Documente Academic
Documente Profesional
Documente Cultură
Writing: Chris Halliday, Christopher Helton, Jonathan Nichols and Jonathan M. Thompson
Additional Development: John Snead, DM Elliot, Anna Dobritt, Stephen J. Miller, Ramsey Lundock,
Neale Davidson, Jos Porfrio, Timothy Brannon, Eric Pavlat, J. Thomas Pavlat and Luke Green
Proofreading: T. R. Knight
Graphic Design, Typography and Digitial Pre-Press: Richard Iorio II
Playtesters: Jonathan M. Thompson, Adam R. Thompson, Terrece Thompson, Clay Weeks, Christopher Helton, Ramsey Lundock, Mark Vorwerk and Jos Porfrio
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. 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, Fantastic 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.
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 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.
FA N TA S T I C
Introduction
What is Pulp Fantastic?
Whats a Role-playing Game?
The Basics
How To Use This Book
Playing the Game
PULP!
Chapter 1
Characters
Attributes
Skills
Traits
Story Points
Rules
A Note On Dice
Setting
Example of Play
Chapter 2
Creating a Group
The Premise
Who are the Characters?
Whos the Supporting Cast?
What Resources Do You Have?
Who Opposes You?
Connect It All Up
Creating your Character
Attributes
The Six Attributes
Awareness
Coordination
Ingenuity
Presence
Resolve
Strength
Skills
Areas of Expertise
Trappings
Assigning Skill Points
Skills List
Animal Handling
Athletics
Convince
Craft
11
11
12
12
12
12
13
27
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28
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29
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33
33
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35
35
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36
36
36
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37
37
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38
38
38
38
39
39
39
40
40
Fighting
Knowledge
Marksman
Medicine
Science
Subterfuge
Survival
Technology
Transport
Traits
Affecting your Character
Buying Traits
Traits List
List of Traits in order
Good Traits
Bad Traits
Special Traits
Psychic Traits
Creature Traits
Good Traits
Bad Traits
Special Traits
Psychic Traits
Story Points
Finishing Touches
Name
Background
Connections
Appearance
Equipment
Personal Goals
Groups & Bases
Story Point Traits
Good Group Traits
Bad Group Traits
Chapter 3
The Colonial World
Travel in the Colonies
Regions of the Era
The United States
England and Europe
North America
South and Central America
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43
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62
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63
63
65
67
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67
68
73
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Africa
Asia
Australia
Antarctica
Chapter 4
Interesting Times
The Great War
The Roaring 20s
Timeline 1901 1939
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
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84
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Chapter 5
Division 4
French Foreign Legion
Hermetic Order of the Golden Dawn
The Invisible College
Knights of the Round Table
MI7
The Air Cavalry
Pinkerton Detective Agency
Scotland Yard
International Criminal Police Organization
Red Headed League
The Tong of
the Black Scorpion
The Tsang-Chan
The Mafia
99
99
100
100
100
101
102
103
103
104
105
105
106
106
106
107
86
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91
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92
92
94
94
94
95
95
96
96
The Nazis
The Gestapo
The SS
The Ahnenerbe
The Mara Brotherhood
Chapter 6
Why Roleplay?
Why Use Rules?
Rules are meant to be broken
Dont Cheat
Creating Your Character
Playing Your Character
Advanced Techniques
Research & Investigation
Action
Working as a group
Character Plots
Downtime
Conspiracies
Chapter 7
The Basic Rule
Unskilled Attempts
How a roll works
Intent
Difficulty
How well have you done?
Cooperation
Taking Time
Contested Rolls
Complications
Multiple Opponents
Combat & Extended Conflicts
108
110
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113
113
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115
115
115
116
117
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118
118
118
119
120
120
121
122
122
122
123
Intent
Action Phases
Exceptions
Characters roll and perform their actions
Reactions - Resisting the roll
Ongoing Reactions
Combat Complications
Getting Hit
Chases
Terrain
Pursuit!
Combat in Chases
Doing Something Crazy
Cooperating in a Chase
Losing a Physical Conflict: Getting Hurt
Levels of Injury
123
123
123
123
123
124
124
126
126
127
127
127
127
127
128
128
Skills
Traits
Story Points
Leaving the Game
Getting Killed
Forced to Leave
Choosing to Leave
Chapter 8
Trappings vs Group Traits
Obtaining Equipment
General Equipment
Equipment Thats Not Listed
You Have It Until You Need It
Improvising Equipment
Weapons
Guns
138
138
138
138
138
138
138
139
139
139
139
140
140
140
141
141
Fighting Damage
Marksman Damage
Other Sources of Injury
Mental or Social Conflicts
Bluffing & Deception
Arguments
Getting scared
Losing a Mental or Social Conflict
Loss of Attributes
Temporary Bad Trait
Forced To Comply
Healing
Natural Healing
Medic!
Multiple Injuries and Reduced Attributes
Story Points
Clues
Bonus Dice
Avoiding Failure
Ignore Damage
Ignoring Bad Traits
Inspiring Others
Altering the Plot
Gaining Story Points
Good Role-playing
Embracing Bad Traits
Completing Goals
Accepting Plot Twists
Helping Out
Maximum Story Points
Learning and Improvement
Attributes
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130
133
133
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134
134
134
134
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135
136
136
136
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137
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138
Pistols
141
Shotguns and Rifles
143
Machine guns
143
Sub-machine Guns
144
Beam Weapons
144
Sniper Rifles
144
Telescopic Sight
145
Other Ranged Weapons
145
Melee Weapons
146
Explosives
146
Armor
147
Lifestyle
148
Vehicles
149
Attributes
149
Traits
149
Sample Vehicles
149
Motorcycles
149
Cars
150
Military Vehicles
150
Airplanes
150
Zeppelins
152
Technology Levels
152
TL 1: Stone Age
152
TL 2: Bronze/Iron Age Middle Ages
152
TL 3: Age of Reason
153
TL 4: Industrial Age
153
TL 5: Space Faring/Information Age
153
TL 6: Star Faring Age
154
Purchasing Items of Lower or Higher Technology
Level
154
Chapter 9
155
Owning a Invention
155
Creating Inventions
Behold! I call it the
Building Inventions
Invention Traits
Augment
Bulky
Control
Convert
Delete
Detect
Disable
Feedback
Force-field
Fragile
Hungry
Innocuous
One Shot
Open/Close
Restriction
Scan
Simple Controls
Simple Mechanism
Slow
Transmit
Travel
Unreliable
Weld
Zap
Invention Story Points
Some Example Inventions
Gas Gun
Hypno-Disc
Rocket Pack
Sub-Etheric Electrosender
Chapter 10
Storyteller
Director
Referee
What do you need to play?
Basic Gamemastering
Taking Charge
Be Prepared!
Make The Players Do The Work
Relax & Have Fun
Hints & Tips
Rules & When To Bend Them
Death is not the end
What To Do When Players Are Absent
156
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156
157
157
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158
158
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159
167
168
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172
159
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186
186
187
187
188
189
190
190
193
193
193
194
194
194
Fighting
Marksman
Subterfuge
Survival
Creature Creation
Traits
Additional Limbs*
Aggressive
Amphibious
Armor
Aquatic
Bite
Burrowing
Claw
Constrict
Climbing
Enhanced Senses
Environmental
Fast-Moving
Fear Factor*
Flight
Frenzy
Grab
Immaterial
Immortal
Immunity*
Infection
Invisible
Leap
Lurker
Natural Weapons
Networked
Nocturnal
Passive
Poison
Possess
Replication
Savage Roar
Screamer!
Shapeshift
Slow-Moving
Snap
Special
Stalker
Stinger
Stomp
Strange Appearance
Teleport
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194
194
195
195
196
196
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202
202
202
202
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203
Trample
Warning
Chapter 13
Animals
Alligator
Bat
Bear
Big Cat
Bird, Large
Boar (Wild Pig)
Chimpanzee
Gorilla
Monitor Lizard
Octopus
Rat
Scorpion
Shark
Snake, Constrictor
Snake, Venomous
Wolf
Cryptids
Ape, Giant
Ape Man
Kraken
Stinging Bell Plant
Mongolian Death Worm
Spider, Giant
Spider, Monstrous
Vampire Bat, Giant
White Ape
Yeti
Meh-Teh
Migoi
Fantastic Creatures
Eldritch Abomination
Minor Eldritch Abomination
Martian
Martian War Machine
Undead
Mummy
Skeleton
Vampire
New Vampire
Master Vampire
Werewolf
Zombie
The Enslaved Dead
The Hungry Dead
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222
Dinosaurs
Pterosaur
Raptor
Tyrannosaur
Chapter 14
The Black Tie Affair
Robin and His Unmerry Men
Merry Men
Robin Hood
Aftermath
Lady Lilliamont
Mr Haberdrant of
22 Arcadia Avenue
Mr. Haberdrant
Underground Auction
Thug
222
222
223
224
225
225
225
226
226
226
227
227
227
228
228
229
Grease Monkey
Gumshoe
Jungle King
Law Enforcer
Mob Moll
Martial Artist
Masked Avenger
Mystic
Mystery Man
News Hound
Operator
Personality
Relic Hunter
Rocket Man
Science Hero
Scientist
244
245
245
246
246
247
247
248
248
249
250
250
251
251
252
252
Light Lance
Aftermath
All Seeing Eye
Bibliography
References
Movies and TV
Comics
The Genre
The Pulp Magazines
Reprints
Crimefighting/Superhero
Aviation/War
Horror/Weird Menace
Spy/Espionage
Adventure/Exploration
Detective Stories
Science Fiction
General
Comtemporary Pulp
The Era
Places
Appendix
Academic
Air Ace
Big Game Hunter
Brawler
Escape Artist
Explorer
Femme Fatale
Gangster
Gentleman Crook
G-Man
230
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236
236
236
236
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240
240
241
241
242
242
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243
244
Sea Dog
Soldier
Weird Inventor
253
253
254
Introduction
T
Back in the Pulp Era, the lines between those who were heroes
and those who were villains were clearly demarcated in the
stark contrast of black and white. The heroes were giants in
their world, towering over even the colossal skyscrapers going
up in the gleaming metropolis that they would safeguard.
In the chapters that follow you will find the rules that are
the backbone of character creation in pulp fantastic.
But, these rules are only a part of the process of creating
characters. Pulp heroes are stories, modern day mythologies that reflected the time period in which they were
created, as well as amplifying that world. Those stories
should be the most important element of the character
creation process, and those stories should take precedence
over the rules. The rules of character creation should help
to simulate the stories of the character, stories yet to be
told, not limit them.
The first of these pulp heroes was The Shadow; the nemesis
of the night, born from the runaway typewriter of Walter
Gibson in the early 1930s. The pulp business was no more
imaginative then than television or Hollywood is today;
soon, a host of heroes was spawned to capitalize on the
success of The Shadow, from The Spider and The Octopus
to Doc Savage and countless others.
The pulp heroes were the last burst of those mass-produced, formula-fiction factories known as the pulp magazines. Born about the turn of the century, the pulps they
took their name from the inexpensive paper on which
they originally were printed were usually of suspect
literary quality, but besides inflaming the imaginations
SETUP
Pulp Fantastic
The first part of this book (once you get past this introduction) is all about set-up how to come up with a framework
for your group, and how to roll up your individual characters. A framework explains why all your characters are
working together, and what it is theyre trying to achieve
as a group. Are they fearless explorers of the unknown,
uncovering the secret history of mankind? Are they the
agents of a reclusive millionaire, searching for the secret
of eternal youth? Are they a band of bored war-buddies,
putting their battle-forged skills to use promoting truth
and justice? Are they relic hunters in the employ of a major
university museum, braving untold dangers for fortune
and glory? Or have they all lost loved ones to the machinations of a nefarious evil mastermind, and are bound
together in the cause of justice by grief and a thirst for
vengeance? There are some suggested group frameworks
on page 36.
The Basics
Firstly, you need a few friends to play the pulp fantastic rpg. One of you will be the Gamemaster, and the rest
of you will be the players. The game works with as few as
two people (one gm, one player), but its best with 3-5
players. (By the way, if you havent decided whos going to
be the gm, then the owner of the book should take on that
responsibility.)
Secondly, youll need to be familiar with the contents of
this book. You dont need to memorise the whole thing,
but you should understand how the basic rules (chapter
7 the basics) work, and how to make characters (chapter
2 genesis).
Thirdly, youll need a few dice (the normal, six-sided ones).
When an outcome is in doubt, youll be rolling dice to see
whether or not your character succeeds. Lets say you want
to scramble over a fence to escape the gang of thugs thats
on your heels. Youd add your characters Coordination
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 gm, you make
it over the fence in time. If you roll badly... well, looks like
youve a fight on your hands, unless you spend a Story
Point.
Fourth, youll need a way to keep track of Story Points.
Story points are a way for you to change a bad roll or alter
the story in your favour. Youll be getting and spending
a lot of story points, so youll need a pile of tokens.
Pennies, glass beads, jelly beans, cardboard chits, anything
like that will do.
Got all that? Good. Lets get moving.
12
PULP!
By Jonathan Nichols
Pulp Fantastic
But how? Wash protested. The city isnt anywhere near
a fault line?
SETUP
cairo, egypt
The wailing of street vendors and beggars assaulted the
eardrums of the three as they made their way through the
marketplace. To Veronica Pentecost, the entire display felt
dirty and untouchable as she continuously yanked her
flowing robes away from grabbing hands.
Want to explain to me again why the hell I have to wear
this again? Veronica cursed from behind her veil.
Because doll, thats how women are supposed to dress
round these parts. Washington Stuttz explained. Me and
Chase here just look like a couple of white men. But if the
locals got a good look at your gams, wed be in the soup
for sure.
How many times have you been here, Stuttz? Veronica
asked as she squeezed herself between denizens of the
densely packed bazaar.
Im an archeologist, Wash said blithely. Cant really call
yourself that until youve been on at least a couple of digs
in Egypt, toots.
Veronica Pentecost took hold of Wash by the shoulder and
spun him around to face her glare.
One day youre going to call me toots or dolland the
next words out of your mouth will be my crotch! She
stabbed me in my crotch! threatened Veronica.
Thats right, Wash replied with a dirty smile. I like em
rough!
Mercifully, Chase arrived in their midst and broke the
confrontation apart. He was wearing a turban and robes.
INTRODUCTION
So what are you supposed to be? Wash asked incredulously.
One of the first rules of espionage. Blend in with the
populace and dont call attention to yourself, the young
secret agent stated. Got these from a vendor for a swell
price.
Friends! Friends! shouted a just-arrived stranger.
The approaching stranger was a portly Arab man in an
ill-fitting and equally ill-fashioned suit. A scraggly black
beard surround his lips and chin, contrasting against the
pale teeth of his smile.
Welcome to Cairo, City of the Pharaohs! I am to be your
guide here, Re-Zal Evad, the man said with arms wide
open.
Sterling Westinghouse sends his compliments, Wash
said to him in response.
You know this cat? asked Chase.
Westinghouse called me just after we took off and said
hed found us a local contact, Wash said.
And when were you going to let us in on that? I nearly
blew this guys head off! Veronica growled.
Come! Come! I have hotel waiting for you! beckoned
Re-Zal Evad as he moved off into the sea of humanity that
was the streets of Cairo.
A warm bath and a change of clothes later, our heroes
found themselves in their modest hotel rooms, sitting and
letting a ceiling fan attempt to push back the desert heat.
Washington Stuttz sat on the bed and tuned the knobs of
his wrist communicator until the vision of Sterlington
Westinghouse came into view in vivid black and white.
Weve checked into the hotel, Wash reported to the boss.
Our expedition leaves tomorrow morning. Anything new?
No new quakes just yet, thank God. Be carefuland
contact me when youve reached the target, Westinghouse
ordered.
Got it, boss, Wash said before cutting the channel and
lying back on his bed where he promptly fell asleep.
Engulfed by the dense fog of exhaustion, Washington was
oblivious that night to the cloaked figures that surrounded the hotel and even made their way inside and up the
stairs. Unaware was he that three of these cloaked ones
in fact had arrived inside his room while he slumbered
and snored. So light were their steps that not even the
squeaky floorboard beside Washs bed uttered the smallest
creak as it was pressed upon. The lead would-be-assassin
drew the length of his scimitar blade from the cloth belt
that was around his waist. Directly and with sinister intent,
the assassin pointed his sword downward, raised high
above the midsection of Dr. Stuttz. If performed correctly,
Stuttz would never even utter a sound during his own
murder. Were it not for a single, solitary bead of sweat
fallen from the sword wielder to Washs nose, that is exactly
what would have happened.
SETUP
Pulp Fantastic
an attackers corpse from Washs room. We were going
to ask you the same thing. Any idea who these jamokes
might be?
16
INTRODUCTION
stretching out from it, it should be radiating a great deal
of powercant miss it, Fleming explained.
zanzibar
Where was Washington Stuttz? That was the single question on the collective minds of Chase Danner and Veronica Pentecost as they raced through the streets of the island
of Zanzibar, the two of them again finding themselves in
a crowded and exotic locality. Shortly after Chase landed
the plane on the island, the four of them dispersed in
search of the earthquake machine. That was 8 hours ago.
Wash had not been heard from since.
Pulp Fantastic
a bicyclist and made the charge through traffic in order
to get to the marketplace across the street.
SETUP
INTRODUCTION
what lie ahead. It was indeed a temple, centuries old by
Stuttzs reckon. But by catching sight of the gleaming
metal tube that was at the temples center, appearing
entirely as an anachronism juxtaposed against the ancient
stonework, Wash knew that his archaeological curiosities
would have to take a back seat to the dangers that the
world faced. He was, however, entirely oblivious of the
dangers that lurked just around the corner for him.
Wary of booby traps placed in the temple from ages forgotten, Stuttz entered the structure that was overwhelmed
by vines and other foliage. The metal of the device shined
before him, looking most distinctly out of place amidst
the ruins. He looked it over for a bit, studying all of its
lights, wires and panels. All told, the entire thing was no
longer than three or four barrels placed end to end. Raising
his wrist to his mouth, he made what was to Stuttz, the
only sensible decision.
Doc, you there? Wash said into the communicator. I
found the machine, but Im a little out of my depth here.
Well done Washington! Well done! Dr. Fleming exalted
from all the way in New York. Now move over to the
bottom of the device where youll see a nodule protruding.
It should be the power coupling.
Wash complied. He removed his fedora and ground himself
through the dirt until he was underneath the rear compartment of the technological cylinder just as if he were
about to change the oil on a car.
What am I looking for again? Wash asked while struggling with the gizmo.
A power coupling, the Doc replied.
Whats it look like?
A black cable.
Is it bigger than a bread box?
Of course it is! Dont be ridiculous!
I dont see anything like that.
Really? Are you sure youre in the right place?
Pretty sure, yeah.
I dont understand. Why dont you see the power coupling?
Look Doc, if I knew that wed be able to skip this conversation altogether.
Now where are you on the device again?
Just where you told me to go! Under the gizmo where the
nodule protrudes!
Oh, Fleming said with realization followed by a brief
silence. Thats not it then. Lets start over.
Dr. Fleming is indeed fortunate not have been in the jungle
temple with Dr. Stuttz, as the latter would most certainly
have shown the former just where he could place the
devices protruding nodule.
Wash got his answer as the guide came running out of the
dense trees, hollering in his native language. Though
Stuttz attempted to steady the man and calm him down
from hysterics, it was of no use. Instead, the native merely
pointed behind them in the direction that he had just come
running fromso that they could both watch the largest
crocodile either of them had ever seen come rising out of
the jungle!
Oh great, Washington sighed in exasperation.
Ominously it crawled, low to the ground and slithering
its tail. Its powerful, beak-like snout opened ever so slightly and allowed a reptilian hiss to escape. In a desperate
panic, the native guide charged the croc, causing it to
open its ever-gaping maw. The guide moved swiftly to jam
his walking stick between the upper and lower jaw of the
great lizard, rendering the beast unable to bite. Infuriated
by this, the crocodile mustered all the strength in its jaw
and snapped the obfuscating walking stick as if it were a
dry twig. The native guide then proceeded to be swallowed
whole, down into the gullet of the animal.
Stuttz did not believe the croc to be sated, despite the
human outline now in the belly of the beast. It eyed him
with eyes cold and devoid of emotion. They appeared as
two black pools, darkened voids which stared back at
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.
First came its tail with a broad slash just slightly over his
head. Stuttz jumped back a good six feet, narrowly avoiding connection with the spiny appendage. The second
time around he was not so lucky. The tail swung back and
slapped into Washs hand with surprising force. He watched
helplessly as the mace rolled away and into the green,
bushy, undergrowth of Zanzibar. The lizard moved swiftly
towards him, mouth agape just as it had done with its
previous victim. Empty-handed combat between a Harvard
professor and a giant crocodile; sounded fair to Wash.
With fight-or-flight instincts fully in place, Washington
Stuttz leaped onto the crocodiles head. The head was
essentially flat and made for a perfect springboard. Wash
was able to propel himself to the animals rear flank in
order to grab hold of its tail. A wrestling match of evolutionary proportions commenced. Reptile versus mammal.
19
Pulp Fantastic
SETUP
INTRODUCTION
because I can no longer get into contact with their wrist
communicators!
Sterling Westinghouse paused briefly and allowed his gaze
to drift while he mentally measured what his chief scientist had just told him. If the expedition of the three was
indeed lost, then whoever was responsible for these insidious earthquakes had already won.
You may have just written the worlds epitaph, Dr.
Fleming, Westinghouse said somberly.
HOW LONG CAN THE WORLD HOLD OUT AGAINST THE EARTHQUAKE DEVICE? WHAT WILL BE THE FATE OF OUR CAPTURED
HEROES? HAVE THE NAZIS RISEN FROM THE ASHES TO AGAIN
TORMENT THE WORLD?
antarctica
Silently and effortlessly, the Nazi blimp glided above the
frozen wastes. Securely fastened to a chair in the gondola,
Washington Stuttz looked down at the mountains of ice
and swirling snows. Below him was the coldest continent
on earth. Temperatures were regularly well into the hundreds below zero, any exposed human skin would freeze
on contact with the frigid air, and with nothing but white
in all directions, it would be so simple to become lost.
There would be no means of escape for Stuttz and his crew
this time.
Dont be so glum, Jack. I hear its nice down there, this
time of year, came the voice of Chase Danner, the man
who was chained next to him and reading the creased
copy of On The Road that he carried with him.
Sureif you call over a hundred degrees below zero nice,
Wash said with a sullen tenor.
Sounds cold, remarked Veronica Pentecost who was
likewise chained to a nearby chair. Well just have to keep
each other warm, wont we Chase?
The Nazis dispersed parkas to the prisoners and soon the
blimp descended and attached itself to a gantry tower born
skyward out of the snow and anchored in a metal platform.
The entire area around the tower was bustling with activity as the Germans had apparently carved an airbase out
of the ice of the Antarctic shelf. Snow crawlers and tanks
scurried about with mechanics as Leermeister brought
his captives down to the metal platform via elevator.
At the edge of the apron platform was a gaping black
mouth that formed the entrance to a cave. As the troops
plodded them along in a hurry to get out of the cold air,
Chase could see that the cave stretched deeply into the
recess of the ground. But whats more, the cave served as
an improvisational aircraft hangar. And what aircraft it
housed! Chases jaw dropped as his eyes fell upon them
for never before had he seen their level of sophistication.
Some were jets shaped as batwings, others as saucers
(explaining to him the source of what people had been
calling UFOs. Little did the world know they werent from
little green men, but from men more evil even than the
Commies), and others wereyes they were! They had to
Pulp Fantastic
vaguely Oriental. I am Xan, an emissary from the kingdom
of Hyperborea.
This announcement was met with only an exchange of
dumb looks and disaffected silence from our heroes.
SETUP
Very well then, a contemplative Xan replied before pressing a button on his ornate belt. I shall have you now meet
a few of our other creations who escort you to your cells
where you will await whatever form of execution we deem
most amusing.
At that, the door to the dining hall slid openand six killer
penguins entered the room.
Yes! Killer penguins! Ordinary Emperor penguins of the
Antarctic now had rows of razor-sharp, piranha-like teeth
in their beaks and heavy weapons held in their modified
flippers. Around their waists were belts laden with ammunition clips and grenades. The penguin in the lead of
the formation leveled his heavy rifle at the three captives
and opened his beak for the first time and spoke:
Eep!
After being herded and corralled by the killer penguins
into a frigid jail cell, Stuttz, Pentecost, and Danner had no
course of action but to sit and waitand waitand wait.
This is driving me crazy! Wash exclaimed as he stood
up to pace, frustration finally getting the better of him. I
cant just sit here! Weve got to do something!
Youre flippin out, man! Chase hollered back. Theres
nothing we can do right now, so lets use our marbles to
come up with a plan! And all the while, Veronica sat silently, seemingly oblivious to their rant.
Oh yoo-hoo! a girly voice called from down the hallway.
Re-Zal Evad entered the brig to stand before their cell and
taunt sadistically. His corpulent form had been squeezed
into the accoutrements of an American teenager.
Re-Zal! Youre lucky I dont tear through these bars and
stomp on your head while cryin cocka-li-doodle-lee-doo!
Chase said with his hands firmly planted on the steel bars
of their cell.
Oh but sir! I was wanting to tell you that soon I leave for
America! I am going to hear live jazz for first time! And I
could not have done it without money gained from your
imprisonment! Shukran! Shukran! with that, he cackled
and departed in same direction that he came.
Oh yeah? Chase called after him, barely able to stick his
head through the bars. I hope your jazz show gets cancelledand they announce the a puppet show instead!
I like puppet shows, Veronica spoke for the first time
since they had been forced from the dining room and into
the brig.
Yeah? Well I like not being locked up in a cell by Nazis!
Washington complained. Now you want to actually contribute something to our planning here, or are you going
to continued to just sit and stare like you have been?
Without saying anything else, Veronica placed her hand
down her cleavage and removed a lock pick in the same
manner that a magician might extricate a rabbit from a
hat. She brandished it about in the air pompously for the
men to see.
INTRODUCTION
Whered you get that? Chase asked, surprised yet delighted.
Im a private investigator, she replied plainly. How else
do you think I get into buildings and rooms that Im not
supposed to be in?
Leaving that question to hang in the air, Veronica reached
her hands through the bars and around to the lock mechanism that she began to pick with all deftness and skillful
tenacity. After what seemed like endless seconds of rattling
and clanking of metal, the lock popped and the door swung
free. Before they were trapped and desperate, now thanks
to Veronicas crafty handling of the situation, the fight
was again theirs to be had. Overwhelmed by enthusiasm
for this prospect, Wash took Veronica in his arms and
kissed herbefore promptly dropping her.
Sorry, he said wiping his mouth. Got a little excited.
S-seems I underestimated you, Stuttz, stammered an
uncharacteristically doe-eyed Veronica.
Chase, you get to a radio transmitteror whatever kind
of Flash Gordon gizmo they have around hereand get
word to the boys back in New York. Veronica and I will
find the earthquake device and see how we can blow it up.
Now lets move like weve never moved before!
With those final instructions from Washington Stuttz, the
three moved out.
Back in New York City, the experiments of one Dr. Campbell Fleming were suddenly interrupted by the sound of
an incoming transmission on the radio receiver.
Uhh, hello? Fleming spoke into the microphone quizzically. His reply was a voice garbled through static. Hello?
Who is this? What do you want?
Doc! Its Chase!
Chase? a startled Fleming hooted. Chase Danner?
Great Scott! Campbell exclaimed after slapping his forehead and jerking about.
That aint all, Doc, Chase cautioned. These Nazis we got
here in the South Pole? Theyre building up for an attack.
I seen a lot of military installations in my time and I should
know. I got a look at the hangars on base and I saw theyve
been building super attack jets, rocketships, and theyve
been breeding an army of killer penguins.
All right! All right! Dr. Fleming interrupted. Listen,
Chase? How warm is it in that base?
You mean other than the brig? Its actually very warm.
Pulp Fantastic
Here, Veronica winked before tossing a handgun to him.
I got our guns and communicators out of hoc. Got Washs
mace, too.
SETUP
Cool, man, cool. But I got to the radio and chewed the fat
with the Doc. Heres what we gotta do, Chase began as
re-told the plan to the others.
Theoretically sound, Stuttz ruminated to himself. All
we have to do is find a way to blow this dump without
getting ourselves killed in the process.
Plenty of planes up top in the hangar, Chase remarked.
Just get me to any of em and I can fly us out of here.
Great, pretty boy. But outside of that were stumped,
confessed Veronica. With no better ideas coming, the three
gave in and contacted Dr. Fleming on their wrist communicators.
Great day in the morning! came Dr. Flemings exclamatory expression, transmitted from thousands of miles
away. None of you ever studied science? Oh for the love
of Break the piping of the geothermal gases near one of
the large fuel tanks. The metal of the storage tank will
slowly rise in temperature and then ignite the liquid fuel,
causing a domino effect throughout the area!
And with the help of Washs mace, that is exactly what the
three accomplished, despite the fact that all three of them
were very nearly sent to a scalding death by the ensuing
rush of gases that came straight from the inferno that was
the Earths core. Veronica Pentecost shrugged off the
matter, claiming that dodging death was what they did
best and that the steaming gases had actually been a benefit
to her by curling her hair. Less concerned with ladies
fashion and more with escaping the Nazis Antarctic lair,
the men of the three rushed for the surface to where the
aircraftand their escapeawaited.
Fools! Xan cursed after the S.S. lieutenant informed him
that the cells containing Wash, Chase, and Veronica were
empty. Find them! You have 30 minutes to do sobefore
I begin to find new ways of motivating you and your men!
Not wanting to waste a precious minute of that 30, the
lieutenant gave a Nazi salute and bolted out of the door.
Xan then turned to the table next to him and ran his frighteningly long fingernails over the scale model of the lunar
base that was planned. On the wall behind him were biological diagrams showing the level of genetic intricacy
that went into breeding a killer penguin. Too much was
on the line. Too much stood to be accomplished and conquered to have it all in ruins because these insignificant
three. Leermeister stood in the corner smoking a cigarette,
seemingly without sharing these concerns of Xans.
They must not be permitted to disable the earthquake
device, Xan told Leermeister, his Hyperborean confidence
breaking.
pow! pow! Gunfire filled the entire hangar as Nazi troopers took cover behind aircraft and equipment from the
pistols of Veronica and Chase. Rapidly they returned fire,
their stray bullets hitting a drum that contained some
24
form of flammable material and causing a raucous explosion in the main hangar.
Keep em pinned down! Stuttz shouted. Im going to
secure a plane! Chase nodded in understanding to Wash
and then went back to drawing a bead on the enemy soldiers.
Scurrying about and stopping to take cover behind whatever equipment had been left strewn about the aircraft
hangar, Wash made his way over to his plane of choice: a
bat-winged Nazi super jet. Not only did it appear large
enough to him to accommodate all three of them and not
only did it look speedy enough to carry them safely away
form the blast, but it just looked cool as all get out. Crouching low, Wash made his play for the plane.
It was then that his head bumped into the firmest set of
abdominal muscles he had ever seen. A large, bald Nazi
guard had emerged from behind the plane, carrying a
workmens wrench and batting it menacingly into his left
hand. Every muscle in the giants torso rippled in a show
of pure testosterone and his face sneered in challenge to
Washington Stuttz.
Thats the biggest damned German Ive ever seen! Stuttz
thought to himself. Oh well, no sense dragging this out
any further. With that, Stuttz thrust himself forward and
slammed into the mans mid-section. Though tiny by
comparison, Wash was a brawler by nature and was not
going to go down without swinging a few. But then again,
neither was his opponent.
With a shove on the shoulders, the giant Nazi flung Stuttz
from on top of him, sending him flying into yet another
series of steel drums. After quickly picking himself back
up, Wash drew his mace and closed to engage the
wrench-wielding menace.
Their metal weapons clashed and clanked, connecting
with each swing like swords in a duel. Wash could feel the
Nazis superior strength battering away at him and did not
know just how much longer he could hold out against
him. Suddenly, the bald Nazi had found an opening and
gave Wash a haymaker of a right hook to the jaw. Wash
immediately crumpled to the floor, seeing stars and very
nearly blacking out, an action that would surely have
doomed them all. The Nazi stood over him, giving him
insidious prodding kicks to the stomach and jeering at
him in German.
That was all it took for Wash to fight back the falling curtain
of unconsciousness. No way was this man going to take a
fall for a Nazi! Thinking his prey had been sufficiently
disabled, the guard leaned his face downward to inspect
and ridicule his fallen foe. It was a perfect opportunity for
Wash to give a massive swing of his mace and cave in the
side of the Nazis head entirely.
Elsewhere in the hangar, Veronica and Chase had commandeered a tug cart. Veering and careening between the
parked jets, Veronica drove the tug while Chases handgun
spat hot, leaded death at their enemies. A few Nazis fled,
fearing that if a bullet didnt kill them, Veronicas wild
INTRODUCTION
driving would run them over. Others still met one of the
previously mentioned fates.
Hold on! Veronica ordered as she found herself unable
to brake in time to avoid hitting a wheeled tool chest.
Chase ducked and wrapped his arms around his head just
before there was a prodigious crash and metal went flying.
The tug went into a skid. The world began to spin. And
though Wash stood by the flying wing, frantically attempting to wave Veronica off, the heavy vehicle clipped straight
through the nose gear of the jet, snapping it clean from
the fuselage. The front end of the aircraft dropped to the
floor with a heavy crash, shattering the canopy and fragmenting the nose into cracks with a small electric fire
beginning to burn. The tug came to a stop after it veered
out of control into the side of the hangar, jolting its occupants free.
Its ruined, Stuttz said sadly. We fought our way here
for nothing.
We dont have much time left, Veronica said somberly.
Come on! Stuttz said, shaking loose any self-pity for
their situation. Theres a snow crawler outside. Grab a
parka from the mechanics rack and lets go!
This is a drag, Daddy-O! Chase called out as he held on
to the side of the snow crawler. I think I just saw a turtle
race pass us!
Even Stuttz had to quietly agree with him. The vehicle was
already at top speed in the snow and they had made only
a modest amount of distance from the base. The ground
shook from the shockwaves of the initial detonation in
the lower levels of the base. Soon, the entire area would
go up in a gigantic paroxysm of fire. They werent going
to make it.
Fissures began to develop in the ice as the tremors from
the blast flowed outward from the center. As these cracks
in the ice gaped open wide, a moving mass of black and
white began to spill forth from themthe Killer Penguins.
Their incubation chambers had broken apart and the
penguins had been set freemassing their way straight
for the snow crawler.
Man, those things are going to devour every scrap of flesh
on our bodies, Chase said in soft awe, catatonic in the
face of the oncoming tidal wave of penguins that emitted
and endless chorus of Eep! Eep! Eep!
Devouring my flesh has been tried on me before. But I
somehow doubt its going to be as fun this time, said
Veronica as she lit a cigarette in preparation for an ugly
fight.
The region around the snow crawler had turned from an
endless field of white to a sea teeming of black and white.
Stuttz turned the beam of the snow crawlers rotary searchlight directly upon the encroaching killer birds. Their
beaks squawked out at the light as they became blinded
from the glare reflected by the snow and ice. That is when
Veronica took the first shot. The rapport of the gun made
a sharp crack in the cold air. A killer penguin fell dead
Pulp Fantastic
SETUP
26
Chapter 1
Basics
Characters
Player characters (pcs) are the avatars controlled by the
players. Theyre the heroes of the series, the protagonists,
and the starring cast. Non-player characters (npcs) are
controlled by the Gamemaster; theyre villains, extras,
and the supporting cast.
In terms of rules, characters are defined by Attributes,
Traits and Skills. They also have Story Points.
Skills
Skills cover the characters specialist knowledge and learning, everything from shooting a gun or moving stealthily
to being an expert on Occult History or safe-cracking.
Skills are rated from 1-6, where 1 means passing familiarity with the topic, while a Skill of 6 means that the character is a world-renowned expert in that field. Skills above
6 are theoretically possible, but represent a nigh-superhuman level of expertise.
The skills used in pulp fantastic are:
Attributes
Traits
Traits are special talents, quirks or foibles possessed by a
character. Traits can be Good or Bad. Good Traits help out
in certain situations for example, a character with the
Pulp Fantastic
Sense of Direction trait gets a bonus when trying to navigate unfamiliar terrain or avoid getting lost. Bad Traits
hinder a character in certain situations, but provide bonus
Story Points in recompense. For more on the various Traits
you can get, see page 46.
DIFFERENCE
SUCCESS
EFFECT
9+
Fantastic
4-8
Good
0-3
OK
Rules
1 to 3
Failed
There are all sorts of special-case rules for unusual situations like combat or investigation, but the basic system in
pulp fantastic is very simple indeed. Heres the catchall rule:
4 to 8
Bad
9+
Disastrous
SETUP
Story Points
Story Points are a characters edge, that little spark of luck
or genius that makes him special. All player characters
have a few Story Points, and can earn more from Bad Traits
or role-playing. Story Points can be spent to re-roll the
dice, change events in the game, or activate special traits.
28
A Note On Dice
Sometimes, well say something like an attack does 1 - 6
damage, or an event happens after 1 - 6 minutes. Just roll
a dice to find the actual number. Youll also run into more
complex formula, like 2 dice +6. Roll the listed number
of dice, add them up, and then apply any modifiers.
TASK
DIFFICULTY
EXAMPLE
Really simple, automatic success. Opening a bottle of drink, using a phone, walking down
the street, eating chips. (So simple, you shouldnt even need to roll!)
Really Easy
Easy
Normal
12
Driving a car in traffic, shooting at someone, swimming in the sea, uncovering a useful but
not secret fact.
Tricky
15
Hard
18
Picking a lock, lift twice your own weight, treat a gunshot wound
Difficult
21
Climb a sheer cliff without ropes, charm your way into a government facility, escape from
rope bonds.
Very Difficult
24
Recall a whole speech from a Shakespeare play, fix a broken piece of gadgetry, fly a plane
in turbulence
Improbable!
27
Hit a very small target with a slingshot, break into the Division 4 offices, slide down an
elevator cable using only your boots and your pistols.
Nearly
Impossible!
30
Climb a skyscraper in the rain, shoot a small target in an adjacent room without looking.
Basics
Setting
Example of Play
Terri: I got 8.
Adam: 10 here.
gm: Right. Runt looks around, but doesnt see much of
anything hes too busy watching the shadows. Wild Bill
notices a manhole cover in the rain-slicked alley that isnt
sitting right, as if its been moved recently. Charlie notices
the manhole cover, but his attention is drawn by a faint
scuffing sound as if there is someone on the rooftop above
you.
Clay: I Look up quickly. Can I see anything?
gm: No. Its night, its raining and the glow of the street
lights barely reaches down this dingy alleyway. You do,
however, get the creeping feeling that youre being watched.
gm: You follow the scurrying figure of the would-be kidnapper down alleyways and between buildings, always
staying just out of sight. Pausing to let the figure get far
enough ahead that you wont be seen, you round a corner
to find that he has completely vanished. Ahead you can
see an old, crumbling brick-built warehouse set right on
the waterfront.
Adam: Wild Bill just grunts and starts to climb down the
manhole.
Terri: (as Runt) Gee Wild Bill, looks like that shot you got
off connected after all!
Clay: I head over, but Im trying to keep an eye on the
rooftops.
Terri: Looks like our boy went to ground, Mr McCoy!
Clay: Charlie looks at Wild Bill and Runt. (As Charlie)
Dont tell me youre going down there after him!
Pulp Fantastic
after them. (As Charlie) Someones got to keep you yahoos
outta trouble
SETUP
Adam: Uh
Terri: Oops.
gm: Youre both pretty certain that the voices arent getting
closer. In addition, you cant hear any of the splashing that
would indicate footsteps in the tunnel.
Clay: Nope.
gm: If one of you spends a Story Point, Ill let you remember that youve packed a torch.
Adam: Ill do it.
gm: Cool. Mark a Story Point off your character sheet.
Adam: Done. Wild Bill pats his jacket pockets for a moment
before finding and extracting an electric flashlight.
gm: The yellow glow of the torch illuminates an ancient
tunnel of brick extending ahead and behind. Which way
to you go?
Terri: Does it go toward the warehouse?
gm: Roughly, yes.
Terri: Then lets go that way!
gm: Does everyone agree?
Clay & Adam: Sure.
gm: Okay. You move slowly along the tunnel, taking care
not to make too much noise. With every step you take the
ankle-deep water stirs and ripples ahead of you. Whos
going first?
Clay, Adam & Terri: (All looking at each other) Errr
gm: Tick tock, times a wasting. Ill need a decision or Ill
have to pick one of you at random in 5432
Terri: Ill go first.
gm: Well done, Terri. Have a Story Point for volunteering.
(To Clay and Adam) For shame, boys! So, with Runt taking
the lead, you proceed down the tunnel. (To Terri) Runt,
make an Awareness + Ingenuity Roll, please.
Terri: Awareness 3, Ingenuity 3 (Rolls die) I rolled 5. Thats
a total of 11!
gm: You see that the tunnel curves slightly to the left
ahead of you, and you can faintly hear the sound of voices
muttering in the distance. If you squint in the darkness
you can see a faint glow playing on the tunnel walls.
Terri: Runt turns to the others and whispers Douse the light!
Adam: Wild Bill flicks off the flashlight.
gm: You wait in the darkness as your eyes become accustomed to the gloom. Faintly ahead, you can see light and
shadows moving on the walls of the tunnel, and dimly you
become aware of the sounds of men, talking and muttering amongst themselves.
30
Basics
So gentlemen, we meet again, as I predicted! Its your
arch-nemesis, the Death Dragon, Siwang Lung!
Adam: Wild Bill rushes down to Runts side and snarls at
Siwang Lung through the grating. Curse you, Siwang
Lung! Whatever fiendish plot youre engaged in, you wont
get away with it!
gm: Siwang Lung smiles grimly. But I have gotten away
with it, gentlemen. These are the last of the crates, but
even without these I have stockpiled enough Berezkian
weaponry to set the whole of the East afire.
Clay: Charlie joins Runt and Wild Bill. But weve foiled
your kidnapping plot!
gm: Siwang Lungs twisted smile grows wider. You have
foiled nothing! I knew you would track me down eventually, so I engineered a fake kidnapping to draw you here
on my terms. Now you are here Siwang Lung extracts
a small whistle from his pocket and blows upon it. No
sound emerges from it. Now you are here I will dispose
of you.
Terri: (As Runt) Tough talk from a man on the other side
of an iron grate!
gm: Siwang Lung bows very slightly. True. It pains me
to leave the execution of such worthy foes to lesser
minions, but I am a man on a schedule after all.
Adam: Wild Bill draws his pistol.
gm: Siwang Lung wags an admonishing finger. No, no,
Lord McGommery! That will not do. You should save your
ammunition. Youre going to need it. Make Awareness +
Ingenuity rolls, please.
Terri: 9.
Adam: 11
Clay: 8.
gm: Wild Bill hears it first, then Runt, and finally Charlie.
Its behind you, in the tunnel, getting closer. Much closer.
Terri: What is it?
gm: Rats. The squealing of rats. Thousands of them. And
they sound hungry
Just what is Siwang Lungs dreadful plan? Can our heroes stop him,
or will they be devoured by a tide of scurrying death? Find out in our
next thrilling episode of pulp fantastic!!
31
Chapter 2
Genesis
Creating a Group
Before you start making your character, you should get
together with the other players and the Gamemaster and
discuss how the game is going to work. What sort of characters is everyone going to play? What brings all the characters together? Is there an overall theme or goal to the
game? Everyone needs to have an idea of what the game
is going to be like before anyone moves onto character
generation.
That doesnt mean you cant play the character you want
but you need to find a reason to integrate everyone into
the group. If you come up with an English Big Game hunter
traipsing through the wastes of Antarctica, you have to
have a reason why.
We call the structure you come up with for your game
your Group Framework, and Pulp stories are a good place
to start.
The Premise
The first step is coming up with the premise for the
Group Framework. Think of it as the elevator pitch, the
quick thirty-second summary of what your games going
to be about.
For example, the Doc Savage stories were about an altruistic scientific genius surrounded by men who were experts
in their fields, who teamed up to help people and make
the world a better place. While Doc was undoubtedly the
powerhouse of the group and the reason they stayed together, each member was a capable adventurer in his (or
in the case of Pat Savage, her) own right. The Shadow and
the Spider stories featured a vengeful crime-buster with
a cadre of assistants and operatives who frequently went
off on adventures of their own, often coming to their
leaders rescue at the last moment.
What about your group? Are they a team of treasure
hunters and archaeologists, working for a major museum?
Are they government agents, bent on cracking down on
Nazi spies and threats from the Orient? Are they G-men,
SETUP
Pulp Fantastic
34
Genesis
who are striving for a better world even when their
motives may appear vague and mysterious to others.
The Pulp Era was before the time of the anti-hero. Whenever the pulp magazines tried to create a magazine with a
villain as a main character within a few issues that magazine
would fail in the market place. The readers wanted to know
that there were heroes out there in the world, leading by
example and deed, making the hard choices and who could
not live an easy life. They wanted heroes, and at its roots it
is heroes that pulp fantastic is actually about.
Character conception is also the most important idea to
remember when actually playing your character. The basic,
all-important basis of role-playing games is that the players
role-play. Players put together their characters according
to their character conceptions, and in all subsequent adventures react to situations as would their characters.
This means that if a player has put together a character
who is a fearless-unto-self-destruction hero of heroes,
when playing this character he should react as this strapping hero, even if the real player is a skinny and pacifistic
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
by running away and using his wits.
Pulp Fantastic
SETUP
Connect It All Up
Finally, take a look at everything youve come up with so
far, and see if you can find any interesting connections.
The stunning Femme Fatale is much more interesting as
a characters ex-wife or lover than if she was just a random
spy, and the twisted Mad Scientists grudge could be made
even more personal if he was once the lab partner of one
of the heroes, and blames him for being laughed out of
University. Throw in a few unexpected links between
different elements of the Group Framework.
What if your resources come from the wealthy industrialist father of one of the player characters? What if evidence
comes forward that he was a war profiteer? What if the
opposition are a secret faction of the US Government, run
by a Shadow President? What could tear your group apart?
Attributes
Attributes are a measure of a man (or woman) and give
you an indication as to what the character is capable of.
How strong they are, how smart, how charming, how
clever, all these are defined by Attributes ranked from one
to six. Using the Character Points given, you purchase the
36
Awareness
Awareness is used for your sense of your surroundings.
Its what you use to see a native sneaking up on you or to
explore ancient ruins. Awareness covers all five senses
equally if you want your character to be especially keeneyed, thats a Good Trait.
Importantly, Awareness determines whether or not youre
surprised when combat starts.
Awareness 1: Rather oblivious or absent-minded; youre
the sort of person whod walk out in front of traffic, or miss
a clue thats right in front of your nose.
Awareness 2: Below average; easily distracted, preoccupied or never needed to hone your senses.
Awareness 3: About average; moderately aware of your
surroundings, somewhat perceptive, but nothing out of
the ordinary.
Genesis
Awareness 4: Quite perceptive, quick to notice something
out of place. People trained in observation, such as police
officers, fall into this range.
Awareness 5: Extremely aware of your surroundings.
Youve probably spent time in a dangerous environment,
like a jungle, where a single careless misstep could cost
your life.
Awareness 6: The finely honed senses of a predator; you
could be a legendary detective who spots every clue, or a
brilliant hunter who can spot the most cleverly camouflaged prey.
Coordination
This Attribute covers hand-eye coordination and dexterity. It also plays into who goes first when combat starts.
Coordinations a very important attribute if youre playing
a combat-focused character. Athletes and martial artists
have high Coordination.
Coordination 1: Youre clumsy or uncoordinated; you
might even suffer from some ailment or physical problem.
Coordination 2: Below average; you were always picked
last for football, and walk into doors a bit more than most
people.
Coordination 3: Average; you can handle yourself moderately well.
Coordination 4: The level of someone quite athletic or
dexterous.
Presence
This covers charm and charisma. People want to trust you,
to like you, and to impress you. Its very useful when trying
to persuade or command people.
Presence 1: Youre actively anti-social, rude, or just clueless.
Presence 2: Youre forgettable, bland, or put your foot in
your mouth regularly.
Presence 3: About average. Youve got a few close friends,
and can speak in public without embarrassing yourself.
Presence 4: Youre the life of the party, with above-average charisma and charm.
Presence 5: Youre extremely convincing. You could be
an inspiring leader, a wonderful entertainer, or a talented
con artist.
Presence 6: Your charisma borders on the superhuman;
you exude animal magnetism, and people flock to you.
Your force of personality can steamroll most opposition.
Resolve
Resolve measures your willpower, determination, and self-control. Low Resolve means youre nervous or fearful; high Resolve
means youre cool and collected. Resolve is related to courage,
but its not directly correlated a character with low Resolve
could still be brave enough to creep into a cannibals village,
but hed be shaking in his boots as he did so.
Ingenuity
This Attribute is how clever you are. It doesnt necessarily reflect intelligence you may be highly intelligent in
one field, but unable to apply your knowledge in other
areas. It also doesnt quite measure education. Think of
it as reflecting how quickly you think on your feet.
Resolve 6: Your conviction borders on obsession. Your self-control is astonishing. You could stare down a charging bull.
Ingenuity 3: About average; you can adapt when challenged and solve most problems you encounter.
Strength
Pulp Fantastic
Strength 2: Your strength is below average; maybe youre on
the small side, or just unfit. Your attacks inflict 2 points of
damage, and you can carry around 30kg of gear without strain.
SETUP
Skills
Skills are learned abilities. Your character may have been
blessed by genetics with a high Ingenuity and good Strength,
but what he learned in life makes all the difference.
Areas of Expertise
Skills are very broad; but just because you know Science,
it doesnt mean youre 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 Expertise. For example, the Transport skill covers all forms
of mechanical vehicles, from automobiles to auto-gyros
to locomotives. Normally, youd just roll Coordination +
Transport when driving a car but if you had an Area of
Expertise in Automobiles, you could add +2 to your roll.
Areas of Expertise can only be purchased once you have
three points in a skill; they cost 1 point each.
Trappings
If youve got a skill, then youve also probably got the
tools to use it. The trappings entry for each skill describes
the equipment and contacts that are customarily associated with it. For example, if youre a trained sharpshooter,
then you either have your own gun collection or are a
member of a gun club. Trappings dont always apply: if
your character has been exploring the jungles of Borneo
for the last five years, she probably doesnt have a working
motorcycle even if she has Transport (motorcycles) 4.
38
Genesis
SKILLS
Suggested Areas of Expertise are in brackets, but players should come up with their own specialties that reflect the characters
personality and background.
