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Credits

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

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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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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
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1920
1921
1922
1923
1924
1925
1926
1927
1928
1930
1931
1932
1933
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1935
1936
1937
1938
1939

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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

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105
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106
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107

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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

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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

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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

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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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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
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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

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159

Bringing the Game to Life


Playing Non-Player Characters
Atmosphere
Experience and Gain
The Gamesmaster Is Always Right
Players
Chapter 11
Building a Better Villain
Motive
The Patriot
The Thrill-Seeker
The Quester
The Empire-Builder
The Glory Hunter
Just Plain Bad
Villain Archetypes

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The Foreign Mastermind


Siwang Lung The Death Dragon
The Mad Scientist
Doktor Todeskopf
Radium Man
The Cult Leader
The Black Lama
The Anti-Villain
The Pulp Nazi
The Corrupt Corporate
Rex Monday
The Dragon Lady
Du Kai Hua Poison Blossom
The Baroness
Baroness Veronique Devereaux
The Masked Terror
The Crimson Claw
The Master Spy
The Great Dictator
General Vladic Kazan, Premier of Berezkia
The Mob Boss
Bruno Sposato
The Man-Made Monster
Die Schreck
The Mangler
The Hoxton Creeper
Chapter 12
Creature Rules
Size
Speed
Creature Skills
Athletics

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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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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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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

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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

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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

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Sea Dog
Soldier
Weird Inventor

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Introduction
T

of millions of readers, the magazines provided a financial


foothold for numerous writers who went on to create
stories and books that are the great works that the pulps
were (for the most part) not.

They are the technological knights who sweep from the


tops of their gleaming high-technology towers with their
wonders from the world of tomorrow. They are the shadowy
avengers who step out of the darkness of back alleys to
strike against the criminals who are choking their city.
They are the garishly dressed masked mystery men who
use the loudness of their anonymity to work against the
forces of evil. They are the heroes of pulp fantastic.

Ray Bradbury, Max Brand, Jack London, Sinclair Lewis,


Stephen Crane, H.P. Lovecraft, Walter Gibson, Lester Dent
the list of writers whose works appeared in the pulps
is long. The list of styles and genres that flourished in
those magazines is just as long, they promised fantastic
fantasy and thrilling thrillers: from the whodunnit to the
horror story, from the Wild West to the moons of Mars,
the pulps helped establish science fiction and fantasy in
the literary experience of the early 20th Century.

he characters in a pulp fantastic campaign are


like the heroes from the pulp magazines of long ago.
They let the Players be faster, stronger and smarter,
in a by-gone era where truth and justice could change the
world for the better, even if only on a smaller scale.

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 pulp publishers were in it, of course, for the money


(some things never change). Fortunes flowed from the
promises of the sensational and the sleazy. With literally
hundreds of competitors on the news-stands, the publishers constantly searched for the type of story that would
sell. And, in the 1930s, they struck gold with tales of
modern knights battling evil the tales that provided the
fodder for pulp fantastic.
The publishers could hardly help but notice that their
largest-selling issues were ones featuring heroes or
villains familiar to their audience, main characters
developed in earlier editions. From that formula, it was a
short alley-vault to continuing series based upon the daring
exploits of a Pulp hero. And it is the exploits of the hero
that pulp fantastic and almost all other rpgs are
influenced by.

If at times pulp fantastic sounds too corny to be true,


remember this: The pulp heroes that inspire this game
were not life-sized characters when they were created in
the 1930s, and the decades have done little to make them
appear any more realistic. They were larger than life colossi
who stood astride the mighty metropolitan cities in which
they were based, while their adventures spanned the
globeand sometimes beneath the Earths surface or far
into outer space. These mythic figures were never intended to reflect their contemporary world.

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

Well, that is an easy answer. It is an alternate history set


during what was called the pulp era, or the period in
history existing between the wars. This game is designed
to emulate the adventure stories from that period, this
also includes radio dramas and modern movies set in the
period.

What is Pulp Fantastic?

SETUP

Pulp Fantastic

Whats a Role-playing Game?

How To Use This Book

Youre probably familiar with computer role-playing


games, where you play a character in some fantasy setting.
You wander around doing quests, levelling up, talking to
other characters and getting new gear. Tabletop role-playing games are similar, but theres one key difference.
Instead of a computer running the game, theres a human
Gamemaster and that changes everything.

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.

Instead of being limited to what the game allows you to


do, you can do anything you can imagine. Lets say you
need to get past a guarded door. A computer game might
only give you the option of fighting the guard or stealing
a pass. In a tabletop game, you can try anything maybe
you can persuade the guard to let you past, or bribe him,
or sneak through the sewers, or forge a fake pass, or even
convince the guard that he should be on your side. The
Gamemaster (or gm) describes the world, the players
decide what they want to do, and then the gm decides
whether or not they succeed.

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

Next, theres the rules section. This covers everything


hazardous and nasty that your characters might come
across what happens when you try to shoot a gangster,
what happens when the gangster tries to shoot you, sneaking around, investigating mysteries and gaining new skill
and traits.
The Gazeteer describes the world of pulp fantastic,
and players are encouraged to read that to help immerse
themselves in the Pulp Era. The Organizations section
describes the various groups both good and bad your
heroes might encounter.
Finally, theres the Gamemasters section and the Pulp
Archetypes chapter. The former is full of advice and tips
for running the game, suggestions for series outlines,
along with a sample adventure to get you started, and the
latter describes the many notable individuals the characters may encounter.
Players are allowed to read everything apart from the gms
section and the Pulp Archetypes chapter if you spoil the
secrets in there, the game might not be as much fun for you.
Gamemasters, of course, can read the whole book.

Playing the Game

pulp fantastic is designed to be played in a series of


game sessions. Each game session takes up an evening.
Think of each game session as an episode of your own tv
series. Most of the events in a game session will be mostly
self-contained youll fight the threat-of-the-week and
deal with the problems surrounding the current crisis but
there will be plot elements and mysteries and conspiracies
that continue from episode to episode. Keep the metaphor
of the television series in mind as you play the game its
a good guide for both players and Gamemasters.

PULP!
By Jonathan Nichols

new york city, 1937

he stake sank into the crumbled wall with a shunk


and Veronica Pentecost sent the vampire back to Hell.
As the last pockets of air wheezed out of the skeletal
remains of the undead thing of the night, Veronica lit a
cigarette and blew smoke into the fanged skull of her prey.
Her client would be pleased. Satisfied with her victory,
Veronica pulled her trench coat around herself and turned
to exit the abandoned Brownstone.
But before the detective could even reach the doorway, a
most terrific upheaval of the earth occurred! Debris fell
from the ceiling and came crashing to the floor. The walls
buckled and began to give way as well. Veronica was going
to be trapped in seconds!
Or rather she would have been, had she not vaulted through
the doorway and into the street. It was perhaps not the
safest of moves, but a resident of New York seldom is
taught earthquake safety. And indeed that is exactly what
appeared to be happening that very day in the nations
largest city: an earthquake.
Asphalt streets were cracked and split open, building
foundations had slouched and dozens wandered in the
dust-filled air of the aftermath. As the tremors subsided,
fire trucks and nypd arrived on the scene, eager to put out
the blazes instigated by broken gas mains and fallen flammable materials. Residents turned out to help one another
out from under the rubble and to rush those who were
wounded to waiting ambulances.
In still other pockets of the neighborhood, plumbing had
ruptured, spewing forth water and lowering the water
pressure to a dangerously low level, a hazardous development for the firemen.
What could have caused such a disaster to occur in this
part of the world? Veronica did not know, but as her wristwatch began to blink red, she knew that she would be on
journey towards the answer soon.
Hours later in the midtown Manhattan penthouse of millionaire philanthropist Sterling Westinghouse, Veronica
Pentecost brought her sleek and silky form to what would
otherwise be an all-boys club.
And what a posh and expensive tree house that this boys
club held their meetings in. Overlooking the city and out
onto the Atlantic Ocean, the penthouse was furnished
with every modern convenience conceivable (the largest

television set that Veronica had ever seen was placed in


the lounge area near the bar. She thought momentarily
that she might get to see The Ed Sullivan Show, but then
realized that it most likely would not air due to the tragedy
and the moderate damage sustained by the shows studio
theatre) as well as many a strange and ancient archeological relic.
As was instinctive to the detective, Veronica automatically surveyed the penthouse in a flash, finding it full of the
usual suspects:
Dr. Washington Wash Stuttz, archeologist and worldwide
adventurer. He was a mans man if there ever was one.
Perhaps that is why Veronica disliked him so.
Chase Danner, former agent of the O.S.S. Although he was
a skilled pilot and renowned man of action, Chase was yet
to turn thirty and still had a brash and impulsive nature.
Perhaps that was why Veronica was so drawn to him.
Dr. Campbell Fleming, theoretical physicist and inventor.
With a balding head surrounded by long, white wisps of
hair, The Doc as he was known looked every bit the part
of the prototypical mad scientist. Perhaps that is why he
disturbed Veronica so.
And finally there was Sterling Westinghouse, millionaire
Wall Street man and philanthropist (how rare those two titles
were seen together). Whenever the world was in danger,
Westinghouse would call upon Veronica and the three men
mentioned previously. Together, they would confront the
threat and always they would emerge victorious. Perhaps
that is what gave Veronica hope when all seemed lost.
Ms. Pentecost, Sterling Westinghouse said as he approached her in one of his custom-tailored suits. He took
Veronicas hand and lightly kissed it. We were worried.
When you hadnt arrived we feared you to be a casualty
of the quake.
As you might imagine, its nearly impossible to make it
across the city right now, Veronica explained.
Ive had a late supper brought up and placed on the bar.
If youd care for any food or drink, please feel free.
Rather get straight to work if you dont mind, Veronica
said while taking a seat dangerously close to Chase.
Very well. Obviously, New York City has suffered a terrible natural disaster this day, Sterling said, taking center
stage as it were on a rise overlooking the lounge.

Pulp Fantastic
But how? Wash protested. The city isnt anywhere near
a fault line?

SETUP

Precisely, muchacho! bellowed Dr. Fleming while his


body quivered with nervous twitches and jerks of excitement. Something is indeed rotten in the Big Apple and
its not the garbage scows!
It is beginning to look conspicuously as if this disaster
was not natural in any respect. For as you might not be
aware, Moscow, London, and Paris have all suffered similar
fates this day. Someone is orchestrating these earthquakes
and I have been authorized to put an end to them. Doctor?
With that, Doctor Fleming stood up and snorted. He then
motioned for the others to follow him as he walked away
from the lounge. They proceeded to follow him to an open
area of the hardwood floor where some sort of mechanical
device stood. It was replete with tubes, wires, coils, and
components hitherto unseen before by anyone in the room
save for Jonathan. Excitedly, Doctor Fleming rubbed his
hands together and then flipped a switch.
Walla rutabaga! the eccentric old man exclaimed as the
electric device buzzed to life.
Its a doozy, Doc, Chase said with a whistle. What is it?
In the aftermath of todays quake, inspiration struck me!
I became host to a grand idea that I hope will one day take
root in the rest of the scientific community as well. Behold
my fantastic device! The siesmo-locater! Dr. Fleming said,
pressing another button and causing his device to utter a
series of beeping noises.
Congratulations, Doc, Wash grunted. Youve invented
the seismographan instrument thats been around for
years.
Oh no Dr. Fleming said with all seriousness. This is
far beyond any seismograph. It is meant to trace energy
and force of an entirely different order.
You were correct earlier, Dr. Stuttz, Westinghouse interrupted. Each of todays catastrophic earthquakes occurred
in proximity to no known geological fault lines. Therefore,
they would have to be caused by a construct made by man
that emanates powerful waves of force.
Force that I have called epsilon waves. And now for the
first time, you are about to witness my device track these
epsilon waves to their point of origin, Dr. Fleming said
excitedly.
Without another word, his machine clicked and whirred
and beeped in rapid succession. Within the center of the
device was a globe of the world, a globe that turned slowly
as a metal pointer dragged across the surface.
Its movingits moving Fleming said with bated breath,
anxiously awaiting the discovery of the location.
The metal needle drew a slow but deliberate line from
New York City across the Atlantic Ocean, over the coast
of North Africa, and finally came to rest in the center of
the nation known as Egypt.
14

I will telephone the airport and have your plane fuelled


and furnished, Westinghouse announced. You will leave
presently for the sands of Egypt.
Hot dog! Chase slapped his hands on the machine,
causing no small amount of consternation from Fleming.
Ive been achin something awful to get back into the
skies, Daddy-O!
Pack few personal effects, but make absolutely certain
that you have your wrist communicators. Dr. Fleming and
I will remain in constant contact with you, ordered Westinghouse. With you lies the hope of humanity, democracy, and most importantlyAmerica itself! Godspeed!
Moments later, a C-47 lifted off from a municipal airport
on Long Island. Chase Danner, one of the worlds top pilots,
sat smiling in the captains seat as he nudged the plane
higher and higher into the sky.
But perhaps he would not have been smiling so had he
seen the mysterious man in the gray suit who stood at the
airport, watching their every move before going to make
a phone calla call uttered entirely in German.
CAN OUR BAND OF HEROES LOCATE AND STOP THE SOURCE
OF THESE EARTHQUAKES BEFORE ITS TOO LATE?? AND WHAT
OF THE MYSTERIOUS MAN IN GRAY FROM THE AIRPORT?

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.

Wash groggily came to after being jarred awake by the


impact of the sweat drop. His open eyes saw the assassins
above him and immediately he gasped. This shocked gasp
continued as the cloaked men jerked and jolted from the
multiple gunshots that suddenly tore through their bodies.
Once they had fallen to the floor, Wash could see Chase
Danner standing in the doorway, holding a smoking automatic handgun in each hand and smiling inexplicably.
Sorry to disturb youre sheep countin, Daddy-O. But it
appears our hotel is surrounded by some mean hombres,
Chase said.
Washington Stuttz was not happy. They were in danger,
he had just come within a sweat drop of being a shiskabob,
and his rest was disruptedmeaning he would be well
beneath his required 7 hours of sleep for the day. Wash
reached into his leather travel bag and pulled from it an
iron mace that dated to medieval times

Sons of bitches must pay! he sneered before following


Danner into the hallway.
Veronica was already in the hotel hall when Chase and
Wash arrived. She slapped a clip into her pistol as bullets
ricocheted from all directions. The other attackers were
now pelting the building with rifle and machine gun fire,
indiscriminately shooting at the windows in hopes of
hitting their prey. Boldly, Veronica charged to one such
window and began to blazingly return fire.
I could stand some help here! she yelled to her cohorts.
You got it! Chase said, taking a stance at another window
where he let the attackers have it with both of his barrels.
His reply came in the form of machine gun fire being raked
across the face of the hotel.
Meanwhile, Washington Stuttz had entered the hotel lobby
where guests were fleeing their rooms in droves and the
night manager had ducked behind the front desk. Stuttz
hid himself behind the potted palm trees near the stairs
and watched as a group of men clothed exactly like the
ones who had attempted to commit his murder ran into
the lobby. As they approached the stairs, these men were
met with the mace of Washington Stuttz.
The leading man got the mace in his stomach, the one
who followed across his jaw, and another a pile driver to
the top of the head. Over and over, swing after swing, bash
after bash, Wash left the veiled attackers in a mess that
was unfit to be viewed by any decent American.
Upstairs, Re-Zal Evad came out of his room, still wearing
the soft, cotton cabana pajamas that he had bought in
London. He was just in time to see Chase climb out of the
window that was his firing position and take up a stance
on the ledge.
Theyre splittin! Chase reported of their attackers, firing
off a few rounds in their direction for good measure.
Friends! Friends! Re-Zal chirped with great alarm. Of
what is this?
Being from out of town, Veronica began as she dragged
15

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?

suggested as he brought a shovel over to the rock-hewn


door. Its a the grave of a commoner. Shouldnt have to
worry about any traps.

