (3) + 4 dice, for a count as Wild Bill and Runt’s Reaction for the round too if
U total of 22, -4 for his Called Shot. The minion rolls his Strength Charlie rolls well enough.
enough.
R (5) + Fighting (4) + 2 dice, for a grand total of 11. Charlie gets Wild Bill’s the next to act. He fires a shot from his rifle rolling
a Fantastic Success, which means he does Strength x 1.5 against Coordination + Marksman. The gorilla can dodge,
damage right to the minion’s Resolve. That’s six points of rolling Coordination + Athletics, but is at a -2 penalty because
damage, knocking the minion’s Resolve right down to zero. this is its first Reaction in the round. Wild Bill hits, and the
He’ss out like a light.
He’ drugged mercy bullet thuds into the gorilla’s hairy thigh. The T he
gorilla needs to make a Strength + Resolve test to resist the
tranquillizer (see page 131 for tranquillizer rules).
Next come the gangsters. Their declared action was to shoot
?"#'3' at Charlie, but he’
he’ss in cover. The GM decides they’ll shoot at
the gorilla instead. They’re at a -2 penalty for changing their
at
Chases happen a lot in . Chasing after intent; their Marksman attack is resisted by the gorilla’s
escaped spies, running from armed minions, eeing angry Coordination + Athletics. The gorilla can use the same reaction
react ion
cops who are less than thrilled at you doing their job for as it used to resist Wild Bill’s shot. A hail of mostly inaccurate
them and want to arrest you – there’s a lot of running
around. The rst important thing in any chase is the speed gunfire blasts around the warehouse. The enraged gorilla
roars in pain as it is shot half a dozen times.
of everyone involved.
Finally, Runt acts. He pops up and throws a rock. He misses
Finally,
On foot, your speed is equal to your Coordination. the gorilla, but gets a ‘No, But’ result – he doesn’t hit the
If you’re in a Vehicle, your speed is equal to the speed of ape, but he does hit one of the gangsters right between
the vehicle plus your Coordination. More details of vehi- the eyes.
cles and their speeds can be found with the equipment Everyone’s acted this round. The gorilla’s drugged and se-
(see page 152). verely wounded, but it still goes first next round. Unless the
If the way is without barriers, obstacles or other problems, team come up with something
somethi ng very clever, the enraged great
then moving is pretty easy and you don’t need to roll. ape is going to cause more havoc before the gangsters shoot
Simple obstacles, such as low pipes, slippery oor or the it to death
sudden appearance of a cat jumping out in front of you
will need a normal roll, Coordination and a suitable Skill pushing yourself a little too far. You reduce the number of
– Athletics if you’re running, Transport if you’re in a vehicle. Areas you travel an equal amount for the failure (-1 for a
Failure, -2 for a Bad, or -3 for Disastrous). On top of that, a
You can go faster than your speed as well, but it’ll require a
Disastrous Result could mean that your vehicle, or yourself,
roll (again, Coordination and either Athletics or Transport).
takes some damage from crashing or tripping over.
If you succeed, you increase the number of Areas you move
depending upon the Result (+1 for a Success, +2 for a Good
or +3 for Fantastic!). If
I f you fail, you’ve tripped or scraped the
vehicle and it’s slowed you down - that’s the risk you take for
126
Action!
6 Open road
9 Open ground, field
12 Normal street, average traffic and pedestrians
15 Busy street, stairs, undergrowth
18 Loose rub
rubbl
blee, de
dense fo
forest, la
ladd
ddeers, ve
very cr
crowde
dedd st
street du
during ru
rush ho
hour
ur..
21 Swamp, mountainous
127
Pulp Fantastic
the characters all roll separately as before, but the slow Lethal). In most of these cases, the numerical value refers
character can be helped along with the other characters to the “middle” eff ect
ect (a Good or Bad). This is halved for a
providing a bonus using the Cooperation rules (see above, Failure (or a Success if you’re trying to inict the injury),
page 120).
120). Remember though, when you’re being chased or multiplied by 1.5 for a Disastrous (or Fantastic if you
you’re
’re
by an Eldritch Abomination, you don’t have to be faster doing the harming). Remember to round down to the
than the monster, you just need to be faster than your nearest whole number unless this is zero.
team-mates!
S or Stun results mean that the target is rendered uncon-
scious. At the Gamemasters discretion, the character may
Losing a Physical Confict: be able to perform a last desperate act before passing out,
such
Stun eas ecrying
cts lastaaround
ff ects
warning
30or pressingbut
minutes, a button. Normal
cause no actual
73$$&-6 ;)@$ physical injury (aside from minor bruising when the char-
acter hits the oor). On a Disastrous result the character
Sometimes the injury is so small that there’s no heavy
is unconscious for 45 minutes, and on a Failure the char-
paperwork involved. The Gamemaster may just remember
acter is incapacitated for just 15 minutes. However, the
your injury and say that you may be walking slower due
Gamemaster may amend these durations according to the
to that twisted ankle, or that you can’t reach that item on
source of the damage and the needs of the story.
the top shelf cause of the pain in your arm.
On recovering consciousness, the character may feel
If injuries are severe enough, you may nd that one or
queasy, aching and a little unwell, though this should
more of the character’s Attributes are reduced. Which
soon pass.
Attribute is down to the actual source of injury. It should
S be logical to the story and to the event - for example, falling
falli ng L or Lethal results mean that the attack is normally in-
E a distance and failing to land safely may result in a loss of stantly fatal. In the Pulps such attacks were rare and were
L
Coordination from a leg injury, or possibly Strength. usually limited to the toxins and rare venoms employed
U
R Getting shot could mean you’d
you’d lose Strength, Coordination by evil masterminds and their assassins. Lethal attacks
(if it’s in a limb), or Resolve. In most cases, the Gamemas- are included in the game as a reminder
reminde r that there are some
ter will dictate which Attributes are aff ected.
ected. enemies the player characters really should stay away
from, and they also encourage planning and tactical think-
thin k-
Most sources of injury will have a number or a letter next
ing when facing terrible danger.
to it to indicate the damage the character would take from
it. These are explained in the handy sidebar. A character on the wrong end of a Lethal attack can spend
Story Points to avoid it. If they cannot, then the character
N3K3*' 2I L-e)@5 is killed on a Bad or Disastrous result. On a Failure, the
character manages to avoid death, but su ff ers ers a serious
All sources of injury, whether they are weapons, falls, injury as a result of diving out the way of the attack (at
poisons, or worse, will have a value attached to it. This is least 4 points of damage).
usually a number, or in some cases S (for Stun) or L (for
If a vehicle smashes into something like a person, a large creature or another vehicle, both the vehicle and the victim take damage.
damag e.
The base damage equal to the average of the vehicle’s speed + Hit Capacity, rounding up. If the victim is one or more Size Catego-
ries bigger than the vehicle, the base damage is halved.
Next, work out the actual damage.
d amage. This is resolved like an attack; the driver of the vehicle must
mu st make a Coordination + Transport
check to determine how much damage the collision does. (If the driver is trying to avoid a damaging collision, then use the same
roll, but damage is applied on a failure, not a success.)
The vehicle takes the same damage if the victim is the same size or bigger than the vehicle; half damage if the victim is one size
smaller, and no damage otherwise.
For example: After an expedition to an isolated South Seas island, there’
there’ss now an angry
a ngry giant ape loose on Broadway.
Broadway. Charlie McCoy
commandeers a Ford V-8 and rams the beast at full speed. The Ford is moving at Speed 8 and has a Hit Capacity of 12, for an average
of 10. So, the collision is going to do 5/10/15 damage to the “8th Wonder of the World”. Charlie makes a Drive test; if he makes a
Fantastic success,
success, he’ll do the higher value; if he merely gets a Good success, he’ll hit for the middle value and so on.
If Charlie was trying to avoid hitting the giant ape then the results would be reversed. He’d do maximum damage on a Dismal
failure, average damage on a Bad failure, and the lowest damage on a Marginal failure.
If Charlie was driving a smaller vehicle, the damage
damag e would be halved. The giant ape is bigger than the Ford, so the vehicle takes the
same damage as the beast (minus the vehicle’s armor).
128
Action!
?
A lot of the time, the Attribute effected is determined
deter mined by the If the action doesn’t instantly provide you with inspiration
source of the injury.
injury. For example, if the character is shot
shot in for where an injury would happen, you can roll a location
the leg by an arrow, the Gamemaster will decide which At- randomly.. Just roll two dice and look up on the table below.
randomly below.
tributes most suit the injury
injury.. In this case, he thinks
thinks that a If the location doesn’t work, or if the limb is behind cover,
point should come off of the character’s Resolve, as the injury
i njury you can either roll again, or decide that the cover absorbs
will effect his drive and determination. A point should also the damage.
be lost from Coordination, as they’re
they ’re less able to move about
quite so easily.
easily
final point . Andbefinally,
should finally, the Gamemaster
lost from Strength, duedecides that a
to his newly
weakened physical state.
2-4 Leg -2 Coordination, Strength, Resolve
If it’s a severe injury, the Gamemaster may apply all of the 5-8 Body -0 Strength, Resolve
damage to one Attribute, effectively incapacitating the
9-10 Arm (or Forearm) -2 Coordination, Strength, Resolve
character from using that Attribute until they can get medical
Coordination, Awareness, Pres-
attention. A less severe one (a Failure,
Failure, rather than a Disastrous) 11-12 Head -4
ence, Resolve, Ingenuity
may take a little off of multiple Attributes.
Still unsure? Imagine where they’ve been hit - head, body,
body,
arms or legs. What would the injury effect?
effect? A blow to the Success and 4 on a Fantastic).
Fantastic). If they have a Strength of 5,
head would probably
p robably effect their Coordination, Awareness, they do 5 points of damage on a Good result (2 on a Success
Presence, and Resolve, even Ingenuity. A hit to the body and 7 on a Fantastic).
would effect their Strength and Resolve. Arms or Legs would If they are using a weapon, the damage is increased de-
lower their Coordination, Strength,
Strength, or Resolve. If you’re still pending upon what sort of weapon it is that you’re swing-
stuck, just reduce their Resolve and then Strength when the ing around. Follow this simple checklist, and for every
Resolve is gone, but a little imagination with the injury can “yes” add +2 to your character’s Strength.
lead to great story effects and plot developments! 7
Is it sharp? (Does it have a cutting edge, sharp points or
something equally nasty designed to puncture or slash
Numerical value results indicate how many points of the target?)
Attributes will be reduced
red uced by the injury
injur y. The Gamemaster
will discuss this with the player to suit the story and the Is it heavy? (Does it need two hands to lift?)
source of the injury
in jury.. After all, not all sources are the same. Is it dangerous? (Does it do damage without you having
We’ll cover the various sources of injury later and give you to do anything, like an electric cattle prod, a chainsaw or
and the Gamemaster guidelines for how this works. a red-hot poker?)
The number presented is the normal, for a Bad result or For every one of these, add +2 to the Strength of the char-
defeat. This number is halved (round down) for a Failure acter when working out damage. So if it’s something like
result, and multiplied by 1.5 for a Disastrous result. For a sword, it’s your character’s Strength +2. If it’s a big Scot-
example, a weapon that has a damage value of 6 will reduce
one or more Attributes by a total of six levels on a Bad tish
thenclaymore and you
it’s both heavy really
and sharpneed to use
so it’s it two-handed,
Strength +4. If it’s
result. A Failure would knock this gure down to 3, and something really nasty like a chainsaw, it’s both sharp and
a Disastrous result would be 9. dangerous, but it’s
it’s also heavy and two-handed, so it gets
Don’t worry, we’ll save all those maths - in most cases, the full +6 to the Strength.
when a source of injury is presented, we’ll
we’ll present it with These damages also count if you’re throwing a weapon
the half and the 1.5 to speed things up, with the normal (such as a knife or rock) at someone. The stronger you are,
gure in the middle. A fairly nasty weapon that has a value
the more force you can put behind the throw doing more
of 8 will be presented as 4/8/12, meaning it’s
it’s 4 for Failure, damage.
8 for Bad and 12 for a Disastrous.
P#@>'8#- F#8#63
1-3 (Normal Failure) ½ damage Shooting something is a diff erent
erent case. It’s not about how
strong you are, it’s about how accurate you can shoot. In
4-8 (Bad Failure) Full Damage most cases, a bullet will do the same amount of damage
9+ (Disastrous Failure) 1 ½ damage if it hits, no matter who res it. See individual weapon
descriptions starting on page 141 for
141 for how much damage
,&6"$&-6 F#8#63 a bullet does on a Normal/Good/Fantastic result.
When it comes to close, physical
p hysical combat, it’s all about how
strong you are. If the character has a Strength of 3, they
will do 3 points of damage on a Good Roll (and 1 on a
129
Pulp Fantastic
this damage every ten seconds or so, so you’re going to
’ ! have to nd a way out quick. The same rules apply to toxic
gases and unbreathable atmospheres (one of the hazards
Want to knock someone out? Then make
m ake a Called Shot (-2
(-2 to of secret volcano bases).
your roll) and choose to attack their Resolve. If you reduce
someone to Resolve 0, they’re knocked unconscious. Obvi- Fire: Fire’
Fire’ss a tricky one, as it can depend upon how big the
ously, you can’t do this with a lot of weapons – trying to re is. The way we’ll handle it is actually avoiding catching
catchin g
knock someone out with a chainsaw is impossible. on re yourself. This way, you can run through a burning
building, ght back a blaze, try to put out a burning doc-
Damage taken from being knocked out is ignored when the ument that has been thrown into an open replace – it’s
character wakes, though they may have a headache and a
bad bruise. all
thehandled
difficultythe same
if the way. The Gamemaster will change
re is particularly intense, but a failure
means that you’ve caught re in some way – an item of
’ ! clothing has caught alight, or worse. Roll Strength +
Resolve if you’re walking through ames, or Co-Ordination
If a character is hit by something big, the GM may rule that + Resolve if you’re trying to bat out ames or avoid touch-
he’s been knocked back instead of taking the full force of ing the ames in a burning house. A Disastrous result is
the blow. Knockback halves the damage, but the character Lethal, as it doesn’t take long for the ames to totally
is sent flying and is stunned for a few rounds. How long are engulf a person. A Bad
B ad or Failure result means that you’ve
you stunned for? That’s up to the GM, but the player can managed to put out the re after suff ering
ering some burns,
always spend a Story Point to recover. reducing the damage to 8 or 4 respectively. Again, Story
Points are going to be the lifesaver in this situation.
S E$"3@ C2)@.3' 2I L-e)@5
E If you’re in an environment where the oxygen content of
L Falls: Falling can result from failing at climbing some- the atmosphere is higher, then re does more damage.
U thing, failing to jump over a gap or run around obstacles. 2
R The distance fallen determines
d etermines how much damage taken Conversely,
intensely. a lower O atmosphere makes res burn less
from hitting the ground. For every metre your character
falls, the value of the damage is 1. So if you fall 5 metres, Cold/Heat: Cold isn’t quite so instant in its danger, it is
the damage value is 5. This is from failing the initial climb, all about exposure. Depending upon how cold it is, the
jump or running roll
roll and this is the value
value for a Bad result, Gamemasterr will assign a damage level depending upon
Gamemaste
it will be reduced (halved) if the result was a Failure or how extreme the temperature is. Characters will have to
increased (x 1.5) if you get a Disastrous. This reects some- make rolls using their Strength and any suitable Skill
thing breaking your fall, managing to land on a ledge (usually Survival, modied by Traits) to avoid exposure.
(albeit a little painfully),
pai nfully), catching yourself on the way down
down This may have to be repeated every hour (or more in
or landing particularly badly, making things worse. extreme conditions), the character gradually losing Attri-
butes until they freeze to death.
d eath.
Crashes: Most vehicles are designed to protect the pas-
sengers (with the exception of bikes, and other forms of The same eff ect
ect can be used for exposure
exposu re to extreme heat,
transport where the driver is exposed). If the character like being caught in the open of the hot desert sun. Again,
hits something at speed, or is hit by something traveling
traveling the Gamemaster will assign a damage level depending
at speed, the damage is equal to number of Areas it traveled upon how hot it is, and Strength and Survival rolls are
in the last action. For example, getting hit by a car that required to avoid taking damage from the heat.
was traveling
traveling 8 Areas in its action does 8 points of damage
(on a Bad result when trying to avoid it, halved for a Failure, ( - )
or ×1.5 for a Disastrous). Passengers in a vehicle that hits
something suff er er the same damage, only reduced by the Aboove 55
Ab 55 Deg
Degrree
eess Cel
Celsi
sius
us 5 pe
per 5mi
5mins
ns
armor protection of the car. If the car that was traveling Aboove 45
Ab 45 Deg
Degrree
eess Cel
Celsi
sius
us 3 per
per hou
ourr
at 8 Areas then hits a brick
bri ck wall, if the car provided 4 levels Aboove 30
Ab 30 Deg
Degrree
eess Cel
Celsi
sius
us 1 per
per da
dayy
of armor protection (see vehicles, on page 149),
149), each
passenger takes 4 levels of damage. Belo
Below
w -5 De
Degr
greees Cels
lsiu
iuss 1 pe
perr da
dayy
130
Action!
131
Pulp Fantastic
forms are transmitted by ea bites, while the pneumonic acute kidney failure and potentially death. Once symptoms
form is airborne via the exhalations of infected carriers manifest the patient
patien t is too sick to move
move around and suff ers
ers
and is the only form of plague that can be spread from a -6 penalty to all rolls involving anything more than bed-
person to person. Due to the ease of transmissi
transmission,
on, plague rest and recovery. Prophylactic treatments are available
was used as one of the earliest forms of biological weapon, to prevent infection.
with infected corpses dumped in water supplies or cata-
Cholera: Caused by the ingestion of water contaminated
contaminated
pulted over city walls to spread the disease.
by the bacterium Vibrio Cholerae. Onset of the disease is
Once a patent is infected, the bacterium multiplies rapidly,
rapidly, rapid with early symptoms including watery diarrhea
with an incubation period of 2-6 days (1-3 for the pneumon- (which is itself highly contagious), nausea and vomiting
vomiting,,
ic form) before the patient becomes ill. Symptom
Symptomss include; rapid heart rate, dry eyes and mouth, loss of skin elastic-
ity, low blood pressure, thirst, muscle cramps and rest-
Bubonic Plague: Headache, alternating fever and chills,
lessness or irritability. If left untreated this can lead to
physical weakness and one or more painfully swollen
acute renal failure, circulatory collapse, coma, shock and
lymph nodes (buboes, usually closest to where the bacte-
– in about 50% of cases – death. Once symptoms manifest
manifes t
rium entered the body).
the patient is too sick to move around and su ff ers
ers a -6
Septicaemic Plague: Abdominal pain, alternating fever penalty to all rolls involving anything more than bed-rest
and chills, extreme physical weakness and – in extreme and recovery.
cases – subcutaneous bleeding. Gangrene of the extrem-
Typhoid Fever: Caused by the bacterium Salmonella
ities can occur.
Typhi, typhoid fever is a potentially deadly disease trans-
Pneumonic Plague: Headache, fever, physical weakness mitted by the consumption of contaminated food or water.
S and shortness of breath, chest pains and a hacking cough. The disease has a short incubation period and a gradual
E Patients develop a rapidly progressing pneumonia that onset. Symptoms include fever, headache, constipation,
L can cause respiratory failure and shock. malaise, chills, and headache, making it hard to distin-
U
R If left untreated, all three forms of plague can be fatal, guish from
delirium, other diseases.
intestinal perforatiIn
on,severe
perforation, cases
and death confusion,
may occur. If
with a mortality rate of about 66%. Characters infected
untreated, death occurs in about 30% of all cases. Once
with plague suff er
er a -5 penalty to all rolls when attempting
symptoms fully manifest the patient is too sick to move
to do anything other than lie in bed and recover
recover..
around and suff ers
ers a -7 penalty to all rolls involving any-
Smallpox: A serious, contagious and potentially fatal thing more than bed-rest and recovery.
disease, smallpox is spread by direct contact between
Yellow Fever: Caused by a virus transmitt
transmitted
ed by infected
people, and occasionally by contact with infected body
mosquitoes, Yellow Fever has an incubation period of 3 to
uids or contaminated clothing or bedding. It is sometimes
7 days. Symptoms are sudden and include chills, fever,
airborne within enclosed spaces, but this is rare. After an
severe headache, back pain, general body aches, nausea
incubation period of between 7 and 17 days (during which
and vomiting, fatigue and physical weakness. The illness
the patient is not infectious), symptoms include a high
casts several days and usually improves by itself, though
fever, physical weakness and lassitude, head and body
weakness and fatigue may last several months. After a
aches and occasional vomiting. After 2 days the patient
brief period lasting from 6 to 24 hours, roughly 20 % of
develops a dense rash across the body that develops over
a period of days into hard pustules lled with infectious patients develop
symptoms a more
including severe
high fever,form of thebleeding,
jaundice, disease with
and
uid. These eventually scab over and fall off , leaving pitted
eventually shock and multiple organ failures. Death
white scars. If treated, the disease usually lasts about 20
follows in about 50% of severe cases. Once symptoms
days, during which time the patient is too sick to move
manifest the patient
patien t is too sick to move
move around and suff ers
ers
around and suff ersers a -6 penalty to all rolls involving any-
a -4 penalty to all rolls involving anything more than bed-
thing more than bed-rest and recovery. Death occurs in
rest and recovery.
about 1% of cases.
Necrotizing Fasciitis: Caused when a common type of
Malaria: Caused by parasites carried in the gut of infect-
streptococcus bacterium carried without ill-eff ect
ect by most
ed mosquito populations in hot, humid countries, the
people gets into muscle-tissue, the bloodstream or the
disease is a major health hazard in the third world. After
lungs, necrotizing fasciitis spreads rapidly and consumes
being bitten by an infected mosquito, the patient remains
esh, fatty tissue and skin. Symptoms include severe rapid
symptom-free during an incubation period of between 7
symptom-free
swelling and intense pain at the site of infection, black-
and 30 days before su ff ering
ering their rst attack. Malaria
ening of the tissues, Treatment usually involves the exci-
attacks typically last between 6 and 10 hours and include
sion or amputation of infected tissue. Pus or uids from
fever, chills, profuse sweating, body aches, nausea and infected areas are highly infectious if brought into contact
vomiting, malaise and occasional delirium. These attacks
with open wounds or sores. If left untreated, death occurs
may reoccur months or even years after the patient has
in 25% of cases. The disease is excruciatingly painful and
recovered from the original illness, often corresponding
infected characters are unable to act once the disease sets
with periods of stress or ill health. In cases where the
in, which takes about 24 hours.
patient is already ill or is suff ering
ering from a pre-existing
condition, severe malaria may set in, resulting in seizures, Rabies: Rabies is a deadly virus transmitted by infected
132
Action!
saliva contained in the bite of an infected animal. The cutting verbal jab, bringing in someone’s dark secrets, or
incubation period from bite to the rst symptoms can vary good role-playing
role-playing can increase the damage from an attack
wildly, from 4 days to 12 weeks. Initial symptoms are similar just like using a tire
t ire iron or a sword or a chainsaw
chain saw can
to the u; headache, chills, fever and body ache, accom- improve a melee attack.
panied by a severe itching at the site of the bite. During
this period infected characters may still act, but su ff er
er a
-2 penalty on all rolls not involving ghting the disease.
73$$&-6 '.#@3M
Within days these symptoms include delirium, confusion, Intimidating someone by threatening them physically is
hallucinations and erratic or abnormal behavior. Once a simple conict – you could use Strength + Convince or
these symptoms arise, the disease is almost always fatal. Presence + Fighting (but not Strength + Fighting – that’s
Later symptoms include extreme terror
terror,, aggression and actually punching someone, as opposed to merely looking
hydrophobia.
hydroph obia. During this stage of the disease characters dangerous), and is resisted by Resolve + Convince or
can no longer act and any treatment involves reducing Resolve + Strength.
their pain and distress. Monsters, Eldritch Abominations and other creatures are
Spanish Flu: In the years immediately following the Great a di
diff erent
erent matter. Monsters terrify us out on an instinctive
War, Spanish Flu infected one-third of the human race level. Any creature with a Fear Factor can intimidate
i ntimidate people
and killed over 100 million human beings in one of the by its presence alone. The creature rolls Presence + Resolve
deadliest disease outbreaks in history. With a very short + its Fear Factor
Factor.. The characters can resist by rolling Resolve
incubation period (often as short as 24 hours), symptoms + Ingenuity.
include weakness, fever, muscle and joint pain, coughing If you fail a fear test, you’re frozen in terror for one round.
and loss of appetite. In severe cases the disease would Failing really badly might mean you instinctively ee, or
progress to severe pneumonia, with patients often drown- panic, or drop anything you’re holding. If you’ve got the
ing as their lungs lled with uid. The disease is extreme- Brave trait, you can spend a Story Point to resist fear.
ly debilitating, and once symptoms have begun to manifest
characters suff erer a -4 penalty
pen alty to all rolls involving anything
more than bed-rest and recovery.
7
the damage
Presence or gets applied to the loser’s Resolve, Ingenuity,
Awareness. Points – a rousing
to remind speech
you of who youofare
support, a meaningful
– anything dialogue
that might bring
you back to your senses may help.
Called shots can be used in arguments; trying to under-
mine someone’s condence is a called shot to their Resolve,
while humiliating someone is an attack on their Presence.
You can have ‘weapons’ in an argument. An especially
133
Pulp Fantastic
or medic (someone with the Medicine Skill) can try to
Losing a Mental or Social Conict patch you up. A successful Medicine roll will “heal” an
There are several ways to handle the consequences of a injury, restoring levels of Attributes that have been lost.
mental or social defeat. For a Success, 1 level is restored. 2 for a Good and 3 points
for a Fantastic respectively. The Gamemaster may apply
N2'' 2I A$$@&B)$3' modiers if the injuries are severe or if modern medical
Non-physical attributes like Ingenuity or Resolve can be
supplies are unavailable, or in conditions where infection
is a major threat. Getting injured beyond the reach of
damaged by conicts. If Wild Bill and Charlie McCoy have
civilization is very dangerous.
a furious argument, then Wild Bill’s Resolve might be
damaged
This worksand
justhis temper
like spills
physical over into
damage, butother
heals situations.
a lot faster. This sort of medical assistance can only be done once for
each injury.
injury. That is, if you are injured
i njured from a fall, reducing
your Coordination
Coordination by 1, someone can try to patch you up
Most conicts won’t inict damage like this; save it for
and restore that missing level. If they fail, it cannot be
attacks that really
real ly hurt the character emotionally
emotion ally,, forcing
attempted again until the character sustains another
him to make stupid decisions.
injury. However, if you receive another 2 points of injury
and your resident medic gets a Fantastic result, you will
938+2@#@5
938+2@#@5 :#M 9@#&$ have all 3 points of injury restored.
Another possible result of a lost Conict is the acquisition
How hard is it to heal a character? The usual default Dif-
of a temporary Bad Trait, or the loss of an existing Good
culty is 12, but the Di fficulty should be increased by one
Trait. This is especially appropriate for social con icts that
only aff ect
ect a set group of people. For example, if a charac-
for every Attribute the character has that is at zero. Severe
S injuries are going to be harder to patch up, and sometimes
ter commits a massive social blunder at a high-class party,
E then his Presence and Resolve are unaff ected
ected – he’s still
the best thing for them is a trip to the nearest hospital.
L
as commanding and determined as ever – but he may pick
U
R up the Unattractive Trait when dealing with anyone who
P)*$&+*3 L-e)@&3' #-M 13M).3M
knows about his faux pas.
A$$@
A$ $@&B
&B)$
)$3'
3'
,2@.3M 92 ?28+*5 All this talk of losing Attribute points, there can be a time
The most likely result of a social or mental con ict that when the character has lost a lot of points. When an At-
the character is compelled to go along with some sugges- tribute reaches zero, the character is unable to do anything
tion. For non-player characters, this works perfectly well. related to that Attribute. So what does that mean for each
Attribute?
What happens if one player character gets into a Social
Conict with another, or is on the losing side of a conict Zero Awareness may
may mean that one or more of their senses
sen ses
with an NPC? If your character loses a Social Con ict, have been temporarily impaired, leaving them unable to
you’ve got two options: move around on their own. They’re so dazed or unable to
tell what is going on around them that they will not know
Go along with it. People get talked into doing the wrong what is happening, or may be unable to communicate.
thing all the time, or make bad decisions. Letting your char-
acter act
act against
against his best and avoid the social
s ocial compulsi
compulsion.
on. Zero Coordination, they’ll be ailing around as if they’d
had one too many at the local bar. They’ll keep falling over
or tripping over the slightest thing, over reaching for items,
i tems,
;3#*&-6 knocking everything over. Probably best just to sit down
and hope to recover.
D#$)@#* ;3#*&-6 Zero Ingenuity (not one that will drop often) will mean
the character is so tired or defeated they’re unable to think
Without medical aid, or after it has been administered,
sensibly or come up with any ideas. They may do foolish
natural healing is at a rate of 1 level of Attribute per day
things, like blindly following foolhardy orders or believe
of full rest. The ‘Fast Healer’ trait improves this rate.
what people say unquestioningly.
Normally, when one adventure ends, any injuries are
Zero Presence and the character will probably be uncon-
healed and Attributes are restored to the normal level.
scious, unable to talk or communicate until revived by
However, there are exceptions - if the Gamemaster is
medical means or given time to recover. If remaining
planning a two or three part adventure
adventure,, where very little
conscious, they will refuse or be unable to communicate
c ommunicate
time passes
ly at the between, injuries
Gamemaster’sinjuri es will be kept, or healed slight-
discretion.
with anyone, shunning
shunning contact with others as they seem
threatening.
P3M&.d Zero Resolve means they’ve
they’ ve given up completely
comple tely,, admitted
defeat and will sit around not really wanting to do any-
However, if medical aid is at hand and you need to get thing. They become open to suggestion and likely to do
back into the action as quickly as possible, a trained doctor anything they’re told. If inundated with suggestions or
134
Action!
7
135
Pulp Fantastic
Story Points can be used in many diff erent
erent ways. The succeed from a disastrous fail. One point per bump in
Gamemaster will advise if it’s a good or bad time to use levels means that you can move from a Disastrous to a
them, and as always, the Gamemaster will have nal say. Success result with three Story Points.
The Gamemaster may also limit the number of Story Points
The only limit in doing this is that you cannot bump a roll
used in any particular adventure or session. Below we’ve
in your favor higher than a Success result. After all, you
presented some uses for Story Points, explaining how they
would have failed normally, so there’s no spending ve
work in the game.
Story Points to get a Fantastic result.
Action!
guards. You could have a ship turn up when you’re strand- ?28+*3$&-6 72#*'
ed on a remote island. The number of Story Points it takes
to change the story is up to the . If your team completes goals, like breaking up spy-rings
and recovering stolen treasures, that’s worth Story Points.
The one rule when it comes to altering the plot (apart from Solving puzzles and nding a key clue that leads you to
the usual rule about everything being ultimately up to the the next scene should also be rewar
rewarded.
ded.
Gamemaster) is that you can’t use Story Points to save the
day or solve a problem directly. For example, say you’re A..3
A. .3+$
+$&-
&-66 (*
(*2$
2$ 9 <&
<&'$
'$''
being held hostage in a derelict factory by a deranged
madman. You couldn’t say ‘oh, a big piece of industrial Sometimes, the characters have very, very bad luck. The
machinery fallsHowever,
can shoot us.’ on top of him
you and squishes
could say ‘him before
, how manyhe weird invention
A stupid malfunctions
cop panics at exactly
and takes the wrong
a pot-shot at themoment.
escaped
Story Points would it cost for there to be a big piece of gorilla you just calmed down. The backup you called for is
industrial machinery that balanced precariously on that stuck in traffic and never arrives. You run out of ammo at
upper walkway? Something that would fall on the madman just the wrong momen
moment.
t. The Femm
Femmee Fatale
Fatale slips awa
away
y and
if I unexpectedly shove him into that supporting girder?’ escapes after saying something cryptic, even though you
arranged for there to be six armed guards watching her at
all times. If the Gamemaster screws the player characters
over despite their best-laid plans and preparations, that’s
& worth a few Story Points in recompense.
Most non-player characters don’t have Story Points. They This doesn’t mean that the has to pay for every horri-
have to get by without the edge that comes with being the ble event and dangerous situation the characters encoun-
hero of the story. The exception are the villains. A ‘named’ ter – only when he pushes the characters into really nasty
bad guy gets a few Story Points at the GM’s discretion. situations and gives them no chance to back out. You don’t
don’t
“Bruiser” Malone, a known mob heavy, for example, has 3 get Story Points if you’re sent to capture a spy, but you
Story Points – not as many as most player characters, but might get a Story Point if the spy’s lethal girlfriend follows
enough to make him a threat. The Crimson Claw has fistfuls you home with mayhem in mind.
of Story Points to make him a match for the entire group. 7
You don’t need to be sentient to have Story Points, by the ;3*+&-6 E)$
way. Recurring monsters and animals (like Saber, Siwang Players who help out should be rewarded. Buying snacks
Lung’s pet wolf) could have a stock of Story Points too for the group, keeping a record of events in the game,
researching background details between game sessions,
setting up a website for the game, carpooling,
carpoolin g, cleaning up
afterward – throwing a few Story Points at players who go
7#&-&-6 C$2@5 (2&-$' above and beyond is good practice.
The players can regain Story Points in lots of ways, at the
whim of the Gamemaster. P#H&8)8 C$2@5 (2&-$'
When the characters were created they were given a Story
722M 12*34+*#5&-6 Point total - this is their maximum Story Points between
Playing your character to the hilt, coming up with funny adventures. As the adventure progresses, the character can
or inspiring lines of dialogue or great stunts, getting into hold more Story Points than this, though usually this is
interesting situations – if you’re having fun and helping building up to a big expenditure at the story’s
story’s climax. When
everyone else at the table have fun too, then that should the adventure is over, the characters usually heal all their
be rewarded with a few Story Points. Try to give everyone wounds,, and if their Story Points are above their maximum,
wounds
a chance to shine, keep everyone involved in the story, and they are reduced back to the maximum level. If they have
play off other
other people’s characters. If one of the other player
p layer less than that, the Gamemaster will just replenish what
characters is an ex-soldier who’s job is to protect your they think is tting depending upon how well they play.
play.
scientist, then
the n give her a chance to show off her
her character’s
chara cter’s
combat skills by bumbling into danger. Try to make the
other players the hero of the show. N3#@-&-6 #-M L8+@2K383-$
G8B@#.&-6 :#M 9@#&$' While the Pulps weren’t known for character development,
characters in aren’t static – they can
If your Bad Traits really impede you, you can claim a learn from their adventures and pick up new skills. Over
Story Point. Better, if you suggest ways your Bad
B ad Traits time, if the Gamemaster allows it, the players can improve
make your character’s life harder, that’s definitely worth their character’s abilities. After each game session, each
Story Points. character gains one Experience Point (an especially gen-
erous might grant extra experience points after espe-
cially important game sessions or at the end of a big plot
arc or season nale).
137
Pulp Fantastic
A$$@
A$ $@&B
&B)$
)$3'
3'
Attributes can be changed, but it takes a long time and
plenty of hard work. Increasing an Attribut
Attributee should be a
noteworthy event, and takes several months of training
and discipline. It costs (ve + the Attribute’s current level)
Experience Points to raise an Attribute.
The Gamemaster should keep an eye on the players’ Story
Point stockpiles. If the players have lots of Story Points, then
they can handle big challenges and added complications. If
2 6
they’ve got few or no Story Points, they’re in danger of being
3 7 overwhelmed, and it’s a good idea to give them a breather
4 8 from the action. Use Story Points as a guide for pacing the
game. Build up to an extended action sequence where the
5 9 PCs spend most of their Story Points, then throw
throw in a quiet
6 10 interlude where the characters find a place to hide, take stock
of their situation and role-play to earn some points back,
C>&**' and then hit them with the final threat.
138
Chapter 8
Equipment
he Pulp Era is an age of ingenuity and wild invention, the high street or order them by mail. You can get Common
Pulp Fantastic
technology or arcane artifacts, will have Traits. These are
usually obvious, but the Gamemaster makes the nal
J2) ;#K
; #K33 L$
L $ =-$
=-$&*
&* J2) D33M
D3 3M L$
L$ff
decision on the capabilities of any mundane equipment, For most items, there’s no need for a player to declare that
though the expenditure of Story Points to get minor things they have that particular piece of equipment in advance.
to work should be allowed. If it’s part of the Trappings from your skills, or you’ve got
the right Group Trait, or it’s the sort of thing your charac-
Note that any device that uses batteries comes with them. ter would always
always carry with you thanks to an Instinct,
Instin ct, then
As a general rule, ignore battery life—assume that heroes you’re assumed to have it when you’re investigating Anom-
(and their antagonists) are smart enough to recharge or
alies. For example, the player of a big game hunter doesn’t
replace their batteries between adventures, and that the
need to tell the that he’s taking a hunting rie with
batteries last as long as needed during adventures, only
running down when dramatically appropriate.
appropriate.
him every time he leaves
l eaves the country – it’s always assumed
to be in his travel chest.