Animal Handling (Dogs, Fish, Horses, Insects, Primates, Reptiles)
Athletics (Acrobatics, Climbing, Jumping, Parachuting, Running, Scuba, Swimming)
Convince (Bluff, Charm, Fast Talk, Interrogation, Leadership, Lie, Seduction, Talk Down)
Craft (Building, Painting, Farming, Singing, Guitar, Woodwork, Metalwork, Dancing)
Fighting (Block, Club, Feints, Knife, Parry, Sword, Throws, Unarmed Combat)
Knowledge (Anthropology, History, Language, Law, Literature, Psychology, Sociology)
Marksman (Automatic Weapons, Bow, Mounted Weapons, Pistol, Rifle, Thrown Weapons, Tranquillizer Gun)
Medicine (Disease, Forensics, Poisons, Psychological Trauma, Surgery, Veterinary Medicine, Wounds)
Skills List
Above is a list of the Skills in pulp fantastic. Each
Skill describes the areas it covers and how it is used. For
details on actual Skill rolls, see p. 128 of Chapter 7: Action.
Within each Skill there are suggestions for how they are
used, as well as a list of possible Trappings and Areas of
Expertise. Remember, this is not exhaustive, and the Gamemaster and players should feel free to add Areas of Expertise (or even whole Skills) if it best suits their game.
Animal Handling
The Animal Handling skill is used when dealing with
animals of all shapes and sizes, from riding a horse to
calming a rampaging bull-elephant. It covers body language (how to appear non-threatening or dominant), an
understanding of animal behavior, basic veterinary medicine, and how to tame and train an animal.
When trying to calm an animal down or convince it to do
something, you use Presence. When trying to work something out about an animal, like trying to guess what made
those tracks, youd use Ingenuity. At higher skill levels,
Animal Handling crosses over with Science (zoology or
biology) and Survival.
Areas of Expertise: Dogs, Horses, Reptiles, Insects, Fish,
Primates.
Trappings: Youve probably got a pet or two or ten. Youve
also got all-weather clothing and any special equipment
you need to care for animals.
Athletics
The Athletics skill covers fitness, physical training and
agility. It often complements Strength and Coordination
a character with a high Coordination but a low Athletics
is naturally dextrous but isnt trained in using their talents
properly.
Any physical or straining activity the character may have
to perform may be covered by Athletics. However, blocking a swung fist may be accomplished with the Fighting
Skill (paired with Coordination), whichever is more ap-
RIDING?
You could make a good argument for riding being an Area of
Expertise for Animal Handling its all about working with
the animal, establishing a rapport, and learning to read the
animals body language. You could also say riding comes
under Athletics its about balance, pulling on reins, movement and so on. Therefore, you can take Riding as an Area of
Expertise under either skill. The two different forms of riding
are slightly different its the difference between, say, the
Horse Whisperer and a champion jockey but are close enough
to be interchangeable.
Also you could make a case for Weird Science this way as well,
due to its very nature it could be an Area of Expertise for
Science, but it could also be one for Technology. If you wanted
to apply it to the theoretical aspects of the topic, then it
would be an Area of Expertise for Science, but if its applied
to new gadgets and equipment, then it would be an Area of
Expertise for Technology.
39
Pulp Fantastic
propriate to the situation. As a basic rule of thumb, if its
physical, its Athletics. If its combat, its the Fighting Skill.
SETUP
Convince
The best used-car salesperson in the world has high levels
of the Convince Skill. As you may have guessed, Convince
is all about getting people to do what you want. You can
use this to win an argument, to sway people to your way
of thinking, to bluff that youre meant to be in this cultist
temple or that youre perfectly entitled to have pitched a
Nazi out of a zeppelin because he had no ticket. It can
mean youre a convincing liar, or just the most commanding military leader. Most of the time, Convince rolls are
resisted. After all, youre trying to change someones mind.
Convince is usually paired with, and resisted by, Presence
or Resolve.
Areas of Expertise: Fast Talk, Bluff, Leadership, Seduction, Interrogation, Charm, Lie, Talk Down.
Trappings: Clothes make the man a high Convince
means youve got a good wardrobe, while someone who
specializes in lying and deceit might have a selection of
disguises.
ROLE-PLAY VS ROLL-PLAY
Convince is used for many types of social interaction, from
convincing someone that the lies you are telling are the truth,
to convincing them you are a sincere and trustworthy person.
Many social interactions will rely on the Convince Skill, but
it shouldnt be as simple as rolling dice and getting what you
want. The Gamemaster should encourage players to act out
the dialogue, the amusing lines and the attempts at bluffing.
If their lines at the game table are good enough, the Gamemaster may apply bonuses to the roll or reward the players
with Story Points. The same can also be said, however, for
being less than convincing, and penalties may be imposed if
your story is patently ridiculous. Penalties should not be
given for simply being unable to come up with cool and witty
lines or being unable to fast talk their way out of a situation.
Craft
Craft is an all-encompassing Skill that covers all manners
of talents. Whether the character is good with their hands
and can carve an ornate chess set from wood, or maybe
just great at playing the guitar or singing, all of these are
covered by the Craft Skill. However, if the character is a
blacksmith, their metalworking may be great but if they
try to use their Craft Skill for something very different to
40
Fighting
Fighting as a Skill covers all forms of close combat.
Whether this is with fists, feet, swords, axes or cat claws,
Fighting is the Skill used (usually paired with Strength,
but some martial arts use Coordination instead). Any
combat that involves weapons that fire (like rifles, dart
guns or even the trusty bow and arrow) uses the Marksman
Skill. This is purely for when it gets up close and personal. Fighting can be used with Strength to not only land a
punch, but also to block that nasty jab.
Areas of Expertise: Unarmed Combat, Parry, Block,
Throws, Feints, Sword, Club, Knife.
Trappings: Martial arts gear, possibly a collection of
weapons.
Knowledge
This is a broad and almost all-encompassing Skill that
covers most areas of knowledge. The exceptions are those
covered specifically by other Skills such as Medicine,
Technology or Science. Knowledge usually covers what
those in education usually call the humanities, such as
law, sociology, psychology, archeology, history, literature,
or languages. The Skill is most often paired with the Ingenuity Attribute. (If you dont have the Skill needed for
an Area of Expertise, you should still decide what sort of
Knowledge you have.)
Areas of Expertise: History (choose an era), Anthropology, Law, Psychology, Language (select a specific language),
Literature, Sociology.
Trappings: If your skill is only 3 or less, youve got a few
books related to your Area of Expertise, if any. With a skill
of 4 or more, you know experts in the field personally, and
have a small library of reference works at home. You might
even have a job in that field.
Marksman
Violence isnt the answer to every situation, but firepower
is often the best fallback position and when you speak
softly it often pays to carry a big stick. The Marksman Skill
Genesis
LEARNED SKILLS AND INSTINCT
While were talking of parrying and blocking, lets just mention the difference between a learned skill and a reaction or instinctual
act. There are a couple of areas where the difference between a Skill roll or an Attribute roll can be a little confusing. One is blocking/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, youll 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, youll use Attributes only, usually Coordination and Awareness. If youre a skilled Fighter or martial
artist, youll 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
youll still be using Attributes only when dodging that gunfire or rockfall! Its tricky, as Gamemaster, which Skill or Attribute combination to be used is down to you.
As a guide:
COMMON KNOWLEDGE
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 on behalf of the Gamemaster. For example, if the character is a lawyer, their Knowledge Skill will have an Area of Expertise that refer to their knowledge of all things legal, and an archaeologists Areas of Expertise
will reflect their years of education in 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 doesnt 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 its fairly similar to something
theyd know, whether they have the Area of Expertise or not, but not something theyd obviously know, then a penalty of around
-1 or -2 would be apt. If its something theyd know nothing about, then the penalty could be a high as -4, the usual penalty for
being unskilled. Of course, if its something really technical, the Difficulty of the task is going to be suitably high making it hard
for them to succeed.
A good Gamemaster will put opportunities into the game for characters to use their skills, and avoid making key plot points depend
on skills that no-one possesses.
41
Pulp Fantastic
SETUP
Medicine
The Medicine Skill, at low levels, reflects the characters
ability to perform basic first aid, resuscitation or stabilize
wounds. At higher levels, they may be medical students,
or fully fledged doctors or nurses, even surgeons. Medicine
is usually paired with Ingenuity, though if the medical
procedure is particularly tricky or requires delicate work,
then Coordination can be used. Medicine also reflects
other Areas of Expertise, depending upon the background
of the character, such as forensic, veterinary medicine or
alternative therapies.
Areas of Expertise: Disease, Wounds, Poisons, Psychological Trauma, Surgery, Forensics, Veterinary Medicine,
Alternative Remedies.
Trappings: Youve got a first aid kit at least. Higher skill
levels mean youve got a much more extensive kit; at Skill
4 or more, you could be a doctor or surgeon with your own
practice.
42
Science
Science! There are always new and exciting things on the
horizon, new aircraft, new war machines, and new ways
to entertain people by transmitting through the airwaves.
Theres a little crossover with the Medicine and Technology Skills, but if the task requires less repairing either
people or gadgets, and more contemplating the wild pseudoscience or in-depth theory, then Science is going to be
the Skill of choice.
Weird Science is also an Area of Expertise, but characters
can only take that area with the Gamemasters permission.
Areas of Expertise: Mathematics, Physics, Chemistry,
Botany, Biology, Parapsychology.
Trappings: At lower skill levels, youve got a few books
and some basic equipment like a microscope. At Skill 3 or
more, you either own or have access to a laboratory.
Subterfuge
Sneaking around, hiding, and sleight of hand are all
covered by Subterfuge. Subterfuge is usually paired with
Coordination, or if the task is of a more intellectual nature,
Ingenuity can be used, especially for tasks like safe-cracking or devising a suitably effective bit of camouflage.
Areas of Expertise: Sneaking, Lock-picking, Sleight of
Hand, Pickpocketing, Safe-cracking, Camouflage.
Trappings: Dark or camouflage-pattern clothing, lockpicks, maybe even safe-cracking gear and thermite.
Survival
This is one Skill that has been lost by the vast majority of
modern city-dwellers, who live in a comfortable environment 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, finding food and
water, building shelters, hunting and other primitive
skills.
Areas of Expertise: Desert, Jungle, Swamp, Mountain,
Arctic, Wilderness.
Trappings: Camping gear, maps, all-weather clothing,
hiking boots.
2.
3.
4.
5.
Some people are a whiz with gizmos, gadgets and all kinds
of new-fangled devices, while others have difficulty tuning
the radio in to Fibber McGee and Molly. Technology as a
Skill represents the characters know-how when it comes
to all of these things. Whether it is repairing an automobile, disarming a bomb, understanding weird technology
or just mending a fuse, Technology, paired with Ingenuity, is the Skill to use.
6.
Technology
Genesis
Weird Technology is also an Area of Expertise, but characters
can only take that area with the Gamemasters permission.
Trappings: If youve got an Area of Expertise, then youve
got a garage or a spare room crammed with spare parts,
unfinished projects and reference books related to your
hobby.
Transport
The Transport skill deals with piloting or driving all sorts
of vehicle. Like other broad Skills, knowing how to drive
a car doesnt mean you can pilot a zeppelin, but when it
comes to vehicles many are similar enough to give you a
good place to start. Steering, accelerator, brakes, what
more do you need? If the technology is similar enough,
you can probably allow the players to use the Skill without
penalty. The only method of transport that isnt covered
by the Transport Skill is riding an animal, such as a horse.
Some Good Traits are very powerful and require the expenditure of a Story Point (or more) to activate, whereas
some Bad Traits are so dangerous that they give Story
Points back when they come up.
Buying Traits
Traits are purchased with Character Points. If you dont
have any Character Points left after buying Attributes and
Skills, dont worry. You can ;
Go back and reduce an Attribute or Skill to get Character Points back
or
Take a Bad Trait
or
Traits
Traits are quirks of personality, significant episodes in
your past, or unusual talents. Theyre special advantages
or drawbacks that make your character unique. When the
characters are in a situation where a Trait may come into
play, it can aid (or hinder) with what theyre doing. Knowing
when a Trait comes into play is a tricky one, but basically
if you think that the situation could involve a characters
Trait, it should be factored into the game, even if its a Bad
Trait and will make things harder for the character. If the
player is honest, keeping in character for the game and
mentioning the Trait, if they bring a Bad Trait into play
that you may have forgotten, the player should be rewarded with Story Points. More on those later.
Traits are divided by how important they are: a Minor Trait
might only come into play once every few weeks, while a
Major Trait affects your character constantly. Traits can
also be Good or Bad. A Good Trait gives you a bonus to
your rolls or some other positive benefit, while a Bad Trait
gives a penalty or carries with it some other problem.
Giving yourself a Bad Trait will give you more points that
can either be spent on your Attributes, or even spent on
your Skills if you think the character is lacking in any area.
Taking a lot of Bad Traits may give you lots of points to
spend elsewhere, but it can be very limiting to a character.
Wed suggest that the Gamemaster limits the number of
Bad Traits that may be taken to 6 points worth.
Traits can only be purchased once, unless the Gamemaster approves. In these rare cases, it is only with Traits that
can mean multiple things - for example you can have a
phobia of rats and spiders (two different Phobia Traits - woe
betide anyone with these who meets a rat-spider hybrid!).
You cannot purchase a Trait twice that isnt specific like
this - for example you cannot purchase Tough twice
because you want to be super tough. As a guide, Traits
that can be purchased multiple times are marked with an
asterisk (*), but multiple purchases must be approved by
the Gamemaster.
Also, opposing Traits shouldnt be purchased as they simply
cancel each other out. You cannot be both Attractive and
Unattractive (though this is fairly subjective), and you
cannot be Distinctive and have Face in the Crowd. Some
opposing Traits may be purchased if the Gamemaster
allows - for example, you could have both Lucky and
Unlucky, meaning that your luck is extreme in both cases.
Brave can be purchased with Phobia, as you can be brave
in the face of everything except the thing youre secretly
scared of. If you can rationalize it, and it makes sense, and
the Gamemaster approves, you can purchase almost any
Trait you wish. Well point out some of these restrictions
in the Traits descriptive text.
43
SETUP
Pulp Fantastic
Traits List
Weve split the following list into Good Traits (first), Bad
Traits and then Special Traits.
Good Traits
44
Bad Traits
Genesis
Impaired Senses* (Minor or Major), page 55
Creature Traits
Special Traits
Experienced, page 57
Fast Healer, page 57
Inexperienced, page 57
Machine Man, page 57
More Than Human, page 58
Psychic, page 58
Robot, page 58
Team Player, page 58
Unusual Background, page 59
Psychic Traits
Astral Travel, page 59
Clairvoyance, page 59
Cloud Mens Minds, page 60
Empathic Aura, page 60
Enlightened, page 60
Possess, page 60
Precognition , page 60
Telekinesis, page 60
Telepathy, page 62
Pulp Fantastic
Stomp (Minor Good), page 202
Strange Appearance (Special Bad), page 203
Teleport (Major Good), page 203
Trample (Major Good), page 203
SETUP
Good Traits
Animal Friendship
(Minor Good Trait)
Animals like and trust you.
Effects: When encountering an animal for the first time,
the character may attempt to show it that they mean no
harm and distill any aggressive tendencies, giving a +2
bonus to any Animal Handling rolls when trying to tame
or calm a creature.
Note: You may also want to pick up the Pet trait (see page 52).
Attractive
(Minor Good Trait)
Youre physically attractive, even beautiful.
Brand
(Major Good Trait)
The character can imprint his/her brand on someone elses
flesh, or perhaps on an item. This is often done through
a ring, a glove, or an arrow. This mark either seals its
victim permanently for all to see as an enemy of the protagonist or marks them as being under their special protection (requiring the Minor Bad Trait Obligation). Brands
are usually given on the face, giving the recipient the Minor
Bad Trait Distinctive.
Authority
Brave
Boxing or Bashing
(Minor Good Trait)
There are people in this world that have a natural affinity
for the fighting arts, and they like to fight. This is the result
46
of intensive training, the love of fighting, the rush of enhanced adreal glands or just experience fighting. In combat
the character acts faster and with a greater degree of determination than others.
Genesis
Charming
(Minor Good Trait)
Youve got a way with words and a devilish sparkle in your
eye. People want to trust you.
Effects: Youve got a +2 bonus to rolls when youre trying
to convince people to do something they probably shouldnt.
Crack Shot
(Minor Good Trait)
Youve a special knack for hitting things from distance.
Perhaps you grew up hunting in the backwoods with your
pappy, fired weapons for sport or just have a particular gift
for accuracy, but it means that you rarely miss and can
literally shoot the wings off a fly.
Effect: Crack Shot is a Minor Good Trait, and characters
with this gain +2 to their roll when using Marksman for
trick shots, like shooting a gun out of an enemys hand or
firing at a weak spot.
Easily Underestimated
(Minor Good)
No one takes you seriously. Maybe its a carefully cultivated
fiction youve created over time, falsely acting like a mild-mannered reporter or a ditzy socialite. Maybe youre a minority,
or a woman, or you just look young, and nobody expects you
to be intelligent and capable. Whatever the reason, there are
actually advantages to being underestimated sometimes...
Effect: You receive a +2 bonus to all social conflicts with
someone underestimating you. Additionally, you may
end a social conflict dramatically by suddenly confronting
another character, replacing the +2 with a free upgrade of
one degree of success to your roll; however, the other
character will never underestimate you again. In a physical conflict with someone who still underestimates you,
you receive a free upgrade of one degree of success to your
roll, but only in your first Action Round.
Empathic
(Minor Good Trait)
You can read peoples body language and subtle emotional
cues very well, giving you an insight into what theyre feeling.
Effects: Empathic allows the character a +2 bonus on any
rolls when they are trying to empathize or read another
person. This could be a simple Presence and Convince roll
to reassure someone whos panicking in the middle of a
battle, or an Awareness and Ingenuity roll to try to read
the actions and speech of another to see if theyre lying.
Fast Healer
(Major or Special Good Trait)
You heal a lot faster than most people. You can recover
from injuries that would hospitalize another person with
a few nights rest, and you hardly ever get sick.
Effects: You heal 1d6 points of Attributes lost to injury
with a nights rest. The Special Good version of this Trait
allows the character to recover 1 Attribute point per minute
and costs 3 Character Points.
Fast Runner
(Minor Good Trait)
Youre fleet of foot (always useful when you might come
face towellwhatever with an Eldritch Abomination).
Effects: Increase your movement speed by 1 when sprinting or fleeing.
Favorite Gun/Gadget
(Minor Good Trait)
Youve got a favorite weapon or item.
Effects: Once per game session, this trait gives you a free
Story Point that must be spent on a roll or action related
to your favorite item. You cant stockpile these Story Points;
you get one and only one per game.
Friends*
(Minor or Major Good Trait)
The Friends Trait can mean a variety of things, but essentially the character has people they can call upon for information or help. Friends can be either a Minor or a Major
Trait, depending upon how informative or helpful the
friend(s) in question are!
When you take this trait, youve got to specify what sort
of information that these friends have access to. You could
have Friends in High Places, giving you information about
the government, or Friends in the University, who could
pass on scientific research and help you analyze something,
or Friends in the Underworld, meaning you know criminals and thieves. You dont need to pin down exactly who
these friends are yet you can do that during play.
Above all, the Trait will not replace investigating something yourself. After all, wheres the fun if you get other
people to do all the sneaking around and research for you?
However, these Friends are a great source of information
researching the background of a place or person that may
47
Pulp Fantastic
SETUP
Gadgeteer
(Major Good Trait)
Youre a genius when it comes to tweaking spare parts,
wiring and machinery to cobble together the most useful
gadgets and gizmos.
Effects: This Trait allows the character to create Inventions
through the fine art of jury-rigging and weird science. Your
average Joe can try to open their household appliances and
wire them together to try to make something though theyll
probably only gain an electric shock, a house-fire or worse.
Only a Gadgeteer can do this and create a useful device that
can open up safes, crack enemy strongholds and zap the bad
guy. More details on creating such gizmos can found in the
section called Inventions on p. 159.
Note: Cannot be taken with the Technically Inept Bad
Trait.
Hobby
(Minor Good Trait)
Youve got a hobby or interest in a particular narrow field.
Effects: This trait gives you an Area of Expertise in a
skill without having to have three points in that skill. For
example, a character with Science 1 but the hobby Radio
Ham would have an effective Science of 3 (1+2) when
making a roll to identify a call-sign or frequency. You can
only take Areas of Expertise related to Athletics, Craft,
Knowledge, Science, Technology or Transport as hobbies.
Hot Shot
(Minor Good Trait)
Some people are naturals when it comes to most forms of
transport. They can fly a plane through the harshest of thunderstorms or drive an auto at high speeds without crashing.
They are the best of the best when it comes to transportation.
Put them in the driving seat and theyre unstoppable.
Effects: While operating a vehicle, you get a +2 bonus to
Transport rolls when doing difficult stunts like ramming
48
Hypnosis
(Minor or Major Good Trait)
As a Minor Good Trait the character can put people into
a mild hypnotic state. As a Major Good Trait, the character
can control mindsnot the sort of thing a hero would do.
Hypnosis can be a useful therapeutic tool or an insidious
means of mind control. As a Minor Good Trait, hypnosis
allows the character to place a subject in a trance state in
which they are highly suggestible and easy to influence.
As a Major Good Trait, the character can implant complex
commands and specifically influence behavior. Characters
with the Major Good version of the Trait can also implant
post-hypnotic suggestions that activate at a specific time
or in response to specific events, triggers or circumstances.
Effect: As a Minor Trait, the character gets a +2 bonus to any
social interaction to either calm someone down, or to get them
to do what theyd like. The character can implant a short term
suggestion, such as helping a subject resist the effects of shock
or fear, regain their sanity for a short while or defend themselves against possession or resist psychic attack. The subject
cannot be influenced into any dangerous action or behavior
contrary to their nature. Suggestions at this level only last for
a number of minutes equal to the characters Resolve.
As a Major Trait, hypnosis works the same way, except the
character can make the subject do anything he wants if
he succeeds in hypnotizing them, unless its something
intrinsically against their nature or suicidal (in which case
the target can make another roll to resist with a +3 bonus).
At this level, suggestions last a number of
days equal to the hypnotists Resolve.
For the mechanics of resisting hypnosis, see Being Possessed, p.133.
For full possession and mind
control, see the Possess Creature
Trait, p. 201.
Genesis
Instinct*
Lucky
Effects: State your Instinct when you pick this trait. Your
instinct has to be a short habit or response, like I always
look for the nearest exit or I draw my gun and shoot
whenever anything leaps out at me or I hit the floor
whenever I hear gunfire. This has two benefits firstly,
you always follow your Instinct. If your Instinct is to keep
to the shadows, then youre always making Coordination
+ Subterfuge rolls to stay hidden. Secondly, your Instinct
happens at Fast speed (see Combat, page 125).
Keen Senses*
Martial Artist
Indomitable
(Major Good Trait)
The character has a determination and an iron will.
Effects: The Keen Senses Trait awards a +2 bonus to Awareness rolls. As a Minor Trait the player should specify which
of the characters senses is particularly keen. In this case
the bonus only applies to the use of that one sense, whether
it is sight, hearing, sense of smell or taste. Only one sense
can be chosen - more than one, and its the Major Trait.
As a Major Trait, the +2 bonus applies in any instance
when using Awareness to notice or spot something, no
matter what sense is being used.
Note: Cannot be taken with the Impaired Senses Bad Trait
in the same sense, although different ones can be taken.
For example, you could have Keen vision, but be slightly
hard of hearing.
Linguist*
(Minor Good Trait)
Characters with this Trait have a talent for language and
communication. This may be due to education, a natural
affinity or just the result of a life of travel and adventure.
Minions*
(Major Good Trait)
Youve got henchmen! You command a squad of loyal soldiers, or have a staff, or even a number of cloned minions.
Effect: Pick the sort of minions you want (soldiers, scientists, researchers, workers) when you take this trait. If
you take the trait multiple times, you can choose to have
multiple different types of minions, or at the gms discretion you could have a higher quality of minion. These
minions will follow your orders and perform tasks for you.
Youre the one in charge, though you cant send minions
off to do the adventuring and investigating for you. Theyre
best suited to guarding key locations, doing background
research, or standing around looking menacing.
Minions have 25 character points to buy Attributes, Skills
and Traits per level of the Trait assigned to them.
A character with this Trait can also understand a new language by spending a Story Point and succeeding on a Ingenuity + Knowledge roll (Difficulty set by the gm based on
the languages similarity to those known by the character).
Pulp Fantastic
Never Gives Up
(Major Good Trait)
SETUP
Youve got true grit. When the chips are down and it seems
like all hope is lost, you somehow keep going.
Psychic Training
Owed Favor*
Pet*
(Minor or Major Good Trait)
Youve got a trained pet!
Effect: This trait gives you a faithful, loyal animal companion. At the Minor level you have a small, harmless
creature like a trained rat that isnt much good in a fight,
but it could distract a bad guy at the right moment, squeak
a warning or track a mobster. At the Major level your pet
could be a bigger creature a guard dog, a war horse, a
mountain gorilla that can attack people on command
or carry a rider. The downside of a big pet is that its hard
to bring it with you to most places. Few restaurants admit
wolfhounds, let alone great apes.
Photographic Memory
(Major Good Trait)
With just a few seconds of concentration, the character
can commit something to memory to be instantly recalled
when the time is important. People with the Photographic Memory Trait rarely have problems passing exams, and
can remember exact lines from books.
Effect: The Photographic Memory Trait can be used in a
couple of different ways. If you know youre going to have
to remember something at a later time, such as the combination to a lock or the instructions to program a calculating engine, you can spend a moment to take the infor50
Quick Reflexes
(Major Good Trait)
Youre fast to act when things happen, reacting to situations
almost instinctively. It doesnt mean you cannot be surprised - if you dont know somethings coming you cant
react to it - but when something attacks or falls towards
you, youre often the first to react to it.
Effects: Your Co-Ordination counts as being two higher
for the purposes of working out who goes first. Better yet,
if you spend a Story Point, you can act as though you were
a Fast creature for one round.
Note: Cannot be taken with the Slow Reflexes Bad Trait.
Resourceful Pockets
(Minor Good Trait)
Theres a chance that youve got something useful on your
person that could get you out of a sticky situation.
Effect: Either spend a Story Point and find the thing you
need or roll two dice. If you get a double then you find
something helpful.
Rumor Mill
(Minor Good Trait)
Youve got your ear to the grapevine, or youve got contacts
in the media, or you spend all your time eavesdropping
on shady conversations in criminal hangouts. Either way,
when something odd happens, you hear about it.
Effects: With this trait, you can get a hint once per adventure, as if youd spent a Story Point for help from the
gm (see page 137). This hint comes from the press and
your knowledge of the weird, so it may only be indirectly
helpful. The gm may also give you plot hooks and rumors
that you pick up from your contacts.
Genesis
Sense of Direction
(Minor Good Trait)
You always know which way is north, even without a
compass. You rarely get lost.
Effects: You get a +2 bonus to any rolls (usually Awareness,
Ingenuity or Survival) related to finding your way in unfamiliar terrain.
Sharpshooter
(Minor Good Trait)
If youve got time to line up a shot, you make it count.
Effects: You can make an extra Aiming action, as per the
rules on page 124. So, if you aim for two rounds and fire
on the third round, you get to add the bonuses from both
your Aiming actions to your shot.
Super Amalgamated
(Minor Good Trait)
You read a lot, and have a tendency to use large words.
You live by the philosophy of why use a fifty cent word,
when a two-dollar word will do. In the event of your reading
you pick up several tidbits of information, about subjects
across the boardfrom Archeology to Law.
Effects: This Trait gives the character a +2 bonus to any
roll (usually Intelligence and Knowledge) to determine
the result of any Knowledge roll.
Tracker
(Minor Good Trait)
Youre accomplished at following animal tracks and surviving outdoors.
Effects: This Trait gives you a +2 bonus to any rolls to
follow tracks and animal trails.
Voice of Authority
(Minor Good Trait)
Wealthy
Technically Adept
You have an innate connection to technology, and technology is your friend. Your guesses usually turn out to be
correct and you can fix things just by hitting them! Youre
skilled enough to operate and repair most things with
limited tools, taking half the time it normally takes. Often,
if the device stopped working within thirty minutes, you
can restart it just by thumping it. It may not last long, but
long enough
Tough
(Minor or Major Good Trait)
Not everyone can take a punch on the nose and brush it off as
if nothing had happened. Few people can take getting shot or
stabbed, tortured or wounded in the course of their everyday
lives. However, people with the Tough Trait are just that. Theyre
used to the adventure, can takes the knocks and brush it off.
Effect: The Tough Trait reduces the amount of injury a character sustains if wounded during the course of the adventure.
Weapons Encyclopedia
(Minor Good Trait)
A character has the ability to recall the vital statistics and
important quirks of practically all known commercially
available weapons. This includes, but is not limited to, its
general level of reliability as well as all vital statistics
material composition, ammunition capacity, caliber, possible outfitted accessories, etc.
Effect: Weapons Encyclopedia also includes knowledge
on acquiring weapons, so characters will have a +2 to any
checks needed to determine the weapon type, locate or
buy weapons.
Weird Tech*
51
Pulp Fantastic
(Minor or Major Good Trait)
SETUP
Well Traveled*
(Minor Good Trait)
The character is an experienced traveler and is familiar
with the society and technology of cultures different to
their own. The Well Traveled Trait reflects how much
actual traveling the character has done.
Effect: Select the general area to which the character has
traveled (Europe, Asia, Africa, South America, etc). The
character has a +2 bonus to any knowledge rolls involving
this area. The Gamemaster may award this Trait during
play if you become particularly familiar with a certain
area, era or Tech Level.
Animal Lover
(Minor Bad Trait)
You cant stand to see animals hurt.
Bad Traits
Adversary*
By the Book
Youve got an enemy either a single resourceful individual, like Herr Doktor Todeskopf, or a whole organization
like the Tong of the Black Scorpion. Your enemy is actively trying to thwart your plans or even kill you. This time,
its personal.
You follow the rules, even when its against your best interest.
Amnesia
(Minor or Major Bad Trait)
Memory is a fragile thing that can easily be manipulated
or lost entirely. The Amnesia Trait means that some or
even all of the characters memories have gone. This could
be a deliberate thing, with the memories being erased by
52
Clumsy
(Minor Bad Trait)
Sometimes, it seems as if youre unable to keep hold of
things and you keep tripping over the smallest hazard.
Effect: In times of stress, especially when being chased,
youll have to make additional Awareness and Coordination rolls to avoid knocking vital things over, dropping
the vial of toxic chemicals or tripping up and landing on
their face when being chased by villains.
Genesis
Code of Conduct
Dependents
Cowardly
(Minor Bad Trait)
Running away is an instinctive response for you. When
danger threatens, you head for the hills!
Effect: The Cowardly Trait reduces the characters chance
to resist getting scared, suffering a -2 penalty to any Resolve
rolls against fear.
Note: Cannot be taken with the Brave Good Trait.
Dark Secret
(Minor or Major Bad Trait)
Youve got a skeleton in your closet and if its revealed it
could change the way people think about you.
Dependency
(Minor or Major Bad Trait)
Sometimes you just rely on others. Having the Dependency Trait means they are dependent upon something or
someone to survive. The level of the trait determines how
desperate they will get, and how bad the effects will be, if
they cant get their fix. Dependency is a Bad Trait and gives
the character more points at character creation, but players
should be careful not to take such a high Dependency that
their character becomes too difficult to play.
Effect: As a Minor Bad Trait, the Dependency isnt too
debilitating. They can go for extended periods without
their needs getting in the way. If the Gamemaster decides
its appropriate, the character may suffer a -2 penalty to
their actions. However, as a Major Trait, they are unable
to survive without their dependency. If they go without it
for any period of time (defined by the Gamemaster and
the player) they suffer a -4 penalty to every action. This
could be because theyre unable to think of anything else,
or because theyre unable to act properly without help.
Distinctive
(Minor or Major Bad Trait)
Its probably best for the player to discuss what the Dark
Secret actually is with the Gamemaster, possibly before
they start creating their character, just so the player really
does have to keep the secret from the other players they
may not want to write it on the character sheet, so they
cant look at it and see what theyve been hiding!
Effect: If the character is trying to blend in or go unnoticed in a crowd, if a roll is required they will receive a -2
penalty to the result. Its also easier for other people to
remember them after the event.
With the Major version of this Trait the character isnt just
memorable, but is famous and is recognizable even to
53
Pulp Fantastic
people who have only heard of him or her. Their whereabouts are regularly covered by the press and they receive
a -4 penalty to attempts to go unnoticed.
Note: Cannot be taken with the Face in the Crowd Trait.
Dogsbody
SETUP
Doomed
(Major Bad Trait)
All things end, but some Pulp heroes know that it is going
to end badly
Forgetful
(Minor Bad Trait)
Rather than the lack of memory that Amnesia brings,
Forgetful means that your memory is less than reliable.
You tend to forget things if youre distracted or focused
elsewhere, like the classic absent-minded professor.
Eccentric
54
Emotional Complication
Fresh Meat
Something about you smells good to meat-eating predators, thugs and things that bite. Lions, tigers, bears, sharks,
piranhas, wolves, yetis and dinosaurs all want to eat you.
Mosquitoes swarm around you. Bullies and thugs just
want to beat the tar out of you. Even carnivorous plants
think youre delicious.
Good Samaritan
(Minor Bad Trait)
You cant stand to see people hurt, oppressed or mistreated.
Effects: If you stand by and do nothing when someone is
being injured or in pain, you lose Story Points. The number
of Story Points is up to the gm.
Genesis
Hell on Wheels
Insatiable Curiosity
A little like the Impulsive Trait, this really just means that
the character doesnt know when to stop themselves when
it comes to their curiosity. This is a good Trait for newshounds, cops and other professional busybodies.
Impaired Senses*
(Minor/Major Bad Trait)
Maverick
Impoverished
(Minor Bad Trait)
Youre strapped for cash. Either youre unemployed or
underpaid, or youve got debts, or maybe you just waste
your money on slow horses.
Effect: Youve got very little money. You may be living in
poverty, or sleeping on a friends couch. If you spend more
than a trivial money during the game, it costs you a Story
Point. For example, you can buy a cup of coffee without
any problem, but hiring that boat to chase after a kidnapper? Thatll cost a Story Point.
Note: Cannot be taken with the Wealthy Trait.
Impulsive
(Minor Bad Trait)
Why worry, itll be fine, lets go! The impulsive sort do
not think things through very well before acting and are
likely to leap before they look. It doesnt mean they have
a death wish, far from it, its just that they do things on a
whim and usually regret it.
Effect: If an opportunity arises to charge in without
looking, and you dont take it, it costs you a Story Point.
Obligation
(Minor or Major Bad Trait)
Youve got a duty to an organization, or a debt to a friend,
or a sense of responsibility towards a cause. Whatever the
nature of the obligation, it affects you deeply.
Effect: As a Minor Trait, Obligation means you have a
regular job, or are obliged to help a friend when they need
it. It wont affect your ability to run around chasing bad
guys that often, but conflicts will crop up every few weeks.
Failing to honor your obligation costs you a story point
As a Major Trait, Obligation means the organization is
more important than the character, or you owe your life
to someone. If the other person says jump, you jump.
Breaking this obligation will cost you dearly.
Obsession
(Minor or Major Bad Trait)
Your obsession consumes your life. It could be as small as
a compulsion for cleanliness, order or justice, or it could
be as grand as an insane scheme to wipe out humankind
by igniting the atmosphere and then reseeding the Earth
with your private menagerie of improved plant and
animal species. Either way, it drives everything you do.
Effect: As a Minor Bad Trait, it means youve got a compulsion of some sort, a nervous habit or obsessive tic like
always washing your hands or always worrying about
disease or demanding that you be the driver of any vehicle
you travel in. Its annoying, but not especially hard to
handle. The gm might demand a Story Point off you if
youre forced to overcome your compulsion.
55
Pulp Fantastic
As a Major Trait, your obsession drives everything you do.
Youve a +2 to Resolve for any skill rolls related to accomplishing your obsession, but you find it hard to do anything
that doesnt further your crazy goal. This trait is really
only suitable for NPCs and villains.
Outcast
SETUP
Owes Favor
(Minor or Major Bad Trait)
You owe someone a favor. It can be as simple as owing money
to someone, or as big as owing someone your life. You want
to repay the favor, but that may not be as easy as it sounds.
(Minor Bad)
You are a racial minority in the country where you normally reside. This causes you several inconveniences, and
you likely face daily discrimination, from jobs to housing,
from shopping to transportation.
Effect: You receive a 2 to all social interactions with
people of the majority race, except when dealing with
particularly enlightened people (GMs discretion). You
may also be completely barred from access to certain locations, and the legal system may not work in your favor.
Slow Reflexes
(Major Bad Trait)
Some people are incredibly quick when it comes to reacting to a situation. You can throw a ball at them when
theyre not looking and theyll notice at the last minute
spinning around and catching the ball. People with the
Slow Reflexes Trait are not these kinds of people. You can
throw a ball at their face and itll hit them in the forehead
before they have chance to put their hands up to catch it.
Effect: You act as a Slow creature in combat, which means
everyone else gets to go first.
Note: Cannot be taken with the Quick Reflexes Good Trait.
Slow Runner
If you pay off the favor without buying off this Trait with
Experience Points, then you should replace it with another
Bad Trait. For example, you might pay off a Major Favor
by agreeing to be a double agent, replacing Owes Favor
with Dark Secret.
Phobia*
(Minor Bad Trait)
Some people just dont like spiders. Others, its cats. Or
snakes, or heights, or darkness, or sharks chewing your
leg off. Having a Phobia Trait means that there is something (that the player will define, usually with the Gamemasters help) that they are afraid of.
Effect: Youve a -2 penalty to Resolve checks to resist fear
when you encounter your phobia. Youve got to roll even
when the object of the phobia isnt a real threat to you
anyone would have to roll against fear when they meet a
scorpion, but if youve got a phobia of insects, youve also
got to roll when you spot a harmless beetle crawling up
your leg.
56
Racial Minority
Strange Visitor
(Minor or Major Bad Trait)
Maybe you grew up in the jungles of the African Congo,
or on an isolated plateau populated with dinosaurs, or in
a vast cavern beneath the Earths crust colonized by the
last survivors of fabled Mu. Maybe youre from another
time, or another world entirely. Whatever your origin,
youre not from around here. Youre a strange visitor in a
different world to the one you knew.
Effect: As a Minor Trait, you come from some other
country or province with a very different culture, but not
too alien. Your Skills are unaffected by these differences,
but its unnerving and you occasionally run into more
changes that you werent expecting.
The Major version of the Trait is only available with the
gms permission; wherever you come from, its a very
different place. You suffer a -2 penalty to any rolls dependent on familiarity with modern day cultures and technologies, and this penalty may be increased when trying
to do anything dependent on advanced scientific knowledge or specialist training at the gms discretion.
Genesis
Technically Inept
(Minor Bad Trait)
Technology is the wonder of the age, but it is not your
friend. Either youre very unfamiliar with the workings of
modern technology, or you are just extremely unlucky
when it comes to gadgets and gizmos, but either way, you
have trouble using any complex equipment.
Effect: Youve a -2 penalty to any Technology-based rolls.
Furthermore, you have to spend a Story Point if youre trying
to do anything beyond the most basic operation of a technological device for example, you could poke around and
maybe roll to turn on a generator, but youve got to pay a
Story Point levy to do anything more complex than just
hitting the power switch and hoping the lights come on.
Unattractive
(Minor Bad Trait)
Youre not necessarily ugly or hideous, butwell, youre
not going to be winning any personality or beauty contests
anytime soon. Youre just unappealing.
Effect: The Unattractive Trait comes into play whenever
the character is doing something that their looks can influence. As a Bad Trait, the character will get a -2 penalty
to any rolls that involve their less-than-good look
Note: Cannot be taken with the Attractive Good Trait.
Unlucky
(Minor or Major Bad Trait)
Lucks not on your side. Whenever things can go wrong
for you, they do.
Effect: As a Minor Trait, youre just unlucky. Whenever
you succeed really well by rolling double-six on the dice,
youve got to roll them again and take the second result.
As a Major Trait, youre really unlucky. Normally, when
the gm does something unexpectedly nasty to your character, hes obliged to recompense you with a Story Point
or two but this doesnt apply to you. The gm gets to
torment you for free.
Weakness*
(Minor or Major Bad Trait)
The character has a weakness; something that can either
cause him harm where it would not hurt other characters,
or causes aggravated damage where it might not be as
severe for someone else. It may be an allergic reactions to
certain foods or pollens, an intolerance to certain kinds
of medication, a tendency to cave in to certain kinds of
arguments or persuasion, or a vulnerability to the radiations of certain green glowing rocks from space.
Effect: Agree on chosen weakness with the player. As a
Minor Bad Trait, the character gets -2 to all rolls when the
Gamemaster decides the weakness applies. When the
character encounters the thing that affects them, any rolls
suffer a -2 penalty.
Special Traits
Experienced*
(Special Good Trait)
In return for additional Character Points, the character
will have fewer Story Points. This reduction in Story Points
not only applies at character creation, it also reduces the
number of Story Points your character can carry over
between adventures.
Fast Healer
(See Fast Healer Good Trait, p.49)
Inexperienced*
(Special Bad Trait)
The character is inexperienced.
Effect: Costs 2 Character Points and 2 Skill Points. In return,
the characters maximum Story Point pool is increased by 3.
This Trait can be purchased additional times for less and
less experienced characters, though this will have to be
approved by the Gamemaster. If, however, through experience during the game the characters Skills and total
Character Points increase to compensate for the cost and
reduction from this Trait, the characters maximum Story
Points are reduced to the normal level.
Machine Man
(Special Good Trait)
In years to come, the character would be referred to as a
cyborg, but in the Pulp era, hes a Machine Man. A character with this Trait has some mechanical body parts.
Effect: Costs either 1 or 3 Character Points. At the lowest
level, the mechanical prostheses of the character are
obvious but possibly concealable.
57
Pulp Fantastic
SETUP
At the higher level, the mechanical elements are completely disguised under artificial, but fairly realistic
looking, skin. The Machine Man Trait allows the character
to have a permanent Invention (which must be purchased
separately) that will not run out of power or get lost (see
Inventions, on p.159). Whole body mechanical replacements are not really suitable for a player character in the
game, except at the Gamemasters discretion.
Note: Cannot be taken with the Robot Trait.
Psychic
(Special Good Trait)
There are times when you need to discover what is really
going on in someones mind. Psychic is a Special Good
Trait, costing 2 points to purchase (or 1 point if the character already has the Psychic Training Trait). The Gamemaster should approve selection of this Trait.
Effect: Make a Resolve and Awareness roll to try and see
into the targets mind. The target must be within visual
range (with the naked eye). The Trait provides the character with a +4 bonus on the roll. However, the target, if they
are unwilling, can resist such a mental intrusion with a
Resolve and Ingenuity roll. Both sides can spend Story
Points if theyre concentrating intently. Psychic also gives
a +4 bonus when the character attempts to resist having
their mind read, or even to resist getting possessed.
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
Robot
(Special Good Trait)
Characters built with the Robot Trait arent human.
Though self-aware robots were rare in the Pulp Era, they
were not unheard of. No longer the mindless automata of
the Victorian Age, robots came to represent the fear that
we would be overwhelmed by technology. Though villainous robots were numerous, constructed by mad geniuses
or sent from outer space, but heroic robots like Adam Link
did exist.
Instead of flesh and bone they are made of steel, wires and
valves, and instead of an organic brain their mind is made
of circuitry and sparks. When a robot takes a physical injury,
it loses Attributes just like a person, though it will not heal
itself over time either itself or another suitably skilled
technician will need to conduct repairs (using Ingenuity
and Technology), with a level of injury repaired equal to the
level of success. Robots normally learn over time, and can
increase their mental Skills just as a human, however physical Skills and Attributes will require some form of re-fit to
take into account the increased ability. Of course, in most
cases, a robot does have the disadvantage of standing out
in a crowd and scaring primitive civilisations! The Robot
Trait also acts as a Gateway, like the More Than Human
Trait, allowing the character to purchase Invention Traits.
These are Traits normally used only in Inventions (see Inventions, p.159). Gadget abilities such as Forcefield or Scan,
can be built into the robot character!
Effect: Robot is a Special Good Trait that costs 2 points as
a robot of normal appearance that is, they look like a
Pulp Era robot; boxy, metallic and very obviously non-organic. At this level the Trait includes the effects of the
Strange Appearance Trait.
The Trait can be purchased at a higher level, costing 4 points,
that means externally you look convincingly human most
of the time people will assume you are human unless youre
injured or display inhuman abilities. Robot also means that
you do not die from old age (though your power supply may
need replacing), you can raise your Attributes over level 6
and can purchase Gadget Traits. A robot character can be
killed and repaired, returning to full operational level,
though if the damage is severe enough (such as being
crushed flat or dropped into a furnace or molten metal) the
robot is unlikely to be salvageable.
Team Player
(Special Good Trait)
You work best as part of a team.
Effect: This is a special good trait costing 3 Story Points.
It gives an extra Group Point to be spent on Group Traits
(see page 66). You may only take the Trait once per player
character.
Genesis
Unusual Background
(Special Good Trait)
You were raised by apes or wolves, born into a noble family
or something equally amazing and interesting.
Effect: For the cost of 3 Story Points a character can gain
a Major and a Minor Good Trait that doesnt affect your
character building costs.
Psychic Traits
Heroes and villains with the strange powers of the mind
are a staple of the Pulp genre. The radio version of the
Shadow, Chandu the Mystic, the Green Llama and others
all used mesmerism, telepathy and other forms of psychic
mastery to further the cause of justice.
Astral Travel
(Major Good Psychic Trait)
The character has the ability to separate their astral body
(their soul, spirit or consciousness) from their physical
body and travel far beyond their physical limits. While
astrally traveling, the characters body remains in a comatose state and is utterly defenseless.
The characters astral body appears to be ethereal and
insubstantial, and is shaped by the characters self-image.
Characters with low self-esteem might appear shrunken
and ugly, while noble or heroic characters might appear
as beautiful, idealized versions of themselves. Particularly cruel or villainous characters might even appear as
horrific monsters or demons.
Effect: The character must spend a Story Point in order
to use this Trait. The maximum duration of the characters
Clairvoyance
RANGE
A few seconds
Up to 30ft away
30 Seconds
Up to 650ft away
A minute
3 Minutes
Up to 6 miles away
5 Minutes
Up to 62 miles away
10 Minutes
20 Minutes
9+
30 Minutes
Pulp Fantastic
SETUP
undetected by all except animals and mechanical or electrical means of detection (photo-electric cells, pressure
sensors and the like). Characters cloaked in this fashion
can till be photographed and captured on film.
Effect: The character is effectively invisible and cannot
be seen by other intelligent beings without a resisted
Resolve and Awareness roll (against the Resolve and
Awareness of the unseen character, though the character
gains a +2 bonus on this roll). This roll can only be made
if it is suspected the character is present. The Trait also
prevents the detection of minor movement noise, but not
speech or particularly loud and noticeable sounds. The
characters footsteps on carpet or tile will not be noticed,
but their crunching across broken glass probably will, and
their voice definitely will.
Empathic Aura
(Minor Good Psychic Trait)
With the Aura Trait, the character gives off a strange feeling
that affects those near to it. Unlike the Fear Factor Trait,
the feeling is not always that of danger. The aura could be
a feeling of peace and calm, used as a defence, or perhaps
to lull people into a false sense of security.
Effect: The Empathic Aura Trait is a Minor Good Trait
that costs 1 point and effects the feelings of people in the
near vicinity. The actual effects should be defined at creation of the alien. Multiple effects can be employed but
the Trait will have to be purchased multiple times, one for
each effect. The character can choose whether or not to
engage the Aura. When active, the Aura reaches to everyone within normal senses range (sight, smell or hearing).
Anyone who could be affected will have to make a resisted Resolve and Strength roll (against the Resolve and
Strength of the character producing the aura, though the
character gains a +2 bonus on this roll). If the target fails
the roll, they immediately feel the effects of the aura,
becoming calm, frightened, sleepy, hungry, in awe or in
love, or whatever emotion the characters aura produces.
They will not be able to resist again until they leave the
area of effect (where the effect usually wears off instantly)
or unless they spend a Story Point.
Enlightened
(Special Good Psychic Trait)
The character - whether through mystical training, intense
meditation or just a finely balanced sense of justice - has
experienced the clarity and the wonder that is an awareness of a greater truth. Enlightened is a Special Good Trait,
costing 1 point to purchase.
Effect: Gives the character an innate ability to sense when
something is amiss or unnatural and what needs to be
done to set the world right. They may not know exactly
what it is, but theyll know something isnt right.
The character will sense something wrong with an Awareness and Ingenuity roll with a +2 bonus the more successful it is, the more likely they are to know what is wrong
and how to start to fix it.
60
Possess
(Special Good Psychic Trait)
This is technically the highest possible level of the Hypnosis Trait (see p.50). Possess allows the character to take
over another person and control their actions. While
controlling the host body, the character can make it do or
say almost anything (though they cannot make the host
kill themselves, the survival instinct is too strong for even
that). Possessing someone is an exhausting affair, and if
the character has a normal body that it has left behind
somewhere, it will need protecting (and may die of starvation if theyre out of their body too long).
Effect: This Trait is not recommended for player characters. Just as the Hypnosis Trait, the target will have the
opportunity to resist becoming possessed (with a Resolve
and Strength roll, or Ingenuity in some cases). The possessing character receives a +4 bonus on their first roll to
possess someone, though if they fail this every attempt
that follows loses this bonus. As a good guide, the possessing character can inhabit the body for as many hours
as they have Resolve, though very powerful villains could
inhabit a body indefinitely. If they force the host to do
something very against their nature (such as attack one
of their friends) they will have a chance to resist (and on
a Fantastic result, the possessing character may be rejected from the host completely!). For additional information,
see Being Possessed on p.133.
Precognition
(Special Good Psychic Trait)
Some people have the ability to see the future.
Effect: Costs 1 point to purchase and can only by taken
by characters already with the Psychic Trait. The Gamemaster will give the character flashes of information that
may help or encourage them to pursue a particular course
of action to aid the adventure. If the player wants the
character to actively try to sense what is to come, they
should spend a Story Point, and the Gamemaster will
supply as much useful information is they see fit (without
ruining the story!).
Exactly how seeing the future works may vary from Gamemaster to Gamemaster, but we recommend that Precognition allows the character to see what would have taken
place if he had not gained an insight into the future, allowing the possibility that his prescience will allow him
to change events to come.
Telekinesis
(Special Good Psychic Trait)
Telekinesis, sometimes called psychokinesis, is the power
to move something with thought alone. Telekinesis is a
Special Trait that costs 2 points to purchase, and should
only be picked with the approval of the Gamemaster. Also,
they can only purchase this Trait if they already have the
Psychic Trait (see p.52).