I have no idea who these could be! Evad replied, perplexed.

But nothing could have been further from the truth. As


Wash Stuttz led his crew through the tunnel that led into
the ancient Egyptian grave, a set of heavy, wooden spears
tipped with bronze launched out of the walls, seeking to
skewer whomever they could and then block the way for
the rest. It was only because of Washs quick reflexes that
he was able knock the rest of the party backward and spare
them the fate of certain impalement. Wash then immediately set about to smash the crisscross of spears with his
mace while Evad went back to the camels for a change of
pants.

Not a scrap of traceable evidence, Veronica spat as if


what she had said were a curse. Her hands continued to
scour the body beneath her. This fellows face is nondescript, hes got nothing personal on his body. All I can tell
is that he smells like goat.
Yeah, but thats everybody around here, Chase said ignorantly. No offense, Re-Zal.
Oh none taken! Evad said through a forced smile.
That one seems a little cold for your tastes, Veronica,
Danner chided, as Veronica could not give up the search.
Should try to find one a little hotter.
I dont try anything, I just do it, Veronica Pentecost stated
as she stood to look Chase in the eye. Want to try me?
With bloody mace in hand, Washington Stuttz came up
the stairs just as Re-Zal Evad was growing very uncomfortable.
Well, that was a lovely way to spend the evening, joked
Wash.
It was a two-day journey into the desert to reach the target
location. In a convoy consisting of two old Ford pickup
trucks and the many camels brought by the local diggers
and workers that Re-Zal Evad had hired, the three from
America moved at a snails pace to their destination. On
the morning of the second day, the expedition awoke to
find that the tires on the trucks had been slashed during
the night, along with many of the water skins they had
brought along. The local help they had hired ran from the
scene even as Evad begged them to stay on until they had
reached their destination. To that, the workers only replied,
mesh mumken! <impossible!> Evad then had to break
the news that he and Stuttz, Danner, and Pentecost were
on their own.
With the shapes of the great pyramids rising in the distance
before them, the desert travelers finally arrived at the
coordinates provided by Dr. Campbells invention. The
destination itself was unremarkable, but as they dismounted from their camels while Washington rubbed his chin
and gazed upon the rock with great scrutiny, he rapidly
determined the objects true nature.
Its a tomb, Stuttz stated glumly.
I thought those were the tombs, Chase said, pointing to
the pyramids in the distance.
Not all the ancient Egyptians were buried in pyramids,
Re-Zal pointed out politely before waddling across the
sand to join Wash at the carved rock.
Maybe your next question will be better, Veronica suggested in a hot whisper directly into Danners ear.
Well lets get started clearing the entry way, Washington

16

After the spears came the fire. Some form of flammable


substance had been released through holes in the sandy
floor of the antechamber ahead and lit by a torch fallen
from the hieroglyphic-laden walls. Stuttz fell backward
into the others from the blast of heat cast forward by the
crackling flames
Stand back! Chase shouted, forcing his way past Stuttz
and leaping through the fire. His feet found their mark
on the modest sarcophagus that was in the center of the
chamber. Just tell me what Im looking for!
How the hell should we know what an earthquake
machine looks like? Wash hollered back at Chase, hands
to his head in order to deflect the heat.
Boss? Are you there? Veronica said into her wrist communicator, wasting no time in taking matters to the top.
Yes, Ms. Pentecost, a black and white image of Sterling
Westinghouse said. I am here.
Get Doc Fleming on the line, she asked, the heat oppressing her succulent form.
I need a few answers here! Chase shouted as he did a
veritable tap dance upon a grave, dodging the tongues of
fire licking at his boot heels.
Elsewhere, the image of Dr. Campbell Fleming had replaced
that of Westinghouse on Veronicas wristwatch. His white
hair seemed even more out of place than usual, his lab
coat more stained, and his demeanor more harried than
typical.
Whats going on? Whats wrong? he asked in rapid succession. I dont have much time because Ive got to get
back to the lab! One of my atomic experiments is not going
at all the way I had expected and Ive left Miss Akimoto
and my monkey in charge of things and I really shouldnt
even have departed because an isotope of this nature can
be so readily
The earthquake device! Veronica cut him off. What
does it look like?!
The earthquake device? Doc Fleming repeated the question. He then shrugged and gave Veronica a dumb look.
Heck if I know. Uhhh, it would have to be a massive mechanical construct. Power cables and conduit should be

INTRODUCTION
stretching out from it, it should be radiating a great deal
of powercant miss it, Fleming explained.

half a globe away. It still astounded Stuttz how Doc Fleming


could arrive at such marvelous inventions.

Theres nothing even close to that in here! Veronica


screamed.

Have Doc take a look at what weve found, Wash said as


he pointed his wrist towards the machine so that the two
men in New York could see it for themselves. Its cone
shaped, kinda bent at the ends, there are wires hanging
out at the bottom from where Danner ripped it free

Huh, no foolin? replied Fleming, perplexed.


Might it be underground? Evad suggested.
Then Chase pointed. In the direction of his extended finger
was a conical wedge of metal, camouflaged in the corner
of the antechamber amidst a few pottery urns. Stuttz
looked it over skeptically. Could Chase reach it through
the flames? As he looked around at the burning room,
Wash decided that Chase Danner would have to and tossed
a heavy cloth bag to him.
Grab it and get out! Wash ordered and then turned to
Veronica and Evad. The rest of you get out, too! I think
this fire is a self-destruct mechanism!
As his compatriots evacuated the tomb, Chase leaped upon
the odd metal object in question. Rapidly he wrapped it
in the heavy cloth as to protect his hands from what was
now undoubtedly metal that had been heated to a most
scorching temperature. Lifting it he felt resistance. With
time running increasingly short, Chase Danner gave the
object a mighty tug and felt it rip free. Beneath it stood
now severed electrical wires and cablesleading to where
Chase did not know.
Nor did he have time to investigate the matter. With smoke
now beginning to fill the entire underground chamber,
Chase took two more determined leaps and bounded his
way past the ring of fire. Though fleet of feet, he was not
fast enough to prevent the flames from licking across his
legs and igniting his pants on fire.
Finally Chase emerged on the desert surface as the fire
consumed the entire underground tomb. Immediately he
fell to the sands, rolling about in order to extinguish the
burning of his pants. Naturally, Veronica Pentecost immediately went to his side in order to determine just how
much of his pants had in fact disappeared.
Here it his, a coughing and smoky Chase announced as
he unwrapped the machine that he had carried forth from
the inferno.
You were lucky, Veronica told him. You couldve
gotten yourself burned alive by charging into the
chamber that way.
I tell you, lady. Theres the safe way, theres the dangerous
wayand then theres the Chase Danner way, Chase said
as he lit a cigarette that had mercifully not been ignited
by the flames.

Mazoomba! Its not the earthquake device, the voice of


Campbell Fleming said.
You better be joking, Veronica Pentecost said with no
expression.

As near as I can tell, its an amplifiera mechanism that


magnifies the quake waves as they move outward from
their point of origin. There could be many of these hidden
all over the world, Doc explained.
So what is it that we do now? Evad said, asking the
question that was now on everyones minds.
We can only move on down the line, Dr. Fleming replied
through the wrist communicator. Ill use the seismo-locater to run a trace.
Its probably going to be a while, Wash announced to the
others. If you want, Veronica, maybe you can go find a
mirror somewhere and you can pretty up.
I think Ill toss you back into the fire instead, Veronica
replied with complete sincerity.
Ive got it! Dr. Flemings voice mercifully declared, breaking the ugly silence between the bitter rivals. Your next
stop isZanzibar!
All that Dr. Flemings audience of four could then think
about is the hot, sandy, windy journey back to the C-47
parked at Cairos airport.
WHAT AWAITS OUR HEROES IN ZANZIBAR? WILL THEY EVER
ARRIVE AT THE SOURCE OF THE TERRIBLE EARTHQUAKES?
WILL VERONICA FINALLY SNAP AND JUST KILL WASH?

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.

A most tiny machine to cause such large earthquakes,


Re-Zal Evad said aloud as he inspected the salvaged device
that was now sitting in the sands before he and Wash. At
a loss, Wash activated his wrist communicator.

The streets were clogged with bicyclists, pedestrians, and


a handful of cars that seemed antique by American standards, and even a healthy amount of oxen driven carts
were thrown into the mix. Amidst the teaming throngs
of humanity, how could they hope to locate Stuttzlet
alone the quake device?

You there, boss? he asked aloud.

Zanzibar! Chase hissed. Im back in Zanzibar!

I am here, Dr. Stuttz, came Westinghouses voice from

Not fond of Africas Jewel? Veronica asked as she dodged


17

Pulp Fantastic
a bicyclist and made the charge through traffic in order
to get to the marketplace across the street.

SETUP

Was here about a year or two ago, Chase explained as he


tried not to bump into a table that was covered with a pile
of green vegetables that he could not recognize. We knew
that the Reds were real interested in Africa. I went here on
the sly-like to discourage what the Commies had in mind.
You wouldnt have been involved in a certain Soviet
freighter explosion from around that time, would you?
wondered Veronica, again squeezing between pedestrians,
some carrying heavy loads atop their heads.
All I remember is how this damned humidity made me
constantly sweaty, Chase complained. Veronica stopped
dead in her tracks, and then turned to face Danner directly in the eyes.
And whats wrong with being sweaty? she asked in her
typically sultry way. Though known for his cool, smooth,
hipster repartee, even this spy could be left speechless by
the withering and unbridled eyes of Veronica Pentecost.
Truth to tell, she loved every moment of reducing the
young agent to a befuddled schoolboy.
Wewed better find Wash. Hey! Chase shouted, grabbing
the shoulder of a young, bare-chested boy who happened
to be passing by. He displayed an old photograph of Wash
to the boy, perplexing him even further. Have you seen
this guy?
The young African boy shook his head negatively and then
scurried off for fear of being further accosted.
Well, that didnt work. Time to try something else, Chase
said.
WASH! he screamed into the bustling crowd. wash!
where the hell are you?! It was the best that Chase
could come up with. At his urging, the two of them resumed
their hurried pace of walking. Lets hope that Re-Zal is
doing better than we are.
Elsewhere, Re-Zal Evad was seated in a caf, fanning
himself with his hat as the ceiling fans did little to reduce
the heat in the room. He looked about tautly and nervously; worried that someone would see him there, even though
there were only three other people in Zanzibar at that
moment that might question his presence in a caf. The
waiter brought Re-Zal his drink, unknowingly bringing
with it at least a small degree of distraction and comfort.
And then the man in the gray suit sat down at the table
and Re-Zal jumped agitatedly.
Colonel Leermeister! Re-Zal said in surprise.
You have information for me? the German asked humorlessly. He was bald, craggily faced, and seemed genuinely disdainful of life in general.
Please sir! Re-Zal begged in a hushed tone. Do not call
attention to me! There are ears and eyes about us!
I am not concerned with that. I wish only to know what
you have planned.
18

After looking about to make certain that the caf patrons


were far more engrossed in their own business than in
his, Re-Zal leaned across the table and divulged his secrets.
All is ready and in place. Dr. Stuttz already has been taken
care of, Re-Zal reported. One of the natives here who is
on my payroll is leading him to a substation of the earthquake device that is located deep in the jungle...but he
will never find it. There are a good many things in that
jungle that will have their way with him and very soon, I
will bring the others there for the same purpose!
And they are unaware of your involvement? Leermeister
questioned.
They suspect nothing! a giddy Re-Zal replied.
Stupid Americans, the Colonel breathed through a toothy
grin. You have done well, Evad. Your payment will be
wired to your account.
Oh one more thing if I may ask? Re-Zal questioned
timidly, the question bordering on ingratitude and causing
a raised eyebrow from Leermeister. I wish to go to America
and seemovie stars! And listen to this jazz!
Leermeister pushed his chair back and stood away from
the table, never once removing his narrow, predators eyes
from Re-Zal. Grabbing the edge of the table and the tablecloth, Leermeister flipped the table over, spilling the drink
onto his sniveling conspirator. Without saying another
word, the Colonel turned and exited the caf.
SoI suppose that was the infamous German temper,
Re-Zal said very very glumly as the contents of the table
saturated him.
Once in an alleyway beside the caf and off of the bustling
streets, Leermeister removed what appeared as a small
black and white television set from his suit coat pocket.
He manipulated the contraption much as one would the
wrist communicators invented by Dr. Campbell, turning
small knobs to tune in a fuzzy black and white image and
coaxing it into a clear form. A bald man with pointed ears,
a slender goatee and vaguely Oriental features stared
menacingly back at Leermeister from the screen.
We have success, Your Excellency, Col. Leermeister told
the sinister figure.
Despite the language barrier between he and his native
guide, Stuttz felt confident that at the end of the hike he
would be staring at two things: the earthquake device and
whoever had built it. The native guide seemed every bit
as adept at finding his way through a foliage-ridden jungle
as Wash, for Wash had certainly done his share of exploring in rough terrain. Along the way, Washington had
spoken with several villagers who had reported strange,
mechanical sounds and strange, electrical glows emanating from what used to be a temple of worship deep in the
jungle, confirming the rumors that the guide had reported to him.
And now as the guided jabbered in a tongue incomprehensible to Wash, he pointed past enormous, green leaves
the size of elephant ears and directed Stuttzs attention to

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.

In time the proper instructions were conveyed and the


machine was indeed deactivated. Wash tromped wearily
out of the ancient Zanzibarian temple and met his native
guide. Though his intellectual curiosity implored him to
return to the structure in order to study it and discern its
social and historical implications, physical exhaustion
eventually won out in the argument.
Lets go, the archaeologist said to the native. Ive had
enough for one day.
After they had been underway for a few moments, Stuttz
looked back and noticed that his guide was no longer
behind him, thus not fulfilling the obligations of a native
guide. Where could he have gone?

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

Cold, indifferent blood versus hot, American blood.