GV)&+83-$ 9"#$0' D2$ N&'$3M If an item is something you might have with you, but it’s
a stretch, you can spend Story Points to have it, as long as
takes place in our world of the 1920’s you can justify it to the . If the big game hunter goes
and 1930’s...more or less (assuming you don’t decide to for a night at the Stork Club, he’s not going to bring a
create a truly fantastic pulp world). If you want a piece of hunting rie with him – but he might have a derringer in
equipment that exists in the real world, but isn’t listed, his pocket, just in case!
talk to your .
Losing equipment is a bigger problem. A lot of Yes, But...
successes may involve losing key bits of gear. Some skills
S cannot be used without the appropriate equipment.
E
L For some objects, a character can try to go the cheaper route
and buy used. Used car lots, used book stores, second-hand :
U
R and refurbished electronic equipment shops, pawn shops—
Some GMs and players prefer a more traditional approach to
all these establishments and more offer deals on previously
equipment, where the player characters have only basic
owned goods. In general, only Uncommon items get a price
equipment on them by default. If a player wants to have an
break if you can find them used. Common items don’t receive
elephant gun and some Nitro Express cartridges, then he has
a price break if you find them in used condition.
to say he’s going down to the gun room to get them instead
Whether you can find an object to purchase usedu sed instead of of just assuming he got them ‘off-screen’. Using stricter
new is entirely up to the Gamemaster
Gamemaster.. Except for purchasing equipment rules puts more of an emphasis on planning and
a used car, finding other objects through
th rough a used market takes preparation instead of fast action.
time and a bit of luck.
Shopping for a used object takes twice as long as shopping
for the same object new. In addition, after spending the time
shopping, the GM can determine that the exact item you L8+@2K&'&-6 GV)&+83-$
were searching for isn’t available. You might find a similar
If you’re stuck on a dinosaur-infested South American
object, or youyou’ve
used outlets mightchecked
not findout.
anything like it at any of the plateau, of course, you’re unlikely to nd a handy branch
of Sears. The Craft skill can be used to improvise basic
Buying used doesn’t
d oesn’t negate the penalties and fees associat- equipment and to build shelter. To use the Craft skill, you
ed with buying restricted objects or objects that require a need the appropriate tools, but you can build improvised
license. tools out of basic materials in a pinch.
If you do find a used item, and the Gamemaster agrees that You can also improvise modern equipment, turning your
it qualifies for a price
p rice break, it is reduced by 1 rank (i.e. from radio receiver into an ad hoc tracking system. Improvising
Rare to Uncommon, and Uncommon to Common). modern gear uses the Te
Technology
chnology skill.
Used objects are harder to repair if something breaks or is When using improvised equipment, any ‘Yes, But’, or
damaged. Whenever a used object requires a Repair check, ‘No, And’ results probably mean that your improvised
increase the Ingenuity + Technology roll Difficulty by 2. gear has broken.
Remember that buying something used is different from
buying something on the black market. While a hot object
might be used, it is sold as though it was new.
140
Equipment
!3#+
!3 #+2-
2-'' scoop the next round into the chamber. They are more
complex than revolvers, but nevertheless have become
It’s a dangerous world out there, especially
especia lly for those who increasingly
increasingly popular in the modern age.
make a living ghting criminals or enemy agents. Most Revolvers, such as the .38 Special side-arms carried by
heroes carry weapons, ranging from baseball bats to many police officers, are relatively simple rearms that
Thompson submachine guns. store several rounds (usually six) in a revolvi
revolving
ng cylinder.
The weapons covered here are grouped into three catego- As the trigger is pulled, the cylinder revolves to bring the
ries based on their general utility: ranged weapons, ex- next bullet in line with the barrel.
plosives, and melee weapons. Machine pistols are automatic weapons small enough to
In the pulp world, carrying a weapon openly—especially
openly—especially be red with one hand. Some are autoloader pistols mod-
a rearm—is rarely acceptable, even in the rare cases when ied to re a burst of bullets in a single pull of the trigger,
it’s legal. while others are modi ed submachine guns, cut down in
size and weight to allow one-handed use.
7)-' Ranged weapons that use box magazines come with one
full magazine.
Since this is a cinematic-styled game designed for fast
play, we are not going to get into the nuts and bolts of
varying gun calibers. When one starts worrying about the
diff erence
erence between 9mm and 9x18mm pistols, it is easy
It’s entirely up to you how strictly you want to keep tabs on
to lose sight of the more important aspects of play – action
how much ammunition characters have in their weapons.
and drama. Thus, we break guns down into general cate-
Some people prefer a light touch – maybe only running out
gories instead of specic calibers and loads.
of ammunition when it adds to the story or they make a
Guns have an additional statistic called a range increment. spectacularly bad roll. Others like to carefully manage their
This represents the weapon
weapon’’s accuracy at diff erent
erent ranges, ammo expenditure, and it can add tension when they run
expressed in meters. Pistols, for example, have range in- low as the cultists close on their position...
crements of 5/10/20, meaning up to 5 meters is short range,
You don’t need to track
tra ck individual shots. Results of ‘Yes
‘Yes,, But’...
up to 10 is medium range, and up to 20 is long range.
or ‘No, And...’ could indicate that you’ve run out of ammo
Weapons can generally re a maximum distance up to 8
and need to reload (‘Yes, you hit the robot with your first
twice their maximum range, after which it is di fficult
shot, but the hammer clicks on an empty chamber when you
enough to hit that it is pointless to check for success.
try to fire again.’).
again.’). Reloading a gun takes an action
a ction for most
For each range increment, a gun suff ers
ers a cumulative -2 weapons.
to hit its target, plus an additional -2 beyond its long range.
The ammunition that different weapons hold is presented
Thus, a pistol suff ers
ers no penalty up to 5 meters, -2 out to
here as an ‘average’ for a weapon of that type. If your players
10 meters, -4 to 20 meters, and -6 up to 40 meters away,
have done some homework on specific guns, by all means
after which it is impossible to hit a target.
use the information that they have found.
Some guns impose a penalty to your dice roll if you try to
re more than once per round, due to recoil. This is in :
addition to the penalty for making more than one action Many science heroes and adventurers prefer to use non-lethal
in a round (see page 123)
123) weapons. One option is to use tranquilizing “mercy bullets”.
bullets”.
The categories and sub-categories of guns are as follows: Mercy bullets deliver an impact similar to a quick punch and
will leave a bruise, but inflict no actual physical damage.
Instead the damage for the weapon is applied
a pplied to the target’s
(&'$2*' Resolve. See page 131 to
131 to determine the difficulty to resist
Pistols are small, hand-held weapons that come in a variety the drug’s effect.
of shapes and sizes from tiny palm-sized derringers to
sleek semi-automatic jobs, to imposing revolvers with Range Increments: All pistols, regardless of their sub-
30-cm barrels. They have a shorter accuracy range than class, have range increments (in meters) of 5/10/20.
ries, but are much faster to use, less unwieldy to carry, Holdout Pistol – tiny pistols that hold .22 calibre ammu-
and far easier to conceal. nition and do more shock than actual damage. While these
Handguns can be broken down into three smaller groups: guns do very little real damage, they also have no appre-
autoloaders, revolvers,
revolvers, and machine pistols. ciable recoil. These guns hold from one (single-shot der-
ringers) to seven (revolver) to fteen (automatic pistol)
Autoloaders (sometimes called “automatics”), such as the shots, and are generally double-action, meaning the gun
Colt M1911 (the venerable .45 pistol), feature removable can be red as many times as the trigger can be pulled.
box magazines, and some models hold quite a lot of am- The character can empty the weapon in a single Round if
munition. They work by using the energy of a shot red he or she chooses. Examples include:
to throw back a slide, eject the shot’s shell casing, and
141
Equipment
Smith & Wesson .357 Magnum – Developed in response damage. Shotguns can be red a maximum of twice per
to the Colt .38 Super Automatic, this famous revolver was round (except for semi-automatic models) and subse-
designed to be able to penetrate automobile cover and quent shots suff er
er a -3 penalty due to recoil. Double-bar-
early “bullet proof” vests. reled shotguns can re both barrels simultaneously with
no penalty, adding an additional +1 to hit and an addi-
Smith & Wesson 38/200 - Called a .38, this revolver is
tional 2 points of damage, but require a full Round to
Smith & Wesson’s standard Military and Police .38, but
reload afterward. Standard shotguns hold 2 cartridges,
chambered to take the British .38 cartridge—which actu-
pump-action or automatic shotguns hold 2-10.
ally measures .357 inches. While technically this weapon
wasn’t available until 1940 (after the scope of this game) Assault Rie – During the Pulp Era, assault ri es were
it could be possible that characters with access to advanced
weaponry may have the pistol in their possession.
in their earliest stages of development and were Rare,
though characters with access to advanced weapons tech-
nology may be able to nd them. An example of an early
C"2$6)-' #-M 1&I*3' assault rie is the M1918 Browning Automatic
Automatic Rie.
Ries have a much longer accuracy range than pistols do, Assault ries can re in three modes. In semi-automatic
but are a lot more obvious, awkward, and less portable. mode, they re a single aimed shot. In Burst mode, the
Unless the rie is set and aimed already (as with a prepared gun res three bullets in rapid succession. The wielder
sniper), a character with a pistol will always shoot before makes an attack roll as normal. A Success means they
a character with a ri e. Shotguns have much shorter have hit once, a Good means they have hit twice and a
ranges, but have the drawback of being large and awkward Fantastic result means they have hit with all three bullets
like ries. – each doing the normal ‘Good’ level of damage. A second
or third burst can be attempted in the same round, but
Range Increments: Shotguns have pistol range incre- each suff ers
ers a cumulative -4 penalty in addition to the
ments. All other ries have Range increments of 25/50/150. usual multiple action penalty. In fully automatic mode,
Rie – These are hunting ries of the bolt, pump, or le- the wielder cannot aim. He simply selects an area of up
to a 90° arc in his line of vision and
a nd showers it with bullets.
ver-action variety. They hold 2-8 rounds, and can re a
maximum of three times per round. Each attack after the He then makes a standard attack roll. Everyone in the area
rst imparts a cumulative -3 penalty. Period examples
gets a chance to dive for cover with a +2 bonus to the roll.
include the Winchester Models 1903 and 1910, and the If anyone fails to dodge into cover then they take damage
as usual depending on the severity of their failure. Firing 8
Remington
Remingt on Arms M1903 Springeld.
full auto takes the entire Round; a ff ecting
ecting a 45° arc uses
Mannlicher-Parravicino-Carcano Carbine M1891 - The half a clip of ammunition and a ff ecting
ecting a 90-degree arc
Italian army uses this weapon during the Great War. The uses the entire clip. A clip usually contains 10-100 rounds.
Japanese Arisaka Meiji 38 is almost identical, except for
its smaller magazine (5 rounds) and greater weight (10
pounds).
P#."&-3 6)-'
Machine guns are large, dangerous weapons used to inict
Springeld M1903 - This American rie is licensed from
mass carnage. They are always mounted on bipods or
an earlier Mauser bolt-act
bolt-action
ion rie. The same statistics can
tripods and cannot be red on the move unless by char-
be used for later
Sturmgewehr 44.Mausers such as the Gewehr 43 or the acters with Strength 6 or more. Using a machine gun is
identical to using an Assault Rie on full auto, save that
Lee-Eneld SMLE MkIII – The British Army’s standard machine guns deal more damage, and smaller arcs of re
rie from 1895 to 1957. can be better controlled. A 45° arc uses one-half of an
ammo clip or belt, and a 90° arc uses an entire clip or belt.
Mosin-Nagant M1891/30 - The standard bolt-action
A clip holds up to 100 rounds; belts hold thousands of
rie of the Soviet Red Army through the pulp era. Nearly
rounds, but aren’t very portable. Smaller or in-between
the same statistics can be used for modied versions of
arcs of re may be possible at the Gamemaster’s discretion.
the M1930G, such as the M1938G.
Range Increments: Machine guns were actually used in
Big Game Rie – This is an elephant gun or other big,
WWI and to a lesser extent in WWII as anti-aircraft
heavy rie. Expensive, but very accurate and long-ra
long-ranged,
nged,
weapons and thus have range increments equal to twice
plus it can stop a charging rhino. Guns like this are Un-
that of ries.
common. Classic examples from the Pulp Era are the
Continental .600 and the Holland & Holland .500/450 Period examples include;
Nitro Express, both designed to stop a charging bull-ele-
phant. Maxim Gun Mk 1 - The rst automatic machine gun, the
Maxim gun is portable enough to see widespread military
Shotgun – be it a double-barrel 20-gauge or a pump-ac- use. A .450 caliber version of this gun was developed in
tion 12-gauge, all shotguns fall into this category. Shot- 1885, but the British army’s adoption of the weapon in
guns ring slugs deal high damage, but are -1 to hit due 1889 contributed to
to its great success. The Maxim gun is
to the difficulty aiming, while shotguns ring buckshot water-cooled.
(lots of little pellets) gain +1 to hit a target, but deals less
143
Pulp Fantastic
Colt-Browning M1895 - This early gas-operated machine Waff enfabrik
enfabrik Steyr Maschinenpistol 34 (MP34) –
gun is colloquially called the “potato digger,” because the Developed in 1934 from the MP18, which saw limited
movement of the gun’s levers sometimes kicks up loose service in the Great War, this exceptionally well-made
dirt from the ground. Its light weight and portability com- submachine gun was used by the Austrian police and by
pensate for its relatively slow rate of re compared to its units of the Waff en
en SS during World War II.
main competitor, the Maxim.
Browning M1917 - This medium machine gun is used :3#8 !3#+2-'
by the U.S. Army at the end of the Great War. It is wa- Beam weapons are weird technology devices that project
ter-cooled, though an air-cooled version is issued to in- an oscillating beam of directed energy. Usually derived
fantry (as the M1919A4) in the 1920s. The Browning M1918 from principles discovered from recovered Martian arma-
Automatic Rie uses the same statistics, except that it has ment, beam weapons are extremely rare and qualify as
a small (20-round) magazine instead of using linked ammo
ammo.. weird technology. They’re fragile,
fragil e, power-hungry,
power-hungry, temper-
Browning M2HB - Originally designed as an aircraft amental, and incredibly expensive. So far, no-one has
weapon, the Browning
Brownin g is adopted by the U.S. Army in 1921. found a way to mass produce them, and knowledge of
them remains extremely limited.
C)B48#."&-3 7)-' Tesla Pistol – Named after the noted inventor, the Tesla
pistol transmits a massive electrical charge to the target.
Sub-Machine guns are somewhere between pistols and
Most “Tesla Pistols” don’t pack enough punch to do much
machine guns. They look cool, but are not weapons of
damage, instead producing an eff ectect similar to a modern
precision. Typically they can re in two modes.
taser. They aren’t subtle weapons, producing a vivid blue
S In Burst mode, the gun res three bullets in rapid succes- ash of electricity and a loud crackle when red.
E sion. The wielder makes an attack roll as normal. A Success
L Tesla Rie – A bulkier version of the Tesla pistol, the Tesla
means they have hit once, a Good means they have hit
U
R twice and a Fantastic result means they have hit with all rie has an extended range and battery life, but does no
more damage.
three bullets – each doing the normal ‘Good’ level of
damage. A second or third burst can be attempted in the Tesla Cannon – This large tripod-mounted weapon is the
same round, but each suff ers
ers a cumulative -4 penalty in only Tesla gun that does Lethal damage, with the e ff ects
ects
addition to the usual multiple action penalty. being described as being similar to being struck by a
massive bolt of lightning.
In fully automatic mode, the wielder cannot aim accurate-
ly. He simply selects an area of up to a 90° arc in his line Martian Heat Ray – The signature weapon of the Martian
of vision and showers it with bullets. He then makes a invader, the dreaded heat ray is
i s still a potent weapon. With
standard attack roll. Everyone in the area gets a chance to a seemingly inexhaustible (and still unfathomed) energy
dive for cover with a +2 bonus to the roll. If anyone fails source, heat rays have been found in the possession of
to dodge into cover then they take damage as usual de- criminals and military forces all over the world. Still,
pending on the severity of their failure. Firing full auto functional heat rays are rare – many exploded with shat-
takes the entire Round; aff ecting
ecting a 45° arc uses half a clip tering force when being probed for their secrets. Martian
of ammunition and aff ecting
ecting a 90-degree arc uses the heat rays are bulky devices about the size of a man, de-
entire clip. A clip usually contains 10-100 rounds. Gener- signed to be mounted on the tripod walkers, and need to
ally, they can only re fully automatic like assault ries, be adapted for human use by the use of a tripod and a
but have the range of pistols. They hold clips of 10-50 man-usable trigger system.
rounds.
Generally submachine guns are Uncommon or Rare. Period C-&+3@ 1&I*3'
examples include; Sniper weapons allow the shooter to remain at a relative-
Thompson M1921 Submachine Gun - The famous ly safe distance, using high-powered telescopic sights and
“Tommy gun” of American gangsters is one of the rst long-range weaponry. The sniper usually holes up in a
hand-held weapons capable of automatic re. Its large-cal- location that gives him the best possible view over the
iber bullets give it greater damage potential than many proceedings, taking shots of opportunity when possible.
more modern submachine guns, although at a shorter At this point in history, most sniper ri es were simply
range. standard ries tted with a telescopic sight, rather than
the specialized sniper ries of today.
today. Modern sniper ri es
Beretta M1938A - Primarily an Italian weapon, the Model have a very long range, and can deliver very high amounts
1938A is also issued to some Rumanian and German troops. of damage but at this point in time qualify as Weird Tech.
The same statistics can be used for similar submachine
guns, such as the Erma MP38/40, the Sten Mark 2, the Period examples include;
Shpagin PPSh-41 (7.62mm), or the Sudarev PPS-42 (also Lee-Eneld SMLE MkIII – The British Army’s standard
7.62mm). rie from 1895 to 1957, when modied with a heavy stock
and telescopic sight became a highly eff ective
ective sniper rie.
144
145
Pulp Fantastic
Crossbow: The medieval crossbow was a devastatingly
eff ective
ective weapon for its time, but a modern crossbow is
P3*33 !3#+2-'
even more dangerous. Crossbows are slow to reload, but Melee weapons are used in close combat, and they are
have the advantage of being completely silent. Crossbows generally among the simplest types of weapons.
are Uncommon. They inict 2/4/6 damage. A crossbow
Knife: A small boot-knife or straight-razor does Strength
requires two hands to use. Pulling a lever draws the bow.
+1 damage; a really nasty one like a cleaver does +2 or even
It takes two Action Rounds to reload a crossbow.
+3 damage. Knives are Common.
Flamethrower: A amethrow
amethrowerer consists of a pressurized Cosh: A truncheon, or club; ideal for coshing or clubbing
backpack containing fuel, connected to a tube with a
people. Strength +2 damage; you can make Called Shots
nozzle. It shoots a 2m-wide, 10m-long line of ame that to the head without a penalty if you take someone by
burns all creatures and objects in its path. Flamethrow-
surprise with a cosh. Coshes are Common.
ers aren’t exactly the most accurate weapon, but they’re
great for dealing with Swarms of small creatures or for Sap/Blackjack: A sap is a type of cosh, consisting of either
scaring creatures – including people - that are afraid of a at, leather-covered lead rod tted with a spring handle,
re. They’re also good for setting
settin g yourself alight if you’re while a blackjack is a small, soft club made of an amount
not careful. A amethrower attack does variable damage of lead shot wrapped in leather. Both are designed to deliver
(1 die/2 dice/3 dice), but combatants who dodge a ame- non-lethal clubbing damage by spreading the impact over
thrower attack have to dodge away from you, giving you a broad area, and are used when the intention is to stun the
a breathing space. If you dodge a ame attack with Co- target into unconsciousness rather than kill him outright.
ordination + Athletics, the only place to dodge is away Saps deliver Strength +2 Resolve damage. Saps and black-
from the ame so you can’t attack the amethrower jacks are common.
common.
S operator without moving again.
E Knuckledusters: Brass knuckledusters let you punch for
L Javelin:
Javelin: This light, exible spear built for throwing can Strength +1 damage. They’re Common.
U
R be used in melee, but since it’s not designed for it, char-
acters using it in this manner always suff er
er –2 to hit. Jav-
Spear: This primitive device is a stabbing reach weapon
and does Strength – 2 damage. You can strike opponents
elins do Strength +3 damage. Uncommon.
3 metres away with it, but you can’t use it in close combat
Shuriken: A shuriken is a thrown, star-shaped projectile without a -2 penalty to hit. Ri e-xed bayonets can also
with four to eight razor-sharp points and does Strength be classed as spears. Spears are Uncommon.
+2 damage. Uncommon.
Sword: Katanas, claymores, machetes, really big knives—
Whip: Whips do Strength + 1 damage. Although you don’t anything that lets you chop and slice for Strength +4
“re” the weapon, treat a whip as a ranged weapon with damage. Real swords (as opposed to replicas and orna-
a maximum range of 4 metres. Uncommon. mental weapons) are Uncommon.
Because a whip can wrap around an enemy’s leg or other Axe: A chopping blade mounted on a handle to increase
limb, you can attempt to trip or entangle them with it. damage, axes start at Strength + 2 damage for hatchets
You declare this when making the attack.
att ack. To avoid being and tomahawks, increasing to +3 for re-axes and +4 for
tripped or entangled, the target must make a successful battle-axes. Common.
Coordination + Athletics
the target has been either reaction
tripped orroll. Failure and
entangled indicates
must Chainsaw: Not exactly a conventional weapon; a chainsaw
does Strength +6 damage, but there’s a -4 penalty to hit,
spend their next Action either untangling themselves or and you run the risk of hurting yourself if you get a Disas-
getting to their feet. Either way, they lose an Action and
trous Failure. Chainsaws are large, unwieldy and Uncom-
cannot move until they have freed themselves.
mon during the Pulp Era.
Caltrops: Caltrops are four-pronged iron spikes designed
so that one prong is pointing up when the caltrop rests on
a surface. You scatter caltrops on the ground to injure
GH+*2'&K3'
opponents, or at least slow them down. One bag of twen- Mines, rockets, grenades and other explosives do
ty-ve caltrops covers a single two metre square and can damage to an area. Anyone inside the listed radius
be thrown, bursting open on impact. Each time a creature takes full damage; anyone close by but not inside the
moves through a square containing caltrops at any rate radius takes ½ damage.
greater than half speed, or each round a creature spends Land Mine: Step on it, and it goes boom. Spotting a
ghting in such an area, they must make a Di fficulty 12
land mine pits Awareness + Survival against Ingenuity
Coordination
Should + Awareness
they fail check todeals
the roll, a caltrop avoid stepping
1 point on one.
of damage, + Subterfuge on the part of whoever planted it, with big
penalties to those spotting it if time has passed and the
and the injury reduces foot speed to half normal (a suc- surface is now overgrown. If a mine goes off, it inflicts
cessful Difficultly 12 Awareness + Medicine check, or one 2 dice + 6 damage to everyone within about 2 metres.
day’s rest removes this penalty). A charging or running Mines are Rare.
creature must immediately stop if it steps on a caltrop.
Caltrops are Uncommon.
146
Equipment
Rocket Launcher: Though the classic bazooka didn’t It’ss possible to wire together several sticks of dynamite for
It’
officially come into service until 1942, characters with even greater explosive eff ect.
ect. Doing so requires a Tricky
access to advanced weapons technology could come across (Difficulty 15) Ingenuity + Technology check (+ 1 Difficul-
a prototype shoulder-mounted anti-tank weapon. Rocket ty per stick). If you succeed on the check, both the damage
launchers inict 20/40/60 damage, and are very, very and the radius of the explosion increases by 50%.
Rare. Characters should not be using rocket launchers in
Dynamite is sold in boxes of 12 sticks. It is considered to
public. Or in cramped spaces. Or at all. Maximum range
be a simple explosive for the purpose of using a Science
is around 365 metres, with an explosive radius of 3 metres.
check to manufacture it.
Panzerfaust: A hand-held, single-shot, shaped-charge
To set off dynamite
dynamite using a fuse, the fuse must rst be lit,
anti-tank weapon, easily manufactured and designed to requiring an Action (and a lighter
li ghter or other source of ame).
be cheap, one-use weapons to be used with little training.
The amount of time until the dynamite explodes depends
The Panzerfaust has an eff ective
ective range of just over 60
on the length of the fuse—a fuse can be cut short enough
metres. When the Panzerfaust hits its target, it explodes
for the dynamite to detonate in the same round (allowing
like a grenade or other explosive, inict 9/18/36 damage
it to be used much like a grenade), or long enough to take
within a 3 metre radius. Because its explosive is a shaped
several minutes to detonate. Cutting the fuse to the ap-
charge designed to penetrate the armor of tanks, the Pan-
propriate length requires an Action.
zerfaust ignores up to 10 points of armor protection if it
a vehicle, building or object. This applies only to the object
struck, not other objects within the burst radius. Rare in A@82
A@ 82@@
this era. Heavy armor is bulky and slows you down, and really won’t
Smoke Grenade: Throwing a grenade uses Coordination help if you’re run over by a tank. Still, a bit of protection
+ Athletics; a smoke grenade lls a room or a small building never goes amiss. Armor only protects against attacks
with thick smoke. Trying to do anything while blinded is that hit the part of the body it protects – wearing a helmet
worth a -4 penalty at least. Smoke grenades are Uncommon. gives you armor
if someone’s on your
hacking yourhead,
arm obut
ff .
obviously won’t help
Tear Gas Grenade: Like a smoke grenade, but also painful.
If you’re caught in a tear gas cloud without a gas mask, you Body armor comes in a variety of shapes and sizes, pro-
have to roll Resolve + Awareness each Round against Dif- viding varying degrees of coverage and varying heaviness
culty 18; if you fail, you take one point of damage to your of materials. Armor comes in four types: archaic, im- 8
Awareness or your Resolve. Resisting a tear gas grenade promptu, concealable, and tactical.
counts as a Reaction, so you
you’ll
’ll be at -2 to your next roll made Archaic armor is old-fashioned armor, such as medieval
that round. Tear gas grenades are Uncommon. chain-mail and plate mail.
Stun Grenade: Stun grenades don’t inict much damage, Impromptu armor includes items that provide protection
but they knock their victims out briey. If you’re hit by a even though they weren’t designed for that purpose, such
stun grenade, you must make a Strength + Resolve roll as leather biker’s jackets and football pads.
against a Difficulty of 12/18/24 (work out the difficulty like
you’d work out the damage for a normal attack). If you Tactical armor is modern body armor that ts over cloth-
fail, you’re
you’re knocked out for 1 round on a Normal Failure, ing and can’t be easily concealed.
conceale d. Its weight and bulk make
1 - 6 rounds on a Bad Failure, and 2 dice rounds on a Di- it impractical to wear all the time, and it’s generally only
sastrous Failure.) Stun grenades have an explosive radius donned when a specic dangerous confrontation is likely.
of three metres. Because it’s worn over clothing in tactical situations, tac-
tical armor often has pockets, clips, and Velcro attachment
Explosive Grenade: You throw them, they go boom, bad points for carrying weapons, grenades, ammunition,
guys fall down. Explosive grenades have an explosive ashlights, rst aid kits, and other items.
radius of 3 metres, and in ict 8/16/24 damage if the targets
fail to dodge. Explosive grenades are Rare. Pulp era exam- Padded Armor: This archaic armor consists of a breast-
ples are the standard US Army fragmentation grenade plate made of layers of linen, which are then quilted to-
and the well-known German “potato-masher” Steilhand- gether to form rudimentary armor. Some types hang all
granate. the way to the knees.
Dynamite: Perhaps one of the most common and straight- Leather Jacket: This armor is represented by a heavy
forward explosives, dynamite is very stable under normal leather ying jacket, ying leathers or biker jacket. A
conditions. A stick of dynamite requires a fuse or detona- number of other impromptu armors, such as a football
ff ff pads and a baseball catcher’s pads, off er
er similar protection
tor
timetoifset it o are
they . Additional
within thesticks
burstcan be set
radius ofothe atthe same
rst stick, and game statistics.
increasing the damage and burst radius of the explosion. Leather Armor: This archaic armor consists of a breast-
Dynamite does 2/5/7 per stick in a 2 metre radius. Each plate made of thick, lacquered leather, along with softer
additional stick multiplies the damage (i.e. 2 sticks deal leather coverings for other parts of the body.
2/5/7 x 2 damage, 3 sticks do 2/5/7 x 3 damage, and so on)
and increase the explosive radius by 2 metres.
147
Pulp Fantastic
148
Equipment
U3"&.
U3" &.*3
*3'' pushing or dragging cargo. Some vehicles have higher
levels of Powerful.
The essence of the Pulp Era is speed. As new technologies -road: The vehicle is designed to go o ff -road.
Off -road: -road. If a vehicle
shrank the world, people became obsessed with travelling that lacks this Trait goes off -road,
-road, call for Transport checks
further and faster than ever before. Pulp characters in every few rounds.
general are always leaping on a plane or a boat (or zeppe-
lin!) and travelling across the globe in search of action and Fast: Some vehicles are really fast. If you push the speed
adventure. This section deals with the various vehicles of a Fast Vehicle, you move 2 extra zones on a Success, 4
the characters will rely on to get them from place to place. on a Good Success, and 6 on a Fantastic one.
A$$@
A$ $@&B
&B)$
)$3'
3' C#8+*3 U3"&.*3'
Vehicles have four special Attributes. Motorcycle: These statistics are for small Common mo-
torcycles. Something
Something fancier like an Indian Hendee Special
Handling: The ease of manoeuvring the vehicle at speed. gets a higher Hit Capacity, Armour and Speed; such mo-
Speed: How fast they move, in terms of Areas per Round, torcycles are Uncommon. A really powerful motorcycle
which is what you need to know for chases. A vehicle can is Fast.
go faster than its listed speed, but if you push it like that, Small Car: Your average family car, like a Ford Model T.
you’ll have to make a Transport roll every round to keep Common.
control.
Big Car: This is a large, expensive car, like a Duesenberg
Armour: How tough the vehicle’s exterior is. This may Model J Phaeton; leather seats, walnut dashboard. Don’t
also reect how much protection the vehicle gives to scratch the paintwork. Cars like this are Uncommon.
people inside it.
Sports Car: A top-of-the line sports car, like a BMW 328
Size: How big the vehicle is. or an Auburn 852 Speedster. Cars like this are rare.
Hit Capacity: How much damage the vehicle can take Utility: This covers military jeeps, pick-up trucks (like
before being immobilised. A vehicle that takes half its Hit the Ford Model A Pickup)
P ickup) and other utility vehicles (like
Capacity is damaged, and loses half its speed. A vehicle the Ford Model T Utility Truck). They’re Uncommon.
that takes twice its Hit Capacity in damage is torn apart 8
and is now a pile of junk. Truck: A cargo truck. A bus would have similar attributes,
but would replace its Powerful Trait with more space for
Aircraft and water craft work slightly di ff erently.
erently. A boat passengers. Trucks are Uncommon.
that’s taken half its Hit Capacity is holed and is sinking.
It can still be used, but loses one Speed every round until Tank: A front-line battle tank like the Panzerkampfwagen
reduced to 0, at which point it sinks. III. A vehicle like that has a main gun that can make mince-
meat out of any hero as well as smaller anti-personnel
An aircraft reduced to half its starting Hit Capacity is out weapons. Battle tanks are Rare, and your shouldn’t let
of control. The pilot needs to land it immediately or it will you get one anyway.
crash.
In atable
unless bitesAn
Dingy:
a shark in atable
a chunk out ofboat.
it. InSafe anddinghies
atable reliable
9@#&$' are Uncommon.
There are also a few special Traits that vehicles can have. Speedboat: A fast sports boat. Rare.
Open: The vehicle off ers
ers next to no protection to people Autogyro: Invent
Invented
ed in 1923, the autogyro is a predecessor
inside it. A motorcycle is open, as is a convertib
c onvertible.
le. of the modern helicopter. Built from airplane components,
Enclosed: Your average car—the main compartment is an autogyro has the body of a light plane such as the
enclosed, but there are big windows that could be smashed Sopwith Camel, but with rotary blades mounted above the
open easily. If an Enclosed vehicle is attacked, then a big cockpit in place of wings (though it does have a pair of
attacker may be able to get at the people inside through light stabilizers extending to the sides where the wings
the windows with a Fantastic attack result. would be on a monoplane). A propeller
propell er on the front moves
the autogyro forward. Rare.
Fully Enclosed: This is for tanks and other vehicles that
are designed to withstand attacks from outside, like a P2$2@.5.*3'
safari landrover.
made with The windows
wire-hardened are non-existent,
glass and are far enoughor are
away Unlike getting into a car, mounting a motorcycle is a free
from the passengers to ensure that attackers need to smash action. Motorcycles tend to perform better than automo-
or ip the vehicle to get at the characters inside (assuming biles, but they provide no cover to their occupants.
they don’t just open the door). BMW R12: A sturdy well-built motorcycle, available with
Powerful: This vehicle has a big engine and puts out lots or without a sidecar, used by the Third Reich as a vehicle
of horsepower. Double its speed for the purposes of for scouts or couriers.
149
Pulp Fantastic
Indian Hendee Special: The Indian Hendee Special is It is 3 squares long and 2 squares wide. With the convert-
the rst electric start motorcycle. It is a powerful bike ible top up, it provides two-thirds cover to its occupants;
capable of high speed. It’s smaller than most vehicles with the roof down, this is reduced to one-third cover.
occupying only a single square. This bike is the favorite
Bugatti Type 57 Atalante: The Bugatti Type 57 is a sleek
of a lot of daredevils and speed freaks.
and elegant racer from 1937, and provides two-thirds cover
SdKfz 2: A treaded motorcycle half-track, the SdKfz 2 to its occupants.
Kettenkraftrad was originally conceived as a light support
Kettenkraftrad
Hispano-Suiza H6C Saoutchik Xenia Coupe: A mas-
towing vehicle for mountain troops, but found favor with
terpiece of artistic design, this is a successor to the classic
all Wehrmacht troops, especially those in the Eastern Front
Hispano-Suiza sedans of earlier years. Its art deco styling
where it’s excellent cross country ability allowed it to and teardrop shape set it apart from any other car on the
maneuver in the mud-bogged roads and the mountainous
road at the time. It provides two-thirds cover to its occu-
Caucasus region.
pants.
?#@' P&*&$#@5 U3"&.*3'
Several cars are covered here.
Several military vehicles are covered here.
Bentley-3 Litre: Known for both speed and reliability,
Panzerkampfwagen III: One of the Reich’
Rei ch’ss famed Panzer
the Bentley 3-Litre has been jokingly referred to as “The
tanks, the Panzerkampfwagen III was relatively lightly
fastest truck in the world.” With the convertible top up, it
armed and armored, with 15mm armor. This vehicle is
provides two-thirds cover to its driver and passengers;
armed with a single 37mm cannon and a MG34.
with the roof down, this is reduced to one-third cover.
cover.
S SturmGeschuetz III: The SturmGeschütz (Assault Gun)
E Mercedes-Benz SSK: A ne early sports car, the SSK
was designed using the main hull of the Panzer III. Orig-
L pales in comparison to the Alfa Romeo that comes along
inally designed as support artillery weapon it was later up
U
R
a few years later. gunned with a massive 75mm cannon and used as a
Model A Ford Roadster Pickup: This is a typical early tank-killer.
pickup truck, lacking the large capacity of more modern
Type VIIA U-boat: Another iconic Nazi vehicle, the U-boats
pickups. The driver has two-thirds cover, while the rear
traveled the Atlantic in predatory “wolf-packs”, harassed ship-
bed provides one-third cover.
ping, delivered Nazi spies onto unsuspecting enemy beaches,
Model A Ford Station Wagon: Later known as a “Woody” and carried secret archeo-
for its wooden sides, this kind of early station wagon is logicaldiscoveriestohidden
intended for commercial use (replacing its passengers island fortresses! There were
with additional cargo capacity). It provides two-thirds many types of U-boat — this
cover to its occupants. vehicle is armed with a
75mm deck gun, 11 torpe-
Alfa Romeo 8C 2900: The Alfa Romeo 8C 2900 is a fast
does in 4 forward tubes.
two-seat racer. It provides one-third cover to its occupants.
Duesenberg Model J Phaeton: This luxury automobile
brought the term “duesy” (or “doozy”) into popular slang.
It has a separate windshield for the passengers in the rear A&@+
A& @+*#
In the *#-3
1920-3'
and'30’s, the
seat! With the convertible top up, it provides two-thirds airplane was still a rela-
cover to its occupants; with the roof down, this is reduced tively new technology
technolog y, and
to one-third cover. flight was seen as the
gateway to adventure.
Citroen Traction Avant: One of the rst cars to use front-
wheel drive, the 1934 Citroen Traction Avant is a technol- Fokker Triplane: The
ogy leader. It provides two-thirds cover to its occupants. only ghter plane nearly
comparable to the Sopwith
Buick Series 90 Convertible Phaeton: A popular car in Camel during the Great
the early days of Hollywood, the Buick Series 90 Convertible War, the Fokker is just as
is elegant and often seen in light colors. With the convert- well known, as it was made
ible top up, it provides two-thirds cover to its occupants; famous by the exploits of
with the roof down, this is reduced to one-third cover. the legendary Red Baron.