Effect: The Telekinesis Trait has a strength equal to the
Genesis
CREATING A CHARACTER: EXAMPLE
Lets create a new character for Pulp Fantastic. Were playing in the Two-Fisted Action Tales! campaign framework. The players
agree that all the characters are working for the magazine. Theyre 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, whos our character? The idea of a news hound appeals. Maybe J. Montgomery Cruickshank III has sent his daughters 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!
Weve got 42 Character Points to spend, starting with the AttributesStrength, Coordination, Awareness, Ingenuity, Resolve and
Presence. Were limited to a maximum of spending 24 points on Attributes. The rest of the group are rough, tough sinewy types,
so itd 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 hes not particularly muscular or athletic (2 in Strength), but
hes gutsy and determined (4 in Resolve). A reporter needs to be observant (4 in Awareness), but not stand out too much (3 in
Presence). Thats 22 points spent 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
3, Resolve 4, Strength 2. Hes 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 publishers daughter thinks
hes cute. Anyway, keeping 6 points or so for Good Traits sounds like a plan. Lets spend 14 points on Skills and see how far that gets
us. If we run out of points, we can always take some more Bad Traits or become Experienced.
So, lets look at the Skills. Convince is a must; 4 points in there. Another 4 in Knowledge; Jakes a smart young man. Thats 8 points
so far. His job entails a little sneaking around, so lets put 2 points in Subterfuge. Hes a writer, and a good one at that, so well 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, though, we have to put some points in Fighting just so hes not totally defenseless2 points at least. That eats
into the points weve put aside for Good Traits, so well definitely have to take some Bad Traits to compensate. Thats 18 points
spent on Skills.
Back to Traits. Well take Empathic (Minor) and Face in the Crowd (Minor), costing us 2 points. Well also give him Attractive (Minor)
and Fast Runner (Minor), as hes not a fighter, for another 2. While were at it, lets give him Friends (Minor) to represent his Press
contacts and Lucky (Minor)...because hes probably going to need it!
Weve spent a total of 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.
Jakes a reporter, so lets give him Obligation (Major) to his bossthis sets up a conflict of loyalties between the group and the
publisher that could be really fun to play! Finally, lets take another two Minor Bad Traits, like Insatiable Curiosity and Dependent.
Maybe the publishers daughter doesnt want to stay home when her dear, brave Jake is traveling the world!
Next, Story Points. A starting character normally has 12 Story Points.
We also need to work out his Trappings. The notable ones are his high Convince, which gives him a steamer trunk full of dapper
clothing, and his knowledge of 4; Jakes a reader and accumulates books wherever he goes. His Craft skill means he has his own
typewriter and transcribing pads.
Thats more than enough to get playing. We can fill in more about Jakes personality and background during the game!
RESOLVE
RANGE
Touch only
Line of Sight
Adjacent Room
Adjacent Building
9+
61
Pulp Fantastic
Telepathy
SETUP
Story Points
You start the game with 12 Story Points.
Thats also your maximum number of Story Points at the
start of each adventure. If you end an adventure with more
or fewer than 12, you reset back to 12. (Unless, of course,
you took the Experienced Trait, in which case youve got
9 or 6 Story Points instead of 12, and reset back to your
lower limit after each adventure).
Story Points are very, very useful things. You can spend
them to:
Get extra dice to roll for a critical test
Boost your level of success, or reduce your level of failure
Ignore the effects of damage
Activate certain traits
Pay off the cost of ignoring other traits
Get a clue when youre stuck
Give them to other player characters
or even tweak the events of the story.
The rules for Story Points are on pages 135-137. For now, youll
need a way of keeping track of your Story Points. Tokens or
glass beads work best, but you can just use dice or coins, or
just write your total down on your character sheet.
62
Finishing Touches
Youre nearly done with your character just a few finishing touches to go.
Name
Whats your characters name? Do people commonly
address him by his first name, or his last one? Or does he
go by a title or a nickname?
Background
Think about how your characters Skills and Traits fit together. Where did you pick up all those ranks in Fighting?
If youve got the Brave trait, what brave things have you
done in the past? Do you have any family?
You dont need to come up with a full biography at this
point, but do come up with a little background for your
character. If you can drop in some plot hooks (like, say, a
missing sibling, a family secret, or a burning ambition) so
much the better. Is there anything he regrets in his past?
Are there big decisions that could have gone another way?
Connections
How do you know the other characters? What brought
you into their world? Why do you do what you do? Are
you motivated by tragedy, inspiration, obligation or
revenge? Were you recruited, or did you blunder in? Who
do you trust? Whos your best friend in the group? Who
do you always find yourself disagreeing with?
Appearance
What does your character look like? How does he dress, what
sort of accent does he have? Does he have any quirks or mannerisms? Empty his pockets what does he keep in there?
Whod play your character in the movie of your game?
Playing with a dream cast list is a good way to pin down
your characters appearance and demeanor.
Equipment
Note down any trappings you get from your skills, as well
as any other equipment your character might reasonably
carry with him. Have a think about where your character
lives. Describe his home.
Personal Goals
What does your character want right now? What does he
need? What is he searching for? Whats his big problem?
In short, what will push him into the adventure?
Genesis
theater? Do you belong to a government institution, a secret
military unit, or are you just a gang of amateur investigators
whove discovered the thrill of fighting evildoers?
Just like characters, Groups and Bases have Traits. All the
players have to decide collectively what Group & Base
Traits to buy. You start with Three Good Traits and One
Bad Trait.. You can get extra Group Points by taking Bad
Group Traits (or with the Team Player Good Trait).
Advanced Technology*
Armory
Code
Archives
Criminal
Computing Power
Dangerous Experiments
Considerate Superiors
Dark Secret
Fortified
Demands Results
Holding Cells
Harsh Conditions
Laboratory
Isolated
Landing Facility*
Traitor
Lockdown
Unreliable Resource*
Medic
Underfunded
Minions*
Wandering Civilians
Mobile base
Official Sanction
Secret Base
Secure Base
Training
Troops*
Armory
Youve got an arsenal of weapons and other equipment. If
you need a dart gun, or a sniper rifle, or a steel cable capable
of restraining an angry rhino, then you can just get it from
your handy armory. Your armory might be an actual armory
room, with lockers full of weapons, or it might be a cellar
full of black-market weapons and old military-surplus gear,
but either way, youve got the firepower.
Effect: You can get any Common or Uncommon Weapons,
Armor or other equipment you need without any problems, and can spend a Story Point to obtain any Rare items
you need from the Armory.
Archives
Youve got records and files going back years. You might
have a really extensive library, or access to government
files, or maybe your organization has just been around for
a very long time. Either way, youve got information at
your fingertips.
Effect: This Trait provides 3 Story Points every game
session that can only be spent on research and related
activities. You could spend the Story Points to get extra
dice to succeed at a really difficult Knowledge roll, or spend
them to declare youve got a copy of some vital document
or map in the archives.
Computing Power
Youve got access to a powerful calculating engine.
Effect: This Trait provides 3 Story Points every game
session that can only be spent on Technology-related rolls
and related activities, like performing some complex calculations to solve a problem.
Considerate Superiors
Your boss in the organization (if you have one) cares for you
and the other members of the group. Hell go out of his way
to make your life easier and give you every possible support
on the mission, and hell forgive you if things go wrong.
Effect: The Gamemaster should try to play the characters
superior as considerate, thoughtful and inspiring.
Vehicle Pool
Note: You cant take the Boss from Hell Bad Trait if you
have Considerate Superiors.
Wealthy
Fortified
Holding Cells
Youve got the facilities to hold prisoners. Having Holding
Cells means that any prisoners youve captured are certain
not to break free. In fact, your cells may even come with
a few inmates captured in previous adventures
63
SETUP
Pulp Fantastic
Effect: Any captured prisoners cannot escape without
outside help (or really cunning plans not even a sturdy
holding cell can hold an Evil Mastermind for long)
Minions
Laboratory
Effect: This trait works just like the Personal Good Trait,
Minions (see page 51). You pick the type of Minions when
you take this trait, and you can take different kinds of
Minions each time.
Landing Facilities*
The base has an airstrip or a Zeppelin dock and a hangar
containing either a few auto-gyros or biplanes.
Effect: The base has landing facilities and a number of
aircraft. Pick one sort of aircraft:
Auto-gyros
Small planes
Zeppelins
Armed Biplanes
Note: You can take this Trait more than once; each time
you take it, pick another kind of aircraft.
Lockdown
Your base has an emergency lockdown procedure. Pulling
a lever drops heavy doors throughout the base, sealing it
off from the outside world. Nothing, not even bacteria,
can escape from a locked-down base.
Effect: If lockdown is activated, nothing can escape the
base using conventional means. Lockdown also means
that the base has its own internal air supply, which can
come in handy if the Death Dragons minions are attempting another gas attack.
Medic
Youve got a state-of-the-art infirmary (or maybe just a
friendly doctor whos really good at first aid), letting you
bounce back quickly from injuries.
Effect: This Trait provides 3 Story Points every game
session that can only be spent on Medicine-related rolls
and related activities. You can also spend these Story Points
to restore Attribute points lost by damage each point
spent restores half the lost points (rounding up). The player
can decide how these points are allocated between the
damaged Attributes.
Menagerie
You have a large holding facility for keeping exotic creatures.
Effect: You can safely store creatures that you are unable
to return to their natural habitat. What is it with Evil
Masterminds and their venomous pets, anyway?
64
Mobile Base
The whole base can move under its own power.
Effect: The base is a giant vehicle. Some mobile bases are
small enough to fit into the cargo hold of an aircraft. Other
bases might be on board a ship, or consist of a fleet of road
vehicles. At the top end of the scale, youve got bases like
the Zeppelin Patrols airborne Cloud Palace.
Official Sanction
Youve got the backing of the Powers That Be the government, the military, the secret service, the League of Nations,
or some other group with the authority to run around the
country investigating rumors of criminal activity, spies,
monsters, or whatever it is that your group is into.
Effect: While performing your duties, youve got the
Minor Good Trait Authority (see page 48).
Note: This Trait is incompatible with the Criminal Bad
Trait.
Secret Base
Your base is cleverly concealed from outsiders. Either it
looks like a perfectly ordinary building, is hidden underground, or is concealed by some sort of advanced camouflage or technology.
Effect: Finding the base if you do not know it is there is
almost impossible. Even if an enemy is hunting for the
base, the characters have time to prepare before they are
discovered.
Secure Base
Your base is protected by alarms, thick walls, locked doors,
barbed-wire fences and other security measures. No-ones
getting in here without you knowing about it.
Effect: Its very hard to sneak into your base. Its not impossible, but if someone gets past your security, the gm
should throw the group a Story Point each.
Training
Your base includes a gym, a firing range, and other training
facilities. Between adventures, youre busy honing your skills.
Effect: As a group, you receive 3 bonus experience points
every game session. No one character can get all three
points, but you can split the points among three different
characters, or give one character two points and another
character one point.
Genesis
Vehicle Pool
Your base has an extensive garage, and youve got access
to lots of vehicles.
Effect: You can get any Common or Uncommon Vehicles
you need automatically; you may also get the use of one
Rare Vehicle per adventure for free, and can get more with
Story Points.
Wealthy
Your group is rich or well funded. Youve all got extensive
lines of credit.
Effect: You have easy access to money. You can get any
Common items automatically, and get either six Uncommon Items or one Rare item per game session. You can
also throw money at problems by spending Story Points.
Note: You cant take the Underfunded Trait if youre Wealthy.
Code
If youre working for this organization, you need to obey
a certain code of conduct. You might be part of a military
chain of command, or be bound by civil service bureaucracy. Youve got to keep to the code, or therell be trouble.
Effects: When youre working for this organization, all
characters get either the Code of Conduct or Obligation
Minor Bad Trait. If a character already has one of those
Minor Traits, it gets upgraded to a Major Trait. (On the
off-chance that youve got both Code of Conduct and Obligation as Major Traits, youve got enough trouble)
Dark Secret
Your organization has a dark secret, and you dont know
what it is.
Effect: The nature of the dark secret is up to the gm. It
could be another Bad Trait (maybe your mysterious benefactor is actually a Nazi spymaster or a notorious crime
lord, not the government, so youre actually Criminals;
maybe the organization was set up to atone for a dreadful
crime, or to correct the effects of an experiment that went
horribly wrong) or something even worse.
Demands Results
Youre expected to do the impossible every week. Youve
got to keep the underworld under control, keep the public
from finding out, and keep your superiors happy. They
demand results.
Effect: Failure isnt an option for you. Your superiors keep
interfering with your decisions and pressuring you to
come up with solutions. The gm has license to torment
your characters with micromanaging bosses who call you
up every ten minutes to shout at you about why you havent
captured the Crimson Claw yet.
Harsh Conditions
Life in this base is hard. No luxuries. No molly-coddling.
The base is cramped, cold (or hot) and unpleasant. Outside
is worse the base is located somewhere like Siberia or
the middle of the Sahara. Or maybe its on the bottom of
the sea.
Effects: Harsh Conditions has no direct game effects, but
being caught without proper survival gear can be hazardous to the characters health.
Criminal
Isolated
Your groups activities are illegal. Either youre doing something thats genuinely illegal, like smuggling fugitives
across state lines, or the government doesnt want anyone
else fighting crime. If youre caught, youll be arrested.
Dangerous Experiments
Your organization uses (or has used) your base for a troublesome experiment involving weird technology or arcane
Effect: It takes a very long time for help to arrive if something goes wrong. It may take days or even weeks before
anyone responds to a distress call from your base. As long
as nothing goes wrong, youll be fine
Traitor
Theres an enemy among you. Someone in the group is a
traitor, working for an opposed organization (like the
Syndicate or the Tong of the Black Scorpion) or an enemy
(Like Herr Doktor Todeskopf or the Crimson Claw).
65
Unreliable Resource*
Some aspect of your base or group is unreliable. Perhaps
your vehicles are prone to break down, or your communications are regularly disrupted by electrical storms.
Effect: Pick one of your Good Group Traits. That Trait is
now unreliable. Sometimes, it just isnt available. For
example, youve 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 youve an Unreliable Vehicle
Pool, then either your source of transport is unreliable
(sometimes, your pal in the military base cant get you
anything) or the vehicles themselves tend to break down.
Underfunded
Your group is chronically short of cash. You cant afford
to maintain what youve got, let alone buy new equipment.
Youve a shoestring budget.
Effect: You cant buy equipment, not even Common items,
without finding an extra source of funding. Youre poor
(at least, the organization is. Individual characters may
be wealthy, but do they want to give their money to the
group?)
Wandering Civilians
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 civilians right in the line of fire.
Effect: Any crisis or attack on the base will endanger lots
of civilians. The characters have to protect these civilians
while dealing with the bigger problem.
Chapter 3
The Pulp World Gazetteer
Pulp Fantastic
GAZETEER
Korea: Japan.
Algeria: France.
Madagascar: France.
Angola: Portugal.
Morocco: France.
Annam: France.
Mozambique: Portugal.
Bissao: Portugal.
Cambodia: France.
Cameroon: France.
Sardinia: Italy.
Sicily: Italy.
Dahomy: France.
Syria: France.
Formosa: Japan.
Greenland: Denmark.
Hawaii (Sandwich Islands): United States.
India: Great Britain.
Iraq: Great Britain.
Jamaica: Great Britain.
Java: The Netherlands.
Kenya: Great Britain.
This wasnt entirely unjustified. Though America emerged
as a potential super-power with the closing of the Great
War, Europe seemed more resentful than thankful of
American interference, refusing to pay debts, and often
belittling the United States pivotal role in ending the Great
War. Most Americans simply considered the rest of the
world not worth worrying about. An attitude that helped
keep the United States from entering the ill-fated League
of Nations.
On the other hand, having apparently beaten Europe at
its own game, Americans had seemed to many to become
swaggeringly arrogant, a not-entirely inaccurate perception that endures nearly a century later.
68
The sun never sets on the British Empire was more than a
clich. British colonies, possessions and self-governing dominions circled the world. Britain controlled most of Africa,
large parts of Asia and Oceania and a substantial fraction of
North America and the Caribbean. Even South America (Guiana
and the Falkland Islands) and Europe (Gibraltar) had land
under the Union Jack.
If one does not live in London, one simply does not live,
was how any true Englishman felt. London was the social,
political, and moral center of the Empire. The home of the
English Parliament, the West End theater district, the
British Museum, and a host of gentlemans clubs to meet
any mans tastes, London truly seemed to be the center of
the universe.
Great Britain brought the train to the world, making many
places accessible that were truly out of touch with the time.
Scottish inventors and doctors managed to bring civilization
to the world, improving the quality of life everywhere. Great
Britain was the epicenter of the Industrial Revolution, which
brought about the development of steam powered railways,
ships, electrical power generation, and machinery meant
to make life easier.
For two hundred years, Great Britain had been the
dominant force in the world. The Great War changed that,
and had been a humiliating experience. Colonies broke
away, and even Ireland had achieved its independence.
Britain could no longer be complacent.
France
France can really be seen as the land of anarchy and change
during the 1800s. Throughout the stable reign of Queen
Elizabeth in England, France sees the rise and fall of King
Louis Philippe and the Bourbon Restoration; the rise and
fall of the French Second Republic; the reign of Louis
Napoleon Bonaparte, first as President for Life and later
as Emperor Napoleon III; and the beginnings of the long
standing French Third Republic. Royalists, anarchists,
69
Pulp Fantastic
many stories, a grand mixture of myth, hard fact, and
mystery that garners respect no matter where they go.
GAZETEER
Spain
Once a major power in world politics, by the mid-1800s
Spain was but a hollow shell of its former self. Queen Isabella II, who was crowned at the age of 3, was not popular
among the people of Spain, who felt that she was easily
influenced by those around her and did not care for her
people. The turmoil within her court led to revolts among
the far flung Spanish colonies. Her attempts to unify her
country only served to alienate her even more. Under great
pressure from forces both political and military, Queen
Isabella II went into exile in France in 1868, leaving the
country in chaos. After two years of unsuccessful rule by a
coalition government, it was decided that Spain would have
a new king, from a new line, and a search was made to find
a king that would satisfy the government. King Amadeo I
was crowned in 1870. He swore to uphold Spain's constitution, and with great ambition began his reign. King Amadeo
had to deal with the unstable political atmosphere in Spain,
constant attempts at assassinations, and a revolution in
Cuba, among many other problems. After two years, faced
with reigning without popular support, King Amadeo abdicated. That same day, the first Spanish Republic was born.
This lasted for another two years, during which a great deal
of turmoil and unrest ruled the country. Since none of the
political parties wished the return of Isabella, they pronounced her son Alphonso as King.
Alphonso XII was a young and inexperienced king, but
he ruled with natural tact and grace, and the people of
Spain grew to love and respect him. His rule saw the
country rise up from plagues of cholera, devastating earthquakes, and the stabilization of the rule of Spain. After
his death in 1885 his son, ruling as Alphonso XIII, dealt
with a humiliating defeat by the United States in the Spanish-American War. Agreements signed after this six-month
70
Italy
At the beginning of the 1800s, the Italian peninsula was
a fractured political landscape. Various principalities,
grand duchies, and the Papal States made the area look
more like a puzzle than at any other time since the fall of
Rome. After the Crimean War, King Victor Emmanuel II
of Piedmont, Savoy, and Sardinia, managed to unite the
many fractured states into the Kingdom of Italy. He was
crowned King of Italy in 1861. The beginning of his reign
was full of turmoil, but this all ended when his forces
entered Rome in 1871, and all of Italy was under one king.
The remainder of his reign was quite peaceful, and many
visitors came to admire the aged splendor of the Italian
cities. King Victor Emmanuel II died in 1878, succeeded
by his son Umberto I.
King Umberto was deeply despised by the left-wing political circles, and suffered several assassination attempts.
Alliances with former enemies Austria-Hungary and
Germany did not gain him favor at home, and his attempts
at imperial colonization in northern Africa, and the disastrous massacre in Milan, made the reign of Umberto a
troubled one. By the end of the pulp fantastic Era,
the atmosphere in Italy was volatile, and it is only a matter
of time before one the many attempts on King Umberto's
life succeeds.
During the 1930s, Italy was becoming a power once more.
Mussolini's Fascism had taken the nation forward, becoming a strong military power and a leader in science and
technology. It had appeared to many that Italy would be
a strong power for the next few decades.
Italy itself, however, was far from unified under their
leader. Communists, other fascists, nationalists, and other
groups were demanding their share of power. The old
troubles of the mafia still remained. By the mid 1930s,
Italy had been notably outstripped in pace by the Germans.
Early on, Italy had not sided with Germany, even deploying troops against Hitler to warn against the annexation
of Austria. However, once Italy invaded Abyssinia, Italy
found itself short of friends. This lead Mussolini to take a
more firm alliance with Germany, even aiding the Nazis
in the Spanish Civil War.
Switzerland
Austria
The Empire of Austria, founded in the early 1800s, was
created on the heels of the abolition of the Holy Roman
Empire. Francis II, Holy Roman Emperor, in the wake of
the defeat of his military coalition against Napoleon, was
forced to dissolve the Holy Roman Empire in 1806, but
prior to that in 1804 he declared his personal holdings to
be the Empire of Austria. This allowed him to retain rule
over this smaller realm after the dissolution of the Holy
Roman Empire. Emperor Francis I, a greatly suspicious
man, set up a vast network of spies, censors, and secret
police. This vast network of informants was used throughout his reign to keep the emperor informed about the
actions of many people he did not trust, including his own
brothers.
Pulp Fantastic
ELEMENT X
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 that wiped out the dinosaurs.
The exact composition of Element X remains a mystery, and there is much debate as to whether it is an 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, whereupon it becomes a source of remarkable power. Furthermore, there is some evidence that the Element is capable
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 long periods produces stable, beneficial mutations in higher organisms. Certain less reputable scientists have theorized that Element X was used in the creation of many occult artifacts - really examples of ancient
high technology and may be responsible for incidences of apparent supernatural or magical events.
In its natural form, Element X appears 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 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
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), but also because of the high number of bizarre and unpleasant accidents that seem to befall
researchers involved in its study. Many scientific authorities prefer to deny the material even exists, rather than try and incorporate
its anomalous behavior into their model of the universe.
GAZETEER
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Germany
The Empire of Austria-Hungary was a land of great prosperity, an ever increasing industrialized nation that is a
multi-cultural region of prosperity and intrigue. While the
emperors spies and secret police were ever present, so were
spies from other countries and anarchists bent on ending
the Emperor's grip of power over the vast Empire's domain.
Berezkia
Nestled in the heart of the Balkans is the tiny nation of
Berezkia. Alternatively conquered, fought over and ignored
by the greater powers for centuries, her people are a mishmash of ethnicities and faiths, but are staunchly proud of
their land and their history. Largely over-looked in the
19th Century, Berezkia suddenly came to prominence with
the discovery that enclosed within its borders was the
largest deposit of Element X ever recorded. By cleverly
exploiting historical treaties and alliances, the Berezkian
leadership maintained their independence while using
their new-found wealth to build up their defenses. Today
Berezkia is a fortress nation, heavily guarded by the loyal
troops of General Kazan while her neighbors look enviously on.
FORBIDDEN VALLEY
Mentioned in legend for hundreds of years but first explored
by modern man in 1904, Forbidden Valley is an anomalous
region located in the deserts of Mexico and bounded by high
rocky walls. Despite being located in an arid desert with little
water, the valley apparently maintains a Jurassic ecology
including a thriving dinosaur population. Like many anomalous regions, there appears to be only one entrance to the
valley, and attempts to locate it through other routes have
failed repeatedly. Even more curiously, a 1908 follow-up
expedition reported penetrating 12 miles into the valley and
uncovering a dense jungle before turning back in the face of
increasing losses to dinosaur predation.
ANOMALOUS REGIONS
The term anomalous region is one that is applied to geographical areas where the normal laws of nature and
sometimes physics are suspended or behave in ways contrary to the predictions of science. These regions often appear
to be in some way hidden, concealed from the rest of the
world as if existing within a fold of space and time. Normally these regions can only be accessed in a very limited and
specific way; through a certain cave, by following a concealed
valley or by navigating a specific course. Attempting to find
the region by any other way will usually fail, as if the region
only exists when accessed by the specific path. Exactly what
causes anomalous regions to exist is unknown, though it
cannot be a coincidence that these areas often contain large
deposits of Element X. Anomalous regions are often called
lost worlds after the most well-known and well-documented example; Maple White Land in Venezuela.
North America
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full of life with the excitement of gold fever. The western
expansion brought many people to the west, not all of
them honest citizens. Card sharks, con men, snake oil
salesmen, cattle rustlers and bank robbers could all be
found scattered around the boom towns of the west.
Indians roamed, and fought for their very survival, clashing
with the teeming Americans spilling into their lands.
Rail lines slowly made their way west, crisscrossing the
newly claimed prairies. Men like John Henry helped to
build the railroad, expanding the nation and bringing the
raw materials of the west to the industrial lands of the
east. Jesse James made the railroads famous by robbing
the trains, making the lands seem wild and untamed.
Railroads were a vital link throughout the United States.
Without trains, much of the growth of western towns
would not have been possible, and the western United
States would have been a vastly different environment.
The United States is a land of unique adventure. Part
civilized nation, part savage wilderness, the country is rife
with possibility. Great thriving cities like New York, Boston,
and Baltimore provide centers of industry, intrigue, and
adventure. Booming towns like Denver and San Francisco
are full of action, danger, and adventure.
GAZETEER
Canada
The British colonies of Canada were a battleground for
the British and American governments during the War of
1812. The treaties following the war sealed a low-level
animosity between the Canadian colonies and the new
nation of the United States, slowing the migration between
the countries and increasing the American expansion to
the west. In 1867 the British North American Act took the
Province of Canada, New Brunswick, and Nova Scotia and
formed the Dominion of Canada, the first and largest
self-governing colony of the British Empire. The majority
of Canada was a vast, forested, unexplored wilderness.The
great cattle herds of Alberta, the metropolis of Montreal,
and the growing wilderness town of Vancouver, were all
linked in 1886 with the completion of the transcontinental
railway by Canadian Pacific Railway. The opening of rail
service, and the grand hotels built along the route, sped
up the expansion of the Canadian west.
While the expansion brought more people to the towns
and cities along the rail line, it still left great swaths of the
country unexplored. Stories of Wendigo, the embodiment
of winter, isolation, and cannibalism spread throughout
the end of the 1800s. Some claim that Wendigo wander
the wildernesses of Canada, preying on hunters, trappers,
and explorers of the arctic regions. Others claim that the
spirit creatures have been encountered in towns like
Vancouver and the newly incorporated city of Winnipeg.
Whether the tales of the Wendigo and related stories of
Sasquatch are true or just the myths and stories of the
local Indians are unknown. Nobody who has gone hunting
for either creature has come back with one. Of course, a
few expeditions have never come back.
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Mexico
Territorial disputes between the United States and the newly
independent nation of Mexico led the countries to an
inevitable war in 1846. The war was short and, unfortunately
for the fiercely proud Mexican people, unsuccessful. In 1848
the Treaty of Guadalupe Hildalgo was signed, ending the
war. Mexico lost large pieces of territory, which were settled
by Americans and soon became the states of Texas,
California, Nevada, Utah, Colorado, and most of the New
Mexico and Arizona territories. A federal republic was
established after several internal wars, with Benito Jurez
finally installed as President. In the 1860s Mexico was under
the military occupation of France. Napoleon III installed
Maximilian I as King of Mexico, under his control. The
largely conservative government of Mexico found the
policies of Maximillian too conservative, and the liberals
refused to acknowledge the King as their monarch.This
lead to much political unrest. Forces loyal to President
Benito Jurez, who kept the federal government functioning
during the French intervention that put Maximilian in
power, captured Maximilian and executed him in 1867.
Like much of Central and South America, Mexico was
dotted with ancient ruins, lost Aztec cities, and enough
adventures to keep anyone busy for many years.
Argentina
The United Provinces of the Rio de la Plata was formed in
1816 from the Spanish Viceroyalty of the Ro de la Plata, the
last short lived Viceroyalty of the region. The United Provinces
comprised the area of present day Bolivia, Paraguay, Uruguay,
and Argentina. Political turmoil in the region caused the
Provinces to split apart, forming the four separate countries.
Argentina is a largely agrarian country, with a smattering
of farms and a large number of cattle ranches. This stable
economy helped to unite the mostly Spanish population.
Exporting of cattle, sheep, and wheat kept the nation from
suffering the effects of the worldwide depressions of the
mid-1800s, but it did not make them wealthy either.
While the immigrants to Argentina were a united people,
they still suffered from attacks by the Indian tribes of the
region. Argentina inherited the problems of the Spanish
Viceroy when it came to dealing with the local tribes to
the south, and they did not handle this problem any better
than the Spanish.
Buenos Aires still had a colonial feel, even after its
independence. The influx of Spanish and Italian
immigrants, along with a healthy dose of financial backing
Bolivia
Of all the countries of South America, Bolivia was the most
unstable politically, economically, and even geographically.
The European wars of Napoleon had their effects felt in
far off South America. The Spanish colonial territory
known as Upper Peru declared its independence in 1809.
Sixteen years of bitter war began, until finally 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-Bolivian Confederation.
Wars with Chile and Argentina, while at first victorious,
turned disastrous. By 1840 the Confederation had dissolved,
Peru had found its independence, and Bolivia entered a
period of political and economic upheaval. Wars with
Peru, Chile, and Brazil over the next few decades saw
Bolivia lose much of the land it once controlled, including
access to the Pacific Ocean and the fertile lands of the west.
Rising silver prices around the world had brought about a
rise of prosperity in Bolivia near the end of this century.
Prospecting, mining, and treasure seeking have all become
profitable forms of employment in Bolivia. With governments
constantly teetering on the edge of disaster, Bolivia was a
land of adventure, intrigue, and danger. The Andean
Mountains of Bolivia hold many secrets and treasures.
Perhaps even the remains of the Empire of the Inca.
Brazil
Once the colony of Portugal, the largest nation of South
America has gone through many changes. For three
centuries the colony of Brazil was a powerful, though often
neglected, colony of Portugal. The invasion of Portugal by
Chile
Like many of its neighbors, Chile was a colony of Spain
until the forces of France's Napoleon invaded Spain in the
early 1800s. This led the people of Chile to break away
from Spain. After a brief attempt by the Spanish to re-conquer Chile, the Republic of Chile proclaimed its
independence in 1818. This declaration did little to change
the colonial lifestyle of Chile, where social stratification,
family politics, and the influence of the Roman Catholic
Church strongly dictated the course of the Republic.
Chilean culture changed very little over most of the 19th
century, and the generally stable government was a change
of pace in the otherwise turbulent history of South
America. In the late 1870s, wars with the new countries
of Peru and Bolivia, culminating in the War of the Pacific,
brought great expansion to the lands of Chile. Territories
rich in nitrate deposits, which were part of their treaty
settlements with Bolivia and Peru, lead to an era of national
affluence. In 1886, Jos Manuel Balmaceda was elected
president. His economic policies were radically different
than those of previous presidents. He began to violate the
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constitution and slowly began to establish a dictatorship.
These actions were not tolerated by the Congress, who
voted on deposing him. Balmaceda's refusal to step down
led to the beginning of the Chilean Civil War of 1891. The
President's forces were quickly defeated, and Balmaceda
fled to refuge in the Argentinean Embassy. There he
committed suicide, ending his reign.
Abyssinia may surprise visitors by having a history traceable to the fourth century. Throughout antiquity, it has
been a Christian nation with a notable Jewish population.
Their religious leaders claim to have the fabled Ark of the
Covenant under lock and key, though none may see it
except the religious hierarchy and the Emperorwho
claims to be descended from King Solomon.
GAZETEER
Africa
In the early 1900s, Africa fell increasingly under European control. The whites superior transportation and firepower enabled them to conquer vast swaths of land and
take the Africans natural resources. Most Europeans saw
it as the white mans burden to control natives they
viewed as incapable of managing their own affairs. While
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Abyssinia
The Congo
The Congo is foremost a site for human tragedy. The
Belgians exploited it first for ivory, then for rubber, and
later for copper, gold, and diamonds, with brutal oppression for Congolese who failed to meet their quotas (especially in the first decade of the century, when millions lost
their lives). Inhabitants of the eastern Congo faced danger
not only from the Belgians, but also from Zanzibars slave
raiders, from whom they sometimes ransomed their family
members. In the North, the Portuguese were slightly better
rulers, avoiding the genocidal violence of the Belgians
and allowing a Kongolese king to serve as vassal until a
1914 revolt.
The pygmy survives as a small minority in the Congo,
living in small hunter-gatherer communities in various
climates or serving as slaves to the Bantu-speaking Congolese. Using traps, spears, and crossbows with poisoned
bolts, they are a source of fascination for the public, one
having been displayed in a cage at the 1907 Worlds Fair.
Safari hunters come to the Congo for its wild game, especially the increasingly hard-to-find elephants, prized for
their rich ivory, and an elephant graveyard would make
any explorer wealthy beyond imagining, though none has
been found yet. A 1909 volume by one hunter notes Congolese locals tale of a creature whose description reminded him of a brontosaurus, a tale widely reported in newspapers. A 1919 Smithsonian expedition trying to ascertain
the truth ended with a train derailment, resulting in four
Regardless of the veracity of the many claims made about the plant, its rarity makes live specimens among the most valuable plants
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.
Egypt
In 1904, Aleister Crowley, an Order of the Hermetic Dawn
member, claimed after visiting the Cairo Museum of Antiquities to have an encounter with a being named Aiwass,
in the voices of three Egyptian gods. The Book of the Law
was the result of this meeting, a book several members of
the Nazi party were known to possess in later years.
Many visitors came to this museum, for the discovery of
the Valley of the Kings in the Victorian Era kicked off a
mania for Egypt. From 1907-1922, archaeologist Howard
Carter excavated in the Valley, less a three-year break
during the Great War. In November of 1922, Howard Carter
discovered the tomb of King Tut, still intact with all its
treasures, reigniting the mania. Rumors of the tombs
fatal curse have been exaggerated.
Diplomacy, entanglements, and spies are of far more importance than supposed sightings of walking mummies, as
EgyptCairo in particularserved as the meeting place of
Africa, the Middle East, and Europe. Of particular importance
there is the recent rise in anti-Semitism, exacerbated by the
recent publication of the Protocols of the Elders of Zion.
Pulp Fantastic
forbidden lore.) Other explorers may wish for bragging
rights, surviving a trip to the top of Kaf Ajnoun, the Devils
Hill, where the Djinn supposedly hold council. Alternatively, clandestine scientific expeditions could search for
the secrets behind what would later be named the Eye of
the Sahara, a 25-mile-wide crystalline depression, looking
from a zeppelin rather like a bulls-eye mark.
The French Foreign Legion patrols the Sahara, albeit irregularly, making it nominally safer than it was some years
earlier. Still, youre more likely to see bones in the desert
than you are a fellow traveler if you can discern anything
besides heat-based hallucinations and mirages.
Southern Africa
GAZETEER
Circumnavigating the southern tip of Africa is still dangerous, given the storms around the Cape of Good Hope, and
sailors still report seeing the ghostly Flying Dutchman there
on occasion. On land, the once-formidable Zulus have
become, while not exactly docile, somewhat tractable in
the face of the overwhelming technological superiority of
the English and the Boers, and now face crushing poverty.
The English defeated the Boers (descended from the Dutch)
during the early part of the pulp era, and soon after the
start of the Great Depression, the nation of South Africa
declared its independence. At the end of the era, there is
still great tension between not only the black Africans and
the whites, but also among the whites themselves, divided
by heritage and language into winners and losers. Additionally, during the entire period, the indigenous people
had virtually no economic or civil rights, despite their
actually comprising more than 80% of the population.
Complicating the matter was South Africas third set of
rights for colored people: those of mixed race and those
who came from India, looking for jobs.
The southern Zulu would rather keep a discreet silence
about some mysteries, such as the Rain Queen of the
Karanga, or the carnivorous river god Inkanyamba. The
northern, central regions of southern Africa are less explored, giving rise to legends of lost citiesincluding one
confirmed discovery, the abandoned Great Zimbabweand
of a completely different ethnic group of hunter-gatherers,
as yet unknown, using poisoned spears in the bush to
catch their prey.
Mami Wata
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,
she is often seen with modern trinkets, such as watches
or lighters. She has been known to possess her followers
during ritual dances. Eyewitness reports of her appearances have been surprisingly consistent, but no expedition
has turned up reliable evidence of any such being yet.
78
idea that lost cities could still exist somewhere in unexplored corners of the world. Zerzura, Opar, Loo, and Kr
are all examples of this trope. Often part and parcel with
it, unfortunately, is the racist idea that Africans, unaided,
could not build a city themselvesyet it was the Shona,
a Bantu people, who built Great Zimbabwe!
One never knows what one is going to find in a lost city.
Riches? New technologies? Natural wonders as yet
unseen? All thats certain is that adventure and science
mandate a complete mapping of the African continent,
so that all may benefit from their discoveries.
Asia
Afghanistan
Afghanistan has been the battleground for the Great
Game, a conflict fought between Great Britain and Russia
over control of Central Asia. The First Afghan War (18381842) would end in a humiliating defeat for the British, and
although guaranteed free passage, the British Army was
slaughtered during its retreat. Meanwhile, the Russian army
steadily advanced southward into Afghanistan. During the
Victorian Age, the British would try again, sparking the
Second Afghan War in 1878. After getting a good part of its
army annihilated in Kabul, Britain managed to put an Emir
on the throne with whom both Britain and Russia could
live. During the 1880s, Emir Abdur Rahman Khan would
consolidate his power in Afghanistan, strengthening military control and modernizing the nation.
It has become a centerpoint of the intrigues going on between
two great World Powers, Russia and The British Empire.
Situated at a crossroads in a geographical context, it is riddled
with spies as well as those that follow such activities.
Bhutan
Lost Cities
Burma
Although not part of the Indian subcontinent, Burma was
slowly incorporated into British India during the Victorian
Age. Burma shared its northeast border with China, and
successfully repulsed four Chinese invasions in the 18th
century before being absorbed into British India during
the next century. The lowlands of Burma have a tropical
climate similar to neighboring Bengal, while the highlands
can range all the way up to heavy snowfall and arctic
conditions depending on elevation. Like Bengal, Burma
was also prone to floods and droughts.
It was Burmas territorial expansion that concerned both
the Chinese and the British. Ill-defined borders were part
of the problem, as military operations and refugees
challenged territorial assumptions. Britain fought Burma
in a series of three wars during the 19th century, resulting
in total control of Burma in 1886. Burma then became a
province of India.
Burma would thrive economically in rice production, but
at great cost. When the opening of the Suez Canal increased
demand for rice, Burmese farmers needed to borrow money
to meet it, but often defaulted on their high-interest loans.
As a result, the beneficiaries of the Burmese rice trade
were British and Indian firms and migrant workers. Many
Burmese became unemployed, and neither the ICS nor
the British military would accept them into their ranks.
Rangoon
The British annexed Rangoon in 1852. The British
immediately went to work on modernizing the city,
building colleges and bringing western education to the
Burmese people. Rangoon primarily exported rice and
timber. This stood in stark contrast to the impoverished
villages that surrounded it. Rangoon was made the capital
of the Burmese Province in 1886.
China
The Empire of China was, to many westerners, a complete
mystery. The vast landscape of a country full of strange
customs, cryptic writings, and imperial intrigue is what
kept many people fascinated and sometimes obsessed
with this great nation. What many did not realize is that
Imperial China was a nation in decline and was rushing
headlong into what surely would become the end of the
Manchu Dynasty.
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Pulp Fantastic
Unfortunately for the Chinese, the First Opium War showed
the outdated nature of the Chinese military. Many stunning
defeats at the hands of the Royal Navy and by soldiers
armed with modern rifles and tactics forced the Manchu
government to surrender in 1842. The Treaty of Nanking
forced China to open her ports and created the British
colony on the island of Hong Kong. This foothold in China,
along with trade centers in Shanghai, finally allowed
western governments to have access to the great wealth
of products and labor that they had long desired.
China, and the inscrutable china man, was for the most
part a great mystery to most of the western world. The
high quality of silk and porcelain, the exotic art and
treasures of the ancient land, and the strange forms of
martial arts they used to protect them all drew large
numbers of adventurers to China. If one believed, half of
the rumors of what could be found within China, then
fame and fortune awaits!
India
GAZETEER
Japan
The Tokugawa (or Edo) period of Japans history began in
1603. This time was marked by a major decrease in the
amount of violence that the Japanese people were
accustomed to surviving. Except for common problems
of the time such as the occasional peasant revolt or famine,
life for the average citizen was greatly improved. However,
Australia
The Australian colonies of Great Britain covered the entire
continent and the surrounding islands. By the late 1800s,
the colonies were: New South Wales, Victoria, Queensland,
Western Australia, South Australia, the Northern 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 officially ended,
though they had been sparse for several years before that.
Antarctica
At the south end of the world is the frozen continent of
Antarctica. Its snow- and ice-cover and high elevation
combine to make it the coldest place on Earth. The sub-zero temperatures freeze the moisture out of the air, making
most of Antarctica drier than the Sahara Desert.
There are no native inhabitants on the continent, but
various exploration teams may be encountered. Because
of the dangers of this most hostile environment, no permanent human settlements exist anywhere on the continent. Wildlife is restricted to seals, penguins, birds and
fish. There are no polar bears in Antarctica.
Nearly all of Antarctica lies within the Antarctic Circle.
Along the coastline, snowfall averages 20 to 40 inches per
year, and temperatures range from 40 to -40 degrees. Most
of the coastline is mountainous, and travel to the interior
is difficult.
Rumors of a hole in the middle of the continent, leading
into the Earth's interior, have persisted for years. No one
has ever returned from an expedition with evidence of
the legendary hole, or at least no one was ever believed.
Stories also persist of a lost world; a region of tropical
environs surrounded by nearly impenetrable mountain.
Chapter 4
The Pulp Years
Interesting Times
The pulp era is a little difficult to pin down. Pulps themselves, in one form or another, existed since the late 1800s
with fantastic tales and adventures drawn from the Old
West and far-away places being sold to readers in New
England and Britain.
Tales of courage, daring, and science were popularized
through the turn of the century, the Great War, and well
beyond. But the pulps hit their stride in the 1930s, as many
people turned to cheaper entertainment to try and escape
the rigors of the Great Depression and the political upheavals happening all over the world.
For many, this decade between the wars would define the
Pulp genre.
Pulp Fantastic
BLACK THURSDAY
Though most of Europe struggled in the 1920s, America had enjoyed a tremendous financial boom. The Great War that had devastated Europe barely touched the Americas, and all the new science and technology that the war brought was being applied to civilian 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 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 couldnt possibly be met. Enthusiasm became frustration, and the sell-offs began. 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.
By 29 October, 1929, the infamous Black Tuesday, the bottom had dropped out of the market, despite J.P. Morgans last minute
attempt to shore it up.
Citizens that had invested heavily couldnt manage to sell their now near-worthless stocks, and often lost their homes. Businesses
folded from their losses, causing dramatic unemployment. Even worse, many banks had overextended into the markets and were
unable to pay their members accounts, destroying the personal savings of millions.
Within a few months of Black Tuesday, the United States had joined in the Great Depression. Even worse, since the United States
was one of the few nations supporting the struggling nations within Europe, Europes already-destitute collapsed even farther
without its aid. The party that was the Roaring 20s had left one heck of a hangover.
GAZETEER
(August) President McKinley signs an Executive Order creating Division 4, the American version of the British MI7 group.
(September) President William McKinley of the United
States is assassinated.
Sam McCord strikes the largest gold strike in the Alaskan
Territories.
Creatures believed to be from the planet Mars invade London;
they are seemingly defeated by an unknown synthetic toxin;
the event is chronicled by H.G. Wells, but due to the efforts
of the Invisible College, the world regards his report as a work
of fiction.
1902
(January) 5 workers killed in explosion during IRT subway
construction (New York City)
(March) American Automobile Association, AAA, founded
in Cleveland, Ohio
(April) 1st motion picture theater opens in Los Angeles.
Denmark is 1st country to adopt fingerprinting to identify criminals.
(May) Sherlock Holmes investigates the Adventure of Shoscombe Old Place.
(May) Cuba gains independence from Spain.
(August) President Teddy Roosevelt became 1st U.S. chief
executive to ride in a car.
(December) Trans-Pacific cable links Hawaii to US. Boers
and British army sign peace treaty
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1903
1905
1904
(February) Russo-Japanese War begins between Russia
and Japan, with Japan launching a surprise attack on Port
Arthur. The United States of America gains control of the
Panama Canal Zone.
(March) Kaiser Wilhelm II of Germany becomes the first
person to make a political recording of a document, using
Thomas Edisons cylinder. Russian troops in Korea retreat
toward Manchuria, followed by 100,000 Japanese troops.
(April) The Louisiana Purchase Exposition Worlds Fair
opens in St. Louis, Missouri. People claim that Government
agencies chased a Beast Man through the fair. The government flatly denies any such activity.
(May) U.S. Army engineers begin work on The Panama
Canal. Cy Young of the Boston Americans throws the first
perfect game in the modern era of baseball.
(July) The third Modern Olympic Games opens in St. Louis,
Missouri as part of the Worlds Fair. The British expedition
under Colonel Francis Younghusband takes Lhasa in Tibet.
1906
(February) British launch HMS Dreadnaught, first dreadnought class battleship.
(March) Mount Vesuvius erupts and devastates Naples.
(July) Alfred Dreyfus is exonerated. He is reinstalled in the
French Army on July 21, thus ending the Dreyfus Affair.
(August) The first Victor Victrola, a phonographic record
player, is manufactured.
(November) Thomas Carnacki, psychical researcher, is nearly
killed during the Black Veil investigation. Dr Ronald Aster,
a colleague, dies of fright after refusing to take protective
measures.
1907
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(July) Korea becomes a protectorate of Japan.
Parties led by T. W. Edgeworth David became the first to
climb Mount Erebus and to reach the South Magnetic Pole.
1908
(January) A long-distance radio message is sent from the
Eiffel Tower for the first time.
(June) The Tunguska event, also known as the Russian
explosion, occurs near the Podkamennaya Tunguska River
in Krasnoyarsk Krai, Siberia, Russian Empire.
The cause of the explosion is never determined, though
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.
1910
(April) Comet Halley is visible from Earth.
(July) Robert Peary sets sail for the North Pole. Ordered by
his superiors in Division 4 to investigate the source of
strange radio signals.
(September) At Ft. Myer, Virginia, U.S.A. Thomas Selfridge
becomes the first person to die in an airplane crash. The
pilot, Orville Wright, is severely injured in the crash but
recovers. Henry Ford produces his first Model T automobile.
GAZETEER
1909
(March) William Howard Taft succeeds Theodore Roosevelt
to become the 27th President of the United States. Einar
Dessau uses a short-wave radio transmitter, becoming the
first radio broadcaster. Theodore Roosevelt leaves New
York for a post-presidency safari in Africa. The trip is
sponsored by the Smithsonian Institution and National
Geographic Society.
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1911
(January) In London, in what becomes known as the Siege
of Sidney Street, the Metropolitan Police and the Scots
Guards engage in a shootout with a criminal gang of
Latvian anarchists held up in a building in the East End.
(March) The United States Army formally adopts the M1911
pistol as its standard sidearm, thus giving the gun its 1911
designation.
(May) Pancho Villa launches an attack against government
troops in Ciudad Juarez without Maderos permission.
Government troops surrender May 10.
1912
(January) New Mexico is admitted as the 47th U.S. state.
British polar explorer Robert Falcon Scott and a team of
4 become the second expeditionary group to reach the
South Pole.
(February) Arizona is admitted as the 48th U.S. state.
(April) On April 10, the British ocean liner, RMS Titanic,
leaves on her maiden voyage for New York, three days later
she will strike and iceberg and sink to the bottom of the
ocean, taking with her the lives of more than 1,500 people.
Again the Order of Victoria is suspected.
(May) The 1912 Summer Olympics open in Stockholm,
Sweden.
(October) While campaigning in Milwaukee, Wisconsin,
former President Theodore Roosevelt is shot by saloonkeeper John Schrank. With a fresh flesh wound and the
bullet still in him, Roosevelt delivers his scheduled speech.
After finishing his speech, he went to the hospital, where
it was deduced that if he had not had his speech in his breast
pocket when he was shot, he most likely would have died.
1914
(January) Ambrose Gwinnett Bierce, American editorialist, journalist, short-story writer and satirist, disappears
while traveling with Pancho Villa, documenting the
Mexican Civil War, and is never seen again.
(March) Katherine Routledge and her husband arrive in
Easter Island to make the first true study of it (they depart
August 1915)
(June) Archduke Franz Ferdinand, heir to the throne of
the Austro-Hungarian Empire, and his wife are assassinated in Sarajevo.
1913
(February) The United State Congress passes the Income
Tax amendment to the US Constitution.
(April) The United States Congress passes the Senatorial
Election amendment to the US Constitution.
(June) Thomas Carnacki publishes a paper detailing the workings of his Mentaphone, a device for detecting and recording mental impulses.
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(September) No member of the Triple Entente (Britain,
France, or Russia) may seek a separate peace with the
Central Powers. First Battle of the Marne: Northeast of
Paris, the French 6th Army under General Maunoury
attacks German forces nearing Paris. Over 2 million fight
(500,000 killed/wounded) in the Allied victory. China
declares neutrality.
(December) British and German soldiers interrupt World
War I to celebrate Christmas, beginning the Christmas truce.
1915
(January) The first use of poison gas in WW1, by Germany
at Bolimow in Poland. The United States House of Representatives rejects a proposal to give women the right to
vote. German zeppelins bomb the cities of Great Yarmouth
and Kings Lynn in the United Kingdom for the first time,
killing more than 20.
(February) Germany declares a submarine blockade of
Great Britain. Any ship approaching England is considered
a legitimate target.
GAZETEER
1916
(January) Paris is bombed by German zeppelins for the
first time.
(February) The Battle of Verdun begins in France.
(March) Pancho Villa leads about 500 Mexican raiders in
an attack against Columbus, New Mexico, killing 12 U.S.
soldiers. A garrison of the U.S. 13th Cavalry Regiment fights
back and drives them away. President Woodrow Wilson
sends 12,000 United States troops over the U.S.-Mexico
border to pursue Pancho Villa; the 13th Cavalry regiment
enters Mexican territory. The U.S. 7th and 10th Cavalry
regiments under John J. Pershing cross the border to join
the hunt for Villa; however Pershings real missing was to
capture a Mayan crystal skull from Villa by any means
necessary.
(April) The light switch is invented by William J. Newton
and Morris Goldberg. The British 47th Brigade, 16th Irish
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Division is decimated in one of the most heavily concentrated German gas attacks of the war.
(June) U.S. President Woodrow Wilson signs a bill incorporating the Boy Scouts of America.
(August) Portugal joins the Allies.