As expected, the crocodile put up a fierce fight. It flipped.
It snapped. But Wash eventually was able to twist its tail
enough to render it completely upon its back. Now came
the most harrowing and treacherous part. Could he remember how to do it? He had seen it done once before at
the Worlds Fair in New York. You pin a gator down and
then gently rub its abdomen until it falls asleep. Of course
this was a crocodileand a big one at that. Still, there was
little choice.
As a mother would to a child with a tummy ache, Washington Stuttz brushed, rubbed, smoothed, and even caressed the stomach of the croc. He fought the urge to twitch
and wretch as his hand moved over the outline of the
native guide, being slowly digested within the animals
stomach. Eventually, the reptile massage paid its benefits
and the crocodile collapsed, fast asleep.
Wash followed suit. He fell backward into the grass as a
spent shell casing on the battlefield of the wild.
Through the tropical foliage and across the flimsiest of
rope and plank board bridges, Re-Zal Evad led Danner and
Pentecost on a most precarious trail that they could only
hope would end in finding their colleague, Dr. Stuttz.
Hurry! Hurry! Evad encouraged them, even as the rope
bridge began to give and buckle under their weight. This
way!
And how exactly did you find out that he was here?
Veronica asked as she fought to keep her footing.
I bribed one of the local officials! Re-Zal said as if he
simply wanted the line of questioning to end. Now we
must hurry!
The end of bridge reached, the shores of Indian Ocean
could be seen ahead with the sun setting in the distance.
As fast as his stubby legs could carry his rotund body,
Re-Zal ran to what appeared to be a log in the brush upon
which a figure was splayed in exhaustion.
Wash! Chase exclaimed as soon as he recognized the
figure and then joined Re-Zal in the beach foot race.
Much to everyones surprise, it was not a log that Wash
was upon, but rather a sleeping African crocodile. Stuttz
was barely conscious, his mumbled and barely audible
babble were made all the more incoherent by the proximity of the jungle noises. Chase urged him to keep still and
quiet while he administered a canteen of water to him and
cautiously dragged him away from the deadly reptile.
What the hell happened to him? Veronica asked as she
arrived on the scene, observing Washs torn clothes and
bloody scrapes. Is he going to live?
He will live as long as the rest of you, fraulein, which Im
afraid is not very long, came a sneering voice on the beach
behind them.
Veronica spun on her feet, her handgun drawn and at the
ready, only to find that they were surrounded by soldiers
holding rifles who were dressed in entirely gray uniforms
20

and bearing the red and black emblem of the swastika


upon their lapels. On their backs were metal gizmos the
likes of which neither Veronica nor Chase had ever seen
before. Standing amidst these troops was a triumphant
Col. Leermeister, smiling like a fisherman who had just
caught a prize trout. Bitterly resigned, both Chase and
Veronica raised their hands in surrender as the barrels of
each rifle pointed towards them.
My name is Leermeister and I am Colonel in the Fourth
Reich. I have pursued you halfway across the globe, mein
fruends. At last, I may stop chasing, Leermeister said
calmly. You have done well, Evad.
With that Re-Zal Evad took his place at Leermeisters side,
stunning the ones who were once in his charge.
Money is in my account now, yes? Evad asked. Col. Leermeister nodded affirmatively.
Theres two things in the world I hate, Daddy-O, Chase
said to Re-Zal. Nazis and traitorsand you gone and done
did both of em.
Enough! the Colonel hushed. It is time for us to depart.
Having said that, Col. Leermeister removed a flashlight
from his belt and pointed it into the darkening sky. After
flashing as series of timed pulses from the hand-held light
into the sky, a response of similar flashing occurred. Then
came a low, rumbling sound, as if the sky were about to
become filled with large airplanes. But no such thing
occurred. Instead, a large blimp came into view overheada blimp that bore the swastika emblazoned upon
its canvas side.
Come! Leermeister barked. We depart for New Berlin!
Despite Veronicas obvious repulsion to their hands, the
soldiers took hold of her and Chase and Wash, just before
demonstrating that the contraptions on their backs were
in reality rocket packs that would hoist them into the air
and into the gondola of the Nazi Zeppelin. Where they
would go to from therenone could say.
new york city
Dr. Fleming! Westinghouse said sharply as he entered
the wood-paneled room that had once been another study
of his but was now an impromptu laboratory for Dr. Campbell Fleming, who was waving his hands defensively in
response to his name being called.
Not now, Westy! Fleming pleaded in a manner resembling an epileptic seizure. Im up to my ass in alligators!
With that, Jonathan returned his full attention to the
tuning knob of one of his devices.
As is the rest of the world, Doctor. Ive just received word
that Bombay, India has just been toppled by a severe earthquake. What is the status of our adventurers? Westinghouse asked.
Thats just it! Fleming explained. I dont know! Maybe
theyre alivemaybe theyve met an ill-fate. I dont know

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

be! They were rocketships, on launch pads placed beneath


silo doors in the rocky ceiling and pointing towards outer
space!
Damn, Chase said with a long whistle. Id give my right
nut to fly one of those babies.
When exactly did your people invade Antarctica, Colonel?
asked Veronica Pentecost as they were ushered into warmer
parts of the hangar. Technicians and mechanics still moved
about, shouting at each other in German.
Weve been here for a very long time, frauline, laughed
Leermeister.

SS troopers on guard snapped to attention and raised a


flat palm upward as Leermeister approached victoriously
with the prisoners. The guards stood as aside and allowed
heavy doors to move away, revealing an entryway over
which hung a swastika-bearing flag.
Quite an igloo you got here, Colonel, Wash remarked as
his eyes wandered about. Like something out of Buck
Rogers.
This is all from technology invented by the Reich years
ago, boasted Leermeister as he led them through metallic hallways, dotted occasionally with electronic access
panels and glorious portraits of Hitler. Once you had
invaded France in 1944, we knew that we were kaput in
Europe. So into U-boats went our most secret technologies,
our most brilliant scientists, and our most elite troops.
All of them brought here to the South Pole to build this
Neuschwabenland that you see here today.
And while you stupid Americans occupied yourselves
with your ridiculous victory parades, we were building
rockets, Leermeister said with a sly sneer. And jet-powered aircraft that far surpass any of the kites in your
arsenal.
This guys startin to bug me, Wash, Chase said in anger
as he attempted to wriggle loose of his captors. Stuttz
cautioned him to remain as he was and allow for time to
formulate a proper escape plan.
I think youll find that the wings of liberty havent lost a
feather, Herr Jack, Stuttz bragged with all confidence.
America and her allies stopped you once before and we
can do it again.
Ja? How interesting the Colonel smiled menacingly as
he brought the prisoners to a halt by a closed door. This
time, Deutschland has allies of her ownand weve recently made an arrangement that will have most dire
consequences indeed for America.
With that, the Nazi opened the door. On the other side
was a chamber that resembled a dining room, complete
with a long and grandiose table with chairs and place
settings all around. At the head of the table was a man in
purple robes, a bald man with a sharp goatee and pointed
ears. Slowly, the sinister being began to clap his handsa
considerable feat given his sickeningly long fingernails.
Welcome, Americans, he said with an accent that was
21

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

Of course, I should not expect you to know of where Im


from, Xan said smugly. Please sit. Our mid-day meal will
be served shortly.
The Nazi troopers shoved the prisoners to their places at
the table. Resigned, Wash, Chase, and Veronica each sat
down and unfolded their napkins.
Hyperborea is a civilization which exists many miles
beneath the Earths crust, Xan explained. Unbeknownst
to your pitiful scholars, an entrance to this kingdom lies
below the ice of this continent. We recently encountered
Nazi scouting parties and though our rapport was tenuous
at first, we eventually came to find that we havemutual
aspirations.
Namely, world domination, Leermeister said as he raised
his recently filled flute of champagne.
As if on cue, the sound of thunder rocked the dining room
and rattled all glasses and dinner plates on the table. For
Veronica, the telltale shockwaves were far too akin to those
she had felt in New York.
Earthquake! she cried as she attempted to crawl under
the table, but was denied by Nazi guards.
No, no, silly frau, Leermeister cackled. That is a squadron of our X-Jets, returning from patrol, no doubt.
Man, I aint never heard engines like those on a plane before,
Chase marveled in awe to the sound of the Nazi jets.
I would wager that there are a great many things here
that you have never seen before, Xan mused.
Yeah, like an earthquake device, interjected Wash, attempting to bring the matter to a head. What exactly do
you hope to accomplish by bringing that kind of destruction to the worlds cities?
Oh certainly I have now made our goals most clear, Dr.
Stuttz, the sinister man from beneath the earth pompously stated. Unless the nations of the world turn total
control over to Hyperboreaand of course the Fourth
Reichwe will level every major city on the surface world
in less than two days.
You fiend! cursed Stuttz as he stood to vault over the
table and wring Xans olive-toned neck. He was impeded
however by Chases outstretched arm. This prompted only
laughter from Xan and Leermeister.
A pity, this aggression of yours, Dr. Stuttz. You all could
become part of the genesis of the new world order, offered
Xan with a fingernail thoughtfully poised at his lips.
Hey I might not be a church-going, cookie-baking, Donna
Reed kinda gal, Veronica began, incensed. But this girl
stands for only the good ol red, white, and blue!
No dice, square, Chase concurred.
22

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?

A steamy sort of warm?


Yeah. Howd you know?
If theyre working with the Hyperboreans, then I assume
that the Nazis must now have the ability to tap geothermic
energy sources. Listen, you must detonate the reserves of
jet and rocket fuel that they have in storage. Once you do,
the heat from the blast will ignite the geothermic gases
and that entire hall of nightmares youre in will go up like
a second sun. If were lucky, the blast might even be severe
enough to shut off the tunnel entrance to Hyperborea. At
any rate, we must make certain that the Nazis not reach
into space! Just make sure that youre all plenty far away
from there when it happens, okay, Chase? Chase?
Dammit! Doc! I gotta go!
And with that final, pleading statement from Chase, the
airwaves fell silent.
Hold steady, boy! Ill send help! but Fleming had absolutely no idea how he would make good on that promise.
Youve found them? asked Westinghouse as he re-did
his cufflinks and walked into the room behind Dr. Fleming.
Rapidly, Campbell Fleming recounted everything that the
secret agent man had reported to him over the radio and
watched, as the face of Sterling Westinghouse grew grimmer
by the moment. Though he momentarily raised his eyebrows
in optimism as Dr. Fleming explained the physics behind
the explosion that he had just ordered them to create, Westinghouse was still greatly troubled as to how to get his three
operatives quickly out of harms way.
I will call President Truman, a determined Westinghouse
finally announced, and then promptly turned for the telephone that sat on the edge of Flemings cluttered desk.
And tell him that a rapid strike force is needed in Antarctica.

The one and only, Daddy-O.

But Boss! Wont he think weve failed in our mission?


Wont he think

Where in blazes have you people been? Ive been trying


to reach you for

Truman will think what I tell him to think! snapped the


multi-millionaire as he picked up the phone and dialed.

Cut out the hubbub, bub. Weve been Shanghaied to


Antarctica by a bunch of Nazis. Theyre in cahoots with
this other strange guy who claims to be from a kingdom
inside the Earth and together theyre causin the quakes
with an earthquake device.

Well, thats a radio thatll never work again, Chase thought


to himself as he looked over the shattered and smoldering
radio console with the legs of a Nazi trooper sticking out
of it. Far more serious than the state of communications
though, this trooper would eventually be missed and it
would be discovered that Chase and his compatriots had
effected escape and were on the loose.

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.

With those facts squarely in his mind, Chase Danner drew


upon all of his learned instincts as a special agent in order
to skulk stealthily through the corridors of the Nazi base.
Deeper and deeper into what he was sure was the recesses of the Earth beneath the Antarctic ice and snow, Chases
heart leaped when he came across Veronica and Wash as
they were crammed into a confine space that overlooked
an open expanse of the building that held storage tanks
of fuel and housed generators to power the hidden Nazi
fortress.
23

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

but another soon waddled into its place. Chase Danner


joined in on the action, blazing his handgun towards the
deadly beasts.
Uh-oh, Danner said as his pistol began making a tattletale clicking sound. Im outcompletely out.
Probably should have saved a few bullets for ourselves,
Stuttz remarked, grimly assessing the tide of oncoming
killer penguins.
It was not in the nature of Chase Danner to give up quite
so easily. With all the foolish recklessness of youth, he
dove from the edge of the snow crawler and into the mass
of penguins. He punched. He kicked. He wrestled. He had
a decent-sized chunk bitten out of the flesh of his back.

Crazy kid, Dr. Stuttz muttered while shaking his head


in disbelief.
Mace at the ready, Wash followed Chase and jumped swinging into the fray. Through fisticuffs and a mace, as well as
the last remaining shots from Veronica Pentecost, many
a killer penguin fell that day in the Antarctic snow. But
the situation grew bleaker by the moment. For every avian
adversary that was killed, two more seemed to follow in
its place. The three fought as Sisyphus against the stone.
It did indeed look like the end for our heroes.
That is until the blast of a laser beam incinerated the
penguin nearest Chase. Ray after ray of red lasers shot
down from the sky, reducing the mass of penguins to a
wide pile of smoldering ash and cutting an arc of safety
around the snow crawler.
And as the three looked to the sky to determine the source
of their salvation, they found it in the form of a group of
men flying through the clear Antarctic sky by way of rocket
packs strapped to their backs. Their copper helmets
gleamed in the sunlight and shone as justice before the
spawn of the Nazi menace. It was the United States Rocket
CorpsThe Fightin Rocketmen.
Three of the Rocketmen landed on the snow crawler,
causing Veronica, Chase, and Wash to avert their faces
from the brief burst of heat that radiated from the rocket
pack.
Were The Rocketmen. Were here to get you out, the
lead Rocketman said plainly to Veronica. Let me get a
hold on you, Maam.
Oh you betcha! Veronica turned around with a grin and
allowed her to be enveloped in the arms of the Rocketman.
Wash and Chase also allowed themselves to be held by the
other two rescuers (by the underarms only) and soon they
were soaring up into the skyjust as a fireball of immense
proportions erupted forth into the air from beneath the
polar ice.
Soaring away from the blast like an insect spat forth from
an inferno was one of the Nazi super jets. It desperately
made its attempt at escape, desperately for it contained
Re-Zal Evad.
25

Pulp Fantastic

SETUP

Hurry my friends! Re-Zal whimpered to the Nazi pilot


and co-pilot. If you can get us to Argentina in an hour, I
will pay you double!
Before the pilots could answer the sniveling coward, three
Rocketmen appeared in front of the plane, causing the
pilots to point out of the cockpit window and shout nervously in German. The Rocketmen aimed their laser guns
at the plane, motioning for the pilot to ditch the jet in the
icy waters below so that he and his passengers might be
apprehended.
I would have liked to have met Betty Grable, Evad sniffled
pathetically in defeat.
The other remaining Rocketmen delivered their rescuees
to the deck of a U.S. submarine that awaited them in the
waters off of Antarctica. Veronica promptly commanded
her Rocketman to remove his helmet so that she might
give him a deep kiss of gratitude. Chase and Wash told
their rescuers that a hearty handshake was all they were
getting from them.
How is that for a rescue with style? came the voice of
Sterling Westinghouse on their wrist communicators.
Itll do, Boss, Chase said with false indifference.
And the entrance? interrupted a frantic Doc Fleming.
Did the explosion seal the entrance to Hyperborea?
Chase and Wash exchanged dumb looks while Veronica
continued to make out with her Rocketman.
Doc, theres no way we can know that. We had to high-tail
it out of there before we went up with the place, too, Wash
replied.
Yes, I understand, Fleming sagged with dejection. But
I fear we may get our answer to that question someday
soon.
Xan continuously lost his footing on the loose rock of the
tunnel, mainly due to the fact that he was only wearing
slippers on his feet. He fell yet one more time onto his
posterior and uttered a curse in Hyperborean.
Have you no decent footwear? chided Colonel Leermeister who was ahead of him in the tunnel.
Royalty seldom travel this way, Xan growled. Besides,
what time had I to change shoes before our work went up
into flames?
Leermeister could feel the heat from the intense fire that
burned above them and would probably continue to burn
for another week.
They shall all pay dearly for this, Xan swore aloud as he
once more started down the path that led into the Earth.
Hyperborea shall again rise to the surface and when it
doesI shall first go looking for Veronica Pentecost, Chase
Dannerand Washington Stuttz.
the end?