Auburn 852 Speedster: Another speedy racing car. With It carries twin Spandau
the convertible top up, it provides two-thirds cover to its machine guns. (Use the
occupants; with the roof down, this is reduced to one- statistics for the Browning
third cover. M1917 machine gun.)
BMW 328: A lightweight and aerodynamic sports car, Sopwith Camel: One of
the BMW 328 is speedy (for its time) and maneuverable. the most famous ghter
150
Equipment
Pulp Fantastic
planes of The Great War, the Sopwith Camel is a highly
maneuverable biplane with twin Vickers machine guns 93."-2*265 N3K3*'
mounted in the nose. (Use the statistics for the Colt-Brown-
Colt-Brown- Despite the fact that all of the technology of the Pulp Era
ing M1895 machine gun.) The breeches of the guns are ran on vacuum tubes, scientic endeavors are broken into
covered by a hump that gives the plane its name. Other various Technology
Technology Levels, for ease of use in these rules.
Great War-era biplanes have -1 maneuver modi ers but Bear in mind that these are not hard and fast guidelines
are otherwise comparable to the Camel. to any particular era, and that any historical epoch is a
Messerschmitt Bf109: One of the best air superiority blend of diff erent
erent Progress Levels for the diff erent
erent types
ghters ever built, the Messerschmitt was the predator of of sciences.
the skies. The Bf109 was the Luftwa ff e’s
e’s standard sin- A Technology Level () is an indication of the state of
gle-seat ghter since 1935 and was able to out ght or technology that exists in a particular society or civilization
civili zation
outrun virtually all opposition. The ghter was used pri- (which, in a science ction setting, may be located on a
marily for intercept and bomber escort duties. planet other than Earth). This state of technological de-
Junkers 87D Stuka: Stuka is the abbreviation of the velopment generally pervades all aspects of a culture,
German word Sturzkampfflugzeug, which designated all particularly at higher levels ( 5 and beyond) when long-
dive bombers. The main ghter/bomber used by the range communication is virtually instantaneous. Even at
Luftwaff e,
e, the Stuka would play a major role in the Blitz- lower levels, it’s unlikely—but
unlikely—but not impossible—for a group
krieg that swept across Poland, northern Europe and of humans (or other sentient beings)
b eings) to be at one Technol-
France. In the later years of the war, the Ju 87 had a suc- ogy Level in some respects and at another one in other
cessful second life as an antitank weapon, striking armor respects. Technology Level may vary wildly from place to
place on the same world or even the same continent.
S columns from above.
E Sikorski S-42 (Seaplane): Before the extensive develop-
L TL 1: Stone Age
ment of airports, seaplanes such as the Sikorski S-42 (Sea-
U
R plane) are popular passenger planes. They can carry nearly The major achievements of a Stone Age society are the
three dozen passengers in comfort. use of re, the domestication of animals, and the invention
Curtis Condor: This was the ultimate airliner prior to the of agriculture. An individual living in a Stone Age society
1933 introduction of the Boeing 247. Despite its - at the is primitive, but he isn’t necessarily gullible, stupid, or
time luxurious cabin - the Condor was a beast to y and a easily frightened by advanced technology. Common
nauseating ride for passengers. weapons in a 1 civilization include the club, the dagger,
the spear, and the bow. Armor made from hide or leather
g3++3*&-' is possible, as are wicker shields. Communication beyond
the local tribe or settlement doesn’t exist. Travel is accom-
One of the most visually distinctive and graceful means plished by foot or by simple rafts
ra fts or canoes. Simple pottery,
of transportation, the zeppelin is also practically syn- stone working, and woodworking are possible.
onymous with the idea of Pulp in the minds of most
modern gamers.
TL 2: Bronze/Iron Age –
A zeppelin consists of a large hydrogen or helium lled
balloon that is steered by rudders on the aft and given
thrust by propellers. Rigid-bodied zeppelins usually have P&MM*3 A63'
Early human civilizations began to work metal toward the
a small control gondola beneath, with passenger accom-
end of the Stone Age. The malleability of copper led to its
modation and cargo holds within the body of the craft.
becoming the rst metal to be “tamed.” Adding tin to
At over 100 metres long with a carrying capacity of up
u p to copper created a much stronger alloy: bronze. This advance
72 passengers, a standard large passenger airship could allowed for the crafting of tools and weapons of great
cross the Atlantic in two and a half days. The world famous durability. In turn, those improved tools made possible
Hindenburg was over 240 metres long, the largest object the working of iron, which soon replaced bronze as the
ever to y, while the Graf Zeppelin was the rst aircraft to metal of choice for tools and weapons.
y around the world.
In a Bronze/Iron Age society, advances in pottery, con-
While most zeppelins were lled with highly ammable struction, and agriculture allow for the concentration of
hydrogen,, American airships used helium and therefore
hydrogen populations into larger and larger groups, with a corre-
weren’t exposed to the same risk from re. sponding upswing in the accumulation and sharing of
knowledge.
begins in theThe rise of
Bronze nations,
Age. city states,
Organized ortsand
eff orts empires
to improve
communications allow regional societies to exist. Galleys
and small sailing vessels are capable of relatively long
voyages, and some cultures may build extensive road or
canal networks to link distant places.
152
Equipment
Improvements in agricultural efficiency permit the rise of the battleeld. Even the reliable bow vanishes, replaced by
artisans, craftsmen, professional soldiers, and other occu- the intlock. Light melee weapons remain common.
pations that are not directly concerned with gathering food.
The sword replaces the club and the dagger as the preferred TL 4: Industrial Age
weapon of infantry. Chariots brie y dominate warfare In the fourth Technology Level, the theoretical knowledge
before cavalry (aided by the introduction of the stirrup) of the previous era matures into widespread practical
renders chariots obsolete. The rst true military forces or application. This is the Technology Level of the world
tactical systems appear. Armor can now be made from detailed in the . Any Progress
sewn plates or scales, metal links, or even forged breast- Levels above 4 will belong to limited individuals. The
plates, and a variety of metal melee weapons dominate harnessing of hydraulic, steam, and electric power creates
the battleeld. an explosion of commerce and industry. Developments
Maturing civilizations experience a period of turmoil and such as the telegraph, the telephone, and the radio make
adjustment toward the end of this Technology Level. De- true global communication possible. Breakthroughs in
velopments continue in architecture, commerce, metallur- manufacturing techniques allow the construction of heavy
gy,, and mathematics. Wider dissemination of information
gy ironclad vessels, rail transportation, and architecture of
becomes possible thanks to more advanced printing tech- previously unimaginable size. Pioneers venture high into
niques. Sea communications dominate in the later part of the atmosphere and descend into the sea’s depths.
this stage of development, and sturdy seafaring carracks Urbanization is complete as individuals gather in smaller
and galleons open the door to the next Progress Level. environments where they can more easily exchange goods
As populations increase and knowledge of agriculture evolves, and information. Corporations expand in power, many
an increasing percentage of the population relocates into establishing themselves
themselves throughout the explored world.
growing cities and towns. Toward the end of this Progress Governments are based on political and economic factors.
Level, the feudal system, in which a small class of nobles ruled
a large population of agricultural workers, begins to collapse. The means of war change swiftly through the period. Air-
craft and submersibles join the list of military assets. Reli-
Specialized crafts develop, universities appear, and the middle able and accurate ries, pistols, and machine guns become
class is born. The rst corporations emerge in the form of trade common. Mechanized war machines herald the rst great
guilds. The evolution of strong systems of trade and nance change in the art of battle since the end of the knight.
tends to distribute a society’s wealth more evenly among its 8
members, diluting the power of the nobility.
Tools of warfare undergo a signicant revolution. Sophisti-
TL 5: Space Faring/Information Age
cated chain and plate armors protect warriors from harm, The Industrial Age relied on chemical power, but in the
and elaborate fortications become something of an art Space Faring/Information Age, computer technology and
form. Toward the end of the Middle Ages, the introduction electronics rule supreme. Satellite information systems
of simple gunpowder weapons signals the imminent end of and the Internet connect the globe digitally. This Technol-
knights, heavy armor, and organized armies of swordsmen. ogy Level also sees the introduction of ssion power and
weapons reducing the importance of fossil fuels. The
automobile replaces the locomotive as the common form
TL 3:of Age ofan era
Reason of travel. The rst steps toward space travel involve massive
The Age Reason is in human history when the de- chemical rockets, unmanned probes and satellites, and
velopment of ideas and systems of thought takes precedence short-term manned missions.
over technological invention. The scientic method improves The technology of the era allows greater citizen participation
humankind’s understanding of the world. Experimentation in government. The emergence of international alliances
becomes the means by which the physical properties of begins to dissolve borders between nations. Corporations
nature are systematically examined. The study of the various gather power and begin to threaten government authority.
scientic disciplines—chemistry, electromagnetics, medi-
cine, biology
biology,, and astronomy—ourishes. Instruments such Technology has a greater eff ect
ect on individual lifestyles than
as microscopes and telescopes enable scientists to greatly on society as a whole. Most weapons at this time are rened
extend the range of their observations and discoveries. versions of Industrial Age equipment. Ries, machine guns,
and heavy howitzers are still used by the world’s
world’s soldiers.
The new reliance on science generates waves
waves on all levels
of society. Superstition falls away, and exploration of the Computerized targeting systems and guided weapons
world reaches its apex. Society begins to experiment with make warfare much more precise and efficient. Strategic
new forms of organization, such as democracy. Corpora- weapons, tested but never used, exhibit the species’ power
tions and economic alliances continue to evolve. Econom- to exterminate itself in minutes.
ically, this Progress Level is a transition from the cottage Humanity experiences its Information Age as anxious
industries of the Middle Ages to industrialization. years full of minor crises. The tension gradually allevi-
The cannon becomes the dominant factor in naval warfare, ates through the age, and as the era ends new super-
while massed musket re and horse-pulled eld pieces rule powers form.
153
Chapter 9
Pulp Inventions
L E<-&-6 # L-K3-$&2-
ike the era in which the Pulps were created, technol-
ogy plays an important role in the stories of the Pulp
Era, and not just in those stories that deal with the Having an Invention isn’t free. These remarkable items
science ctional genres directly
d irectly.. The Pulps were lled with are rare to have at character creation and should be
“Lab Coats,” Weird Inventors for both good and evil who discussed and authorized by the Gamemaster. Inven-
were the precursors of the Atomic Age. tions come in various sizes, just like Traits: Minor, Major
Between the insanely cackling mad scientists with their and Special.
planet smashers and their death rays and the heroic sci- Minor Inventions cost 1 Story Point and can hold a single
entic adventurers with their auto-gyros, jet packs and Minor Trait. They may hold a Major Trait (or two Minor),
long range radio waves, the pulps were lled with high but would need to take a Bad Trait to ‘pay’ for the extra
technology and bristling with vacuum tubes. cost, such as Restriction or One Shot. They hold a single
In two words, “weird science” is what sets the
- Story Point, and this can be used so the Invention
I nvention can do
- apart from the real world something novel or diff erent,
erent, though the eff ect
ect of this will
of the early twentieth century. In the be fairly small.
- , Weird Inventors are square-jawed Major Inventions cost 2 Story Points and can hold a Major
visionaries who volunteer to test their own rocket-packs or two Minor Traits. They may hold an additional Major
because they want to make sure it works before giving it to (or additional two Minor Traits, up to 4 points worth in
anyonee else. To them the future
anyon fut ure holds limitless promise, and total) but will need to take a Bad Trait or two to ‘pay’ for
weird science is the means by which that promise will be the additional ability, such as Restriction or One Shot.
realized. The workshops and laboratories of the Weird In- They hold two Story Points, and these can be used so that
ventor are littered with prototypes for a variety
varie ty of items from the Invention can do something that it is not normally
space rockets and ying cars to ray-guns and giant robots. designed for, the eff ect
ect of which can be fairly signicant.
However, not all inventors work for the forces of freedom Special Inventions cost 4 Story Points and can hold up
and liberty. There are sinister secret societies and tyrant to 4 points worth of Traits (2 Major, 4 Minor, etc). They
nations that have Weird Inventors of their own. The science may hold more than this, but will need to take Bad Traits
of the world is both promising and threatening. to pay for the additional abilities. They can hold four Story
To simulate
simulate these types of characters, both good and evil, Points to do odd or remarkable things, with some major
uses the following system for handling eff ect
ect on the story.
the weird science, regardless of how impossible it seems, For example, at character creation you can have an Inven-
of the Pulp Era. tion that is a Major Invention and has 4 Good Traits
Traits – Open/
Close, Scan, Transmit and Weld – and 2 Bad Traits – Re-
striction (Living Flesh) and Restriction (Complex Controls).
It can hold 4 Story Points, which can be used to do things
Equipment is classed as items that can be acquired with little
that this device may have never done before. It costs 2
difficulty,, or built and repaired by ordinary technicians and
difficulty
Story Points from the characters’ Story Point pool if pur-
engineers. They may be rare, or expensive, but they’re out
there in the world if you know where
w here to look and have suf-
chased at character creation. Inventions purchased in this
way reduce your maximum Story Point totals, but it does
ficient funds. Inventions are a whole different kettle of ionized
mean that the Invention is rarely lost. The good thing
plasma. They’re something really special, can do amazing
about getting a Invention this way is that if it goes missing
things and can’t be quickly built or repaired by anyone without
with out or is broken, the Invention is assumed to be xed or re-
the Gadgeteer Trait. Most are one of a kind, and many push
– or break! - the limits of what ordinary people consider
placed at the beginning of the next adventure. This doesn’t
mean that the Invention can’t be removed permanently.
possible. A Gas Gun,
Gu n, a Man Portable Rocket Powered
Powered Device
or an Ether Flyer are Inventions, and they have a number of
If the Gamemaster thinks that the Invention is being over
Traits that can help your rolls.
used, or misused, it can be lost as part of the storyline, the
Invention being removed (with the character’s Story Point
maximum restored by the Invention’s cost). Who knows,
Pulp Fantastic
the recovery of the item could be a whole story in itself,
and maybe the players will learn not to rely on such In-
:)&*M&-6 L-K3-$&2-'
ventions all the time. Making a new Invention uses Ingenuity + Technology.
Creating a new Invention takes a lot of work—it’s not
something you can whip up overnight in most cases (there
?@3#$&-6 L-K3-$&2-' are exceptions, of course—it’
course—it’ss possible to jury-rig some-
thing in an emergency). When you’re
you’re creating an Invention
Weird inventors toil away in their secret laboratories
in the middle of an adventure, you need to make an Inge-
working on nucleonic beams to help them take over
nuity and Technology Skill check to ensure you have
the world; real-life inventors have in their minds the
plans for inventions such as death rays and perpetual tweaked
tions. theyou
Then right bits enough
spend and soldered
Story the correct
Points connec-
to temporar-
motion machines.
ily purchase the Invention. Inventions created this way
All of these devices, real or imagined, fall under the cat- are temporary items, and the Story Points used to create
egory of weird science, and these weird items are usually them are not deducted from the character’s maximum
the creations of characters with the Gadgeteer Trait. Doctor total, just from their current points. They’ll get them back
Indiana frequently throws together a wild Invention with in time.
a little weird science. Characters without the Gadgeteer
Your progress towards
towards completing the Invention is tracked
Trait can create strange Inventions, but it’s much harder
by a special bonus called, imaginatively, your Progress.
for them and it takes a lot longer. Most of the the really
This starts at 0, and rises as you get closer to nishing the
wild devices – the ones that push, bend and occasionally
device. You add your Progress to your Ingenuity + Tech-
ignore the laws of physics entirely - can only be created
nology rolls. You need to accumulate a certain amount of
S by characters with the Gadgeteer Trait. Without it they’ll
Progress before the invention is completed. When making
E just cobble together
together a non-functioning
non-functioning mess of Tesla
Tesla coils,
coils, a new Invention, you roll Ingenuity + Technology + Prog-
L vacuum tubes and wires.
ress against a Difficulty set by the , and check the fol-
U
R
Weird science and weird inventions are the product of lowing table.
scientic prescience; devices and constructs that possess
capabilities beyond what is possible in the normal every-
day world. Most items created by weird science are me- 9+ Almost there! Add +4 to your Progress.
chanical devices rather than the deliberate improvement
Progress! The Invention isn’t finished, but
of organisms or other such items.
4 to 8 you’re making good progress. Add +2 to your
Making gadgets that defy common sense is easier than Progress.
some might expect – for a Weird Inventor, at least. Note No progressbut you’ve got an idea. You
that more complicated items (Major, or Special Inventions) need more information before you can finish
can take a lot longer to create. Sometimes, Special Inven- your device. You
You might need to gather sam-
tions can require rare and difficult to nd items that will 0 to 3
ples from the field, or conduct experiments,
be the focus of a whole adventure. The big question to ask or acquire a particular component. If you do
before going ahead with creating any of these Invention
I nventionss so, add +1 to your Progress.
is ‘Why do they need it?’ If they’re just making something
because it’s cool, then that’s not really good enough to It worksAt least, you think it does. Your
warrant the time spent creating it. There needs to be a character believes the Invention is ready for
dramatic need for the item. prime-time. If you take it with you into the
field, the device will appear to work for a
short while, then malfunction (usually in a
:3"2*Md L .#** &$ $"3f shower of sparks, with a loud bang, a pathet-
−1 to −3
The rst thing an inventor has to do is decide just what ic puff of smoke, or all of the above). You’ll
kind of weird item he’s trying to make. This means the learn from this experience, and gain +1 Progress
inventor’s player should write down the name of the and a Story Point. On the down side, your
device followed by a paragraph or two describing the malfunctioning device might get you killed.
dubious “scientic principles” the character employs to If you don’t take the Invention into the field,
make it work. It’s more fun to write the theory from the lose 1 Progress
Progress..
perspective of the
t he character, by the way.
way. Be sure to share −4 to −8 No Progress: You’re getting nowhere.
it with your group: for some reason inventors can never
Wrong Track:
Track: Lose 1 - 6 Progress as you head
under −9
stop cackling
A generous about
maytheir latest
choose to inventions andPoint
award a Story theories.
to a down the wrong track.
player whose inventor comes up with a particularly en- An Invention takes about a week per point of Progress
tertaining crackpot theory. required to create, unless it is being jury-rigged (see
page 157).
157).
156
Pulp Inventions
157
Pulp Fantastic
?2-$@2* F&'#B*3
(Minor or Major Good Invention Trait) (Minor or Major Good Invention Trait)
The Invention can control something else, like another The Invention stops another Invention from working. The
machine. It can even seize control of such devices. A “re- Minor version of this Trait means the Disable eff ect
ect only
mote-control ray” that overrides the steering of an airplane works on one particular target – it might simply stop one
is a great example of a Minor Control gadget. sort of weapon from working within its area of eff ect.
ect. The
Major version is more likely to drain the power from every
The Minor version of this trait works on a particular sort of
device nearby.
machine or system, or a particular type of animal. The Major
version can control people, and works like the Special trait Disable eff ects
ects are usually temporary, but a One-Shot
version of Hypnosis. Control only works over a very short Disable may destroy its targets
targe ts at the Gamemaster’s whim.
distance. If you want to build a mind control machine to
rule the world, try adding Transmit. ,33MB#.>
?2-K3@$ (Minor/Major Bad Invention Trait)
(Major Good Invention Trait) The invention does 1 point of damage to the user each
time it is used, with the Attribut
Attributee aff ected
ected chosen by the
The gadget turns something into something else. It might and the player when the device is created. The Major
turn rock into mud, lead into gold, poisonous gas into version of this trait inicts 2 points of damage
d amage per use.
breathable air and so on. The size of the conversion eld
S
is usually about three feet in diameter
diameter,, although this can ,2@.34I&3*M
E be boosted with Story Points. Most Inventions with Conv
Convert
ert
(Minor/Major Good Invention Trait)
L are Restricted not to work on living esh, and only work
U
R
on a particular kind of substance. The Inventionknocks
automatically can project a protective
any damage forcedown
sustained eld that
by a
F3*3$3 level. Damage the character or item would receive due to
(Major Good Invention Trait) a Disastrous Result from the character (or a Fantastic Result
from the attacker) would be knocked down to a Bad (or
The Invention can remove something from existence, Good), and a Bad to a Failure, etc. The Major equivalent
almost like a one-way teleporter. Perhaps it reduces an of this Trait knocks the damage down by two levels. Many
object into its component atoms and records it, or rotates repeated hits might deplete the item’s Story Points until
it into an immaterial dimension. However it works, the the force eld is useless.
object is gone as if it never existed.
Objects deleted in this way can usually be restored by the ,@#6&*3
device up to an hour after its deletion, but the Invention (Major Bad Invention Trait)
can usually only restore the last object it deleted. Should
the device be used to delete another object, the rst object The Invention is very breakable. Any damage to it stops
is irretrievable, even if less than an hour has elapsed. it working. For that matter, dropping it, breathing on it or
just speaking harshly to it usually stops it working. The
Inventions with this Trait can normally only delete objects gadget can be repaired with a good Technology roll, but
up to a meter in diameter, though this can be doubled if it may break again at a moment’s notice. If the character
a Story Point is spent. Items with this Trait usually have a holding the device is hit by an attack or has to make any
safety function built in to prevent their use on living tissue. vigorous or violent movement, then something just broke!
F3$3.$ ;)-6@5
(Minor Good Invention Trait - can be purchased more than (Minor or Major Bad Invention Trait)
once, eff ects
ects are cumulative)
This Invention is a fuel or battery hog, and runs through
The Detect Trait means that the Invention can
ca n sense some- its power reserves very quickly. The Minor version of
thing from a distance (no more than a mile or so) – usually this Trait means that any ‘Yes, But’ or ‘No,
‘ No, And’ results
something beyond the range of normal senses. What the (Average Successes or Dismal Failures) when using the
Invention senses is decided when it is invented and is quite gadget means that the battery just ran out. The Major
specic – radiation detectors cannot, under normal cir- version means that you need to hook the Invention up
cumstances, be used to detect life signs, for example. In to a really big power source (like a power plant, furnace,
furn ace,
most cases, the user will have to make an Awareness + big diesel generator or a whopping big lump of Element
Science roll to interpret the output of the machine and X) to get the thing working.
get a sense of direction and distance of the detected item,
with the Gamemaster deciding the Difficulty depending
upon the circumstances
circumst ances (is the target far away,
away, very small,
moving or shielded somehow?).
158
Pulp Inventions
L--2.)2)' Goggles, then the Trait provides a +3 bonus when used for
medical purposes, and +1 when used for anything else –
(Minor Good Invention Trait) Medical X-Ray Goggles aren’t the best thing to look inside
This Trait means the Invention looks like something per- a bank vault locking mechanism, but it may help a little.
fectly ordinary. That radio communicator look just like a If the Invention’s designed for a speci c purpose, this
wristwatch until you switch it on, and your Duesenberg should be discussed with the Gamemaster, and recorded
looks completely normal until you pull the lever that pops on the Invention’s sheet.
the wings out and it takes off . In fact, your Invention
Inventi on won’t
even show up as Weird Tech until you’re actually using it. C&8+*3 ?2-$@2*'
(Minor Good Invention Trait)
E-3 C"2$
Weird Inventions are complex beasts, normally so complex
(Minor Bad Invention Trait) that only their creator or another Weird Inventor can
The Invention has one use, and one use only,
only, so you better operate them. The Simple Controls Trait means that the
make it count. One shot, and it’s history. Some items just Inventor has made an e ff ort
ort to simplify the device; label-
burn out or explode – others are designed to break after ing switches, numbering dials and reducing the number
doing what they’re supposed to. If the Gamemaster feels of delicate operations necessary to make the gosh-darned
the use of the Invention is dramatic enough, he may refund contraption work. Anyone can pick it up and, with a Hard
the Story Points used to build the item. Ingenuity roll, use it.
This Trait gives the Invention the power to open locks and The operating principles of the average Weird
Weird Invention
to seal things shut again if necessary. If used with the are so bizarre and revolutionary that even the brightest
Subterfuge Skill to pick a lock, it gives the character a +4 conventional scientists cannot hope to figure them out.
bonus to the roll. Locking a door is far easier than opening Not so with this device, which the Weird Inventor has
it, as most locks tend to lock when they are tampered with, refined and streamlined to the point that it can be un-
giving the character a +6 bonus if the Gamemaster decides derstood – even reproduced! – by ordinary science.
a roll to lock the door is necessary. Anyone with sufficient scientific and technological
know-how could open this thing up and deduce it’s
function and operating principles with a Difficult In- 9
13'$@&.$&2-
genuity+Technology roll.
(Minor Bad Invention Trait)
Owners of a device with this Trait must work hard to ensure
Most Inventions have their limitations. This restriction
restric tion it does not fall into the wrong hands – do you really want
applies when the normal functions of the device do not to face the assassins of the Tong of the Black Scorpion if
work in certain circumstances, not to a list of things the they’re all armed with cheap copies of the lethal Elec-
item doesn’t do. The Restriction should be discussed tro-blaster you lost in their temple a few months ago?
with the Gamemaster
ly common, – itcommon
but not so should beitsomething
makes therelative-
device What happens if they decide to sell their stolen secret to
the Nazis? Such Inventions could change the world...
useless. Does it not work through lead? Need a special
type of fuel to operate? Tricky controls so that only one C*2<
person can use it?
(Minor or Major Bad Invention Trait)
C.#- The Invention does what it’s designed to do, but it takes
(Minor Good Invention Trait - can be purchased more than its time about it. The Minor version means that the delay
once, eff ects
ects are cumulative) between activating the device and something actually
happening is at least two minutes. A Majorly Slow Inven-
The Scan Trait means that the Invention can investigate tion can take hours or days to get going.
something from a range of a few feet and see what’s going
on inside it. Whether this is a medical function, checking 93*3+2@$
inside someone to see what’
what’ss wrong, or a technical function (Major Good Invention Trait)
looking such as looking at the wiring and circuitry of a
device, it all works on the same basic principal. In most Teleport is a specic Trait that means the user can disap-
cases, the user will have to make an Awareness roll coupled pear from one location, and instantly appear in another.
with a suitable Skill (Medicine for a medical scan. Tech- This is usually very draining on the Invention and it will
nology for the workings of a device or Invention). The require refueling frequently
frequently.. Teleporters, or “electrosend-
Scan Trait provides
provides a +2 bonus to this roll if the device is ers” are usually specic devices as it takes a lot of power
designed for ‘general scanning’. If the Invention is used to not only transport the user, but also to check the exit
only for a specic purpose, for example Medical X-Ray location is clear and avoid any nasty mishaps on arrival.
159
Pulp Fantastic
The distance traveled is usually limited to around 400km L-K3-$&2- C$2@5 (2&-$'
(enough to get into orbit, or to the inner Earth). Unless
someone is boosting the range with special components
c omponents Inventions are also really handy as they can hold Story
and ultra-rare materials… Points. The Invention can spend these if their use is par-
ticularly vital to the story. In most cases, these work a little
9@#-'8&$ like characters’
characters’ Story Points. They can be spent to add an
extra two dice to an essential roll, or to do something
(Minor Good Invention Trait)
extraordinary. The Story Points the Invention spends can
Transmit is a general Invention Trait that means the device only be used when the Invention itself is actively being
The Major version of this trait can either hit multiple the pants!
targets, as long as they’re close together, or else is strong Traits: Feedback (Minor), Flight (Major), Restriction (Re-
enough to blast vehicles or low-ying zeppelins. quires Jet Fuel)
Story Points: 2
160
Equipment
C)B4G$"3@&. G*3.$@2'3-M3@
(Major Invention)
Not all Inventions involve wires and vacuum tubes. You You can
A large, bulky device capable of tuning in to a distant lo- use these rules for any sort of research or invention, not just
cation (perhaps even another world, with sufficient building technological doohickeys. A character could use
power!), and transmitting a character to it. Unfortunately
Unfort unately,, Medicine to research a cure for a virus,
v irus, Knowledge to research
it’s a one-way trip, unless there’s another Sub-Etheric some obscure historical fact, Science to come up with a new
Electrosender at the other end. theory and so on. There are Mad Chemists, Mad Biologists,
Mad Botanists, Mad Economists (quite a lot of those, actu-
Traits: Restriction (One-W
(On e-Way),
ay), Teleport,
Teleport, Unreliable
Un reliable (Minor)
( Minor)
ally), Mad Clockmakers...
Story Points: 2
8
161
Chapter 10
Gamemastering
This chapter is the real heart of the game. Everything else movies) and in the exotic realms of lost worlds, steaming
is just suggestions and guidelines, but the game relies on jungles, isolated temples and secret volcano lairs. You
the Gamemaster to make
make it all work. It is tricky and chal- need to describe
describ e them all in an
a n exciting and engaging
e ngaging way.
way.
lenging, but it lets you play with wonderful ideas and
If the players take your description and run with it,
i t, inventing
create adventures with your friends.
further details as they describe what they are doing, then
In the role of Gamemaster you’re asked to be part story- great! It’s a sign that they are really getting into it, so encour-
teller, part director and part referee. age this and reward them for it by developing the story around
them and incorporate their ideas into your setting.
Pulp Fantastic
Why use rules, instead of just making up a story? Well,
the rules make sure everyone plays fair, and the dice give :#'&. 7#838#'$3@&-6
an element of uncertainty and danger. The game is always The Gamemaster is the glue that binds the game together.
best when unexpected stuff happens!
happens! They are the eyes and ears of the players, as well as the
voice behind the creatures and characters they meet. They
!"#$ M2 52) -33M $2 +*#5/ are the narrator and the storyteller who brings the world
to life with descriptions, imagination and stories. The
Before you start actually
actu ally playing, you’ll
you’ll need a few things.
t hings. Gamemaster is the arbiter of decisions and makes the nal
call on disputes, questions and problems.
The Rulebook: This book, right here. The Gamemaster does not have a character of their own.
Dice: Tra
Traditional
ditional six-sided dice. Raid an old copy of Mo- Instead the Gamemaster plays or ‘acts out’ the characters
nopoly if you have to. Ideally, every player should have at of everyone the players meet. The Gamemaster is the
least two six-sided dice each, but you can get by with only storyteller who knows all the secrets of the game, and it’s
one pair between the whole group. their job to be mysterious and dynamic, and to keep the
Somewhere to play: You really need somewhere to play. pace of the game as exciting as possible. They know what
This can be anywhere, though the most traditional place is going on behind the scenes and they act as referee in
is a decent sized dinner table. Make sure everyone’s com- battles and when a decision needs making on the rules.
fortable, you can see each other (and especially the Gam- The Gamemaster is the schemer who creates the fantastic
fantas tic
emaster), and everyone can hear each other. If you haven’t stories the players will experience, and it’s up to the Gam-
access to a dinner table, just nd somewhere you can all emaster to keep the players on course during
duri ng their adven-
sit together. tures by giving them sufficient clues and to make sure
These days, of course, you can also play online using chat they don’t lose their way or get bored.
programs
lot or message
more slowly boards. Online
than face-to-face games usually go a
games. The Gamemaster is impartial. They do not take sides and
should be fair at all times – or at least, make it look that
Paper, Pencils and Character Sheets: Everyone needs way. In practice, you should make things harder for the
a copy of the character sheet, plus some extra scratch paper playerss in the middle of the game, when things get out of
player
for notes, maps, doodles of ray guns and so on. Post-it control and it looks like they’re doomed, and then make
notes can also be very handy for keeping track of tempo- it slightly easier at the very end to come to a dramatically
rary traits, NPCs and so on. satisfying conclusion.
164
Gamemastering
13*#H Q ;#K3 ,)- Make the game exciting. Be mysterious and secretive
(without being vague or frustrating).
Some game sessions work perfectly. Others... don’t. There Be spontaneous, go with your gut instincts. If it feels right,
will be times when you can’t come up with an original plot do it!
to save your life, or the players gure out your big plot
twist two minutes into the game, or all your NPCs come Remember to have fun!
across as cardboard robots, or your big exciting set-piece
combat scene falls at. 1)*3' Q !"3- 92 :3-M 9"38
Don’t worry about it. As long as the players have fun, it’s While the rules are there to allow you to play the game,
all ne – and players are remarkably easy to entertain they are not set in stone and a good Gamemaster should
sometimes. Just don’t let the game drag or have ‘dead air’ know when to bend them.
where nothing’s happening. If you can’t think of anything
else at all, then just have a gang of thugs with guns kick Firstly, only call for a dice roll if it’s going to mean some-
the door open and charge in, right now, no matter where thing. The system, with its it s ‘Yes...And’s
‘Yes...And’s
the player characters are. and No…But
interesting, s means
but that still
you should every dice
only roll
roll is it’s
if a) potentially
dramat-
ic and b) you can think of a consequence for failure. Don’t
make the characters roll to nd clues if you’re going to
give them those clues no matter what. Don’t make them
roll Transport if they’re going to get there anyway.
165
Pulp Fantastic
Changing the rules can confuse your players and create bitten, pounded, beaten, shot, zapped, poisoned, knocked
problems with your group. If there is a rule
r ule you’re
you’re unhappy out and battered over the course of the game. That said,
with in the game, make a new ruling and discuss it with player characters shouldn’t die pointlessly
po intlessly.. When they do
the players before you start to play. Announce at the be- die, it should be an important part of the story.
ginning that you’re
you’re changing the rules and this will be the
So, let the bad guys hurt the player characters.
characters. Make the
way you’re playing. For example, you could say at the
game dangerous—but let the players use Story Points to
beginning of the game, ‘I want the game to be more cin-
avoid pointless, trivial deaths. (And if a character runs
ematic so I’m making everything easier. Instead of 12 being
into danger without a few Story Points to keep him alive,
the normal Difficulty for any task, I’m
I’ m making it 9.’ Once
he deserves everything he gets.) Death should come only
you’ve
you’veyou
work, announced
can scrapthe newtime,
it next ruling,
bu stick
but tokeep
t if you it. If changing
it doesn’t when either a player thinks it would be dramatically ap-
propriate and cool if his character died (perhaps
(perha ps in a heroic
the rules every ve minutes you’re going to frustrate and
moment of self-sacrice) or if the player’s out of Story
confuse the players.
Points and the character has been beaten down to the point
Of course, it’s not just the rules that sometimes undergo of death, but is going down swinging.
some bending. Often, dice rolls can be tweaked to keep
It’s important to know when to protect the companions
the game going smoothly. As the Gamemaster, you could
from a senseless death. If a character is killed from a stray
roll your dice in the middle of the table, just like the players
bullet, it’s ne to put steps in place to protect them from
– that way everyone knows that you’re being fair and
leaving the game forever. The ‘dead’ character could be
playing the game by the rules. If the dice are unlucky and
taken away, only to be healed by mysterious monks using
a character gets killed early
ear ly in the game, it’s not your fault
ancient potions and herbal medicines, or by denizens of
as the Gamemaster, just those pesky dice. However, it does
lost worlds using advanced medical technology. A good
mean that you may have to get creative to either keep the
Gamemaster can heighten suspense by having the char-
player alive or to allow a new character to join the group
acter taken away while the other players don’t know
to replace the player’s departed character. whether their companion is alive or dead.
d ead.
You could roll your dice out of the sight of the players.
Ideally,, the death of a character should be meaningful and
Ideally
Gamemasterss usually hide behind a screen that protects
Gamemaster
heroic. Character death shouldn’t be too common in the
the adventure details from the prying eyes of the players,
game – after all, while the body count in pulp adventures
and a lot of Gamemast
Gamemasters
ers roll behind the screen. The clatter
was frequently high, it was very rare for a notable charac-
of dice, and then the sucking air noise that the Gamemas-
ter to die. Player characters will have Story Points to bail
ter makes to get the players nervous – a little like when
them out of an instant death, or they could heal by taking
you go to a mechanic and they are about to tell you what’s
a Bad Trait to recover from too many smaller wounds.
wrong with your car... It means that the dice rolls can be
tweaked a little to aid the ow of the story, but it could If all this doesn’t keep the characters alive, the rst thing is
build distrust from the players
players.. for the player to know that everyone has been playing fair.
If they know the Gamemaster hasn’t been cheating, they
At other times, you may want to ignore the rules for sim-
should feel better – though a bad dice roll can be pretty harsh,
plicity or drama. If your
your adventure starts with a player
at least they weren’t singled out and killed deliberately.
character get abducted by the bad guys, then don’t bother
using the combat rules and doing a called shot to the If the character really does die, it’s up to the player what
character’s Resolve for a quick knockout – just say ‘you they choose to do next. Character death isn’t something
get knocked out’ and give the player a few Story Points as that should be taken lightly – on the rare occasions when
compensation. (Word to the wise – players don’t mind it happened in the Pulps, it had a powerful e ff ectect on the
being ‘railroaded’ like that at the start of the game, but remaining heroes. The death of a comrade should spur the
R
E don’t do it in the middle of play. You can set the story up other players into action to ensure they didn’t die in vain
T in a heavy-handed manner, but don’t try to resolve it that while the player creates a new character. Or they could take
S way.) You can also ignore the rules if it is a foregone con- over one of the more friendly and helpful NPCs in the story
A clusion. If the players have successfully found and beaten until next session – who knows, they may enjoy playing
M the villain who was the main obstacle in the adventure, them so much they’ll stick with this character.
E don’t make them roll to search his headquarters and his
M minions. Just cut to the next scene.