(September) British pilot William Leefe-Robinson becomes
the first to shoot down a German airship over Britain.
Charles Foster Kane runs for governor of New York State and
loses.
1917
(January) President Woodrow Wilson calls for peace
without victory in Europe.
(March) Professor Challenger and Lord Roxton take a second
expedition to Maple White Land, returning with dinosaur
eggs and diamonds.
(February) The United States severs diplomatic relations
with Germany. Mata Hari is arrested for spying. United
States ambassador to the United Kingdom, Walter H. Page,
is shown the intercepted Zimmermann Telegram, in which
Germany offers to give the American Southwest back to
Mexico if Mexico declares war on the United States.
Russian Tsar is over thrown, Provincial Government under
Alexander Kerensky now in place.
(April) U.S. President Woodrow Wilson asks the U.S. Congress
for a declaration of war on Germany, and they grant it.
(November) The workers of Petrograd in Russia, led by the
Bolshevik leader Vladimir Lenin, attack the Kerensky
Provisional Government.
1918
(January) President Woodrow Wilson declares his 14 points
as the path to permanent world peace.
(March) Germany, Austria and Bolshevist Russia sign the
Treaty of Brest-Litovsk, ending Russias involvement in
the war. Moscow becomes the capital of Soviet Russia.
(April) Baron von Richthofen, the Red Baron is killed in
aerial dog-fight.
(June) Grand Duke Michael Romanov is murdered, thereby
becoming the first of the Romanovs to be murdered by
the Bolsheviks.
(October) In the Argonne Forest in France, U.S. Corporal
Alvin C. York almost single-handedly kills 25 German
soldiers and captures 132.
(November) At eleven oclock on the eleventh day of the
eleventh month of 1918, the war ends as Germany and
Allies sign an Armistice.
(December) President Woodrow Wilson departs by ship
to the Paris Peace Conference, becoming the first United
1919
(June) The United States Congress approves the 19th
Amendment to the United States Constitution, which
would guarantee suffrage to women, and sends it to the
U.S. states for ratification.
League of Nations formed, USA is not a member. The
United States fails to ratify a peace treaty with Germany
and sues for a separate peace.
John Moses Browning finalizes the design for the M1919
.30 (30-06) caliber medium machine gun, the first widely
distributed and practical air cooled medium machine gun
introduced to the US Military. It receives an official designation and production is started in the same year, a very
uncommon happening.
1920
(January) Prohibition goes into effect in the United States
as the Law of the Land by the passage of the 18th Amendment to the Constitution the following year.
(July) Pancho Villa takes over Sabina and contacts de la
Huerta to offer his conditional surrender. He signs his
surrender on July 28.
(August) The Nineteenth Amendment to the United States
Constitution is passed, guaranteeing womens suffrage.
(September) A bomb in a horse wagon explodes in front
of the J. P. Morgan building in New York City, killing 38
and injuring 400. The first domestic radio sets come to
stores in the United States; a Westinghouse radio costs
$10.
(October) The League of Nations moves its headquarters
to Geneva, Switzerland.
(November) In Geneva, the first assembly of the League
of Nations is held.
(December) The Brussels Conference establishes a timetable for German war reparations intended to extend for
over 42 years.
1921
(March) Warren G. Harding is inaugurated as the 29th
President of the United States.
(April) The Allies of World War I reparations commission
announces that Germany has to pay 132 billion gold marks
($33 trillion) in annual installments of 2.5 billion.
(November) During an Armistice Day ceremony at Arlington National Cemetery, the Tomb of the Unknowns is
dedicated by U.S. President Warren G. Harding.
Russian Civil War ends after three years with Bolsheviks,
led by Lenin and Trotsky, in full control.
1922
(February) President of the United States Warren G.
Harding introduces the first radio in the White House.
(March) United States commissions its first aircraft carrier,
the USS Langley.
(April) Joseph Stalin is appointed General Secretary of the
Central Committee of the Soviet Communist Party.
(June) U.S. President Warren G. Harding makes his first
speech on the radio.
(August) United States and Germany sign the Treaty of
Berlin, officially ending the state of war between the two
countries.
(October) Benito Mussolini becomes the youngest Premier
in the history of Italy.
(November) British archaeologist Howard Carter discovers
the tomb of Tutankhamen in Egypts Valley of the Kings.
When he enters the tomb on November 21, along with
Lord Carnarvon, he is the first person to step into the tomb
in over 3,000 years.
1923
(January) Juan de la Cierva invents the autogyro, a rotary-winged aircraft with an unpowered rotor.
(July) Poncho Villa is assassinated.
(September) In Lakehurst, New Jersey, the first American
airship, the USS Shenandoah, takes to the sky for the first
time.
(October) Roy and Walt Disney Founded The Walt Disney
Company. Warren G. Harding dies in office and is succeeded by Calvin Coolidge, as President of the United States.
(November) In Munich, Adolf Hitler leads the Nazis in an
unsuccessful attempt to overthrow the German government; police and troops crush the attempt the next day.
(December) The crown prince of Japan survives an assassination attempt in Tokyo.
1924
(January) Following the death of Vladimir Lenin, Joseph
Stalin immediately begins to purge his rivals to clear the
way for his leadership.
(April) Adolf Hitler is sentenced to 5 years in jail for his
participation in the Beer Hall Putsch (he serves only 8
months). Harry Grindell Matthews demonstrates his new
weapon, the death ray, in London but fails to convince the
British War Office of its importance; however he does gain
the attention of MI7.
(May) J. Edgar Hoover is appointed head of the Federal
Bureau of Investigation.
(June) U.S. President Calvin Coolidge signs the Indian
Citizenship Act of 1924 into law, granting citizenship to
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all Native Americans born within the territorial limits of
the United States.
(October) Zeppelin LZ-126 makes a transatlantic delivery
flight from Friedrichshafen, Germany, to Lakehurst, New
Jersey.
1925
Conference on International Arms Trade in Geneva produces the Geneva Protocol of 1925 against chemical and
bacteriological warfare. The US and Japan refuse to ratify
the agreement.
Arkansas passes a law making it unlawful to have sex
before marriage.
An estimated 5% of liquor that is smuggled into the U.S.
is intercepted by law enforcement officials.
Adolph Hitler founds the Schutzstaffel or SS. They begin
as his protective guard and eventually become the elite
police corps of the Nazi party.
Russia and Japan sign agreement to end rift left by the
1904-1905 Russo-Japanese war. Japan agrees to withdraw
troops from Sakhalin Island in exchange for oil and coal
concessions
GAZETEER
1926
Nikola Tesla erects radio
towers at the Waldorf in New
90
1927
New Years Day: Forty-one deaths at New Yorks Bellevue
Hospital due to bad booze. An estimated 50,000 deaths
thus far during Prohibition, plus hundreds of thousands
of non-fatal blindness and paralysis cases.
Al Capones operations receive an estimated $60,000,000
from bootlegging.
The Stork Club on New Yorks 53rd street
opens.
(January) Transatlantic telephone service established
between New York and London.
(May) Charles Lindbergh flies solo from Curtis
Field, Long Island to Paris, France in his
monoplane, Spirit of St. Louis.
U.S. Supreme Court finds Texas law barring
blacks from voting in State Primaries unconstitutional.
(March) American consulate in Nanking ransacked
by Chinese troops.
U.S. inventor Philo T. Farnsworth demonstrates electronic television in San Francisco.
New York Yankees baseball star Babe Ruth hits
his 60th home run for the season.
Worlds largest vehicular tunnel, the
Holland Tunnel, opens to connect New
York City and Jersey City.
Ford unveils the Model A to replace the
antiquated Model T. Crowds flock to Fords
1928
Federal Reserve withdraws $80 billion from the US Government.
Alexander Fleming discovers penicillin.
Third International Congress of Eugenics. At the conference, a Dr. Robie calls for the sterilization of 14 million
Americans with low IQ scores.
Herbert Hoover defeats Al Smith, becomes U.S. president
Stock market breaks and falls in June, but recovers quickly.
Market breaks again December 7, but once again recovers.
Trading volume reaches almost seven million.
Amelia Earhart becomes first woman to cross the Atlantic
First television sets available to consumers; $75 each
Mickey Mouse premieres in Plane Crazy, a silent cartoon
parody of the Lindbergh craze.
General Electric begins first regularly scheduled television
broadcasts, three days a weeks for two hours each, at
station WGY in Schenectady, N.Y .
(July) Womens events are featured for the first time at the
summer Olympic Games in Amsterdam.
The Dodge Brothers merge with Chrysler Corporation in
July. That month, the Plymouth model appears. The De
Soto follows in August.
(August) The Kellogg-Briand Peace Pact is signed in Paris
by 65 nations, including the U.S.
The Chrysler Corporation unveils plan for its new headquarters, the Chrysler Building.
(October) Germanys Graf Zeppelin dirigible arrives at
Lakehurst, N.J.
Albert Szent-Gyorgi discovers vitamin C.
Rickards and A.H. Refell build the first working robot
(United Kingdom).
1929
Professor Challenger and Edward Malone meet with Professor Theodore Nemor who has built a machine that disintegrates and reintegrates objects and people. Nemor is never
seen again and the device is seized by the Invisible College
just prior to agents from MI-7 arriving on the scene.
Admiral Byrd conducts expeditions to both poles. He and
his pilot Bernt Balchen are the first to fly over the South
Pole
1930
Dr Sir John Hamish Watson, former colleague of Sherlock
Holmes, retires from practice at the age of 71 after the death
of his second wife. He moves to a villa on the coast of California, north of San Francisco, in order to be close to his remaining family.
(February) The ninth planet is discovered by Clyde Tombaugh after its existence is predicted by Percival Lowell.
Tombaugh spots the planet on 2/18 but holds announcement until 3/13 (Lowells birthday) and names it Pluto
based on Lowells initials.
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By the end of the year, millions are unemployed. Apple
sellers fill New York City street corners.
Chrysler Building is completed and becomes the tallest
building in the world. Manhattans 800-foot, 68-story, art
deco Colossus. It will soon be relegated to second-tallest
by the Empire State Building.
GAZETEER
1931
The Star Spangled Banner becomes U.S. anthem. Words
by Francis Scott Key, music from Anacreon in Heaven.
President Herbert Hoover suggests a one-year moratorium
for reparations and war debts.
(July) German banks close until August 5 following failure
of Danatbank.
German millionaire Hugenberg finances 800,000-member
Nazi party; Kirdof, Thyssen and Schroder follow suit.
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1932
(January) 70,000 Japanese troops storm Shanghai and
drive out the Chinese 19th Route Army; Japan establishes
a puppet empire, Manchukuo, under Emperor Pu-yi, in
Manchuria in February; an agreement between China and
Japan sets up a demilitarized zone and ends the boycott
against Japanese goods.
U.S. unemployment reaches 13.7 million; worldwide unemployment is approximately 30 million.
(May) The SS Venture returns to New York from Skull Island
with a living specimen of a unknown species of ape, larger
than any previously recorded. At the first public exhibition
of the creature it breaks free, causing chaos before it dies in
a fall from the top of the Empire State Building. The body is
immediately confiscated by Division 4, along with all charts
and documentary evidence showing the location of Skull
Island.
Charles Lindberghs baby is kidnapped from his home on
March 1. The kidnapper sends a ransom note and the
$50,000 ransom is paid. The baby is not returned.
During the Summer Olympic Games in Los Angeles, a secret
arm of the Nazi party attempts to disrupt the games by
killing athletes. They are thwarted by agents of Division 4.
Stimson Doctrine (Secretary of State Henry Stimson) protests Japanese presence in Manchuria. The U.S. announces
it will not recognize gains made through armed aggression.
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Pulp Fantastic
1933
Unemployment in the U.S. reaches 17 million.
547 films are produced in the U.S.
The first rock paintings by the Sahara Deserts prehistoric inhabitants are found at Tassili.
Albert Einstein settles in U.S. at the Institute for Advanced
Studies in Princeton, N.J.
Chicago Worlds Fair; A Century of Progress International
Exposition.
(February) An attempted assassination of President-elect
Roosevelt by Giuseppe Zangara
(March) Franklin Delano Roosevelt becomes 32nd president
at age 51. He begins the New Deal economic plan starting with a bank holiday closing all United States banks
for a week.
(March) The movie King Kong is released.
The movie is based on events taking place in New York the
previous year. Despite protests from the families of some of
the dead, the movie is a major success. Many are convinced
that the events of the previous year were a publicity stunt
that went badly wrong.
GAZETEER
(December) Prohibition repealed at 5:32 p.m. EST on December 5. Journalist H.L. Mencken (working for the Baltimore Sun) reputedly drinks the first legal beer and proclaims it good.
U.S. Congress votes for independence of the Philippines.
Reichstag (Parliament Building) fire in Berlin; Adolf Hitler
named Chancellor of Germany by President Hindenburg
and gets dictatorial powers.
Germany withdraws from the League of Nations.
U.S. Marines are withdrawn from Nicaragua.
Wiley Post (who is blind in one eye) lands his Lockheed
Vega, the Winnie Mae, in New York after circumnavigating
the globe in 7 days, 19 hours.
Admiral Byrd begins his second Antarctic expedition.
Byrd locates Captain Nemos hidden Antarctic Base. Byrd is
debriefed by his superiors in Division 4 and upon his return
to the United States and all records of his discovery are seized.
94
1934
Worldwide scheduled air service routes total 223,100 miles.
Over 100 million miles are actually flown during the year.
S.S. Queen Mary and Frances S.S. Normandie (the largest
ship of its time) are launched.
(May) Texas outlaws Bonnie Parker and Clyde Barrow are
killed in Louisiana after an epic investigation by famed
Texas peace officer Frank Hamer.
Bruno Hauptmann is arrested for the Lindbergh baby
kidnapping on September 20.
On July 21, John Dillinger is ambushed outside a movie
theater and shot to death at age 32.
Heinrich Himmler becomes chief of Reich Police with
Reinhard Heydrich in charge of the Gestapo.
Night of the Long Knives. On June 30, Hitler cleans out
his ranks by having dissidents and troublemakers assassinated during the night.
(August) German president von Hindenburg dies at 88.
Adolf Hitler becomes president.
Japan renounces the naval limitation treaties of 1922 and
1930.
Mao Tse-tung and 90,000 followers embark on a Long
March of 8,000 miles.
Charles William Beebe descends 3,028 feet into the ocean
off Bermuda.
First practical test of radar is conducted by the German
Navy.
1935
The U.S. Congress passes a Neutrality Act prohibiting
transportation of weapons to warring countries.
Huey Long, senator, former governor and major national
rival to FDR, barely survives an attempted assassination
by Dr. Carl Weiss in the Louisiana Capitol Building. Huey
Long then goes underground.
1936
(January) King George V of England dies, Edward VIII
becomes King.
(November) King Edward VIII of England abdicates to
marry an American divorcee, Wallis Warfield Simpson.
Following his abdication of the throne, rumors abound
that he is a secret Nazi sympathizer. The reality is much
worse.
(November) President Roosevelt is re-elected in landslide
over Alfred M. Landon
The Spanish Civil War begins with an army revolt in
Morocco
German troops occupy the demilitarized Rhineland
Mussolini and Hitler form the Rome/Berlin Axis.
Anti-Comintern Pact signed by Germany and Japan.
Leon Trotsky, Stalins greatest rival for international communist leadership, settles in Mexico.
Floods sweep Johnstown, Pennsylvania.
The dirigible Hindenburg makes her maiden voyage across
the Atlantic on May 9.
J.A. Mollison flies from Newfoundland to London in 13
hours, 17 minutes.
Mrs. Amy Mollison (formerly Johnson) flies from Britain
to Cape Town in 3 days, 6 hours, 25 minutes.
Jean Batten flies solo from Britain to New Zealand in 11
days, 56minutes.
Lockheed Aircraft Corporation builds the first pressurized
cabin airplane.
(August) An agent of Division 4, locates and captures what
is believed to be the Ark of the Covenant from Nazi agents
in the deserts of Egypt. The device is stored in Division 4s
Warehouse 51 for study.
1937
Over 500,000 people in the U.S. are involved in sit-down
strikes (from 9/36 to 5/37).
The Lincoln Tunnel becomes the second major vehicular
tunnel between New York and New Jersey.
The Golden Gate Bridge opens.
Insulin is used to control diabetes.
Wallace H. Carothers patents nylon for du Pont.
Literature: Ernest Hemingways To Have and Have Not;
George Orwells The Road to Wigan Pier; John Steinbecks
Of Mice and Men; J.R.R. Tolkiens The Hobbit.
Londons Daily Telegraph and Morning Post merge.
Popular Music: Bei Mir Bist Du Schon, The Lady Is a Tramp,
A Foggy Day in London Town, Whistle While You Work,
Its Nice Work If You Can Get It, Ive Got My Love to Keep
Me Warm.
Pulp Fantastic
The Kuomintang (Nationalists) under Chiang Kai-shek
unite with Communists led by Mao Tse-tung to fight Japan.
President Roosevelt dedicates Bonneville Dam on the
Columbia River in Oregon.
S.S. Normandie crosses Atlantic Ocean in 3 days, 23 hours,
2 minutes.
Amelia Earhart and co-pilot Frederick Noonan are lost
over the Pacific Ocean in their Lockheed Electra. Scores
of search vessels fail to turn up the slightest trace (7/2).
1939
1938
Literature: Daphne du Mauriers Rebecca; William Faulkners The Unvanquished; Ernest Hemingways The Fifth
Column; Sinclair Lewis The Prodigal Parents.
Pearl S. Buck wins the Nobel Prize for Literature.
Popular Music: Flat Foot Floogie with a Floy Floy, September Song, Jeepers Creepers, You Must Have Been a Beautiful Baby, A Tisket, A Tasket.
Films: Pygmalion (starring Leslie Howard), The Lady Vanishes (directed by Alfred Hitchcock), Bank Holiday (Carol
Reed), and the Academy Award winner You Cant Take It
With You.
GAZETEER
97
Chapter 5
Organizations & Secret Societies
From the dawn of the fantastic there has been a war raging
outside the view of humanity. This so-called Secret War
is a symbol of the way humanity is viewed. Sides determined to release the new found knowledge into the world,
versus those who are determined to hide it, believing that
the human race is not yet ready and there are things out
there that man was not yet meant to know.
Across the centuries there have been wheels within wheels,
secret deals, and behind closed door meetings that have
resulted in the turmoil and conflict over last few centuries.
Intellectual powers in conflict with each other have had
their differences moved into the greater world and in so
doing caused great strife across the planet.
There is a secret war that rages across the class lines, national borders and even philosophy. There is a secret war
that has spilled out into open warfare that has taken the
world by storm and destroyed nations as well as families.
The records are unclear, but sometime in the 15th or 16th
century a group of learned men got together to form a
secret society dedicated to controlling the world with
political and economic force to ensure the safety and well
being of the human species. A worthy and noble goal,
which led to tragic consequences.
As the years then decades passed this nameless secret
society worked to influence kings and princes as well as
captains of industry with varied results based on who was
doing the manipulation and how well their advice was
received. However this unknown group amassed great
wealth for themselves along the way.
As the years passed these secret masters, as they thought
of themselves, split off and each had their own nation or
region of the world to guide as they saw fit. With this
splintering of their core, they naturally came into more
and more conflict as each sought to guide their part of the
known world in a direction which they thought was best.
This led to a rise in the struggles between nations as each
master worked with a different methodology as well as
Division 4
In early October 1901, President William McKinley signed
the executive order creating Division 4. This was done
about a month prior to his assassination at the hands of
Leon Czolgosz, an anarchist. Division 4 has one primary
goal, to gather alien and secret technology and store them
for the United States government to study and duplicate.
They are responsible for gaining technology from many
different places, including a piece of a Martian Tripod
from the 1901 invasion, which happens right after their
inception.
Division 4 is under the direct command of the President
of the United States, and they are quite often mistaken for
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Secret Service agents, and quite often use that for cover,
a notable amount of Secret Service agents were doing the
job of Division 4 prior to its inception. The President issues
all orders directly, but depending on the President they
are often left to their own devices. Division 4 agents have
been used in everything from stealing of tech developed
by enemy nations to recovering lost tech from all over
the globe.
GAZETEER
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Pulp Fantastic
As he grew up, Joshua remembered the stories and the
rules of chivalry, honor, and loyalty his father had spun
when he was a child. These rules guided him as he attended Yale University, and continued to guide him as he made
his way through the intricate and cutthroat world of financial banking. To the surprise of many, his personal
code of conduct was quite successful, and Joshua GriffythJones soon became a name to be reckoned with in the financial world.
GAZETEER
Have the Knights found any of them? Are the relics genuine
or clever forgeries? Only the Steward of the Round Table
knows for sure.
The Most Holy and Restored Order of the Knights of the
Round Table can take many different paths in your pulp
fantastic campaigns. They could truly be descendants
of the original order. They could be a group founded on
good meaning, but false assumptions. They could be knowingly founded on false pretense. Are they truly a force for
good and the last bastion of chivalry? Are they a once
proud, but now corrupted fraternal organization? These
are just a few of the questions a Gamemaster will want to
ask himself about this group.
MI7
Ask anyone working in Her Majestys government about
MI7 and you will likely get blank stares. Ask too many
questions about MI7 and you might find yourself being
questioned by members of MI7.Created by secret order of
Queen Victoria in 1850, the Secret Intelligence Bureau is
under the exclusive purview of the Prime Minister. The
Bureau is divided into seven sections called Ministers
Intelligence Departments 1 through 7. Each department
is responsible for a specific type of information or for a
different region of the world. Because of the politically
sensitive nature of the Bureau, and the extraterritorial
activities necessary to obtain its information, the very
existence of the Bureau is a secret. Only Her Majesty, The
Queen, and the Prime Minister know of the existence of
these departments.
Each of the first six departments is charged with reporting
information on a particular region of the world. MI7 is
unique, having a broader scope. They are the troubleshooters, the ones who work on problems all across the globe.
They also make sure that the Secret Intelligence Bureau
remains secret.
What is the mission of MI7? They find the unfindable.
They discover the reason behind the unreasonable. Everything MI7 is involved in has some curious or unusual
fact or twist of logic behind it. Of course, what the public
knows about it and what the truth of the matter is can be
two very different things. More often than not, the reason
behind those differences is MI7.
The original founder of MI7 was the quiet yet brilliant
Mycroft Holmes, elder brother of the noted detective. It
is the Department Head who reports directly to the Prime
Minister. Officially Mycroft was the only member of MI7,
selected because of his excellent deductive skills, said to
exceed those of his brother, and because of his discrete
handling of information sensitive to the Crown while
working with his brother on the Queens behalf. The fact
that he never seemed to leave the Diogenes Club while
working on that particular case was truly amazing. Unofficially Holmes maintained a network of highly capable
and experienced agents.
The death of the Queen and the Martian attack on England
The Charter was the final piece needed to bring the Air Cavalry
into the world as a force for good.
Pulp Fantastic
specialists in criminal investigations and undercover
operations. The Pinkerton National Detective Agency
became a unit to be feared.
With the acquisition of the Vandercamp Agency, Pinkertons became the preeminent investigative service in the
western world. Some of the cases pursued by the Pinkerton Agency include the Patterson possession case in 1922;
the New Orleans mafia crackdown of the late 1920s; the
Bassett-Sutton bank robbery of 1930; the Lindbergh Baby
kidnapping of 1932; and the Thule Society Conspiracy of
1936.
GAZETEER
As the 20th Century dawned, the reputation of the Pinkerton National Detective Agency was anything but sterling.
Hired by many large companies as union busters, Pinkerton agents were often thought of as little more than thugs,
and often that was not far from the truth. This changes in
1907 when Allen Pinkerton II, grandson of the founder,
inherited the company. Slowly, over the course of the next
three decades, the Pinkerton Agency gradually moved
away from union busting. Trying to improve its image,
the Agency acquired the C. E. Vandercamp Aetheric Investigations Agency in 1920.
Christopher Vandercamp started his business in 1915 in
Chicagos Woodlawn neighborhood. Investigating crimes,
missing persons, and other occurrences with a mystical
slant, Vandercamp became known for solving cases others
thought to be unsolvable. His business grew from a one
man, third storey walk-up to a 250 man office in their own
building on Stony Island Avenue across from the famous
Jackson Park, home of the Worlds Fair: Columbian Expo104
Scotland Yard
In the eighteenth century came the beginnings of immense
social and economic changes with the consequent movement of the population of England to towns. The parish
constable and Watch systems used throughout the country
failed completely and the impotence of the law-enforcement
machinery was a serious menace. Conditions became intolerable and led to the formation of the New Police.
In 1829, the Metropolitan Police Act introduced by Sir Robert
Peel, was passed by Parliament. This Act replaced the numerous local constables with a single police force that
covered Greater London, excluding the City of London,
which had its own Police Force. The Marine, or River Police
as well as the Bow Street Patrols (both mounted and the
Runners on foot) were also outside the command of the
new London Metropolitan Police. The task of organizing
and designing the New Police was placed in the hands of
Colonel Charles Rowan and Richard Mayne (later Sir Richard
Mayne). These two Commissioners occupied a private house
at 4 Whitehall Place, the back of which opened on to a
courtyard. The back premises of 4 Whitehall Place were
used as a police station. This address led to the headquarters
of the Metropolitan Police being known as Scotland Yard.
By 1890 the Metropolitan Police had taken over all of the
buildings surrounding the original private house, as well
as many buildings, stables, and storehouses in the surrounding area. Scotland Yard outgrew its origins. Headquarters were moved in 1890 to premises on the Victoria
Embankment designed by Richard Norman Shaw and
became known as New Scotland Yard.
Metropolitan police officers carried firearms only when
given special permission by a judge; normally they were
only armed with a truncheon. Their jurisdiction was limited
to the London Metropolitan area unless requested by outside
authorities and given permission by the Home Secretary
(the cabinet officer who commands the police). The officers,
often called Bobbies, after Sir Robert Peel, wore a unique
International Criminal
Police Organization
The International Criminal Police Organization (ICPO) is
the worldwide, nongovernmental police agency that will
in later years become known as Interpol. It is a clearing
house for information, furnishing member nations with
data on criminals, unidentified bodies, stolen property,
etc. Founded in 1923 to reduce international crime, the
ICPO deals strictly with international crimes - most revolve
around smuggling, narcotics and counterfeiting - but is
strictly forbidden to meddle in political crimes such as
espionage and terrorism.
Original founder countries were France, Belgium, Germany,
Hungary, Austria, Sweden, Italy, Greece, the Netherlands,
Yugoslavia and Switzerland. Great Britain doesnt join until
1928, and the United States doesnt join until 1938.
Unlike most law-enforcement agencies, ICPO agents do
not make arrests themselves, nor do they detain criminals.
Instead the agency works as a liaison between the law-enforcement of member countries, helping to co-ordinate
Pulp Fantastic
Patterson strongly professed his innocence, claiming he
and Douglas OToole spent most of the weekend together at OTooles home.When the constables went to Mr.
OTooles home, they found it empty, and the owners
whereabouts unknown. With the mountain of evidence
piled against him, David Pattersons life and name were
in ruins. His protestations of innocence fell on deaf ears.
In a fit of melancholy, David Patterson took his own life
rather than suffer the punishment of others.
Many would think that this would spell the end of the Red
Headed League, but that wasnt the case. The members of
the League, flush with their ill-gotten wealth, found they
rather enjoyed their more nefarious ways. They stayed
together, developing new means of acquiring wealth at
the expense of others. Adding additional members as
necessary, the League expanded until they numbered 500
members. The President of the League, Patrick Sullivan,
grew truly wealthy during the next 15 years, and upon his
death the leadership of the League went to the son of Peter
Flynn, Frederick Flynn.
GAZETEER
Over time, the League expanded and continued their elaborate crimes of subterfuge and larceny. Flynn diversified
the League, getting them involved not only in complex bank
robberies, but blackmail, extortion, and selling secrets to
the highest bidder. The true secret of the League is that
each member only knows a small number of members. You
cant reveal a secret if you dont know it. Thats what leads
the League to be so successful year after year.
In pulp fantastic, the League is a great foil for a group
of adventurers. Secretive, moderately powerful, and spread
out enough to make them a hard target to eliminate. This
is what a recurring villain is meant to be.
The Tong of
the Black Scorpion
The first recorded mention of the Tong of the Black Scorpion then simply the Black Scorpion Society is in 14th
Century China, as an anti-Manchu resistance movement
during the Qing Dynasty, while mythology places their
origin after the burning of the southern Shaolin Temple by
one of the five survivors of the battle. Most likely a schismatic offshoot of the White Lotus Society, the Tong of the
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 faceless female deity who gathered her children to her beyond
death. The Society became a symbol of Chinese resistance
to the rule of the Mongolian Yuan Dynasty. Outlawed, the
Society went underground, funding its resistance activities
through petty crime, extortion and terror.
Over the years, the acts of resistance became less and
less important to the Society, who instead began to relish
the rewards of crime. As the Society transformed into a
fully criminal organization so the religious aspect turned
darker, twisting in on itself until it became something
106
The Tsang-Chan
The Tsang-Chan are a diminutive tribe of nomadic hunters
from the dense jungles of mountainous Central Asia.
Shunned and loathed by their neighbors, this secretive
people are almost unheard of beyond the immediate area,
but since their introduction to Western explorers in the
mid-19th Century they have established small communities in almost every corner of the globe.
Physically, the Tsang-Chan appear to be of East-Asian/
Mongol stock, with physiques and culture remarkably
The Mafia
The Mafia is a name given to the many and various culturally-based organized criminal societies, the most wellknown of which is the Sicilian Mafia or Cosa Nostra
(Our Thing). Mafias typically use the threat of violence
to practice a variety of crimes, including; extortion, counterfeiting, fencing, murder, robbery, protection racketeering, fraud, loan-sharking, prostitution and illegal gambling. Mafia crime families are normally bound together
by a code of silence (Omert) to protect the organization
from outside interference and infiltration.
The American Mafia, also known simply as the Mob or
the Syndicate, is primarily an Italian-American crime
society. With roots in the Sicilian Mafia, the organization
emerged amongst Italian immigrants in the Lower East
Side of New York and other major port cities on the East
Coast of the US during the late 19th and early 20th Century.
During the early 1920s, after Benito Mussolini and his
National Fascist Party took control of Italy, waves of fleeing
Italian immigrants arrived in the United States, including
members of the Sicilian Mafia fleeing Mussolinis crackdown on organized crime. Their arrival coincided with
Prohibition; the enforcement of the Eighteenth Amendment to the US Constitution, which made the manufacture,
107
Pulp Fantastic
Boss: Also known as the capofamiglia, capo crimini, representante or Don, this is the title given to the leader of a
crime family.
Underboss: Sometimes referred to as the capo bastone,
this is the bosss second-in-command. He oversees the
activities of the soldiers and ensures that the profits from
the familys criminal activities flow to the boss. In the
event of the bosss death or incarceration, the underboss
may take control of the family until a new boss is appointed.
Consigliere: The consigliere is a combination of advisor,
counselor and right-hand man to the boss of a crime
family. Though ranked third in the crime family, the consigliere has no capos or soldiers working for him.
Capo: Also known as a caporegime, captain, skipper or
crew chief, the capo usually oversees a crew or borgata
of ten soldiers, though in recent years he may oversee as
many soldiers as he can efficiently control. Each capo
reports directly to the underboss, who gives him his authority. The capo is normally responsible for carrying out
murders on behalf of the family and runs the day-to-day
operations of his crew.
GAZETEER
The Nazis
In the years following the Great War, Germany was a
democratic Republic, suffering terrible political and
economic instability. The reparations demanded by the
victorious allies against Germany crippled the country,
leading to mass unemployment and a vast number of
angry, disaffected veterans. One such veteran was Adolf
Hitler.
Much of the political instability was caused by the infighting of groups of political extremists, one of which was the
relatively minor Deutsche Arbeiterpartei, the German
Workers Party. In reality the Deutsche Arbeiterpartei was
little more than the political arm of the Thule Society
(Thule-Gesellschaft), a right-wing occult secret society
with a focus on racial purity, Aryan mythology and anti-Semitism. Despite having a band of willing thugs to use
in battles against other extremists, the Deutsche Arbeiterpartei was sliding into obscurity by 1919 for the lack of
effective leadership.
Born in Austria in 1899, Adolf Hitler was the fourth of six
children who became fixated on warfare after finding a
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Pulp Fantastic
government, the people turned to the extremist parties.
By 1930, the Nazis had become the second largest political
party in the Reichstag, and by 1932 they had a majority,
despite the Communists making tremendous gains.
Alarmed at the prospect of a Communist revolution, business interests put their support in Hitler, encouraged by
his vocal condemnation of the Communists. In 1933, Hitler
was invited to become Chancellor of Germany, and following the death of President Von Hindenburg managed
to concentrate full legislative power in his hands. The oath
taken by army officers was changed to swear allegiance
to Hitler personally, and Hitler himself took the title of
Fhrer und Reichskangler (Leader and Reich Chancellor
and Supreme Commander-in-Chief), officially beginning
the Third Reich.
With the Nazi Party in complete control of Germany, the
entire population was subject to Nazi indoctrination.
Citizens were encouraged to report those who they felt
were not adhering to the new state directives. Those found
to be insufficiently patriotic in their outlook and behavior were harassed, imprisoned or executed.
GAZETEER
Everything in the country, from education to manufacturing, was geared to a war footing. Schools became centers
for the promotion of Nazi ideology. Membership in the
Hitler Youth became mandatory. Libraries were purged of
non-Aryan thought, teachers and lecturers were required
by law to wear the swastika and swear allegiance to Hitler.
During the 1930s, the Nazis began a program of German
re-armament, in violation of the Treaty of Versailles that
had ended the Great War, in preparation for their conquest
of Europe. Hitler planned to annexe all German-speaking
countries first and ally with other Fascist states, such as
Italy under Benito Mussolini. German industry was subverted to produce aircraft and armor under a cloak of
secrecy, and in 1936 the German Army marched into the
demilitarized Rhineland, shredding the Teary of Versailles
when Britain and France did nothing to stop them. In 1938,
Germany annexed Austria with the popular support of
the Austrian people. France and Britain protested, but did
little else other than begin re-arming their own forces. By
the end of the decade, the Nazis had invaded Czechoslovakia and were beginning the invasion of Poland, the act
which finally began World War II and ended the Pulp Era.
As seen in countless movies, books and games, virtually
no other group in history is better suited for the role of
villain in a pulp fantastic campaign. They are perhaps
the greatest example of human evil in the last hundred
years, and thanks to their uniforms and philosophy, the
most distinctive. Suitable for almost any kind of adventure,
from straight-up action to espionage or bizarre super-science and occult horror, the Nazis can be found anywhere
on the globe from the 1930s onward. Even before that,
groups of proto-Nazis, perhaps under the control of the
secretive Thule-Gesellschaft can be encountered, a terrible omen of the calamitous conflict that is to come.
110
The Gestapo
From 1933 onwards, within Nazi Germany dissent was
dealt with by agents of the state secret police, the Geheime
Staatspolizei or Gestapo, under the leadership of Heinrich
Himmler, leader of the SS. The Gestapo began a steady
program of sending Jews, gypsies, homosexuals and
anyone else they found politically, religiously or racially
undesirable to concentration camps under the control
of the SS, where they were subject to medical experimentation, starvation and execution. The Gestapo was considered to be above the law. According to the principles
of the Reich, as long as they did the will of the Fuhrer,
anything that they did up to and including murder and
torture was perfectly legal.
The Gestapo maintains a network of spies and informers
to ensure compliance with the Nazi regime. School children are encouraged to inform on their parents and neighbors, and almost every German citizen lives in terror of
being denounced to the Gestapo and being made to disappear.
The Gestapo is responsible for overseeing internal security and counterintelligence, and are the organization
most involved with the detection and arrest of foreign
spies and other agents. Up until the start of World War II,
the Gestapo is a plain clothes force, able to walk unnoticed
amongst the people.
The SS
The Schutzstaffel (Protection Squadron) is a major paramilitary organization under Adolf Hitler and the Nazi
Party, originally formed in 1920 as a guard unit known as
the Saal-Schutz (Hall-Protection) for the purpose of
providing security for Nazi Party meetings in Munich.
Later in 1925, under the leadership of Heinrich Himmler,
it grew from a small paramilitary group into one of the
largest and most powerful organizations in the Third Reich,
responsible for many of the Nazis crimes against humanity. During World War II the SS fielded more than a million
men and wielded almost as much political and military
power as the Wehrmacht.
Under Himmler, the SS carefully select its members according to Nazi ideology and racial science, with the
intention of creating an elite order of superior men as a
model for the Nazi vision of the master race. By the final
stages of World War II, the SS come to dominate the Wehrmacht in order to eliminate potential threats to Adolf
Hitlers power.
As the part of the Nazi seizure of political power in Germany,
functions such as law enforcement were taken over by the
SS, and many SS organizations became replaced government
agencies. The SS established and ran the SD (Security
service) and took over the administration of the Gestapo,
the Kripo (the criminal investigative police), and the Orpo
(the regular uniformed police). Legal oversight of the SS
and its membership was given to courts run by the SS itself,
effectively putting the SS beyond the reach of the law.
The Ahnenerbe
Founded in 1935 by Heinrich Himmler, the Ahnenerbe
is a Nazi research institute whose official remit is to
research the archaeological and cultural roots of the
Aryan race, and later to experiment and mount expeditions to gather evidence supporting the Nazi theory that
prehistoric and mythological Nordic populations had
once ruled the world. The name is derived from the societys original designation, the German Ancestral Heritage Study Society for Primordial Intellectual History
(Deutsches AhnenerbeStudiengesellschaft fr Geistesurgeschichte).
While the Ahnenerbe has sections for the study and recording of Germanic folksongs and mythology, its secret
primary focus is the acquisition and study of occult knowledge and artifacts for the Reich. Over the years it has
mounted expeditions with the intent of securing the Holy
Grail, the Ark of the Covenant, the Spear of Longinius,
Chapter 6
Playing The Game
Why Roleplay?
Youve probably played computer games that call themselves role-playing games before. The big difference
between this game and those computer games is that we
use imagination instead of glitzy graphics. The big advantage is complete flexibility you can do anything in
a tabletop role-playing game. You create your own characters and your own stories, and those stories can take
you anywhere. You play with your friends, sitting around
a table and using your imaginations, instead of relying
on a computer game to do everything for you. Youre the
ones who make and shape the story, and youre limited
only by your own ingenuity and creativity. Its collaborative storytelling and open-ended adventure... and its
immensely fun.
You dont need to be an actor, or dress like your character,
or be an expert on the Pulps to play this game. You just
need to stretch your imagination.
Simply put, dont worry about it. Run with it, and remember, the Gamemaster is here to help and to keep things
running smooth.
Dont Cheat
On the other hand however, you shouldnt cheat. Dont
use out-of-character knowledge just because you know
who John Sunlight is doesnt mean your character does.
Dont hide your dice rolls, or forget to mark off a Story
Point. Cheating takes the fun out of the game. If its a really
crucial moment, and your character is looking like hes
going to take a dip in the piranha tank, its not really your
place to cheat. Characters die, and you move on you get
a new character who may be even better than your last,
you never know. People die in the pulps not often, but
they do. If you think youre going to get killed, go out
fighting or doing something suitably heroic. If you do
something memorable and the odds were really against
you, the Gamemaster will reward you with Story Points
or other cool stuff for your next character.
It doesnt mean that cheating doesnt go on in the game,
but this is purely up to the Gamemaster. If a situation is
dire, or if youre about to uncover the villains plot way too
early in the story, the Gamemaster may fudge some rolls.
He wont tell you about it but any cheating done this way
is for the benefit of the whole game. Having your characters killed too early because youve done something silly,
or ruining the plot, will spoil the game for everyone, so
there may be some bending of the rules a little. It comes
with the territory. It wont happen often, and the Gamemaster has the final say, but theyre the only ones who
should be cheating.
Pulp Fantastic
RULES
114
TALK!
If theres one bit of advice we can give you, its to talk about
the game. Discuss it with the GM, tell him what you want
to see in the game. If you want more weird science, more
intrigue, more Eldritch Abominations or more Evil Masterminds, let the GM know. Talk to the other players, too
speculate on whats going to happen next, make plans for
future sessions, think about how your characters relate to
each other. Talk to people who are fans of the series maybe
theyd like to join the game too. Good communication is
vital to the health of a good game.
Advanced Techniques
This section is aimed more at experienced players. Once
youve played a session or two, try putting some of these
techniques into use.
Action
The fun parts of the story is getting to the place and disrupting the villains plan. In the pulps it rarely devolves
into a firefight, but this does happen sometimes.
In most games, the player characters are fighting enemies
that are roughly their equals. You might run into criminals,
terrorists, armed guards, insane cultists or other human
or human-like foes. But in pulp fantastic, that might
not always be the case. You might be investigating a mysterious island in the South Seas, populated by dinosaurs
and gigantic apes, or dealing with a mad scientist whose
robot servants are 12 feet tall and weigh three tons each.
One punch or getting clipped by a bullet isnt going to take
your character out, but a snap of a dinosaurs mighty jaws
or a blow from those wrecking-ball fists and youre gone.
If you try going toe-to-toe with something thats much
bigger, stronger, faster and nastier than you, youre going
to get badly beaten, if youre lucky.
Guns help, but they dont solve everything. Shooting
someone or some thing - attracts unwanted public and
official attention, and could potentially result in collateral damage.
Action scenes in pulp fantastic, then, arent about
hiding behind crates and taking pot-shots. Youll need
to get the bad guys away from the public and somewhere
you can contain them. That means getting the minions,
robots, yetis, dinosaurs and great apes to chase you, it
means using the environment, and treating powerful
enemies as puzzles to be solved, not foes to be beaten
by force.
Working as a group
Your characters are part of a team. Find ways to combine
your skills and support each other. If you can, look for
opportunities to bring other player characters in on the
action. Find ways to make them look cool. If you come up
with a plan, make sure it relies on at least one other player
Character Plots
Most game sessions are about the group, not individual
player characters. Character Plots are subplots that show
off or develop some aspect of your character. The gm might
introduce some character plots for you based on your back
story or personality, but you should also come up with
your own ideas for character plots and suggest them to
the gm.
Downtime
The game doesnt have to stop just because youve finished
playing for the night. The game focuses on the exciting
moments of your characters life, when youre out hunting
technology and materials for the Invisible College, MI7,
or whatever organization to which you belong, but theres
more to the game than that. Between game sessions, you
can cover downtime events with the gm. The usual
method for doing this is via email. During downtime, you
briefly describe what your character is up when hes not
having adventures. We dont mean my character goes to
the shops, pays his rent, etc. you can do interesting things
in downtime too, like research ongoing mysteries, pursue
character plots, hone your skills or get into new sorts of
trouble.
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Pulp Fantastic
Use Downtime to explore elements of your character that
havent come up in the game so far. For example, if youve
got Friends in Academia, but none of the groups adventures have involved the university so far, then during
downtime you could visit your friends, establish their
personalities for the gm, and maybe start a character plot
that will bring them into the game.
Downtime can also be used to advance character plots.
Conspiracies
RULES
116
dominance. There are strange artifacts and weird technologies in the dark places of the world, things that make
those who own them valuable, and your group isnt the
only faction that knows about them. By investigating these
and the forces that want to exploit them, youve made
enemies. Conspiracies are always long-term plots that will
take weeks of game play to unravel. If you find a trace of
a conspiracy, investigate it as best you can, but remember
youre not going to get to the bottom of it easily.
The best conspiracies are ones that intimately involve the
player characters. Give the gm plenty of juicy plot hooks
to use against you, and trust no-one
Chapter 7
Action!
2.
3.
Pulp Fantastic
EXAMPLES: BASIC ROLL
Lord William Wild Bill McGommery is tracking a wounded
lion through the jungle. The GM asks Wild Bills player to roll
to see if he can follow the trail. The GM decides that its Tricky
to find the lions tracks amid the thick undergrowth, so the
Difficulty is 15. Wild Bill rolls Awareness + Survival + two
six-sided dice and compares the total to the Difficulty. If his
total is higher, then he can follow the trail without any
problem. If his total is less than the Difficulty, he loses the
lions trail and cannot follow it.
Trait: Do any traits apply? If so, have a look at the Trait
description and see if it applies any modifiers to the roll.
Dice: Roll two six-sided die, add them together and remember the number. Spending Story Points can add more
dice to this roll.
RULES
118
Unskilled Attempts
Usually, attempting to do something that you have no Skill
in results in failure. You wouldnt try to fix the wiring
inside of a radio if you didnt know what you were doing,
and you wouldnt try to perform surgery on someone with
no medical training. However, in desperate times, you
may have to try despite being untrained.
Even without a Skill you use the same formula as before.
Of course, without a Skill to add in there, the result is going
to be lower, which reflects 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 you have absolutely no
Skill in, your roll suffers a -4 penalty. If you have a Skill that
could help a little, but isnt completely related, if the Gamemaster approves you can try with a smaller penalty of -2.
Tricky tasks will have a high difficulty that will make
unskilled attempts almost impossible. Others, such as
firing a weapon without training, are possible though
without a Skill though the chance of actually succeeding
will be slim.
Intent
What are you trying to do? What are you trying to accomplish
and what risks are you willing to take to do so? Whats likely
to happen if you fail? Intent is simple to work out when a
characters doing something specific and self-contained. If
a characters intent is I want to shoot the cultist guard before
Action!
he sees that I am here, then the consequence of failure is
that the guard will be able to attack the character freely. If
you say something like I want to take a shot at the guard,
but Im staying in cover and slamming the door before he
gets too close, then youre obviously unwilling to risk an
attack from the guard, so your chance of shooting him should
be lower and the gm should set a higher difficulty.
Describe what youre trying to do to the gm. Be descriptive
and creative.
Difficulty
Whenever the characters have to do something that requires
a roll, the Gamemaster will determine the difficulty. This
is the number the player will have to beat to succeed with
the task. The average human Attribute is 3, the average Skill
is 2-3, and the average die roll is 7, so an average person
should be able to accomplish something with a difficulty
of 12 most of the time. The table provides you with suggested difficulty levels, though the Gamemaster can adjust
these to suit a particular situation.
ODD NUMBERS
Dont feel like you always have to use these numbers. If the
task is harder than a Tricky, but not as difficult as a Hard, you
can set the Difficulty of the task at 16 or 17. The numbers on
the table are a guide, not set in stone. If you want your
characters to feel particularly heroic, you can reduce the
Difficulty of their tasks to make it easier for them to succeed.
TASK
DIFFICULTY
EXAMPLE
Really simple, automatic success. Opening a bottle of drink, using a telephone, walking down the
street, eating chips. (So simple, you shouldnt even need to roll!)
Really Easy
Easy
Normal
12
Driving a car in traffic, shooting at someone, swimming in the sea, uncovering a useful but not secret
fact.
Tricky
15
Hard
18
Picking a lock, lift twice your own weight, treat a gunshot wound
Difficult
21
Climb a sheer cliff without ropes, charm your way into a government facility, escape from rope
bonds.
Very Difficult
24
Recall a whole speech from a Shakespeare play, fix a broken gizmo, fly a plane in turbulence
Improbable!
27
Hit a very small target with a slingshot, break into the Division 4 offices, slide down an elevator
cable using only your boots and your pistols.
Nearly Impossible!
30
Climb a skyscraper in the rain, shoot a small target in an adjacent room without looking.
119
Pulp Fantastic
WHEN NOT TO ROLL
There are times to pick up the dice, and times when you
should leave them sitting on the table. Dont bother to
roll if...
Its a trivial task: Dont call for Transport checks to drive down
to the shop, or Technology checks to send an email. Roll the
dice only when a task is difficult or important.
RULES
AMOUNT
ABOVE DIFFICULTY
9+
4-8
0-3
120
Cooperation
Sometimes a task is so tricky or complicated; the characters
are going to have to call in some help. Many hands make
light work and all that. Of course, some people can just get
in the way and make a mess of things. However, if a group
of characters are working on something together, theres a
good chance that theyll be able to accomplish it.
RESULT
EFFECT
DID YOU SUCCEED?
Fantastic
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
You crack the German Embassy safe, and hide your traces so well theyll never know it was opened
You convince the farmer not to ask questions, and he also lets you use his farmhouse as a base of operations
You work out that the bacterial infection is spreading through the water supply, and find a way to treat
it.
Good
Yes! Youve managed to do what you wanted. If the characters result is 4-8 above the difficulty, theyve
certainly accomplished what they wanted, and pretty well.
You shoot the rabid wolf squarely in the chest
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
Success
Yes, but... something may not have gone as well as youd hoped. You succeeded, but only just. It was a
close call, but you managed to scrape through. Youve succeeded but the Gamemaster may add some
sort of complication or secondary problem.
You wing the rabid wolf, but your guns out of ammo
You crack the German Embassy safe, but trip an internal alarm
The farmer buys your story about an escaped tiger but he told a friend down in the village pub, and
now youve 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 of coffee from the office canteen...
Action!
In such cases, theres usually someone wholl take the lead.
Hopefully, they should have some Skill in whats being
attempted, and are usually the most up to the task. Everyone else mucks in and tries to help this leader to accomplish
their task. The helpers, if they have a suitable Skill that
could help, add +2 each to the leaders attempt. The Gamemaster may put a limit on how many people can help in
any given circumstance. For example, only two or three
people could operate on someone in a hospital theater,
and only three or four people could physically grapple
another person without getting in each others way.
As a general rule, limit the Cooperation rule to four helpers
maximum except in extreme circumstances (twelve people
are trying to lift an overturned truck off of a trapped survivor - this works as its physically possible for that many
people to muck in!).
Notice how we said suitable Skill, not necessarily the
same Skill. After all, if youre working on a special tranquillizer formula that works only works on canines, you
could have a good Science (chemistry) Skill, but someone
EXAMPLE: COOPERATION
Lord William McGommery is searching an abandoned
warehouse for an escaped spy. Normally, this would be a
straight Awareness + Survival roll, but Wild Bill has a team
of three government agents with him. His player suggests
that the team can assist him in the search, and the GM
agrees, offering Wild Bill a +6 bonus to his roll because of
the three agent help.
AMOUNT
UNDER DIFFICULTY
1-3
4-8
9+
RESULT
could help with no Science Skill if they were a knowledgeable veterinarian (Medicine skill). If, however, someone
insists on helping who doesnt have a fitting Skill, it may
be that their helping slows things down or even hinders.
Taking Time
Another way to deal with incredibly hard tasks is to take
your time and work at it over a period of time. Of course,
this isnt possible in every instance, but usually when it
comes to research, investigating something, or very
complex scientific experiments or projects, taking your
time and working at it can help.
The Gamemaster should have some sort of idea of how
long something would take to complete. Imagine the
character actually doing it, and try to guess how long
something would take. If its a very complex task, such as
a series of experiments or building a complex device, it
should take hours (if not days or longer for a really complex
task thats not vital to the story plot). If the character spends
longer than necessary on a task, taking their time and
being extra careful, they are more likely to succeed. Taking
twice as long adds a +2 bonus to the roll, three times as
long adds +4, and so on up to a maximum bonus of +10.