26

Chapter 1
Basics

his chapter covers the basic concepts and rules of the


pulp fantastic role-playing game. Everything
gets explained in more detail in the appropriate chapters later on in the book, but heres the glossary and quick
reference.

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

All characters (pcs, npcs, even monsters and creatures)


have six Attributes. These attributes are:

Awareness: spotting dangers, noticing things


out of place, avoiding surprises
Coordination: dexterity, agility, dodging,
climbing, accuracy
Ingenuity: IQ, inventiveness, cleverness. Not
necessarily a measure of education. A character might be very clever, but poorly educated.
Presence: personal charisma, likeability, charm
Resolve: determination, courage, willpower.
Strength: physical strength, toughness.

Everyone has at least 1 point in every Attribute.


For humans, all Attributes are rated from 1 to 6. For
example, a Strength of 1 means the character is noticeably
weak, small or physically challenged. A character with a
Strength of 6 might be a weightlifting athlete or a really
tough soldier. Particularly strange villains, creatures and
monsters can have Attributes well beyond human maximumsa love-struck giant ape from a lost South Sea
island might have a Strength of 16, while a Kraken might
have a Strength of 40 or more!

Animal Handling: Caring for animals,


calming down ferocious monsters, commanding animals.
Athletics: Climbing over obstacles, running,
fitness
Convince: Persuading people, lying with conviction
Craft: Making or repairing items
Fighting: Brawling, punching, using melee
weapons
Knowledge: History, geography, cultural information, folklore, humanities.
Marksman: Using firearms, from bows to
assault rifles and pistols to electro-blasters.
Medicine: Everything from first aid to brain
surgery
Science: Research, experimentation, scientific knowledge
Subterfuge: Sneaking, sleight of hand, hiding
from monsters
Survival: Outdoor survival, navigation, living
rough
Technology: Weird science, using gadgets,
Transport: Driving, flying, operating vehicles

All skills have associated Areas of Expertise. A character


can pick up Areas of Expertise if they have the related Skill
at 3 or more. Areas of Expertise give a bonus to rolls related
to that area.
See page 40 for a full description of all the skills.

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

Yes, AndYou not only succeeded,


you get an extra benefit on top
of succeeding

4-8

Good

Yes! You managed to do exactly


what you were trying to do

0-3

OK

Yes, ButYou succeeded, but at a


cost.

Rules

1 to 3

Failed

No, ButYou didnt do what you


set out to do, but you managed
to accomplish something

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

No! You failed. It didnt work.

9+

Disastrous

No, AndNot only did you fail,


youve made things worse!

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.

ATTRIBUTE + SKILL (+TRAIT) + TWO SIX-SIDED DICE =


RESULT.
Then, compare the Result to a Difficulty set by the GM. If the
Result is greater than or equal to the Difficulty, you succeed.
If the Result is less than the Difficulty, the attempt fails.
Finally (and optionally), determine how well you succeeded or failed by working out the difference between

28

the Difficulty and the Result. You dont have to follow


this step for every roll, but it adds detail to important,
dramatic rolls.

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 Really Easy

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

Doing basic research in the library

Easy

Winding a clock, operating a radio, jumping a low fence,

Normal

12

Driving a car in traffic, shooting at someone, swimming in the sea, uncovering a useful but
not secret fact.

Tricky

15

Driving at speed, shooting a moving target, climbing a building

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

The world of pulp fantastic is the world of the popular


fiction of the 1920s and 1930s. Its the past of our world,
but idealised, simplified, and greatly exaggerated.
First, the bright spots were brighter. Scientific achievements really could deliver on its many promises. Heroes
were generally the noble and strong characters in stories,
even if they had a flaw or two. The question wasnt if the
good guys would win. The question was usually how.
On the other hand, the darker spots were dark. Crime and
corruption in the cities was even worse than what the
papers were reporting. Nefarious schemes hatched by
masterminds both criminal and political were everything.
But this all just gave the heroes something to fight against.
The reason for this more idealistic view of the world was
simple. The Great Depression was a recent, ugly memory.
Not too long ago, thered been a brutal war in Europe, and
it looked like another was on the way. In 1918 Spanish Flu
had suddenly, swiftly and inexplicably killed nearly five
per cent of the worlds population. Times were hard, and
people wanted to escape their lives with light reading.
They wanted stories in which the good guys were stalwart,
true and victorious, and lifes problems could be solved
with a solid right hook. So the pulps werent about realism,
they were simply about entertainment, about stirring
stories of adventure, intrigue, action and horror.
This world a world of square-jawed heroes and villainous
masterminds, of weird science and lost worlds, of mystery
men and two-fisted justice is the world of pulp fantastic.

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: Cool. What are the rest of you doing?


Adam: Wild Bill moves over to the manhole cover to check
it out.
Terri: Runt is sticking close to Wild Bill.
Adam: (In a gruff British accent) Thats right lad, you stick
with me.
gm: Can I have Awareness + Survival Rolls from Wild Bill
and Runt please.
Adam: Can I add my Tracker Trait bonus?
gm: Sure.
Adam: Cool. Awareness 3, Survival 4, +2 from Tracker
I rolled 4. Thats a total of 13.
Terri: I got 10.

In this example of play, theres a gm and three players;


Clay, Terri and Adam. Each player has a different character. Quick Draw Charlie McCoy, a soldier for hire, is
played by Clay. Runt, a boy rogue is played by Terri and
Lord William Wild Bill McGommery, big game hunter,
is played by Adam. The group have thwarted an attempted kidnapping on the streets of Hong Kong and tracked
one of the kidnappers to the docks.

gm: Excellent. Wild Bill, as youre examining the manhole


cover, you notice a thin smear of something dark on the
edge, partially washed away by the rain. Moving the
manhole cover slightly, you can see the top rung of a metal
ladder, on which you clearly see a bloody handprint.

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: I call Charlie over.

Clay: Is there anywhere else he could have gone?


gm: Is that in character as Charlie, or are you asking me?

Adam: Wild Bill just grunts and starts to climb down the
manhole.

Clay: Thats Charlie. (Clay adopts a lazy drawl) Anyone


see anywhere else he could have gone?

Clay: Charlie looks at Runt. (As Charlie) Are you as crazy


as he is?

gm: Roll Awareness + Ingenuity, everyone.

Terri: Runt grins at Charlie and clambers down after Wild


Bills. (As Runt) Last one downs a sissy!

Clay: Awareness 4, Ingenuity 3, plus a roll of 5. Thats a


total of 12.

Clay: Riiiiight. Charlie unholsters his automatic, just in


case.

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!

Clay: Im going to regret this. Okay, Charlie heads down


29

Pulp Fantastic
after them. (As Charlie) Someones got to keep you yahoos
outta trouble

SETUP

gm: At the bottom of the ladder is the tunnel, maybe a


sewer or a storm drain. With all the rain youve been having
it doesnt smell too bad, but you dont feel like setting up
home just yet. Its very dark. Did anyone bring a light?

gm: Awareness + Ingenuity, please. Adam, Wild Bill rolls


Awareness + Survival, plus his Tracker bonus.
Adam: I got 10.
Clay: I got 12

Adam: Uh

Adam: Again? Im using your dice next time.

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

Clay: Are they coming closer?

Terri: Runt is going to sneak closer to the sound to see


what he can see.
Clay: Charlie follows.
Adam: And me!
gm: Coordination + Subterfuge rolls, please.
Terri: Er, 10.
Adam: 9.
Clay: 12.
Adam: Cmon!
gm: (With an evil grin) He cant keep rolling like that
forever. Right, the three of you steal up to the bend in the
tunnel and peer around. Ahead of you it opens out into a
large cavern or grotto, dimly lit by several oil lanterns hung
on beams and pit-props. Several men seem to be working
in the semi-darkness, moving heavy wooden crates.
Terri: (As Runt, whispering) What are they doing?
Clay: No idea. Can you see whats in those crates?
gm: (To gm) Can we?
gm: Not from here; theyre too far away and the light is
too dim.
Adam: Can we get any closer without being seen?
gm: Maybe. Are you going to try?
Terri: Ill go.
gm: Coordination + Subterfuge roll, please.
Terri: I got 12!
gm: Excellent. Pressing yourself into the brick wall of the
tunnel, you slither closer to the entrance of the cavern. At
the lip of the tunnel you pause and peer into the space
beyond. About two metres away you can see one of the
crates. Stamped onto the side is a crest you recognise from
your adventure in Europe; the horned eagle of Berezkia!
Terri: Oh, no
gm: Before you can head back to the others theres a
metallic rattling above your head, and a heavy iron gratings clangs down across the entrance to the tunnel and
locks in place. At the same time bright lights snap on
inside the cavern, dazzling you all. As you struggle to
regain your sight, a familiar voice chills you to the bone.

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

his chapter covers the rules for creating your player


character. If youre using the characters from the
templates, youll still need to refer to this chapter to
learn about Attributes, Skills, Traits and the other character-centric rules.

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,

striving to crush the home-grown disease that is organized


crime? Are they the agents of an ancient mystical brotherhood, fighting to push back the forces of supernatural
darkness? Are they explorers and hunters, trekking off
the edge of the map in search of fame, glory and a dinosaur
head to mount over the club fireplace? Are they a combination of the above, or something entirely different?
With the above examples, many different types of character can be brought together by similar experiences.
Perhaps the agents of the mystical brotherhood all encountered some foul supernatural threat at some point in
their lives, and are now bound together by a sacred vow
to protect the innocent from Eldritch Abominations.
Maybe the wise-cracking, whip-wielding adventurer and
the stuttering, bookish scholar both lecture at the same
university, and maybe the grim government agent has
been assigned because the artifacts they dig up have a
tendency to be dangerous. Perhaps the gum-chewing
news hound follows them around because the scrapes
they get into make the best copy!

Who are the Characters?


Pulp characters tended to break into two wide archetypes:
Protector and Avenger.
The Protector is a bulwark against evil; defending the
common man, society, the American government, Truth
and Justice. While the Protector is willing to bend rules
and laws in the pursuit of higher goals, ultimately he is
about upholding the law. Regardless of what evil and
heinous acts occur, the Protector will work within the
system to prevent those acts from happening. The Protector is a role-model, as well as a model citizen. He is the
one given the public plaudits, the honorary police badge,
the one handed the key to the city.
The Avenger acts from the shadows and embraces them
as a part of his way of life. While the Avenger may hold
the Protector in high esteem and respect, he knows that
having high morals can get in the way when trying to break
a crime ring. The Avenger is about practicalities and
getting the job done, even when it means breaking the
lawor the occasional bone.
Remember that regardless of which of these two general
archetypes is used as a theme for your character, that
character is supposed to be a hero. The world of the Pulp
Era can be brutal at times, but the characters are the heroes

SETUP

Pulp Fantastic

SAMPLE CAMPAIGN FRAMEWORKS


BRING EM BACK ALIVE!
The characters are a group of naturalists, guides, hunters and reporters who travel the world in search of the biggest, most elusive
and mysterious game for study in a major metropolitan zoo. Funded by a mysterious benefactor, their mission is to investigate
reports of strange and unusual wildlife, and retrieve live specimens if possible. So far theyve not had a lot of success, mainly because
the Nazis keep getting there first. But what does the Fuhrer want with these animals, some of which seem as if they shouldnt be
native to the Earth at all?

KNIGHTS OF THE ELECTRIC TABLE!


Nikola Tesla, the wizard of the 20th Century, has created a new technological Camelot in upstate New York. Playing both Arthur
and Merlin, the quiet genius has recruited some of the worlds most extraordinary men and women to serve as his knights;
guardians who serve to advance the boundaries of human knowledge, and protect the people from the willful abuse of that
knowledge. Together the characters investigate abuses of the new technology, fighting to stop the fruits of Teslas genius from
ushering in a new Dark Age. But how are dictators and mad men getting hold of Teslas designs? Is there a traitor in Camelot? And
what of Thomas Alva Edison and his insatiable desire to make Teslas discoveries his own?

TALES OF THE AIR CAVALRY!


From their super-secret floating island, the brave airmen and women of the visionary Air Cavalry protect the skies of the world from
the machinations of science villains, dictators and criminal masterminds. Beholden to no nation, the Air Cavalry has vowed that the
skies shall remain free from war. But as the nations of the world move closer to conflict, and Herr Hitlers scientists experiment with
new and faster aircraft, and newer and more terrible technologies, can the Air Cavalry really hold back the tide and keep the skies
open for Freedom?

TWO-FISTED ACTION TALES!


The publishing industry in the pulp-era is a cut-throat business, and these days a magazine has to have a gimmick to stay in print.
Say, wouldnt it be a great idea if, instead of paying hack writers to churn out unbelievable stories month after month, the magazine
had its very own real-life adventurers and chronicled the scrapes they got into? Sure it would! If thats not a sure-fire hit idea, then
my names not J. Montgomery. Cruickshank III. Get to it boys! And wheres that copy-boy with my danish?!

FIGHT THE FUTURE!


Youll always remember the night the time traveler appeared. Grim, determined and weighed down with terrible knowledge, he
first convinced you of his veracity with information about your life; information that no-one alive could possess. Then he told you
a little about the terrible future he had seen, on his voyages astride his chronovelocipede. Finally, he told you that you, and others
like you, were the key to stopping that awful, empty future from coming to be. Shortly after the traveler introduced you to his
other recruits, he vanished, leaving behind a tattered journal brimming with notes concealed in a complex cipher. The brightest guy
you know is decoding it, and lets you know whenever he uncovers something useful. The trouble is, you dont know how that
dreadful barren world will come about. You hope youre doing the right thing, but what if youre just making it happen, or even
making it worse?! And who are the dark-suited strangers you seem to be running into more and more often? Are they time travelers too? Or do they serve an even murkier, more fantastic purpose?

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.