A ’
G Sometimes, it seems like a player is doing everything they can
F3#$" &' -2$ $"3 3-Mf to get their character killed. Just because a player is having
Sooner or later, the inevitable will probably happen in your their character do something stupid or against the plan for
game – one of the characters
characters will die. Not everyone can the adventure, it doesn’t mean that you should punish them
have the Immortal Trait, but it doesn’t have to be the end. by killing their character. If they’ve done something stupid,
No-one wants to see their favorite character killed, but… like trying to stop a squad of Nazi storm troopers armed only
with a rolled-up copy of Weird Tales and a cellulose comb, they
The life of a hero in is very, very dan-
will receive their own punishment just by adhering to the rules.
gerous. The player characters will be menaced, clawed,
Just roll the dice and let fate do the rest!
166
Pulp Fantastic
erything is, you don’t have to worry about people arguing you can read the character sheets, the dice rolls and the
“I thought he was over near the kerosene tanks?” or “no, rulebooks without straining your eyes! Of course, for
I’m over near the door, not close to the re.” lighter toned games you can keep the lighting fairly
fair ly bright,
or play outside on a sunny day.
(*#5&-6 D2-4(*#53@ ?"#@#.$3@' Music can certainly help. You could use soundtracks
A major part of your role as Gamemaster is to portray all editing out any lyrical songs so you don’t have any dis-
the characters that the players meet, from victims and tractions. You can also obtain ‘s
‘stock’
tock’ sound eff ects
ects – having
witnesses to the characters’ superiors, friends and enemies. a deafening monster roar ready to play at the press of a
button can really put the players on the edge of their seats,
Minor characters can be one-note clichés. All you need and the sound of a locomotive can really add color to that
for them is a name, a small bit of context, and an accent long train journey. (That said – don’t neglect the game by
or mannerism to latch onto in play.
play. Something like “Officer spending ten minutes fumbling with 3 players and
Bob Morrison, skeptical police officer, pulls his notebook speakers. Only use music and sound eff ects
ects if you can do
out whenever he starts a conversation” is enough. You do so without disrupting the ow of the game.)
not even need to work out Attributes, Skills and Tr
Traits
aits – just
assume that the has 2s and 3s in most Attributes. If a Props are another easy way to add to the mood. Instead
character becomes important later on, you can develop of telling the characters exploring the scene of a crime
him in more detail. It’s a good idea to have a list of random that they nd a manuscript describing bizarre experi-
names and traits that you can pull from when you need ments involving Element X, you can print or write out a
to come up with a character unexpectedly. Players are document and hand it to them (complete with tears and
always going off track
track and interrogating unlikely people, fake blood splatters…)
so you’ll need to be able to think on your feet and come
up with characterizations on the spur of the moment.
For major characters like the ’ superiors, you’ll want to
get more into the persona of the . Write up a full char- Unless they have access to weird-tech wrist radios or some
acter sheet for the . Come up with a few physical man- other fancy doodad, the characters will not have the kind of
nerisms or verbal tics to make your portrayal of the instant personal two-way communications technology that
distinctive, and write out two or three lines of dialogue that the players are used to. In the world of the Pulp Era, there’s
exemplify how that speaks. You don’t need to keep up no internet, no cellphones, no wikipedia or google. In the
verbal tics and sparkling dialogue for a whole scene, as long 1920’s and 30’s, communication takes time. Characters will
as your makes a strong impression on the players. have to rely on fixed telephones, telegrams and the mail,
making communication delays a useful plot element for
When playing villains, make the players hate them or Gamemasters to exploit.
admire them. Dr Fu Manchu is a great example – he’s cold,
inhuman and utterly ruthless, but he’s also an honorable When a player is out of contact, you may want to pull that
man whose word is his inviolable bond. He sticks to his player aside and run some scenes in private. In the normal
principles, even if they do make him a monster. Other course of play, you want to keep the number of secret con-
villains may be slimy, conniving, manipulative and meg- ferences to a minimum, but plots like
l ike a character’s Dark Secret
R Don’t dominate the game with your . The player GH+3@&3-.3 #-M 7#&-
E characters are the heroes – they’re the ones who save the
T Each session, the players are given experience points,
S day, solve the mystery and make the big decisions. Your
reecting the fact that their characters have learned from
A are there only to give the player characters informa-
tion, motivation or opposition. their experiences. They can spend these points to increase
M
E their abilities. Usually such increases tie into something
the character has done during the adventure – have they
M A$82
A$ 82'+
'+"3
"3@3
@3
A used a Skill well? Have they shown particular prowess
G Being a good Gamemaster means paying attention to the with an Attribute? Have they learned something new
theatrics of the game. In addition to describing the scene and during the course of the game? All of these are great
the
ic byevents well,the
changing youmood
can make
in thethe game
room far more
you’re atmospher-
actually in! questions
increase inyou should
Skill ask yourself
or Attribut
Attribute.
e. before dishing out an
Lighting is one way to change the way the game feels. If It could be that the character deserves a new Trait, or the
you’re playing a particularly spooky adventures you could removal of a Bad Trait that they have struggled with for a
dim the lights in the room, draw the curtains, have a few while. Are they braver now than they used to be? Does
table lamps but keep the place dark with plenty of shadows
shadows.. that mean that they should gain the Brave Trait, or lose
Moody lighting helps in most mystery settings, as long as their Cowardly Bad Trait?
168
Gamemastering
Of course, the most common reward will be the restoration the creation of their characters (if they’re using their own),
of spent Story Points, though on very rare occasions you and molding the team to the series you have in mind.
could allow the character’s maximum Story Points to increase
As you play, you’ll discover some players develop certain
so they can keep more Story Points in between adventures.
styles of gaming. Some like to get straight into the action.
However, Skills, Attributes, Traits and Story Points are not Others prefer the moody and emotional high stakes,
the only way you can reward your players. In-game rewards making their character a deep and developed person. Some
are even more important than changing numbers on the players just want to know where the bad guys are so they
character sheet. Let the player characters get a better can shoot at them, while other players may take more of
reputation, invent new gizmos for their headquarters, a back seat, spectating more during
d uring the game and enjoy-
make new friends and allies. Make the characters part of ing the action as others make the major decisions. Some
the world. If they save an from a ninja attack and make players only want to know what their characters knows,
a connection, bring that back as a love interest or a and want the whole game to be as real as possible. Others
friend (or a troublesome conspiracy theorist). If a charac- will want to come up with stories for their character and
ter keeps a great ape as a pet, then bring the character’s work with you to put their own character through an
landlord in as a comic-relief . Every adventure should emotional wringer.
add something new to the story.
Tailoring the game to your players makes it more fun for
everyone. Players usually fall into one of the following
9"3 7#83'8#'$3@ L' A*<#5' 1&6"$ categories, although some players are hard to classify and
One of the trickiest parts to Gamemastering is being the others nd two or three styles of play equally fun.
referee. You should know the rules well and be comfortable Power Gamers: This sort of player wants to make his
making judgment calls when it comes to those odd cir- character stronger,
stronger, faster and cooler. He’ll zero in on the
cumstances not covered by the rules. The best thing to really powerful Traits like Fast Re exes and Tough, he’ll
remember is that the same basic rule can be used for just
about anything in the game (Attribute + Skill (+ Trait) + probably
to take
be really Experienced,
eff and he’ll maximize
ective. His character
ective. a few
will be less skills
rounded
two dice, try to beat the Difficulty). Any problems, make but more eff ective
ective than others. He wants a game more
a decision and get on with the story. Try not to stop the than a story, and he wants to win that game. Everyone’s
game and fumble through the books to nd a rule, just got a little Power Gamer in them.
run with it. If it’s a bad call, you can always make it up to
the players in other ways later by being more lenient on Keep Power
Power Gamers happy by giving them experience
exper ience points
them in a crisis or tweaking the course of the adventure and new challenges to overcome. To keep the game from
so that they gain something as a reward (see above). getting overpowered, keep moving the goalposts. Don’t do
this abruptly – you’ll really annoy the players by, say, giving
them all the best weapons, and then not including any 10
combat in the game ever again. Instead, provide new ways
for the Power Gamer to grow his character. If he’s already
If you don’t like being too official with the rules, and you
have a player who really enjoys the accuracy of some rule
brilliant at shooting things, start moving the game towards
more investigation and mysteries, so he can start building
decisions, why not give them the responsibility of keeping
up his character’s Science and Knowledge skills.
an eye on things? It’ll leave you with the freedom to run the
game, and if anything tricky comes up you can get the as- Over-the-top Power Gamers can play selshly
shly,, neglecting
negle cting
signed player to check the rules while you continue. The the group in favor of their own ends – they might run o ff
player who does this shouldn’t be too integral to the plot at into the Evil Mastermind’s lair to look for weird tech, or
that moment, but if their character can take a back seat for betray their organization for prot. Remind the player
a couple of minutes while their player checks some rules, that the game is about the story of the group, and if he
that shouldn’t leave them in too much of a pickle! leaves the group, well, the focus won’t include his charac-
ter very often.
Butt-Kickers: These players like combat. They
Th ey like shoot-
There may be times when the players dispute a ruling, and ing things, punching things, killing things, and blowing
start moaning. It can be difficult, but remember you are things up. Unlike the Power Gamer, the Butt-Kicker may
in charge. The players should abide by your decisions. If not make an optimized, super-powerful ghter, but he
they’re unhappy with it, tell them to continue on and not does like to ght. He’ll probably make a combat-orientat-
disrupt the game. ed character. Give the Butt-Kicker lots of ghts to keep
Talk to your players after the game. Ask them what they him happy.
enjoyed, and what they didn’t enjoy. If something isn’t Tacticians: Some players approach the game as a tactical
working, change it with Temporal Damage! puzzle to be solved. For them, the best game is one where
they overcome all the obstacles in the most efficient way
(*#53@' possible. They appreciate complex challenges (‘how do
we gure out what the villain wants, stop him, nd out
As Gamemaster, you’ll be there to guide the players through where his base is, inltrate it and get back in time for the
169
Pulp Fantastic
reside chat with FDR?”), but have little patience for char- if they’re okay. If they’re happy taking a back seat and
acterization, excessive role-playing or goong around. spectating, then that’s ne. If they want to be more in-
They want to get the job done. volved, that’s where the Gamemaster really comes in. Give
the character an essential role in the story, or an extra cool
Keep tacticians happy by giving them the problems and
sub-plot. Bring the player out of the background by making
puzzles they desire, and by making sure that events
their character more active in the story. That way, the player
unfold logically and in accordance with the ‘rules’ of
has to become more involved, and the others will have to
the real world.
give them a chance to be heard.
Some tacticians go too far, and fall into the trap of “me-
The Cheat: The rules are pretty simple in this game, ev-
ta-gaming”.
the game. They use out-of-character knowledge in erything being covered by a similar roll. It could be that
you have a player who’ll roll their dice where no one can
Specialists: Some players like to play one type of charac- see the results, or they come up with some excuse like
ter over and over. They might like playing sneaky thieves,
thi eves, “Oh, they didn’t roll properly, I have to roll them again.”
or charming faces, or manipulative politicians. To keep It could be that they don’t
d on’t even cheat the rules, but simply
the specialist happy, give them scenes in the adventure manipulate everyone’s memory of the game and decide
where they get to whatever they like to do. that their character isn’t where everyone thought they
were, and they may be somewhere else! The best thing to
Over-the-top specialists try to make the whole game
do with this kind of player is to simply keep track of ev-
revolve around their schtick, and complain when they
erything – make notes. Bring in a rm ‘table rule’ where
don’t get to do their thing. Try to draw the specialist
speciali st out
everyone has to
to roll their dice in a clear area in the middle,
of their niche by giving them more stuff to do that leads
so everyone can see the results. One roll, no re-rolls.
to them getting to use
u se their specialty. For example, if a
player likes playing a sneaky thief, then run a game The Rule-monger: At the other end of the spectrum
where he has to infiltrate a party and do lots of role-play- there’s the player who tries to know all of the rules and
ing before he can sneak off upstairs and steal back the may try to overrule your decisions by quoting passages
Element X. from the rulebooks.
r ulebooks. Luckily,
Luckily, only really
uses one standard rule, so this rule-mongering should not
Method Actor: This player really likes role-playing and
happen often. However, it is expected that rules will be
getting into character. They’re less interested in ghting
‘bent’ a little to allow for a smooth running game. Above
bad guys than in exploring how ghting bad guys aff ectsects
all, you have the nal say as the Gamemaster. Whatever
their character and the world around them. They want
you say goes. If you think you may be wrong you should
scenes that are not about the the villains and their nefar-
continue on until there is a natural break in the game and
ious master-plans, but are just about role playing and
you can read through the books to check upon
u pon your deci-
character interaction and
an d day-to-day
day-to-day life. Keep the Method
sions. If you were wrong, and made a bad decision, you
Actor happy by giving them such scenes, but make sure
can make it up to the players in other ways – either by
they don’t drag on too long – games
giving them Story Points to make up for the bad call, or
are quick-p
quick-paced!
aced!
you could be a little lenient if the bad ruling meant things
The danger with Method Actors is that they can prioritize will become difficult for them later on. Above all, admit
their character’s story over the rest of the group. In such your mistake, but explain what happened and how you’ll
cases, gently remind the player that this is a team game, make it up to them. Don’t try to hide it, or the players will
and the story’s about the group as a whole. Also, make stop trusting your judgment.
sure that all the characters have a good reason to go off
As long as everyone has fun, then
the n that’s the key to a good game.
investigating mysteries and risking their lives.
R Storyteller: Like the method actor, the storyteller’s
storytell er’s more
E
T interested in role-playing than puzzles or combat. He is
S less interested in his character’s internal life, and more in
A the overall plot of the game. They may not care very much
M about individual monsters, focusing more on the story
E and the big series arcs. Storytellers want distinctive ,
M interpersonall drama, big mysteri
interpersona mysteries
es and epic stories.
A
G Storytellers can be great for a campaign, as they’re really
enthusiastic and want to engage with your adventures.
Be careful that they don t take over the game – in their
enthusiasm, they can drown out quieter players.
players.
Casual Gamers: Some people enjoy taking a less active
role in the game, whereas others simply cannot get a word
in – the other players are so keen to get their intended
actions heard that it simply drowns out the great ideas
that the quiet player may have. First of all, ask the player
170
Chapter 11
Pulp Villains
T
he measure of a hero can be found in the quality of perceived predations of Western civilisation. Many were
his enemies. While the Pulp Era was a time of great more than mere ideologues, having su ff ered
ered terrible per-
heroes, they were opposed by equally great villains. sonal losses at the hands of Westerners, and determined
While the majority of pulp magazines were lled with to either revenge themselves or ensure that no other
quite mundane menaces – gangsters and the like – occa-
occ a- should suff er
er as they should. Perhaps the most notable
sionally a villain appeared that raised the bar, elevating patriotic arch-villain is Fu Manchu, a man who saw the
themselves
themselves from a mere enemy to an arch-nemesis. These cultural collision of East and West as a war that threatened
villains were a match for their enemies; twisted shadows to destroy his land and heritage unless he saw to it that
of their opponents in every way as memorable and unique his people dominated. In many ways, the patriotic villain
as the heroes they fought. is the mirror image of the patriotic hero, made his enemy
only by an accident of birth and geography.
Professor James Moriarty is the classic arch-nemesis, in
every way the equal of Sherlock Holmes; a fun-house 9"3 9"@&**4C33>3@
mirror reection of the man he could have been. Every
great hero has his or her nemesis; John Sunlight, The The need to overcome boredom and ennui is the reason
Master,, Shiwan Kahn, Fu Manchu – all great personalities,
Master many pulp villains take up arms against the forces of
each with distinct motivations, goals and methods. justice. These men and women have exhausted the op-
portunities for diversion off ered
ered by the mundane world,
and now they quicken their pulses and bring meaning to
:)&*M&-6 # :3$$3@ U&**#&- their otherwise empty existence by risking life, limb and
liberty gambling for the highest stakes of all. Very often
Playing the villain is one of the great delights of running
their tremendous natural gifts of intelligence or riches
a Pulp-style role-playing game. Free of the limits of polite
make this the only challenge remaining. These villains
society, common sense, decency or empathy, the Pulp
are often extremely dangerous, due to their unpredict-
villain is a larger than life foil to larger than life heroes.
ability and their willingness to risk it all on a single, wild
chance. Many have been known to initiate dangerous
P2$&K3 schemes, only to go down in ames laughing at the spec-
Even during the era of the Pulps, very few villains are evil tacle as they burn.
simply for the sake of it. Those that are, are driven to it by
their very nature. Perhaps they are actual monsters; a 9"3 T)3'$3@
resurrected mummy or ancient reincarnated sorcer- Some villains do bad things for the sake of knowledge;
er-king.
er-kin g. Perhaps they’re a bitter golem of stitched-t
stitched-togeth-
ogeth- because they seek forbidden truths, dangerous science
er esh or a homicidal robot. Or perhaps they’re simply and Things That Man Was Not Meant To Know.
criminally insane, driven mad by the trauma of war, a
great loss or simply the memory of being laughed out of In a time when broadcast media and print were bringing
the academy. The best villains are those with clear and the wonders of science to the masses, it seemed that there
understandable (if extreme) motives for what they do. was no limit to what mankind might achieve, and many
Very few Pulp villains really believed they were evil. pulp writers explored the dark consequences of that pos-
sibility. They presented scientists driven by the need to
9"3 (#$@&2$ conquer death, to defy God and create life, to dabble with
the forces of creation and build weapons capable of unmak-
Though the Pulp Era was one de ned by an ever expand-
ing horizon and the desire to see beyond, xenophobia and ing thestrictures
by the world. These men and
of society, lawwomen refused
and morality to occasion-
(and be bound
racism were endemic. The strange and the exotic was ally the laws of physics as well), becoming renegades in
fascinating, and paradoxically scary, to the average pulp their pursuit of the power to know the unknowable.
reader. While many pulp villains were base caricatures of
racist stereotypes, there were those who were portrayed Questers weren’t limited to dangerous science. The pulps
as patriots; honourable men driven to extremes by the are full of driven mystics, drawn to the dark side by the
desire to protect their lands and their people from the lure of black and ancient mysteries, by the possibilities
Pulp Fantastic
hinted at in forbidden and blood-soaked manuscripts
manuscripts of Those who are just plain bad may be charming, urbane
unholy provenance. and educated or brutish, stupid and crude, but they are
all vicious, unprincipled, spiteful and malicious.
Questers often start off as noble characters, before becom-
ing corrupted by the dark secrets they uncover and the Since these villains have almost no motivation other than
things they must do to obtain that knowledge, proving being evil and / or insane, they are usually
usu ally dened by their
the adage about the road to Hell being paved with good methodology.. They deal death in
methodology i n obscure and horrible
horr ible ways,
intentions. Perhaps the best example is H.P. Lovecraft’s and often have a signature weapon or modus operandi.
character Herbert West, who begins as a doctor seeking
Perhaps the best example of this is Dr Jack Quartz, who
to extend life and save humanity from the spectre
spectr e of death,
and ends a murderer and a ghoul destroyed by his own opposed detective
a genteel, Nickand
charming Carter for over thirty
intelligent man,years.
was Quartz,
Qua rtz,
utterly
resentful creations.
without morality or conscience and had a passion for
vivisecting human beings in a number of cruel and gro-
9"3 G8+&@34:)&*M3@ tesque ways. And once said “I like beautiful girls. I like to
These villains are victims of their own vaunting ambition; cut them up. It is my passion.”
the king-makers and empire-builders. Like the patriotic
Villains of the just plain bad variety are the most likely to
villain, they often take responsibility for their fellows, but
return from “certain death”, as they are often so horrible
the empire-builder tends to see them more as property
that players won’t rest until they’ve seen the villain dead.
than those who need to be protected.
Empire-builders range from the petty to the truly ambi- &
tious. They can be gang leaders seeking to expand or hold
their turf, to corrupt politicians trying to gain control of Gamemasters should be aware that the archetypes in this
City Hall, from generals with an eye on control of their chapter are purely there for inspiration. One technique you
may find useful is
i s the “Bait and
a nd Switch”,
Switch”, whereby the players
country or madmen
palm of their who want to hold the globe in the
gloved hand. believe that their latest opponent is one kind of villain, only
to find he’s another kind entirely. For instance, they may be
This kind of villain has a tendency to be well-organised, investigating an evil cult that murders those who stand in
well-funded and ostentatious. Power is no fun unless you their way with magic, only to find that they’re actually run
can use it, and its no fun using it unless people know by a Mad Scientist who is using his Weird Technology
Technology to do
about it. Ego is a driving force behind empire-builders, the killings. Another technique is the “Mix and Match”,
Match”, where
and they can often be extremely cruel, deriving great the Gamemaster confronts the heroes with a team of villains,
enjoyment from crushing their opponents through over- carefully crafted to complement each other’
other’ss strengths and
whelming force. counter their weaknesses. Pulp villains rarely work alone, so
it makes sense to select one villain as the main leader, and
9"3 7*2@5 ;)-$3@ feature the others as trusted lieutenants.
Some villains aren’t necessarily
necessarily bad, they just love a good
ght. For them, the prize at the end ofa battle isn’t really
what motivates them, its the battle itself. Glory Hunters
need to test themselves physically against the most worthy
opponents – usually, the heroes. These villains are often
dened by a sense of sportsmanship and respect for their
U&*
U
9"3 &**#
*#&& - P#'$3@8&-M
,2@3&6- A@."
A@ ."33 $5
$5+3
+3''
enemies. Not for them the inescapable death-trap, the One of the most popular and enduring Pulp archetypes,
waves of ninjas or the carefully concealed car-bomb. Such
R the Foreign Mastermind or Sinister Oriental is the per-
E things are unworthy, and just a little cowardly. No, its not sonication of our fear of the strange and the unknown.
T enough for the Glory Hunter to simply defeat the heroes;
S he has to face them on an equal footing, to risk defeat and
He represents both our fascination with, and our fear of,
A be seen to win.
the exotic. Traditionally he is a superior Chinese crime
lord; a master manipulator and arch conspirator who uses
M
E These villains are in many ways the most reasonable, as his genius, ruthless cunning and array of fanatical minions
M they will often concede defeat
de feat and step away from a battle to pursue his goals, whateve
whateverr they might be.
A when it becomes clear they’re losing, only to return another The stereotype of the eerie criminal genius, with his
G day with a new and more elaborate game to play. strange ways and alien outlook, pre-dates the Pulp era by
nearly half a century, arising from the xenophobic view
X)'$ (*#&- :#M of the East by the West. Chinese immigrants were viewed
For all our explorations of villain motivations, some are as racially and socially impure, an insidious threat seeking
just plain bad. Whether they’re driven by a head full of to overrun the West. Often they were regarded as fanatics
bad wiring, a corrupt ideology
ideology,, greed, lust, sadism or just and portrayed as drug-using sexual deviants who lusted
a perverse desire to watch the world burn, these are the after white women, while positive portrayals
por trayals were restrict-
villains that player characters will end up hating. There ed to humble, simple-hearted peasants.
is no depth to which they will not sink and no act too vile.
172
Pulp Villains
Perhaps the most famous Foreign Mastermind is the bril- to be however,
however, and the lords men came for the alchemist soon
liant and ruthless Dr Fu Manchu, a gifted chemist with a after.. At the lords palace, the alchemist was accused of murder
after
genius for natural toxins and horrible biological weapons, by none other than the lords widow, and the alchemist slowly
motivated not by greed or power but by a desire to thwart realised that he had been used.
Western Imperialism. Other notable masterminds includ-
While awaiting execution the young alchemist used his h is skills
ed Pao Tcheou, the “Master of the Invisible”; Kiang Ho, the
to drug his jailers and escape. He ed to the nearby mountains,
Submarine Pirate; Dr Yen How, “The Yellow Danger”;
where he lived as a hermit, hunting in the wilderness and
Quong Lung, the ruler of San Francisco’s Chinatown;
bartering his healing skills to the peasants for food when he
Shiwan Kahn; Mr King, the “Yellow Claw”; Dr Chu Lung;
could. It was while he was hunting in the mountains that he
Li
andShoon; Ssu Hsi Tze,the
his doppelganger themysterious
“Ruler of Vermin”;
Wu-Fang;Drand
Yen Sin
Ming came across the sky craft. Details vary between di ff erenterent tell-
ings of the legend, but the common elements tell of the discov-
the Merciless.
ery of a ship from the stars, half-buried in the side of the moun-
The Foreign Mastermind prefers to act through his minions tain and surrounded by the distorted bodies of the crew,
and maybe a trusted lieutenant, rarely getting his hands tentacled beasts similar to the devil- sh encountered in the
dirty himself, though he is often quite physically capable. South China Sea. Tracks in the snow led the alchemist to a
Where he excels, however, is in the creation of terrible cave, where he encountered the last survivor of the crash,
tortures, vile deathtraps and horric means of murder. injured and dying due to some respiratory infection. Recog-
Fu Manchu himself commanded the dread assassins of nising the creatur
creature’s
e’s intelligence,
intelligence, the alchemist nursed it back
the Celestial Order of the Si-Fan and had a formidable to health using his knowledge of the healing arts and the blood
knowledge of rare venomous creatures, poisonous plants, of stolen sheep and goats. Through
Throug h strange dreams he absorbed
virulent bacilli and deadly fungi, all imported from the the secret of communicating with the strange creature, and
“mysterious East”. soon learned that it was like him, a scientist, sent to earth to
assess the planet’s suitability for colonisation. The alchemist
Note that the Foreign Mastermind need not necessarily
be Oriental. While the most notable examples are Chinese, learned
with the much
sciencethrough hisnecessary
and skills dreams astothe it alive ina
keepcreature lled him
hostile
Western incarnations included Doctor Nikola (European)
environment. Together they salvaged much of the sky craft’s
and Dr Jack Quartz (American). A quirk of the Foreign
technology, and built a home above the snow line, where the
Mastermind is that most of them are men of their word
cold kept the creature protected from most of the ailments that
and have a certain sense of honor. He also has an uncanny
could prove fatal to it.
knack for escaping certain death.
In order to allow him to aid it more e fficiently, the creature
Note: Gamemasters planning to use the Foreign Master-
taught the alchemist the principles of its alien science and the
mind – an embodiment of racist fears and attitudes – need
operating procedures of its equipment. It taught him much of
to be careful to avoid o ff ending
ending their more sensitive
the science of it’s homeworld, including how to alter the fabric
modern players.
of life and bend it to his will, to create or cure disease organisms
and to improve and adapt the esh of living things. The alche- 11
C&<#-6 N)-6 ] 9"3 F3#$" F@#62- mist used these techniques on the only experimental subject
Little is known of the true history of the master criminal he had available – himself - to improve his health, strength
and durability, enhancing his mind and extending his life-span.
life-spa n.
and terrorist
Lung k nown to
known
– the infamous the world’
“Death s governments
. Few knowas
D ragon”.
Dragon” Siwang
anything
Returning to their stronghold after a hunting expedition, the
of the man himself, and even fewer speak of him. Those
alchemist came across his companion in the midst of a hunters
who do so unwisely rarely
rarely live long enough to repeat the
encampment. The hunters had strayed too close to the cave,
error.
and the creature had slaughtered them all. What horried the
One legend persists, however, and it is given some level alchemist was the fact that the creature was drinking them,
of credence by those who have fought the Death Dragon gorging itself on their life-blood. In it’s
it’s ecstasy,
ecstasy, the creature’s
creature’s
and lived, though if true the implications are far-reaching thoughts were revealed to the alchemist in all their
the ir alien horror.
indeed. Indeed, given the events of 1901, the story appears In it’s mind were visions of conquest, of humanity bred as cattle
to have more than a passing basis in truth… for the consumption by their alien masters. Aghast, the alche-
mist slew the creature before retreating to his mountain fast-
The legend tells of an unnamed Chinese alchemist who lived
ness to ponder what he had seen.
near the city of Kaifeng many centuries past. This alchemist
was skilled in the healing arts, but not wise in the ways of man. No longer a simple alchemist, the young man knew that the
In visiting the home of the local lord, he was unwise enough creature’s companions would eventually turn their hungry
to meet and fall in love with the lords beautiful young wife.
w ife. In eyes towards earth once more, and when that happened
their stolen moments together she told the alchemist of her mankind would have to be united in their response or fall
husbands dreadful treatment of her, of his cruelty and frequent beneath the might of a superior force. Hardened by his expe-
beatings. Outraged, the alchemist gave the young wife a potion riences in the mountains, the young man reasoned that hu-
to administer to her husband, that would ensure for him a swift manity itself could be toughened and moulded into a weapon
death. In the morning the lord was dead, and the alchemist with which to protect the planet against the alien invaders.
believed that he and his lover would soon be wed. This was not To succeed,
succeed, mankind would need to be tended, with weakness-
173
Pulp Fantastic
es pruned away asa s if by a careful gardener.
gardener. Morality,
Morality, compas- Awareness: 4 Coordination: 4 Ingenuity: 6
sion and inrmity were all things humanity would not be able
to aff ord
ord in a future under threat by conquerors from the stars. Presence: 5 Resolve: 5 Strength: 4
In that moment, the young alchemist was no more, and in his
Skills: Athletics 3, Convince 2, Craft 2, Fighting 4, Knowl-
stead rose Siwang Lung, the Death Dragon.
edge 4, Marksman 2, Medicine 4, Science 3, Subterfuge 3,
How much of the legend is true is unknown, but it does Survival 3, Technology 4, Transport 2
explain much about Siwang Lung’s methods, resources
and abilities. Traits:
(Special Good Trait) Siwang Lung
Today
man ofSiwang
ChineseLung appears
extraction, to be
with a tall,
long blackathletically built
hair, and pierc- Fast
healsHealer
extremely quickly due to his alchemical
ing green eyes. He is physically t, apparently in his late experimentation.
thirties and impressively adept in the martial arts. Well-ed- Gadgeteer (Major Good Trait) Siwang Lung is
ucated and highly cultured, he wields a formidable intel- a skilled alchemist and biologist.
lect and has a grasp of the sciences decades beyond the
current era, with a focus on biology, pharmacology and Hypnosis (Major Good Trait) The Death Dragon
eugenics. is a master hypnotist.
For at least fty years, and perhaps much, much longer, Immortal (Major Good Trait) Siwang Lung’s
Siwang Lung has been a threat to the West, believing ci- longevity is legendary.
vilisation, democracy and modernisation to be weakening Indomitable (Major Good Trait) The Death
humanity, robbing it of the skills and fortitude to survive Dragon has unquenchable willpower.
willpower.
a harsh future. In opposing this, he has employed horrible
diseases, plagues of insects, venomous lizards, natural Martial Artist (Major Good Trait) Years of
practice have made the Death Dragon a formi-
toxins and
weapons. Heaconsiders
host of himself
other, even stranger
a whetstone, biological
against which dable ghter.
the blade of mankind will be sharpened for the war to Minions (Major Good Trait) Siwang Lung can
come. Curiously,
Curiously, when the Martians invaded in 1901, China
C hina call on fanatical minions on a moments notice.
was apparently well-prepared
well-prepared and suff ered
ered comparativ
comparative-
e-
ly few casualties. More Than Human (Special Good Trait) Siwang
Lung is more than human due to alchemy and
Around the start of the 20th Century, Siwang Lung seized alien science.
control of the remnants of the Tong of the Black Scorpion
after the demise of their previous leader in the sewers of Obsession (Major Bad Trait) Siwang Lung is
London. Under his leadership, the Tong has become an obsessed with tempering humanity.
internationall force for evil, an army of religious fanatics
internationa Pet (Major Good Trait) The Death Dragon is
ready to kill and be killed at his merest whim. accompanied everywhere by Saber.
Siwang Lung operates globally
global ly,, with strongholds
stron gholds in almost Psychic (Special Good Trait) Siwang Lung can
every nation on earth. He is accompanied at all times by read minds with eff ort.
ort.
Omar, a hulking Turkish body guard fanatically devoted Psychic Training (Minor Good Trait) Siwang
to his master and by Saber, a massive
mass ive grey wolf with which
he appears to have some strange form of rapport. At times Lung can resist hypnosis and psychic trickery.
he is also seen with his daughter, the beautiful and deadly Resourceful Pockets (Minor Good Trait) Con-
“Poison Blossom”, Du Kai Hua. cealed within his robs are any number of useful
R
E Note: The Death Dragon is a formidable opponent, and gadgets and tools.
T
S should not be used lightly. He rarely takes a hand in the Tough (Major Good Trait) The Death Dragon
A action himself, so create some trusted lieutenants and is extremely robust.
M named henchmen for him for the players to test their
Voice of Authority (Minor Good Trait) Siwang
E strength against before letting them take a crack at the
Lung is a natural leader.
M man himself.
A Quote: “The decadent West must fall so that mankind can Total Character Points: 86
G survive!” Story Points: 12
174
Pulp Fantastic
F2>$2@ 92M3'>2+I soon overtook him when, in 1901, the Martian invasion
began. Weisskopf was in London when the rst cylinders
Even among Mad Scientists, the arch-villain known as fell, and witness accounts place him at some of the worst
Doktor Todeskopf is considered extraordinary. incidents of Martian aggression. Indeed, it seems highly
Born in Switzerland in the year 1876, Maximilian Weiss- coincidental that wherever he was seen, the Martian
kopf was the only son of an unremarkable watchmaker. tripods seemed to appear soon after, as if they were ac-
A sickly child who was not expected to live beyond
b eyond infancy,
infancy, tively pursuing him.
the boy made up for what he lacked in physical health In the months following the end of the Martian invasion,
invasion,
with his indomitable will and prodigious intelligence. many horrible discoveries were made in the alien instal-
Records of his early life are scarce, but it appears that lations and encampments. The public already know about
Maximilian’s intellect developed at remarkable speed. the Martian habit of feeding on human blood, and there
Through the patronage of a local priest, the boy was has been some speculation in scientic circles about the
allowed access to scholarly libraries, which he devoured purpose of the experiments conducted on human prison-
at an astounding rate. Recognizing that the boy’s mind ers in the Martian slave-camps. What was kept from the
was unique and would rebel at normal schooling, the priest public was the awful truth about the research installation
took young Maximilian to the University of Zurich, where the Martians buried beneath Wimbledon Common. Within,
their study of his apparently unique mind would in turn horried investigators discovered a charnel pit lled to
enable him to study whatever he wanted. Maximilian grew the brim with corpses, each with the top of its skull neatly
up surrounded by academics and scientists, absorbing sliced away and the brain removed. One of these was
everything he could learn from them, occasionally turning identied as the mortal remains
remai ns of Maximilian Weisskopf.
other elds of research on their heads as he synthesized Worse were the strange glass tubes, each lled with thick,
new theories. green liquid and containing a single, pulsing human brain.
When Maximilian was ten his parents both died of in u- Over a period of months the tubes and their apparently
enza, and he became a ward of the University. Apparently
uninterested in making friends of his own age, he continued living contents were carefully shipped to the Roy
Royal
al Institute
for Special Scientic Inquiry at Lemuel House in Kent, a
to associate with the staff , aware that they were studying thinly-veiled front for the War Office. There the tubes and
him as much as he was studying everything and anything their life-support equipment, the Martian ghting ma-
that interested him. He became particularly fascinated by chines and other remnants of their technology, all under-
mathematics, chemistry,
chemistry, physics and engineering, though went a rigorous program of study in an attempt to uncover
he also studied music and the growing elds of what would the principles of their operation and perhaps even reverse
come to be known as psychology and sociology
sociology.. engineer them.
At the age of twelve, Maximilian Weisskopf obtained his Though breakthroughs were made, progress was slow,
rst degree. By fteen he had obtained three more. By and the years passed and turned into decades. As time
eighteen, he was awarded a doctorate in mathematics. went on, the brains all slowly failed and died. All except
Curiously few records of his time at University have survived, one. One brain seemed to thrive while the others withered,
but letters and journals from the time describe him as a almost as if the lack of a physical form had somehow freed
thin, wiry young man with a shock of dark hair and intense, it to reach its full potential.
almost feverish eyes. One professor describes him as “a With the outbreak of the Great War, the study and obser-
young man being consumed from within by the power of
a mind trapped in a body almost too weak to contain it”. vation of the apparently undying brain was put aside in
favor of unlocking the secret of the Martian Heat Ray and
It was at the age of twenty-ve that Weisskopf’s behaviour the dreaded Black Smoke. When this failed, the Institutes
seems to have changed. Having spent several months
R resources were allocated elsewhere, and the research
researc h wing
E apparently attempting to develop a suite of equations with was sealed up. Locked in a store room, the brain was all
T which human behaviour could be modelled and even
S predicted, young Weisskopf seemed to suff er
er some sort
but forgotten.
A In the face of massive casualties
casualties on the front lines, Lemuel
of emotional breakdown. Becoming melancholy and with-
M drawn, Weisskopf locked himself away in his rooms at the House was re-tasked as a hospice for shell-shocked and
E hopelessly maimed officers, its former use apparently
University for a period of several weeks, before emerging,
M forgotten. By the end of the War, the building housed
A packing his bags, claiming his inheritance – his parents
almost three hundred patients, almost all of them severe-
G had managed to save a small sum of money for him that
ly traumatised by shell-shock or rendered nearly cataton-
he’d previously shown no interest in – and travelling to
ic by the horrors they witnessed in the trenches.