The gm may prefer to break up a long task into a series of
skill checks, with each one adding new potential complications. For example, if a character is working on deciphering the secrets of a piece of weird technology, the gm could
have her make one Technology roll per game session, with
each one possibly affecting the next roll (You fail to work
EFFECT
DID YOU SUCCEED?
Failure
No, but... It could have been worse. You failed, and didnt manage to achieve what you hoped,
but it wasnt a horrible failure. The Gamemaster may allow you to gain something out of the
encounter, but it may not be what youd expected.
You didnt find the data on the German Archives, but you did manage to get out without
being detected.
The farmer obviously doesnt believe your story about an escaped lion, but he takes one look
at your truck full of guns and decides to take an early lunch. Hes out of your way for a short
time.
You are not sure how the files are being stolen, but you do know they are being physically
taken.
Bad
No! Youve certainly failed at the task, but it could have been worse.
You miss the rabid wolf, and its coming for you!
You failed to crack the German Embassy safe, and the guards may know youre here.
The farmer refuses to believe that theres an escaped lion on the loose. He keeps working on
his farm, complicating your efforts to track down the spy network.
Youve no idea where this bacteria is coming from.
Disastrous
No, and... something else has gone wrong. Not only is the failure terrible, but things may have
worse consequences.
You miss the rabid wolf with your burst of fire, and you run out of ammo.
You fail to sneak into the villains 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 youre actually trying to rob him, and threatens you with a shotgun.
121
Pulp Fantastic
TIME TAKEN
MODIFIER
TIME TAKEN
PENALTY
+2
1/2
-2
+4
1/3
-4
+6
1/4
-6
+8
1/5
-8
+10
1/6
-10
out how the gadget works, but you think its got something
to do with light See also the Invention rules on page 159.
Similarly, halving the time it would normally take to do
something means the roll receives a -2 penalty, and so on,
just like taking extra time.
RULES
Contested Rolls
If youre directly opposing someone else say, in an argument or a chess match or a wrestling contest or trying to
deceive someone then the difficulty is determined by an
opposed Skill Check, not by the Difficulty table. Both sides
in the conflict make a roll, and the highest Result wins.
Sometimes, both sides use the same Attribute + Skill combo.
If two characters are wrestling, then theyd both roll Strength
+ Fighting. If theyre both playing chess, then its probably
Awareness + Ingenuity. At other times, each side might use
a different combination. For example, if Charlie McCoy is
trying to use false papers to get past a guard, then that might
use his Presence + Convince against the guards Awareness
+ Subterfuge.
122
Complications
If you wish to add more realism or detail into a Conflict,
certain environmental factors can be taken into account.
If the task at hand is tricky or complicated, or there are
conditions such as rain, darkness or being hurried, the
Gamemaster can have a look at the examples provided
below and apply a modifier that seems suitable. These are
just a guideline, and Gamemasters should feel free to
modify the rolls as they see fit, though it makes for a
speedier and smoother game if these modifiers are used
sparingly.
Of course, modifiers should only be taken into account in
a Conflict only if one side alone is effected by it. If both
are effected equally, you dont need to worry about this
sort of thing.
EXAMPLE
MODIFIER
+2
-1
-2
-4
-6
-10
Multiple Opponents
If there are multiple people involved in a conflict, it can
be easier to divide the bad guys into groups and use the
Co-Operation rules.
You can also use the Multiple Opponents rules to model
gangs of minions or packs of animals in combat. Instead
of making an attack roll for every G-man backing up Wild
Bill McGommery, just have each agent aid Wild Bill, so
he makes a single attack roll with a huge bonus.
Action!
Intent
Firstly, everyone declares what theyre going to do, as per
the usual action rules.
Sometimes, a characters intent may be rendered void by
the actions of others who went earlier in the round. For
example, if two characters both announce theyre going
to shoot at a gangster, and the first character to act kills
takes him down with his attack, the second characters
attack is pointless. A character may change intent in such
a case, but takes a -2 penalty to his roll (in effect, hes reacting to himself see below).
Action Phases
Action Rounds are divided into four Phases; Talking, Moving,
Doing and Fighting, in that order (this may seem counter-intuitive to some players, but it accurately reflects the dramatically satisfying way things happen in the Pulps, rather than
the way they happen in realitywhatever that may be).
Next, actions are resolved in the following order.
Talking: For those who prefer talking to fighting. Even
in the tensest of situation, diplomacy and persuasion (and
sometimes out-and-out lying) can often be more effective
than weapons. Note that you dont need to wait for this
Phase to shout out a brief warning or speak a word of
command, but you do need to wait for this Phase if youre
going to be speaking at length (explaining something,
making an inspirational speech, persuading a confused
foe to put down his weapon, etc.) The place can be exploding or you could be held at gunpoint, but before anyone
starts shooting or tying you up, you get to say your piece.
Moving: Motion is the most direct form of Action. Running
from a threat, charging an enemy, diving for cover, leaping
into combat, swinging from a rope; all these occur in the
Moving Phase. If the movement carries the character from
one area to another, changes his situation, moves him more
than a few metres or requires a roll it counts as an Action.
Even if youre sneaking into the villains hidden lair as quietly
as possible, trying to avoid alerting his guards, youre
moving from one place to the next, and this Phase is when
you do it. Note that, as with talking, you dont have to wait
until the Movement Phase for minor movement. A pace or
two, sitting down, changing your posture these are minor
movements and can be done at any time.
Exceptions
As with everything, there are always exceptions to a rule.
In this case, it is creatures or characters with the Fast or
Slow Trait. (see page 197 and page 202). Fast creatures
always get to act first. If theres more than one Fast creature
present, they move in order of Coordination. This means
that most predators get to act before the player characters.
Once all the Fast creatures have acted, proceed with the
Phases as listed above.
Pulp Fantastic
WHAT ARE YOU USING?
RULES
Depending upon the actions of the characters, both attacker and defender, there are many combinations of Attribute and Skill that
can be used. Here are some suggestions:
WHAT YOU WANT TO DO
SKILLS USED
RESISTED BY
Arguing
Seduce
Punch
Shoot
Hide
Combat Complications
You dont have to react, but if you dont, then youre considered to roll snake-eyes (double 1) on the dice roll.
For example, Lord William McGommery is trying to slam
a door shut on a horde of cultists (his intended Action
for the round), when a clockwork assassin bug (a Fast
creature) drops on his face. At the same time Runt tries
to convince him not to shoot it as they need it intact to
find an antidote to its venom. In order, Wild Bill makes
one Reaction (Strength + Fighting) to hold off the bug,
one Action (Strength + Athletics) to shut the door (at a
-2 penalty, because its the second time hes acted) and
finally Resolve + Convince (at a -4 penalty, for the third
roll) if he wants to resist Runts persuasion.
Ongoing Reactions
A lot of Reactions work for an entire Action Round. If
someone takes a shot at you, and you dodge (using your
Coordination and Athletics to duck), then its just as hard
for any other bad guys to shoot you that round. Your resistance applies to all their attacks, too. Similarly, if youre
hiding, your Coordination + Subterfuge applies to all the
people looking for you.
Other Reactions only work against a single attack. If the
gm makes you roll Strength + Athletics to stay on your
feet when you get side-swiped by a car, then that resistance
only works against one swipe if another vehicle clips
you, youll have to roll again.
The Gamemaster decides whether or not a Reaction sticks
around for a whole round. In general, if the Reaction involves dodging or evading, it lasts for the whole round. If
you blocked or parried, it applies only to that one roll.
Even if a Reaction is ongoing, you can choose to roll it
again (applying the usual cumulative -2 penalty for doing
extra stuff in an Action Round. For example, lets say
124
Weve mentioned a bit about modifiers to rolls depending on how tricky things are in the heat of battle, but to
make things easier for Gamemasters, heres a summary
of Combat and some suggested modifiers.
Movement: Rather than fiddle with precise numbers,
well keep things simple, and use semi-abstract zones
called Areas. Most of the time the actual size of an Area
isnt important in open ground, an area might be 3m x
3m, but when youre moving through cramped sewers,
Areas are a lot smaller. If youre in an aerial chase with a
fast-moving target, then the Areas might be 100ft x 100ft
or more.
The gm should break the scene of the combat into a number
of areas. Take the lobby of a large downtown office building;
lets assume that the big central area just through the main
doors is four Areas, the stairs up to the mezzanine is another
Area, the mezzanine itself is another four Areas long, and
each of the offices off the central area is another Area.
You can move as many Areas as your effective speed. On
foot, your speed is equal to your Coordination. So if your
Coordination is 3, you can move 3 Areas on foot. Some
creatures can move faster than their Coordination would
indicate.
Range: As we mentioned, most of the time combat is fairly
close. Combatants are usually in the same room. This means
we dont really need to worry about complicated modifiers
for range. Pistols and other handguns are usually designed
for moderately close combat, so they can only hit targets
up to 50m away. Rifles, and other weapons like this designed
for longer range combat so their maximum range is around
500 metres. You can fire at targets that are outside of these
ranges, but your roll will suffer a -4 penalty.
Aiming: You could take your time and aim, especially if
youre targeting a specific part. This takes your Action in
Round to aim, and you cant do anything else (no dodging
Action!
or any Reactions). If you aim, you get to make a roll as if
youd attacked normally (so you roll Coordination + Marksman). If you succeed in this roll, you get a bonus to your
next attack roll. A success on the Aiming roll gives you a
+2 bonus, a Good result gets you +4, and Fantastic gets you
a huge +6 bonus. However, if you are attacked or interrupted in any way before taking the shot, this bonus is lost.
The Sharpshooter Trait helps with aiming.
Targeting a Specific Body Part: You can aim for a specific location, such as trying to hit a soldier in the arm so
they drop their gun, the roll is harder and there is a -2
modifier on their roll to hit. If the location is very small,
for example shooting at the pistol in someones hand, this
modifier is increased to -4. If the player hits, they can
choose the Attribute that is reduced from the damage and
aim to hit one Attribute hard rather than reducing a little
off of a few.
Cover: Hiding behind things is probably the safest bet when
the guns are firing. Cover provides two advantages - one is
that it is harder to hit a target thats smaller to see, the second
is that the cover provides protection against injury.
Imagine how much of the character is visible and how
much is behind cover. The more of the character that is
hidden, the harder it is to hit them.
HOW MUCH IS BEHIND COVER?
MODIFIER TO HIT
-2 modifier to hit
-4 modifier to hit
Shooting at someone who is behind some form of protection reduces the amount of damage that actually hits them.
Its all dependent upon what its made out of and how thick
it is. Some objects can only take so much damage for you
before it is destroyed and useless. Heres a rough guide.
severity of their failure. For example, a weapon that normally does 3/6/9 damage would do 6/12/18 damage to
someone who failed to get into cover in time.
Firing full auto takes the entire Round; targeting a 45 arc
uses half a clip of ammunition and affecting a 90-degree
arc uses the entire clip.
Suppression Fire: You can also use an automatic weapon
to force the other side to keep their heads down. Roll your
attack as normal. Anyone whos not in cover gets attacked
as per the normal rules on automatic fire. Everyone who
is in cover doesnt get hit, but must make an Awareness
+ Resolve roll to resist your attack. Those who fail suffer
a -2 penalty to their next action on a normal failure, a -4
penalty on a Bad Failure, and are just frozen in terror and
cant move on a Disastrous result.
USING AREAS
Areas are a handy way of including tactical decisions in combat
without getting bogged down in precise measurements and
maps. The trick is to come up with a few interesting Areas in
each combat zone, and then have the players choose where
they want to go.
For example, if the characters are making their way through
a crowded warehouse, looking for the escaped Nazi spy thats
lurking in there. The warehouse might be broken into:
The open area around the main door (no cover, but its
close to the way out)
The maze of big crates (probably where the spy is hiding)
The pile of smaller crates (the characters can easily climb
up on that to hide)
TYPE
ARMOUR
DAMAGE IT CAN TAKE
PROTECTION BEFORE DESTROYED
Wood
Brick Wall
10
50
Concrete Wall
15
70
Steel Wall
30
250
125
Pulp Fantastic
Big Targets: Monster, dinosaurs, vehicles and other oversized objects are divided into several different size categories. Importantly, if theres a difference of more than
one size category, then the bigger creatures have to use
Coordination when making attacks instead of Strength.
Getting Hit
If an attack hits, then the victim takes damage. See Losing
a Physical Conflict, page 130.
RULES
Note: You should read the damage rules on page 130 before
trying to follow these examples!
Charlie McCoys going to punch one of the Crimson Claws
minions. First, we work out whos going first its determined
by Coordination, and Charlies got the higher score (plus the
Quick Reflexes Trait). Charlie rolls Strength + Fighting to hit;
the minion reacts with Strength + Fighting to block. Charlie
chooses to go for a called shot (-4 to hit) and spends a Story
Point for an extra two dice.
Charlie rolls his Strength (4) + his Fighting (3) + 4 dice, for a
total of 22, -4 for his Called Shot. The minion rolls his Strength
(5) + Fighting (4) + 2 dice, for a grand total of 11. Charlie gets
a Fantastic Success, which means he does Strength x 1.5
damage right to the minions Resolve. Thats six points of
damage, knocking the minions Resolve right down to zero.
Hes out like a light.
Chases
Action!
Terrain
Combat in Chases
Pursuit!
Chases are a simple case of comparing how fast the two
(or more) people are moving. Most chases will start with
the various people 2 or 3 Areas away from each other, itll
depend on the situation and how the chase starts.
In a chase, it is an Extended Conflict, just as any other. The
winner gets away or catches up, depending on where they
are in the chase. If the way is tricky, there can be modifiers.
However, chases are meant to be played fast, quick and
exciting, so the rules are designed to be as simple as possible. If at any time, the Gamemaster decides this is slowing
things down, ignore the rules and run with it - literally.
However, if it is important to resolve an outcome of a chase
in detail, the following rules should break it down into a
simple, yet exciting series of Action Rounds.
Each Action Round, simply compare the Speeds of both
characters involved. Look at the Speed of the person
running away, and take away the Speed of the person
pursuing them.
If the number of Areas between the characters is reduced
to Zero (0), then the pursuer has caught up with the
pursued. If the number of Areas between them increases over 6, then the pursued usually escapes. In some
circumstances, where visibility is particularly poor, this
may be reduced (such as a busy city center). The same
goes for the reverse, in open space or the countryside,
where you can see the target a long way off, the number
of Areas required to escape may be increased at the Gamemasters discretion.
Cooperating in a Chase
Of course, if there are multiple people involved in the
chase each should roll separately. This way, if someone is
particularly slow, theres a good chance that theyll be
caught. Itll be up to the rest of the group to see if they
hold back and wait for them. If someone is slow and
holding the group up, they can act as a whole, with the
faster characters aiding the slower to escape. In this case,
DIFFICULTY
TERRAIN
Open road
12
15
18
Loose rubble, dense forest, ladders, very crowded street during rush hour.
21
Swamp, mountainous
127
Pulp Fantastic
the characters all roll separately as before, but the slow
character can be helped along with the other characters
providing a bonus using the Cooperation rules (see above,
page 120). Remember though, when youre being chased
by an Eldritch Abomination, you dont have to be faster
than the monster, you just need to be faster than your
team-mates!
RULES
Levels of Injury
All sources of injury, whether they are weapons, falls,
poisons, or worse, will have a value attached to it. This is
usually a number, or in some cases S (for Stun) or L (for
VEHICLE COLLISIONS
If a vehicle smashes into something like a person, a large creature or another vehicle, both the vehicle and the victim take damage.
The base damage equal to the average of the vehicles speed + Hit Capacity, rounding up. If the victim is one or more Size Categories bigger than the vehicle, the base damage is halved.
Next, work out the actual damage. This is resolved like an attack; the driver of the vehicle must 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, theres now an angry giant ape loose on 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, hell do the higher value; if he merely gets a Good success, hell hit for the middle value and so on.
If Charlie was trying to avoid hitting the giant ape then the results would be reversed. Hed 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 would be halved. The giant ape is bigger than the Ford, so the vehicle takes the
same damage as the beast (minus the vehicles armor).
128
Action!
WHICH ATTRIBUTE?
RANDOM LOCATIONS
DAMAGE
damage
Full Damage
9+ (Disastrous Failure)
1 damage
Fighting Damage
ROLL
LOCATION
CALLED
SHOT
DIFFICULTY
ATTRIBUTE REDUCED
2-4
Leg
-2
5-8
Body
-0
Strength, Resolve
9-10
-2
11-12
Head
-4
Marksman Damage
Shooting something is a different case. Its not about how
strong you are, its about how accurate you can shoot. In
most cases, a bullet will do the same amount of damage
if it hits, no matter who fires it. See individual weapon
descriptions starting on page 141 for how much damage
a bullet does on a Normal/Good/Fantastic result.
Pulp Fantastic
ITS A KNOCKOUT!
Want to knock someone out? Then make a Called Shot (-2 to
your roll) and choose to attack their Resolve. If you reduce
someone to Resolve 0, theyre knocked unconscious. Obviously, you cant do this with a lot of weapons trying to
knock someone out with a chainsaw is impossible.
Damage taken from being knocked out is ignored when the
character wakes, though they may have a headache and a
bad bruise.
ITS A KNOCKBACK!
RULES
130
DAMAGE
(NORMAL - BAD RESULT)
5 per 5mins
3 per hour
1 per day
1 per day
3 per hour
5 per 5mins
Action!
on top of a very tall mountain the air is thin and its harder
to catch your breath. A lower percentage of oxygen isnt
actively dangerous, but youll get tired more quickly (the
gm may choose to hit you with Resolve or Strength damage,
or ask you to pay a Story Point to avoid becoming exhausted after running or fighting.)
Electricity: If a character touches a live electrical wire (or
a conductive object thats connected to such a wire), they
must make a Strength + Resolve roll. Even if they succeed,
theyre stunned for one round. If the roll fails, they take
4 damage on a Failure, 8 on a Bad Failure and are killed
on a Disastrous result. Again, the Difficulty depends on
the strength of the current zapping someone with the
current from a domestic supply is very different to pushing
them into an industrial transformer.
Poison: Poison is a special form of damage. Each poison
attack has a Difficulty Number and a damage associated
with it. The poison takes effect 1d6 rounds after the initial
bite. When it starts to take effect, the character must make
a Strength + Resolve roll against the poison. If the character fails, check the Poison Effect table below.
RESISTANCE FAILED BY
RESULT
1-3 (Normal)
4-8 (Bad)
9+ (Disastrous)
Medical treatment can give a bonus to the characters Resistance rolls against poison; the right antivenin can cure
the poison entirely. Some poisons attack a particular Attribute; a neurotoxin would primarily hit Awareness and
Ingenuity, while a paralytic mainly affects Coordination.
Disease: As the world shrinks due to easier, cheaper and
faster means of travel, so new and strange diseases come
to light. Flesh-eating bacteria, horrible viruses and virulent
fungal infections all lie in wait in the sweltering jungles
or lurk below the radar in isolated populations. As a rule,
Pulp heroes rarely if ever come down with common illnesses such as colds or flu (unless it is used for comedy value,
such as a henchman who cant stop sneezing or a character who has to spend the day with his face in a steam bath),
so these rules only concern themselves with diseases of
the strange, unusual or dangerous variety. Remember that
at this point in history, antibiotics have not yet been discovered, so that diseases that are easily treatable in the
modern era can be life threatening in the age of the Pulps.
When exposed to the vector of a disease (for example, a
character is splashed with the blood of an infected person,
or approaches someone affected by an airborne disease
without wearing a mask) the character resists infection
by rolling Strength + Resolve against the Difficulty of the
disease. Failure means the character is infected and suffers
the damage and side-effects listed under the description
of the disease. Once infected, the character must make a
similar roll to fight the disease every day. To fully recover
from the illness (if it can be recovered from) the character
must make a number of successful resistance rolls as listed
on the disease table. A Failure inflicts the diseases damage
again and increases the number of successes required by
1, a Bad result by 2 and a Disastrous result by 3. When the
character has met or exceeded the required number of
successes, he has beaten the disease and is considered
fully recovered and free from side-effects.
If medical care is provided while the character is sick, it
can add to the characters success total and reduce his
recovery time. Characters providing medical aid must roll
Ingenuity + Medicine plus the number of recovery successes already made by the patient against the Difficulty
of the disease. Should they wish to provide continuing
aid, they may make this roll once per day and speed the
patients recovery still further. Should any of their rolls
fail, however, the patient suffers the same penalties as if
they themselves had failed a recovery roll.
DISEASE TABLE
NAME
VECTOR
DIFFICULTY DAMAGE
RECOVERY SUCCESSES
Plague
12
Smallpox
12
Malaria
Infected mosquitoes
12
10
Cholera
Contaminated water
16
Typhoid Fever
10
Yellow Fever
Infected mosquitoes
14
Necrotizing Fasciitis
Septic wounds
10
Rabies
20
Fatal
Spanish Flu
15
10
131
Pulp Fantastic
forms are transmitted by flea bites, while the pneumonic
form is airborne via the exhalations of infected carriers
and is the only form of plague that can be spread from
person to person. Due to the ease of transmission, plague
was used as one of the earliest forms of biological weapon,
with infected corpses dumped in water supplies or catapulted over city walls to spread the disease.
Once a patent is infected, the bacterium multiplies rapidly,
with an incubation period of 2-6 days (1-3 for the pneumonic form) before the patient becomes ill. Symptoms include;
Bubonic Plague: Headache, alternating fever and chills,
physical weakness and one or more painfully swollen
lymph nodes (buboes, usually closest to where the bacterium entered the body).
RULES
Action!
saliva contained in the bite of an infected animal. The
incubation period from bite to the first symptoms can vary
wildly, from 4 days to 12 weeks. Initial symptoms are similar
to the flu; headache, chills, fever and body ache, accompanied by a severe itching at the site of the bite. During
this period infected characters may still act, but suffer a
-2 penalty on all rolls not involving fighting the disease.
Within days these symptoms include delirium, confusion,
hallucinations and erratic or abnormal behavior. Once
these symptoms arise, the disease is almost always fatal.
Later symptoms include extreme terror, aggression and
hydrophobia. During this stage of the disease characters
can no longer act and any treatment involves reducing
their pain and distress.
Spanish Flu: In the years immediately following the Great
War, Spanish Flu infected one-third of the human race
and killed over 100 million human beings in one of the
deadliest disease outbreaks in history. With a very short
incubation period (often as short as 24 hours), symptoms
include weakness, fever, muscle and joint pain, coughing
and loss of appetite. In severe cases the disease would
progress to severe pneumonia, with patients often drowning as their lungs filled with fluid. The disease is extremely debilitating, and once symptoms have begun to manifest
characters suffer a -4 penalty to all rolls involving anything
more than bed-rest and recovery.
Arguments
Knock-down, drag-out arguments and debates are basically fist-fights, only with words instead of punches. Use
the standard combat rules, but instead of rolling Strength
+ Fighting, the participants roll Presence + Convince, and
the damage gets applied to the losers Resolve, Ingenuity,
Presence or Awareness.
Called shots can be used in arguments; trying to undermine someones confidence is a called shot to their Resolve,
while humiliating someone is an attack on their Presence.
Getting scared
Intimidating someone by threatening them physically is
a simple conflict you could use Strength + Convince or
Presence + Fighting (but not Strength + Fighting thats
actually punching someone, as opposed to merely looking
dangerous), and is resisted by Resolve + Convince or
Resolve + Strength.
Monsters, Eldritch Abominations and other creatures are
a different matter. Monsters terrify us out on an instinctive
level. Any creature with a Fear Factor can intimidate people
by its presence alone. The creature rolls Presence + Resolve
+ its Fear Factor. The characters can resist by rolling Resolve
+ Ingenuity.
If you fail a fear test, youre frozen in terror for one round.
Failing really badly might mean you instinctively flee, or
panic, or drop anything youre holding. If youve got the
Brave trait, you can spend a Story Point to resist fear.
BEING POSSESSED
There are many beings and creatures capable of taking over
the character, controlling their every action and thought.
Defending yourself against an alien consciousness that is
trying to control your mind is a normal Conflict, with the
attackers Resolve + Convince against the characters Resolve
+ Ingenuity (if a battle of wits) or Strength (if a battle of
pure mental power). Any applicable Traits can modify the
Attributes of each side. If the character wins, he retains his
control and sanity. If the character fails, they can opt to spend
Story Points to retain control. If theyre out of Story Points,
the attacker will take control, and the Gamemaster will dictate
what they wish to do.
There may be moments when the character can retain control
for a couple of seconds stopping themselves from pulling
that trigger, trying to tell the others what the attackers evil
plans are or how to defeat it. Its not easy, but the Gamemaster may allow you to do this if it develops the story.
How to shake the thrall of possession? Its going to cost Story
Points, but if youre already possessed it probably means
youve already run out of Story Points, so youre going to
have to get them from your friends. They can donate Story
Points a rousing speech of support, a meaningful dialogue
to remind you of who you are anything that might bring
you back to your senses may help.
Pulp Fantastic
Loss of Attributes
Non-physical attributes like Ingenuity or Resolve can be
damaged by conflicts. If Wild Bill and Charlie McCoy have
a furious argument, then Wild Bills Resolve might be
damaged and his temper spills over into other situations.
This works just like physical damage, but heals a lot faster.
Most conflicts wont inflict damage like this; save it for
attacks that really hurt the character emotionally, forcing
him to make stupid decisions.
RULES
Forced To Comply
The most likely result of a social or mental conflict that
the character is compelled to go along with some suggestion. For non-player characters, this works perfectly well.
What happens if one player character gets into a Social
Conflict with another, or is on the losing side of a conflict
with an NPC? If your character loses a Social Conflict,
youve got two options:
Go along with it. People get talked into doing the wrong
thing all the time, or make bad decisions. Letting your character act against his best and avoid the social compulsion.
Healing
Natural Healing
Without medical aid, or after it has been administered,
natural healing is at a rate of 1 level of Attribute per day
of full rest. The Fast Healer trait improves this rate.
Normally, when one adventure ends, any injuries are
healed and Attributes are restored to the normal level.
However, there are exceptions - if the Gamemaster is
planning a two or three part adventure, where very little
time passes between, injuries will be kept, or healed slightly at the Gamemasters discretion.
Medic!
However, if medical aid is at hand and you need to get
back into the action as quickly as possible, a trained doctor
134
Action!
orders they may react badly to the overwhelming instructions, striking out at everyone nearby.
Story Points
135
Pulp Fantastic
Story Points can be used in many different ways. The
Gamemaster will advise if its a good or bad time to use
them, and as always, the Gamemaster will have final say.
The Gamemaster may also limit the number of Story Points
used in any particular adventure or session. Below weve
presented some uses for Story Points, explaining how they
work in the game.
Clues
RULES
Bonus Dice
If the character knows beforehand that the outcome of
a particular roll is vital to their success, that the fate of
the universe may revolve around that one roll, then it
may be that the player will want to spend a Story Point
to add a little to the roll. The character steels themselves
to prepare for the task, and takes a deep breath. In game
terms, the character spends a Story Point and can add
an additional two six-sided dice to the roll. This isnt a
guaranteed success, after all you could roll two 1s, but
there is a chance you could succeed phenomenally well.
The player will have to judge if the task is worth spending those valuable Story Points. If you spend even more
Story Points before you roll, you get one extra dice per
Story Point.
You can also spend Story Points after you roll, but theyre
less effective spending a Story Point after the roll gives
you one extra dice.
You can spend a maximum of 3 Story Points on any one
roll (so, 4 extra dice if you spend them all before you roll,
or three points if you spend them afterward).
Avoiding Failure
Failing at something can be disastrous. Worse, it can be
fatal if the task was during a life threatening moment.
Luckily, if you fail at a roll, you have the option to tweak
the results a little to succeed. This must be done straight
after the roll in question theres no jumping back in time
to fix something an hour or a week later.
As soon as you know youve failed at something you have
the option to spend Story Points to improve the result. A
single Story Point will bump the result up one in the characters favor. For example, a Disastrous result which can
often be fatal in a Conflict can be bumped up one to a
Bad result. A Bad becomes a Failure, a Failure becomes a
Success result, and so on.
If its a truly essential roll and you simply have to make it,
you can spend more than one Story Point at a time to
136
The only limit in doing this is that you cannot bump a roll
in your favor higher than a Success result. After all, you
would have failed normally, so theres no spending five
Story Points to get a Fantastic result.
Ignore Damage
Getting hurt...hurts. As damage is applied straight to your
characters Attributes, every injury you suffer means your
chances of succeeding at related tasks are reduced. Once
the jaguar starts clawing your leg off, reducing your
Strength and Coordination, your future rolls to escape the
jaguar are going to be severely penalized. Spending a Story
Point lets a character ignore any damage hes suffered for
one roll you use your full Attribute instead of its current,
reduced value. This represents your character gritting his
teeth and pushing himself to the limit.
Inspiring Others
Characters can donate Story Points to each other to help
them through a particularly major moment. This can be
done in many ways, a dramatic and rousing speech, a word
of encouragement or even a kiss. If its dramatic, moving,
rousing and encouraging, and the other player is willing
to share their Story Points to keep you going, then this
sort of gaming should be encouraged.
Players can also give Story Points to other players as a note
of appreciation. If another player comes out with a really
funny line, or saves your characters life, or sets up a scene
where you get to save the day, you can donate a Story Point
as a gesture of appreciation.
Action!
guards. You could have a ship turn up when youre stranded on a remote island. The number of Story Points it takes
to change the story is up to the gm.
The one rule when it comes to altering the plot (apart from
the usual rule about everything being ultimately up to the
Gamemaster) is that you cant use Story Points to save the
day or solve a problem directly. For example, say youre
being held hostage in a derelict factory by a deranged
madman. You couldnt say oh, a big piece of industrial
machinery falls on top of him and squishes him before he
can shoot us. However, you could say gm, how many
Story Points would it cost for there to be a big piece of
industrial machinery that balanced precariously on that
upper walkway? Something that would fall on the madman
if I unexpectedly shove him into that supporting girder?
Completing Goals
If your team completes goals, like breaking up spy-rings
and recovering stolen treasures, thats worth Story Points.
Solving puzzles and finding a key clue that leads you to
the next scene should also be rewarded.
Helping Out
Good Role-playing
Playing your character to the hilt, coming up with funny
or inspiring lines of dialogue or great stunts, getting into
interesting situations if youre having fun and helping
everyone else at the table have fun too, then that should
be rewarded with a few Story Points. Try to give everyone
a chance to shine, keep everyone involved in the story, and
play off other peoples characters. If one of the other player
characters is an ex-soldier whos job is to protect your
scientist, then give her a chance to show off her characters
combat skills by bumbling into danger. Try to make the
other players the hero of the show.
Pulp Fantastic
Attributes
Attributes can be changed, but it takes a long time and
plenty of hard work. Increasing an Attribute should be a
noteworthy event, and takes several months of training
and discipline. It costs (five + the Attributes current level)
Experience Points to raise an Attribute.
NEW ATTRIBUTE LEVEL
COST
10
RULES
Skills
Basic skills can be picked up easily a character gains one
Experience Point after each game session. A new skill level
costs an equal number of Experience Points. So, buying a
new skill costs 1 point, raising a skill from level 1 to 2 costs
two points, from 2 to 3 costs three points and so on. This
means that it costs a whopping 21 (1+2+3+4+5+6) Experience Points to bring a skill up from scratch to 6.
New Areas of Expertise cost 1 point each.
Traits
In general, Traits shouldnt be bought with Experience
they should be awarded based on events in game. However,
if the gm agrees, players can buy new Minor Good Traits
for two points each, and new Major Good Traits for four
points each.
Taking new Bad Traits doesnt get you bonus Experience
Points. The gm may allow you to buy off some existing
Bad Traits with experience.
Story Points
You can raise your Maximum Story Points with experience,
at the cost of 2 Experience Points per added Story Point.
138
Getting Killed
If a character is reduced to zero in three Attributes, he is
in big trouble and is probably dead, especially if one of
those Attributes is Strength. The Gamemaster has the
final word, of course. Characters can also be killed by other
means if someones holding a gun to your head, and they
pull the trigger, dont bother arguing that the gun does a
maximum of 10 damage and youve got Strength 6 and
Resolve 6. Some situations override the usual rules.
Forced to Leave
Circumstances may force your character to give up adventuring. Maybe your superiors kick you out, or everyone suspects you of being in league with the enemy.
Maybe you get trapped in a Lost World, or possessed by
a sentient parasite, or brainwashed by an Evil Mastermind. If your character cant be part of the Group Framework any more, its time to go. Its a bad idea to have two
groups of player characters for an indefinite period if
your character cant work with the group, its time for
that character to leave and you to make up a new one.
(Its okay to have the group split for a few sessions, but
that does not work in the long term.)
Choosing to Leave
Your character may choose to leave the game, becoming
a non-player character. Give the character sheet to the gm
the character may come back as a special guest in a future
adventure! Talk to the gm if you want to bring an old
character back to the game.
Chapter 8
Equipment
There are three ways to obtain equipment in pulp fantastic through your Trappings, through Group Traits,
and getting it in the course of play.
Trappings are things your character owns. You get them
by having the appropriate skills a character with a Transport skill of 3 or more has a car, a character with a Technology of 3 or more has a toolkit, a character with a Marksman skill of 3 or more has a gun and so on. Theyre stuff
you happen to have on you, or can easily lay your hands
on. Trappings are limited to Uncommon items in general.
If your Trapping is destroyed, its gone forever. Your car,
for example, is a Trapping; you own it, but if it gets stepped
on by an over-sized gorilla during a rampage in New York,
its out of the game.
Group Traits like Armory or Vehicle Pool give you items
you can requisition. These items belong to your organization you can only use them on an official mission, and
theyre not for personal use. If an item obtained through
a Group Trait is destroyed, you can get a replacement by
returning to your base.
Finally, you can obtain items in the course of play by buying
them, finding them, stealing them or being given them.
Obtaining Equipment
One thing you wont find in this equipment chapter are
prices. Instead, equipment is ranked as being Common,
Uncommon, Rare or Unique.
Common items are easy to obtain. You can buy them on
the high street or order them by mail. You can get Common
items without any problems. Note that this doesnt mean
theyre cheap, just that getting hold of one is easy. For
example, cars are Common. That doesnt mean that they
dont cost money; it means that a character can borrow a
car off a friend or relative easily if he needs one.
Uncommon items are available, but only through specialized dealers. If your character has an appropriate trait
(like the right Friends), or the necessary skills (an Area
of Expertise in the relevant field), or if youve got the
necessary backing through Group Traits (like, say, youre
working for the government), then you can get Uncommon items without too much difficulty. If you dont have
an appropriate way of getting the item, then youre in
trouble. A lot of Uncommon items are dangerous and
restricted, so you may not be able to obtain them legally
if youre a civilian.
Rare items are either very expensive, cutting-edge gadgets,
or very hard to find. Getting a Rare item requires having
the right Group Trait (Armory for weapons, Motor Pool
for vehicles and so on) or finding a way to get one during
an adventure.
All Weird Technology is at least Rare. Unless the gm specifically allows it, you cant get Weird Technology except
by inventing it yourself or finding it in play.
Unique items are literally one of a kind. Getting a Unique
item means having the right Base Trait or finding it in play,
or building it yourself.
General Equipment
This section covers the wide variety of general gear available to adventurers of all sorts.
General equipment mostly does not need any special rules.
Players are free to equip their characters with whatever
they think they are likely to need in the form of tools,
clothes, personal effects, and other sundry items. Generally these do not affect Skill or Attribute rolls in any way,
though they may be necessary for the effective use of some
skills. For example, repairing an engine without a proper
toolkit is difficult and should be performed at a penalty,
and treating a wound without a first aid kit likewise. Attempting a complex Skill without the proper tools should
be done with a -2 or more penalty applied to the roll.
Certain items of equipment, such as any high (or Weird)
Pulp Fantastic
technology or arcane artifacts, will have Traits. These are
usually obvious, but the Gamemaster makes the final
decision on the capabilities of any mundane equipment,
though the expenditure of Story Points to get minor things
to work should be allowed.
Note that any device that uses batteries comes with them.
As a general rule, ignore battery lifeassume that heroes
(and their antagonists) are smart enough to recharge or
replace their batteries between adventures, and that the
batteries last as long as needed during adventures, only
running down when dramatically appropriate.
RULES
BUYING USED
For some objects, a character can try to go the cheaper route
and buy used. Used car lots, used book stores, second-hand
and refurbished electronic equipment shops, pawn shops
all these establishments and more offer deals on previously
owned goods. In general, only Uncommon items get a price
break if you can find them used. Common items dont receive
a price break if you find them in used condition.
Whether you can find an object to purchase used instead of
new is entirely up to the Gamemaster. Except for purchasing
a used car, finding other objects through a used market takes
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
were searching for isnt available. You might find a similar
object, or you might not find anything like it at any of the
used outlets youve checked out.
Improvising Equipment
Buying used doesnt negate the penalties and fees associated with buying restricted objects or objects that require a
license.
140
Equipment
Weapons
Its a dangerous world out there, especially for those who
make a living fighting criminals or enemy agents. Most
heroes carry weapons, ranging from baseball bats to
Thompson submachine guns.
The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives, and melee weapons.
In the pulp world, carrying a weapon openlyespecially
a firearmis rarely acceptable, even in the rare cases when
its legal.
Guns
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
difference between 9mm and 9x18mm pistols, it is easy
to lose sight of the more important aspects of play action
and drama. Thus, we break guns down into general categories instead of specific calibers and loads.
Guns have an additional statistic called a range increment.
This represents the weapons accuracy at different ranges,
expressed in meters. Pistols, for example, have range increments of 5/10/20, meaning up to 5 meters is short range,
up to 10 is medium range, and up to 20 is long range.
Weapons can generally fire a maximum distance up to
twice their maximum range, after which it is difficult
enough to hit that it is pointless to check for success.
For each range increment, a gun suffers a cumulative -2
to hit its target, plus an additional -2 beyond its long range.
Thus, a pistol suffers no penalty up to 5 meters, -2 out to
10 meters, -4 to 20 meters, and -6 up to 40 meters away,
after which it is impossible to hit a target.
Some guns impose a penalty to your dice roll if you try to
fire more than once per round, due to recoil. This is in
addition to the penalty for making more than one action
in a round (see page 123)
The categories and sub-categories of guns are as follows:
Pistols
Pistols are small, hand-held weapons that come in a variety
of shapes and sizes from tiny palm-sized derringers to
sleek semi-automatic jobs, to imposing revolvers with
30-cm barrels. They have a shorter accuracy range than
rifles, but are much faster to use, less unwieldy to carry,
and far easier to conceal.
Handguns can be broken down into three smaller groups:
autoloaders, revolvers, and machine pistols.
Autoloaders (sometimes called automatics), such as the
Colt M1911 (the venerable .45 pistol), feature removable
box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired
to throw back a slide, eject the shots shell casing, and
scoop the next round into the chamber. They are more
complex than revolvers, but nevertheless have become
increasingly popular in the modern age.
Revolvers, such as the .38 Special side-arms carried by
many police officers, are relatively simple firearms that
store several rounds (usually six) in a revolving cylinder.
As the trigger is pulled, the cylinder revolves to bring the
next bullet in line with the barrel.
Machine pistols are automatic weapons small enough to
be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger,
while others are modified submachine guns, cut down in
size and weight to allow one-handed use.
Ranged weapons that use box magazines come with one
full magazine.
AMMUNITION
Its entirely up to you how strictly you want to keep tabs on
how much ammunition characters have in their weapons.
Some people prefer a light touch maybe only running out
of ammunition when it adds to the story or they make a
spectacularly bad roll. Others like to carefully manage their
ammo expenditure, and it can add tension when they run
low as the cultists close on their position...
You dont need to track individual shots. Results of Yes, But...
or No, And... could indicate that youve run out of ammo
and need to reload (Yes, you hit the robot with your first
shot, but the hammer clicks on an empty chamber when you
try to fire again.). Reloading a gun takes an action for most
weapons.
Pulp Fantastic
Double Derringer - This pistol breaks open at the breech
like a double-barreled shotgun. The two-shot weapon has
one barrel atop the other and is barely 5 inches long,
making it easy to conceal in a boot or garter.
Small Pistol any snub-nose weapon, such as an American Saturday Night Special, or snub-nose police revolver,
usually in .32 to .38 calibres. Most guns in this category
are small revolvers, limited to six or seven shots, and have
light recoil. These guns deal normal damage and can be
fired multiple times in a Round, with each additional shot
imparting a -1 cumulative penalty from recoil.
RULES
Equipment
Smith & Wesson .357 Magnum Developed in response
to the Colt .38 Super Automatic, this famous revolver was
designed to be able to penetrate automobile cover and
early bullet proof vests.
Smith & Wesson 38/200 - Called a .38, this revolver is
Smith & Wessons standard Military and Police .38, but
chambered to take the British .38 cartridgewhich actually measures .357 inches. While technically this weapon
wasnt available until 1940 (after the scope of this game)
it could be possible that characters with access to advanced
weaponry may have the pistol in their possession.
Machine guns
Machine guns are large, dangerous weapons used to inflict
mass carnage. They are always mounted on bipods or
tripods and cannot be fired on the move unless by characters with Strength 6 or more. Using a machine gun is
identical to using an Assault Rifle on full auto, save that
machine guns deal more damage, and smaller arcs of fire
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.
A clip holds up to 100 rounds; belts hold thousands of
rounds, but arent very portable. Smaller or in-between
arcs of fire may be possible at the Gamemasters discretion.
Range Increments: Machine guns were actually used in
WWI and to a lesser extent in WWII as anti-aircraft
weapons and thus have range increments equal to twice
that of rifles.
Period examples include;
Maxim Gun Mk 1 - The first automatic machine gun, the
Maxim gun is portable enough to see widespread military
use. A .450 caliber version of this gun was developed in
1885, but the British armys adoption of the weapon in
1889 contributed to its great success. The Maxim gun is
water-cooled.
143
Pulp Fantastic
Colt-Browning M1895 - This early gas-operated machine
gun is colloquially called the potato digger, because the
movement of the guns levers sometimes kicks up loose
dirt from the ground. Its light weight and portability compensate for its relatively slow rate of fire compared to its
main competitor, the Maxim.
Browning M1917 - This medium machine gun is used
by the U.S. Army at the end of the Great War. It is water-cooled, though an air-cooled version is issued to infantry (as the M1919A4) in the 1920s. The Browning M1918
Automatic Rifle uses the same statistics, except that it has
a small (20-round) magazine instead of using linked ammo.
Browning M2HB - Originally designed as an aircraft
weapon, the Browning is adopted by the U.S. Army in 1921.
Sub-machine Guns
RULES
144
Beam Weapons
Beam weapons are weird technology devices that project
an oscillating beam of directed energy. Usually derived
from principles discovered from recovered Martian armament, beam weapons are extremely rare and qualify as
weird technology. Theyre fragile, power-hungry, temperamental, and incredibly expensive. So far, no-one has
found a way to mass produce them, and knowledge of
them remains extremely limited.
Tesla Pistol Named after the noted inventor, the Tesla
pistol transmits a massive electrical charge to the target.
Most Tesla Pistols dont pack enough punch to do much
damage, instead producing an effect similar to a modern
taser. They arent subtle weapons, producing a vivid blue
flash of electricity and a loud crackle when fired.
Tesla Rifle A bulkier version of the Tesla pistol, the Tesla
rifle has an extended range and battery life, but does no
more damage.
Tesla Cannon This large tripod-mounted weapon is the
only Tesla gun that does Lethal damage, with the effects
being described as being similar to being struck by a
massive bolt of lightning.
Martian Heat Ray The signature weapon of the Martian
invader, the dreaded heat ray is still a potent weapon. With
a seemingly inexhaustible (and still unfathomed) energy
source, heat rays have been found in the possession of
criminals and military forces all over the world. Still,
functional heat rays are rare many exploded with shattering force when being probed for their secrets. Martian
heat rays are bulky devices about the size of a man, designed to be mounted on the tripod walkers, and need to
be adapted for human use by the use of a tripod and a
man-usable trigger system.
Sniper Rifles
Sniper weapons allow the shooter to remain at a relatively safe distance, using high-powered telescopic sights and
long-range weaponry. The sniper usually holes up in a
location that gives him the best possible view over the
proceedings, taking shots of opportunity when possible.
At this point in history, most sniper rifles were simply
standard rifles fitted with a telescopic sight, rather than
the specialized sniper rifles of today. Modern sniper rifles
have a very long range, and can deliver very high amounts
of damage but at this point in time qualify as Weird Tech.
Period examples include;
Lee-Enfield SMLE MkIII The British Armys standard
rifle from 1895 to 1957, when modified with a heavy stock
and telescopic sight became a highly effective sniper rifle.
Equipment
WEAPON
RANGE
INCREMENTS
(IN METRES)
AMMUNITION
DAMAGE
RECOIL
Holdout Pistol
5/10/20
1-15
1/2/3
Small Pistol
5/10/20
6-7
2/4/6
-1
Medium Pistol
5/10/20
10-15
2/5/7
-2
Large Pistol
3/6/9
6-10
2/5/7
-3
Hand Cannon
3/7/9
6-7
3/6/9
-4
Shotgun (Slug)
4/8/12
2-10
3/7/10
-3
Shotgun (Shot)
3/6/12
2-10
3/6/9
-3
Rifle
24/48/146
2-8
3/6/9
-3
65/130/390
2-8
4/8/12
-5
Assault Rifle
24/48/146
10-100
3/6/9
-4
Machine Gun
160/320/960
Belt Fed
3/7/10
-4
Submachine Gun
3/6/12
10-50
2/5/7
-4
49/98/293
2-8
3/6/9
-3
198/396/793
1-5
4/8/12
NA
Tesla Pistol
5/10/20
10-15
S/S/S
Tesla Rifle
24/48/146
10-20
S/S/S
Tesla Cannon
49/98/293
10-20
4/L/L
200/400/800
NA
10/20/30
Mauser Gehwehr 98 The main German infantry bolt-action combat rifle during the Great War. When modified
with telescopic sights and a modified bolt, this became
one of the most effective sniper weapons of the war.
Telescopic Sight
A telescopic sight is a device that makes it easier to hit
targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of
view, making it difficult to use.
A scope increases the range increment for a ranged weapon
by two (this is already built in for sniper rifles, below).
However, to use a scope you must spend an attack action
acquiring your target. If you change targets or otherwise
lose sight of the target, you must reacquire the target to
gain the benefit of the scope.
Pulp Fantastic
RULES
Melee Weapons
Melee weapons are used in close combat, and they are
generally among the simplest types of weapons.
Knife: A small boot-knife or straight-razor does Strength
+1 damage; a really nasty one like a cleaver does +2 or even
+3 damage. Knives are Common.
Cosh: A truncheon, or club; ideal for coshing or clubbing
people. Strength +2 damage; you can make Called Shots
to the head without a penalty if you take someone by
surprise with a cosh. Coshes are Common.
Sap/Blackjack: A sap is a type of cosh, consisting of either
a flat, leather-covered lead rod fitted with a spring handle,
while a blackjack is a small, soft club made of an amount
of lead shot wrapped in leather. Both are designed to deliver
non-lethal clubbing damage by spreading the impact over
a broad area, and are used when the intention is to stun the
target into unconsciousness rather than kill him outright.
Saps deliver Strength +2 Resolve damage. Saps and blackjacks are common.
Knuckledusters: Brass knuckledusters let you punch for
Strength +1 damage. Theyre Common.
Spear: This primitive device is a stabbing reach weapon
and does Strength 2 damage. You can strike opponents
3 metres away with it, but you cant use it in close combat
without a -2 penalty to hit. Rifle-fixed bayonets can also
be classed as spears. Spears are Uncommon.
Sword: Katanas, claymores, machetes, really big knives
anything that lets you chop and slice for Strength +4
damage. Real swords (as opposed to replicas and ornamental weapons) are Uncommon.
Axe: A chopping blade mounted on a handle to increase
damage, axes start at Strength + 2 damage for hatchets
and tomahawks, increasing to +3 for fire-axes and +4 for
battle-axes. Common.
Chainsaw: Not exactly a conventional weapon; a chainsaw
does Strength +6 damage, but theres a -4 penalty to hit,
and you run the risk of hurting yourself if you get a Disastrous Failure. Chainsaws are large, unwieldy and Uncommon during the Pulp Era.
Explosives
Mines, rockets, grenades and other explosives do
damage to an area. Anyone inside the listed radius
takes full damage; anyone close by but not inside the
radius takes damage.
Land Mine: Step on it, and it goes boom. Spotting a
land mine pits Awareness + Survival against Ingenuity
+ Subterfuge on the part of whoever planted it, with big
penalties to those spotting it if time has passed and the
surface is now overgrown. If a mine goes off, it inflicts
2 dice + 6 damage to everyone within about 2 metres.
Mines are Rare.
Equipment
Rocket Launcher: Though the classic bazooka didnt
officially come into service until 1942, characters with
access to advanced weapons technology could come across
a prototype shoulder-mounted anti-tank weapon. Rocket
launchers inflict 20/40/60 damage, and are very, very
Rare. Characters should not be using rocket launchers in
public. Or in cramped spaces. Or at all. Maximum range
is around 365 metres, with an explosive radius of 3 metres.
Panzerfaust: A hand-held, single-shot, shaped-charge
anti-tank weapon, easily manufactured and designed to
be cheap, one-use weapons to be used with little training.
The Panzerfaust has an effective range of just over 60
metres. When the Panzerfaust hits its target, it explodes
like a grenade or other explosive, inflict 9/18/36 damage
within a 3 metre radius. Because its explosive is a shaped
charge designed to penetrate the armor of tanks, the Panzerfaust 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
this era.
Smoke Grenade: Throwing a grenade uses Coordination
+ Athletics; a smoke grenade fills a room or a small building
with thick smoke. Trying to do anything while blinded is
worth a -4 penalty at least. Smoke grenades are Uncommon.
Tear Gas Grenade: Like a smoke grenade, but also painful.
If youre caught in a tear gas cloud without a gas mask, you
have to roll Resolve + Awareness each Round against Difficulty 18; if you fail, you take one point of damage to your
Awareness or your Resolve. Resisting a tear gas grenade
counts as a Reaction, so youll be at -2 to your next roll made
that round. Tear gas grenades are Uncommon.
Stun Grenade: Stun grenades dont inflict much damage,
but they knock their victims out briefly. If youre hit by a
stun grenade, you must make a Strength + Resolve roll
against a Difficulty of 12/18/24 (work out the difficulty like
youd work out the damage for a normal attack). If you
fail, youre knocked out for 1 round on a Normal Failure,
1 - 6 rounds on a Bad Failure, and 2 dice rounds on a Disastrous Failure.) Stun grenades have an explosive radius
of three metres.