Try also to become familiar with the historical


period that is the basis for the campaign. The
Source-book included with this game, the Pulps
themselves, and many readily-available books
on history will supply you with most everything
you need to know. (You dont need to be as
relentless as this games designers and purchase
mountains of books, magazines, almanacs,
encyclopedias, and gazetteers from the period
for your researchbut it helps).
Lastly, get inside your characters head. You
should essentially have done this already, when
conceiving your character. How does he respond
to danger? To prolonged stress? Is he cynical or
romantic? Curious or indifferent? Outgoing or
introverted? Absentminded or fiercely intent?
Comprehend your character, and react to the
adventures situations as he would.
That is role-playing. It is the most important part of a
role-playing game. The characters react to dangers, clues,
and each other and without those interactions, a game
becomes nothing more than a tactical exercise in mayhem.

Whos the Supporting Cast?

Of course, the situations the gm creates will not merely be


threats and danger. Role-playing games should not consist
of a series of incidents of random violence and combat. So,
our strapping hero may have the fighting ability of a squadron and the social awareness of an orangutan, while the
sniveling yet scholarly coward may not be able to out-wrestle an over-stuffed armchair but may be able to read hieroglyphics by touch and operate every known mode of transport in the world. And all this, of course, is at the choice of
the individual player and his gm.

Who are the key non-player characters? Do the characters


have a mysterious benefactor who bankrolls their adventures in return for whatever scientific knowledge they
acquire along the way? Do they know a long-suffering
Chief of Police, a dry-witted University Dean or a particularly feisty lady reporter with a knack for finding trouble?
A good Premise gives the Gamemaster a few fun recurring
characters to play. The gm characters are the supporting
cast, not the stars of the showeven if they tag along on
adventures, its up to the player characters to actually solve
the mysteries and save the day.

In order to role-play more effectivelyproviding for more


depth, enjoyment, and color in the campaign you should;

What Resources Do You Have?

Talk to your GM and understand the nature and


scope of the campaign he is creating. Youll want
to create your character to fit comfortably within
the nature of the campaign. A chivalrous adventurer or a genius inventor/ scholar will fit in well
in practically any campaign; however, a hardboiled detective may feel a little foolish within
the pyramids of Egypt, a devout monster-slayer
may feel useless in a campaign where creatures
of the night do not appear (or worse, do not exist!),
and a whip-cracking and boisterous adventurer
may be of little use tracking delicate sets of clues
through the social strata of Boston.
Become familiar with the genreunderstand
the very feel of the pulp adventures from which
this game is derived. Heroes were a trifle more
single-minded than those today; happily, distinctions between good and evil were also
clearer. Think in black and white, and remember that your characters should be portrayed
as larger than life.

How well funded is your group? What sort of support do


you have? Are you amateur sleuths or secret government
agents? Have you got a luxurious headquarters in one of
New Yorks tallest buildings, or are you operating out of
the back room of a disreputable bar on the docks of Shanghai? Do you have the legal authority to go stomping around
the country looking for spies, cultists and madmen, or do
you have to sneak around and bluff your way in?
Look at the rules for Group Traits on page 65 for ideas.

Who Opposes You?


Adventure and drama requires conflictwhos the antagonist? Who opposes your group? Whos your Evil Mastermind? In Sax Rohmers classic Fu Manchu stories the eponymous Devil Doctor was the main antagonist throughout
the series, but there were also lesser villains like his daughter, the beautiful and venomous Fah Lo Suee and other
senior agents. Therell be disposable bad guys and enemies
in each adventure, but youll also want some ongoing opposition, the quirkier and more memorable the better.
35

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?

Creating your Character


Now that youve got an idea of what sort of characters fit
within your group framework, its time to create your own
character.
Characters are defined by Attributes, Skills and Traits.
Attributes are what the character is like how strong they
are, how clever they are, how perceptive, and so on. Skills
are what the character knows can they drive a car, strip
down an engine, know first aid, know how to ski, how to
fight or how to bluff their way out of a situation? Finally,
Traits detail what your character can do, or in some cases
cannot do are they ambidextrous, have a particular knack
for fixing things, do they heal surprisingly quickly, are
they rich, famous, or have a family that keeps getting them
into trouble?
Attributes and Skills have numerical ratings. The higher
the rating the better they are at something. Each character is given a number of points to purchase Attributes,
Skills and Traits, but these points are limited, so the players
should think things through before assigning numbers.
Theyll have to decide if the character is stronger than they
are smart, wittier than they are agile, and what their particular areas of expertise are.
Youve got 42 Character Points to spend. Each point spent
buys you a single point of an Attribute or Skill. You can
also buy Traits Good Traits cost a variable number of
points, while Bad Traits give you points back!
Left-over Character Points become unspent Experience
Points at the end.
Youre limited to spending a maximum of 24 points on
Attributes.

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

Attributes of the character, limited to a maximum of six


in each. Six is the human maximum, and no character
may have an attribute above six. It is very rare for a character to start with an Attribute at six. At the other extreme,
you must put at least one point into each attribute. You
cant have an Attribute of zero - when Attributes reach
zero due to injury or other effects, the character becomes
incapacitated - so you cant start in that state!
You could put more points into the characters Strength,
and less into their Ingenuity, meaning that theyre more
of an athlete. Or you could make all of the Attributes the
same, making them equally good (or bad) at everything,
though that may not be very realistic - nobody is equally
good at everything.

The Six Attributes


There are six attributes that define the capabilities of the
character. They are Awareness, Coordination, Ingenuity,
Presence, Resolve and Strength. Attributes are ranked
from one to six, with six being the human maximum. A
description of what the Attributes are follows, each covering the various levels so you know what having a Strength
2 or Resolve 3 actually means.

ASSIGNING ATTRIBUTE POINTS


You can spend up to 24 points on Attributes, but you dont
have to spend that many. Most people have only 2s and 3s
and maybe a single 4 in their Attributes. People with an
Attribute of 5 are pretty exceptional people with a 6 are
incredibly talented. Theres no need to make your character
superhuman. Unless you have a specific character concept in
mind, limit yourself to 3s, 4s and maybe one 5. You will have
more fun if your characters exceptional qualities are balanced
by his weaknesses.
Be careful of putting a 1 into an Attribute thats a significant
weak spot in your character that any good GM will exploit.

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.

Coordination 5: Exceptionally well-coordinated; you


might be a sharp-shooter, contortionist or gymnast.

Resolve 1: You dont handle danger well at all. Youre the


sort who faints at the sight of blood! Youre also a pushover,
and rarely stand up for yourself.

Coordination 6: Incredible hand-eye coordination and


agility.

Resolve 2: Youre nervous and fearful. The thought of violence


makes your knees start knocking and your mouth go dry.

Ingenuity

Resolve 3: About average. You wouldnt consider yourself


especially brave or tough, but you can be relied on when
the chips are down.

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 4: Youre stronger-willed than average. You know


your own mind, and dont let other people boss you around.

Ingenuity 1: Youre noticeably slow on the uptake and


dont improvise well.

Resolve 5: Youre extremely strong-willed. People call you


driven, stubborn, or a maverick. When you set your mind
on something, it gets done. When youre surrounded by
a gang of thugs, you dont even flinch.

Ingenuity 2: Below average; you can get by in everyday life,


but youll lose arguments more often than you win them.

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

Ingenuity 4: Above average; youve gone to university


(or could have, if it werent for circumstances), and can
solve a crossword quicker than most people.
Ingenuity 5: Very smart; you could have got a scholarship.
Your intellect impresses people.
Ingenuity 6: A genuine genius; your mind is frighteningly quick.

Strength, obviously enough, is your physical strength. The


higher your strength, the more you can lift and the more
damage you do when you punch or kick someone. A high
Strength score is needed to use some heavy weapons
properly, or to carry lots of gear. When you have to, you
can lift twice as much as you can comfortably carry.
Strength 1: Youre very weak; most likely, youre either
very young, very old, or sick. You do one point of damage
with a punch, and can carry 15kg of gear.
37

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

Strength 3: Average strength. You can pitch in to do a bit


of physical labor when you have to, and you go the gym a
few times a month. Your attacks inflict 3 damage; you can
carry 45kg.
Strength 4: Youre fit; maybe you exercise regularly, or
your daily job is a physically demanding one. Your attacks
inflict 4 damage, and you can carry 60kg with ease.
Strength 5: Youre very strong indeed; people remark on
how muscular or toned you are. Your attacks inflict 5
damage, and you can carry 75kg without a problem.
Strength 6: Youre a monster. You could wrestle a gorilla.
Punching someone inflicts 6 damage, and you can carry
90kg or more.

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.

Assigning Skill Points


You dont have to allocate points to every Skill; after all,
most people arent good at everything. Pick one or two
Skills that reflect the characters occupation or pastimes
and put three or even four points into those, and pick a
Skill or two that youll think will be handy for the coming
adventures and put a couple of points in them. The remaining points can be distributed as you see fit, bearing
the concept of the character in mind.
While the character can advance and have Skills above
five, it is rare for a starting character to have a skill above
that. During character creation, no Skill can be above level
five unless this has been discussed in detail with the Gamemaster and authorized. If you want to play, for example,
a university professor or a limping medical diagnostician
you may be allowed to put more than five points in a Skill,
but then it should only be in the Skill that reflects the
characters profession. Besides, you dont want to pile all
those points into one place and become too much of a
specialist to be of any use, do you? If youve got lots of
points left over, put them into Areas of Expertise.

There are thirteen skills in pulp fantastic, which cover


all the threats and dangers youre likely to encounter on
this side of Maple White Land, anyway. Like Attributes,
skills are rated from 1-6. 1 indicates a passing familiarity
with the topic, 6 means youre a world-class expert in the
field. Unlike Attributes, you dont have to have a point in
every skill. Your skills can go over 6 if you improve them
through experience.

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

ADDING NEW SKILLS


If your players are just itching to have a Skill that is not on the
list, first of all think whether one of the Skills listed below
covers it already. Want a skilled grease monkey? No problem,
they have a good Technology Skill. Adventuring archaeologist?
Theyd probably have a high Knowledge to cover that history,
maybe some Athletics to take the active nature into account.
You dont need to be too specific, but if you feel that you want
a specific Skill that isnt covered by these broad Skills listed,
you can apply your Gamemastering skills and create it!

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)

Science (Biology, Botany, Chemistry, Mathematics, Parapsychology, Physics)


Subterfuge (Camouflage, Lock-picking, Pickpocketing, Safe-cracking, Sleight of Hand, Sneaking)
Survival (Arctic, Desert, Jungle, Mountain, Swamp, Wilderness)
Technology (Electrics, Gadgetry, Repair, Robotics)
Transport (Aircraft, Auto-gyros, Boats, Cars, Motorcycles, Submersibles, Trucks, Zeppelins)

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

Areas of Expertise: Running, Jumping, Acrobatics, Climbing, Parachuting, Diving, Swimming.


Trappings: If youve got an Area of Expertise, then youve
got whatever specialized equipment is associated with
that field. For example, if youre a deep sea diver, then you
have your own diving suit, helmet and weights, and you
may have your own oxygen pump and boat.

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

their Area of Expertise, weaving for example, the players


can expect some penalties to be imposed by the Gamemaster. (If you dont have the Skill needed for an Area of
Expertise, you should still decide what sort of Craft you
have.)
If youre building something like a barricade to keep the
Radium Men out, you use Craft. Coupled with Technology,
you can use Craft to assemble devices like Herr Doktor
Todeskopfs clock-work Assassin Spiders.
Areas of Expertise: Building, Painting, Farming, Singing,
Guitar, Woodwork, Metalwork, Dancing, Literature.
Trappings: If you make things, youve got a studio or
workshop, along with the tools you need. If youre a performer, then youve got instruments. Either way, you also
have contacts related to your field.

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:

Punching or Kicking (or any physical attack): Strength + Fighting


Blocking or Parrying a physical attack: Strength + Fighting
Dodging a physical attack: Coordination + Fighting
Dodging gunfire or environmental hazards (if they have chance to see it coming): Awareness + Coordination
Dodging gunfire or environmental hazards (if they cannot see it coming): No chance to dodge.
Of course, the character has to be aware of the attack to begin with in order to block or dodge. If the character is taken by surprise,
or if the attacker is hidden (for example, sniping from a distance), they will be unable to react to it first time. The attack will just
be rolled as an unresisted task, against a fixed difficulty to hit defined by the Gamemaster.
Noticing or spotting something important is another tricky one that can be used in multiple ways. If the character is not actively
looking for something and you want to give the player a chance to see the trained hawk before it attacks, they will have to make
an Attribute only roll, usually Awareness and Ingenuity. However, if theyre searching old books for a clue, looking into medical
records for information or something like that, if the characters skills or knowledge comes into play, then its Awareness paired
with the Skill.
As a rough guide:
Passively noticing something (not actively looking, but theres a chance of seeing it): Awareness + Ingenuity
Actively looking for something: Awareness + Skill (related to the subject, Knowledge, Medicine, Technology, etc)

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

is used for any weapon that fires a projectile or shoots at


a target that is outside of close combat range. For weapons
that require physical aiming, such as a gun or manual
weapon system, pair Coordination with the Marksman
Skill. For other more technical weaponry pair Ingenuity
with Marksman, to reflect the more intellectual approach
to operating the weapon.
Areas of Expertise: Bow, Pistol, Rifle, Automatic Weapons,
Sniper, Thrown Weapons, Dart Gun, Mounted Weapons
Trappings: At Skill 2 or 3, you may possess a weapon or
two of your own, depending on local laws. At Skill 4 or
more, you definitely have access to your own weapon, and
may be part of a gun club, reserve military unit or other
group.

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.

WHAT DO SKILL RANKS MEAN?


What do those skill numbers actual mean? For academic skills
like Knowledge, Medicine or Science, it breaks down like this:
1.

42

Youre broadly familiar with the topic. For Medicine,


youve done a first aid course and maybe dated a
nurse. For Knowledge or Science, youve read a few
books on the topic.

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.

Youve had some training in the topic, such as a


night course or diploma.

3.

You have a graduate degree in the field.

4.

Youve got a masters in the field, or youve got


extensive practical experience. Youre an expert in
the topic.

5.

Youve got a PhD and have a lot of experience. If


youre not a university professor or a researcher,
then youre almost certainly working in the field.

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.

Youre a household name or could be. Your name


is synonymous with the skill.

Areas of Expertise: Electrics, Gadgetry, Hacking, Repair,


Robotics.

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

Areas of Expertise: Cars, Trucks, Aircraft, Motorcycles,


Submersibles, Zeppelins.

Minor Traits cost a single Character Point to purchase (or


provide you with a point if theyre Bad).

Trappings: If your skill is 2 or more, you have your own


vehicle. With a Skill of 3 or more and the appropriate Area
of Expertise, youve got the license to operate the matching vehicle if its an unusual one like a Zeppelin.

Major Traits cost two Character Points to purchase, (or


provide two points if theyre bad for your character).

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.

Affecting your Character


Sometimes, a Trait can effect game-play without you
having to roll any dice. Some Traits simply help or hinder
the character all of the time. For example, Phobia can
hinder their actions if they face the object of their fears,
or Code of Conduct can limit their choices in any given
situation, just as Tough can save their life in a fight without
any dice needing to be rolled. The Traits description will
give you an idea of how each of the specific Traits work,
but if you and the players think the Trait is apt to the situation, then it comes into play.