England. It waspiece
burned every discovered afterwards
of paper that Weisskopf had
in his rooms. In 1919, doctors at the hospice started to note a rise in the
In England the young man spent weeks travelling the number of nocturnal disturbances amongst the patients,
length and breadth of the land, talking with scientists, with several of them being found wandering around the
philosophers and statesmen, though the nature of these grounds, apparently in some kind of somnambulistic
conversations has never been revealed. Whatever it was trance. By 1920 it was revealed that a number of patients
that Weisskopf was trying so feverishly to do, other events had gone entirely missing, while one – a young infantry-
176
Pulp Fantastic
1#M&)8 P#- His personality, motives and methods will vary according
to the nature of the cult and the truth behind it. Cultists
Quote: “ELIMINATE. ELIMINATE. ELIMINATE!” who worship a Eldritch Abomination and wish to free
their deity to feast upon the world are very diff erent
erent from
Awareness: 2 Coordination: 2 Ingenuity: 2
those who worship a devil (or the Devil) and wish to in-
Presence: 3 Resolve: 2 Strength: 7 crease their personal power and wealth.
Skills: Convince 2, Fighting 3, Marksman 2, Technology 4 In the Pulps, cults tend to fall into one of the following
Traits: categories;
Armor (Special Good Creature Trait) The Radium Apocalypse Cult: The End of Days is upon us, and these
cults see it as their duty to help their god or gods bring an
Man’s thick armor plate reduces damage done to
it by 10 (Coordination penalty already applied). end to us all and make the world anew. Apocalypse Cults
often have some insane plan for mass murder, triggered by
Dependency (Minor Bad Trait) Radium Men a supposedly supernatural omen, like a comet or supernova.
must recharge daily.
Revival: This cult is based on an old – presumably extinct
Environmental (Major Good Creature Trait) - religion, and may even make claims to be a direct con-
Radium Men suff er
er no environmental ill-ef- tinuation or secret survival. Sometimes these cults seek
fects. to take revenge on those responsible for the extinction of
their faith in earlier times.
Fear Factor 3 (Special Good Creature Trait)
Radium Men are terrifying up close. Space Gods: These cults tend to be based on supernatural
Networked (Minor Good Trait) All Radium interpretations of dubious archaeological data, using them
Men are linked by radio waves. as evidence that mankind was visited in the past (and may
even have been engineered by) vastly powerful visitors
Impaired Senses (Minor Bad Trait) The Radium from another world. Often cults of this kind have apoca-
Men have low-resolution visual and audio devices. lyptic leanings, promising that the faithful will be taken
Robot (Special Good Trait) Technically they up to live forever in their alien paradise – frequently after
aren’t robots, but as surgically modied brains a mass suicide.
installed in iron bodies they might as well be. Adventists: This cult is usually a radical splinter group
of an existing religion, based around the return to Earth
Slow-Moving (Minor Bad Creature Trait)
Due to their mass, Radium Men are relative- or rebirth of a messianic religious gure such as Jesus
ly slow and lumbering. In chases their Speed Christ (most often in the form of the Cult Leader himself,
is reduced to 1. but frequently in the form of an easily controllable dupe).
Total Character Points: 37 Dark Cult: This cult worships or believes something truly
evil. This could be Satan, an Anti-God, or an Eldritch
Story Points: 3 Abomination. Cults of this kind are the most dangerous
– with their twisted beliefs and inverted morality, Dark
God has turned his back on mankind, and the End Times Use the system for Group Traits (page
( page 115)
115) to build your cult.
can’t be very far away. The world is changing faster and NOTE: The Cult Leader can be used for any fanatical leader
R faster every day, and many people nd change very scary pushing an agenda. Period examples include fascists,
E indeed. Into this mix strides the Cult Leader, a charismat- communists or other political extremists.
T ic gure holding secret knowledge, promising salvation
salvation
S
A for those who follow his word. 9"3 :*#.> N#8#
M The Cult Leader may be a charlatan or possess genuine Just as Buddhism
Buddhism has its
its Tulkus,
Tulkus, reincarnate
reincarnatedd enlightened
enlightened
E arcane knowledge, but his true power comes from those beings (Bodhisattvas) who postpone the achievement of
M who follow him, devoting themselves to his cause and Nirvana in order to help enlighten others, so darker faiths
A fanatically willing to follow his every command. They have darker tulkus; malign spirits lled with evil knowl-
G bring him wealth, power and status, and make him a edge, who return again and again from death to spread
dangerous and unpredictable opponent. corruption and wickedness in the world.
Cult Leaders are extremely exible villains, able to ll Such is – so legend says - the Black Lama, the dread leader
almost any niche the Gamemaster wants. The Cult Leader of the Mara Brotherhood. Whenever the current Black Lama
could be the high priest of some blasphemous religion, dies, the Brotherhood spreads out across the globe, searching
worshipping the Devil or some monstrous ancient god for the one who is the Lama reborn, looking for the spiritu-
(who may or may not actually exist). He may be a clever al darkness that signals the return of a monstrous evil.
con-man or illusionist, or possess genuine occult power.
The current Black Lama is a young Tibetan man in his
178
Pulp Fantastic
9"3 A-$&4U&**#&- gimmicky, unless they’re being played for comic eff ect
they remain competent and ruthless enemies, well-
ect
Perhaps one of the most perplexing villain-types present- equipped and driven by a quietly fanatical faith in the
ed in the Pulps, the Anti-Villain is a bad guy with heroic manifest destiny of the Third Reich. Unlike many other
ideals, motivations and virtues. What they want is ulti- villains, Pulp Nazis are usually capable combatants; though
mately good, but they go about it in the wrong way, result- they have minions to do their dirty work, they often relish
ing in collateral damage and misery. “You can’t make an the chance to prove
p rove their “Aryan
“Aryan superiority” by engaging
omelette without breaking a few eggs,” is the motto of in hand-to-hand combat with the heroes.
most Anti-Villains. Alternatively, the Anti-Villain could
Pulp Nazis tend to come in a number of varieties, which
well have evil aims, but goes about achieving them in a can be mixed and matched according to taste;
reasonably ethical and honourable way, seeking to mini-
mise casualties - direct and indirect – as much as possible. The Sadistic Interrogator
Interrogator:: Most often a member of the
Of all the villain archetypes, the Anti-Villain is the one
Gestapo or the SS, this villain is usually slender and softly
spoken, with cold blue eyes glittering behind his wire-
most likely to be persuaded into a temporary alliance with
the heroes when things risk getting out of control. While
framed spectacles. Dressed in a dark grey suit and a black
leather overcoat he rarely takes his black leather gloves
they may be “better” than normal villains and often appear
off , unless it is to strike a helpless victim with them. He
to be reaching for redemption, they almost never com-
loves his work, licking his thin lips with anticipation of
pletely defect to the side of the angels, often believing that
the unspeakable torments he will soon in ict upon the
their sins can never be forgiven and prefer “to rule in Hell
heroes, and occasionally giggling inappropriately. For
rather than serve in Heaven”.
some reason the Sadistic Interrogator often speaks as
Despite this vein of decency and honor, Anti-Villains are though slightly short of breath. He never loses his temper
no less dangerous than any other villain, and may in fact or raises his voice, and even the most hideous threats are
be more so due to their
thei r unpredictability
unpredicta bility.. Most heroes don’t made in a chillingly veiled manner.
quite know what to do when their opponents don’t provide The Reluctant Nazi: If the heroes are in the habit of
easy reasons for their extermination. Anti-Villains are
often quite respectful of the heroes, regarding them as
dismissing all Nazis as cannon fodder, the Reluctant Nazi
can be an interesting change of pace. The Reluctant Nazi
“worthy opponents” and expressing regret for their inev-
is a decent man who became a member of the party for
itable doom.
political reasons, but does not ascribe to the Nazi philos-
Some Anti-Villains are a law unto themselves, aware that ophy.. Nevertheless, he is a patriot and will do his duty,
ophy duty, but
the world may view their actions as evil, but believing unlike the other Nazi variants he takes no pleasure in it.
themselves to have evolved beyond the limits of conven-
The Brute: The Brute is a thug, who doesn’t really believe
tional morality
in the ideology of the Third Reich, but became a Nazi in
order to feed their need to feel powerful. Being part of the
9"3 ()*+ D#W& Nazi war machine gives them the power they’ve always
Nazis make great villains. They represent something craved, and they like to abuse that power at every oppor-
utterly vile; a repugnant philosophy with no redeeming tunity.. Brute Nazis are scum; arrogant bullies who enjoy
tunity
180
Pulp Villains
he can be as violent, sadistic and brutal as other Nazis, the wealth buys power and inuence and that everyone has
Intellectual Aryan prefers to solve his problems in a more their price. The only things that matter are the things that
cerebral manner, and he is often using the resources of can be bought; to the Corrupt Corporate, everything else
the Reich to further his own ambitions. Most senior Nazis – including morality and human life - is irreleva
irrelevant.
nt.
fall into this category.
The Corrupt Corporate may appear urbane and cultured, but
The Nazi Scientist: Lacking the individual spark of divine he has a lot to lose and will ght like a tiger to keep it. His
inspiration, Nazi doctors, scientists and researchers plots tend to involve vast swindles and condence schemes,
working in teams are still capable of some incredible (and the discrediting or ruination of his competitors, the theft of
horrifying) achievements. Some care little for Nazi doctrine large sums of money, the annexation of valuable resources,
or the philosophy
philoso phy or Aryan superiority,
superiority, instead seeing the complicated real estate scams or the establishment and
Third Reich as a means to an end; the funding and resourc- maintenance of vast monopolies. Usually the victims of these
ing of their research. Others are fanatical, seeking to use
u se plots are the “little people”, the faceless masses of ordinary
their perverted science to prove the outlandish theories people who invest in the Corporates companies.
of Eternal Ice and Aryan eugenics. Neither type cares for
Corrupt Corporates want more of what they already have,
the pain they inict on their fellow human beings while
and have the resources to achieve this. They have money,
they conduct their foul experiments, seeing their prison-
minions, social connections and political in uence. Very
ers as simply an expendable stock of “subhuman” test
often they also have social prominence, making them hard
subjects. Nazi Scientists tend to be utterly cold, exhibiting
to ght openly and giving them the protection of society
little personality and no conscience whatsoever, though
and the law. Though Corrupt Corporates are usually in-
they seem to take no pleasure in what they do either.
dustrialists, they can be just as eff ective
ective in other lines of
Players may also derive some historical horror from the
work. A Corrupt Producer could use the machinery of
fact that many of these scientists will be given new homes
Hollywood
Hollywood to smear his opponents, while a Corrupt Banker
and new jobs in the and other Allied countries at the
might ruin his enemies and nance his allies.
end of the like
operations war,Paperclip.
made Government assets
When it comes underprojects,
to their
to covert The classic Corrupt Corporate has no ghting skills to speak
Gamemasters can feel free to let their imaginations run of, though this has been subverted in modern times with
wild, but should be warned if they decide to research the idea of rich businessmen who combine big business with
issue that there’s almost nothing so vile or horric that a taste for extreme sports and martial arts. Normally though,
real Nazi scientists didn’t
didn’t do it at some point - often on an Corrupt Corporates leave the ghting to their minions, led
industrial scale. by a trusted lieutenant. Lex Luthor, particularly in his
modern incarnations, is a classic example of the Corrupt
The Nazi Occultist: Often found working hand in hand
Corporate, combined with aspects of the Mad Scientist.
with the Nazi Scientist, the Nazi Occultist is usually assigned
to the Ahnenerbe or one of Hitler’s other arcane research
organisations. The Nazi Occultist is usually a career soldier
13H P2-M#5
who has seen the power of the supernatural for himself and Born to the privileged life of the scion of an old and noble 11
wishes to harness it as a weapon of war, a scholar of mys- house, Rex Monday grew up pampered, indulged and
ticism availing himself of the resources the Reich has to spoiled. Every day he was told that the world would be his,
ff
o er, or
much asathey
disciple of darkness
are using whoOccultists
him. Nazi is using the Reich
often as
have and that he
children, hecould do anything
believed he wanted.
it. Even more Unlike
unusually, hemost
still
access to arcane artifacts and possess psychic or mesmeric believes it now.
powers. They may also possess Weird Technology that
Rex Monday is a tall, handsome man in his early thirties,
combines dark magic with high technology
technology.. Nazi Occultists
with movie-idol good-looks, impeccable taste and perfect
can often be found advising, or even leading, retrieval mis-
manners. He is also an extremely dangerous man, what
sions to holy sites and mysterious lands.
in later years will be termed a sociopath. Rex has little
For more information on Nazis, see page 108.
108. concept of real emotion or of right and wrong. What in-
terests him and motivates him is what is good solely for
9"3 ?2@@)+$ ?2@+2@#$3 him. He is intelligent and observant, and is skilled at faking
his emotional connection to other people, but eventually
The Corrupt Corporate is a uniquely American villain. He those closest to him see through the mask and realise that
is evil in a nice suit, an unscrupulous businessman or there isn’t much human about Rex Monday.
tycoon who represents our fear of manipulation and ex-
ploitation by the rich; bankers, industrialists, nanciers Under normal circumstances, this wouldn’t be a problem.
and politicians. Born of the loss of public trust caused by Rex would undoubtedly have ended up conned in either
the Wall Street Crash and the Great Depression, Corrupt prison or mental institution, where he could do no harm.
Corporates
Corporat es became useful villains for Pulp authors. Alas, he is one of the richest young men in the United
States, gifted with soaring ambition and the means to
Once hailed as the industrial
indu strial backbone of the country
co untry,, the make most of his problems disappear.
Corrupt Corporate is motivated most often by greed and
the desire to maintain his share price. He knows that Taking his inspiration from the Latin phrase that echoes
his name, Rex Monday aims to be nothing less than the
181
Pulp Villains
Sharpshooter (Minor Good Trait) Du Kai Hua
9"3 F@#62- N#M5 makes every shot count.
The Dragon Lady is the female counterpart to the Foreign
Well Traveled (Minor Good Trait) The Poison
Mastermind. Beautiful, seductive, mysterious and sexu-
Blossom has traveled the globe.
ally aggressive, the Dragon Lady is generally portrayed as
less honourable that her male opposite number, prone to Total Character Points: 61
violent rages (and occasionally falling in love with a hero).
Story Points: 5
The Dragon Lady is more hands-on than the Foreign Mas-
termind, and while she prefers to let her minions do her
bidding,
advantage
advantagesheofisthe
often
factathat
skilled hand-to-hand
Pulp
ghter, taking
heroes are rarely comfort- 9"3 :#@2-3''
A beautiful woman with a heart of ice, the Baroness has
able hitting a woman.
more than a hint of the dominatrix about her. Strict, in-
telligent and chilly, she often exhibits a sadistic nature
F) O#& ;)# ] (2&'2- :*2''28 and a fervent belief in the ideals of whichever cause she
The beautiful and exotic young woman who now takes the follows. Most often of German or Russian extraction, she
name Du Kai Hua (Poison Blossom) is the adopted daugh- is always immaculately dressed, either in the highest
ter of the infamous Death Dragon, Siwang Lung. Rescued fashion or a perfectly cut uniform. In the Pulps, the Bar-
from the streets as a child, Siwang Lung raised the girl as oness was often portrayed as a closet (or even overt) lesbian
his successor, educating her in the ways of science, crime and man-hater, something considered at the time to be
and subtle cruelty.
cruelty. Unlike her father, Du Kai Hua cares little quite perverse. Regardless of her sexuality, she is often
for the fate of mankind, and instead enjoys the exercise of attracted to power and dominant personalities, but may
power for its own sake. Sadistic, spoiled and devious, Du not be open to seduction.
Kai Hua has attempted to overthrow her father on numer-
The Baroness is often found as an icily beautiful Nazi or
ous occasions,
her own twistedbut
wayhas
way,, shealways managed
cares for to be
her father forgiven.
deeply,
deeply In
, but she Communist temptress, or as the aide to a Corrupt Corporate.
She may even be found leading a team of Nazi Scientists,
is also more than a little crazy and would kill him without
or standing at the side of a Cult Leader. The Baroness may
a second thought if he got in her way.
way.
have a mannish female bruiser as back-up
b ack-up,, who may or may
Thus far, Siwang Lung has yet to reveal to Du Kai Hua the not also be her lover. Some Baronesses can be found acting
secret of his prolonged life and unnatural durability
durabi lity,, which as the trusted lieutenant of the main villain. Like the Dragon
is perhaps the only reason his daughter has yet to nally Lady,, while she prefers to leave
Lady l eave the ghting to her minions,
betray him. the Baroness is usually quite a dangerous combatant, often
using a whip to deadly e ff ect.
ect.
Quote: “You will tell me what I wish to know, or I can
promise you that your agony will be...exquisite.” A variant of the Baroness is the Battleaxe. She is usually an
older woman, sometimes beautiful, often not. She is likely 11
Awareness: 4 Coordination: 4 Ingenuity: 5 to be the main villain rather than simply his aide. Regard-
Presence: 3 Resolve: 5 Strength: 4 less of her sexuality,
sexuality, her greater experience tends to make
her immune to seduction attempts. She more openly enjoys
Skills:
Marksman Athletics 3, Convince
3, Medicine 3, Fighting
2, Science 5, Knowledge
2, Survival 3,
3, Technolo- her work, and is quite happy to get her hands dirty.
gy 2, Transport 2 :#@2-3'' U3@2-&V)3 F3K3@3#)H
Traits: The woman now known as Baroness Veronique Devereaux
Attractive (Major Good Trait) The Poison has done much to obscure her origins and history, and in
Blossom is beautiful and deadly. so doing has conjured a mystique that both fascinates and
intrigues. Judging from the number of “unfortunate ac-
Crack Shot (Minor Good Trait) Du Kai Hua is cidents” and “mysterious illnesses” that befall those
a superb shot. around her, it appears that being too curious about the
Emotional Complication (Major Bad Trait) The Baronesses’ past is not a healthy occupation. It is whispered
Poison Blossom has all kinds of daddy issues. (though never where she might hear of it) that she started
life as an urchin, abandoned on the streets of Morocco,
Martial Artist (Major Good Trait) Du Kai Hua where she learned to survive through theft and other, less
is a lethal hand-to-han
hand-to-hand
d ghter. reputable arts. From there she parlayed her extraordinary
Maverick (Minor Bad Trait) Du Kai Hua is a beauty and ruthless intelligence into a place in a noble-
wilful child. man’s house, rst as a maid, then as mistress, and nally
wife after his rst wife suff ered
ered an unexplained “wasting
Minions (Major Good Trait) The Poison Blossom illness”.. Not long after, the nobleman himself died, some
illness”
can call upon her father’s minions. say of over-exertion, while others mutter darkly of poison.
Quick Reexes (Major Good Trait) Du Kai Hua The newly-widowed Baroness Devereaux moved her house-
has incredibly fast reactions. hold back to Paris, where she became the darling of the
183
Pulp Fantastic
social scene, entrancing a string of near-fanatical lovers Wealthy (Major Good Trait) The Baroness lives
and admirers and inveigling herself into the highest circles the life of a landed noble-woman
noble-woman..
of power. She counts ministers, bishops and kings as her
Well Travelled: Europe (Minor Good Trait)
friends and condantes, and seems to possess an inex-
The Baroness loves to travel, and is at home
haustible fund of favours upon which she can call at any
almost everywhere in Europe.
time. While having the whi ff of
of scandal about her, the
Baroness has never been directly implicated in wrongdo- Total Character Points: 63
ing of any kind, and her honor is staunchly defended by
Story Points: 8
all those who consider her a friend.
In truth, the Baroness Devereaux is one of Europe’s most
successful blackmailers, poisoners, spies and thieves.
9"3 P#'>3M 93@@2@
Selsh, utterly amoral, endishly cunning, ruthless and The Masked Terror is the dark re ection of the Masked
cruel, the ambition of the Baroness has no limit. She will Avenger, a crime lord with a secret identity, a amboyant
do anything to advance her social standing and personal disguise and often a theatrical modus operandi when
wealth, up to and including murder on a grand scale. She going about his extra-curricular activities. Unlike the
is completely without mercy and is capable of almost Masked Avenger, the Masked Terror has eschewed the
demonic fury when thwarted. An expert in toxins and subtle cause of justice for something altogether more personal-
murder, the Baroness is never without a variety of tainted ly satisfying. Exactly what that might be varies from villain
villai n
weapons and secreted potions, but without a doubt her to villain.
uncanny beauty and her ruthless intellect are her deadliest Some Masked Terrors
Terrors are vigilantes,
vigil antes, taking a stand against
again st
weapons, ones that she wields with a masters touch. what they see to be the rampant tide of lawlessness and
The Baroness Devereaux is uncommonly beautiful; in her corruption that threatens to drown their city. The only
late twenties or early thirties. Tall and athletic, with long diff erence
erence between this incarnation of the Masked Terror
fair hair and ice-blue eyes, she moves with a natural ele- is their willingness to kill, often in cruel and unusual ways.
gance and grace and speaks with a low, slightly husky In this form, the Masked Terror has assumed the role of
voice that is almost hypnotically seductive. judge, jury and executioner, and the sentence is death!
These villains can be used to present the masked Avenger
Quote: “No, I didn’t think you’d hit a lady. Now, come sit with a dark mirror, showing them what they have the
next to me and lets discuss this like old friends. Drink?” potential to become if they ever lose sight of the impor-
tance of tempering justice with mercy and compassion.
Awareness: 4 Coordination: 4 Ingenuity: 5
Presence: 6 Resolve: 6 Strength: 4 Other types of Masked Terror could be seeking to redress
a perceived injustice, seeking vengeance for a wrong (real
Skills: Animal Handling 2, Athletics 2, Convince 4, Craft or imagined) done to themselves or someone near and
3, Knowledge 2, Medicine
Medi cine 3, Science 2, Subterfuge 3, Tech- dear in the past. Others might simply be very clever crim-
nology 2, Transport 2 inals, motivated by a desire for power and riches.
Traits: Regardless of motivation the Masked Terror is nearly
Pulp Villains
man) is ruthless, utterly amoral and a brilliant tactician. Quote: “Fools! To believe you can stand against…the
Descriptions of him vary considerably from witness to Crimson Claw!”
witness, but he is usually described as being immaculate-
ly dressed beneath a deep red cape and concealing hood Awareness: 3 Coordination: 3 Ingenuity: 5
with eye holes through which a pair of blazing eyes can Presence: 4 Resolve: 5 Strength: 3
be glimpsed. The Claw gets his name from a curious ac-
coutrement; a gleaming red metallic gauntlet with razor Skills: Convince 4, Fighting 3, Knowledge 3, Subterfuge
sharp talons worn on the left hand. Far more than a mere 3, Technology 2, Transport 2
aff ectation,
ectation, the gauntlet is the Claw’s favourite method of Traits:
dispensing vengeance, from horric facial scars to disem-
bowelment.. In truth, it can be said that the Crimson Claw
bowelment Claw (Special Good Creature Trait) The Crimson
literally
literally rules his organisation with a st of iron. Claw’s gauntlet does Strength +1 damage.
The Crimson Claw is an expansionist crime lord, working Cloud Men’s Minds (Major Good Psychic Trait)
to either eliminate his criminal rivals or absorb their op- The Crimson Claw has the ability to pass unseen
erations into his own. He responds swiftly to threats and should he so desire.
perceived slights, but rarely reacts rashly. Indeed, he often Dark Secret (Minor Bad Trait) The Claw’s secret
seems to be working to a long-term plan, often setting
set ting into is that the Gauntlet is the real Crimson Claw.
motion events that won’t pay o ff for
for him for some time.
His most favoured tactic is to stir up gang wars that cause Dependency (Major Bad Trait) Once controlled
his rivals to eliminate each other, allowing him to sweep by the Claw, the host cannot survive long
in a ll the power vacuum once the dust has settled. without it.
The Crimson Claw is highly intelligent, patient, cunning, Infection (Major Good Creature Trait) Those
fearless and utterly ruthless. Completely
Completely without morals wounded by the Gauntlet may become the Claw
of any kind, he seems purely motivated by the desire for if the original host dies.
power and the obedience of his subordinates. He has a More Than Human (Special Good Trait) The
talent for prolonged and inexorable revenge, and it is an Gauntlet is an ancient malignant artifact.
unfortunate character who nds himself on the Claws
death list. Minions (Major Good Trait) The Claw always
nds the weak willed to obey it.
Curiously, the Claw has been recorded as dead by the law
enforcement agencies of a number of states, though the Nocturnal (Minor Bad Creature Trait) By day,
body was not recovered in any case.
ca se. Strangely,
Strangely, a prominent
promine nt the Claw sleeps, while it’s host goes about his
member of the community suspected of being the Claw or her life, unknowing.
has always
always turned up dead at the same time, only for the Owed Favour (Major Good Trait) The Crimson
Claw to resurface in another city a short time later, appar- Claw has blackmail les on the high and the 11
ently none the worse for wear
wear...
... mighty.
The Claw’s organisation consists mostly of the most e ff ec-
ec- Psychic (Special Good Trait) The Crimson Claw
tive and
city. ruthless
He seems tomobsters, mooks lieutenants,
have no favored and thugs inand
any rarely
given can see the darkness in men’s souls.
co-operates with other arch-villains. Total Character Points: 49
Story Points: 5
185
Pulp Fantastic
The Master Spy tends to plan for every contingency, and 73-3@#* U*#M&. O#W#-h (@38&3@ 2I
nearly always has multiple escape routes ready for an
immediate withdrawal. Like the Masked Terror,
Terror, the Master :3@3W>&#
Spy prefers to keep some distance between himself and General Vladic Kazan is the autocratic dictator of Berez-
any illegal activity, and when cornered will ght vicious- kia, a small Balkan nation that has risen swiftly in the
ly for his freedom. last few years with the discovery of a large deposit
de posit of ores
Master Spies make especially good enemies for G-Men, rich in the mysterious Element X somewhere within the
Air Aces, Operators, Gumshoes, Law Enforcers, Masked Berezkan mountains.
Avengers, Mystery Men, Rocket Men and Science Heroes.
A former
into chief
politics of the
after the Royal
Great Secret Police,toKazan
War, rising powerentered
by ex-
9"3 7@3#$ F&.$#$2@ ploiting the poverty,
poverty, chaos and unrest
unre st endemic in the years
following the
t he defeat of
o f Germany,
Germany, Berezkia’s main ally and
The Great Dictator is unusual in that he already has trading partner. Using images of racial strength and purity
pur ity,,
wealth, power and resources. In fact, he has control of and invoking the mythology of the Norse gods, Kazan
an entire country, possibly several. The classic example created a powerful cabal of loyal extremists to back his
of the Great Dictator is, of course,
cou rse, Adolf Hitler. However move to seize total power within the small country
co untry.. While
there were several real-world examples at the time, in- initially the Western powers were unconcerned with Kazan,
cluding Benito Mussolini, General Francisco Franco and the situation changed when it became apparent that
Josef Stalin. Since Pulp magazines
magazin es were all about escap- Kazan’s forces, in investigating the legends of the gods of
ism, the magazines tended to steer clear of plots that Asgard, had uncovered something remarkable. What that
veered too closely to real-world politics. However, authors something was only came to light when Berezkia – for-
would often invent ctional dictators and war-lords from merly a struggling agricultural country – suddenly began
imaginary countries, who shared similar characteristics to produce advanced technology vehicles, equipment and
with Hitler and his allies. weaponry, much of it powered by Element X.
Great Dictators make great recurring villains, as they Under Kazan, the economy of Berezkia has ourished,
possess enough resources and power that they can almost though civil liberties have almost completely vanished.
never be completely defeated, short of a full scale war. Kazan himself is rarely seen, though his secret police –
Worse, they may be beloved by their own people, eff ec-
ec- known as the Hammer – are everywhere. Worse, Kazan
tively surrounding them with a vast shield of innocent seems to instantly know when dissent is plotted, leading
dupes willing to die for their leader. the peasant folk to mutter darkly about him giving up an
Great Dictators have a tendency to rant and rave when eye for omniscience, as Odin did. The people of Berezkia
thwarted, and maintain their iron-sted rule through a are well-paid, well-fed and healthy, but they know they
startlingly well-informed secret police, an army of jack- are not free. Most simply try to turn a blind eye to their
booted thugs and an elite guard of intelligent, sadistic oppression, by pretending that they have chosen to live
henchmen. They usually have an eff ective
ective overseas intel- the way they do, and by ignoring the disappearances and
ligence network, operating spy cells in every country of the occasional scream in the night.
the globe. They also seem to have a certain sense of style, Kazan’s armed forces – the Fist – are well-trained, well-
employing visually impressive iconography to promote equipped and motivated. To a man they appear to be in-
and unify their cause. telligent, capable and fanatically loyal to their leader,
Some Great Dictators combine aspects of the Mad Sci- almost unnaturally so. Again, odd rumours have emerged
entist or the Foreign Mastermind, and most have a rm from Berezkia about the large number of men who enter
the military training academies and emerge weeks later,
R grasp of the power
p ower of advanced technology, either using
E their own inventive genius or employing the services of somehow changed.
T
S scientists and engineers (often kidnapped) to develop Kazan himself is a tall, muscular man in his late forties,
A advanced weaponry
weaponry.. though in excellent physical condition. He wears immac-
M While Great Dictators tend to rule totalitarian fascist states, ulately cut, austere uniforms in black, red and grey, and
E this is not always the case. Some may rule monarchies, wears his long dark hair swept back from his forehead.
M theocracies, or any other state structure that places ulti- While shrewd, intelligent
intelligent and urbane, he is also a racist,
A mate power in the hands of a single individual. While Pulp sexist bigot with a powerful distrust of intellectuals.
G examples tend to be Eastern European, there is no reason
why a Great Dictator can’t be the master of an obscure
why a Great Dictator can t be the master of an obscure
Asiatic country, or of an African or Middle-Eastern nation,
or of an Atlantic or Pacic island.
186
Pulp Villains
Quote: “It is the fate of the common to be ruled by the Many Mob Bosses are family men, and have a somewhat
uncommon. To be ordinary is to be weak. Free will is the old-fashioned view of the way things should be done. They
lot of the strong alone. It is the lot of the weak to obey.” rule their organisation like a feudal lord, valuing respect
and tradition. Oddly, despite their involvement in every-
Awareness: 4 Coordination: 3 Ingenuity: 5 thing from numbers rackets to white slavery, a lot of Mob
Presence: 6 Resolve: 4 Strength: 4 Bosses are patriots who will vehemently oppose any truck
with Nazis or other enemies of their country.
Skills: Animal Handling 3, Athletics 2, Convince 5, Knowl-
edge 3, Marksman 3, Science 2, Subterfuge 2, Technology
Technology :@)-2 C+2'#$2
2, Transport 2 Bruno “Bullet” Sposato is one of the city’s top crime
Traits: bosses, and considers himself a self-made man in more
Authority (Major Good Trait) Kazan is the ways than one.
leader of a nation. Born the son of a grocer in the slums of the south side,
Dark Secret (Major Bad Trait) Exactly what is young Bruno was intelligent enough and adaptable enough
the secret of Berezkia’s advanced technology? to realise that his best chance of escaping the ghetto was
to run with the local gangs. Tough and smart, Bruno fought
Empathic (Minor Good Trait) Kazan is an in- hard to control his conscience and worked his way up
stinctive reader of people. through the ranks, graduating from petty theft
the ft to numbers
Indomitable (Minor Good Trait) Kazan pos- running. His ingenuity and intelligence caught the eye of
sesses an iron will. a local mobster, and soon Bruno found himself doing
minor jobs for the mob. It was during this time that Bruno
Minions (Major Good Trait) Kazan can call gained his nickname “Bullet”, for his habit of carrying a
upon the armed forces of his nation. .45 calibre bullet with is name carved on it in his pocket,
Obsession (Major Bad Trait) Kazan believes in apparently in the belief that if he carried the bullet that
his own manifest destiny. had his name on it, it could never be used to kill him.
Linguist (Minor Good Trait) Kazan has a natural After proving himself a reliable man to the mob, he was
grasp of languages. soon inducted into it’s ranks, and killed his rst man at
the age of 16. Bruno’s mob career was unremarkable, and
Voice of Authority (Minor Good Trait) Kazan he was set to become just another disposable asset until
is a natural leader. he was caught in a three way shoot-out between the Police
Wealthy (Major Good Trait) Kazan is the leader Department, his mob and agents of the Crimson Claw.
of a prosperous nation. Trapped and out of ammunition, Sposato used the last
bullet he had, his good-luck piece. Bizarrely, the bullet
Weird Tech (Major Good Trait) Berezkia’s labora- ricocheted off a a police officer’s badge and hit Sposato in 11
tories turn out suspiciously advanced technology.
technology. the left eye, travelling straight through his brain before
Total Character Points: 58 exiting the back of his head.
187
Pulp Fantastic
hair, handsome despite his craggy looks and eyepatch. He
rarely gets directly involved in anything criminal these
9"3 P#-4P#M3 P2-'$3@
days, but remains t and is more than capable of beating A horror icon since the 1818 novel by Mary Shelley, the
a man to death with his bare hands should it prove nec- Man-Made Monster is the ultimate product of Weird
essary. Due to his brain injury he is utterly unafraid of Science. If the Science Hero is nature improved by science,
physical pain (he can be damaged, he just won’t feel it) the Man-Made Monster is nature replaced and subverted
and cannot be intimidated or made the subject of emo- by science. Whether a clone, homunculus, robot, zombie
tional appeals. or stitched-together assemblage of reanimat
reanimated
ed esh, the
Man-Made Monster is a created
c reated or otherwise engineered
Despite his criminal history, Bruno is a patriot, though he
nds this difficult to articulate or understand. He loves being. Sometimes the Man-Made Monster is simply muscle
for his creator, other times he is a rebellious child, driven
his country and despises the thought of foreign spies and by an Oedipal desire to steal his “fathers” power (and oc-
collaborators, and as such has proven quite an eff ective
ective
casionally his fathers love-inter
love-interest
est too). Man-Made Mon-
deterrent to the agents of enemy powers unfortunate
sters are often tragic gures, misunderstood and lled
enough to operate in his city.
with self-loathing at their own monstrous nature, but are
Quote: “Don’t disrespect me, boy. It’s not a mistake you just as
as often
often hostile and aggressive,
aggressive, believing
believing in their own
own
want to make.” superiority over the “merely accidental” creations of nature
and evolution.
Awareness: 3 Coordination: 3 Ingenuity: 4
Man-Made Monsters vary wildly in appearance, often
Presence: 4 Resolve: 5 Strength: 3 reecting their manner of creation in their physical fea-
Skills: Athletics 2, Convince 2, Marksman 2, Subterfuge tures. A being engineered from disassembled cadavers
3, Transport 3 may have a ghastly pallor and be covered in crudely stitched
scar-tissue, while a creature grown in a tank of bubbling
Traits:
uids may lack a navel and have strangely coloured skin,
Brave (Minor Good Tra
Trait)
it) Bruno is fearless. hair or eyes.
Code of Conduct: Omertà (Minor Bad Trait) Some Man-Made Monsters may have successfully mas-
Bruno follows the code of silence. tered the techniques that brought them to life, and have
wrought their own minions out of the same
sa me raw materials.
Dark Secret (Minor Bad Trait) Few in society Some may plot to replace or dominate humanity, while
know that Bruno is a mob boss. others might wish to be left in peace
peac e or simply be acknowl-
Distinctive (Minor Bad
B ad Trait) Bruno’s
Bruno’s missing edged by their creators.
c reators.
eye makes him stand out. Exactly how the Man-Made Monster is created is up
u p to the
Impaired Senses: One Eye (Minor Bad Trait) individual Gamemaster. Perhaps the key to his creation
Bruno only has one eye. lie in the long-forgotten notes of Victor Frankenstein or
his contemporaries.
contemporaries. Perhaps he is the product of alchem-
Maverick (Minor Bad Trait) Bruno dislikes ical experimentation, or a human being engineered in the
being told what to do. womb. It could be a thinking machine, a reanimated
Minions (Major Good Trait) Bruno is accom- corpse, or an animal brought to human levels of intelli-
panied by made men. gence by unthinkable surgery and hormone treatments.
Never Gives Up (Major Good Trait) Bruno is Though the Frankenstein Monster is itself the product of
hard to put down. the previous century,
century, its most recognizable incarnation was
R born at the height of the Pulp era in James Whale’s
Whale’s famous
E Tough (Minor Good Trait) Bruno feels no pain. 1931 movie adaptation. Another notable Pulp Man-Made
T Monster is the decapitated Major Sir Eric Moreland Clapham-
S Wealthy (Minor Good Trait) Crime does pay!
A Total Character Points: 36
Lee - reanimated by Herbert West - who went on to use his
M knowledge of West’s techniques to create and control his
E Story Points: 5 own band of undead servants, combining the Man-Made
M Monster with the Mad Scientist. Other period examples
A include the articial people from Carel Kapek’s 1921 play
G R.U.R., the computer brain in Edmund Hamilton’s story The
Metal Giants, the alien automaton Gnut in the short story
Farewell to the Master (Gort in the lm adaptation The Day
Farewell
the Earth Stood Still), and of course Futura the robot woman
from Fritz Lang’s Metropolis.