Explosive Grenade: You throw them, they go boom, bad
guys fall down. Explosive grenades have an explosive
radius of 3 metres, and inflict 8/16/24 damage if the targets
fail to dodge. Explosive grenades are Rare. Pulp era examples are the standard US Army fragmentation grenade
and the well-known German potato-masher Steilhandgranate.
Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same
time if they are within the burst radius of the first stick,
increasing the damage and burst radius of the explosion.
Dynamite does 2/5/7 per stick in a 2 metre radius. Each
additional stick multiplies the damage (i.e. 2 sticks deal
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.
Armor
Heavy armor is bulky and slows you down, and really wont
help if youre run over by a tank. Still, a bit of protection
never goes amiss. Armor only protects against attacks
that hit the part of the body it protects wearing a helmet
gives you armor on your head, but obviously wont help
if someones hacking your arm off.
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness
of materials. Armor comes in four types: archaic, impromptu, concealable, and tactical.
147
Pulp Fantastic
RULES
ARMOR SUMMARY
ARMOR
VALUE
WEIGHT
NOTES
COORDINATION
PENALTY
Banded Armor
40lbs
Archaic, Rare
Chain-mail Shirt
40lbs
Archaic, Rare
6lbs
Tactical, Uncommon
10lbs
Tactical, Uncommon
50lbs
Archaic, Rare
Hide
25lbs
Archaic, Uncommon
Leather Armor
15lbs
Archaic, Uncommon
Leather Jacket
4lbs
Impromptu, Common
Padded Armor
10lbs
Archaic, Uncommon
Plate Mail
50lbs
Archaic, Rare
Scale-mail Armor
30lbs
Archaic, Rare
Splint Mail
45lbs
Archaic, Rare
20lbs
Archaic, Uncommon
Studded Leather Armor: This medieval-era armor consists of leather with metal studs riveted from the inside.
Chemico Body Armor: British armor worn during the
Great War. It is commonly made of kapok and fabric
making it lighter than similar armors that use metal. It is
effective against piercing attacks, but not so effective
against bullets.
Chain-mail Shirt: This medieval-era armor is a long shirt
made of interlocking metal rings, with a layer of padding
underneath. Its heavy, making it uncomfortable to wear
for long periods of time. Some science heroes wear chainmail made of exotic alloys, making it easier to wear for
long periods, but this variant qualifies as Weird Tech.
Scale-mail Armor: This medieval-era armor consists of
constructed of metal scales sewn or riveted onto a leather
garment.
EOB Body Armor: British armor worn during the Great
War. It is commonly made of metal plates covering the
front, back and groin. This armor was the most effective
of all armors used during the Great War.
Half Plate Armor: This medieval-era armor dispenses
with the chain backing of plate mail to save weight. Instead,
a light suit of padding or akteon is worn beneath it. The
considerable weight of this armor is distributed over the
wearers body, and a trained knight can lie down, stand
up, or vault into a saddle while wearing this armor.
Plate Mail: This medieval-era armor consists of metal
plates that cover the entire body. Its heavy and cumbersome compared to most modern armor, but it does provide
a great deal of protection.
Shield: A shield gives 4 or 8 points of Armor, depending
on what it is made out of. When using a shield, you only
get its protection if you use a Reaction to defend against
148
Lifestyle
What sort of lifestyle does your character live? Does he
drive an exotic car and own a speedboat, throwing lavish
parties and flying off to Rio for the weekend? Or does he
subsist on pizza and pasta in a one-room apartment?
An average character (one without the Wealthy or Impoverished Traits) can afford a meal at a good restaurant, a
ticket to a basketball game, or a new book pretty much
any time he wants.
More expensive lifestyle options are always available, but
he cant really live beyond his means for long without
becoming temporarily Impoverished. Of course, if he
already owns a Bugatti, becoming Impoverished doesnt
necessarily mean he has to give it up. He still drives an
expensive carhe just cant currently afford to do all the
other things people associate with that kind of life.
A character with the Impoverished Trait is nearly always
broke. A night at the movies might be a treat, but he cant
regularly afford anything more expensive without spending a Story Point.
Characters with Wealthy as a Minor Good trait are comfortably well-off. They can easily drop about $500 at a
time, meaning that they will fly, drink and eat first class
more often than not. Having Wealthy as a Major Good
Trait means that money is no longer something you have
to worry about.
Equipment
Vehicles
Attributes
Sample Vehicles
Fast: Some vehicles are really fast. If you push the speed
of a Fast Vehicle, you move 2 extra zones on a Success, 4
on a Good Success, and 6 on a Fantastic one.
Motorcycle: These statistics are for small Common motorcycles. Something fancier like an Indian Hendee Special
gets a higher Hit Capacity, Armour and Speed; such motorcycles are Uncommon. A really powerful motorcycle
is Fast.
Small Car: Your average family car, like a Ford Model T.
Common.
Big Car: This is a large, expensive car, like a Duesenberg
Model J Phaeton; leather seats, walnut dashboard. Dont
scratch the paintwork. Cars like this are Uncommon.
Sports Car: A top-of-the line sports car, like a BMW 328
or an Auburn 852 Speedster. Cars like this are rare.
Utility: This covers military jeeps, pick-up trucks (like
the Ford Model A Pickup) and other utility vehicles (like
the Ford Model T Utility Truck). Theyre Uncommon.
Truck: A cargo truck. A bus would have similar attributes,
but would replace its Powerful Trait with more space for
passengers. Trucks are Uncommon.
Tank: A front-line battle tank like the Panzerkampfwagen
III. A vehicle like that has a main gun that can make mincemeat out of any hero as well as smaller anti-personnel
weapons. Battle tanks are Rare, and your gm shouldnt let
you get one anyway.
Traits
There are also a few special Traits that vehicles can have.
Motorcycles
Unlike getting into a car, mounting a motorcycle is a free
action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
BMW R12: A sturdy well-built motorcycle, available with
or without a sidecar, used by the Third Reich as a vehicle
for scouts or couriers.
149
Pulp Fantastic
Indian Hendee Special: The Indian Hendee Special is
the first electric start motorcycle. It is a powerful bike
capable of high speed. Its smaller than most vehicles
occupying only a single square. This bike is the favorite
of a lot of daredevils and speed freaks.
SdKfz 2: A treaded motorcycle half-track, the SdKfz 2
Kettenkraftrad was originally conceived as a light support
towing vehicle for mountain troops, but found favor with
all Wehrmacht troops, especially those in the Eastern Front
where its excellent cross country ability allowed it to
maneuver in the mud-bogged roads and the mountainous
Caucasus region.
Cars
RULES
Military Vehicles
Several military vehicles are covered here.
Panzerkampfwagen III: One of the Reichs famed Panzer
tanks, the Panzerkampfwagen III was relatively lightly
armed and armored, with 15mm armor. This vehicle is
armed with a single 37mm cannon and a MG34.
SturmGeschuetz III: The SturmGeschtz (Assault Gun)
was designed using the main hull of the Panzer III. Originally designed as support artillery weapon it was later up
gunned with a massive 75mm cannon and used as a
tank-killer.
Type VIIA U-boat: Another iconic Nazi vehicle, the U-boats
traveled the Atlantic in predatory wolf-packs, harassed shipping, delivered Nazi spies onto unsuspecting enemy beaches,
and carried secret archeological discoveries to hidden
island fortresses! There were
many types of U-boat this
vehicle is armed with a
75mm deck gun, 11 torpedoes in 4 forward tubes.
Airplanes
In the 1920 and 30s, the
airplane was still a relatively new technology, and
flight was seen as the
gateway to adventure.
150
It is 3 squares long and 2 squares wide. With the convertible top up, it provides two-thirds cover to its occupants;
with the roof down, this is reduced to one-third cover.
Equipment
VEHICLE SUMMARY
TYPE
ARMOR
HIT CAPACITY
SPEED
HANDLING
SIZE
TRAITS
Motorcycle
Average
Open
Motorcycle Half-Track
Average
Open, Off-Road
Small Car
12
Large
Enclosed
Big Car
16
Large
Enclosed
Sports Car
12
12
Large
Open, Fast
Utility
16
Large
Truck
24
Huge
Enclosed, Powerful x 4
Tank
18
32
Huge
Dinghy
Large
Open
Speedboat
10
Large
Open, Fast
Autogyro
10
12
Large
Open
Biplane
12
12
Large
Open
Fighter Plane
18
14
Huge
Enclosed, Fast
Fighter Bomber
24
14
Huge
Enclosed, Fast
Cargo Plane
30
12
Huge
Enclosed, Powerful x 2
Sea Plane
30
12
Huge
Enclosed, Powerful
Airliner
10
30
12
Huge
Enclosed, Powerful x 2
Zeppelin
10
50
10
-2
Huge
Enclosed, Powerful x 4
U-Boat
10
120
10
-4
Huge
151
Pulp Fantastic
planes of The Great War, the Sopwith Camel is a highly
maneuverable biplane with twin Vickers machine guns
mounted in the nose. (Use the statistics for the Colt-Browning M1895 machine gun.) The breeches of the guns are
covered by a hump that gives the plane its name. Other
Great War-era biplanes have -1 maneuver modifiers but
are otherwise comparable to the Camel.
RULES
Zeppelins
One of the most visually distinctive and graceful means
of transportation, the zeppelin is also practically synonymous with the idea of Pulp in the minds of most
modern gamers.
A zeppelin consists of a large hydrogen or helium filled
balloon that is steered by rudders on the aft and given
thrust by propellers. Rigid-bodied zeppelins usually have
a small control gondola beneath, with passenger accommodation and cargo holds within the body of the craft.
At over 100 metres long with a carrying capacity of up to
72 passengers, a standard large passenger airship could
cross the Atlantic in two and a half days. The world famous
Hindenburg was over 240 metres long, the largest object
ever to fly, while the Graf Zeppelin was the first aircraft to
fly around the world.
While most zeppelins were filled with highly flammable
hydrogen, American airships used helium and therefore
werent exposed to the same risk from fire.
152
Technology Levels
Despite the fact that all of the technology of the Pulp Era
ran on vacuum tubes, scientific endeavors are broken into
various Technology Levels, for ease of use in these rules.
Bear in mind that these are not hard and fast guidelines
to any particular era, and that any historical epoch is a
blend of different Progress Levels for the different types
of sciences.
A Technology Level (tl) is an indication of the state of
technology that exists in a particular society or civilization
(which, in a science fiction setting, may be located on a
planet other than Earth). This state of technological development generally pervades all aspects of a culture,
particularly at higher levels (tl 5 and beyond) when longrange communication is virtually instantaneous. Even at
lower levels, its unlikelybut not impossiblefor a group
of humans (or other sentient beings) to be at one Technology Level in some respects and at another one in other
respects. Technology Level may vary wildly from place to
place on the same world or even the same continent.
TL 1: Stone Age
The major achievements of a Stone Age society are the
use of fire, the domestication of animals, and the invention
of agriculture. An individual living in a Stone Age society
is primitive, but he isnt necessarily gullible, stupid, or
easily frightened by advanced technology. Common
weapons in a tl 1 civilization include the club, the dagger,
the spear, and the bow. Armor made from hide or leather
is possible, as are wicker shields. Communication beyond
the local tribe or settlement doesnt exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery,
stone working, and woodworking are possible.
TL 2: Bronze/Iron Age
Middle Ages
Early human civilizations began to work metal toward the
end of the Stone Age. The malleability of copper led to its
becoming the first metal to be tamed. Adding tin to
copper created a much stronger alloy: bronze. This advance
allowed for the crafting of tools and weapons of great
durability. In turn, those improved tools made possible
the working of iron, which soon replaced bronze as the
metal of choice for tools and weapons.
In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of
populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of
knowledge. The rise of nations, city states, and empires
begins in the Bronze Age. Organized efforts 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.
Equipment
Improvements in agricultural efficiency permit the rise of
artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food.
The sword replaces the club and the dagger as the preferred
weapon of infantry. Chariots briefly dominate warfare
before cavalry (aided by the introduction of the stirrup)
renders chariots obsolete. The first true military forces or
tactical systems appear. Armor can now be made from
sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate
the battlefield.
Maturing civilizations experience a period of turmoil and
adjustment toward the end of this Technology Level. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information
becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of
this stage of development, and sturdy seafaring carracks
and galleons open the door to the next Progress Level.
As populations increase and knowledge of agriculture evolves,
an increasing percentage of the population relocates into
growing cities and towns. Toward the end of this Progress
Level, the feudal system, in which a small class of nobles ruled
a large population of agricultural workers, begins to collapse.
Specialized crafts develop, universities appear, and the middle
class is born. The first corporations emerge in the form of trade
guilds. The evolution of strong systems of trade and finance
tends to distribute a societys wealth more evenly among its
members, diluting the power of the nobility.
Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm,
and elaborate fortifications become something of an art
form. Toward the end of the Middle Ages, the introduction
of simple gunpowder weapons signals the imminent end of
knights, heavy armor, and organized armies of swordsmen.
TL 3: Age of Reason
The Age of Reason is an era in human history when the development of ideas and systems of thought takes precedence
over technological invention. The scientific method improves
humankinds understanding of the world. Experimentation
becomes the means by which the physical properties of
nature are systematically examined. The study of the various
scientific disciplineschemistry, electromagnetics, medicine, biology, and astronomyflourishes. Instruments such
as microscopes and telescopes enable scientists to greatly
extend the range of their observations and discoveries.
The new reliance on science generates waves on all levels
of society. Superstition falls away, and exploration of the
world reaches its apex. Society begins to experiment with
new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this Progress Level is a transition from the cottage
industries of the Middle Ages to industrialization.
The cannon becomes the dominant factor in naval warfare,
while massed musket fire and horse-pulled field pieces rule
TL 4: Industrial Age
In the fourth Technology Level, the theoretical knowledge
of the previous era matures into widespread practical
application. This is the Technology Level of the world
detailed in the pulp fantastic rpg. Any Progress
Levels above 4 will belong to limited individuals. The
harnessing of hydraulic, steam, and electric power creates
an explosion of commerce and industry. Developments
such as the telegraph, the telephone, and the radio make
true global communication possible. Breakthroughs in
manufacturing techniques allow the construction of heavy
ironclad vessels, rail transportation, and architecture of
previously unimaginable size. Pioneers venture high into
the atmosphere and descend into the seas depths.
Urbanization is complete as individuals gather in smaller
environments where they can more easily exchange goods
and information. Corporations expand in power, many
establishing themselves throughout the explored world.
Governments are based on political and economic factors.
The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become
common. Mechanized war machines herald the first great
change in the art of battle since the end of the knight.
Chapter 9
Pulp Inventions
ike the era in which the Pulps were created, technology plays an important role in the stories of the Pulp
Era, and not just in those stories that deal with the
science fictional genres directly. The Pulps were filled with
Lab Coats, Weird Inventors for both good and evil who
were the precursors of the Atomic Age.
Between the insanely cackling mad scientists with their
planet smashers and their death rays and the heroic scientific adventurers with their auto-gyros, jet packs and
long range radio waves, the pulps were filled with high
technology and bristling with vacuum tubes.
In two words, weird science is what sets the pulp fantastic role-playing game apart from the real world
of the early twentieth century. In the pulp fantastic
role-playing game, Weird Inventors are square-jawed
visionaries who volunteer to test their own rocket-packs
because they want to make sure it works before giving it to
anyone else. To them the future holds limitless promise, and
weird science is the means by which that promise will be
realized. The workshops and laboratories of the Weird Inventor are littered with prototypes for a variety of items from
space rockets and flying cars to ray-guns and giant robots.
However, not all inventors work for the forces of freedom
and liberty. There are sinister secret societies and tyrant
nations that have Weird Inventors of their own. The science
of the world is both promising and threatening.
To simulate these types of characters, both good and evil,
pulp fantastic uses the following system for handling
the weird science, regardless of how impossible it seems,
of the Pulp Era.
INVENTIONS VS EQUIPMENT
Equipment is classed as items that can be acquired with little
difficulty, or built and repaired by ordinary technicians and
engineers. They may be rare, or expensive, but theyre out
there in the world if you know where to look and have sufficient funds. Inventions are a whole different kettle of ionized
plasma. Theyre something really special, can do amazing
things and cant be quickly built or repaired by anyone without
the Gadgeteer Trait. Most are one of a kind, and many push
or break! - the limits of what ordinary people consider
possible. A Gas Gun, a Man Portable Rocket Powered Device
or an Ether Flyer are Inventions, and they have a number of
Traits that can help your rolls.
Owning a Invention
Having an Invention isnt free. These remarkable items
are rare to have at character creation and should be
discussed and authorized by the Gamemaster. Inventions come in various sizes, just like Traits: Minor, Major
and Special.
Minor Inventions cost 1 Story Point and can hold a single
Minor Trait. They may hold a Major Trait (or two Minor),
but would need to take a Bad Trait to pay for the extra
cost, such as Restriction or One Shot. They hold a single
Story Point, and this can be used so the Invention can do
something novel or different, though the effect of this will
be fairly small.
Major Inventions cost 2 Story Points and can hold a Major
or two Minor Traits. They may hold an additional Major
(or additional two Minor Traits, up to 4 points worth in
total) but will need to take a Bad Trait or two to pay for
the additional ability, such as Restriction or One Shot.
They hold two Story Points, and these can be used so that
the Invention can do something that it is not normally
designed for, the effect of which can be fairly significant.
Special Inventions cost 4 Story Points and can hold up
to 4 points worth of Traits (2 Major, 4 Minor, etc). They
may hold more than this, but will need to take Bad Traits
to pay for the additional abilities. They can hold four Story
Points to do odd or remarkable things, with some major
effect on the story.
For example, at character creation you can have an Invention that is a Major Invention and has 4 Good Traits Open/
Close, Scan, Transmit and Weld and 2 Bad Traits Restriction (Living Flesh) and Restriction (Complex Controls).
It can hold 4 Story Points, which can be used to do things
that this device may have never done before. It costs 2
Story Points from the characters Story Point pool if purchased at character creation. Inventions purchased in this
way reduce your maximum Story Point totals, but it does
mean that the Invention is rarely lost. The good thing
about getting a Invention this way is that if it goes missing
or is broken, the Invention is assumed to be fixed or replaced at the beginning of the next adventure. This doesnt
mean that the Invention cant be removed permanently.
If the Gamemaster thinks that the Invention is being over
used, or misused, it can be lost as part of the storyline, the
Invention being removed (with the characters Story Point
maximum restored by the Inventions 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 Inventions all the time.
Creating Inventions
RULES
156
Building Inventions
Making a new Invention uses Ingenuity + Technology.
Creating a new Invention takes a lot of workits not
something you can whip up overnight in most cases (there
are exceptions, of courseits possible to jury-rig something in an emergency). When youre creating an Invention
in the middle of an adventure, you need to make an Ingenuity and Technology Skill check to ensure you have
tweaked the right bits and soldered the correct connections. Then you spend enough Story Points to temporarily purchase the Invention. Inventions created this way
are temporary items, and the Story Points used to create
them are not deducted from the characters maximum
total, just from their current points. Theyll get them back
in time.
Your progress towards completing the Invention is tracked
by a special bonus called, imaginatively, your Progress.
This starts at 0, and rises as you get closer to finishing the
device. You add your Progress to your Ingenuity + Technology rolls. You need to accumulate a certain amount of
Progress before the invention is completed. When making
a new Invention, you roll Ingenuity + Technology + Progress against a Difficulty set by the gm, and check the following table.
DIFFERENCE
EFFECT
9+
4 to 8
0 to 3
1 to 3
4 to 8
under 9
Pulp Inventions
DETERMINING INVENTION COMPLEXITY
DIFFICULTY
PROGRESS
NEEDED
Easy (9)
Normal (12)
Tricky (15)
Hard (18)
10
Improbable (27)
15
Tech that defies the laws of science (Time Machine, Dimensional Portal)
Impossible (30)
25
EXAMPLES
Invention Traits
Your Invention, as mentioned above, has Good Traits that
affect your characters rolls when they are used. These can
be Traits youve seen already when it comes to creating
characters (see page 114) or npcs (see page 171), or
something new. For example, a cool jet-pack would award
the user the Flight Trait. Invention-specific Traits are listed
below. Inventions can have Bad Traits, just like people.
Usually these are restrictions on their use.
Augment
(Minor or Major Good Invention Trait)
The Invention improves a characters Attributes. A Minor
Augmentation gives a +1 to two Attributes, while a Major
Augmentation either gives a +2 to two Attributes or a +3
to one Attribute. The benefits from an Invention can lift
a characters Attributes to inhuman levels (7+). A teaching
helmet might boost Ingenuity, while a suit of hydraulic
armor could increase Strength.
JURY-RIGGING
Sometimes you need a gadget right now, and dont have
time to wait. In emergencies only, you can spend Story Points
to accelerate the development of a gadget. The character
can make up the difference between his current Progress and
the amount he requires with Story Points, and then make an
Ingenuity + Technology Skill check. If this is successful, hes
got a working version of the gadget. Its ugly, its improvised,
its got wires hanging outbut it works. Jury-rigged Inventions are hurriedly built prototypes, fragile, prone to malfunction and not meant for heavy use. They may even incorporate one-shot components or irreplaceable materials.
Jury-rigging is only available to characters with the Gadgeteer Trait.
Lets go back to the earlier example. Lets say plucky Lucy La
Roux was abducted by the dreaded Radium Men. Her comrades want to rescue her, but dont know how to track her
down. Doctor Indiana decides that hell get his prototype
Element X Detector working to save the day by tracking the
Radium Mens Element X powered ray-blasters. He spends
three Story Points to make up the missing Progress, and
makes a Skill check. He fails, and spends more Story Points
to bump his failure up to a Success. Its cost him a lot of Story
Points, but hes got a working Element X Detector when he
needs it.
Bulky
(Minor or Major Bad Invention Trait)
This Invention is bigger and heavier than it should be. The
Minor version of this Trait means that the device can be
carried by a single person, but its the size of a heavy rucksack. The Major version of this Trait means that the Invention fits on the back of a truck. This Bad Trait only
applies to items that youd expect to be small. Trying to
argue that your flying car is Bulky will just make the Gamemaster laugh at you, but a ray gun the size of a tuba is a
perfect example of Bulky.
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Control
Disable
Convert
RULES
Delete
(Major Good Invention Trait)
The Invention can remove something from existence,
almost like a one-way teleporter. Perhaps it reduces an
object into its component atoms and records it, or rotates
it into an immaterial dimension. However it works, the
object is gone as if it never existed.
Objects deleted in this way can usually be restored by the
device up to an hour after its deletion, but the Invention
can usually only restore the last object it deleted. Should
the device be used to delete another object, the first object
is irretrievable, even if less than an hour has elapsed.
Feedback
(Minor/Major Bad Invention Trait)
The invention does 1 point of damage to the user each
time it is used, with the Attribute affected chosen by the
gm and the player when the device is created. The Major
version of this trait inflicts 2 points of damage per use.
Force-field
(Minor/Major Good Invention Trait)
The Invention can project a protective force field that
automatically knocks any damage sustained down by a
level. Damage the character or item would receive due to
a Disastrous Result from the character (or a Fantastic Result
from the attacker) would be knocked down to a Bad (or
Good), and a Bad to a Failure, etc. The Major equivalent
of this Trait knocks the damage down by two levels. Many
repeated hits might deplete the items Story Points until
the force field is useless.
Fragile
(Major Bad Invention Trait)
Detect
Hungry
The Detect Trait means that the Invention can sense something from a distance (no more than a mile or so) usually
something beyond the range of normal senses. What the
Invention senses is decided when it is invented and is quite
specific radiation detectors cannot, under normal circumstances, be used to detect life signs, for example. In
most cases, the user will have to make an Awareness +
Science roll to interpret the output of the machine and
get a sense of direction and distance of the detected item,
with the Gamemaster deciding the Difficulty depending
upon the circumstances (is the target far away, very small,
moving or shielded somehow?).
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Pulp Inventions
Innocuous
(Minor Good Invention Trait)
This Trait means the Invention looks like something perfectly ordinary. That radio communicator look just like a
wristwatch until you switch it on, and your Duesenberg
looks completely normal until you pull the lever that pops
the wings out and it takes off. In fact, your Invention wont
even show up as Weird Tech until youre actually using it.
One Shot
Simple Controls
(Minor Good Invention Trait)
The Invention has one use, and one use only, so you better
make it count. One shot, and its history. Some items just
burn out or explode others are designed to break after
doing what theyre supposed to. If the Gamemaster feels
the use of the Invention is dramatic enough, he may refund
the Story Points used to build the item.
Open/Close
Simple Mechanism
This Trait gives the Invention the power to open locks and
to seal things shut again if necessary. If used with the
Subterfuge Skill to pick a lock, it gives the character a +4
bonus to the roll. Locking a door is far easier than opening
it, as most locks tend to lock when they are tampered with,
giving the character a +6 bonus if the Gamemaster decides
a roll to lock the door is necessary.
Restriction
(Minor Bad Invention Trait)
Most Inventions have their limitations. This restriction
applies when the normal functions of the device do not
work in certain circumstances, not to a list of things the
item doesnt do. The Restriction should be discussed
with the Gamemaster it should be something relatively common, but not so common it makes the device
useless. Does it not work through lead? Need a special
type of fuel to operate? Tricky controls so that only one
person can use it?
Scan
(Minor Good Invention Trait - can be purchased more than
once, effects are cumulative)
The Scan Trait means that the Invention can investigate
something from a range of a few feet and see whats going
on inside it. Whether this is a medical function, checking
inside someone to see whats wrong, or a technical function
looking such as looking at the wiring and circuitry of a
device, it all works on the same basic principal. In most
cases, the user will have to make an Awareness roll coupled
with a suitable Skill (Medicine for a medical scan. Technology for the workings of a device or Invention). The
Scan Trait provides a +2 bonus to this roll if the device is
designed for general scanning. If the Invention is used
only for a specific purpose, for example Medical X-Ray
Slow
(Minor or Major Bad Invention Trait)
The Invention does what its designed to do, but it takes
its time about it. The Minor version means that the delay
between activating the device and something actually
happening is at least two minutes. A Majorly Slow Invention can take hours or days to get going.
Teleport
(Major Good Invention Trait)
Teleport is a specific Trait that means the user can disappear from one location, and instantly appear in another.
This is usually very draining on the Invention and it will
require refueling frequently. Teleporters, or electrosenders are usually specific devices as it takes a lot of power
to not only transport the user, but also to check the exit
location is clear and avoid any nasty mishaps on arrival.
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Pulp Fantastic
The distance traveled is usually limited to around 400km
(enough to get into orbit, or to the inner Earth). Unless
someone is boosting the range with special components
and ultra-rare materials
Transmit
(Minor Good Invention Trait)
Transmit is a general Invention Trait that means the device
works in some ways with signals, whether this is picking
up, intercepting or blocking radio transmissions, or something similar. It can be used anywhere that signals are
transmitted or received to block, listen in, or alter the
message. To use the Invention like this will require an
Ingenuity and Technology roll, the Gamemaster deciding
the Difficulty depending upon the signal being intercepted or received (how far away, encrypted, or faint it is).
Travel
RULES
Unreliable
Gas Gun
(Major Invention)
Weld
Story Points: 2
Hypno-Disc
Zap
(Minor or Major Good Trait)
It goes zap and makes things explode! The Minor Version
of this trait means that the Gadget works like your average
death ray, inflicting 4/L/L damage on people. Alternatively, it does 4/8/12 damage, but also makes things explode
and burn.
The Major version of this trait can either hit multiple
targets, as long as theyre close together, or else is strong
enough to blast vehicles or low-flying zeppelins.
(Major Invention)
This small clockwork device fits in the palm of the users
hand, and spins with an eerie oscillation that can erase a
subjects memory of the last few hours.
Traits: Delete, Psychic, Restriction (Delete function only
works on memories)
Story Points: 2
Rocket Pack
(Major Invention)
A man-portable rocket pack that allows a character to fly.
Its a heck of a ride though, and take off is a real kick in
the pants!
Traits: Feedback (Minor), Flight (Major), Restriction (Requires Jet Fuel)
Story Points: 2
160
Equipment
Sub-Etheric Electrosender
(Major Invention)
A large, bulky device capable of tuning in to a distant location (perhaps even another world, with sufficient
power!), and transmitting a character to it. Unfortunately,
its a one-way trip, unless theres another Sub-Etheric
Electrosender at the other end.
Traits: Restriction (One-Way), Teleport, Unreliable (Minor)
Story Points: 2
161
Chapter 10
Gamemastering
This chapter is the real heart of the game. Everything else
is just suggestions and guidelines, but the game relies on
the Gamemaster to make it all work. It is tricky and challenging, but it lets you play with wonderful ideas and
create adventures with your friends.
In the role of Gamemaster youre asked to be part storyteller, part director and part referee.
Storyteller
Although youre all making a great adventure together,
the Gamemaster has an idea of where the plot will go, has
certain scenes planned and some cool action worked out
and knows the story of the adventure. Well, more accurately, he knows a possible story the players could do
something completely unexpected that takes the story in
new directions, and the Gamemaster will often have to
improvise to stay ahead of the players. Run with what they
throw at you!
Before the game, you need to come up with an outline of
the adventure who the villain is, what they want and
why, how they plan to get it, what comes through, what
complications the players face, what challenges they have
to overcome, and what other characters are present. This
outline can be as simple as a few scribbled notes, or as
detailed as a fully written adventure. Well talk about
designing adventures and series later on, but you can think
of an adventure as being equivalent to a television episode,
and a series being six or more episodes long.
Director
As a director its your job to bring the action to life. Instead
of saying the robot attacks you, be descriptive. Talk about
the stench of hot metal and ozone, the light gleaming off
its rivets, the buzz and crackle of its inner workings, the
glowing of its photo-receptors, the way the ground shakes
as it charges towards the players.
When the characters go into a new area, itll be up to you
to describe the location so the characters get a feel for the
place. The better the detail and description, the better the
players will be able to picture where they are and what
they have to interact with. Youll have to describe the place,
the sounds, the smells and the weather. pulp fantastic
is set in world of the 1930s and 40s (familiar from the
Referee
While creating great stories and new adventures for the
characters, pulp fantastic is a game and games need
rules. These books provide the rules, but in your role as
Gamemaster youll be asked to make judgment calls and
decide the outcome of rolls. Not only that, youll be expected to know the rules fairly well and so it may be up to you
to teach the rest of the gaming group exactly how to play!
Pulp Fantastic
Why use rules, instead of just making up a story? Well,
the rules make sure everyone plays fair, and the dice give
an element of uncertainty and danger. The game is always
best when unexpected stuff happens!
GAMEMASTER
164
Basic Gamemastering
The Gamemaster is the glue that binds the game together.
They are the eyes and ears of the players, as well as the
voice behind the creatures and characters they meet. They
are the narrator and the storyteller who brings the world
to life with descriptions, imagination and stories. The
Gamemaster is the arbiter of decisions and makes the final
call on disputes, questions and problems.
The Gamemaster does not have a character of their own.
Instead the Gamemaster plays or acts out the characters
of everyone the players meet. The Gamemaster is the
storyteller who knows all the secrets of the game, and its
their job to be mysterious and dynamic, and to keep the
pace of the game as exciting as possible. They know what
is going on behind the scenes and they act as referee in
battles and when a decision needs making on the rules.
The Gamemaster is the schemer who creates the fantastic
stories the players will experience, and its up to the Gamemaster to keep the players on course during their adventures by giving them sufficient clues and to make sure
they dont lose their way or get bored.
The Gamemaster is impartial. They do not take sides and
should be fair at all times or at least, make it look that
way. In practice, you should make things harder for the
players in the middle of the game, when things get out of
control and it looks like theyre doomed, and then make
it slightly easier at the very end to come to a dramatically
satisfying conclusion.
Taking Charge
The Gamemaster might be in charge, and what he says
goes in a game, but you dont have to make up everything
that happens. By listening to the players you can allow
them to create their own adventures. For example, they
might be talking about what they are going to do next and
by listening to their conversations you can plan ahead to
the future.
A good Gamemaster is descriptive, creative, energetic,
and eager to listen to the players as they work with you
to create the story. The plot may not go exactly in the
direction you had planned but, with a little improvisation and quick thinking, the story will continue and can
easily come back to the plot. Its important to give the
players free reign to do as they please (without being
pressured into going in a certain direction) and to give
them enough to do without being bored or so much that
they feel overwhelmed.
Make notes and do your preparation. Being the Gamemaster takes more work, but its very rewarding. A bit of
preparation goes a long way and if you listen to your players
and look where theyre going to be for next weeks session,
you can prepare.
Gamemastering
Be Prepared!
You can even have a player play a minor non-player character in scenes where his usual PCs is not present. If the
players split up and half of them go to the National
Museum to do research, then one of the other players can
play the snooty curator for a scene.
Dont worry about it. As long as the players have fun, its
all fine and players are remarkably easy to entertain
sometimes. Just dont let the game drag or have dead air
where nothings happening. If you cant think of anything
else at all, then just have a gang of thugs with guns kick
the door open and charge in, right now, no matter where
the player characters are.
While the rules are there to allow you to play the game,
they are not set in stone and a good Gamemaster should
know when to bend them.
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Pulp Fantastic
Changing the rules can confuse your players and create
problems with your group. If there is a rule youre unhappy
with in the game, make a new ruling and discuss it with
the players before you start to play. Announce at the beginning that youre changing the rules and this will be the
way youre playing. For example, you could say at the
beginning of the game, I want the game to be more cinematic so Im making everything easier. Instead of 12 being
the normal Difficulty for any task, Im making it 9. Once
youve announced the new ruling, stick to it. If it doesnt
work, you can scrap it next time, but if you keep changing
the rules every five minutes youre going to frustrate and
confuse the players.
Of course, its not just the rules that sometimes undergo
some bending. Often, dice rolls can be tweaked to keep
the game going smoothly. As the Gamemaster, you could
roll your dice in the middle of the table, just like the players
that way everyone knows that youre being fair and
playing the game by the rules. If the dice are unlucky and
a character gets killed early in the game, its not your fault
as the Gamemaster, just those pesky dice. However, it does
mean that you may have to get creative to either keep the
player alive or to allow a new character to join the group
to replace the players departed character.
GAMEMASTER
You could roll your dice out of the sight of the players.
Gamemasters usually hide behind a screen that protects
the adventure details from the prying eyes of the players,
and a lot of Gamemasters roll behind the screen. The clatter
of dice, and then the sucking air noise that the Gamemaster makes to get the players nervous a little like when
you go to a mechanic and they are about to tell you whats
wrong with your car... It means that the dice rolls can be
tweaked a little to aid the flow of the story, but it could
build distrust from the players.
At other times, you may want to ignore the rules for simplicity or drama. If your adventure starts with a player
character get abducted by the bad guys, then dont bother
using the combat rules and doing a called shot to the
characters Resolve for a quick knockout just say you
get knocked out and give the player a few Story Points as
compensation. (Word to the wise players dont mind
being railroaded like that at the start of the game, but
dont do it in the middle of play. You can set the story up
in a heavy-handed manner, but dont try to resolve it that
way.) You can also ignore the rules if it is a foregone conclusion. If the players have successfully found and beaten
the villain who was the main obstacle in the adventure,
dont make them roll to search his headquarters and his
minions. Just cut to the next scene.
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Gamemastering
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Pulp Fantastic
erything is, you dont have to worry about people arguing
I thought he was over near the kerosene tanks? or no,
Im over near the door, not close to the fire.
GAMEMASTER
168
you can read the character sheets, the dice rolls and the
rulebooks without straining your eyes! Of course, for
lighter toned games you can keep the lighting fairly bright,
or play outside on a sunny day.
Music can certainly help. You could use soundtracks
editing out any lyrical songs so you dont have any distractions. You can also obtain stock sound effects having
a deafening monster roar ready to play at the press of a
button can really put the players on the edge of their seats,
and the sound of a locomotive can really add color to that
long train journey. (That said dont neglect the game by
spending ten minutes fumbling with mp3 players and
speakers. Only use music and sound effects if you can do
so without disrupting the flow of the game.)
Props are another easy way to add to the mood. Instead
of telling the characters exploring the scene of a crime
that they find a manuscript describing bizarre experiments involving Element X, you can print or write out a
document and hand it to them (complete with tears and
fake blood splatters)
TELECOMMUNICATIONS
Unless they have access to weird-tech wrist radios or some
other fancy doodad, the characters will not have the kind of
instant personal two-way communications technology that
the players are used to. In the world of the Pulp Era, theres
no internet, no cellphones, no wikipedia or google. In the
1920s and 30s, communication takes time. Characters will
have to rely on fixed telephones, telegrams and the mail,
making communication delays a useful plot element for
Gamemasters to exploit.
When a player is out of contact, you may want to pull that
player aside and run some scenes in private. In the normal
course of play, you want to keep the number of secret conferences to a minimum, but plots like a characters Dark Secret
really benefit from the other players being kept in the dark
for as long as possible.
Atmosphere
Gamemastering
Of course, the most common reward will be the restoration
of spent Story Points, though on very rare occasions you
could allow the characters maximum Story Points to increase
so they can keep more Story Points in between adventures.
However, Skills, Attributes, Traits and Story Points are not
the only way you can reward your players. In-game rewards
are even more important than changing numbers on the
character sheet. Let the player characters get a better
reputation, invent new gizmos for their headquarters,
make new friends and allies. Make the characters part of
the world. If they save an npc from a ninja attack and make
a connection, bring that npc back as a love interest or a
friend (or a troublesome conspiracy theorist). If a character keeps a great ape as a pet, then bring the characters
landlord in as a comic-relief npc. Every adventure should
add something new to the story.
RULES LAWYERS
If you dont like being too official with the rules, and you
have a player who really enjoys the accuracy of some rule
decisions, why not give them the responsibility of keeping
an eye on things? Itll leave you with the freedom to run the
game, and if anything tricky comes up you can get the assigned player to check the rules while you continue. The
player who does this shouldnt be too integral to the plot at
that moment, but if their character can take a back seat for
a couple of minutes while their player checks some rules,
that shouldnt leave them in too much of a pickle!
Players
As Gamemaster, youll be there to guide the players through
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Pulp Fantastic
fireside chat with FDR?), but have little patience for characterization, excessive role-playing or goofing around.
They want to get the job done.
Keep tacticians happy by giving them the problems and
puzzles they desire, and by making sure that events
unfold logically and in accordance with the rules of
the real world.
Some tacticians go too far, and fall into the trap of meta-gaming. They use out-of-character knowledge in
the game.
Specialists: Some players like to play one type of character over and over. They might like playing sneaky thieves,
or charming faces, or manipulative politicians. To keep
the specialist happy, give them scenes in the adventure
where they get to whatever they like to do.
Over-the-top specialists try to make the whole game
revolve around their schtick, and complain when they
dont get to do their thing. Try to draw the specialist out
of their niche by giving them more stuff to do that leads
to them getting to use their specialty. For example, if a
player likes playing a sneaky thief, then run a game
where he has to infiltrate a party and do lots of role-playing before he can sneak off upstairs and steal back the
Element X.
Method Actor: This player really likes role-playing and
getting into character. Theyre less interested in fighting
bad guys than in exploring how fighting bad guys affects
their character and the world around them. They want
scenes that are not about the the villains and their nefarious master-plans, but are just about role playing and
character interaction and day-to-day life. Keep the Method
Actor happy by giving them such scenes, but make sure
they dont drag on too long pulp fantastic games
are quick-paced!
GAMEMASTER
Chapter 11
Pulp Villains
Motive
Even during the era of the Pulps, very few villains are evil
simply for the sake of it. Those that are, are driven to it by
their very nature. Perhaps they are actual monsters; a
resurrected mummy or ancient reincarnated sorcerer-king. Perhaps theyre a bitter golem of stitched-together flesh or a homicidal robot. Or perhaps theyre simply
criminally insane, driven mad by the trauma of war, a
great loss or simply the memory of being laughed out of
the academy. The best villains are those with clear and
understandable (if extreme) motives for what they do.
Very few Pulp villains really believed they were evil.
The Patriot
Though the Pulp Era was one defined by an ever expanding horizon and the desire to see beyond, xenophobia and
racism were endemic. The strange and the exotic was
fascinating, and paradoxically scary, to the average pulp
reader. While many pulp villains were base caricatures of
racist stereotypes, there were those who were portrayed
as patriots; honourable men driven to extremes by the
desire to protect their lands and their people from the
The Thrill-Seeker
The need to overcome boredom and ennui is the reason
many pulp villains take up arms against the forces of
justice. These men and women have exhausted the opportunities for diversion offered by the mundane world,
and now they quicken their pulses and bring meaning to
their otherwise empty existence by risking life, limb and
liberty gambling for the highest stakes of all. Very often
their tremendous natural gifts of intelligence or riches
make this the only challenge remaining. These villains
are often extremely dangerous, due to their unpredictability and their willingness to risk it all on a single, wild
chance. Many have been known to initiate dangerous
schemes, only to go down in flames laughing at the spectacle as they burn.
The Quester
Some villains do bad things for the sake of knowledge;
because they seek forbidden truths, dangerous science
and Things That Man Was Not Meant To Know.
In a time when broadcast media and print were bringing
the wonders of science to the masses, it seemed that there
was no limit to what mankind might achieve, and many
pulp writers explored the dark consequences of that possibility. They presented scientists driven by the need to
conquer death, to defy God and create life, to dabble with
the forces of creation and build weapons capable of unmaking the world. These men and women refused to be bound
by the strictures of society, law and morality (and occasionally the laws of physics as well), becoming renegades in
their pursuit of the power to know the unknowable.
Questers werent limited to dangerous science. The pulps
are full of driven mystics, drawn to the dark side by the
lure of black and ancient mysteries, by the possibilities
Pulp Fantastic
hinted at in forbidden and blood-soaked manuscripts of
unholy provenance.
Questers often start off as noble characters, before becoming corrupted by the dark secrets they uncover and the
things they must do to obtain that knowledge, proving
the adage about the road to Hell being paved with good
intentions. Perhaps the best example is H.P. Lovecrafts
character Herbert West, who begins as a doctor seeking
to extend life and save humanity from the spectre of death,
and ends a murderer and a ghoul destroyed by his own
resentful creations.
The Empire-Builder
These villains are victims of their own vaunting ambition;
the king-makers and empire-builders. Like the patriotic
villain, they often take responsibility for their fellows, but
the empire-builder tends to see them more as property
than those who need to be protected.
Empire-builders range from the petty to the truly ambitious. They can be gang leaders seeking to expand or hold
their turf, to corrupt politicians trying to gain control of
City Hall, from generals with an eye on control of their
country or madmen who want to hold the globe in the
palm of their gloved hand.
This kind of villain has a tendency to be well-organised,
well-funded and ostentatious. Power is no fun unless you
can use it, and its no fun using it unless people know
about it. Ego is a driving force behind empire-builders,
and they can often be extremely cruel, deriving great
enjoyment from crushing their opponents through overwhelming force.
GAMEMASTER
Villain Archetypes
The Foreign Mastermind
One of the most popular and enduring Pulp archetypes,
the Foreign Mastermind or Sinister Oriental is the personification of our fear of the strange and the unknown.
He represents both our fascination with, and our fear of,
the exotic. Traditionally he is a superior Chinese crime
lord; a master manipulator and arch conspirator who uses
his genius, ruthless cunning and array of fanatical minions
to pursue his goals, whatever they might be.
The stereotype of the eerie criminal genius, with his
strange ways and alien outlook, pre-dates the Pulp era by
nearly half a century, arising from the xenophobic view
of the East by the West. Chinese immigrants were viewed
as racially and socially impure, an insidious threat seeking
to overrun the West. Often they were regarded as fanatics
and portrayed as drug-using sexual deviants who lusted
after white women, while positive portrayals were restricted to humble, simple-hearted peasants.
Pulp Villains
Perhaps the most famous Foreign Mastermind is the brilliant and ruthless Dr Fu Manchu, a gifted chemist with a
genius for natural toxins and horrible biological weapons,
motivated not by greed or power but by a desire to thwart
Western Imperialism. Other notable masterminds included Pao Tcheou, the Master of the Invisible; Kiang Ho, the
Submarine Pirate; Dr Yen How, The Yellow Danger;
Quong Lung, the ruler of San Franciscos Chinatown;
Shiwan Kahn; Mr King, the Yellow Claw; Dr Chu Lung;
Li Shoon; Ssu Hsi Tze, the Ruler of Vermin; Dr Yen Sin
and his doppelganger the mysterious Wu-Fang; and Ming
the Merciless.
The Foreign Mastermind prefers to act through his minions
and maybe a trusted lieutenant, rarely getting his hands
dirty himself, though he is often quite physically capable.
Where he excels, however, is in the creation of terrible
tortures, vile deathtraps and horrific means of murder.
Fu Manchu himself commanded the dread assassins of
the Celestial Order of the Si-Fan and had a formidable
knowledge of rare venomous creatures, poisonous plants,
virulent bacilli and deadly fungi, all imported from the
mysterious East.
Note that the Foreign Mastermind need not necessarily
be Oriental. While the most notable examples are Chinese,
Western incarnations included Doctor Nikola (European)
and Dr Jack Quartz (American). A quirk of the Foreign
Mastermind is that most of them are men of their word
and have a certain sense of honor. He also has an uncanny
knack for escaping certain death.
Note: Gamemasters planning to use the Foreign Mastermind an embodiment of racist fears and attitudes need
to be careful to avoid offending their more sensitive
modern players.
to be however, and the lords men came for the alchemist soon
after. At the lords palace, the alchemist was accused of murder
by none other than the lords widow, and the alchemist slowly
realised that he had been used.
While awaiting execution the young alchemist used his skills
to drug his jailers and escape. He fled to the nearby mountains,
where he lived as a hermit, hunting in the wilderness and
bartering his healing skills to the peasants for food when he
could. It was while he was hunting in the mountains that he
came across the sky craft. Details vary between different tellings of the legend, but the common elements tell of the discovery of a ship from the stars, half-buried in the side of the mountain and surrounded by the distorted bodies of the crew,
tentacled beasts similar to the devil-fish encountered in the
South China Sea. Tracks in the snow led the alchemist to a
cave, where he encountered the last survivor of the crash,
injured and dying due to some respiratory infection. Recognising the creatures intelligence, the alchemist nursed it back
to health using his knowledge of the healing arts and the blood
of stolen sheep and goats. Through strange dreams he absorbed
the secret of communicating with the strange creature, and
soon learned that it was like him, a scientist, sent to earth to
assess the planets suitability for colonisation. The alchemist
learned much through his dreams as the creature filled him
with the science and skills necessary to keep it alive in a hostile
environment. Together they salvaged much of the sky crafts
technology, and built a home above the snow line, where the
cold kept the creature protected from most of the ailments that
could prove fatal to it.
In order to allow him to aid it more efficiently, the creature
taught the alchemist the principles of its alien science and the
operating procedures of its equipment. It taught him much of
the science of its homeworld, including how to alter the fabric
of life and bend it to his will, to create or cure disease organisms
and to improve and adapt the flesh of living things. The alchemist used these techniques on the only experimental subject
he had available himself - to improve his health, strength
and durability, enhancing his mind and extending his life-span.
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Pulp Fantastic
es pruned away as if by a careful gardener. Morality, compassion and infirmity were all things humanity would not be able
to afford in a future under threat by conquerors from the stars.
In that moment, the young alchemist was no more, and in his
stead rose Siwang Lung, the Death Dragon.
How much of the legend is true is unknown, but it does
explain much about Siwang Lungs methods, resources
and abilities.
GAMEMASTER
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Skills: Athletics 3, Convince 2, Craft 2, Fighting 4, Knowledge 4, Marksman 2, Medicine 4, Science 3, Subterfuge 3,
Survival 3, Technology 4, Transport 2
Traits:
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Awareness:
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Doktor Todeskopf
Even among Mad Scientists, the arch-villain known as
Doktor Todeskopf is considered extraordinary.
GAMEMASTER
Born in Switzerland in the year 1876, Maximilian Weisskopf was the only son of an unremarkable watchmaker.
A sickly child who was not expected to live beyond infancy,
the boy made up for what he lacked in physical health
with his indomitable will and prodigious intelligence.
Records of his early life are scarce, but it appears that
Maximilians intellect developed at remarkable speed.
Through the patronage of a local priest, the boy was
allowed access to scholarly libraries, which he devoured
at an astounding rate. Recognizing that the boys mind
was unique and would rebel at normal schooling, the priest
took young Maximilian to the University of Zurich, where
their study of his apparently unique mind would in turn
enable him to study whatever he wanted. Maximilian grew
up surrounded by academics and scientists, absorbing
everything he could learn from them, occasionally turning
other fields of research on their heads as he synthesized
new theories.
When Maximilian was ten his parents both died of influenza, and he became a ward of the University. Apparently
uninterested in making friends of his own age, he continued
to associate with the staff, aware that they were studying
him as much as he was studying everything and anything
that interested him. He became particularly fascinated by
mathematics, chemistry, physics and engineering, though
he also studied music and the growing fields of what would
come to be known as psychology and sociology.
176
With the outbreak of the Great War, the study and observation of the apparently undying brain was put aside in
favor of unlocking the secret of the Martian Heat Ray and
the dreaded Black Smoke. When this failed, the Institutes
resources were allocated elsewhere, and the research wing
was sealed up. Locked in a store room, the brain was all
but forgotten.
In the face of massive casualties on the front lines, Lemuel
House was re-tasked as a hospice for shell-shocked and
hopelessly maimed officers, its former use apparently
forgotten. By the end of the War, the building housed
almost three hundred patients, almost all of them severely traumatised by shell-shock or rendered nearly catatonic by the horrors they witnessed in the trenches.
In 1919, doctors at the hospice started to note a rise in the
number of nocturnal disturbances amongst the patients,
with several of them being found wandering around the
grounds, apparently in some kind of somnambulistic
trance. By 1920 it was revealed that a number of patients
had gone entirely missing, while one a young infantry-
Pulp Villains
man from Leeds was heard speaking what was later
identified as German, a language he had previously been
completely unfamiliar with.
In June, 1920, a riot erupted amongst the previously docile
patients. In the aftermath, it was discovered that fifty
patients had vanished during the melee. Further, someone
had used the riot to cover the fact that they had broken
into the sealed research wing of the building and made
off with the surviving brain and its support equipment,
as well as a substantial amount of recovered Martian
technology.
Over the next few months, a series of bizarre thefts occurred, thefts that targeted medical, scientific and chemical apparatus. Thefts conducted by a band of well-trained,
highly coordinated and utterly silent men. Not long after
that, the Radium Men were sighted for the first time,
armored robotic warriors controlled by sophisticated,
adaptable programming. At the same time, the silken but
strangely hollow tones of the being that called himself
Doktor Todeskopf filled the airwaves. Todeskopfs broadcasts consisted of rambling discourses on the cancer of
war and the perfectibility of mankind through science
into beings eternal, incorruptible and indestructible. The
true meaning and horror of this manifesto was only
revealed when one of the Radium Men was successfully
captured and dismantled, revealing a lobotomised human
brain within.