Take the Experienced Trait (see the sidebar)

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

Minions* (Major), page 49

Below is a list of Traits that can be purchased or taken by


the character. Each Trait describes its effects upon the
character or how it can be used, along with the Traits value
(whether it is a Minor or Major Trait), either Good or Bad.

Never Gives Up (Major), page 50


Owed Favor (Minor or Major), page 50

The list is by no means exhaustive. If theres something new


you wish to see, as the Gamemaster you have the power to
create new Traits from scratch. You will have to assign the
new Trait a value (Minor or Major, Good or Bad) and define
any features, working with the players to create something
cool and interesting. Use the existing Traits as a guide.

Photographic Memory (Major), page 50

Weve split the following list into Good Traits (first), Bad
Traits and then Special Traits.

List of Traits in order


For easy reference, the Traits are listed below with page
references.

Good Traits

44

Pet* (Minor or Major), page 50


Psychic Training (Minor), page 50
Quick Reflexes (Major), page 50
Resourceful Pockets (Minor), page 50
Rumor Mill (Minor), page 50
Sense of Direction (Minor), page 51
Sharpshooter (Minor), page 51
Super Amalgamated (Minor), page 51
Technically Adept (Minor), page 51
Tracker (Minor), page 51

Animal Friendship (Minor), page 46

Tough (Minor or Major), page 51

Attractive (Minor), page 46

Voice of Authority (Minor), page 51

Authority (Minor or Major), page 46

Wealthy (Minor or Major), page 51

Boxing or Bashing (Minor), page 46

Weapon Encyclopedia (Minor), page 51

Brand (Major), page 46

Weird Tech (Minor or Major), page 51

Brave (Minor), page 46

Well Traveled (Minor), page 51

Breaking & Entering (Major) , page 46

Bad Traits

Charming (Minor), page 47

Adversary* (Minor or Major), page 52

Crack Shot (Minor), page 47

Amnesia (Minor or Major), page 52

Easily Underestimated (Minor), page 47

Animal Lover (Minor), page 52

Empathic (Minor), page 47

By the Book (Minor), page 52

Face in the Crowd (Minor), page 47

Clumsy (Minor), page 52

Fast Healer (Major), page 47

Code of Conduct (Minor or Major), page 53

Fast Runner (Minor), page 47

Cowardly (Minor), page 53

Favorite Gun/Gadget (Minor), page 47

Dark Secret (Minor or Major), page 53

Friends* (Minor or Major), page 47

Dependents (Minor or Major), page 53

Gadgeteer (Major), page 48

Dependency (Minor or Major), page 53

Hobby (Minor), page 48

Distinctive (Minor), page 53

Hot Shot (Minor), page 48

Dogsbody (Minor) , page 54

Hypnosis (Minor or Major), page 48

Doomed (Major), page 54

Instinct (Minor)*, page 49

Eccentric (Minor or Major), page 54

Indomitable (Major), page 49

Emotional Complication (Minor or Major), page 54

Keen Senses* (Minor or Major), page 49

Forgetful (Minor), page 54

Linguist (Minor Trait), page 49

Fresh Meat (Minor), page 54

Lucky (Minor or Major), page 49

Good Samaritan (Minor), page 54

Martial Artist (Major), page 49

Hell on Wheels (Minor), page 55

Genesis
Impaired Senses* (Minor or Major), page 55

Creature Traits

Impoverished (Minor), page 55

Additional Limbs (Minor Good) , page 196

Impulsive (Minor), page 55

Aggressive (Major Good) , page 196

Insatiable Curiosity (Minor), page 55

Amphibious (Minor Good) , page 196

Maverick (Minor), page 55

Aquatic (Minor Bad), page 196

Obligation (Minor or Major), page 55

Armor (Minor, Major or Special Good) , page 196

Obsession (Minor or Major), page 55

Bite (Minor or Major Good), page 196

Outcast (Minor), page 56

Burrowing (Minor Good), page 196

Owes Favor (Minor or Major), page 56

Claw (Minor Good), page 197

Phobia* (Minor), page 56

Climbing (Minor or Major Good), page 197

Racial Minority (Minor), page 56

Constrict (Minor Good), page 197

Slow Reflexes (Major), page 56

Enhanced Senses (Minor Good), page 197

Slow Runner (Minor), page 56

Environmental (Minor or Major Good), page 197

Strange Visitor (Minor or Major), page 56

Fast-Moving (Minor or Major Good), page 197

Technically Inept (Minor), page 57

Fear Factor (Special Good), page 197

Unattractive (Minor) , page 57

Flight (Minor or Major Good), page 198

Unlucky (Minor or Major), page 57

Frenzy (Minor Bad) , page 198

Weakness (Minor or Major), page 57

Grab (Minor Good) , page 198

Special Traits

Immaterial (Special Bad) , page 198

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

Immortal (Major or Special Good) , page 198


Immunity (Major Good Trait) , page 199
Infection (Major Good), page 199
Invisible (Special Good), page 199
Leap (Special Good), page 200
Lurker (Minor Good), page 200
Natural Weapons (Minor or Major Good), page 200
Networked (Minor or Major Good), page 200
Nocturnal (Minor Bad), page 200
Passive (Minor Bad), page 200
Poison (Special Good), page 201
Possess (Special Good), page 201
Replication (Major Good), page 201
Savage Roar (Major Good), page 201
Screamer! (Minor Good), page 202
Shapeshift (Minor, Major or Special Good), page 202
Slow-Moving (Minor or Major Good), page 202
Snap (Major Good), page 202
Special (Special Good), page 202
Stalker (Major Good), page 202
Stinger (Minor Good), page 202
45

Pulp Fantastic
Stomp (Minor Good), page 202
Strange Appearance (Special Bad), page 203
Teleport (Major Good), page 203
Trample (Major Good), page 203

SETUP

Warning (Major Good), page 203

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.

Effect: This Trait allows the character to take a free action


or reaction in the Combat phase of an Action Round.
This free action does not suffer the normal penalty for
taking more than one action per Action Round, and can
be an attack, parry, or any other combat related action.
At the GMs discretion, the character can spend a Story
Point to use their free action in a different phase, but
this must also be somehow related to the combat currently being fought.

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.

Note: Cannot be taken with the Unattractive Bad Trait.

Effect: A character who has been branded cannot be seen


by anyone who is Friends with the protagonist (or indeed,
allied with the protagonist in any way) without the interaction immediately turning quite negative for the victim,
perhaps forcefully so--though of course, someone might
hide their reaction. In such cases, the victim will also
receive a -3 penalty to all rolls involving Convince.

Authority

Brave

(Minor or Major Good Trait)

(Minor Good Trait)

Youre in a position of authority and power.

Youre steadfast and courageous.

Effects: The Minor version of this trait means youre a


police officer, doctor, important public servant, G-man,
high-flying magnate or in some other position that lets
you order people around in certain circumstances and
if they disobey you, theyll be in serious trouble.

Effects: The Brave Trait provides a +2 bonus to any Resolve


roll to resist the effects of fear. You can also spend a Story
Point to automatically resist fear (you can spend this Story
Point after you fail a Resolve roll).

The Major version means youve got political influence in


all sorts of areas. You can pick up the phone and call the
Police Commissioner or the President, and theyll answer.
The gm may require you to spend a story point or two if
youre pushing the boundaries of your authority.

Breaking & Entering

Effects: The Attractive Trait comes into play whenever


youre doing something that your looks can influence.
You get a +2 bonus to any rolls that involve your stunning
good looks, from charming your way past guards to getting
information out of someone.

Note: Theres also a Group Trait, Official Sanction, that


works like this Trait. The difference is that the Group Trait
only applies when youll pulling rank on behalf of your
groups officially sanctioned activities, whereas the personal version means youve got your own political pull
outside the group.

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.

Note: Cannot be taken with the Cowardly Bad Trait, though


individual Phobia Bad Traits can still be purchased.
(Major Good Trait)
Youve got a talent for bypassing security and sneaking
past guards.
Effects: Firstly, this Trait gives a +2 bonus to Subterfuge
rolls when trying to get into a guarded building or compound. Secondly, you get to know the difficulty of the test
before you roll the dice. For example, if you come to a
locked, alarmed door, the gm must tell you the difficulty
of disabling the alarm before you roll, so you know whether
to make the attempt or back off.

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.

Face in the Crowd


(Minor Good Trait)
When you want them to people tend to overlook you. This
could be because youre very nondescript and a bit bland,
or because youre simply very adept at looking like you
belong somewhere.

Effects: As long as youre not dressing like a clown or


anything else too weird, and not doing anything that will
attract their attention, people will leave you to go about
what youre doing. If the Gamemaster asks for a roll to
blend in, the Trait provides a bonus of +2 to any Subterfuge Skill roll when youre trying to sneak about and not
get noticed.
Note: Cannot be taken with the Distinctive Bad Trait.

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

take a while to uncover, while your character is busy doing


something else. This can also be an excellent instigator
of fresh and new adventures as the friend tips them off
when something is happening.
Effects: As a Minor Trait, Friends means that they know
someone who knows someone - a friend of a friend, but
the source (and their information) is usually reliable. It
may be that they know a friend who works in the city room
of a local newspaper or the mayors office who hears things
as theyre reported and can steer the character in the direction of strange events.
As a Major Trait, the person in the know is far more reliable,
and can do more than give information they can put
their influence to good use for you, at the cost of a Story
Point. If youve got Friends in the Military, for example,
you could borrow a plane. Friends in Government could
intercede on your behalf and get you out of prison.

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

vehicles, jumping over barriers, or crashing through walls.


You can also apply the bonus to the speed of the vehicle,
as you can get the best performance from it.

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

(Minor Good Trait)

(Minor/Major Good Trait)

Youve got a habit or trained response that happens


before you even think about it.

Lady Luck is on your side. Call it a fluke, call it chance, but


fortune is smiling on you.

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).

Effect: Characters with the Lucky Trait get a second chance


when double 1s are rolled, and you can re-roll both dice,
trying for something better. If you get double 1s again,
well, your luck obviously doesnt run that far. It doesnt
guarantee a success on your second roll, but theres a better
chance that fate may shine upon you.

Effect: You have a +4 bonus to any rolls to resist being


possessed or hypnotized, psychically controlled or similar.

As a Major Trait, your good luck means that every so often,


someone else has really bad luck. Once per game session,
you can spend a story point to force the gm to re-roll a
skill check or attack roll thats going to hurt you in some
way. Say youre caught in the headlights of a speeding
Duesenberg as the Syndicate tries to rub you out! The gm
rolls, and the automobile is about to grind you into a fine
paste. You invoke your luck, the gm re-rolls and this time
the vehicle is just slow enough for you to fling yourself
aside at the last moment!

Keen Senses*

Martial Artist

(Minor/Major Good Trait)

(Major Good Trait)

The character is very aware of their surroundings, whether


they have a keen eye for detail and noticing when something is wrong, or a nose for a particular scent, they are
particularly perceptive and this is always a good thing
when tracking a foe or expecting trouble.

Youve got a black belt in one or more martial arts. You


can kick ass with the best of them.

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.

Effects: Youve got to have a Fighting score of 3 or more,


and take an Area of Expertise in a martial art before you
can buy this trait. You inflict +2 damage when you punch
or kick someone, and you can use your Coordination instead
of your Strength score to work out your unarmed damage.

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.

Effect: Characters with this Trait know two languages in


addition to their native language. This Trait can be taken
multiple times, bestowing two additional languages to
the character each time.

If one or two of your Minions get killed, youll be able to


pick up replacements before the next adventure. If all your
Minions get killed because of a bad decision you made,
then you dont get replacements.

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).

(Theres also a Group Trait that gives Minions. Those


Minions work the same way, but theyre not personally
loyal to you.)
49

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.

(Minor or Major Good Trait)

Similarly, if you want to remember something that you


havent actively committed to memory, theres a chance it
may be stored in there somewhere along with last weeks
shopping list or the phone number of that sassy waitress
from the diner down the street. To recall something vital
that you may have glanced at or possibly missed altogether, you can spend a Story Point to remember the important
clue you may have seen out of the corner of your eye.

Someone owes you a favor.

Note: Cannot be taken with the Forgetful Bad Trait.

Effect: As a Minor Trait, this means they owe you a small


favor a few thousand dollars, an introduction to someone
important, a loan of their car when you need it. You can
get help from the person who owes you the favor a few
times before its repaid. Alternatively, you can turn the
Minor Favor into another Minor Trait as repayment in the
course of play.

Psychic Training

Effect: You arent knocked out or incapacitated when one of


your Attributes reaches zero. You can still act with one or two
Attributes at zero, but youll be groggy and slow. If three Attributes are reduced to zero, then youre probably going to die.

Owed Favor*

The Major Trait version means someone owes you their


life, their health, their career or something equally important. This means that theyll always be willing to do
you minor favors in return, for the rest of their life. Alternatively, you can call in your big favor to get something
equally important in exchange, turning it into another
Major Trait in the course of play. For example, if you save
a millionaires life, shed owe you a big favor. You could
then trade this favor for the Wealthy Major Good Trait.

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

mation in and commit it to memory. If you want to recall


the information, you can without having to roll, but you
must have declared that youve taken the time to concentrate and remember it at the time.

(Minor Good Trait)


The technique allows the character to resist psychic manipulation or trickery.
Effect: The character has a +2 bonus to Resolve rolls when
trying to resist psychic attack or deception.

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.

The Minor version of Tough reduces the amount of damage


that would normally be deducted from the characters
Attributes by 2. Having Major Toughness reduces damage
by 3. This is after any other effects, such as armor, are
taken into account.

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)

Effect: This is a Minor Trait and provides you with a +2


bonus to Presence and Convince rolls to try to get people
to do as you like or to gain their trust. The Gamemaster
may modify this to suit the situation.

Wealthy

Technically Adept

(Minor or Major Good Trait)

(Minor Good Trait)

Put simply, youve got money.

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

Effects: The Minor version of this trait just means youre


comfortably wealthy youve got a nicer place to live, a
flash car, an expensive wristwatch and so on. You can pick
up Uncommon items without any problems.

Effect: The Technically Adept Trait provides you with +2


to any Technology roll to fix a broken or faulty device, and
to use complex gadgets or equipment. It also gives you a
bonus of +1 Progress every time you roll to build a new
gadget (see page 159).
Note: Cannot be taken with the Technically Inept Bad Trait.

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.

When you talk, people listen to you. It may be because you


were once part of the services or a figure of authority - a doctor,
a politician, a military commander or in the police force for
example. Thanks to this, people will pay more attention to you
when you talk to them. This is especially handy when youre
trying to clear an area because of some approaching danger,
to order people about or simply try to gain their trust.

The Major version means youre stinking rich. You never


need to worry about money for most activities, can buy Rare
items, and can throw huge bribes around by spending Story
Points. This trait works like the Wealthy Base Trait.
Note: This trait cannot be taken with the Impoverished Trait.