188
Pulp Villains
F&3 C."@3.> from the dead are, for the most part, mindless zombies
(Enslaved Dead, page 227) except when under his direct
Many terrible stories are told of the Great War and the mental control. He has, however, succeeded in creating
horrors good men experienced in the trenches, but some lieutenants - thinking undead creatures like himself - by
stories are far darker than others. One such is the story of carefully refrigerating corpses before reanimation so as
what the advancing German forces discovered in the to preserve the delicate tissues of the brain. So far, however,
bombed out ruins of a eld hospital in St. Eloi, Flanders, none have demonstrated the same power to raise the dead. dea d.
in the April of 1915.
The ultimate aims of Die Schreck are unknown, but he
Soldiers securing the site, recently vacated by a retreating has spoken of breaking down the barrier between death
Canadian regiment, uncovered the remains of a strange and life, of “freeing humanity from the tyranny of life”
hidden laboratory, lled with patchwork monstrosities and of “emancipating the truly silent majority.” Despite
and mindless undead creatures. At the heart of the ruined being German, Die Schreck seems to have no political or
laboratory was a sundered vat of luminous serum, the nationalist allegiance, seeing himself as the leader of the
contents of which had drained away into the earth when nation of the dead
the hospital was destroyed.
Quote: “What you call life, I call slavery. You are slaves to
In the months that followed troops on both sides of the your emotions, to your need for warmth, air, food and
trenches reported strange visitations, sightings of fallen water. Truly, death is freedom from all these things. Join
comrades resurrected as eerie revenants, with mortal me and be free…”
wounds that dripped a glowing green ichor. When one
such creature was captured and returned to the German Awareness: 4 Coordination: 3 Ingenuity: 5
High Command, doctors soon determined two facts. The
Presence: 6 Resolve: 6 Strength: 5
rst was that the creature was biologically dead, and the
second was that its curious
cu rious unlife was due to contamina- Skills: Athletics 2, Convince 3, Fighting 4, Knowledge 2,
tion by reptilian cell matter infused with a strange lumi- Marksman 3, Science 1, Tr
Transport
ansport 3
nous chemical uid.
Traits:
Faced with terrible losses, the German scientists attempt- Amnesia (Major Bad Trait) Die Schreck has no
ed to analyze and reproduce the reanimating serum, in
conscious memory of his former life.
the hope of creating soldiers that could not be killed. The
rst such soldier was codenamed Die Schreck
Schr eck – The Terror. Distinctive (Minor Bad Trait) Die Schreck has
Stitched together from the corpses of fallen infantrymen, a memorable facial scar.
its veins lled with cultured reptile cells and the reani-
Environmental (Major Good Creature Trait)
mating uid, the horrible creature shrieked its way into
As an undead being, Die Schreck suff ers
ers almost
the world in the winter of 1916. Escaping containment,
no ill-eff ects
ects due to environmen
environment.
t.
the undead thing destroyed the laboratory that birthed it,
11
killed the scientists who created it and vanished into no- Fast Healer (Special Good Trait) The serum in
man’ss land, there to become just another battle
man’ ba ttleeld horror his blood allows Die Schreck to regenerate his
story. But it did not remain there for long. wounds rapidly, recovering 1 point of damage
In the confusion that followed the armistice, tales began per minute.
to emerge from the ruined French countryside of graves Fresh Meat (Minor Bad Trait) Die Schreck’s
deled, of entire cemeteries being emptied by an eerie unnatural scent drives animals to attack him.
band of silent, disgured men under the leadership of a
Immortal (Special Good Creature Trait) Die
scarred officer....
Schreck does not age and is almost impossible
Physically, Die Schreck is tall – almost seven feet tall – and
Physically, to kill, since he’s already dead.
athletically built. He dresses in black, close, tting cloth- Indomitable (Major Good Trait) As an intelli-
ing and an black officers greatcoat. His face is handsome, gent undead monster, Die Schreck is resistant
save for a disguring scar that winds down from his right to any form of control.
temple, across his eye and down to the right corner of
his mouth. His skin is pale, and his dark eyes glow with Minions (Major Good Trait) Die Schreck com-
a strange greenish light. When he speaks his voice is mands an army of the dead.
cultured, with a slight German accent and a curiously
More Than Human (Special Good Trait) Raised
hollow quality
quality..
from the dead by mad science, Die Schreck is
Die Schreck – he goes by no other name and does not seem no longer human.
to recall any previous life – is a true monster. His body
Never Gives Up (Major Good Trait) Die Schreck
seems to have become an eternally regenerating reservoir is hard to knock down.
of reanimating ichor, and he has demonstrated repeated-
ly the ability to raise and control the dead by injecting Obsession (Major Bad Trait) Die Schreck wants
them with his own blood. Those that Die Schreck raises to overthrow the living.
189
Pulp Fantastic
Outcast (Minor Bad Trait) He’s an undead drowned, poisoned and blown up with gelignite. None of
monster. these took.
Special: Re-animator (Special Good Creature The Creeper rst appeared in London during the later
Trait) By administering injections of his own 1880s, working as hired muscle for a number of di
d iff erent
erent
blood, Die Schreck can raise the recently dead criminal masterminds. It is here that he rst gained his
as zombies. reputation as an unstoppable force, becoming a symbol
of terror and ruthlessness for whoever bought his loyalty.
Tough (Major Good Trait) Die Schreck feels no
no
Though his appearance was terrifying, he developed a
pain.
tendency to become obsessed with one attractive young
Voice of Authority (Minor Good Trait) Die woman after another, silently stalking them in order to
Schreck still carries himself with an o fficer’s present them with small tokens of his aff ection
ection (and inci-
bearing. dentally break the backs of any potential rivals). At some
point however, each of these women would disappoint
Weakness (Major Bad Trait) The serum in Die
him, and they would shortly be found somewhere with
Schreck’ss blood is volatile at high temperatures.
Schreck’
their spines crushed.
Total Character Points: 80
The Creepers rst reign of terror was brought to an end
Story Points: 12 when he was ambushed by armed o fficers of Scotland
Yard. In the resulting melee it is estimated he was shot
9"3 P#-6*3@ between ten and twenty times without apparent eff ect,ect,
before he fell into the Thames and vanished without trace.
The Mangler is a character that shows up in various guises
throughout the Pulps. He is a hulking homicidal man-moun- The Creeper re-appeared in London nearly ten years later,
tain used as muscle by other villains. He frequently has a working for the notorious art thief
thi ef Giles Conover. Conover
bizarre obsession with beauty, and is xated on the Mad made an attempt to steal the infamous black pearl of the
Scientists beautiful daughter, the mob bosses Moll, the Bar- Borgias, and ran afoul of Sherlock Holmes. During this
oness or the Dragon Lady, whoever is the most inaccessible. adventure, the Creeper appears to have forged a strange
bond with the black pearl, as his life ever after seems
The Mangler is characterised by his great size, physical closely linked with the blood-stained treasure. Holmes
strength and durability. He is a gure of terror with a successfully managed to turn the Creeper against Conover
reputation for dealing horrible death, usually with his by invoking the name of the Creeper’s latest obsession,
bare hands. He almost always has a signature method of and later apparently shot the Creeper dead. The Creeper
dealing with his foes, by which his murders can easily be revived during
durin g his autopsy,
autopsy, broke the back of the examin-
identied. Perhaps he breaks backs, crushes skulls, snaps ing pathologist, and again disappeared.
necks or twists his victims into pretzels. Whatever his
method of killing, the mere thought of him is enough to Five years later, the Borgia Pearl was sold at auction to an
ll those who know of him with dread.
anonymous American millionaire, and the Creeper resur-
faced once again. Displaying uncanny stealth for a man
Though the Mangler is usually a reliable weapon, he can previously considered to be rather stupid, the Creeper
sometimes behis
playing upon turned against
tendency to his master (or mistress), by
obsess. followed
courier, athe jewel agent
docking to New York,
and where
three he murdered the
deck-hands.
9"3 ;2H$2- ?@33+3@ Since then he has worked as mob muscle and a killer for
hire, always following the Black Pearl as it passes from
The brutal killer known as “the Hoxton Creeper” in Britain, owner to owner, always murdering those foolish enough
R and later simply “The Creeper” in the United States, is a
E to keep it in their possession long enough for him to nd
T deformed giant of a man whose monstrous appearance them. It has been suggested that the Creeper can sense the
S strikes terror in his victims shortly before he murders jewel
jewel some
somehow
how,, as
as he
he has
has trace
tracedd itit seve
several
ral times when every
A them by crushing their spines with his bare hands. precaution had been taken to conceal its true location.
M
E The origins of the Creeper and the source of both his great In the mid-1940’s
mid-1940’s a character loosely based on the Creeper
M strength and his uncanny ability to cheat death are will be featured in a number of movies, played by the actor
A unknown. A medical report made while he was presumed Rondo Hatton.
G dead having been shot several times by Sherlock Holmes,
Note that although the Creeper rarely speaks, he is not
suggests that the cause of his facial deformity and great
size may be a form of acromegaly,
acromegaly, a disorder of the pituitary mute.
gland. However this does not explain the Creepers
Creepe rs near-to- Quote: “…
“…””
tal silence, his apparent fearlessness, his cold-blooded
ruthlessness or his great physical strength. Nor does it
explain his peculiar resistance to injury. Though records
on the Creeper are sparse at best, he is said to have been
shot several times, hung twice, electrocuted, burned,
190
Pulp Villains
the (Creeper’s
Immortal
knows Special Good
age,Creature
and he’sTr
Trait)
ait) No-one
been report-
ed dead over a dozen times. It never seems to
stick.
More Than Human (Special Good Trait) What-
ever the Creeper is, he’s more than human.
Obsession (Major Bad Trait) The Creeper is
fascinated by two things; beautiful women and
the Borgia Pearl.
Outcast (Minor Bad Trait) He’s wanted for
murder on three continents. 11
Chapter 12
Beasts & Monsters
C&W3
T
he Pulp World is full of strange and fascinating crea-
tures, along with those
tho se of the more mundane variety.
This chapter contains creatures from the alligators All creatures fall into one of six Size Categori
Categories
es
that roam among the swamps of Louisiana and Florida to Tiny: Only a few centimetres long. Tiny creatures are
the mummies that inhabit old tombs in the great deserts things like most insects and vermin, as well as mice, rats,
of Africa. most lizards and snakes—anything that’s small enough
This chapter provides pre-generated creatures and characters to hide in your boot or pocket. Tiny creatures have a
for . It also includes tools to help create interesting maximum Strength of 1, and a single point of damage is
new creatures to t the special needs of their campaigns. enough to squish a Tiny creature. Marksman-based attacks
on Tiny creatures suff er
er a -2 penalty (or more—you try
shooting a mosquito out of the air with a sniper ri e!)
?@3#$)@3 1)*3'
Creatures use the same Attributes as humans, although
Small: These creatures are noticeably smaller than an
adult human. It covers most cats, dogs and human chil-
they can have a much higher Strength score than puny dren. Small creatures have a maximum Strength of 4; most
homo sapiens. A giant ape can smash through a concrete
c oncrete will have a Strength of only 1-2.
wall or ip a car with a ick of its wrist. On the bright side, Average: We’re being a bit self-centred by calling the
most animals have a much lower Ingenuity than a human; human species ‘average’, but anyway, this covers adult
creatures rely on instinct, not intelligence. humans as well as any creature that’s roughly our size,
Awareness for most creatures ranges between 2 to 5. Save like apes, big wolves, crocodiles, raptors, lions and tigers.
Awareness 1 for creatures who are out of their natural Average creatures have a maximum Strength of 8.
environment, or for creatures who are almost completely Big: This is a creature roughly the size of a horse, gorilla or
oblivious to the world, like simple-minded insects. bear. If it’s bigger than a human, but can still hide from you,
Coordination is a very important characteristic, as it it’s Big. Big creatures have Strength scores of up to 12.
determines how likely a big creature is to be able to hit a
Huge: Huge creatures are really big. Elephants are Huge,
human. In general, assume most animals have Coordina- for example, as are most of the big dinosaurs
din osaurs in lost worlds
tion 2, with 3 or 4 for creatures who can y or climb. and hidden valleys. Huge creatures have Strength scores
Ingenuity isn’t used by most creatures. Unless a creature up to 16.
approaches human intelligence, then it’s going to be 1. Colossal: There aren’t supposed to be any Colossal crea-
Presence is higher for bigger or more demonstrative tures in the modern day outside the oceans, but that doesn’t
creatures. If it roars, makes lots of noise, or has impressive mean they aren’t out there. These titanic creatures have
threat displays, give it a higher Presence. Stealthy or quiet no upper limit on their Strength scores, and attacks on
creatures have a lower Presence. them are like shooting a barn door—you get a +2 bonus
when shooting at a Colossal creature (but it’ll probably
Resolve is the creature’s determination and courage. If a only annoy it).
creature keeps doggedly pursuing its prey, give it a high
Resolve. If it’s opportunistic and ees if it meets resistance, ect on combat—if there’s more than
Size has one key eff ect
give it a low score. one size category between attacker and defender, the
bigger creature has to use Coordination when making
Strength is mainly determined by the creature s Size, so
don’t give it a Strength yet. melee attacks. That means that even if an dinosaur has a
Strength of 16, it can’t automatically
automatically squish a tiny human.
Instead, it has to roll Coordination + Fighting to hit. It can,
however, bring its full Strength to bear on a bigger
bi gger target—
like, say, a tank. This also applies to humans—you can’t
use your Strength to attack a Tiny creature, you have to
use Coordinati
Coordination.
on.
Pulp Fantastic
C)B$3@I)63
Animals are unlikely to be smart enough to use Subterfuge
What can a creature do with a high Strength? Use this table
to pick locks or palm cards, but the ‘sneaking
‘sneaking and hiding’
as a guideline
guid eline for Strength + Athletics difficulties.
parts of Subterfuge apply just as much to animals as they
do to people.
C+33M
Strong, healthy animals have high Athletics scores. It’s used Each hit inflicts normal damage
dama ge for a creature in the Swarm.
It can hit a single target multiple times, or split its attacks.
for running,
force. Flyingjumping
creaturesand
alsoclimbing
use it foras wellaerial
agile as displays of brute
manoeuvres. Characters attacked can make Resistance rolls as normal
(remember there’s
there’s a penalty for multiple Reactions in a round,
Areas of Expertise: Beast of Burden, Climbing, Flying, so a character trying to dodge or parry a Swarm will be rapidly
Swimming,, Rending, Jumping, Squeezing Through Narrow
Swimming overwhelmed.)
Spaces
R If a character is wearing armour, it only applies against half
E the Swarm’s attacks (unless it is some sort of full-body armour).
arm our).
T ,&6"$&-6
S If a character gets hit by 5 or more attacks in one round, and
A Fighting covers almost all forms of natural weapons, like
his armour isn’t strong enough to protect him, then don’t
claws, bites, tail lashes or stings. Some animals are especial-
M bother rolling—that’s ‘covered in carnivorous beasties and
E ly good at a particular type of attack—an ambush predator
skeletonised’ territory unless the character spends Story
M gets a bonus when making a surprise attack, for example.
Points to escape.
A Areas of Expertise: Ambush, Bite, Claw, Fighting When
G Cornered, Block, Wrestling, Strangling Most attacks on a Swarm are pointless—a character might
be able to squish one bug, but that does no good if you’re
P#@>'8#- being attacked by hundreds of them. Unless you’ve got a
flamethrower or another area-effect
area- effect weapon handy, the best
Only a few animals have the Marksman Skill. Any creature strategy is to run.
with a ranged attack (like a dinosaur that spits acid, or a
giant frog with a long sticky tongue) has a few points in
Marksman.
Areas of Expertise: Spit, Grab, Thrown Weapons
194
Additional Limbs (Minor Good) Leap (Special Good)
Aggressive (Minor Good) Lurker (Minor Good)
Amphibious (Minor Good) Natural Weapons (Minor or Major Good)
Armor (Minor,
(Minor, Major or Special Good) Networked (Minor or Major Good)
Aquatic (Minor Bad) Nocturnal (Minor Bad)
Bite (Minor or Major Good) Passive (Minor Bad)
Burrowing (Minor Good) Poison (Special Good)
Claw (Major or Minor Good) Possess (Special Good) 12
195
Pulp Fantastic
AMM&
AM M&$&
$&2-
2-#*
#* N&
N&8B
8B'S
'S As a Major Trait, the damage reduction is increased to 10.
In most cases, this armor will be thick plating, such as
(Minor Good Creature Trait) metal or scales, and so this isn’t suitable for player char-
The creature has an additional pair of limbs. This can acters. At this level, the Armour TrTrait
ait costs 2 points, but
mean arms or legs or an odd creature limb or tentacle their Coordination is reduced by 1 (to a minimum of 1).
that functions as both. Of course, taking an additional The highest level is as a Special Trait, costing 3 or more.
pair of limbs means that the creature is usually very Every additional point spent, increases the armor by +5
obviously weird in appearance, and will automatically (and reduces their Coordination by an additional -1 to a
get the Strange Appearance Bad Trait (Minor). The Ad- minimum of 1). This means you can create huge and
ditional Limbs Trait can be taken a second time, giving heavily armored creatures, but they don’t move particu-
the creature a cumulative bonus, but their Strange Ap- larly fast or accurately.
pearance Trait becomes Major.
AV)#
AV )#$&
$&..
ect: Additional Limbs is a Minor Good Trait, and costs
Eff ect:
just 1 point
point for every addit
additional
ional pair of limbs
limbs.. If the creatu
creature
re (Minor Bad Creature Trait)
has additional legs, their eff ective
ective Speed (when calculating The creature lives in the water and cannot move on dry
chases and alike) is increased by +2. If the limbs are arms, land. It may be a sh or other aquatic creature that breathes
the rst additional action in any Round receives no penalty through gills, or it may need to surface every so often to
(as they can eff ectively
ectively do two things at once). This Trait rell its lungs.
can be taken twice to create an eight limbed creature,
though they will be obviously weirder. Additional limbs ect: Aquatic creatures have their Coordination reduced
Eff ect:
can be had on top of this, but they receive no bonus and to 1 or even 0 when on land.
cost no extra – there comes a point when you have so many
legs or arms that it just becomes confusing and you can :&$3
end up tripping over your own feet. (Minor or Major Good Creature Trait)
Trait)
A66
A 66@3
@3''
''&K
&K33 The creature has strong jaws and sharp, tearing teeth.
A8+"
A8 +"&B
&B&2
&2)'
)' :)@@2<&-6
(Minor Good Creature Trait) (Minor Good Creature Trait)
The creature is equally at home in water and on land. This Trait allows the creature to tunnel or burrow at speed
through soft ground, usually dirt, mud or sand. The crea-
ff
E andThe
landect: creature
in the watercan movepenalty.
without at its maximum speed on ture will require
Environmental an overleaf)
Trait alternateto
means
avoid of breathing
suff (see
ocating while
ocating
tunnelling but this Trait allows the creature to move at
A@82
A@ 82@@ half of their normal Speed underground. They will have
(Minor, Major or Special Good Creature Trait) to avoid obstacles such as concrete or hard ground and
R most creatures like this will have some sort of Enhanced
E Armour as a Trait means that the creature has ‘natural’ Senses (see page 197)
197) to allow them to sense their di-
T armor that protects it. Armor counts as ‘natural’ if it cannot
S be removed. For example, a ack jacket can be removed,
rection of travel or prey.
A Eff ect:
ect: Burrowing allows the creature to travel at half of
but a triceratops has a thick bone frill which cannot be
M their normal Speed underground through soft ground.
E removed. The moment the armor can be removed then it
The Gamemaster should use their discretion to decide if
is a piece of equipment, rather than a Trait. If it’s a perma-
M nent feature (whether this bone, chitin, or just very tough, the creature can travel through a given terrain, modifying
A the Speed as they see t.
G leathery skin) it is a Trait.
ect: Armor as a Trait can be purchased at various levels.
Eff ect:
As a Minor TrTrait,
ait, costing 1 point, the character has a tough
hide that is able to reduce injury by 5 levels. If the creature
is hit by a weapon and receives 6 levels worth of damage
to reduce their Attributes, this 6 is reduced by the 5 of the
Armor to a single point. This makes the character quite a
tough cookie! Even Lethal damage is resisted - treat it as
8 levels of damage and reduce it accordingly.
196
?*#< example, a monster that can see into the infra-red range
of the spectrum can see the heat given o ff by
by people. It
(Major or Minor Good Creature Trait)
Trait) gains a +4 bonus to its rolls when it spots the characters
The creature attacks with sharp claws. approaching in the dark, but once the shooting starts, and
things start exploding, everything will be hot and the
Eff ect:
ect: Claw attacks usually do Strength +2. To do full bonus from its enhanced sense will be lost.
damage with a claw, a creature needs room to be able to
swipe at a victim; in cramped conditions, a creature may Note: This cannot be used with the Keen Senses Trait.
not be able to rip as much esh as it would otherwise.
?2-'$@&.$ G-K&@2-83-$#*
(Minor or Major Good Creature Trait)
(Minor Good Creature Trait) Environmental is a catch-all Trait that means the creature
The creature kills its prey by smothering or crushing
cr ushing them. or character can survive in strange or harsh environments.
Pythons kill in this fashion; other predators might use Perhaps they are the last survivor of Atlantis and can exist
their bulk in this way. just as well
well underwater
underwater as they can on land. They may be
able to survive in the vacuum of space, or endure the harsh
Eff ect:
ect: To constrict, the predator must rst grab its prey heat of the volcanic lands at the heart of the Earth, or the
(see Grab, below). It then squeezes the life out of the victim, extreme cold of the Antarctic.
inicting ½ Strength damage automatically every turn.
ect: As a Minor Good Trait, Environmental
Eff ect: Environmental means that
?*&8B&-6 the creature suff ers
ers no ill eff ects
ects from one particular harsh
condition. If it’s something like being able to survive un-
(Minor or Major Good Creature Trait)
Trait) derwater, their ability should be explained. Do they have
gills, or can they store oxygen in some way? If they can
The Climbing
ceptionally Trait
good atmeans simply
climbing. As athat theTrait,
Minor creature iscan
they ex- survive in the vacuum of space, this will require a little
climb walls particularly
particula rly well, and as a Major Trait they are more rationalisation.
rationalisation. As a Major Good Tr
Trait,
ait, the creature
equally adept at clinging to the ceiling! suff ers
ers no eff ects
ects from any environment.
Eff ect:
ect: As a Minor Good Tr Trait,
ait, costing 1 point, Climbing ,#'$4P2K&-6
means that the creature can climb up sheer and difficult
surfaces. While they cannot climb surfaces without any (Minor or Major Good Creature Trait)
grip, such as glass, they can certainly nd it easy to climb Some creatures are very fast and move with a quickness
walls. They receive a +4 bonus to Coordination and Ath- that is seldom seen in humans. It could be that they’re
letics rolls when climbing. As a Major Trait, costing 2 born predators, fast like a cheetah, or they have some
points, they receive the same +4 bonus, but are able to unearthly ability to move so fast that they are no more
climb smooth surfaces such as glass or metal, as well as than a blur to the naked eye.
clinging to the ceiling like a spider.
Eff ect:
ect: Fast-Moving is a Good Trait that means the creature 12
can travel unnaturally fast. As a Minor Good Trait, the creature’s
G-"#-.3M C3-'3' eff ective
ective Speed is increased by 1.5 times (round up), so a crea-
(Minor Good Creature Trait) ture with a Coordination of 2 has an eff ective
ective Speed of 2 x 1.5
Most of the time, simply having a really high Awareness = 3. As a Major Good Trait, their Speed is doubled,
doubled , so a creature
means that your senses are particularly acute. However, with Coordination of 4 has an eff ective
ective Speed of 8. This Trait
some creatures have senses that go above and beyond only works if the creature is moving outside of a vehicle.
what is considered normal. It could be that they can see
infra-red or ultra-violet ends of the spectrum, or simply ,3#@ ,#.$2@S
smell their prey from
f rom a dozen rooms away.
away. The cost of this (Special Good Creature Trait)
Trait could easily be o ff set
set by the Strange Appearance
Trait, saying that the creature or character can see phe- The Fear Factor Trait is designed for monsters, villains and
nomenally well, but has grotesquely large eyes. those truly scary individuals who can send people running
runni ng
in terror. They don’t have to be ugly or monstrous – people
pe ople
ect: Enhanced Senses is a Minor Good Trait which costs
Eff ect: cowered at feet of Dr Fu Manchu in fear of their lives – but
1 point. At character creation, the sense that is particular- sometimes it is just looking at the creature with the rows
ly good should be specied (whether this is sight, hearing,
smell, etc.) and the particulars of the extraordinary per- of teeth that lls them with fear.
ception (what is so special about it and what is sensed). Eff ect:
ect: Fear Factor is a Special Trait and is really only
When the creature uses the sense, it gains a +4 bonus to suitable for villains or monsters. It is costs 1 point, but can
Awareness rolls but only when using that sense. If the be purchased multiple times. Each purchase of the Fear
Gamemaster thinks the sense will aid another Awareness Factor Trait adds +2 to any roll when actively trying to
roll (such as avoiding being surprised), or if the environ- strike fear into people’s hearts. See ‘Getting Scared’ on
ment eff ects
ects the sense, this bonus may be reduced. For page 133.
133.
197
die from a disease, they still can, and can certainly be killed L-I3.$&2-
through violence or accident. Immortal at this level is a
Major Good Trait costing 2 points, and while it doesn’t (Major Good Creature Trait)
really aff ect
ect the actual game (as they can still be killed Some creatures have the horrible ability to infect other
through violence) they could have already lived a long beings with their characteristics. It may be the foul fungal
time. The Gamemaster may allow them to recall something rash that spreads across the skin until the victim trans-
from their past if it suits the story or something from their forms into a mushroom monster, or the bite that turns an
history could resurface, provoking a whole new adventure. innocent survivor into a stumbling zombie. Perhaps it’s a
If they have lived ‘ages’, then they may automatically gain sting that implants eggs beneath the skin, or the bizarre
the Well-Traveled Trait for the past eras that they were neurotoxin that allows the creature’s mind to live within
alive and active, at the Gamemaster’s discretion. the unsuspecting target.
The second type of Immortal
I mmortal is a Special Good Trait. The Eff ect:
ect: Infection can work in a couple of ways, both are
character may get a little older in appearance, but their Major Good Creature Traits. As a transmittable disease,
longevity is so epic that their aging is hardly noticeable. the target needs to be scratched, bitten or take some form
They can be shot, electrocuted, drowned and fried, but of physical damage. If the damage penetrates any armour
they just don’t seem to die. They
T hey may fall down and look worn, or if the victim failed with a Bad or Disastrous result,
dead, but it isn’t long before they’re up and active again. they become infected. At regular intervals (usually every
Again, if they’ve been alive for a long time, they will also hour or day) they will have to make a Resolve and Strength
automatically gain the Well-Traveled Trait for the eras roll, against the Resolve and Strength of the creature.
they were alive.
Failing this will mean the infection has spread. The
T he Gam-
You must have purchased the More Than Human Trait emaster should decide how many failures mean the target
before selecting Immortal, though in rare circumstances has become like the creature (one fail spreads to a whole
Immortality may be granted to player characters at the
Gamemaster’s discretion. arm,
acterstwo fails
time to tond
the
anchest, etc.). It should give the char-
antidote!
Eff ect:
ect: Immortal is either a Major Trait, meaning the The other way it can work is by making the target suscep-
character never ages and will not die of natural causes, or
character tible to possession, making them host to the creature, and
a Special Trait, that means the character cannot be killed. the infection is actually the creature moving from one
Both may be unbalancing to the game and if you intend host to another. Again, this is usually from sustaining an
to take either version of the Immortal Trait, discuss it with injury. Once infected (as above), the target will have to
the Gamemaster. Immortal as a Special Trait costs 5 Char- make similar rolls, though instead of resisting the infection
acter Points, as well as reducing the character’s maximum spreading, this is to resist becoming possessed (see “Being
Story Points by 4. If killed during
d uring the course of an adven- Possessed” page 133).
133).
ture, the character looks dead and is unable to be revived.
Without the Fast Healing Trait, the character will heal at L-K&'&B*3
a normal rate (this is usually 1 level of Attribute per day
of rest). When they have healed all of the damage they (Special Good Creature Trait)
12
have taken, and returned to their full health, they will
wake and be ne. If the damage is really severe, the Gam- The ability
and defence toon
bethe
unseen ispossibly
battle eld. It isone of the
a rare be stinweapons
best
ability nature,
emaster may keep track of how far into the ‘negative’ your but a mild version of this Trait can be accomplished with
character’s Attributes go, and they will have to heal all of shifting pigments in the skin, allowing chameleon-like
these before they can recover. Any extreme damage, such blending into their surroundings.
as loss of limb, may lead to further Bad Traits without the
Fast Healing Trait. Full invisibility is more commonly found in ghostly, in-
tangible creatures that barely exist in this reality.
L88)-&$5S Eff ect:
ect: Invisibility is a Special Good Creature Trait that
(Major Good Creature Trait) comes in various levels. If the ability is natural, and the
creature can blend into the background to be unseen, then
Many villains and monsters are immune to one form of this is a Major Good Trait that costs 2 points. If the creature
harm or another. For example, a werewolf is immune to remains immobile, any attempt to spot it su ff ers
ers a -4
bullets but is vulnerable to silver.
silver. penalty. Full optic camouage is usually a Trait that would
be part of a Gadget and costs 4 points. This provides the
ect: Immunity is a Major Good Creature Trait, costing
Eff ect: be part of a Gadget and costs 4 points. This provides the
2 points. When taking this Trait, the speci c thing that same -4 penalty to be spotted but the creature can move
the creature is immune to must be clearly dened, whether around without losing this advantage. While it is usually
this is something as simple as bullets, acid, mind control a Gadget Trait, it can be a natural ability if the Gamemas-
or poison. If the immunity is particularly powerful,
powerful, such ter can rationalise it. If this invisibility cannot be turned
as bullets, the Gamemaster may balance this immunity on or off , as in the case of the creature being ethereal or
with a weakness, especially in major villains or player immaterial, the same -4 penalty is actually a Bad Trait,
characters. providing 2 points.
199
Pulp Fantastic
All of these levels of invisibility can be purchased or taken to reect various forms of attack that the creature has, or
multiple times to provide better invisibility with the it can work on a single weapon and increase the damage
penalty being cumulative. For example, if the creature has cumulatively.
almost perfect invisibility through optic camouage, they
could take the Trait twice, providing a -8 penalty
p enalty to anyone D3$<2@>3M
trying to spot them.
(Minor or Major Good Creature Trait)
Trait)
N3#+ The Networked Trait means that the creature is connect-
ed in some way to others of its kind. Whether this is an
(Special Good Creature Trait) inbuilt gadget that connects them to others, a telepathic
Some creatures can leap great distances either horizon- eld or a ‘hive mind’, it means that if one is in trouble or
tally or vertically, without the need for a run-up. injured, it can call for
f or aid, though others are in close prox-
imity to help is another matter.
Eff ect:
ect: The creature can leap at any point. If the creature
c reature
makes a successful Coordination + Athletics roll against Eff ect:
ect: Networked is a Minor or Major Good Creature
a difficulty of 12, it lands
land s precisely and can act immediate- Trait. As a Minor Trait, the creatures simply sense each
ly. If the creature fails the roll it lands poorly and must other and know when one is in trouble. They can act to-
spend the next Action re-orienting itself before acting. gether fairly simply - when one wakes up, all of them do.
They don’t really ‘talk’ to each other but they know where
Leap is a Special Good Creature Trait which costs 3 points
to congregate as a group. As a Major Trait, they have the
and can be taken multiple times. The rst time it is taken
equivalent of the Telepathy Trait connecting them to each
allows the creature to jump twice its own body length, and
other, or even to a hive mind. Most of the time, the range
each time it is taken thereafter doubles the distance the
of this communication is limited. Gamemasters
Gamemasters may wish
creature can Leap.
to use the Telepathy Trait as a guide.
N)@>3@ D2.$)@-#*
(Minor Good Creature Trait)
(Minor Bad Creature Trait)
This creature lies in wait for its prey.
The creature prefers to hunt and forage at night.
ect: Characters need
Eff ect: nee d to make a contested roll of Aware-
ect: During the day,
Eff ect: day, it su ff ers
ers a -2 penalty
penalt y to its Aware-
ness + Survival against the lurker’s Coordination + Sub-
ness. Some nocturnal creatures are slower to react during
terfuge. If there are several characters in a group, use the
the day, dropping one speed category and gaining the
lowest result from among the characters’ rolls. If the lurker
Passive Trait,
Trait, but others are more defensive and dangerous
wins, it gains a +2 bonus to ambush attacks.
when woken unexpectedly and gain the Aggressive Trait.
D#$)@#* !3#+2-' (#''&K3
(Minor or Major Good Creature Trait)
(Minor Bad Creature Trait)
The creature has some form of weaponry that is part of
their form. This could be something as simple as toxic The
it is creature is slow
in danger, or ittoisreact. Either
so large it isthe
that toothings
stupid to realise
that can
breath, a poisonous bite or sharp claws, to built in guns
actually threaten it are extremely rare.
or being able to re sharp spines. As long is it is not some-
thing that is usually dropped or carried (like a gun or bow), ect: The creature suff ers
Eff ect: ers a -2 penalty to its Coordination
and is part of the creature then it is technically a ‘natural’ for the purposes of determining who moves rst in the
R
E weapon. Fighting Phase.
T
S Eff ect:
ect: Natural Weapons is a Minor or Major Good Trait
(2&'2-
A that can be purchased multiple times if the creature is
M particularly dangerous. As a Minor Trait, the weapon is (Special Good Creature Trait)
E only for close combat. These are usually teeth, claws, spines
The creature’s
creature’s attacks can inject a dangerous poison.
M or electrical shock or something similar. A weapon like
A this increases the damage of the usual physical attack by Eff ect:
ect: The cost of the Trait varies depending on how
G +2, so the creatures damage is equal to their Strength +2. nasty the poison
p oison is. As a guide, use the table below.
below. Usually,
Usually,
This increase is just like normal close combat weapons, a poison power is combined with another attack.
as the Trait adds blades or ‘dangerous’ damage to their
physical attack. As a Major Trait, the weapon shoots some-
thing (like a poisonous spine, ngernail, aming breath 1 2/4/6 15
or built in gun).
2 4/6/9 21
A ranged Natural Weapon will have the same damage
d amage (5 3 4 / 8 /12 24
(2/5/7)) but can reach a greater distance than a simple
swipe of a claw.
claw. This Trait can be purchased multiple
multi ple times
200
Pulp Fantastic
C.@3#83@d C-#+
(Minor Good Trait) (Major Good Creature Trait – Requires the Bite Trait)
The creature can scream really loud. While this is not The creature makes another Bite attack.
normally considered a very special ability, this scream is
ect: This doesn’t cost an action—the creature can keep
Eff ect:
loud enough to be heard over great distances, a boon when
Snapping as long as it wants, but each Snap has the usual
trying to attract help or possibly scare off attackers.
attackers.
-2 penalty for taking extra Actions in a round.
Eff ect:
ect: When scared or threatened the character can
scream really loud, loud enough to be heard up to a mile C+3.&#*
away. Anyone in the room with the screamer is stunned
(Special Good Creature Trait)
for their rest of the Action Round, su ff ering
ering a -2 penalty
to all of their actions. This should allow the screamer to Sometimes, creatures can do something truly remarkable
make a run for it, or possibly to hide. Screamers cannot and odd. Something that none of the other powers and
take the Brave Trait and never receive bonuses to resist abilities listed here covers. This Trait allows the Game-
fear eff ects.
ects. master to go wild and create the odd and special powers
that can sometimes dene a species.
C"#+3'"&I$ Eff ect:
ect: This is a Special Trait that costs 3 points or more.
(Minor, Major or Special Good Creature Trait) The more powerful the ability, the more the Trait costs.
Using other powers as a guide, the Gamemaster can create
Some creatures and characters have the ability to look like
any power they feel necessary to make a cool creature.
something else. This is especially useful if you’re an 8 foot
This can be around 3-4 points for a minor ability, to 7-8
tall green denizen of Mars with four arms, or if you wish
points for something more useful (like being able to move
to try to mimic someone to gain information. The actual
methods of ‘shapeshifting’ can be as complex as facial fasterbethan
can peopleorcan
created, thesee). Specic Traits
Gamemaster canfor theseuse
simply powers
the
muscle manipulation, or a racial ability, to something as
Special Trait to cover these.
basic as wearing a fat suit and a mask.
ect: As a Minor Good Trait, this means that the creature
Eff ect: C$#*>3@
can disguise itself as a fairly convincing representation of
(Major Good Creature Trait)
another person, though close examination may reveal the
disguise. As a Major Good Trait, the creature can physi- The creature likes to follow its prey and wait for the right
cally shapeshift into a perfect copy of another person. If moment to strike.
the creature is able to shapeshift into multiple forms and
Eff ect:
ect: The creature may make opposed Coordination +
replicate actual people, then the Trait is a Special Good
Subterfuge rolls against the victim’s Awareness + Surviv-
Trait that costs 4 points.
al. If there are several characters in a group, use the lowest
result from among the characters’ rolls. If the lurker wins,
C*2<4P2K&-6 it gains a +4 bonus to sneak attacks.