The creature that now calls itself Doktor Todeskopf is the
mad, disembodied brain of the genius prodigy Maximilian
Weisskopf, freed from his sickly body and augmented with
stolen Martian technology. Intended to become part of the
Martians systems, Todeskopf has surpassed and usurped
them, becoming something close to immortal but driving
himself utterly insane in the process. Worse, he believes
that humanity must join him if it is to survive the wars
and future terrors that his equations have predicted,
whether they like it or not...
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
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Radium Man
Quote: ELIMINATE. ELIMINATE. ELIMINATE!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
178
Its a wicked, sinful world, and its only going to get worse.
God has turned his back on mankind, and the End Times
cant be very far away. The world is changing faster and
faster every day, and many people find change very scary
indeed. Into this mix strides the Cult Leader, a charismatic figure holding secret knowledge, promising salvation
for those who follow his word.
Pulp Villains
early twenties, with delicate features, a slight build and
shaven head. His manner is gentle and polite at all times,
though his eyes are entirely black, revealing the spiritual
corruption within. Gifted with psychic powers beyond
comprehension and accompanied at all times by fanatical
shadow monks who would lay down their lives to defend
him, the Black Lama is a skilled martial artist, having
inherited the fighting skills of a thousand lifetimes. The
Black Lama rarely needs to leave his stronghold in the
Black Lamasery of Agharthi, preferring to work at a distance through the adherents of the Mara Brotherhood of
his own psychic abilities.
Quote: Why should the only saints belong to your pale
god? The only miracles? Hell has its holy men too, evil
its miracles.
Awareness:
Coordination:
Ingenuity:
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Strength:
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The Anti-Villain
Perhaps one of the most perplexing villain-types presented in the Pulps, the Anti-Villain is a bad guy with heroic
ideals, motivations and virtues. What they want is ultimately good, but they go about it in the wrong way, resulting in collateral damage and misery. You cant make an
omelette without breaking a few eggs, is the motto of
most Anti-Villains. Alternatively, the Anti-Villain could
well have evil aims, but goes about achieving them in a
reasonably ethical and honourable way, seeking to minimise casualties - direct and indirect as much as possible.
Of all the villain archetypes, the Anti-Villain is the one
most likely to be persuaded into a temporary alliance with
the heroes when things risk getting out of control. While
they may be better than normal villains and often appear
to be reaching for redemption, they almost never completely defect to the side of the angels, often believing that
their sins can never be forgiven and prefer to rule in Hell
rather than serve in Heaven.
Despite this vein of decency and honor, Anti-Villains are
no less dangerous than any other villain, and may in fact
be more so due to their unpredictability. Most heroes dont
quite know what to do when their opponents dont provide
easy reasons for their extermination. Anti-Villains are
often quite respectful of the heroes, regarding them as
worthy opponents and expressing regret for their inevitable doom.
Some Anti-Villains are a law unto themselves, aware that
the world may view their actions as evil, but believing
themselves to have evolved beyond the limits of conventional morality
GAMEMASTER
Pulp Villains
he can be as violent, sadistic and brutal as other Nazis, the
Intellectual Aryan prefers to solve his problems in a more
cerebral manner, and he is often using the resources of
the Reich to further his own ambitions. Most senior Nazis
fall into this category.
The Nazi Scientist: Lacking the individual spark of divine
inspiration, Nazi doctors, scientists and researchers
working in teams are still capable of some incredible (and
horrifying) achievements. Some care little for Nazi doctrine
or the philosophy or Aryan superiority, instead seeing the
Third Reich as a means to an end; the funding and resourcing of their research. Others are fanatical, seeking to use
their perverted science to prove the outlandish theories
of Eternal Ice and Aryan eugenics. Neither type cares for
the pain they inflict on their fellow human beings while
they conduct their foul experiments, seeing their prisoners as simply an expendable stock of subhuman test
subjects. Nazi Scientists tend to be utterly cold, exhibiting
little personality and no conscience whatsoever, though
they seem to take no pleasure in what they do either.
Players may also derive some historical horror from the
fact that many of these scientists will be given new homes
and new jobs in the usa and other Allied countries at the
end of the war, made Government assets under covert
operations like Paperclip. When it comes to their projects,
Gamemasters can feel free to let their imaginations run
wild, but should be warned if they decide to research the
issue that theres almost nothing so vile or horrific that
real Nazi scientists didnt do it at some point - often on an
industrial scale.
The Nazi Occultist: Often found working hand in hand
with the Nazi Scientist, the Nazi Occultist is usually assigned
to the Ahnenerbe or one of Hitlers other arcane research
organisations. The Nazi Occultist is usually a career soldier
who has seen the power of the supernatural for himself and
wishes to harness it as a weapon of war, a scholar of mysticism availing himself of the resources the Reich has to
offer, or a disciple of darkness who is using the Reich as
much as they are using him. Nazi Occultists often have
access to arcane artifacts and possess psychic or mesmeric
powers. They may also possess Weird Technology that
combines dark magic with high technology. Nazi Occultists
can often be found advising, or even leading, retrieval missions to holy sites and mysterious lands.
For more information on Nazis, see page 108.
Rex Monday
Born to the privileged life of the scion of an old and noble
house, Rex Monday grew up pampered, indulged and
spoiled. Every day he was told that the world would be his,
and that he could do anything he wanted. Unlike most
children, he believed it. Even more unusually, he still
believes it now.
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Pulp Fantastic
king of the world. Patient and cunning, he is a master of
the long game, using his money and influence to move
people like pawns on a chess board, instigating subtle
schemes that advance his cause while removing his opponents, often without them even suspecting his involvement. To the public, Rex is a wealthy industrialist and
philanthropist, a man who supports unionisation and
encourages the education of his workforce. A tireless
charity fund-raiser and campaigner for human rights,
Rexs reputation is almost bulletproof. To his criminal
associates, Rex is a stone killer, a man without pity, with
the will to do anything in order to achieve his goals. Those
who know his secret are terrified of him, and would die
rather than betray him. Those foolish enough to talk carelessly have found to their cost that Rexs millions buy him
a long reach, and he does not forgive.
Quote: Of course, poor people arent like you and I. Theyre
barely people at all.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
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Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
The Baroness
A beautiful woman with a heart of ice, the Baroness has
more than a hint of the dominatrix about her. Strict, intelligent and chilly, she often exhibits a sadistic nature
and a fervent belief in the ideals of whichever cause she
follows. Most often of German or Russian extraction, she
is always immaculately dressed, either in the highest
fashion or a perfectly cut uniform. In the Pulps, the Baroness was often portrayed as a closet (or even overt) lesbian
and man-hater, something considered at the time to be
quite perverse. Regardless of her sexuality, she is often
attracted to power and dominant personalities, but may
not be open to seduction.
The Baroness is often found as an icily beautiful Nazi or
Communist temptress, or as the aide to a Corrupt Corporate.
She may even be found leading a team of Nazi Scientists,
or standing at the side of a Cult Leader. The Baroness may
have a mannish female bruiser as back-up, who may or may
not also be her lover. Some Baronesses can be found acting
as the trusted lieutenant of the main villain. Like the Dragon
Lady, while she prefers to leave the fighting to her minions,
the Baroness is usually quite a dangerous combatant, often
using a whip to deadly effect.
A variant of the Baroness is the Battleaxe. She is usually an
older woman, sometimes beautiful, often not. She is likely
to be the main villain rather than simply his aide. Regardless of her sexuality, her greater experience tends to make
her immune to seduction attempts. She more openly enjoys
her work, and is quite happy to get her hands dirty.
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Pulp Fantastic
social scene, entrancing a string of near-fanatical lovers
and admirers and inveigling herself into the highest circles
of power. She counts ministers, bishops and kings as her
friends and confidantes, and seems to possess an inexhaustible fund of favours upon which she can call at any
time. While having the whiff of scandal about her, the
Baroness has never been directly implicated in wrongdoing of any kind, and her honor is staunchly defended by
all those who consider her a friend.
In truth, the Baroness Devereaux is one of Europes most
successful blackmailers, poisoners, spies and thieves.
Selfish, utterly amoral, fiendishly cunning, ruthless and
cruel, the ambition of the Baroness has no limit. She will
do anything to advance her social standing and personal
wealth, up to and including murder on a grand scale. She
is completely without mercy and is capable of almost
demonic fury when thwarted. An expert in toxins and subtle
murder, the Baroness is never without a variety of tainted
weapons and secreted potions, but without a doubt her
uncanny beauty and her ruthless intellect are her deadliest
weapons, ones that she wields with a masters touch.
The Baroness Devereaux is uncommonly beautiful; in her
late twenties or early thirties. Tall and athletic, with long
fair hair and ice-blue eyes, she moves with a natural elegance and grace and speaks with a low, slightly husky
voice that is almost hypnotically seductive.
Quote: No, I didnt think youd hit a lady. Now, come sit
next to me and lets discuss this like old friends. Drink?
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
Pulp Villains
man) is ruthless, utterly amoral and a brilliant tactician.
Descriptions of him vary considerably from witness to
witness, but he is usually described as being immaculately dressed beneath a deep red cape and concealing hood
with eye holes through which a pair of blazing eyes can
be glimpsed. The Claw gets his name from a curious accoutrement; a gleaming red metallic gauntlet with razor
sharp talons worn on the left hand. Far more than a mere
affectation, the gauntlet is the Claws favourite method of
dispensing vengeance, from horrific facial scars to disembowelment. In truth, it can be said that the Crimson Claw
literally rules his organisation with a fist of iron.
The Crimson Claw is an expansionist crime lord, working
to either eliminate his criminal rivals or absorb their operations into his own. He responds swiftly to threats and
perceived slights, but rarely reacts rashly. Indeed, he often
seems to be working to a long-term plan, often setting into
motion events that wont pay off for him for some time.
His most favoured tactic is to stir up gang wars that cause
his rivals to eliminate each other, allowing him to sweep
in a fill the power vacuum once the dust has settled.
The Crimson Claw is highly intelligent, patient, cunning,
fearless and utterly ruthless. Completely without morals
of any kind, he seems purely motivated by the desire for
power and the obedience of his subordinates. He has a
talent for prolonged and inexorable revenge, and it is an
unfortunate character who finds himself on the Claws
death list.
Curiously, the Claw has been recorded as dead by the law
enforcement agencies of a number of states, though the
body was not recovered in any case. Strangely, a prominent
member of the community suspected of being the Claw
has always turned up dead at the same time, only for the
Claw to resurface in another city a short time later, apparently none the worse for wear...
The Claws organisation consists mostly of the most effective and ruthless mobsters, mooks and thugs in any given
city. He seems to have no favored lieutenants, and rarely
co-operates with other arch-villains.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
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Pulp Fantastic
The Master Spy tends to plan for every contingency, and
nearly always has multiple escape routes ready for an
immediate withdrawal. Like the Masked Terror, the Master
Spy prefers to keep some distance between himself and
any illegal activity, and when cornered will fight viciously for his freedom.
Master Spies make especially good enemies for G-Men,
Air Aces, Operators, Gumshoes, Law Enforcers, Masked
Avengers, Mystery Men, Rocket Men and Science Heroes.
GAMEMASTER
186
Some Great Dictators combine aspects of the Mad Scientist or the Foreign Mastermind, and most have a firm
grasp of the power of advanced technology, either using
their own inventive genius or employing the services of
scientists and engineers (often kidnapped) to develop
advanced weaponry.
While Great Dictators tend to rule totalitarian fascist states,
this is not always the case. Some may rule monarchies,
theocracies, or any other state structure that places ultimate power in the hands of a single individual. While Pulp
examples tend to be Eastern European, there is no reason
why a Great Dictator cant be the master of an obscure
Asiatic country, or of an African or Middle-Eastern nation,
or of an Atlantic or Pacific island.
Pulp Villains
Quote: It is the fate of the common to be ruled by the
uncommon. To be ordinary is to be weak. Free will is the
lot of the strong alone. It is the lot of the weak to obey.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Skills: Animal Handling 3, Athletics 2, Convince 5, Knowledge 3, Marksman 3, Science 2, Subterfuge 2, Technology
2, Transport 2
Traits:
Authority (Major Good Trait) Kazan is the
leader of a nation.
Dark Secret (Major Bad Trait) Exactly what is
the secret of Berezkias advanced technology?
Empathic (Minor Good Trait) Kazan is an instinctive reader of people.
Indomitable (Minor Good Trait) Kazan possesses an iron will.
Minions (Major Good Trait) Kazan can call
upon the armed forces of his nation.
Obsession (Major Bad Trait) Kazan believes in
his own manifest destiny.
Linguist (Minor Good Trait) Kazan has a natural
grasp of languages.
Voice of Authority (Minor Good Trait) Kazan
is a natural leader.
Wealthy (Major Good Trait) Kazan is the leader
of a prosperous nation.
Weird Tech (Major Good Trait) Berezkias laboratories turn out suspiciously advanced technology.
Total Character Points: 58
Story Points: 6
Bruno Sposato
Bruno Bullet Sposato is one of the citys top crime
bosses, and considers himself a self-made man in more
ways than one.
Born the son of a grocer in the slums of the south side,
young Bruno was intelligent enough and adaptable enough
to realise that his best chance of escaping the ghetto was
to run with the local gangs. Tough and smart, Bruno fought
hard to control his conscience and worked his way up
through the ranks, graduating from petty theft to numbers
running. His ingenuity and intelligence caught the eye of
a local mobster, and soon Bruno found himself doing
minor jobs for the mob. It was during this time that Bruno
gained his nickname Bullet, for his habit of carrying a
.45 calibre bullet with is name carved on it in his pocket,
apparently in the belief that if he carried the bullet that
had his name on it, it could never be used to kill him.
After proving himself a reliable man to the mob, he was
soon inducted into its ranks, and killed his first man at
the age of 16. Brunos mob career was unremarkable, and
he was set to become just another disposable asset until
he was caught in a three way shoot-out between the Police
Department, his mob and agents of the Crimson Claw.
Trapped and out of ammunition, Sposato used the last
bullet he had, his good-luck piece. Bizarrely, the bullet
ricocheted off a police officers badge and hit Sposato in
the left eye, travelling straight through his brain before
exiting the back of his head.
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Pulp Fantastic
hair, handsome despite his craggy looks and eyepatch. He
rarely gets directly involved in anything criminal these
days, but remains fit and is more than capable of beating
a man to death with his bare hands should it prove necessary. Due to his brain injury he is utterly unafraid of
physical pain (he can be damaged, he just wont feel it)
and cannot be intimidated or made the subject of emotional appeals.
Despite his criminal history, Bruno is a patriot, though he
finds this difficult to articulate or understand. He loves
his country and despises the thought of foreign spies and
collaborators, and as such has proven quite an effective
deterrent to the agents of enemy powers unfortunate
enough to operate in his city.
Quote: Dont disrespect me, boy. Its not a mistake you
want to make.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
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Die Schreck
Many terrible stories are told of the Great War and the
horrors good men experienced in the trenches, but some
stories are far darker than others. One such is the story of
what the advancing German forces discovered in the
bombed out ruins of a field hospital in St. Eloi, Flanders,
in the April of 1915.
Soldiers securing the site, recently vacated by a retreating
Canadian regiment, uncovered the remains of a strange
hidden laboratory, filled with patchwork monstrosities
and mindless undead creatures. At the heart of the ruined
laboratory was a sundered vat of luminous serum, the
contents of which had drained away into the earth when
the hospital was destroyed.
In the months that followed troops on both sides of the
trenches reported strange visitations, sightings of fallen
comrades resurrected as eerie revenants, with mortal
wounds that dripped a glowing green ichor. When one
such creature was captured and returned to the German
High Command, doctors soon determined two facts. The
first was that the creature was biologically dead, and the
second was that its curious unlife was due to contamination by reptilian cell matter infused with a strange luminous chemical fluid.
Faced with terrible losses, the German scientists attempted to analyze and reproduce the reanimating serum, in
the hope of creating soldiers that could not be killed. The
first such soldier was codenamed Die Schreck The Terror.
Stitched together from the corpses of fallen infantrymen,
its veins filled with cultured reptile cells and the reanimating fluid, the horrible creature shrieked its way into
the world in the winter of 1916. Escaping containment,
the undead thing destroyed the laboratory that birthed it,
killed the scientists who created it and vanished into nomans land, there to become just another battlefield horror
story. But it did not remain there for long.
In the confusion that followed the armistice, tales began
to emerge from the ruined French countryside of graves
defiled, of entire cemeteries being emptied by an eerie
band of silent, disfigured men under the leadership of a
scarred officer....
Physically, Die Schreck is tall almost seven feet tall and
athletically built. He dresses in black, close, fitting clothing and an black officers greatcoat. His face is handsome,
save for a disfiguring scar that winds down from his right
temple, across his eye and down to the right corner of
his mouth. His skin is pale, and his dark eyes glow with
a strange greenish light. When he speaks his voice is
cultured, with a slight German accent and a curiously
hollow quality.
Die Schreck he goes by no other name and does not seem
to recall any previous life is a true monster. His body
seems to have become an eternally regenerating reservoir
of reanimating ichor, and he has demonstrated repeatedly the ability to raise and control the dead by injecting
them with his own blood. Those that Die Schreck raises
from the dead are, for the most part, mindless zombies
(Enslaved Dead, page 227) except when under his direct
mental control. He has, however, succeeded in creating
lieutenants - thinking undead creatures like himself - by
carefully refrigerating corpses before reanimation so as
to preserve the delicate tissues of the brain. So far, however,
none have demonstrated the same power to raise the dead.
The ultimate aims of Die Schreck are unknown, but he
has spoken of breaking down the barrier between death
and life, of freeing humanity from the tyranny of life
and of emancipating the truly silent majority. Despite
being German, Die Schreck seems to have no political or
nationalist allegiance, seeing himself as the leader of the
nation of the dead
Quote: What you call life, I call slavery. You are slaves to
your emotions, to your need for warmth, air, food and
water. Truly, death is freedom from all these things. Join
me and be free
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
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Pulp Fantastic
Outcast (Minor Bad Trait) Hes an undead
monster.
The Mangler
The Mangler is a character that shows up in various guises
throughout the Pulps. He is a hulking homicidal man-mountain used as muscle by other villains. He frequently has a
bizarre obsession with beauty, and is fixated on the Mad
Scientists beautiful daughter, the mob bosses Moll, the Baroness or the Dragon Lady, whoever is the most inaccessible.
The Mangler is characterised by his great size, physical
strength and durability. He is a figure of terror with a
reputation for dealing horrible death, usually with his
bare hands. He almost always has a signature method of
dealing with his foes, by which his murders can easily be
identified. Perhaps he breaks backs, crushes skulls, snaps
necks or twists his victims into pretzels. Whatever his
method of killing, the mere thought of him is enough to
fill those who know of him with dread.
Though the Mangler is usually a reliable weapon, he can
sometimes be turned against his master (or mistress), by
playing upon his tendency to obsess.
GAMEMASTER
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Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
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191
Chapter 12
Beasts & Monsters
he Pulp World is full of strange and fascinating creatures, along with those of the more mundane variety.
This chapter contains creatures from the alligators
that roam among the swamps of Louisiana and Florida to
the mummies that inhabit old tombs in the great deserts
of Africa.
This chapter provides pre-generated creatures and characters
for gms. It also includes tools to help gms create interesting
new creatures to fit the special needs of their campaigns.
Creature Rules
Creatures use the same Attributes as humans, although
they can have a much higher Strength score than puny
homo sapiens. A giant ape can smash through a concrete
wall or flip a car with a flick of its wrist. On the bright side,
most animals have a much lower Ingenuity than a human;
creatures rely on instinct, not intelligence.
Awareness for most creatures ranges between 2 to 5. Save
Awareness 1 for creatures who are out of their natural
environment, or for creatures who are almost completely
oblivious to the world, like simple-minded insects.
Coordination is a very important characteristic, as it
determines how likely a big creature is to be able to hit a
human. In general, assume most animals have Coordination 2, with 3 or 4 for creatures who can fly or climb.
Ingenuity isnt used by most creatures. Unless a creature
approaches human intelligence, then its going to be 1.
Presence is higher for bigger or more demonstrative
creatures. If it roars, makes lots of noise, or has impressive
threat displays, give it a higher Presence. Stealthy or quiet
creatures have a lower Presence.
Resolve is the creatures determination and courage. If a
creature keeps doggedly pursuing its prey, give it a high
Resolve. If its opportunistic and flees if it meets resistance,
give it a low score.
Strength is mainly determined by the creatures Size, so
dont give it a Strength yet.
Size
All creatures fall into one of six Size Categories
Tiny: Only a few centimetres long. Tiny creatures are
things like most insects and vermin, as well as mice, rats,
most lizards and snakesanything thats small enough
to hide in your boot or pocket. Tiny creatures have a
maximum Strength of 1, and a single point of damage is
enough to squish a Tiny creature. Marksman-based attacks
on Tiny creatures suffer a -2 penalty (or moreyou try
shooting a mosquito out of the air with a sniper rifle!)
Small: These creatures are noticeably smaller than an
adult human. It covers most cats, dogs and human children. Small creatures have a maximum Strength of 4; most
will have a Strength of only 1-2.
Average: Were being a bit self-centred by calling the
human species average, but anyway, this covers adult
humans as well as any creature thats roughly our size,
like apes, big wolves, crocodiles, raptors, lions and tigers.
Average creatures have a maximum Strength of 8.
Big: This is a creature roughly the size of a horse, gorilla or
bear. If its bigger than a human, but can still hide from you,
its Big. Big creatures have Strength scores of up to 12.
Huge: Huge creatures are really big. Elephants are Huge,
for example, as are most of the big dinosaurs in lost worlds
and hidden valleys. Huge creatures have Strength scores
up to 16.
Colossal: There arent supposed to be any Colossal creatures in the modern day outside the oceans, but that doesnt
mean they arent out there. These titanic creatures have
no upper limit on their Strength scores, and attacks on
them are like shooting a barn dooryou get a +2 bonus
when shooting at a Colossal creature (but itll probably
only annoy it).
Size has one key effect on combatif theres more than
one size category between attacker and defender, the
bigger creature has to use Coordination when making
melee attacks. That means that even if an dinosaur has a
Strength of 16, it cant 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 target
like, say, a tank. This also applies to humansyou cant
use your Strength to attack a Tiny creature, you have to
use Coordination.
Pulp Fantastic
STRENGTH
What can a creature do with a high Strength? Use this table
as a guideline for Strength + Athletics difficulties.
DIFFICULTY
EXAMPLE
15
18
21
24
27
30
33
36
Flip a tank.
39
Crush a tank.
Speed
Survival
All wild animals have at least a point or two in Survival,
reflecting their ability to find food and shelter. Especially
adept hunters and trackers have more points; pets and
other domesticated animals may lack any knowledge of
how to survive in the wild.
Areas of Expertise: Environments such as Arctic, Forest,
Jungle, Coastal Waters, Surface Ocean, Deep Ocean
SWARMS
When youve got lots of small creatures say, a mass of
soldier ants, or a frenzied horde of rats then its easier to
treat the whole group as a single creature, called a Swarm.
Creature Skills
Athletics
Strong, healthy animals have high Athletics scores. Its used
for running, jumping and climbing as well as displays of brute
force. Flying creatures also use it for agile aerial manoeuvres.
GAMEMASTER
Fighting
Fighting covers almost all forms of natural weapons, like
claws, bites, tail lashes or stings. Some animals are especially good at a particular type of attackan ambush predator
gets a bonus when making a surprise attack, for example.
Areas of Expertise: Ambush, Bite, Claw, Fighting When
Cornered, Block, Wrestling, Strangling
Marksman
Only a few animals have the Marksman Skill. Any creature
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
Subterfuge
Creature Creation
Now youve had a chance to consider the background of
the creature youre creating, you should consider how it
is being used in the adventure. If they are adversaries
(quite a common occurrence in Pulp adventures), where
will they be encountered? Are they simply a minor encounter, a setback, or minions of the major villain? In that
case, they shouldnt be too powerful. Try creating the
creatures using a similar number of points to a player
character. If the heroes will be encountering many of them,
this should be a fairly even match.
The players should be able to face the encounter with
few problems, depending upon how many of them there
are. For example, a single Radium Man is a tough opponent, far stronger than a normal person. However, theyre
slow and too logical, giving the players a bit of an edge
against it. Increase the number and youve got a fight on
your hands!
Traits
Below is a list of creature Traits that the creature can have
to set them apart from mere humans. Just as other Traits
that can be purchased, they come in Minor, Major and
Special Good and Bad Traits. Theres no hard limit on the
number of Traits that a creature can have, but in general
you should try to keep things from becoming too complicated. Remember that Traits are abilities that are constantly onthe monster doesnt need to spend Story Points
or use an action to get the advantage of the ability.
Of course, the list of Creature Traits presented below is
just a sample of what can be done, though most creatures
can be built using these Traits. The list isnt exhaustive
you should use these Traits as a basis for making new,
unique Traits for your own creatures. If you wish to design
your own Trait, you should feel free.
To get started and create your creature, you can pick any
of the creature Traits presented here, as well as those
available to human characters.
CREATURE TRAITS
Additional Limbs (Minor Good)
12
195
Pulp Fantastic
Additional Limbs*
(Minor Good Creature Trait)
The creature has an additional pair of limbs. This can
mean arms or legs or an odd creature limb or tentacle
that functions as both. Of course, taking an additional
pair of limbs means that the creature is usually very
obviously weird in appearance, and will automatically
get the Strange Appearance Bad Trait (Minor). The Additional Limbs Trait can be taken a second time, giving
the creature a cumulative bonus, but their Strange Appearance Trait becomes Major.
Effect: Additional Limbs is a Minor Good Trait, and costs
just 1 point for every additional pair of limbs. If the creature
has additional legs, their effective Speed (when calculating
chases and alike) is increased by +2. If the limbs are arms,
the first additional action in any Round receives no penalty
(as they can effectively do two things at once). This Trait
can be taken twice to create an eight limbed creature,
though they will be obviously weirder. Additional limbs
can be had on top of this, but they receive no bonus and
cost no extra there comes a point when you have so many
legs or arms that it just becomes confusing and you can
end up tripping over your own feet.
Aggressive
Bite
(Minor or Major Good Creature Trait)
The creature has strong jaws and sharp, tearing teeth.
Effect: It gains a +2 bonus to its Coordination for the purposes of working out who moves first during the Fighting Phase.
Amphibious
Burrowing
Armor
GAMEMASTER
Aquatic
196
Claw
(Major or Minor Good Creature Trait)
The creature attacks with sharp claws.
Effect: Claw attacks usually do Strength +2. To do full
damage with a claw, a creature needs room to be able to
swipe at a victim; in cramped conditions, a creature may
not be able to rip as much flesh as it would otherwise.
Constrict
(Minor Good Creature Trait)
The creature kills its prey by smothering or crushing them.
Pythons kill in this fashion; other predators might use
their bulk in this way.
Effect: To constrict, the predator must first grab its prey
(see Grab, below). It then squeezes the life out of the victim,
inflicting Strength damage automatically every turn.
Climbing
(Minor or Major Good Creature Trait)
The Climbing Trait means simply that the creature is exceptionally good at climbing. As a Minor Trait, they can
climb walls particularly well, and as a Major Trait they are
equally adept at clinging to the ceiling!
Effect: As a Minor Good Trait, costing 1 point, Climbing
means that the creature can climb up sheer and difficult
surfaces. While they cannot climb surfaces without any
grip, such as glass, they can certainly find it easy to climb
walls. They receive a +4 bonus to Coordination and Athletics rolls when climbing. As a Major Trait, costing 2
points, they receive the same +4 bonus, but are able to
climb smooth surfaces such as glass or metal, as well as
clinging to the ceiling like a spider.
Enhanced Senses
(Minor Good Creature Trait)
Most of the time, simply having a really high Awareness
means that your senses are particularly acute. However,
some creatures have senses that go above and beyond
what is considered normal. It could be that they can see
infra-red or ultra-violet ends of the spectrum, or simply
smell their prey from a dozen rooms away. The cost of this
Trait could easily be offset by the Strange Appearance
Trait, saying that the creature or character can see phenomenally well, but has grotesquely large eyes.
Effect: Enhanced Senses is a Minor Good Trait which costs
1 point. At character creation, the sense that is particularly good should be specified (whether this is sight, hearing,
smell, etc.) and the particulars of the extraordinary perception (what is so special about it and what is sensed).
When the creature uses the sense, it gains a +4 bonus to
Awareness rolls but only when using that sense. If the
Gamemaster thinks the sense will aid another Awareness
roll (such as avoiding being surprised), or if the environment effects the sense, this bonus may be reduced. For
Environmental
(Minor or Major Good Creature Trait)
Environmental is a catch-all Trait that means the creature
or character can survive in strange or harsh environments.
Perhaps they are the last survivor of Atlantis and can exist
just as well underwater as they can on land. They may be
able to survive in the vacuum of space, or endure the harsh
heat of the volcanic lands at the heart of the Earth, or the
extreme cold of the Antarctic.
Effect: As a Minor Good Trait, Environmental means that
the creature suffers no ill effects from one particular harsh
condition. If its something like being able to survive underwater, their ability should be explained. Do they have
gills, or can they store oxygen in some way? If they can
survive in the vacuum of space, this will require a little
more rationalisation. As a Major Good Trait, the creature
suffers no effects from any environment.
Fast-Moving
(Minor or Major Good Creature Trait)
Some creatures are very fast and move with a quickness
that is seldom seen in humans. It could be that theyre
born predators, fast like a cheetah, or they have some
unearthly ability to move so fast that they are no more
than a blur to the naked eye.
Effect: Fast-Moving is a Good Trait that means the creature
can travel unnaturally fast. As a Minor Good Trait, the creatures
effective Speed is increased by 1.5 times (round up), so a creature with a Coordination of 2 has an effective Speed of 2 x 1.5
= 3. As a Major Good Trait, their Speed is doubled, so a creature
with Coordination of 4 has an effective Speed of 8. This Trait
only works if the creature is moving outside of a vehicle.
12
Fear Factor*
(Special Good Creature Trait)
The Fear Factor Trait is designed for monsters, villains and
those truly scary individuals who can send people running
in terror. They dont have to be ugly or monstrous people
cowered at feet of Dr Fu Manchu in fear of their lives but
sometimes it is just looking at the creature with the rows
of teeth that fills them with fear.
Effect: Fear Factor is a Special Trait and is really only
suitable for villains or monsters. It is costs 1 point, but can
be purchased multiple times. Each purchase of the Fear
Factor Trait adds +2 to any roll when actively trying to
strike fear into peoples hearts. See Getting Scared on
page 133.
197
Pulp Fantastic
Flight
Grab
This Trait means that the creature can fly. Either they have
wings, a jet pack, some kind of anti-gravity device or rotors,
but one way or another they can leave the ground for
extended periods.
Frenzy
(Minor Bad Creature Trait)
GAMEMASTER
Immaterial
(Special Bad Creature Trait)
Some creatures can shed their physical bodies to become
something radically different, no longer physical beings.
Immaterial and intangible, they still exist in our reality.
Some immaterial beings have the ability to manipulate
objects with telekinesis, willing the item to move as if they
were able to physically manipulate it, whereas others are
unable to and spend their existence struggling to regain
some form of normal life.
Effect: The creature has no physical form and is unable
to interact with physical objects. Most creatures in this
state will have the Telekinesis Trait to allow them to move
items. It is a debilitating Trait and, while it allows the
creature the ability to move into usually inaccessible areas,
it is usually more of a trouble than it is a benefit. Immaterial is a Special Bad Trait worth 2 points.
Immortal
(Major or Special Good Creature Trait)
The Pulps are full of characters who have lived an awfully
long time, and may live even longer. Dr Fu Manchu prolonged his life with an age-retarding elixir, while John
Carter of Virginia had always been a man of about thirty
and couldnt remember being anything else.
There are two types of Immortal being in existence. The
first never gets old, never ages and will never die of old
age. They simply continue on. While its rare for them to
198
Infection
Immunity*
(Major Good Creature Trait)
Many villains and monsters are immune to one form of
harm or another. For example, a werewolf is immune to
bullets but is vulnerable to silver.
Effect: Immunity is a Major Good Creature Trait, costing
2 points. When taking this Trait, the specific thing that
the creature is immune to must be clearly defined, whether
this is something as simple as bullets, acid, mind control
or poison. If the immunity is particularly powerful, such
as bullets, the Gamemaster may balance this immunity
with a weakness, especially in major villains or player
characters.
Failing this will mean the infection has spread. The Gamemaster should decide how many failures mean the target
has become like the creature (one fail spreads to a whole
arm, two fails to the chest, etc.). It should give the characters time to find an antidote!
The other way it can work is by making the target susceptible to possession, making them host to the creature, and
the infection is actually the creature moving from one
host to another. Again, this is usually from sustaining an
injury. Once infected (as above), the target will have to
make similar rolls, though instead of resisting the infection
spreading, this is to resist becoming possessed (see Being
Possessed page 133).
Invisible
(Special Good Creature Trait)
The ability to be unseen is possibly one of the best weapons
and defence on the battlefield. It is a rare ability in nature,
but a mild version of this Trait can be accomplished with
shifting pigments in the skin, allowing chameleon-like
blending into their surroundings.
12
Full invisibility is more commonly found in ghostly, intangible creatures that barely exist in this reality.
Effect: Invisibility is a Special Good Creature Trait that
comes in various levels. If the ability is natural, and the
creature can blend into the background to be unseen, then
this is a Major Good Trait that costs 2 points. If the creature
remains immobile, any attempt to spot it suffers a -4
penalty. Full optic camouflage is usually a Trait that would
be part of a Gadget and costs 4 points. This provides the
same -4 penalty to be spotted but the creature can move
around without losing this advantage. While it is usually
a Gadget Trait, it can be a natural ability if the Gamemaster can rationalise it. If this invisibility cannot be turned
on or off, as in the case of the creature being ethereal or
immaterial, the same -4 penalty is actually a Bad Trait,
providing 2 points.
199
Pulp Fantastic
All of these levels of invisibility can be purchased or taken
multiple times to provide better invisibility with the
penalty being cumulative. For example, if the creature has
almost perfect invisibility through optic camouflage, they
could take the Trait twice, providing a -8 penalty to anyone
trying to spot them.
Leap
The Networked Trait means that the creature is connected in some way to others of its kind. Whether this is an
inbuilt gadget that connects them to others, a telepathic
field or a hive mind, it means that if one is in trouble or
injured, it can call for aid, though others are in close proximity to help is another matter.
Lurker
(Minor Good Creature Trait)
This creature lies in wait for its prey.
Effect: Characters need to make a contested roll of Awareness + Survival against the lurkers Coordination + Subterfuge. If there are several characters in a group, use the
lowest result from among the characters rolls. If the lurker
wins, it gains a +2 bonus to ambush attacks.
Natural Weapons
GAMEMASTER
Networked
(Minor or Major Good Creature Trait)
Nocturnal
(Minor Bad Creature Trait)
The creature prefers to hunt and forage at night.
Effect: During the day, it suffers a -2 penalty to its Awareness. Some nocturnal creatures are slower to react during
the day, dropping one speed category and gaining the
Passive Trait, but others are more defensive and dangerous
when woken unexpectedly and gain the Aggressive Trait.
Passive
(Minor Bad Creature Trait)
The creature is slow to react. Either it is too stupid to realise
it is in danger, or it is so large that the things that can
actually threaten it are extremely rare.
Effect: The creature suffers a -2 penalty to its Coordination
for the purposes of determining who moves first in the
Fighting Phase.
Poison
(Special Good Creature Trait)
The creatures attacks can inject a dangerous poison.
Effect: The cost of the Trait varies depending on how
nasty the poison is. As a guide, use the table below. Usually,
a poison power is combined with another attack.
COST
POISON DAMAGE
CHECK DIFFICULTY
2/4/6
15
4/6/9
21
4 / 8 /12
24
Possess
Savage Roar
This is technically the highest possible level of the Hypnosis or Telepathy Traits (see page 48 and page 62).
Possess allows the creature to take over another person
and control their actions. While in control of the host
body, the creature can make it do or say almost anything
(except make the host kill themselves, the survival instinct
is too strong for that).
Effect: Like the Fear Factor Trait (page 197), this Trait
deals with the creatures ability to inspire terror. Unlike
Fear Factor, those affected only need to hear the creature
to be affected by it. Hearing the Savage Roar forces the
character to make a Resolve and Ingenuity roll against the
creatures Resolve and Presence. Failure means that the
character will freeze the first time he actually encounters
the creature, losing an Action. If the character succeeds
he may act as normal.
Effect: Just as the Hypnosis Trait, the target will have the
opportunity to resist becoming possessed (with a Resolve
and Strength roll, or Ingenuity in some cases). The possessing creature receives a +4 bonus on their first roll to
possess someone. If they fail this, every attempt that
follows loses the bonus. As a good guide, the possessing
creature can inhabit the body for as many hours as they
have Resolve, though very powerful foes could inhabit a
body indefinitely. If they force the host to do something
very against their nature (such as attack one of their
friends) the host will have a chance to resist (and on a
Fantastic result, the possessing entity may be rejected
from the host completely!). For additional information,
see Being Possessed on page 133.
Replication
(Major Good Creature Trait)
Unlike the Infection Trait, Replication means that the
creature can multiply itself by various means without the
need of transmitting its creature-ness to another life form.
It could be that they bud and create a youthful clone of
themselves organically without natural reproduction, or
it could be that any limbs lost or removed will grow into
a duplicate version of themselves.
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201
Pulp Fantastic
Screamer!
Snap
Shapeshift
(Minor, Major or Special Good Creature Trait)
Some creatures and characters have the ability to look like
something else. This is especially useful if youre an 8 foot
tall green denizen of Mars with four arms, or if you wish
to try to mimic someone to gain information. The actual
methods of shapeshifting can be as complex as facial
muscle manipulation, or a racial ability, to something as
basic as wearing a fat suit and a mask.
Effect: As a Minor Good Trait, this means that the creature
can disguise itself as a fairly convincing representation of
another person, though close examination may reveal the
disguise. As a Major Good Trait, the creature can physically shapeshift into a perfect copy of another person. If
the creature is able to shapeshift into multiple forms and
replicate actual people, then the Trait is a Special Good
Trait that costs 4 points.
Slow-Moving
(Minor or Major Bad Creature Trait)
GAMEMASTER
A lot of creatures are incredibly dangerous but thankfully many of them move slowly.
202
Special
(Special Good Creature Trait)
Sometimes, creatures can do something truly remarkable
and odd. Something that none of the other powers and
abilities listed here covers. This Trait allows the Gamemaster to go wild and create the odd and special powers
that can sometimes define a species.
Effect: This is a Special Trait that costs 3 points or more.
The more powerful the ability, the more the Trait costs.
Using other powers as a guide, the Gamemaster can create
any power they feel necessary to make a cool creature.
This can be around 3-4 points for a minor ability, to 7-8
points for something more useful (like being able to move
faster than people can see). Specific Traits for these powers
can be created, or the Gamemaster can simply use the
Special Trait to cover these.
Stalker
(Major Good Creature Trait)
The creature likes to follow its prey and wait for the right
moment to strike.
Effect: The creature may make opposed Coordination +
Subterfuge rolls against the victims Awareness + Survival. If there are several characters in a group, use the lowest
result from among the characters rolls. If the lurker wins,
it gains a +4 bonus to sneak attacks.
Stinger
(Minor Good Creature Trait)
The creature has a spiked tail or stinger that lashes its
prey.
Effects: Stinger attacks usually do only normal damage,
but a creature can make an extra Stinger attack each round
at the cost of one Story Point per attack.
Stomp
(Minor Good Creature Trait)
Creatures who stomp use their size to crush others.
Effect: Stomping isnt a very accurate attack, suffering a
2 penalty to the attack roll, but it does do a lot of damage.
(Strength +4 at least).
Strange Appearance
Trample
Warning
(Major Good Creature Trait)
Another power for herd and pack animals, the creature
can sound a warning (or transmit a danger signal in some
other way, like a pheromone or a display of some kind).
Effect: The Warning removes any bonuses the characters
may have for launching surprise or ambush attacks on
the rest of the herd or pack.
Teleport
(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 technology 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
its simply an Invention. If they can teleport without a
device, appearing wherever is necessary, then this is a
Trait.
12
203
Chapter 13
Bestiary
ach entry includes a physical description of the creature, a summary of its nature and common tactics,
and suggestions for how it might integrate into Pulp
society or, in the case of a fantastic creature, burrow its
way into the human subconscious. Many creatures have
a difficult time fitting into Pulp society in a traditional
way and are often found at the social fringes of urban life.
Others are highly adaptive and can easily create their own
power bases within our world.
Animals
An opponent does not need to have a gun or even be
human to be dangerous, as any big game hunter will
testify. Nature is red in tooth and claw, and Pulp heroes
often had to defend themselves against hungry crocs,
venomous insects and rampaging beasts.
Alligator
This large, carnivorous reptile prowls the edges of the
large waterways of the south-eastern United States including the Mississippi River, for which it earned its Latin
name. Known for its long, powerful tail and broad snapping
snout and jaws, the gator tends to avoid human contact
unless threatened (or if a females eggs are threatened).
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 remember to keep an eye peeled for floating logs at the edges of
rivers and lakesthere just might be a pair of eyes staring
back from one of those logs.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Subterfuge 4
Traits:
Amphibious (Minor Good Creature Trait) Alligators are as at home in the water as they are
on land.
Armor (Minor Good Creature Trait) An alligators tough, scaly skin gives it 5 points of armor.
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, alligators gain +2 to ambush attacks.
Character Points: 25
Pulp Fantastic
Bat
Big Cat
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Tiny
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Large
Speed: Fast
Traits:
Traits:
Bear
Large omnivorous mammals, bears can be quite aggressive, depending on their species and the abundance of
food in the area. Often highly territorial, a hungry, sick or
injured bear is not above killing and eating a human being.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Bird, Large
These stats can be used to represent eagles, hawks, vultures
and other large birds.
Speed: Average
Awareness:
Coordination:
Ingenuity:
Skills: Fighting 2
Presence:
Resolve:
Strength:
Traits:
Natural Weapons (Minor Good Creature Trait)
The fangs and claws of a bear do Strength +2
damage.
GAMEMASTER
Speed: Fast
206
Awareness:
Size: Small
Speed: Average
Traits:
Flight (Major Good Creature Trait)
Natural Weapons (Minor Good Creature Trait)
The beak and talons of a large bird do Strength
+2 damage.
Character Points: 17
Bestiary
Gorilla
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Awareness:
Coordination:
Ingenuity:
Size: Big
Presence:
Resolve:
Strength:
Speed: Average
Size: Small
Speed: Average
Traits:
Traits:
Character Points: 30
Monitor Lizard
Character Points: 24
Chimpanzee
The statistics below represent a chimpanzee, but they can
also be used for any ape or monkey of similar size, such
as a howler monkey. Most such animals are omnivorous,
although some can be quite fierce and aggressive.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Average
Skills: Athletics 2, Fighting 2
Traits:
Aggressive (Major Good Creature Trait) Chimps
can be unpredictably violent.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Fast
Skills: Subterfuge 4
Traits:
Bite (Special Good Creature Trait) The bite of
a monitor lizard does Strength +2 damage.
Climbing (Minor Good Creature Trait)
13
Character Points: 24
Character Points: 27
207
Pulp Fantastic
Octopus
Rat
Wherever there is man, the rat is sure to follow. Omnivorous, scavenging rodents, rats are remarkable survivors,
adapting to many ecological niches. On their own, rats
can be quite timid, but in large groups they can be ferocious
predators. They rarely attack humans unless extremely
hungry or cornered. Rats are usually small, though in the
inner cities some rats can be the size of small dogs. Rats
frequently carry disease. Any bite from a rat carries a small
chance of infecting the wound.
Awareness:
Coordination:
Ingenuity:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Presence:
Resolve:
Strength:
Size: Average
Size: Tiny
Speed: Fast
Speed: Average
Skills: Subterfuge 4
Traits:
Traits:
Constrict (Minor Good Creature Trait) Octopuses can squeeze their prey into immobility
before killing it.
Fast-Moving (Minor Good Creature Trait) An
octopus can jet backward at high speed.
Grab (Minor Good Creature Trait) Octopuses
grapple with their prey before biting it.
Lurker (Minor Good Creature Trait) On a successful opposed Coordination+Subterfuge roll,
Octopuses gain +2 to ambush attacks.
GAMEMASTER
Scorpion
These small, venomous arachnids inhabit the dry, sandy
deserts and hot humid jungles. These stats can also be
used to represent large venomous spiders (just replace the
Stinger Trait with the Bite Trait).
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Tiny
Speed: Slow
Skills: Subterfuge 3
Traits:
Aggressive (Major Good Creature Trait) Scorpions are quick to react if attacked or disturbed.
Climbing (Major Good Creature Trait) Scorpions arent quite as good at climbing as spiders,
but its close.
Nocturnal (Minor Bad Creature Trait) Scorpions are active at night.
Poison (Special Good Creature Trait) Scorpion
venom does 4 / 6 / 9 damage.
Stinger (Minor Good Creature Trait) A scorpions main weapon is its sting.
Character Points: 19
208
Bestiary
Shark
Snake, Venomous
Venomous snakes tend to prefer to hunt at night, immobilising and killing their prey with a poisonous bite. In
general, snakes do not attack creatures larger than themselves except in self-defence. The toxicity of snake venom
varies according to species, with some being no more toxic
than a bee-sting, while others are quite lethal.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Traits:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Small
Speed: Fast
Traits:
Bite (Special Good Creature Trait) The bite of
a snake does Strength +1 damage.
Character Points: 23
Snake, Constrictor
Character Points: 15
Wolf
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Average
Traits:
Constrict (Minor Good Creature Trait) Constrictors kill their prey by crushing it.
Grab (Minor Good Creature Trait) Once coiled
about their prey, constrictors are hard to escape.
Character Points: 17
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
13
Size: Average
Speed: Average
Traits:
Bite (Minor Good Creature Trait) The bite of a
wolf does Strength +2 damage.
Keen Senses (Minor Good Trait) Wolves
possess heightened senses.
Tough (Minor Good Trait) Wolves are sturdy,
reducing all damage taken by 2.
Character Points: 22
209
Pulp Fantastic
Cryptids
Ape Man
The dark and lonely places of the world are home to many
mysterious creatures, organisms whose existence is not
yet recognized by science, but are nonetheless real. Many
masterminds and archvillains use these cryptids as
guards and weapons. Here are just a few of them.
Ape, Giant
Reputed to exist only on isolated and forbidding islands
in the South Pacific, these enormous primates closely
resemble African mountain gorillas, but on an unprecedented scale. Thought possibly to have descended from
the giant pre-historic Gigantopithecus of mainland Asia,
these rare creatures are rumoured to be worshipped as
gods on some islands. Thought to be nearly 8 metres tall,
giant apes have long been regarded as simply the subject
of sailors yarns, though recent archaeological evidence
suggests otherwise and rumors of sightings continue to
circulate in dockside bars.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Average
Skills: Athletics 2, Craft 1, Fighting 2, Knowledge 1, Marksman 1, Subterfuge 1, Survival 3
Traits:
Keen Senses (Minor Good Trait)
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
16
Size: Huge
Speed: Average
Character Points: 28
Kraken
Traits:
Krakens are gigantic tentacular aquatic predators, distantly related to the giant squid. Known in Japan as the
Akkorokamui, these creatures inhabit the abyssal ocean
deeps and only rarely travel to the surface. Unlike most
deep-sea organisms, Krakens adapt quickly to pressure
changes and seem to experience no difficulty operating
at different depths. Krakens vary in size, with juveniles
starting at 30 metres long (about as large as a blue whale),
with no upper limit. Krakens appear to continue to grow
throughout their life-span, with mythology reporting
creatures so large that they have been mistaken for islands.
Tough (Minor Good Trait) Giant apes are protected by dense bones and slabs of muscle,
reducing damage taken by 2.
GAMEMASTER
Character Points: 54
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
40
Size: Colossal
Speed: Average
Skills: Fighting 3, Subterfuge 4
210
Bestiary
Traits:
Additional Limbs 4 (Special Good Creature
Trait) Krakens have a minimum of ten tentacles.
Aquatic (Minor Bad Creature Trait) Krakens
have their Coordination reduced to 1 when on
land.
Armor (Major Good Creature Trait) The armor
of the Kraken reduces all damage taken by 10.
Constrict (Minor Good Creature Trait) Krakens
crush their prey before devouring it.
Fear Factor 4 (Special Good Creature Trait)
Grab (Minor Good Creature Trait) Krakens grab
their prey before crushing it.
Hypnosis (Major Good Trait) Krakens can
induce hypnotize their prey into immobility
through weaving complex patterns of light
with their bio-luminescence.
Immortal (Major Good Creature Trait) Krakens
are ancient and ageless.
Lurker (Minor Good Creature Trait) Krakens
prefer ambush predation. On a successful
opposed Coordination+Subterfuge roll, Krakens
gain +2 ambush attacks.
Natural Weapons (Minor Good Creature Trait)
The suckers on a krakens tentacles have razor
edges and do Strength +2 damage.
Character Points: 83
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Fighting 3, Subterfuge 4, Survival 6
Traits:
Fear Factor 4 (Special Good Creature Trait)
Lurker (Minor Good Creature Trait) Stinging
Bell Plants are ambush predators.
Networked (Minor Good Creature Trait) Stinging Bell Plants apparently communicate
Never Gives Up (Major Good Trait) Sting Bell
Plants cannot be knocked out or incapacitated.
Poison (Special Good Creature Trait) The Stinging Bell Plant is highly toxic and does 4 / 8 /12
damage.
Slow-Moving (Minor Bad Creature Trait) The
Stinging Bell Plants roots drag it along slowly.
Stinger (Minor Good Creature Trait) The
primary weapon of the Stinging Bell Plant.
Tough (Minor Good Trait) The tough fibers of
a Stinging Bell Plant reduce all damage taken
by 3.
Character Points: 44
13
Pulp Fantastic
Spider, Giant
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Fast
Skills: Athletics 3, Fighting 3, Marksman 3, Subterfuge 3,
Survival 4
Traits:
Bite (Special Good Creature Trait) The Death
Worm injects venom with its grasping mandibles, doing Strength +2 damage.
Burrowing (Minor Good Creature Trait) The
Death Worm travels beneath the sands of the
Gobi Desert.
Enhanced Senses (Minor Good Creature Trait)
The Death Worm can track its prey by the vibration of their movement.
Lurker (Minor Good Creature Trait) The Death
Worm prefers to lie in wait for prey. On a successful opposed Coordination+Subterfuge roll,
Death Worms gain +2 to ambush attacks.