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

Youve found a piece of working weird technology, either


from the arsenal of a mad genius, the depths of a ruined
temple or from some other obscure source.
Effects: Consult with the gm about what sort of weird
technology youve found. Something thats basically the
same as a present-day device, only smaller and more efficient (like a miniature calculating engine, a ring-mounted gas gun or a jet-turbine you can wear on your back) is
a Minor Trait. An item that does something thats impossible, like a matter transmitter or a pocket watch that stops
time, is a Major item. This trait means you just possess
the item it doesnt mean you know exactly how to control
it or how it works.

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.

Effect: As a Minor Bad Trait, Amnesia means that the


character has lost a portion of their memory. It could be
as small as a couple of days, weeks or even a couple of
years, but the character (and the player) will have no idea
of what happened to them in that time.
As a Major Bad Trait, this Amnesia is total, the character
having no memory of their past, or even who they really
are. Events, sights, sounds or even smells can trigger
memories of their lost time, and this is a great source of
adventure ideas for the Gamemaster - over many adventures the character can uncover more and more of their
lost time. Of course, this adds to the work the Gamemaster has to do, coming up with the characters lost memories,
so the Amnesia Trait should be approved by the Gamemaster before purchasing it.

Animal Lover
(Minor Bad Trait)
You cant stand to see animals hurt.

Bad Traits

Effect: If you do nothing when an animal is being injured


or in pain, you lose Story Points. How many is up to the
gm. If attacked by an animal you can still fight back to
save your life, or the lives of innocents, but you must always
try to find non-harmful solutions first.

Adversary*

By the Book

(Minor/Major Bad Trait)

(Minor Bad Trait)

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.

Effect: Adversary can be a Minor or a Major Bad Trait


depending upon the power and frequency of the Adversarys appearance. Todeskopf on his own would be a
Minor enemy he can cause trouble, but hes just one
mad old man and isnt that dangerous. Todeskopf with
the backing of his army of Radium Men would definitely count as Major.
If you take this Bad Trait, youre basically putting a big
Kick Me sign on your character. The gm is encouraged
to go out of his way to have your Adversary cause trouble
for you. They know who you are, they know your weaknesses, and they know how to hurt you.

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

those with the proper technology, or accidental, but the


memories are gone and the character has holes in their
past. They may return in time, with the right triggers, but
for the time being there are holes in their past that they
know nothing about.

Effect: You follow proper protocols at all times. This has


good and bad points on the plus side, youve got a +2
bonus to Resolve rolls to resist influences that might distract you from your duties. The downside is that youre a
stickler for following written instructions and official
policy if you disobey the orders of a superior officer,
breach the rules of your organization, or even skip the
boring paperwork, it costs you Story Points.
Note: Cannot be taken with the Maverick Bad Trait.

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

(Minor or Major Bad Trait)

(Minor or Major Bad Trait)

The Code of Conduct Trait means that your character


adheres to a strict moral standing or self imposed set of
rules they follow at all times. While this is listed as a Bad
Trait, it doesnt mean that having a Code is Bad; just that
it can restrict your actions and limit your choices. Being
a good person is often the harder option, but it means
youre a better person for it.

Youve got responsibilities outside the fight for truth and


justice, or youre trying to maintain a normal life despite
the weirdness and secret conspiracies you continually
stumble into. Maybe youve got a boyfriend or girlfriend
who doesnt know your secret identity, or maybe youve
even got kids or an aged parent to take care of.

Effect: As a Minor Trait, Code of Conduct means that the


character tries to do good at most times, and are unable
to harm another being unless it is absolutely necessary
and for the greater good.
As a Major Trait, their code of limits their actions dramatically, meaning they strive to do their best at every moment,
almost verging on the saintly!
The player should discuss the characters own unique Code
of Conduct with the Gamemaster when they take this Trait,
as breaking it may be very costly resulting in the loss of
some or all of their Story Points! It is usually not this
drastic, but breaking a serious Code of Conduct is not
something to be done lightly and players who purchase
the Trait and then do not adhere to it will have to learn
their costly mistake.

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.

Effect: As a Minor Trait, your dependent shows up once


every few stories, and youve got to take steps to protect
them or conceal the truth from them. A little-seen fiancee
in another state is a Minor Dependent; by contrast, a nosy
kid-brother could cause enough bother to be a Major
Dependent. Major Dependents get themselves into trouble
regularly, or force you to take constant precautions to
preserve your secrets.

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)

Effect: Dark Secret can be either a Minor or a Major Bad


Trait, depending upon the severity of the reaction should
the secret be revealed. Something that would negatively
affect peoples relations with you is only a Minor trait (for
example, you had an affair with a notorious femme fatale),
but something that would completely change your status
in the game is Major (say, if it was discovered that you were
still seeing the femme fatale and passing her information
about the group, or perhaps that you and the femme fatale
have a child).

There is something very striking or obvious about the


character that makes them stand out in the crowd. Whether
they are just tall, short, have colored hair, bronze skin or
are just striking in their appearance, they get noticed and
people seem to remember them. Maybe they have a memorable habit; perhaps they constantly play with a lucky
coin, or make a peculiar trilling sound when concentrating. Theyre not going to provoke people pointing and
staring, but theyll certainly be remembered and recognized if encountered again.

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

(Minor Bad Trait)


Youre at the bottom of the totem pole. You might be
low-ranking in your organization or just eternally unlucky
when it comes to work. Every boring or menial job gets
palmed off on you. Youre always the one mucking out the
yeti cage, and yetis smell bad!
Effect: You have a -2 penalty to any attempts to order
people around in your organization. Youll also always be
given the worst jobs.
Note: You can get this Trait temporarily as a punishment
for disobedience or screwing up.

Doomed
(Major Bad Trait)
All things end, but some Pulp heroes know that it is going
to end badly

(Minor or Major Bad Trait)


Youve got baggage of some sort that may complicate your
life. Maybe you bear a grudge against someone. Maybe
you suffer from depression. Maybe youre secretly in love
with another player character. Whatever your emotional
complication is, its hard to ignore feelings when theyre
this strong.
Effect: As a Minor Trait, your emotions get in the way but
dont stop you doing your job. Every so often, you have to
deal with issues arising from them (or pay a Story Point
to override your emotional drives).
As a Major Trait, then the emotion dominates your life. It
consumes you, fills you, and may be your downfall. You cant
act rationally when something triggers your complication.

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.

Effect: In some way, your characters end is sealed. It may


be the result of a terminal diagnosis, a terrible curse, some
form of hereditary affliction or the result of an inescapable
prophecy, but your character has a limited shelf-life and
time is running out. The nature of the Doom that awaits
the character should be worked out broadly with the Gamemaster, and can be invoked at any time.

Effect: When youve got to recall something important,


like how to disarm a bomb, youve got to pay a Story Point
to remember it in time.

Note: This Trait is better suited for barbarian warriors,


jungle kings, mystics and other fantastical characters.
gms who invoke a characters Doom should take care to
ensure that it is never meaningless (unless that is in itself
the meaning of the Doom). Players who take this Bad Trait
are signing the ultimate death warrant for their character,
but should gain role-playing opportunities as a result.

(Minor Bad Trait)

Eccentric

Effect: Firstly, any attempts to use Subterfuge to hide from


predators suffer a -2 penalty if they can smell you. Secondly, given a choice, any hungry flesh-eater is going to
snack on you instead of anyone else nearby. In a bar fight,
youre the first one to get punched. Youre always target
number one.

(Minor or Major Bad Trait)


Youre just a bit odd. Your personality is off-putting or
strange, and that can make you hard to work with.
Effect: The Minor version of this trait means youve got
an oddity that crops up every so often you get tongue-tied
around women, you refuse to get mud on your shoes even
when chasing a gangster through a swamp, you hum loudly
when nervous. Its inconvenient or annoying, but doesnt
happen often.
The Major version means that your eccentricity interferes
with your life on a regular basis you might be extremely paranoid, insufferably rude, addicted to alcohol, or have
some other trait that puts you at odds with everyone else.
Maybe youre just a jerk.

54

Emotional Complication

Note: Cannot be taken with the Photographic Memory


Trait.

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

(Minor Bad Trait)

(Minor Bad Trait)

Youre hard on vehicles. Things break around you.

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.

Effect: Vehicles tend to crash, explode or break down


around you. If youre in a vehicle thats hit by another,
crashes into an obstacle, or is involved in a failed skill check,
the vehicle is more likely to break down, run out of fuel,
smash a key component or otherwise become unusable.
The exact effects of this trait are decided on a case-by-case
basis by the gm, but get used to walking home.

Impaired Senses*
(Minor/Major Bad Trait)

Effect: This is another Minor Bad Trait that rewards


playing in character and remembering your curious
nature. It is usually unhelpful, but you simply have to
know where or what is going on, why something is happening or how it works. It may put your life at risk, but
it doesnt make you suicidal. You just take a few chances
to find things out.

The Impaired Senses Trait means that the character is


lacking in one of their senses. Whether this is the need for
glasses, a hearing aid or being color blind, their use of the
sense is less than your average person. When selecting this
Trait, the player should choose which sense is affected.

Maverick

Effect: Discussing with the Gamemaster, the player should


choose which sense is effected, as well as the severity of
the impairment. Minor Bad Traits would be: no sense of
smell, colorblind, no sense of taste, needing to wear glasses
or needing a hearing aid. Without their glasses or hearing
aid, Awareness rolls using these senses suffer a -2 penalty.

Effect: Again, this Bad Trait affects your behavior. If youre


told to do things one way by a superior, you instinctively
want to do the opposite. Youve got to pay a story point to
resist the compulsion to disobey orders even when its in
your best interest to comply.

Major Bad Traits would be losing a sense that impacts on


their everyday actions, such as blindness or deafness.
Though this may make difficult to get involved in major
action scenes and may be best suited for NPCs, or experienced players.
Note: Cannot be taken with with Keen Senses, unless the
Keen Sense is Minor and then in a Sense that isnt Impaired.

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.

(Minor Bad Trait)


Youve got a problem with authority. Anyone ordering you
around puts your hackles up.

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

(Minor Bad Trait)


The character has done something that means that a group,
race, or nation has shunned them or views them with fear,
dread or loathing.
Effect: The player should discuss with the Gamemaster
what the character has done and who regards them with
such dislike or dismissal. Anyone that could react negatively to their presence should make an Awareness and
Ingenuity roll initially to recognize them. If the character
is recognized, theyll suffer a -2 penalty on all social rolls
(such as trying to Convince or to even share their knowledge). If the something theyve done is more severe than
this, they should take a Major Dark Secret Bad Trait instead.

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.

Effect: As a Minor Trait, you only owe a relatively small


favor you might do something small every so often for
whomever youre indebted to, like lending them money
or helping them out when theyre in trouble.

Slow Runner

As a Major Trait, you owe someone a lot. They have a huge


hold over you, and it is impossible for you to say no to
whatever they ask of you. As long as this favor hangs over
you, youll never be free.

Effect: Reduces your speed by 1 when running. You cant


take this Trait if your Coordination is already only 1, or if
youve got the Fast Runner trait.

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

(Minor Bad Trait)


People dont have to outrun the bad guy. They just have to
outrun you.

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.

Weakness as a Major Trait is best suited for villains and


creatures who need a definite exploitable weakness to
give the characters a chance against them. When the
weakness is affected it inflicts 4 levels of damage, reducing
their Attributes (see Injuries, on p.128).
Note: This cannot be taken with the Immunity Trait if
both cover the same substance.

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.

Effect: Experienced is a Special Trait that costs Story


Points rather than Character Points. The Story Points spent
to purchase this Trait reduce the maximum Story Point
pool for the character. Experienced costs 3 Story Points to
purchase, and provides the character with an additional
4 Character points.
This Trait can be purchased additional times for more
experienced characters, though no character can have
zero Story Points. Thats far too dangerous!
Not every character should be as experienced as this, and
their lower Story Points should help to balance the character with their less experienced companions.

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.

More Than Human


(Special Good Trait)
The character is something truly special. Perhaps theyre
the direct descendant of a Greek god, or a bizarre animal/
human hybrid, or were raised by scientists to be the next
stage of human development. Perhaps theyre from
another world, or are a modern homunculus, rescued from
a glass tube found in the lair of a mad scientist. Whatever
their origin, the character is not quite human, and may
be quite a bit more.
Effect: The More Than Human Trait is a Gateway, opening
a selection of additional Creature Traits that are normally
unavailable to player characters and allowing Attributes over
level 6. It is a Good Trait, and costs just 2 Character Points to
purchase. The Gamemaster should approve this Trait.
Unless the character has the Strange Appearance Trait,
they look pretty much the same as everyone else on Earth.
As a downside, if it is discovered that they are special, they
may suffer severe consequences (such as being captured
by the government and experimented upon, ostracised
by the Church or pursued forever-more by the press).
Note: The More Than Human Trait is only required when
creating player characters. Non-human NPCs and creatures do not require this 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.

HEY, WHERES THE MAGIC TRAIT?


So, youre asking where the Magic Trait is? Short answer:
There isnt one.
A slightly longer answer is that magic-wielding heroes arent
really in keeping with the spirit of the Pulps. Though there
were arcane heroes in the pulps, for the most part they used
psychic powers. The Pulp Era is an age dominated by science
and the promise of the future it could bring. Magic and the
supernatural, if it exists at all in your campaign world, is a
power that thrives on darkness, ignorance and fear everything that the heroes stand against.
If you really want to include magic in a Pulp Fantastic campaign, it should be rare, dangerous and unpredictable. One
option more in keeping with the Pulps is that preferred by
pulp author H.P. Lovecraft, who posited in his stories that
what we think of as magic is in fact the imperfectly understood remnants of extra-dimensional alien super-science,
passed down through the ages couched in terms of myth
and superstition.

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

astral voyage is equal to their Resolve in hours. While


traveling, the characters physical body is completely comatose and cannot move, act or respond to stimuli in any
way. If the physical body dies while the character is astrally projecting, the character must either find a new body
to inhabit or fade away in a number of hours equal to half
the characters Resolve.
Astral characters gain the Immaterial Trait for the duration
of the astral voyage. While they can perceive the physical
world they are generally unaffected by it. While astral they
do not need to eat, sleep or breathe, and can pass through
non-living matter as if it were smoke. Astral characters
can move instantaneously to any location they are personally familiar with by spending a Story Point, or can
drift at a speed equal to three times their Resolve in feet.

Clairvoyance

(Special Good Psychic Trait)


The ability to see distant locations through intense concentration as if they were actually there.
Effect: The character can see into other locations without
actually being there or having to rely on technology. It will
cost a Story Point to activate this ability and the range is
limited to the characters Resolve the higher their Resolve,
the further away they can see (see table below).
RESOLVE DURATION

RANGE

The briefest flash

Adjacent room, up to 15ft away

A few seconds

Up to 30ft away

30 Seconds

Up to 650ft away

A minute

Up to half a mile away

3 Minutes

Up to 6 miles away

5 Minutes

Up to 62 miles away

10 Minutes

Up to 310 miles away

20 Minutes

Up to 621 miles away

9+

30 Minutes

Anywhere on the planet!