202
93*3+2@$
(Major Good Creature Trait)
It is rare for a creature to be able to teleport, to literally
disappear from one location and appear in another.
However, some masterminds have developed the technol-
ogy to do it, and some, particularly rare supernatural
creatures or alien beings can do it without the means of
gadgets or gizmos. If they can teleport with a device, then
it’s simply an Invention. If they can teleport without a
device, appearing wherever is necessary, then this is a
12
Trait.
Eff ect:
ect: Teleport is a Major Good Creature Trait, costing 2
points. The creature must make an Awareness and Resolve
roll to teleport, and can only ‘jump’ to places they are fa-
miliar with. Most creatures that appear in unfamiliar
places have some sort of psychic ability to see the location
before teleporting. Failure means the creature doesn’t
move. Frequently, creatures that teleport nd themselves
weakened and disorientated for a few minutes until they
weakened
can recover and get their bearings.
203
Chapter 13
Bestiary
E
ach entry includes a physical description of the crea-
ture, a summary of its nature and common tactics,
A**&
A* *&6#
6#$2
$2@@
and suggestions for how it might integrat
integratee into Pulp This large, carnivorous reptile prowls the edges of the
society or, in the case of a fantastic creature, burrow its large waterways of the south-eastern United States— in-
way into the human subconscious. Many creatures
c reatures have cluding the Mississippi River, for which it earned its Latin
a di fficult time tting into Pulp society in a traditional name. Known for its long, powerful tail and broad snapping
way and are often found at the social fringes of urban life. snout and jaws, the “gator” tends to avoid human contact
Others are highly adaptive and can easily create their own unless threatened (or if a female’s eggs are threatened).
power bases within our world.
Often hunted for its valuable hide, an alligator feeds on
large and small animals, even preying on cattle or deer
when the opportunity arises. Adventurers should remem-
ber to keep an eye peeled for oating logs at the edges of
A-&8
A- &8#*
#*''
An opponent does not need to have a gun – or even be rivers and lakes—there just might be a pair of eyes staring
human – to be dangerous, as any big game hunter will back from one of those logs.
testify. Nature is red in tooth and claw, and Pulp heroes
often had to defend themselves against hungry crocs, Awareness: 3 Coordination: 4 Ingenuity: 1
venomous insects and rampaging beasts. Presence: 1 Resolve: 1 Strength: 7
Size: Big
Speed: Average
Skills: Subterfuge 4
Traits:
Amphibious (Minor Good Creature Trait) Alli-
gators are as at home in the water as they are
on land.
Armor (Minor Good Creature Trait) An alliga-
tor’ss tough, scaly skin gives it 5 points of armor.
tor’
Bite (Special Good Creature Trait) The bite of
an alligator does Strength +2 damage.
Grab (Minor Good Creature Trait) Alligators
grab their prey with their jaws and drown them.
Lurker (Minor Good Creature Trait) Alligators
lie submerged in wait of prey. On a successful
opposed Coordination+Subterfuge roll, alliga-
tors gain +2 to ambush attacks.
Character Points: 25
Pulp Fantastic
:#$$
:# :&6 ?#$
Nocturnal ying mammals, bats have long been a symbol Lions, tigers, panthers, jaguars, cheetahs; all fall under
of supernatural evil, but are normally quite harmless. the category of Big Cat.
Some, however, have been known to harbor rabies and
other diseases, and can be encountered in swarms. Awareness: 5 Coordination: 7 Ingenuity: 1
Presence: 1 Resolve: 2 Strength: 5
Awareness: 2 Coordination: 6 Ingenuity: 1
Size: Large
Presence: 1 Resolve: 1 Strength: 1
Size: Tiny Speed: Fast
Skills: Fighting 2, Subterfuge 4
Speed: Fast
Traits:
Traits:
Enhanced Senses (Minor Good Creature Trait)
Enhanced Senses (Major Good Creature Trait)
Big cats have eyes attuned to fast-moving prey.
Bats navigate in the dark using sonar
Fast-Moving (Minor Good Creature Trait) Big
Flight (Major Good Creature Trait) Bats are
Cats move at a Speed of 11.
excellent iers.
Natural Weapons (Minor Good Creature Trait)
Nocturnal (Minor Bad Creature Trait) Bats
The fangs and claws of a big cat do Strength +2
suff er
er -2 to their Awareness in daylight.
damage.
Character Points: 12
Savage Roar (Major Good Creature Trait) The
Traits: Size: Small
Natural Weapons (Minor Good Creature Trait
Trait)) Speed: Average
The fangs and claws of a bear do Strength +2
Traits:
damage.
Flight (Major Good Creature Trait)
Savage Roar (Major Good Creature Trait) The
R
E roar of an angry bear inspires terror. Natural Weapons (Minor Good Creature Trait)
T The beak and talons of a large bird do Strength
S Tough (Major Good Trait) Bears have dense
+2 damage.
A slabs of muscle, reducing damage taken by 2.
M Character Points: 17
E Character Points: 26
M
A
G
206
Bestiary
207
Pulp Fantastic
E.$2+)' 1#$$
1#
The most intelligent and adaptable of the invertebrates, Wherever there is man, the rat is sure to follow. Omnivo-
the Octopus is an 8-limbed cephalopod mollusc with a rous, scavenging rodents, rats are remarkable survivors,
hard beak and no internal skeleton. Octopuses are ambush adapting to many ecological niches. On their own, rats
predators and have a number of defensive strategies,
strategies, in- can be quite timid, but in large groups they can be ferocious
cluding the ability to expel a cloud of ink, adaptive cam- predators. They rarely attack humans unless extremely
ouage, the ability to move swiftly using water jets and hungry or cornered. Rats are usually small, though in the
their ability to hide. All octopuses have a venomous bite, inner cities some rats can be the size of small dogs. Rats
but few are toxic to humans. These stats can also be used frequently carry disease. Any bite from a rat carries
carrie s a small
for squid. chance of infecting the wound.
Bestiary
209
Pulp Fantastic
?@5+$&M' A+33 P#
A+ P#--
The dark and lonely places
place s of the world are home to many Sometimes referred to as a “Cave Man”, the Ape Man is a
mysterious creatures, organisms whose existence is not form of primitive man, similar to the Neanderthal. Ape
yet recognized by science, but are nonetheless real. Many Men are usually either mute or limited to grunts and
masterminds and archvillains use these “cryptids” as signing for communication.
communication. Ape Men typically exist
exist in
guards and weapons. Here are just a few of them. extended family groups, dominated by a physically pow-
erful and cunning male and his mate. They are usually
nomadic unless restricted by geography, and subsist by
A+3h
A+ 3h 7&7&#-#-$$
Reputed to exist only on isolated and forbidding islands
hunting rather than agriculture.
in the South Pacic, these enormous primates closely Awareness: 4 Coordination: 3 Ingenuity: 1
resemble African mountain gorillas, but on an unprece- Presence: 1 Resolve: 1 Strength: 5
dented scale. Thought possibly to have descended from
Size: Average
the giant pre-historic Gigantopithecus of mainland Asia,
these rare creatures are rumoured to be worshipped as Speed: Average
gods on some islands. Thought to be nearly 8 metres tall,
Skills: Athletics 2, Craft 1, Fighting 2, Knowledge
Kn owledge 1, Marks-
giant apes have long been regarded as simply the subject
man 1, Subterfuge 1, Surviva
Survivall 3
of sailors yarns, though recent archaeological evidence
suggests otherwise and rumors of sightings continue to Traits:
circulate in dockside bars.
Keen Senses (Minor Good Trait)
Awareness: 3 Coordination: 4 Ingenuity: 2 Tough (Minor Good Trait)
Presence: 2 Resolve: 2 Strength: 16 Equipment: Stone weapons (+2 Strength
Size: Huge bonus)
210
Bestiary
Traits: tri-pedal root structure to drag itself over to the corpse,
where it digs feeder roots into the body and excretes di-
Additional Limbs 4 (Special Good Creature
gestive enzymes.
Trait) Krakens have a minimum of ten tentacles.
Stinging Bell Plants reproduce by releasing drifting white
Aquatic (Minor Bad Creature Trait) Krakens
seeds, similar to dandelions, into the air.
have their Coordination reduced to 1 when on
land. Awareness: 3 Coordination: 2 Ingenuity: 1
Armor (Major Good Creature Trait) The armor Presence: 2 Resolve: 4 Strength: 7
of the Kraken reduces all damage taken by 10. Size: Big
Constrict (Minor Good Creature Trait) Krakens
crush their prey before devouring it. Speed: Average
Fear Factor 4 (Special Good Creature Trait) Skills: Fighting 3, Subterfuge 4, Survival 6
Natural Weapons (Minor Good Creature Trait) Slow-Moving (Minor Bad Creature Trait) The
The suckers on a krakens tentacles have razor Stinging Bell Plants roots drag it along slowly.
edges and do Strength +2 damage. Stinger (Minor Good Creature Trait) The
Character Points: 83 primary weapon of the Stinging Bell Plant.
Tough (Minor Good Trait) The tough bers of
C$&-6&-6 :3** (*#-$ a Stinging Bell Plant reduce all damage taken
by 3.
The Stinging Bell Plant is a mobile, predatory carnivorous
plant rst encountered by explorers in the steaming Character Points: 44
jungles of South East Asia, but since been found in the
Congo Basin, the Amazonian rain-forest and other equa- 13
torial jungles across the globe. The origin of the Stinging
Bell Plant is unknown, but the wide distribution has led
some authorities to propose the theory that the plants
may have come to Earth on cometary debris. While many
botanists refute this theory, and still more deny the Bell
Plant even exists, it is true that the Stinging Bell Plant
resembles no other plant on Earth. Others believe it to be
the product of selective breeding, the deliberate creation
of a diseased mind.
The Stinging Bell Plant resembles the funnel of a greatly
enlarged pitcher plant, emerging from a dense round bole
of thickly gnarled roots. The funnel contains a stamen-like
stinger on a long brous lament that, when fully extend-
ed, can measure nearly four metres in length. The Stinging
Bell Plant can launch the sting at high speed and consider-
able accuracy.
accuracy. Contact with bare skin can cause an agoniz-
ing chemical burn, while repeated stings can be lethal.
Bell Plants are ambush predators, striking from a distance
to incapacitate and kill their prey. Once a target has been
stung to death the Stinging Bell Plant uses its unique
211
Pulp Fantastic
212
Bestiary
C+&M3@hh P2-'$@2)'
C+&M3@ P2-' $@2)' U#8+&
U#8 +&@3
@3 :#
:#$h
$h 7&
7&#-
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Monstrous spiders are on average roughly the size of a Unlike their smaller cousins, Giant Vampire Bats are pred-
family car. These creatures, like the common spider, enjoy ators with a wingspan of over ten feet. In Madagascar it
an almost 360 degree eld of vision due to their multiple is known as Fangalabolo (“the fear that ies by night”),
eyes and possess fangs capable of punching through metal. while in Cameroon it is called the Olitiau, and in Indone-
Monstrous spiders diff er
er from common spiders in that sia it goes by the name of Orang-bati. Thought to be large
they possess a unique internal hydrostatic skeleton as well enough to carry off a a child, the giant vampire bat preys
as an external exoskeleton, which helps support their on cattle, primates and any humans foolish enough to be
internal organs and enables their lungs to function. Mon- out at night. In times of scarcity, swarms of the bats have
strous spiders also seem to possess a form of hyper-e fficient been known to descend on villages and ships at sea, leaving
oxygen carrier in their blood instead of hemoglobin, in- everyone white,
white, dead and drained of blood.
creasing the eff ectiveness
ectiveness of their respiration
respiration..
Awareness: 3 Coordination: 4 Ingenuity: 3
Due to their immense size and weight, monstrous spiders
are poor climbers and do not spin webs as traps. Instead Presence: 4 Resolve: 3 Strength: 3
they stalk their prey and bring it down with brute force. Size: Big
All monstrous spiders are highly venomous, paralyzing
their prey with fast-acting neurotoxins before injecting Speed: Average
them with digestive enzymes and sucking out the result- Skills: Athletics 4 (Flying 6), Fighting 3, Survival 3
ing organic slurry.
Traits:
Awareness: 3 Coordination: 3 Ingenuity: 2 Flight (Major Good Creature Trait) Giant
Presence: 4 Resolve: 3 Strength: 8 vampire bats are expert iers.
Size: Big Natural Weapons (Minor Good Creature Trait)
Giant vampire bats have sharp fangs and claws.
Speed: Average
Nocturnal (Minor Bad Creature Trait) Like its
Skills: Athletics 3, Fighting 4
smaller cousins, the Giant Vampire Bat prefers
Traits: to hunt at night.
Bite (Special Good Creature Trait) Monstrous Tough (Minor Good Trait) Giant vampire bats
Spiders have a nasty bite, doing Strength +2 are highly resilient.
damage.
Character Points: 38
Fear Factor 3 (Special Good Creature Trait)
Monstrous Spiders gain +6 to rolls when trying
to intimidate prey,
prey, and characters
chara cters need to make
a Fear test when rst seeing them.
Pulp Fantastic
!"&$
!" &$33 A+
A+33 J3$&
The highly territorial and savage creatures referred to as Sometimes referred
refer red to as the “Abominable
“Abominable Snowman”
Sn owman”,, the
White Apes are darkly rumored to be a horrible hybrid yeti is a mysterious hominid creature native to Tibet and
of man and ape, not so much a missing link but a blas- the Himalyas, similar to the North American Bigfoot or
phemous merging of two evolutionary lines that should Sasquatch. Regarded as a myth by the scientic commu-
have remained separate. Unlike normal gorillas, White nity, the yeti is a considered by many occultists and cryp-
Apes are highly aggressive and carnivorous, with
w ith a taste tozoologists as a lost branch of humanity, the so-called
for human esh. Physically, White Apes resemble albino “third root race” of mankind. Yeti can be encountered in
gorillas, with pale gray fur and yellow eyes, though they two types; the civilized Meh-Teh or “High Yeti” and the
have greatly deformed skulls and a mass and height more savage Migoi or “Wild Men”.
closely resembling humans. White Apes are naturally
cunning and intelligent, and some evidence exists to P3"493"
suggest that they’re capable of strategic planning and
The Meh-Teh are tall, heavily built humanoids with short
tactical coordination. They communicate with a primitive
blue-tinted fur, powerful muscles, vaguely simian facial
language of grunts and howls, and have been observed
features, yellow eyes and short, protruding tusks on the
using tools such as clubs,
clu bs, spears and even simple armor.
lower jaw.
jaw. Despite their fearsome appearance, the Meh-Teh
Meh-Teh
White Apes are found only in the most remote areas of
are peaceful, intelligent creatures who dwell within the
the African continent, inhabiting the ruined cities of lost
vast subterranean kingdom of Agartha beneath the moun-
civilisations, violently guarding their territory against
tains of Tibet. Though they are incapable of normal speech,
all intruders.
they use a sophisticated form of sign language to commu-
Awareness: 3 Coordination: 4 Ingenuity: 3 nicate and trade knowledge and goods with the hidden
monks of Shambhala.
Presence: 4 Resolve: 3 Strength: 8
Size: Big Awareness: 4 Coordination: 4 Ingenuity: 4
Presence: 3 Resolve: 5 Strength: 7
Speed: Average
Size: Big
Skills: Athletics 3, Craft 1, Fighting 4, Subterfuge 1, Sur-
vival 3 Speed: Average
Traits: Skills: Athletics 2, Craft 4, Fighting 3, Knowledge 3, Med-
icine 4, Survival 4, Technology 3
Aggressive (Major Good Creature Trait) White
Apes gain a +2 bonus to Coordination for the Traits:
purposes of working out who moves rst during
Cloud Men’s Minds (Major Good Psychic Trait)
the Fighting Phase.
The Meh-Teh
Meh-Teh have the ability
abi lity to pass unnoticed
unnotice d
Climbing (Minor Good Creature Trait) White when they want.
Apes receive a +4 bonus to Coordination and
Athletics rolls when climbing. Empathic (Minor
can read body Good
language toTrait) The Meh-Teh
determine emotion-
Frenzy (Minor Bad Creature Trait)
Trait) White Apes al states.
often go berserk when injured.
Environmental (Minor Good Creature Trait)
Natural Weapons (Minor Good Creature Trait) The Meh-Teh suff er
er no ill-eff ects
ects from the cold.
R White Apes have savage claws and fangs doing
E Psychic (Special Good Trait) The Meh-Teh’s
T Strength +2 damage.
pursuit of enlightenment has granted them
S Never Gives Up (Major Good Trait) White Apes limited psychic abilities.
A are very robust and can rarely be knocked out
M Character Points: 56
E or incapacitated.
M Tough (Minor Good Trait) White Apes are ter-
A rifyingly robust.
G
Character Points: 43
214
Bestiary
P&62& by primitive cultures and seekers of wisdom
w isdom driven insane
by their delvings into the forbidden, they sometimes gift
The Migoi are a more primitive o ff -shoot
-shoot of the yeti race, their supplicants with knowledge of an alien science so
having degenerated back into bestial savagery. Distin- bizarre and arcane that it may have formed the mytholog-
guished from their civilized brethren by a shaggy coat
c oat of ical basis for what we today call magic.
white fur, fangs and sharp talons on both hands and feet,
the Migoi live in small family groups amidst the snowy, Obscure legends from before the age when man walked
arid peaks of the Himalayas. They are carnivores, normal- upright hint that these elder horrors slithered down from
ly living off yaks, mountain goats and cattle, but occasion- the stars before the dinosaurs arose. They built mighty
Bestiary
P#@$&#- Awareness:
Presence:
3
2
Coordination:
Resolve:
2
4
Ingenuity:
Strength:
7
5
The minds behind the 1901 invasion of Great Britain, the
creatures popularly known as Martians are an intelligent, Size: Big
technologically advanced and hostile alien species. Essen- Speed: Slow
tially octopoid in structure, an adult Martian is roughly
the size of a bear, with sixteen tentacles arranged in two Skills: Craft 3, Fighting 3, Marksman 3, Science 7, Tech-
bunches of eight radiating from the underside of the body. nology 3, Transport 3
MartiansApparently
mouth. have large lacking
dark eyes andcords
vocal a slavering,
and anyV-shaped
form of Traits:
normal speech, Martians communicate solely through Additional Limbs 4 (Minor Good Creature
telepathy. They move sluggishly, with labored breathing, Trait) Martians have numerous tentacles, al-
due to the relativel
relativelyy high gravity and atmospheric humid- lowing them to take two additional actions per
ity of Earth. Round at no penalty.
The Martians appear to be an engineered species, with an Fear Factor 2 (Special Good Creature Trait)
extremely simple and stripped down physiology support- Their alien appearance gives the Martians a +4
ing a vast brain. They lack a conventional digestive system bonus to scare or intimidate.
and feed on the blood of living creatures, absorbing it
Hypnosis (Major Good Trait) Martians can
directly into their circulatory system through a hollow
dominate the minds of lesser beings.
bone tube – similar to the horn of a narwhal – which they
can extend from the mouth with enough force to pierce Natural Weapons (Minor Good Creature Trait)
steel plate. It has been theorised that the invas
invasion
ion of 1901 The Martian can extend a hollow bone tube
was motivated not by a desire for territory, but to capture from its mouth for combat
c ombat and feeding, doing
and cultivate mankind as a food supply. Strength +2 damage.
As they are eff ectively
ectively giant brains, the Martians have Psychic (Special Good Trait) Martians can scan
become adept at creating armored vehicles that act as the minds of humans.
prosthetic bodies, such as their tripod ghting machines
Slow-Moving (Minor Bad Creature
Creat ure Trait) Mar-
or the smaller handling machines seen in their landing
tians struggle to move quickly in Earth’s gravity.
sites and fortied areas.
Strange Appearance (Major Bad Creature
While it is popularly known that the Martians are fatally
Trait) Martians are hideous octopus-like crea-
aff ected
ected by Earthly germs and bacteria, this is not strictly
tures with huge black eyes and numerous
true. While their lungs are somewhat vulnerable to respi- tentacles.
ratory fungal infections and diseases such as the form of
weaponised u virus that was used to eliminate the 1901 Strange Visitor (Major Bad Trait) Martians are
expeditionary force (a biological weapon that is suspect- utterly alien and have no regard for human
ed of having later mutated into the deadly Spanish Flu technology or culture.
that killed nearly 5% of the world’s population between Telepathy (Special Good Psychic Trait) Mar-
1918 and 1920), they are in fact so alien that very few ter- 13
tians have no vocal cords and communicate
restrial viruses or bacteria can aff ect
ect them. Those that do, telepathically.
however, are invariably lethal to them.
Weakness (Major Bad Trait) Martians have
Little is known of Martian culture, due mainly to their
limited defenses against terrestrial bacteria
unrelenting hostility and the difficulty inherent in taking and disease pathogens, and must take techno-
them alive. However, analysis of their cadavers and the
logical steps to protect themselves.
remains of their technology has led to many scientists
theorising that they are not in fact native to Mars, but may Character Points: 48
have been using that planet as a staging post for their
invasion attempt. Further, it is now thought that once they
lost contact with the Earth expeditionary force they turned
their gaze to Venus, which many suspect they have suc-
cessfully conquered.
217
Pulp Fantastic
218
Bestiary
Tough (Minor Good Trait) The undead body
bo dy of durability, that avoid sunlight but are not harmed by it,
a mummy reduces all damage taken by 2. can be destroyed by stakes, re or beheading, and need
fresh human blood to survive. They could be the victims
Unattractive (Minor Bad Trait) Even when
of a mysteri
mysterious
ous disease, engineered beings or perhaps an
appearing normal, most people nd mummies
alternate branch of humanity. Undead supernatural crea-
instinctively
instinctively unappealing
unappealing..
tures could look quite diff erent.
erent.
Weakness (Major Bad Trait) Mummies can be
destroyed by the magics that created and D3< U#8+&@3
sustain them; for instance, by burning the
sacred scroll that records their curse, or by Awareness: 3 Coordination: 4 Ingenuity: 3
reading a ritual of unbinding. Presence: 4 Resolve: 3 Strength: 5
Character Points: 42 Size: Average
Speed: Fast
C>3*3$2-
Skills: Athletics 3, Convince 3, Fighting 3, Subterfuge 2
Skeletons are the bones of the long dead, animated in a
parody of life by dark powers. Skeletons are e ff ectively
ectively Traits:
simple supernatural automatons, able to use tools and Climbing (Major Good Creature Trait) Vampires
carry out simple tasks and instructions, but incapable of can move at their full speed on any surface.
independent thought or reasoning
reasoning..
Dependency (Major Bad Trait) Vampires
Vampires need
Awareness: 2 Coordination: 2 Ingenuity: 1 to feed on fresh human blood nightly.
Presence: 1 Resolve: 1 Strength: 4 Fast-Moving (Major Good Creature
Creatu re Trait) The
Size: Average vampiress Speed is doubled.
vampire
Pulp Fantastic
P#'$3@ U#8+&@3 !3@3<
!3@ 3<2*
2*I
I
Awareness: 5 Coordination: 6 Ingenuity: 5 Descriptions of men who transform into savage beasts by
Presence: 5 Resolve: 4 Strength: 7
the light of the full moon are recorded in the literature of the
ancient Greeks, and before that in the cave paintings of
Size: Average neolithic man. The werewolf has always been with mankind,
stalking us through the shadows during the nights of the
Speed: Fast
full moon and living among us by the light of day.
Skills: Athletics 3, Convince 3, Fighting 3,
3 , Subterfuge 2
Traits: Though the essentials
culture, the details of remain
the curse
thechange fromwerew
same. The culture
olfto
werewolf is
Climbing (Major Good Creature Trait) Vampires
Vampires a man or woman who – sometimes willingly, often unwill-
can move at their full speed on any surface.
ingly – physically transforms into a monstrous, esh-eat-
ing beast. In most versions of the legend, the transforma
transforma--
Cloud Men’s Minds (Major Good Psychic Trait) tion is triggered by the light of the full moon, though in
Vampires can pass unseen. some stories it is activated deliberately by the donning of
Dependency (Minor Bad Trait) Older vampires
an animal pelt. In the most well-known legends, the trans-
do not need to feed on fresh human blood as
formation is a curse, the victim tormented by vague mem-
ories of the horrible crimes his bestial persona may have
often.
committed during the night.
Fast-Moving (Major Good Creature Trait) The
vampire’s Speed is doubled. Awareness: 5 Coordination: 5 Ingenuity: 3
Fast Healer (Special Good Creature Trait) Vam-
Vam- Presence: 4 Resolve: 3 Strength: 7
Keen Senses (Major Good Trait) The vampire Enhanced Senses 3 (Minor Good Creature
has +2 to all Awareness rolls. Trait) The werewolf possesses acute hearing,
scent and sight.
Natural Weapons (Minor Good Creature Trait)
Claws and fangs give the vampire +2 damage. Fast-Moving (Major Good Creature Trait)
R Werewolves move at with a Speed of 10.
E Psychic (Special Good Trait) Master vampires
T Fast Healer (Special Good Trait) Werewolves
S can read minds.
heal normal wounds at 1 point of damage
d amage per
A Telekinesis (Special Good Psychic Trait) minute.
M Master vampires can move objects by the
E power of their minds. Fear Factor 3 (Special Good Creature Trait)
M Werewolves are slavering, terrifying beasts.
A Tough (Major Good Trait) Vampires reduce all
Immortal (Special Good Trait) The werewolf
G damage taken by 3.
is ageless and undying, except through wounds
Weakness (Major Bad Trait) Beheading or inicted by a silver weapon. Even if the were-
burning will destroy the vampire, while staking wolf is killed in human form, he will revive
it will immobilize the creature. during the next full moon.
Character Points: 71 Infection (Major Good Creature Trait) Any
bite or scratch from a werewolf that pierces
armor and draws blood is enough to transmit
the curse.
220
Pulp Fantastic
9"3 ;)-6@5 F3#M
The zombie sub-type referred to as the Hungry Dead are
F&-2'#)@'
Dinosaurs rst appeared during the Triassic period, over
mindless undead creatures driven by an all-consuming
230 million years ago. They were the most diverse and
hunger for human esh. The hungry dead may be created
successful form of animal life the world has ever seen, and
in a number of ways including supernatural forces, viral
dominated the planet for 135 million years. They were so
infection, electro-chemical stimulation or exposure to
wide-spread, diverse and numerous that their dominance
exotic radiations. They are slow creatures that become
terrifying in large numbers. Rumors persist of encounters of earth was only broken by an extinction event so massive
with so-called “fast” zombies, but these are clearly the that it eradicated
descendants, in the75%
formofofall plant
birds, areand animalus.
all around life.
Is Their
it any
fabrications of delusional minds.
wonder then that, in the dark, isolated, strange places of
Awareness: 2 Coordination: 2 Ingenuity: 1 the globe, small populations of dinosaurs may still remain?
Presence: 2 Resolve: 3 Strength: 4 Today, dinosaurs are considered by all serious scientists to
be utterly extinct, existing only as fossil remains. However,
Size: Average certain brave explorers and visionary scientists know the
Speed: Slow truth; that dinosaurs continue to live into the modern era,
inhabiting subterranean worlds, isolated plateaus, hidden
Skills: Fighting 1 valleys and distant fog-shrouded pacic islands. Even in
Traits: these remote locales though, the forces of evolution have
not stood still, and the dinosaur-like creatures that may be
Bite (Special Good Creature Trait) The primary encountered today are not exactly like their distant ancestors.
weapon of the hungry dead is their bite.
Note: As there are far too many dinosaurs to present a full
Environmental (Major
The hungry dead erGood
suff er Creature
no ill-e ects inTrait)
ff ects any catalogue of species in this book, the stats below can be used
to represent broad families of animals that may be encountered.
environment.
Fear Factor 2 (Special Good Creature Trait) ($3@2'#)@
Zombies are innately frightening.
Pterosaurs are considered by the popular imagination to be
Infection (Major Good Creature Trait) Any bite ying dinosaurs, though this is not actually true (dinosaurs
that pierces armor and draws blood will cause
c ause are a diff erent
erent clade). The most notable members of the ptero-
the victim to sicken, die and rise as the hungry saur family are Pteranodon and Pterodactyl. Pterosaurs, like
dead. the birds that came after them, come in a wide variety of sizes
Never Gives Up (Major Good Trait) Zombies and forms, with wingspans ranging from 50cm to 11 metres.
cannot be knocked out or incapacitated. Most pterosaurs have long, aerodynamic heads with sharp
Slow-Moving (Minor Bad Creature Trait) Dead beaks used to spear prey such as sh, insects and other
things cannot move quickly. small animals.
222
222
Bestiary
Enhanced Senses (Minor Good Creature Trait
Trait))
1#+$2@ Raptors have a keen sense of smell and gain +4
These relatively small dinosaurs are clever, fast-moving Awareness when using it.
pack predators, descended
descended from dinosaurs such as the
Fear Factor (Special Good Creature Trait)
smaller Velociraptor (“Swift Seizer”), the Achillobator
Raptors gain +2 to rolls when trying to intim-
(“Achilles Hero”) and other Dromaeosaurid Therapods.
idate prey, and humans need to make a Fear
Perhaps the best known raptor is the Deinonychus (“Ter-
test when rst meeting a raptor.
rible Claw”), named for the over-sized sickle-shaped claw
on each foot, which it uses to horric eff ect
ect for disembow- Snap (Major Good Creature Trait) The raptor
elling and clinging on to prey. Intelligent, aggressive and makes an extra Bite attack this round. This can
virtually fearless, raptors prey on large herbivores, leaping be used in addition to its normal action.
onto their prey and latching on with their claws while
Special: Leaping Attack (Special Good Crea-
delivering powerful, tearing bites.
ture Trait) Raptors can jump onto an enemy
All raptors use their long tails for balance while running and cling on with its claws. A raptor must make
and leaping, and can use their claws to help them climb a successful Fighting attack to grab on, and
trees or other obstacles. Their eyesight is keen and highly inicts claw damage in the rst round it hits.
sensitive to moving objects, and their eyes are located high In every subsequent round, it automatically
on their heads, enabling them to spy on prey from cover
c over inicts the lower end of its claw damage on the
without exposing themselves. Raptors have an exception- victim, and gets to make a bite attack too. The
al sense of smell, allowing them to track prey even when raptor’s victim suff ers
ers a -4 penalty to all actions
it isn’t visible. while it is clinging to him. Knocking the raptor
off requires
requires a successful Fighting or Athletics
Like wolves, these dinosaurs hunt in packs, but are adapt-
contest.
able enough
Like to feed
most pack on carrion
predators, theyifprefer
live prey is notoavailable.
to pick ff lone
lone or Stalker (Major Good Creature Trait) Raptors
otherwise vulnerable targets, but are intelligent enough are eff ective
ective hunters.
hunters. On a successful opposed
to use ambushes and herding tactics when required. They Coordination+Subterfu
Coordinatio n+Subterfuge
ge roll, Raptors gain +4
can communicate in a rudimentary fashion with each to sneak attacks.
other through clicks and hisses, and possess fore-claws
Character Points: 50
dexterous enough to hold and examine objects, and even
operate doorhandles. Raptors usually exhibit intelligence
and curiosity, and learn quickly,
quickly, something which
whic h has led
to an unpleasant end to any foolish enough to underesti-
mate them. Some may even be on the verge of using tools
and developing true intelligence...
Note: Raptors are actually closely related to birds, and may
subspecies were either partially or completely feathered.
223
223
Pulp Fantastic
95@#--2'#)@
The best known and most feared of all dinosaurs - the
Tyrannosaurus Rex
Rex (“Tyrant Lizard King”) - was a therapod
carnivore; a bipedal apex predator up to 13 metres in length
with teeth like daggers. Other similar dinosaurs include
Gorgosaurus, Tarbosaurus and Albertosaurus
Albertosaurus..
Tyrannosaurs are hunters, opportunistic carnivores that
run down to
returning and
thekill
killtheir prey,atthen
for days gorge
a time. onanimals
Prey the esh, often
include
everything from smaller herbivores to big sauropods.
Note: These stats can be used for the descendants of any
number of large carnivorous therapods, such as Afrove-
natus and Allosaurus.
Traits:
Aggressive (Major Good Creature Trait) Ty-
rannosaurs gain +2 to Coordination for the
purposes of working out who moves rst during
the Fighting Phase.
Bite (Special Good Creature Trait) A Tyranno-
saurs Bite attack does Strength +2 damage.
Fear Factor 2 (Special Good Creature Trait)
Tyrannosaurs gain +4 to rolls when trying to
intimidate prey, and humans need to make a
Fear test when rst meeting a raptor.
Savage Roar (Major Good Creature Trait) The
roar of a Tyrannosaur causes those who hear
it to make a Fear check or lose an Action when
they encounter it.
Snap (Major Good Creature Trait) The Tyran-
nosaur makes an extra Bite attack this round.
This can be used in addition to its normal
R
E action.
T
S Special: Tail Sweep (Special Good Creature
A Trait) The Tyrannosaur makes an attack that
M inicts ½ Strength damage, but can attack any
E number of targets as long as they’re all within
M a few metres of each other. Anyone hit by the
A tail swipe is knocked down.
G
Tough (Major Good Trait) Tyrannosaurs have
tough skin and dense muscles, reducing all
damage taken by 3.
Character Points: 53
224
224
Chapter 14
The Nemo Diary
9"3 :*#.> 9&3 AII#&@ es the characters. Characters of some renown will be
greeted with cheers and claps, and other less known char-
The characters are attending the London Literary Library acters will be politely ignored. All of the servants are
Association’ss premier charity event, a black tie aff air
Association’ air being dressed as literary characters (Robin Hood and his men,
attended by the social elite, high ranking government Don Quixote, the Three Musketeers, and any other char-
officials, a bevy of press associates, and a few lucky at- acters that the may wish to use). The party will quickly
tendees that were the “and guest” part of an invite. The become crowded as more and more guests are announced,
LLLA is an organization that provides library services to characters can meet, mingle, and make new acquaintanc-
the underprivileged. To help off set
set the costs of their es (a may use this scene to introduce background
current project, building ve new libraries across London, characters that may be of use in future adventures if they
Geoff rey
rey George Lilliamont has opened his private collec- are planning a campaign). Everyone
Everyone seems quite pleasant,
tion of valuable literary pieces for the evening and put the party is going well, many cheques are being written
them on display for London’s elite to view. and stuff ed
ed into a large box near the glass enclosed case
showcasing
showcasin g the Nemo Pages.
The most hotly discussed items from the Liiliamont col-
lection are two pages from the Nemo Diaries. There are a
few ardent fans of Jules Verne that believe that Nemo was 12B&- #-M ;&' =-83@@5 P3-
not a purely ctional gment of the master story-teller’s Eventually Geoff rey
rey George Lilliamont will tap his glass
imagination, but instead a real person whose genius repeatedly until the crowd quiets down, and begin to give
allowed him to create the Nautilus and escape from the a speech. His wife, Lady Lillian Lilliamont, has been min-
surface world and live under the oceans in a world where gling with the guests engaging in small talk. This stunning
he found and knew peace. These few believers have hy- woman of rare beauty should stop to speak with a char-
pothesized that Nemo, in constructing the Nautilus, had acter or group of characters just before the speech begins.
collected an exorbitant amount of hard currency,
currency, and that
these funds came from the sale of numerous inventions “I would very much like to take this opportunity to…”
that the notorious Nemo had created in his mind, and later His words are cut off as
as an arrow pierces his side; blood
put on paper. Of the handful of experts that have studied begins to pour forth through the white tux as he crumples
the supposed Nemo schematics, to a man they have stated to the oor. Several women in the crowd scream and faint.
that his genius either rivaled that of Leonardo or his Others begin to panic and push towards the exits as a
madness that of Hyde. booming voice from the wide staircase leading up to the
second store interrupts the chaos.
Powerful, connected, monied people want these pages. They’ll
lie, cheat, steal, and murder to get their hands on them. Some
Som e The hall is two-tiered, with an upper balcony, where the
want them purely for their monetary value, others desire to guests are introduced, and a double staircase, leading down
see the machinery of Nemo put to use, and the Invisible to a checkerboard-floored ballroom, 100 x 50 feet, with
College may want to keep the world from seeing the pages. dazzling chandeliers and mirrors that make the ballroom look
This scenario allows the GM to choose which antagonist they as if it stretches off into infinity. Immediately opposite the
wish to use in their game: crime bosses, mad scientists, book balcony are a set of long windows, with two pairs
pa irs of French
collectors, or even the Invisible College itself may act as the
collectors, doors leading out to the grounds. Underneath the balcony
antagonists of this scenario. The story is designed in a manner is the entrance to the kitchen and servants’ rooms.
that no matter which the GM chooses the action and plot
will run smoothly.