GAMEMASTER
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Small
Speed: Fast
Skills: Athletics 3, Fighting 2, Subterfuge 3, Survival 2
Traits:
Bite (Special Good Creature Trait) Giant Spiders
have a nasty bite, doing Strength +2 damage.
Climbing (Major Good Creature Trait) Giant
Spiders can crawl on walls and ceilings.
Fast-Moving (Major Good Creature Trait) Giant
Spiders can scurry with a Speed of 6.
Fear Factor 2 (Special Good Creature Trait)
Giant Spiders gain +4 to rolls when trying to
intimidate prey, and characters need to make
a Fear test when first seeing them.
Leap (Special Good Creature Trait) Giant
Spiders can leap twice the length of their own
body.
Nocturnal (Minor Bad Creature Trait) Giant
Spiders suffer -2 to their awareness in daylight.
Poison 2 (Special Good Creature Trait) Giant
Spider bites are poisonous, doing 4 / 6 / 9 damage.
Stalker (Major Good Creature Trait) On a successful opposed Coordination+Subterfuge roll,
Giant Spiders gain +4 to sneak attacks.
Tough (Minor Good Trait) Giant Spiders reduce
all damage taken by 2.
Character Points: 38
212
Bestiary
Spider, Monstrous
Unlike their smaller cousins, Giant Vampire Bats are predators with a wingspan of over ten feet. In Madagascar it
is known as Fangalabolo (the fear that flies by night),
while in Cameroon it is called the Olitiau, and in Indonesia it goes by the name of Orang-bati. Thought to be large
enough to carry off a child, the giant vampire bat preys
on cattle, primates and any humans foolish enough to be
out at night. In times of scarcity, swarms of the bats have
been known to descend on villages and ships at sea, leaving
everyone white, dead and drained of blood.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Athletics 3, Fighting 4
Traits:
Bite (Special Good Creature Trait) Monstrous
Spiders have a nasty bite, doing Strength +2
damage.
Fear Factor 3 (Special Good Creature Trait)
Monstrous Spiders gain +6 to rolls when trying
to intimidate prey, and characters need to make
a Fear test when first seeing them.
Nocturnal (Minor Bad Creature Trait) Monstrous Spiders suffer -2 to their awareness in
daylight.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Athletics 4 (Flying 6), Fighting 3, Survival 3
Traits:
Flight (Major Good Creature Trait) Giant
vampire bats are expert fliers.
Natural Weapons (Minor Good Creature Trait)
Giant vampire bats have sharp fangs and claws.
Nocturnal (Minor Bad Creature Trait) Like its
smaller cousins, the Giant Vampire Bat prefers
to hunt at night.
Tough (Minor Good Trait) Giant vampire bats
are highly resilient.
Character Points: 38
13
213
Pulp Fantastic
White Ape
Yeti
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Athletics 3, Craft 1, Fighting 4, Subterfuge 1, Survival 3
Traits:
Aggressive (Major Good Creature Trait) White
Apes gain a +2 bonus to Coordination for the
purposes of working out who moves first during
the Fighting Phase.
Climbing (Minor Good Creature Trait) White
Apes receive a +4 bonus to Coordination and
Athletics rolls when climbing.
GAMEMASTER
214
Meh-Teh
The Meh-Teh are tall, heavily built humanoids with short
blue-tinted fur, powerful muscles, vaguely simian facial
features, yellow eyes and short, protruding tusks on the
lower jaw. Despite their fearsome appearance, the Meh-Teh
are peaceful, intelligent creatures who dwell within the
vast subterranean kingdom of Agartha beneath the mountains of Tibet. Though they are incapable of normal speech,
they use a sophisticated form of sign language to communicate and trade knowledge and goods with the hidden
monks of Shambhala.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Average
Skills: Athletics 2, Craft 4, Fighting 3, Knowledge 3, Medicine 4, Survival 4, Technology 3
Traits:
Cloud Mens Minds (Major Good Psychic Trait)
The Meh-Teh have the ability to pass unnoticed
when they want.
Empathic (Minor Good Trait) The Meh-Teh
can read body language to determine emotional states.
Environmental (Minor Good Creature Trait)
The Meh-Teh suffer no ill-effects from the cold.
Psychic (Special Good Trait) The Meh-Tehs
pursuit of enlightenment has granted them
limited psychic abilities.
Character Points: 56
Bestiary
Migoi
The Migoi are a more primitive off-shoot of the yeti race,
having degenerated back into bestial savagery. Distinguished from their civilized brethren by a shaggy coat of
white fur, fangs and sharp talons on both hands and feet,
the Migoi live in small family groups amidst the snowy,
arid peaks of the Himalayas. They are carnivores, normally living off yaks, mountain goats and cattle, but occasionally wandering into the lowlands and extending their diet
to human flesh in times of want. The Migoi are often tamed
and used as assassins and temple guards by the Black
Lamas of the Forbidden Monastery.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Huge
Speed: Average
Skills: Athletics 4, Fighting 5, Subterfuge 3, Survival 4
Traits:
Armor (Minor Good Creature Trait) The Migois
dense musculature and shaggy coat gives it 5
points of armor.
Enhanced Senses (Minor Good Creature Trait)
The Migoi can see in infra-red, allowing it to
track its prey through the snow.
Environmental (Minor Good Creature Trait)
The Migoi suffer no ill-effects from the cold.
Frenzy (Minor Bad Creature Trait) The Migoi
will fly into a blood rage when it is injured.
Natural Weapons (Minor Good Creature Trait)
The Migoi has sharp claws and fangs giving it
Strength +2 damage in hand-to-hand combat.
Character Points: 41
Fantastic Creatures
Eldritch Abomination
As alien and incomprehensible as the weather, the Eldritch
Abomination lies at the heart of the Cosmic Horror pulp
story, a monstrous weird menace from the outer darkness,
existing in opposition to the physical laws of the known
universe. It distorts reality simply by existing, causing
insanity, death andworse. In ages past, it and its kind
ruled the world they may have even made the world and
everything in it. Even us.
Their minds are beyond human understanding, their
motives utterly incomprehensible. Even their bodies cannot
be seen without twisting the minds of the viewer, imparting
horrific insights into the true nature of the universe and
the place of mankind within it. Eldritch Abominations often
dont even show up in the stories that mention them, but
their shadow touches everything. Often worshipped as gods
13
Pulp Fantastic
We present no stats for the greater Eldritch Abominations.
They are creatures from the outer darkness, defined by
their disdain for the rules of our reality. Put simply, they
are gods living plot devices - and they ignore the rules
that affect lesser creatures. Meeting one face to gibbering
maw is something no sane character should ever want to
happen. The stats below can be applied to the lesser Abominations; the creatures that slumber beneath the earth
and sea, occasionally roused by intrusion into their forbidden temples and lost cities.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
18
Size: Colossal
Speed: Average
Skills: Athletics 2, Fighting 5
Traits:
Additional Limbs 4 (Major Good Creature
Trait) A writing mass of tentacles allows the
horror 2 additional actions per round.
Armor (Minor Good Creature Trait) Slimy,
rubbery flesh reduces damage taken by 5 levels.
Constrict (Minor Good Creature Trait) The
awful thing can crush its prey.
Empathic Aura: Terror (Minor Good Psychic
Trait) Being the focus of the creatures attention
fills the victim with existential dread.
Environmental (Major Good Creature Trait)
A dweller in the dark between the stars, the
thing takes no environmental damage.
Fear Factor 5 (Special Good Creature Trait) It
is madness made flesh.
Frenzy (Minor Bad Creature Trait) If wounded
the creature goes berserk.
Grab (Minor Good Creature Trait) Grasping
tentacles lash out for victims.
Immortal (Special Good Creature Trait) It
cannot be killed, only banished or imprisoned.
Natural Weapons (Minor Good Creature Trait)
The vile monstrosity does Strength +2 damage
with its toothed suckers.
GAMEMASTER
216
Bestiary
Martian
The minds behind the 1901 invasion of Great Britain, the
creatures popularly known as Martians are an intelligent,
technologically advanced and hostile alien species. Essentially octopoid in structure, an adult Martian is roughly
the size of a bear, with sixteen tentacles arranged in two
bunches of eight radiating from the underside of the body.
Martians have large dark eyes and a slavering, V-shaped
mouth. Apparently lacking vocal cords and any form of
normal speech, Martians communicate solely through
telepathy. They move sluggishly, with labored breathing,
due to the relatively high gravity and atmospheric humidity of Earth.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Slow
Skills: Craft 3, Fighting 3, Marksman 3, Science 7, Technology 3, Transport 3
Traits:
Additional Limbs 4 (Minor Good Creature
Trait) Martians have numerous tentacles, allowing them to take two additional actions per
Round at no penalty.
Slow-Moving (Minor Bad Creature Trait) Martians struggle to move quickly in Earths gravity.
Strange Appearance (Major Bad Creature
Trait) Martians are hideous octopus-like creatures with huge black eyes and numerous
tentacles.
Strange Visitor (Major Bad Trait) Martians are
utterly alien and have no regard for human
technology or culture.
Telepathy (Special Good Psychic Trait) Martians have no vocal cords and communicate
telepathically.
13
217
Pulp Fantastic
Undead
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
16
* Pilot
Size: Huge
Speed: Slow
Skills: Fighting 3, Marksman 3
Traits:
Armor (Special Good Creature Trait) Martian
alloys reduce damage taken by 15.
Fast-Moving (Major Good Creature Trait)
Tripods can stride with a Speed of 8 (including
the bonus from its Size trait).
Fear Factor 2 (Special Good Creature Trait)
Tripods get a +4 bonus to scare or intimidate.
Natural Weapons (Minor Good Creature
Traits) The tripods metallic tentacles deliver
Strength +2 damage.
Natural Weapons 4 (Major Good Creature
Trait) The Martian Heat Ray incinerates everything in its path, inflicting 20 (10/20/30)
damage in a 10 arc.
Robot (Special Good Trait) The tripod is a mechanical body.
Stomp (Major Good Creature Trait) Tripods
often crush victims beneath their giant feet.
Weakness (Minor Bad Trait) The tripod cannot
function without a pilot.
GAMEMASTER
Character Points: 48
Mummy
Mummies are a form of intelligent undead, deliberately
created through the use of mystical funeral rites and
careful preparation. These rites were often used by ancient
civilizations to punish those who trespassed against the
gods, by ensuring that their torment would not end when
death claimed them, but instead would extend beyond
the grave and into eternity. As a result, such undead creatures are extremely dangerous, driven by an overwhelming need for vengeance against the living.
Mummies are often thought of as being of exclusively
Egyptian origin, but this is not correct. Virtually every
civilization has practiced some form of mummification
at some point in the past. Western examples include popes,
saints and even national leaders.
Resurrected mummies often display a wide range of apparently supernatural abilities which vary greatly from
culture to culture, and so are not listed below. Most possess
the ability to create the illusion of being a living creature.
Note: These stats can be used to represent anyone who
has successfully extended their own existence beyond
death, either by supernatural or super-scientific means.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Average
Skills: Athletics 1, Fighting 3, Survival 3
Traits:
Dark Secret (Major Bad Trait) The mummy is
an undead monster.
Environmental (Major Good Creature Trait) As
undead beings, mummies suffer no environmental effects.
Fear Factor (Special Good Creature Trait)
Mummies gain +2 when actively trying to strike
fear into others.
Immortal (Special Good Creature Trait) As
undead beings, mummies are functionally
immortal.
Never Gives Up (Major Good Trait) Mummies
cannot be incapacitated.
Obsession (Major Bad Trait) Mummies are
always driven by some need; perhaps vengeance upon the living or the resurrection of
a lost love.
Shapeshift (Major Good Creature Trait)
Mummies may create the illusion of being a
living person.
218
Bestiary
Tough (Minor Good Trait) The undead body of
a mummy reduces all damage taken by 2.
New Vampire
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Character Points: 42
Size: Average
Skeleton
Speed: Fast
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Average
Skills: Athletics 1, Fighting 3
Traits:
Environmental (Major Good Creature Trait)
Skeletons suffer no environmental effects.
Natural Weapons (Minor Good Creature Trait)
Bony, claw-like fingers do Strength +2 damage.
Never Gives Up (Major Good Trait) Skeletons
cannot be incapacitated, only destroyed.
Obsession (Major Bad Trait) Skeletons have
no free will and must follow their instructions
no matter what.
Tough (Minor Good Trait) Skeletons are fleshless and do not easily take wound damage. All
damage taken is reduced by 2.
Weakness (Major Bad Trait) Destroying the skull
of a skeleton will deactivate it permanently.
Character Points: 17
Vampire
Vampires exists in the folklore and mythology of every
nation on earth. The apex predator of humankind, vampires exist wherever their food source exists, stalking the
shadows and picking off the weak and the isolated. Vampires tend to differ from culture to culture, with different
forms, abilities and vulnerabilities, but they all have one
thing in common - the need to feed on human blood.
13
Pulp Fantastic
Werewolf
Master Vampire
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Fast
Skills: Athletics 3, Convince 3, Fighting 3, Subterfuge 2
Traits:
Climbing (Major Good Creature Trait) Vampires
can move at their full speed on any surface.
Cloud Mens Minds (Major Good Psychic Trait)
Vampires can pass unseen.
Dependency (Minor Bad Trait) Older vampires
do not need to feed on fresh human blood as
often.
Fast-Moving (Major Good Creature Trait) The
vampires Speed is doubled.
Fast Healer (Special Good Creature Trait) Vampires recover 1 Attribute point per minute.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Big
Speed: Fast
Traits:
Immortal (Special Good Creature Trait) Vampires cannot die through age, violence or disease
(see Weakness, below)
Infection (Major Good Creature Trait) The
vampire can create other vampires.
Keen Senses (Major Good Trait) The vampire
has +2 to all Awareness rolls.
GAMEMASTER
220
Bestiary
Leap 2 (Special Good Creature Trait) Werewolves are capable of leaping four times their
body length.
Zombie
Nocturnal (Minor Bad Creature Trait) Werewolves normally only hunt at night.
Never Gives Up (Major Good Trait) Werewolves
can rarely be incapacitated.
Obsession (Major Bad Trait) While transformed, werewolves are bestial, blood-crazed
monsters and think only of slaughter.
Tough (Major Good Trait) Werewolves are unnaturally resilient, reducing all damage taken
by 3.
Savage Roar (Major Good Creature Trait) The
howl of the werewolf strikes terror into all who
hear it.
Shapeshift (Minor Good Creature Trait) From
man to wolf-man and back, normally only
during a full moon.
Stalker (Major Good Creature Trait) Werewolves are expert hunters. On a successful
opposed Coordination+Subterfuge roll, Werewolves gain +4 to sneak attacks.
Weakness (Major Bad Trait) Werewolves are
fatally allergic to silver and will not revive if
killed with a silver weapon.
Character Points: 70
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Slow
Skills: Fighting 1
Traits:
Environmental (Major Good Creature Trait)
Zombies suffer no ill-effects in any environment.
Fear Factor 2 (Special Good Creature Trait)
Zombies are innately frightening.
13
221
Pulp Fantastic
Dinosaurs
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Size: Average
Speed: Slow
Skills: Fighting 1
Traits:
Bite (Special Good Creature Trait) The primary
weapon of the hungry dead is their bite.
Environmental (Major Good Creature Trait)
The hungry dead suffer no ill-effects in any
environment.
Fear Factor 2 (Special Good Creature Trait)
Zombies are innately frightening.
Infection (Major Good Creature Trait) Any bite
that pierces armor and draws blood will cause
the victim to sicken, die and rise as the hungry
dead.
Never Gives Up (Major Good Trait) Zombies
cannot be knocked out or incapacitated.
Slow-Moving (Minor Bad Creature Trait) Dead
things cannot move quickly.
GAMEMASTER
Pterosaur
Pterosaurs are considered by the popular imagination to be
flying dinosaurs, though this is not actually true (dinosaurs
are a different clade). The most notable members of the pterosaur family are Pteranodon and Pterodactyl. Pterosaurs, like
the birds that came after them, come in a wide variety of sizes
and forms, with wingspans ranging from 50cm to 11 metres.
Most pterosaurs have long, aerodynamic heads with sharp
beaks used to spear prey such as fish, insects and other
small animals.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Speed: Average
Size: Big
Skills: Athletics 4, Fighting 2, Survival 3
Traits:
Flight (Minor Good Creature Trait) Pterosaurs
can fly; they are not very agile flyers, but are
capable of gliding immense distances.
Natural Weapons (Minor Good Creature Trait)
Pterosaurs have sharp fangs and talons, doing
Strength +2 damage.
Special: Swoop Attack (Special Good Creature
Trait) The Pterosaurs swoops down on its prey.
This attack has a +4 bonus to hit and does
Strength +2 damage.
Character Points: 35
222
Bestiary
Raptor
These relatively small dinosaurs are clever, fast-moving
pack predators, descended from dinosaurs such as the
smaller Velociraptor (Swift Seizer), the Achillobator
(Achilles Hero) and other Dromaeosaurid Therapods.
Perhaps the best known raptor is the Deinonychus (Terrible Claw), named for the over-sized sickle-shaped claw
on each foot, which it uses to horrific effect for disembowelling and clinging on to prey. Intelligent, aggressive and
virtually fearless, raptors prey on large herbivores, leaping
onto their prey and latching on with their claws while
delivering powerful, tearing bites.
All raptors use their long tails for balance while running
and leaping, and can use their claws to help them climb
trees or other obstacles. Their eyesight is keen and highly
sensitive to moving objects, and their eyes are located high
on their heads, enabling them to spy on prey from cover
without exposing themselves. Raptors have an exceptional sense of smell, allowing them to track prey even when
it isnt visible.
Like wolves, these dinosaurs hunt in packs, but are adaptable enough to feed on carrion if live prey is not available.
Like most pack predators, they prefer to pick off lone or
otherwise vulnerable targets, but are intelligent enough
to use ambushes and herding tactics when required. They
can communicate in a rudimentary fashion with each
other through clicks and hisses, and possess fore-claws
dexterous enough to hold and examine objects, and even
operate doorhandles. Raptors usually exhibit intelligence
and curiosity, and learn quickly, something which has led
to an unpleasant end to any foolish enough to underestimate them. Some may even be on the verge of using tools
and developing true intelligence...
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
13
Speed: Fast
Size: Average
Skills: Athletics 3, Fighting 4, Survival 3
Traits:
Aggressive (Major Good Creature Trait)
Raptors gain a +2 bonus to its Coordination for
the purposes of working out who moves first
during the Fighting Phase.
Bite (Special Good Creature Trait) The terrible
bite of a raptor does Strength +2 damage
(5/9/13).
Claw (Special Good Creature Trait) Raptor claws
are usually used only for climbing and holding
prey, but they can disembowel a human and
cause horrible injuries. The claws inflict
Strength +3 damage.
223
Pulp Fantastic
Tyrannosaur
The best known and most feared of all dinosaurs - the
Tyrannosaurus 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.
Tyrannosaurs are hunters, opportunistic carnivores that
run down and kill their prey, then gorge on the flesh, often
returning to the kill for days at a time. Prey animals 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 Afrovenatus and Allosaurus.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
14
Speed: Average
Size: Huge
Skills: Athletics 3, Fighting 3, Survival 4
Traits:
Aggressive (Major Good Creature Trait) Tyrannosaurs gain +2 to Coordination for the
purposes of working out who moves first during
the Fighting Phase.
Bite (Special Good Creature Trait) A Tyrannosaurs 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 first meeting a raptor.
GAMEMASTER
224
Chapter 14
The Nemo Diary
The Black Tie Affair
The characters are attending the London Literary Library
Associations premier charity event, a black tie affair being
attended by the social elite, high ranking government
officials, a bevy of press associates, and a few lucky attendees that were the and guest part of an invite. The
LLLA is an organization that provides library services to
the underprivileged. To help offset the costs of their
current project, building five new libraries across London,
Geoffrey George Lilliamont has opened his private collection of valuable literary pieces for the evening and put
them on display for Londons elite to view.
The most hotly discussed items from the Liiliamont collection are two pages from the Nemo Diaries. There are a
few ardent fans of Jules Verne that believe that Nemo was
not a purely fictional figment of the master story-tellers
imagination, but instead a real person whose genius
allowed him to create the Nautilus and escape from the
surface world and live under the oceans in a world where
he found and knew peace. These few believers have hypothesized that Nemo, in constructing the Nautilus, had
collected an exorbitant amount of hard currency, and that
these funds came from the sale of numerous inventions
that the notorious Nemo had created in his mind, and later
put on paper. Of the handful of experts that have studied
the supposed Nemo schematics, to a man they have stated
that his genius either rivaled that of Leonardo or his
madness that of Hyde.
Pulp Fantastic
hosts collection of stolen works of the master Nemo. The
henchmen quickly backhand, kick, or punch a few party-goers as they attempt to block the exits. The exact
number of henchmen is left up to the gm, but at least one
henchman for each character is advised. There may be
even more if a more challenging opening is desired. The
extra henchmen, if the fight gets to be too much for the
characters, can eventually be pummeled by party-goers,
whose courage returns as they see the characters battling
the party crashers or attempt to trample the henchmen
in a panic for the exits.
Merry Men
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Robin Hood
Quote: Your money...or your life!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
Aftermath
Traits:
Crack Shot (Minor Good Trait)
Minions (Major Good Trait)
Sharpshooter (Minor Good Trait)
Total Character Points: 48
Trappings: Bow, Rapier
Story Points: 12
During the opening of the fight (beginning of the second
round), the skylight overhead shatters as two massive ropes
with oversized suction cups attached to the ends come
crashing through. Glass rains down on the party goers, and
the crowd quickly becomes an uncontrolled herd trying to
avoid the falling glass that continues to sprinkle down from
the ceiling. It also quickly becomes clear that Lady Lillia-
226
Lady Lilliamont
Quote: Gentlemen, I thank you for your courage, but I
have on more thing to ask of you.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Mr Haberdrant of
22 Arcadia Avenue
Range
Ammunition
Damage
Recoil
Double Derringer
5/10/20
1/2/3
Story Points: 12
As the characters are finally excused and allowed to leave
the party they will be met at the door by the Lilliamonts
butler, Harry Perkins. The characters will have noticed
that Perkins has been helping the injured, answering police
questions, and looking over Lady Lilliamont, who was
allowed to retire to a private chamber of the library while
14
Pulp Fantastic
person who enters his establishment) will find the characters greeted with affection, offered a dirty, uncomfortable
chair, tea from a chipped cup, and thrice-used tea leaves.
Mr. Haberdrant is unfamiliar with the villains behind the
attack on Mr. Lilliamont, who Mr. Haberdrant expresses
his best wishes towards his recovery (he seems earnest in
his sentiments), but he wishes that the thugs be apprehended and dealt with harshly.
An Awareness + Convince check will reveal that Mr. Haberdrant seems more upset about the method that the
robber used than in the robbery itself. If confronted on
his demeanor, he will state simply that the flashy theatrics
debase the fine art of robbery, and turn it into a circus act
that brings about far too much attention.
After just a few questions, intimidating tactics, acts of
aggression, or attempts to reason with this criminal mastermind hell abruptly begin laughing loudly. Enough,
the address will cost you the same as it has cost everyone
else this morning 25 pounds, hard money, no letters of
credit please. If the characters pay, hell hand them a large
envelope which weighs about eight ounces, and feels as
if it contains a hand mirror. Its a black tie affair. Tonight.
11PM sharp. The password is: HETZEL.
Mr. Haberdrant
Quote: Sit down, and let us do business like civilized
people.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
GAMEMASTER
Range
Ammunition
Damage
Recoil
Large Pistol
5/10/20
6-10
2/5/7
-3
Story Points: 5
228
Underground Auction
As the characters arrive near 1870 Nedland Way, they will
view a lot of activity as horse and carriages are being
maintained by well-dressed servants, the lowest street
cretins obviously acting as lookouts (no roll necessary to
notice), and a few hard-looking bully boys standing in
front of the warehouse doors to the auction site. The characters will not be allowed into the warehouse until they
have shown their paddle, in which case the biggest of the
door thugs gives a crooked smile showing his many broken
and blackened teeth. Characters who try to enter the ware-
Thug
Quote: If yer names not on the list, yer not getting in.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
14
229
Pulp Fantastic
Light Lance
So heavy it must be carried by two men, this immense
weapon is a primitive (but reproducible) terrestrial
version of the dreaded Martian Heat Ray. It has a spherical chamber, pierced with what appear to be several
ventilation holes, with in a short, squat barrel protruding from it. It produces an ominous hum as its inner
mechanisms charge. The exquisitely beautiful, 4 wide
shaft of light that emerges from the barrel is nonetheless quite deadly, causing terrible, searing wounds.
Requires Marksman (Mounted Weapons) to use. The
weapon fires in Fully-Automatic Mode, like a Machine
Gun (page 141), and is about as accurate.
Weapon
Light Lance
Range
Ammunition
Damage
Recoil
49/98/293
10-20
10/20/30
-3
The All Seeing Eye runs behind the partition behind the
stage, lets out a hideous cackling laugh, and the entire
warehouse begins to rumble, shake, and joltupward.
Several people are knocked off their feet.
It will require a reflexive Coordination + Athletics check
for characters stay on their feet. Unsuccessful characters are knocked down for a number of rounds
equal to how much they failed this roll by (for
example, failing by 3 = 3 rounds attempting to
get to their feet).
GAMEMASTER
Aftermath
The surviving characters are thanked by Lady Lilliamont,
if she survived, who is in shock 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.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Range
Ammunition
Damage
Recoil
Holdout Pistol
5/10/20
1/2/3
Story Points: 12
14
231
Bibliography
References
As it was a time of growth for mass media, especial printed
matter, the 1920s and 1930s were a time where much was
written, and later, much was written about. Almost any
subject on the era has a great and variety of tomes and
articles covering it. Most anything a gm needs for running
a game or creating ambiance can be found in print or in
the Net. These references are by no means exhaustive, but
they are both informative and fun, or simply available.
Movies and TV
Nothing will prepare you better for running and/or playing
a pulp game than watching a pulp film. Bear in mind that
we didnt select this material based solely in its quality
some of these movies are BAD! All will have some redeeming quality, however, being atmosphere, plot, slang, sets,
or production values.
Raiders of the Lost Ark. The definitive pulp hero movie.
This movie pits our hero against Nazis and the search for
the mystical Ark of the Covenant.
Indiana Jones and the Temple of Doom. Prequel to Raiders. Great
villains and the Temple of Doom is a truly hellish setting.
Indiana Jones and the Last Crusade. Jones seeks the Holy
Grail aided by his father. Evil Nazis and a fanatical secret
society oppose him.
Doc Savage, The Man of Bronze. This first Doc Savage movie
was developed in 1975 by the veteran producer George Pal,
who is also responsible for the War of the Worlds and The
Time Machine adaptations.
Pulp Fantastic
service of a woman with exceptional martial arts skills who becomes the enforcer in the relationship.
The Librarian: Return to King Solomans Mine. Librarian-turned-adventurer Flynn Carsen endeavors to find King
Solomons mines.
The Librarian: The Curse of the Judas Chalice. After retrieving
the philosophical stone at an auction but losing his girlfriend, the librarian Flynn Carsen has a breakdown. In this
adventure he travels to New Orleans, meets a Vampire and
recovers the most precious gift of all time, the cup of Judas.
Comics
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,
and the strip includes some of the more iconic characters
in the pulps: Pat Ryan, the hero adventurer; The Dragon
Lady, slinkiest of femme fatales; Terry Lee, boy growing
up into hero.
Little Orphan Annie by Harold Gray. A very long lived comic
strip, run for almost 50 years since its inception in the
1920s. Cliffhangers galore, Annie has some of the most
accomplished pulp heroes as allies.
Flash Gordon by Alex Raymond. The best of science fiction
comics (today it would be called science fantasy), the
landscapes, creatures and starships in this strip would live
in the imaginations of several generations.
The Genre
The Hero Pulp Index, by Robert Weinberg and Lohr McKinstry. A comprehensive index of the pulp magazines.
Difficult to find, since very few were printed.
The Shudder Pulps, by Robert Kenneth Jones. Horror and
weird menace pulps in a global overview.
Doc Savage: His Apocalyptic Life, by Philip Jos Farmer. A
biography of the Man of Bronze, and his sidekicks, nemesis
and ancestry (which include several fictional heroes).
Reprints
These are usually paperback. Note that even most reprints
are out of print and are hard to find, so be prepared for
some leg work in second hand bookstores.
Crimefighting/Superhero
The Avenger. Warner Books began reprinting the Avenger
series in paperback in June of 1972, and all 24 original stories
are now available. Beginning with #25, the books are not
reprints, but original stories written in the mid-seventies.
The reprints are fairly scarce, but the new stories (which are
generally more far-fetched than the originals) are not too
difficult to find some used book stores have several copies.
Doc Savage. Beginning in 1964, Bantam set out to reprint
the entire series of Doc Savage stories. They began with
#1, The Man of Bronze, but broke the original order immediately, following it with The Thousand-Headed Man (originally #17), Meteor Menace (originally #13), and so on. They
reprinted nearly 100 of the stories before switching to
two-in-one novels (hard to find) and finally choosing to
do the Doc Savage Omnibus series, currently in print. Hard
to find.
The Shadow. There are several reprints of The Shadow
stories. However, beginning in September 1963 there were
several new stories published by Belmont Books using the
same house name of Maxwell Grant. This Shadow does
not resemble the original pulp character. In 1969 Bantam
Books (happy with the success of their Doc Savage reprints)
began to reprint the original Shadow stories, which was
short lived due do poor sales. Pyramid Books reprinted
some in the 1970s, and HBJ/Jove reprinted several (with
excellent Steranko cover art) beginning in the late 70s.
With over 300 original Shadow stories in the pulps and
many reprints out, it shouldnt be too difficult to put together a fair collection.
The Spider. In 1969, Berkley Books began to reissue the
Spider in its original order. The first two (by R.T.M. Scott)
were not written in the same action-packed style as the
rest of the Spider stories (written by Norvell Page), and so
the reprint series was doomed to failure. It lasted through
The Spider Strikes, The Wheel of Death, Wings of the Black
Death, and City of Flaming Shadows. Hard to find.
Bibliography
Aviation/War
Spy/Espionage
Operator #5. A series of reprints from Corinth Books following the adventures of Operator #5. There are eight
books: Legions of the Death Master, The Invisible Empire,
The Army of the Dead, Master of Broken Men, Hosts of the
Flaming Death, Blood Reign of the Dictator, March of the
Flame Marauders and Invasion of the Yellow Warlords. A
ninth book, Legions of Starvation, was announced, but
never printed.
Horror/Weird Menace
Doctor Death. Reprints of a short-lived Horror/ Weird
Menace/Crimefighting magazine with a villainous central
character, Jonathan Death paperback series (Corinth) was
equally short-lived. The series includes Twelve Must Die,
The Grey Creatures, The Shrivelling Murderers, and a collection of short stories, Stories from Doctor Death.
Jules de Grandin. Several of the Jules de Grandin stories (by
Seabury Quinn) were reprinted by Popular Library in the
mid-seventies with a science fiction classification. Although
they are horror stories, you might get some results if looking
in the science fiction department. The reprints contained
several stories (usually 5-7) and usually included the name
Jules de Grandin in the title (such as The Adventures of Jules
de Grandin, the first book). Easy to find.
Lovecraft and Others. Perhaps the ultimate horror writer
of the age, H.P. Lovecrafts most famous stories revolve
around Things Man Was Not Meant To Know -- the Cthulhu
Mythos stories. Lovecraft penned over a dozen by himself,
and collaborated on many more. Many of his peers (August
Derleth, Robert E. Howard, Frank Belknap Long, Clark
Ashton Smith and Robert Bloch, just to name a few) wrote
stories set against the same backgrounds, providing hundreds of Eldritch Horrors for a horror campaign. The most
famous Lovecraft stories are The Call of Cthulhu, The
Dunwich Horror, The Shadow Over Innsmouth, At the Mountains of Madness (set in Antarctica), The Shadow Out of Time
and The Thing on the Doorstep. All are available in anthologies. There is also an extensive collection of Lovecrafts
letters, many of them to other pulp writers; they are a good
look into the world of the pulps.
Robert E. Howard wrote extensively and in many pulp
genres. Because of the success of the Conan stories, almost
anything with Howards name on it would sell; collections
of his westerns, boxing stories, weird menace adventures
and spicy stories (very mild by modern standards, but
considered near pornography in the 30s) have all been
published. Suggested is the new series from Balentine
Books such as the The Coming of Conan and The Savage
Tales of Soloman Kane. The series Millenium Fantasy Masterworks has all Conan stories in two volumes.
Adventure/Exploration
Pellucidar. This series of stories by Edgar Rice Burroughs
is set in the world of Pellucidar, a land in the centre of the
earth. gms can use it as is, or exploit it for ideas for lost
world adventures.
Professor Challenger. Sir Arthur Conan Doyles The Lost
World and other Professor Challenger stories also excellent
sources of pulp ideas for exploration campaigns centered
around a hidden world or lost civilization. Most were reprinted several years ago and can still be found second-hand.
Detective Stories
The Hard-Boiled Anthology, edited by Joseph T. Shaw. Shaw
was the editor of Black Mask from 1926 to 1936. He is the
editor most associated with the hard-boiled school of
pulp detective fiction. In 1946 he put together one of the
first and one of the best anthologies of that style.
The Hard-Boiled Dicks, edited by Ron Goulart. Edited by a
science fiction writer who is also a pulp historian, this
anthology saves some of the more obscure detective pulp
writers from being forgotten.
The Hard-Boiled Detective, edited by Herbert Ruhm.
Another excellent collection of pulp tales, almost all reprinted for the first time in years.
235
Pulp Fantastic
Carrol John Daly may have invented the hard-boiled detective; he was certainly one of the first to write of them.
He was the most popular writer in Black Mask and contributed to several other magazines.
Hammett by Joe Gores. The most famous hard-boiled detective writer stars in this book, as a hard boiled detective.
The Era
Science Fiction
General
The Pulps. This compilation of pulp stories from various
genres (edited by Tony Goodstone) also contains color
reproductions of several pulp covers. The scarcity (and
cost) of many of the old pulp stories makes this valuable
to gm and players alike.
Theres plenty of other stories reprinted, often in anthologies, which are not that hard to track down. Many libraries have collections. The University of Texas at Austin, for
instance, has a complete file of Adventure pulps. The
revival of critical interest in American popular literature
has produced some good reprints, many with original
illustrations; these are also more likely to be found at a
college library. There are several mail-order bookstores
that can provide copies at a reasonable cost.
Comtemporary Pulp
Congo, by Michael Crichton. A group of modern-day scientists explore dark Africa in search of the Lost City of
Zinj. Excellent as a guide to modern equipment available
to adventurers in this era.
Weird Heroes, edited by Byron Priess. There are a handful
of volumes in this series of modern pulp stories put out
in the mid-seventies. It contains excellent stories and
artwork by many of the best science fiction writers and
artists of today. Great for adventure and character ideas.
The Nemesis of Evil, by Lin Carter. Carters tribute for Doc
Savage and other pulp heroes.
Planetary by Warren Ellis and John Cassaday. Splendid
comic book series about a trio of archeologists discovering
236
Places
Empires in the Dust and Lost Cities and Vanished Civilizations,
by Robert Silverberg. Well-written histories of such ancient
peoples as the Babylonians, Egyptians and Aztecs.
Richard Halliburtons Complete Book of Marvels and other
books by Richard Halliburton. Halliburton was a best-selling travel writer of the 1930s. He was a real-life adventurer and explorer, and visited many of the areas described
in Chapter 2. He dived into the Well at Chichen Itza,
climbed the Pyramids, trekked through Tibet and tried to
visit Mecca. Halliburton disappeared at sea in 1939 while
trying to sail a Chinese junk from China to America. Theres
also a posthumous collection of his letters giving a unique
point of view of the times and peoples he met.
National Geographic publications. Most libraries keep
National Geographic magazine; large ones have files that
extend well before the 30s. Used magazines are frequently for sale at used book stores and estate sales. They were
printed on high-quality paper and usually have survived
in good shape. Modern issues can be used for background
when running adventures in exotic locales; there are
frequent historical notes in the articles. National Geographic books (such as Lost Empires, Living Tribes detailing
Central and South American natives) are always great
reading and with extraordinary photographs.
Bibliography
Atlas of Ancient Archaeology, by Hawkes. An excellent
reference work for running Adventure/Exploration campaigns. It locates and details archaeological sites around
the world.
Roy Chapman Andrews explored in Asia from before the
Great War, and spent part of that war as a U.S. Army Intelligence officer in China. He led the first automobile
expedition into Mongolia in 1920. He wrote several works
of non-fiction, and two Young Adult novels, Quest in the
Desert and Quest for the Snow Leopard, with excellent pictures of expedition life in Asia.
John W. Thomason, Jr. was a Marine Corps officer from
WWI until his death in 1944. He was also an excellent
writer and illustrator. Several of his books, especially -And a Few Marines and Salt Winds and Gobi Dust, give a
picture of life at the last of the colonial era -- a literal picture
because the books are illustrated with Thomasons own
drawings. He served in China, Haiti and Nicaragua and
set stories in all three.
John Masters was an officer of the Indian Army in the last
days of the Empire. He served as a lieutenant in the 2nd
Battalion, 4th (Prince of Wales Own) Gurkha Rifles from
the mid-30s until the early part of WWII. His autobiography, Bugles and a Tiger, is a superb picture of that vanished
way of life. His novel Man of War shows India, England
and Spain of the 30s from the point of view of a professional soldier.
Hunter by John A. Hunter. Hunter was a professional
African hunter from before WWI until the 50s. This book
is an autobiography with a background of the wild years
of Africa.
African Rifles and Cartridges by John Taylor. Taylor was
another African professional; in his case the profession
was ivory poaching. The book is intended as a treatise on
the best guns for African game, and it is a superb one. It
is also a look at a real adventurer of the pulp era, without
any polishing. It is full of the casual racism that is so much
a part of the pulp era, and so appalling today.
F. van Wyck Mason was a popular historical novelist; he
was also a pulp writer. His novels about Hugh North, a
U.S. Army intelligence officer, started in the 30s and continued into the 60s. Mason had traveled in Europe and
Asia and the background and detail of the novels is authentic. North is both spy and detective; the detail on 30s
criminological techniques is also authentic.
John P. Marquand was a serious novelist who wrote magazine stories to finance his more important work. Only
his Mr. Moto stories remain in print. Moto is a Japanese
intelligence officer who gets involved in mysterious
crimes. The backgrounds are authentic and the attitudes
of the era, without the benefit of hindsight, give a feel for
30s characters.
237
Appendix
Pulp Archetypes
his appendix gives you several out of the box characters to use, that way you can get started right
away. These character types are the ones most commonly found in the pulp stories. Although the recorded stories of the pulp era focused on white males, theres
no reason for role players to assume that there arent
untold stories of both sexes and all races. We encourage
players and GMs to use these archetypes to go beyond
traditional stereotypes, creating new characters to represent the goodness and heroism of many people at that
point in history.
Academic
Though not naturally adventurous, the academic is often
drawn into adventure by their overwhelming thirst for
knowledge, for their hunger for the answers to the questions that plague them. Living between the explorer and
the scientist, the academic is driven by their near-obsessive
interest in their particular field (something dry usually,
like history, archeology, anthropology, linguistics or paleontology). Academics rarely consider the scientific or
practical application of the knowledge they uncover; for
them, the great prize is knowledge itself. Their desire for
new information can be so great that it leads them into
danger, as they disregard their own safety in pursuit of
new and fascinating data.
While rarely well-suited for travel to strange lands, and
uncomfortable outside the grounds of their university of
library, academics are nevertheless often found in the
field, accompanying explorers and relic hunters to ensure
proper rigor and procedure is followed at all times or
just to try and ensure that the hot heads dont get themselves into yet more trouble!
Quote: Fascinating! The inscriptions on this jar appear
to be Etruscan, but the syntax is more like Sumerian...
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Pulp Fantastic
Air Ace
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
240
Appendix
Brawler
Escape Artist
His whole body hurt, and Teds arms felt like he was trying
to lift soaking wet blankets. This was the big fight though,
and he had to show the folks from back where he came
from that he was as tough as they thought he wasat least
as tough as the palooka hed been trading punches with.
This is what it felt like to be thoroughly beaten and he
didnt like it. Ted didnt like it when he was a kid either.
Escape artists can break free from deadly traps and horrible contraptions. The twist is that the traps belong to the
artist. Most escape artists are consummate perfectionistsindeed, their profession, as well as their lives,
depends on executing every twist, turn, and key perfectly.
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Quote: For my next trick, I shall escape from my shackles while immersed in an air-tight chest sunk in a vat of
boiling acid
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
241
Pulp Fantastic
Explorer
Femme Fatale
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Usually portrayed as villainous or at least morally ambivalent the femme fatale nearly always gets what she
wants, and is mistress of every situation. She is skilled at
manipulating men into doing what she wants and rarely
does her own dirty work. Though her facade is usually
transparent to other women, she is a master at projecting
an air of wounded vulnerability and innocence, making
their accusations seem petty and motivated by jealousy.
Quote: If its fun youre after boy, come on over. But be
warned - I bite
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Traits:
Story Points: 12
242
Appendix
Gangster
Gentleman Crook
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Some gentleman crooks operate under an assumed identity, while others are known but rely on their great skill to
avoid being caught.
Traits:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
243
Pulp Fantastic
G-Man
Grease Monkey
Traits:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
244
Appendix
Gumshoe
Hard-boiled, cynical and wisecracking, this is the downat-heel private detective in the tradition of Sam Spade and
Mike Hammer, a tough guy often ready to fall for the first
dame through the door. In the Pulps, the gumshoe could
be your best friend, or your worst enemy. Most of the time
hes broke, with nothing to his name but the name on the
door of his rented office, a half-empty bottle of cheap
bourbon in his desk drawer, a filing cabinet with the details
of the case that got away, a loaded .38 in his pocket and a
rep for getting the job done. The gumshoes life is hard
and often grimy, but its never boring.
While the Pulps did feature examples of rogue private eyes
whod branched out into blackmail, theft and even murder,
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 find
suitable office space and advertise. On the other hand, he
can also set his own fees. The private detectives relationship 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
has the same powers as any private citizen.
Quote: I woke up feeling lousy, mostly because Id gone
to bed sober.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Jungle King
The Jungle King (or Queen) is a native of Western civilization who due to bizarre and unfortunate circumstance
- was raised by animals in an isolated wilderness and has
attained a peak of physical perfection. Jungle Kings often
possess enhanced senses and the ability to communicate
with animals. They use their heightened abilities to protect
their kingdom from intrusion and exploitation by the
outside world. Their adventures often bring them into the
civilized world, where their rough and ready nobility
highlights the hypocrisy and shifting morality of modern
life.
Quote: Ngawa!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Pulp Fantastic
Law Enforcer
Mob Moll
The law enforcer knows there is only one real truth; where
you have people, you have crime. And where you have
crime, you have people dedicated to upholding the law
and punishing the guilty. Without the law, society breaks
down, and the law enforcer isnt about the let that happen.
The law enforcer could be a uniformed beat cop, a plainclothes detective or even a junior FBI agent. Regardless of
the branch of law enforcement, its his job to stop crime
and catch bad guys. While hes dedicated to the ideals of
justice, he follows the Law, even when the two come into
conflict. The law enforcer has access to official resources
and powers that the ordinary citizen does not, but these
come with responsibilities and obligations. While the law
enforcer can makes arrests, search premises and even use
force when necessary, all these things must be done right
and with just cause, or the higher authorities will come
down on the law enforcer hard.
Law enforcers are often calloused and cynical from a
lifetime of seeing people at their worst, but in the Pulp Era
the best of them retain their faith in the essential decency
of people.
Quote: Son, youre already in a mess otrouble. Put down
the gun and dont make it worse.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
246
Appendix
Martial Artist
The martial artist hails from the mysterious eastern realm
known as Asia (see Mystic East for more details on the
Asian continent), and is a student of one or more martial
arts disciplines. To the martial artist, these disciplines
represent more than self-defense and combat expertise.
The training includes a profound philosophy that teaches
restraint and humility. Martial artists work to master their
mind as well as their body, attuning both to work in
harmony through the techniques they have learned.
Martial artists might develop their combat skills and philosophy to aid a career as an agent or a law enforcer, or
might become an independent operative whose entire
person is a weapon. No matter what career they choose
to pursue, martial artists possesses confidence, commitment, and the means to get the job done.
Quote: If you know your enemy, but not yourself, you
will always be defeated.
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Traits:
Adversary (Minor Bad Trait)
Code of Conduct (Minor Bad Trait)
Enlightened (Special Good Trait)
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Masked Avenger
The laughter lilted softly through the wet, dark alley. Crusher
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
quiet voice of Smoke filled the darkness and the alley. It was
a voice filled with menace. Those guns are useless, Kreel. You
know that you cant shoot Smoke.
Kreel fell to his knees and dropped his gun as the laughter
again filled the alley.
The weed of crime bears bitter fruit, and the masked
avenger intends to ensure it tastes very bitter indeed.
While some characters thrive on their Reputation, on
being known, the masked avenger thrives on being
unknown. His weapons are rumor and superstition, his
cloak secrecy. The masked avenger represents those
Pulp Fantastic
Mystic
Mystery Man
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Story Points: 12
Story Points: 12
248
Appendix
News Hound
The news hound is an agent of a major newspaper. He is
a high-caliber journalist and regards his calling as more
of a religion than a job. He sees it as his duty to locate a
story and report it to the people, as long as his editors
believe it will sell papers. The people have a right to know,
and the news hound is the one to tell them.
The news hound goes where the story is, wherever that
story make take them. News hounds sometimes travel
with camera crews and other groups, but those are rare.
There are far more undercover journalists, writers, and
news hounds traveling around behind the scenes than
anyone knows. Not all of these actually work for news
services. Some are researching articles, books, and other
publications.
In the end, though, journalists are all good at one thing
and one thing in particular - digging for secrets. To find
out what they need to know, they will often do or say
anything at all. They do have their own level of integrity,
however. In pursuing their knowledge, all good news
hounds instinctively obey the following rules:
Verify the Facts: Journalists never report information as truth without verifying them first.
Something that is unverified is merely alleged.
If two or more independent sources corroborate a piece of data, that is enough to consider
it a fact. A news hound who fails to obey this
rule receives a -2 penalty on all future Convince
checks against people familiar with them.
Protect the Source: Good news hounds never
reveal the source of their information. A news
hound who gives up his source quickly receives
a reputation as untrustworthy and finds it
much harder to get anyone to turn over information. A news hound who does not live up to
this restriction suffers a -2 penalty to all Knowledge checks from people who recognize them.
Remain Impartial: A good journalist always
avoids making judgments about what he
learns, even if he is an eyewitness to events.
The news hounds job is to present the news or
information strictly as it exists, without any
attempt to analyze it. If a news hound resorts
to judging the news or telling others what to
think, he tends to make others angry and upset.
He receives a -2 penalty to all Convince checks
from anyone who knows the news hounds
identity.
Quote: I need to phone my editor. Pulitzer, here I come!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
249
Pulp Fantastic
Operator
Personality
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
250
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Appendix
Relic Hunter
We made our way through the tunnels at a run. I could hear
footsteps behind us, but with the echoes and dripping water,
it was impossible to tell how close they were. Suddenly, a light
at the end of the tunnel. At the exit, a long stone ladder leading
down way down. I hate heights. -- from the journals of
malcolm gideon
Part archeologist, part researcher, part adventurer, the
relic hunter explores ancient and unknown ruins, seeking
treasures from the past, either in the form of ancient artifacts or forgotten wisdom. Relic hunters may be motivated by a desire for personal fortune and glory, or by an
altruistic desire for what they find to expand the boundaries of knowledge and be available for all to see.
Relic hunters, while tough and independent, also work
well in teams. Theyre specialists, and recognize the need
for expertise in other areas. Theyre often found in
company with explorers, big game hunters and air aces.
The villainous relic hunter is another Pulp Era staple. In
this character the desire for knowledge has become an
obsession, eroding their morals and humanity as they
fight to be the first to obtain some secret treasure. These
individuals are often little more than tomb robbers, holding
little respect for the cultures they encounter and caring
nothing for the furthering of human understanding. As
such, theyre often found in the company of mercenaries,
Femmes Fatale, Evil Masterminds and Nazis.
Quote: We are simply passing through history. This...
this is history!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Skills: Animal Handling 1, Athletics 2, Convince 1, Fighting 2, Knowledge 4, Marksman 2, Medicine 1, Science 2,
Subterfuge 1, Survival 1, Transport 1
Traits:
Adversary (Minor Bad Trait)
Code of Conduct (Minor Bad Trait)
Friends in Low Places (Minor Good Trait)
Insatiable Curiosity (Minor Bad Trait)
Linguist (Minor Good Trait)
Lucky (Minor Good Trait)
Obsession (Minor Bad Trait)
Quick Reflexes (Major Good Trait)
Tough (Minor Good Trait)
Total Character Points: 42
Story Points: 12
Rocket Man
While the air ace personifies the spirit of flight, the rocket
man (or woman) is flight. It takes a very special sort of
bravery to strap a small bomb to your back, but it takes a
particular kind of lunacy to activate it and turn yourself
into a human missile. Rocket men have nerves of steel,
lightning reflexes and an almost total disregard for their
personal safety. They have a love of speed, thrills and the
kind of daring that makes normal people question their
sanity.
While many rocket men create their flight packs, most are
not scientists. Instead they are test pilots, stunt men or
even simply hapless bystanders who happen to be in the
right place at the right time. These rocket men tend to
come with a grease monkey or scientist friend who maintains the device and keeps it operating at peak efficiency
(often with the aid of strategically placed chewing gum).
Quote: Ignition on and....rockets away!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Pulp Fantastic
Science Hero
Scientist
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
252
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Appendix
Sea Dog
Soldier
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
253
Pulp Fantastic
Weird Inventor
Like the scientist and the grease monkey, the Weird Inventor is technically and scientifically 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.
Also known as the mad scientist or evil genius, the weird
inventor is a staple of the Pulps. Passionate, driven and
obsessive, they are also often jealous, irrational, vengeful
and arrogant, prone to grandiose plans and even more
grandiose speeches. While the science hero represents
the potential of science for good, the weird inventor represents its antithesis - science without conscience.
Not all weird inventors are evil, but even those that arent
are eccentric in some way, as if the bright flame of genius
they carry within them cant exist in a completely normal
mind.
Quote: They laughed at my theories, and they laughed
at me! Ill show them! Ill show them all! hahahahahahahahaha!
Awareness:
Coordination:
Ingenuity:
Presence:
Resolve:
Strength:
254
Name: _____________
Alias:______________
Player:_____________
Appearance:
Attributes:
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Traits:
Skills:
Experience Points
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