“ , , , with
my Merry Men...” he makes a ourish that quickly shows
The characters are met at the door by a gracious butler, that there are several associates in the audience “are in
Harry Perkins, who takes hats, coats, canes and announc- attendance to lighten not your wallets, but instead your
Pulp Fantastic
host’s collection of stolen works of the master Nemo.” The mont is one of the foci of the attacks as three henchmen
henchmen quickly backhand, kick, or punch a few par- descend on her, and attempt to murder her.
ty-goers as they attempt to block the exits. The exact
“Robin Hood” quickly dispatches any NPC that attempts
number of henchmen is left up to the , but at least one
to stop him as he connects the two massive suction cups
henchman for each character is advised. There may be
to the glass case that the Nemo papers are displayed in. If
even more if a more challenging
c hallenging opening is desired. The
unchecked, he will leap on top of the glass container, wrap
extra henchmen, if the ght gets to be too much for the
one arm around the ropes, and give a deep bow with his
characters, can eventually be pummeled by party-goers,
sword in hand. “Please, continue your revelry in my
whose courage returns as they see the characters battling
the party crashers or attempt to trample the henchmen absence.” As he nishes his bow, the glass case begins to
quickly rise into the air and out through the wreckage of
in a panic for the exits.
the skylight.
P3@@5 P3- A Tricky (15) Awareness + Ingenuity check allows the
player to notice a strange zeppelin large enough for only
Quote: “Give us yer money!”
one person. This mini zeppelin has been camouaged so
Awareness: 3 Coordination: 3 Ingenuity: 2 that it is quite hard to see in the foggy London night.
Presence: 3 Resolve: 3 Strength: 3 If characters wish to attempt to shoot the cables, hitting
them is a Difficult (21) shot (being quite thin), and they
Skills: Athletics 3, Fighting 4, Marksman 3, Subterfuge 2 take 8 points of damage to snap (they are steel, after all).
Traits:
Obligation (Major Bad Trait) A henchman’s AI$3
AI $3@@ 8#
8#$"
$"
lot is not a happy one. The constabulary arrive a few minutes later, but in that time
Outcast (Minor Bad Trait) Low-level career the majority of the henchmen are captured by either the
criminals aren’t well regarded. characters or the other party goers. The police will expect
the characters to submit to all of their questions,
question s, and anyone
Unattractive (Minor Bad TrTrait)
ait) None of these that is not forthcoming or is uncooperative will be dressed
mooks is going to win a beauty contest. down and possibly arrested on the spot. Cooperative char-
Total Character Points: 25 acters, after an hour or so, will be allowed to leave the prem-
ises. The police will not be far along into their investigation
i nvestigation
Trappings: Rapier when a doctor arrives to check on Mister Lilliamont. After
Story Points: 5 a few seconds the doctor will motion for the senior Bobby,
Bobby,
and will quickly explain that Lilliamont must be removed
12B&- ;22M to a hospital at once if he has any chance of survival.
Quote: “Your money...or your life!” A Tricky (15) Awareness + Ingenuity check allows the
players to make out what the doctor is saying. Characters
Awareness: 3 Coordination: 5 Ingenuity: 2 that are helping the doctor need not make the roll at all.
Presence: 4 Resolve: 3 Strength: 3 Successful characters will hear the name of the hospital
that Lilliamont is being taken to: Tandry Hospital.
Skills: Athletics 4, Craft 4 (Performance), Fighting 5, Marks-
Questioning the henchmen will be of no help to the char-
man 5 (Bow), Subterfuge 4
acters or the police. All of “Robin’s”
“Robin’s” henchmen are upstand-
Traits: ing staff members
members of Lilliamonts’ or the library. As they are
R questioned they look blank-ey
blank-eyed
ed and unresponsive.
E Crack Shot (Minor Good Trait)
T
S Minions (Major Good Trait)
A Normal (12) Awareness + Medicine check will allow a
A player to notice that the staff appears
appears to be mesmerized
Sharpshooter (Minor Good Trait) or possibly hypnotized. On a Good result the character
M
E Total Character Points: 48
can speed up the staff ’s’s recovery, while a Fantastic success
M will allow the staff to
to remember that they heard a strange
A Trappings: Bow
Bow,, Rapier
Rapi er buzzing sound, and a voice coming from their out ts that
G Story Points: 12
made them believe they were Robin Hood’
Ho od’ss men, and that
the party goers were plotting against Mr. Lilliamont. To
During the opening of the ght (beginning of the second protect their master they needed to go along with the
round), the skylight overhead shatters as two massive ropes charade, and when it appeared that Mr. Lilliamont was
with oversized suction cups attached to the ends come injured the servants were to attack the conspirato
c onspirators.
rs.
crashing through. Glass rains down on the party goers, and
the crowd quickly becomes an uncontrolled herd trying to
A successful Awareness + Subterfuge check will allow the
characters to realize that each of the servants costumes
avoid the falling glass that continues to sprinkle down from
has a cloisonné pin in the shape of an eye. Each pin appears
the ceiling. It also quickly becomes clear that Lady Lillia-
to have a strange miniature speaker behind it. A Fantastic
226
226
229
Story Points: 12
The surviving characters are thanked by Lady Lilliamont,
if she survived, who is in shock
s hock that her own husband was
the culprit that tried to have her killed. The Lady can
become a benefactor, ally, or contact to the characters.
The police will want an explanation, and may even arrest
the characters believing that they had something to do
with this whole thing. Lady Lilliamont may come to their
aid and manage their release. A who wants to lead
directly into the next adventur
adventuree may have Mr. Haberdrant
arrange their
matter for release, but only if they look into a certain
him.
Regardless, the characters have an enemy in the All Seeing
Seei ng
Eye, if he managed to escape, or the second in command
c ommand 14
of this mysterious new criminal element in London.
Characters should receive 1 Experience Point for surviving
the adventure.
+1 Experience Point for saving Big Ben
+1 Experience Point for preventing the ship
from blowing up over London.
+1 Experience Point to the best role player of
the session as voted on by the players.
231
Bibliography
P2K&3' #-M 9U Zone Troopers. WWII soldiers deal with an invasion from
space in the Italian theatre of operations. Hitler himself
Nothing will prepare you better for running
r unning and/or playing appears in this B-movie.
a pulp game than watching a pulp lm. Bear in mind that
we didn’t select this material based solely in its quality – The Shadow. This entertaining adaptation of the radio
some of these movies are BAD! All will have some redeem- incarnation of the classic pulp hero, which does a nice job
ing quality, however, being atmosphere, plot, slang, sets, of presenting a war between two rival psychics with mes-
or production values. meric powers.
Raiders of the Lost Ark. The denitive pulp hero movie. The Mummy and The Mummy Returns. Big time adventure,
This movie pits our hero against Nazis and the search for extreme fun, distilled pulpery in both movies.
the mystical Ark of the Covenant. Lara Croft: Tomb Raider and Laura Croft: Tomb Raider The Cradle
Indiana Jones and the Temple of Doom. Prequel to Raiders. Great of Life. Angelina Jolie plays the computer game heroine.
villains and the Temple of Doom is a truly hellish setting. Relic Hunter. A TV
T V show focusing a modern-day treasure
Indiana Jones and the Last Crusade . Jones seeks the Holy hunter.
Grail aided by his father. Evil Nazis and a fanatical secret Sky Captain and the World of Tomorrow. Fabulous imagery
society oppose him. in this amazing recreation of a 1940s serial in just one movie.
Doc Savage, The Man of Bronze. This rst Doc Savage movie The Phantom. The comic strip hero brought to the big
was developed in 1975 by the veteran producer George Pal, screen starring Billy Zane.
who is also responsible for the War of the Worlds and The
Time Machine adaptations. Hellboy. Mike Mignola’s hero – another comic book adaptation.
King Solomon’s Mines. There are several versions of the Hellboy 2: The Golden Army. Mike Mignola’s hero returning
classic H. Rider Haggard adventure novel. There are VHS for another story adaptation.
and DVD editions of the earlier versions (1937 and 1950). The League of Extraordinary Gentlemen. Don’t watch this if
Please don’t watch the 1985 version with Richard Cham- you liked the comic. If you don’t know it, it might be enjoy-
berlain rst – you won’t get the story at all. There’s also a
able – heroes from
fr om Victorian novels meet up to ght villains.
2004 version.
Sahara. Another modern day adventure movie, Matthew
Allan Quartermain and the City of Gold. Sequel to King McConaughey and Penelope Cruz seek out a disappeared
Solomon’s Mines and much more visible. Quatermain Civil War ironclad. It doesn’t resemble the novel except
searches for a lost city. in basic plot and name, but it is an enjoyable way to kill a
Firewalker. Lou Gosset, Jr. and Chuck Norris are the adventur- couple of hours.
ers in this 1980s adventure lm, following the dreams of a The Librarian: The Quest for the Spear. When the Spear of
beautiful girl through an imaginary South-American country. Destiny is lifted from his library, a meek librarian sets out
Remo Williams: The Adventure Begins . A failed start for a to ensure its safe return. To do so, however, he enlists the
Pulp Fantastic
service of a woman with exceptional martial arts skills - a detective series for another magazine under it, to be
who becomes the enforcer in the relationship. written by Lester Dent - According to the advertising, they
had persuaded the star author to write another series.
The Librarian: Return to King Soloman’s Mine . Librari-
an-turned-adventurer Flynn Carsen endeavors to nd King Pseudonyms weren’t at all uncommon in the business.
Solomon’s mines. Lester Dent himself wrote stories under his own name in
the same magazine. And it was not unusual for authors
The Librarian: The Curse of the Judas Chalice. After retrieving
to have several pen names. Sometimes this was to di ff er-
er-
the philosophical stone at an auction but losing his girl-
entiate works in diff erent
erent styles. John W. Campbell wrote
friend, the librarian Flynn Carsen has a breakdown. In this
adventure he travels to New Orleans, meets a Vampire and universe-crashing, super-science space-opera under his
own name and poetic, visionary stories under the name
recovers the most precious gift of all time, the cup of Judas.
Don A. Stuart. Biographies, bibliographies
bibliographies and other ref-
erences may list authors under their real name or one or
?28&.' more of their pseudonyms.
Terry and the Pirates, by Milton Caniff , was one of the most
popular comic strips of the 30s. Adventures in China in
their war against invading Japan. The look is very realistic, 13+@&-$'
and the strip includes some of the more iconic characters
characters These are usually paperback. Note that even most reprints
in the pulps: Pat Ryan, the hero adventurer; The Dragon are out of print and are hard to nd, so be prepared for
Lady, slinkiest of femme fatales; Terry Lee, boy growing some leg work in second hand bookstores.
up into hero.
Little Orphan Annie by Harold Gray.
Gray. A very long lived comic ?@&83I&6"$&-6RC)+3@"3@2
strip, run for almost 50 years since its inception in the
1920s. Clifangers galore, Annie has some of the most The Avenger.
series Warner
in paperback Books
in June of began reprinting
1972, and the Avenger
all 24 original stories
accomplished pulp heroes as allies.
are now available. Beginning with #25, the books are not
Flash Gordon by Alex Raymond. The best of science ction reprints, but original stories written in the mid-seventies.
comics (today it would be called science fantasy), the The reprints are fairly scarce, but the new stories (which are
landscapes, creatures and starships in this strip would live generally more far-fetched than the originals) are not too
in the imaginations of several generations. difficult to nd − some used book stores have several copies.
Doc Savage. Beginning in 1964, Bantam set out to reprint
9"3 73-@3 the entire series of Doc Savage stories. They began with
The Hero Pulp Index, by Robert Weinberg and Lohr McK- #1, The Man of Bronze, but broke the original order imme-
instry. A comprehensive index of the pulp magazines. diately, following it with The Thousand-Headed Man (orig-
Difficult to nd, since very few were printed. inally #17), Meteor Menace (originally #13), and so on. They
reprinted nearly 100 of the stories before switching to
The Shudder Pulps, by Robert Kenneth Jones. Horror and two-in-one novels (hard to nd) and nally choosing to
weird menace pulps in a global overview.
dothe
to nd.Doc Savage Omnibus
Omnibus series, currently in print.
pr int. Hard
Doc Savage: His Apocalyptic Life , by Philip José Farmer. A
biography of the Man of Bronze, and his sidekicks, nemesis The Shadow. There are several reprints of The Shadow
and ancestry (which include several ctional heroes). stories. However, beginning in September 1963 there were
several new stories published by Belmont Books using the
9"3 ()*+ P#6#W&-3' same house name of Maxwell Grant. This Shadow does
not resemble the original pulp character. In 1969 Bantam
Although many pulp stories have been reprinted over the Books (happy with the success of their Doc Savage reprints)
years, many thousands more weren’t. Probably the only began to reprint the original Shadow stories, which was
way to nd some of the stories in the magazines is to collect short lived due do poor sales. Pyramid Books reprinted
them, a hobby many nd enjoyable. Some magazines may some in the 1970s, and HBJ/Jove reprinted several (with
be found for little money, especially the later pulps of the excellent Steranko cover art) beginning in the late 70s.
late 40s and the 50s, but count on paying a tidy sum for With over 300 original Shadow stories in the pulps and
early work of the most famous magazines. Still, many are many reprints out, it shouldn’t be too di fficult to put to-
appearing on the internet or in CD collections from prices gether a fair collection.
ranging from nothing to very cheap.
The Spider. In 1969, Berkley Books began to reissue the
Usually, the pulp publishers made use of house names. Spider in its original order. The rst two (by R.T.M. Scott)
Street & Smith, for example, used the house name Kenneth were not written in the same action-packed style as the
Robeson for Doc Savage stories, written by Lester Dent (who rest of the Spider stories (written by Norvell Page), and so
wrote the majority), Norman Danberg, Alan Hathaway or the reprint series was doomed to failure. It lasted through
William Bogert, as well as for their Avenger series written The Spider Strikes, The Wheel of Death, Wings of the Black
by Paul Ernst. It became so famous that the publisher started Death, and City of Flaming Shadows. Hard to nd.
234
234
Bibliography
AK&#
AK &#$&
$&2-
2-R!#
R!#@@ C+5RG'+&2-#63
G-8. In the late 1960s Berkley Books began to reprint the Operator #5. A series of reprints from Corinth Books fol-
G-8 series. Even with terric cover art by Jim Steranko, the lowing the adventures of Operator #5. There are eight
series failed to make it past the rst three: The Bat Staff el
el, books: Legions of the Death Master, The Invisible Empire,
Purple Aces, and Aces of the White
White Death. Hard to nd. The Army of the Dead, Master of Broken Men, Hosts of the
Flaming Death, Blood Reign of the Dictator, March of the
Dusty Ayres. The reprints of these pulp aviation stories
Flame Marauders and Invasion of the Yellow Warlords. A
(in which most of the world has been conquered by the
ninth book, Legions of Starvation, was announced, but
sinister Evil Eyes and his Black Invaders) began in the never printed.
1960s by Corinth Books. It only last through ve books:
Black Lightning, Crimson Doom, Purple Tornado, The Tesla Secret Agent X. Corinth also reprinted the exploits of
Raiders, and Battle Birds versus the Black Invaders , a series Secret Agent X, another master of disguise. The series
of short stories. includes The Torture Trust, Servants of the Skull, Curse of the
Mandarin’s Fan, City of the Living Dead, The Death Torch
;2@@2@R!3&@M P3-#.3 Terror, Octopus of Crime, and The Sinister Scourge.
Doctor Death. Reprints of a short-lived Horror/ Weird Fu Manchu. Pyramid Books has reprinted many
many of the Fu
Menace/Crimeghting magazine with a villainous central Manchu stories beginning with The Insidious Doctor Fu
character, Jonathan Death paperback series (Corinth) was Manchu (originally The Mystery of Fu Manchu) in 1963. They
equally short-lived.
short-lived. The series includes Twelve Must Die, have gone through several printings, so they are fairly
The Grey Creatures, The Shrivelling Murderers, and a collec- easy to nd. Rohmer also wrote
wrote many other books;
books; most
tion of short stories, Stories from Doctor Death . have been reprinted in paperback and show up at the
used-book stores.
Jule
Jules
s de
de Gran
Seabury Grandin.
din.were
Quinn) Several
Seve ral of the Jule
reprinted Jules
by sPopular
de Gran
Grandin
din stor
stories
Library ies (by
in the The Saint. Leslie Charteris began the chronicles of Simon
mid-seventies with a science ction classication. Although Templar, the modern Robin Hood, in the 20s, and continued
they are horror stories, you might get some results if looking them for decades. In the 30s, the Saint frequently visited
in the science ction department. The reprints contained America. The Saint is a classic pulp hero in many ways:
several stories (usually 5-7) and usually included the name strong, handsome, honorable, good with weapons. He is
Jules de Grandin the title (such as The Adventures of Jules
Grandin in the also clever; he prefers to outwit rather than outgun the
de Grandin, the rst book). Easy to nd. opposition. The Val Kilmer movie of the 1990s, while en-
tertaining, was not an accurate portrayal of Charteris’ Saint.
Lovecraft and Others. Perhaps the ultimate horror writer
of the age, H.P. Lovecraft’s most famous stories revolve
around Things Man Was Not Meant To Know -- the Cthulhu
AMK3
AM K3-$
-$)@
)@3R
3RGH
GH+*
+*2@
2@#$
#$&2
&2-
-
Mythos stories. Lovecraft penned over a dozen by himself, Pellucidar. This series of stories by Edgar Rice Burroughs
Pellucidar.
and collaborated on many more. Many of his peers (August is set in the world of Pellucidar, a land in the centre of the
Derleth, Robert E. Howard, Frank Belknap Long, Clark earth. s can use it as is, or exploit it for ideas for lost
Ashton Smith
stories set andthe
against Robert
sameBloch, just to name
backgrounds, a few) wrote
providing hun- world adventures.
Professor Challenger. Sir Arthur Conan Doyle’s The Lost
dreds of Eldritch Horrors for a horror campaign. The most
World and other Professor Challenger stories also excellent
famous Lovecraft stories are The Call of Cthulhu , The
sources of pulp ideas for exploration campaigns centered
Dunwich Horror, The Shadow Over Innsmouth, At the Moun-
around a hidden world or lost civilization. Most were re-
tains of Madness (set in Antarctica), The Shadow Out of Time
printed several years ago and can still be found second-hand. B
and The Thing on the Doorstep. All are available in anthol-
ogies. There is also an extensive collection of Lovecraft’s
letters, many of them to other pulp writers; they are a good F3$3.$&K3 C$2@&3'
look into the world of the pulps. The Hard-Boiled Anthology, edited by Joseph T. Shaw.
Shaw. Shaw
Robert E. Howard wrote extensively and in many pulp was the editor of Black Mask from 1926 to 1936. He is the
genres. Because of the success of the Conan stories, almost editor most associated with the “hard-boiled” school of
anything with Howard’s name on it would sell; collections pulp detective ction. In 1946 he put together one of the
of his westerns, boxing stories, weird menace adventures rst and one of the best anthologies of that style.
and spicy stories (very mild by modern standards, but
considered near pornography in the 30s) have all been The Hard-Boiled Dicks, edited by Ron Goulart. Edited by a
science ction writer who is also a pulp historian, this
published. Suggested is the new series from Balentine anthology saves some of the more obscure detective pulp
Books such as the The Coming of Conan and The Savage writers from being forgotten.
Tales of Soloman Kane. The series Millenium Fantasy Mas-
terworks has all Conan stories in two volumes. The Hard-Boiled Detective, edited by Herbert Ruhm.
Another excellent collection of pulp tales, almost all re-
printed for the rst time in years.
235
235
Pulp Fantastic
Carrol John Daly may have invented the hard-boiled de- the past and the weirdness of their super-hero and pulpish
tective; he was certainly one of the rst to write of them. world and past. The best resource of all for campaigns in
He was the most popular writer in Black Mask and con- the contemporary world and for a mix of the not-to-dis-
tributed to several other magazines. similar worlds of super heroes and pulp.
Raymond Chandler learned to write as a pulp contributor; Hammett by Joe Gores. The most famous hard-boiled de-
most of his stories have been reprinted. tective writer stars in this book, as a hard boiled detective.
Dashiell Hammett actually worked as a detective before
taking up writing about them. His Continental Op is the
9"3 G@#
very denition of the pulp detective. He often mixed de- This section refers to historical or contemporary resourc-
tective stories with other pulp genres. es about the 1930s.
The New York Times Chronicle of American Life: From the
C.&3-.3 ,&.$&2- Crash to the Blitz, 1929-1939, by Cabell Phillips. Almost 600
Science Fiction of the 30s, edited by Damon Knight, has pages of stories and photographs covering all aspects of
not only a ne selection of stories but reproduces the American life during the 30s. Easy reading since it is a
original illustrations and has brief notes on the writers conglomeration of short articles on various topics.
and history of the magazines. This Fabulous Century; Volume 4, 1930-1940. A great book
Before the Golden Age, edited by Isaac Asimov. A good for consulting information on background including a
example of what Science
Sci ence Fiction was before John W.
W. Camp- Depression era shopping list on p. 27 and an excellent
bell, complete with Asimov’s own notes about what it was section on gangsters and the FBI on pp. 100-113. there are
like to write science ction for the pulps. other eras available in this collection.
Old encyclopedias. Consulting encyclopedia sets published
The
Ph.D. Classic and
Lensman spaceSkylark
opera,ofwith
Space books,and
heroes all by E.E. Smith,
villains much in or about the 1930s will provide the point of view of the
larger than life and superscience galore. contemporary
contemporar y person. The Encyclopedia Britannica is par-
ticularly useful, and editions up the middle 50s still used
mostly material from the 30s.
73-3@#* Newspapers. Many libraries have newspaper collections.
The Pulps. This compilation of pulp stories from various Old news, and perhaps even more, old gossip, editorials
genres (edited by Tony Goodstone) also contains color and advertisements give the past a reality that is hard to
reproductions of several pulp covers. The scarcity (and duplicate from formal histories.
cost) of many of the old pulp stories makes this valuable
to and players alike. (*#.3'
There’s plenty of other stories reprinted, often in anthol- Empires in the Dust and Lost Cities and Vanished Civilizations ,
ogies, which are not that hard to track down. Many librar- by Robert Silverberg. Well-written
Well-written histories of such ancient
ies have collections. The
T he University of Texas at Austin, for peoples as the Babylonians, Egyptians and Aztecs.
instance,
revival has a complete
of critical le of Adventure
interest in American pulps.
popular The
literature Richard Halliburton’s Complete Book of Marvels and other
has produced some good reprints, many with original books by Richard Halliburton. Halliburton was a best-sell-
illustrations; these are also more likely to be found at a ing travel writer of the 1930s. He was a real-life adventur-
college library. There are several mail-order bookstores er and explorer, and visited many of the areas described
that can provide copies at a reasonable cost. in Chapter 2. He dived into the Well at Chichen Itza,
climbed the Pyramids, trekked through Tibet and tried to
?28$38+2@#@5 ()*+ visit Mecca. Halliburton disappeared at sea in 1939 while
trying to sail a Chinese junk from China to America. There’s
Congo, by Michael Crichton. A group of modern-day sci- also a posthumous collection of his letters giving a unique
entists explore dark Africa in search of the Lost City of point of view of the times and peoples he met.
Zinj. Excellent as a guide to modern equipment available
to adventurers in this era. National Geographic publications. Most libraries keep
National Geographic magazine; large ones have les that
Weird Heroes, edited by Byron Priess. There are a handful extend well before the 30s. Used magazines are frequent-
of volumes in this series of “modern pulp” stories put out ly for sale at used book stores and estate sales. They were
in the mid-seventies. It contains excellent stories and printed on high-quality paper and usually have survived
artwork by many of the best science ction writers and in good shape. Modern issues can be used for background
artists of today. Great for adventure and character ideas. when running adventures in exotic locales; there are
The Nemesis of Evil, by Lin Carter. Carter’s tribute for Doc frequent historical notes in the articles. National Geo-
Savage and other pulp heroes. graphic books (such as Lost Empires, Living Tribes detailing
Central and South American natives) are always great
Planetary by Warren Ellis and John Cassaday. Splendid reading and with extraordinary photographs.
photographs.
comic book series about a trio of archeologists discovering
di scovering
236
Appendix
Pulp Archetypes
Pulp Fantastic
A&@@ A.
A& A.33 :&6 7#83 ;)-$3@
While no longer a new technology in the Pulp Era, ight In a world largely unconcerned or unaware of animal
has yet to become commonplace and to many the air ace extinctions and ecological issues, the big game hunter
personies the spirit of the age. Flight is still seen as daring, still cuts a dash in the Pulp Era as he returns from untamed
glamorous and alluringly dangerous. Every passing year lands far beyond the reach of civilization bearing exotic
brings new advances in aircraft, new achievements and trophies and even more exotic after-dinn
after-dinner
er tales of peril
new records broken. With the Great War only a few years and excitement. He brings with him a touch of the jungle’s
jungle’s
past, aviators have become dashing, heroic gures, and primal savagery, a hint of danger and more than a little
their adventures are a thrilling escape from the mundane disregard for the rules of “polite” society.
problems of the day-to-day life.
Big game hunters often worked as safari guides, leading
Many of the Pulp aviators were ex-military pilots and parties of less-experienced hunters through
through dense jungle
veterans of the Great War against the Germans, though and across lion-haunted savannahs, or working with ex-
their adventures in the magazines were often even more plorers. In the Pulps, he was often the foil or business
bizarre than those of their comrades. For example, heroes partner of the main hero. Big game hunters were also
such as G-8 and his Battle Aces fought mad scientists, frequently depicted as villainous; greedy poachers, insen-
monsters and even supernatural menaces. The adventures sitive colonialists or deranged obsessives.
of these heroic aviators encompassed
encompassed speed, travel to exotic
Quote: “Move quietly, but condently. If we act like prey,
locations, high technology, the freedom of the air and
they’ll act like predators.”
thrilling dog-ghts with merciless and deadly opponents.
There are only a handful of commercial airlines in oper- Awareness: 5 Coordination: 3 Ingenuity: 4
ation, so unless they are of independent means, most air Presence: 3 Resolve: 3 Strength: 4
aces will be forced into freelancing if they want to stay in
the air. Possible freelance jobs include ying for Holly- Skills: Animal Handling 2, Athletics 2, Fighting 3, Knowl-
wood, mercenary work, giving lessons, or performing edge 2, Marksman 3, Subterfuge 3, Survival 3
daredevil stunts at air shows. Traits:
Quote: “YeeeeeHAAAAAA!” Adversary (Minor Bad Trait)
Awareness: 4 Coordination: 4 Ingenuity: 3 Favorite Gun (Minor Good Trait)
Presence: 3 Resolve: 4 Strength: 4 Keen Senses (Minor Good Trait)
Skills: Athletics 3, Fighting 3, Knowledge 2, Marksman Maverick (Minor Bad Trait)
2, Technolo
Technology
gy 2, Transport 3
Sharpshooter (Minor Good Trait)
Traits:
Tracker (Minor Good Trait)
Adversary (Minor Bad Trait)
Total Character Points: 42
Favorite Vehicle (Minor Good Trait) Story Points: 12
Hot Shot (Minor Good Trait)
Impulsive (Minor Bad Trait)
Maverick (Minor Bad Trait)
Quick Reexes (Minor Good Trait)
Total Character Points: 37
Unspent Character Points: 5
Story Points: 12
240
Appendix
241
Pulp Fantastic
Appendix
A
243
Pulp Fantastic
Story Points: 12
244
Appendix
7)8'"23
Hard-boiled, cynical and wisecracking, this is the down-
at-heel private
private detective in the tradition of Sam Spade and
Mike Hammer, a tough guy often ready to fall for the rst
dame through the door. In the Pulps, the gumshoe could
be your best friend, or your worst enemy.
enemy. Most of the time
t ime
he’s broke, with nothing to his name but the name on the
ffi
door of his
bourbon rented
in his o ce,,aa
desk drawer
drawer, half-empty
ling cabinetbottle of details
with the cheap
of the case that got away, a loaded .38 in his pocket and a
rep for getting the job done. The gumshoe’s life is hard
and often grimy, but it’s never boring.
While the Pulps did feature examples
e xamples of rogue private eyes
who’dd branched out into blackmail, theft and even murder,
who’
by far the majority were bound by a deeply ingrained sense
of justice and a personal code of honor.
A private detective with his own business will need to nd
suitable office space and advertise. On the other hand, he
can also set his own fees. The private detective’s relation-
ship with the local police may be one of mutual respect
or complete antipathy. A private detective must usually
have a license. It gives the private detective the right to
advertise and to charge for Investigations; otherwise he X)-6*3 O&-6
has the same powers as any private citizen.
The Jungle King (or Queen) is a native of Western civili-
Quote: “I woke up feeling lousy, mostly because I’d gone zation who – due to bizarre and unfortunate circumstance
to bed sober.” - was raised by animals in an isolated wilderness and has
attained a peak of physica
physicall perfection. Jungle Kings often
Awareness: 4 Coordination: 3 Ingenuity: 4
possess enhanced senses and the ability to communicate
Presence: 3 Resolve: 4 Strength: 3 with animals. They use their heightened abilities to protect
their “kingdom” from intrusion and exploitation by the
Skills: Convince 3, Fighting 3, Knowledge 2, Marksman
3, Subterfuge 3, Transport 3
outside world. Their adventures often
often bring them into the
civilized world, where their rough and ready nobility
Traits: highlights the hypocrisy and shifting morality of modern
life.
Breaking & Entering (Major Good Trait)
Appendix
P#@$&#* A@$&'$ “normal”” men who use their abilities at stealth and disguise
“normal
to terrify the cowardly and superstitious criminals that
The martial artist hails from the mysterio
mysterious
us eastern realm they face, giving them a superhuman edge over their much
known as Asia (see Mystic East for more details on the more numerous opponents.
Asian continent), and is a student of one or more martial
arts disciplines. To the martial artist, these disciplines
Crime in the Pulp Era was often brutal, and brutal methods
were sometimes necessary to ght it. A vigilante who
represent more than self-defense and combat expertise.
deals with criminals too powerful or strange for the police,
The training includes a profound philosophy that teaches
the masked avenger is a weird gure who uses terror,
restraint
mind as and
wellhumility.
as theirMartial artists work
body, attuning to master
both to worktheir
in darkness and (usually) blazing twin .45’s to deliver justice
and hot lead to the guilty.
guilty. While a predecessor of the su-
harmony through the techniques they have learned.
per-hero, the masked avenger’s costume usually consists
Martial artists might develop their combat skills and phi-
losophy to aid a career as an agent or a law enforcer, or
of a dark suit, a trench coat or cape, a fedora and a domino
mask or concealing bandana, though more outlandish
might become an independent operative whose entire
and garish costumes have been known.
person is a weapon. No matter what career they choose
to pursue, martial artists possesses condence, commit- Due to their lethal methods, masked avengers were often as
ment, and the means to get the job done. persecuted by the police as they were hated by the under-
Quote: “If you know your enemy, but not yourself, you
world, hence the need for a secret identity
identity.. Masked avengers
often faced gangsters and mad scientists, but their investi-
will always be defeated.”
gations frequently led them into conict with stranger and
Awareness: 5 Coordination: 4 Ingenuity: 3 darker adversaries, such as vampires, ghouls and black ma-
gicians. While most masked avengers used theatrical tricks
Presence: 3 Resolve: 4 Strength: 4 and special eff ects
ects to terrify their opponents, some used
Skills: Athletics 3, Fighting 3, Marksman 2, Subterfuge 3 psychic gifts and mesmerism to achieve their aims.
Traits: While some masked avengers are motivated by tragedy,
the majority are simply trying to do the right thing. Many
Adversary (Minor Bad Trait) are wealthy young men (very rarely women) who have
Code of Conduct (Minor Bad Trait) decided to put their natural gifts and extensiv
extensivee resources
to the service of justice – as opposed to the Law. The masked
Enlightened (Special Good Trait) avenger is a staple of the Pulp genre. Examples include
Fresh Meat (Minor Bad Trait) the Shadow, the Spider and the Black Bat.
Indomitable (Major Good Trait) Quote: “Crime does not pay!” ! ! !
Martial Artist (Major Good Trait) Awareness: 4 Coordination: 3 Ingenuity: 4
Quick Reexes (Minor Good Trait) Presence: 4 Resolve: 5 Strength: 3
Tough (Minor Good Trait) Skills: Athletics 3, Fighting 3, Knowledge 3, Marksman 3,
Total Character Points: 38 Subterfuge 3, Technology 2, Transport 2
Traits:
Unspent Character Points: 4
Adversary (Major Bad Trait)
Story Points: 12
Breaking & Entering (Major Good Trait)
P#'>3M AK3-63@ Cloud Men’s Minds (Major Good Trait)
The laughter lilted softly through the wet, dark alley. “Crusher” A
Code of Conduct (Minor Bad Trait)
Kreel had run into a dead end, and had just realized it. He drew
his gun, more out of fear than out of any desire to use it. The Crack Shot (Minor Good Trait)
quiet voice of Smoke lled the darkness and the alley. It was Dark Secret (Major Bad Trait)
a voice lled with menace. “Those guns are useless, Kreel. You
know that you can’t shoot Smoke.
Smoke.”” Insatiable Curiosity (Minor Bad Trait)
Kreel fell to his knees and dropped his gun as the laughter Maverick (Minor Bad Trait)
again lled the alley
alley.. Obsession (Minor Bad Treat)
The weed of crime bears bitter fruit, and the masked Psychic (Special Good Trait)
avenger intends to ensure it tastes very bitter indeed.
While some characters thrive on their Reputation, on Wealthy (Minor Good Trait)
being known, the masked avenger thrives on being Total Character Points: 42
unknown. His weapons are rumor and superstition, his
cloak secrecy. The masked avenger represents those Story Points: 12
247
Pulp Fantastic
248
Appendix
249
Pulp Fantastic
E+3@#$2@ (3@'2-#*&$5
Only three living people in America knew that the secret The Personality is in the public’s eye by day. A movie star,
city existed underneath of Washington D.C., and even radio star (or both!), a high-prole community leader or
fewer knew as completely as Jimmy what secrets were politician, or maybe even a world-famous novelist—all
inside of it… these and more t into the Personality advanced class.
Personalities are recognizable, have some amount of fame
Spies and Special Agents have long been a staple of Pulp
and a following, and often have the reputation and wealth
Fiction, and The Operator is the cream of the crop, the best
that his country has to off er.
er. An Operator is the type of (or illusionmight
sonalities thereof) to go
simply bealong with
famous the spotlight.
because Per-
of who they
secret agent who tends to tackle, and beat, foreign (some-
are, or may have earned her status by what they’ve done.
times very foreign) invasions of the shores of his or her
A personality could be an entertainer, a celebrity, a dilet-
country, usually single-handed. A government will often
tante, a politician, or the bored off spring
spring of one of these
only have one person who has been elevated to the rank
public personalities.
of being an Operator (on rare occasions two) per branch
of Intelligence or Espionage organizations. Operators are Quote: “Daaarling! How simply delightful to see you!”
as rare as they are deadly.
Awareness: 4 Coordination: 4 Ingenuity: 4
Quote: “History may be moving pretty quickly these days,
but I know which side I’m on.” Presence: 4 Resolve: 4 Strength: 4
Skills: Convince 3, Knowledge 2, Marksman 1, Technolo-
Awareness: 4 Coordination: 3 Ingenuity: 4 gy 1, Transport 3
Presence: 4 Resolve: 4 Strength: 3
Traits:
Skills:
MarksmanAthletics 2, Convince
3, Subterfuge 2, Fighting
3, Survival 3, Knowledge
1, Transport 2 2, Attractive (Minor Good Trait)
Charming (Minor Good Trait)
Traits:
Code of Conduct – Etiquette (Minor Bad Trait)
Adversary (Major Bad Trait)
Dark Secret (Minor Bad Trait)
Authority (Minor Good Trait)
Friends in Society (Minor Good Trait)
Breaking & Entering (Major Good Trait)
Hot Shot (Minor Good Trait)
Charming (Minor Good Trait)
Maverick (Minor Bad Trait)
Crack Shot (Minor Good Trait)
Wealthy (Minor Good Trait)
Hot Shot (Minor Good Trait)
Total Character Points: 36
Obligation (Major Bad Trait)
Unspent Character Points: 6
Tough (Minor Good Trait) Story Points: 12
Total Character Points: 42
Story Points: 12
250
Pulp Fantastic
Appendix
just deepof
the hope inmaking
hock and must
o ne
one stay ahead
big score to pay of his ocreditors
them credit ors in
ff . Regard- mately, to survive.
Mercenary characters ght on behalf of their employer
less, the sea dog is a tough customer with his own sense
for as long as they are being paid. Mercenaries frequent-
of honor, and a good man to have at your back in a tight
ly nd themselves dispatched
dispatched to hot spots for duties their
spot. He has friends all over the world (and enemies too),
employer would rather not be associated with directly.
and can usually be relied on to nd a safe harbor almost
Mercenaries may work covertly for government
governments,
s, corpo-
anywhere on Earth.
rations or private individuals.
Quote: “Gimme a storm! Smooth seas make lazy sailors.”
The soldier character is a well-rounded combat expert,
Awareness: 4 Coordination: 3 Ingenuity: 3 combining both melee and ranged weapon expertise.
Presence: 3 Resolve: 4 Strength: 3 Quote: “A well-trained soldier can beat anything, except
a superior officer.”
Skills: Fighting 3, Craft 3, Knowledge 3, Survival 2, Tech-
Tech-
nology 2, Transport 3 Awareness: 4 Coordination: 3 Ingenuity: 3
A
253
Pulp Fantastic
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Like the scientist and the grease monkey, the Weird In-
ventor is technically and scientically skilled. Unlike both,
weird inventors are also inspired in a way that seemingly
allows them to see beyond the realms of the possible,
forming theories and crafting devices that apparently defy
the laws of science as they are currently understood.
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