Often these visions will be flashes or mere glimpses into


another place, but with practice, concentration and a high
Resolve, the experience can be prolonged and immersive.
Clairvoyance uses the characters innate abilities, rather
than a Skill, so Awareness and Resolve are used to view
distant locations. People at the spied location with psychic
training can sense they are being watched or observed
and may try to resist. Clairvoyance is a Special Trait, requiring the character already have the Psychic Trait. Clairvoyance costs 2 points.

Cloud Mens Minds


(Major Good Psychic Trait)
Characters with this ability can psychically or hypnotically cloud the perceptions of an observer so they cannot be
seen. This is not invisibility, but the ability to create and
occupy a personal blind spot. Provided the character does
not do anything to attract attention, they can pass unseen,
59

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!

characters Resolve. They are lifting an item with the power


of their mind, and use their Resolve in exactly the same way
as theyd use their Strength for physically lifting an object.
For example, if the character has Resolve 1, they can lift
something with their Telekinesis as if they were physically lifting it with a Strength of 1. The only difference is,
theyre not using their hands theyre using their mind.
To actually use the ability, a roll is necessary. There is no
Skill for Telekinesis, it relies entirely on the characters
innate ability, so uses Ingenuity and Resolve.

RESOLVE

RANGE

Touch only

Line of Sight

Adjacent Room

Adjacent Building

Within the same city / area

Within the same country

Anywhere on the same planet

Within the planets system

9+

Across the Universe!

61

Pulp Fantastic
Telepathy

SETUP

(Special Good Psychic Trait)


Telepathy is the ability to communicate with others through
the power of the mind. Telepaths can project their thoughts
directly into someone elses head and theyll hear it as if
theyre speaking to them. Usually, the person isnt too far
away, but if the characters Resolve is high, they could
communicate to someone up to half a mile away or even
further. Very handy if youre a prisoner somewhere and
need to call for help!
Once a link has been established, they can hold a short
conversation as long as they are not distracted or under
stress. The moment they are distracted (for example being
surprised by a loud noise or a sudden attack) the link is
lost and the character will have to try again at a calmer
moment when they can concentrate.
Telepathy is a Special Trait and costs 1 point to purchase.
Approval from the Gamemaster will be required before selecting this Trait. In addition to this, the character must also
have the Psychic Trait before they can purchase Telepathy.
Effect: Telepathy uses the characters innate abilities,
rather than any Skill, so Ingenuity and Resolve are used
for the roll to establish communication. If the target
doesnt want to be contacted, they can resist with a similar
roll. The distance over which the character can communicate with the Telepathy Trait depends upon their Resolve.

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?

Groups & Bases


Doc Savage had the 86th Floor of the Empire State Building
and his arctic Fortress of Solitude whats your groups
center of operations? Are you working out of a custom-built
secret fortress filled with technological wonders, or are you
hunting criminals from the sub-basement of an abandoned

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).

Story Point Traits


Some of these Group Traits say this trait gives 3 Story
Points that can only be spent on some particular type
of skill check. These points can be spent by anyone in the
organization, including non-player characters.

GOOD GROUP TRAITS

BAD GROUP TRAITS

Advanced Technology*

Boss from Hell

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

Good Group Traits


Advanced Technology
Your group has access to high technology and unusual
gadgets related to its purpose.
Effect: Discuss with the gm what sort of Advanced Technology the base has. Youve got two options either its a 1
point Invention that everyone in the team is assigned (one
per person), or a 4-point Invention thats built into the base.
Note: You can take this Trait more than once. Each time,
it gives you a different form of advanced technology.

This place is tough the walls are made of reinforced


concrete, the doors are forged from a hardened steel, and
the whole base is surrounded by fences and defensive
earthworks. Taking it wont be easy.
Effect: Your base gives a +6 bonus to Defense when its
directly attacked.

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.

Your base is equipped with a laboratory and research staff.


These backroom boys arent any good in a fight, but they
can analyze samples, identify toxins, find cures to diseases and provide other such technical support.
Effect: This Trait provides 3 Story Points every game
session that can only be spent on Science-related rolls and
related activities, like analyzing biological materials or
building inventions.

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

Your Group has a research staff, a security force or other


assistants.

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.

Bad Group Traits


Every pulp fantastic group faces terrible dangers
bloodthirsty assassins, Evil Masterminds, Mad Scientists,
spies, gangsters, Things That Should Not Be but your
group faces them with a handicap.

Boss from Hell


Your superior in the organization loathes you. He might
go out of his way to make your life hell, or keep secrets
from you, or expect the impossible from you.
Effects: Taking this Trait means you want the gm to make
your characters lives hell. (gms enjoy!)

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)

secrets. They might have once accidentally created a deadly


bacillus, drilled into the Earths core and released poisonous gas, attracted the attention of Eldritch Abominations
by reading the wrong book aloud, or accidentally created
dangerous animal-human hybrids. These experiments
can and will cause problems for your base.
Effects: Side effects of the experiments make life on the
base difficult or dangerous all the time, and sometimes
they cause added problems.

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.

The base is in the middle of nowhere, miles away from


anywhere. Getting here requires a long flight or a very,
very, very long drive.

Effect: In addition to dealing with your enemies, you also


have to hide from the government.
Note: You cant have the Official Sanction Group Trait if
your organization is Criminal.

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

Effect: The gm determines who the traitor is. It could be


your superior in the organization, or a trusted underling.
It could even be one of the player characters!

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

The Colonial World

dventurers in some countries will find themselves


dealing not with a local government, but a representative of a colonial power. Several nations (e.g. Great
Britain, Holland, Portugal, and France) had colonies
around the world. The relationship between the ruling
nation and the colony ranged from peaceful submission
to guarded acceptance to violent opposition.
A list of 1930s colonies can be found in the box on p. 70.
Each nation keeps a representative in the colony who is
responsible for its welfare. This representative (often called
a Governor-General) may have complete authority - the
ability to create or remove any laws - or he may act as a
counselor/ambassador, allowing the colony a fair amount
of political freedom.
Regardless of the authority of the representative, the ruling
nation almost always reserves the right to veto any decisions, policies and laws that the colony wishes to enact.
This rule often led to rebellion, and foreigners may find
opportunity to work for either side (though most pulp
heroes supported the colonial empires, especially Britain
and France). Rebel armies tended to be ill-led, atrocity-prone, and Communist-infiltrated. European and European-officered armies were the ultimate authority.
Service with these armies (such as the French Foreign
Legion) is a common background for pulp heroes and
villains. Colonial armies and colonial police forces also
make colorful backgrounds and adventure seeds.

Travel in the Colonies


Travel through Africa and Asia was, for the most part,
travel through European-controlled countries with European officials, courts, customs, papers and currencies. It
was possible to tour these areas and never see anyone but
Europeans (except at a distance or in subservient capacities). Americans visiting any colonial nation will usually
be dealing with its governing nation -- rarely (if ever) with
a native government.
Racial intolerance and social stigmas are rampant in these
areas and extend from European to native and vice-versa.
Discrimination is the order of the day; travel, lodging and
eating establishments use first, second and third class
accommodations to keep American and European visitors
segregated from the native patrons.

Regions of the Era


The world of the 1930s is still dominated by European
interests, though times are changing rapidly. At the beginning of the pulp era, Great Britain and France were the
dominant powers of the world. The United States, for its
part, was emerging as a potential super-power and had
gained enormous respect very quickly.
Europe, though, was beginning to lose hold of her assets.
The Great War had cost the old powers dearly, and insurgents were popping up everywhere. The times became
more and more turbulent, and a smart adventurer could
find fortune and glory just about anywhere.

The United States


America, in the 1930s, would be considered a simpler
place than it is today. The Federalism ushered in by Franklin Roosevelt and the Second World War had not yet happened. States and communities largely tended to their
own affairs.
Police power was held in the city or state police. Federal
agents were called in for the big criminals, such as the
mob, but there were only a handful of such agents, and they
were usually busy enough in the largest American cities.
Internationally, the United States did its best to distance
itself from the rest of the world. Though the States had
significant colonial interests in the Pacific, and some interventionist policies in Central America, isolationism
was exceedingly popular.

GOLD AND SILVER


After the passage of the Gold Reserve Act of 1934, possession
of gold in the United States was now illegal. Citizens were
allowed to keep gold in its natural state, gold jewelry, gold
dental work or coins of numismatic interest. All other forms
of gold were to be taken to the nearest depository and exchanged for paper money. Anyone finding golden treasure
or coin should be very careful what they do with it. At any
time prior to the Gold Reserve Act, gold was worth about
$20/ounce. After that time, the legal price was fixed at $35/
ounce. Possession of silver was still legal. The traditional cost
of silver was about $1.25/ounce, but during the Depression
years it could be bought and sold for around half that. (Gold
and silver are weighed in troy ounces, each 1/12 of a pound.)

Pulp Fantastic

GAZETEER

COLONIES AROUND THE WORLD


Aden: Great Britain.

Korea: Japan.

Algeria: France.

Madagascar: France.

Angola: Portugal.

Morocco: France.

Annam: France.

Mozambique: Portugal.

Australia: Great Britain.

New Guinea: The Netherlands and Australia.

Bechuanaland: Great Britain.

New Zealand: Great Britain.

Belgian Congo: Belgium.

Nigeria: Great Britain.

Bissao: Portugal.

Nyasaland: Great Britain.

Borneo: The Netherlands.

Palestine: Great Britain.

British Guiana: Great Britain.

Philippine Islands: United States.

Burma: Great Britain.

Puerto Rico: United States.

Cambodia: France.

Rhodesia: Great Britain.

Cameroon: France.

Sardinia: Italy.

Celebis: The Netherlands.

Sicily: Italy.

Ceylon: Great Britain.

Sierre Leone: Great Britain.

Cyprus: Great Britain.

Somaliland: Italy, Great Britain and France (separate regions).

Dahomy: France.

Sudan (Anglo-Egyptian Sudan): Great Britain/Egypt.

Dominion of Canada: Great Britain.

Sumatra: The Netherlands.

Egypt: Great Britain.

Syria: France.

Federated Malay States: Great Britain.

Tanganyika Territory: Great Britain.

Formosa: Japan.

Trans-Jordan: Great Britain.

French Equatorial Africa: France.

Uganda: Great Britain.

French Guiana: France.

Union of South Africa: Great Britain.

Gambia: Great Britain.

West Africa: France.

Gold Coast: Great Britain.

Zanzibar: Great Britain.

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

England and Europe


Great Britain
The United Kingdom of Great Britain and Ireland, during
the time of Victoria, consisted of four different and
interdependent countries. Wales, by far the most
subjugated of the lot, was the center for the mining of
iron and coal. Ireland, the center of unrest in the Empire,
was fighting for independence and freedom from
repressive absentee landlords. Scotland, the center of
philosophy and science, flourished in its Union with
England more than it ever could as a free state. England,
the true center and heart of the British Empire, was the

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THE BRITISH EMPIRE

Republicans, and the general citizenry of France clash and


work together in alteration, much to the confusion of all.

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.

Following all that come the Third Republic. This era


sees great urbanization, industrialization, and economic growth unheard of before in France. Many wonders
and innovations come from France at this time, which
were highlighted in the Exposition Universelle of 1889.
There the people of the world came to marvel at the
recreation of the Bastille, and the wondrous tower
created by Gustave Eiffel.

jewel of the Empire. England was for many the height of


fashion, style, and culture.

The French colonial system suffered greatly during the


turmoil in France itself, but it was still quite diverse. Most
of North, West, and Central Africa were under French
control, with the protectorate of Tunisia as one of the
centers of power. Morocco, Algeria, French Somoliland,
and French West Africa, were all under French control. In
the South Pacific, France established joint control with
Great Britain of the New Hebrides. Also in the region,
France wielded control ofNew Caledonia and various
island groups which made up French Polynesia. French
colonies even existed in the Far East in French Indochina
and a French concession in Shanghai. France's influence
in the Western Hemisphere was also quite broad. Their
support of the reign of Maximilian in Mexico leads to great
turmoil in a country already fraught with political problems. In the South American colony of French Guiana was
the notorious penal colony le du Diable, or Devil's Island,
the most feared prison in the entire French domain.

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.

Throughout the varied and diverse French colonial system


one could be assured of one constant: the French Foreign
Legion. This near legendary military unit is the source of

The Great War had hurt British pride substantially. By the


1930s, Parliament had fallen under control of a disturbing
type of isolationism. Many believed the lesson of the Great
War was that peace was desirable at any cost.
This policy of appeasement was designed to keep the beast
at bay, though many worried that this policy only
encouraged Britains enemies to even more audacious
demands. Divisions between the hawks and doves in
Parliament were exceptionally bitter.
Despite this conflict, the Empire was still a powerful force
with colonies and governance over much of the world.
Africa, Asia, and even pieces of the Americas and Europe
had fealty to the Union Jack. Truly, the sun will never
completely set on the British Empire.

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.

war saw Spain lose the majority of her colonies, including


Cuba and the Philippines.

France had been devastated by the Great War, and was


struggling to recover. The Great Depression had demoralized the battered Republic. Constant effort had to be
placed on maintaining Frances empire.

Spain suffered through the depression as did any other


nation, but political unrest would plague the democracy
of the nation through the middle 1930s. Communist,
Fascist, and even religious uprisings occurred sporadically throughout the era as each group promised a return to
better times and citing the elected governments as failures.

The French Empire remained present in Africa, Asia, the


Pacific, and a bit still in the Americas. It was maintained
with a web of governmental control, military power, and
a substantial dose of espionage.
France had begun to rearm itself, though it was heavily
reliant on expatriates serving as mercenaries, irregulars,
or within the Foreign Legion. A large number of these
were Americans, aiding a loyal ally against Communist
and Fascist insurgencies.
The emphasis on espionage within the French government
had one major drawback. Corruption took hard root within
all echelons of the government. Illicit deals were not uncommon, particularly in the Empires overseas holdings.
At this time, even weakened, France has had many decades
of relative stability compared to many times in French
history.

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

The situation took a more dramatic downturn in 1936 as


General Francisco led an uprising that turned into a full
scale civil war. The two largest camps, the Communist
Republicans, and the Fascist Nationalists, vied for control
of the nations. Russia and Germany took the obvious sides,
but most of Europe wanted no part in the conflict, fearing
that the violence would spread throughout Europe.

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.

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Portugal
Once a mighty colonial empire known for its explorers,
by the mid-19th century Portugal had become almost a
footnote in European history. The War of the Two Brothers,
also known as the Portuguese Civil War, dominated the
lives of all of Portugal from 1828 to 1834. With this upheaval came a breakdown of the fragile civil and social improvements that had started to bring Portugal into the
modern era. Queen Maria II made great strides in the effort
of restoring her country to its role as a dominant force in
European affairs by her policies of improving medical and
education standards in the country. Queen Maria, often
referred to as "The Good Mother", raised her large royal
brood to work hard to improve the nation and its people.
In 1853, following her death, that task fell to her son King
Pedro V.
Among the many improvements during the reign of
Pedro I were advances in the field of public medicine.
Cholera was a persistent plague upon Portugal, causing
the economy to fall even further behind the rest of Europe
as their population dwindled. The "Curse of Portugal"
even touched the royal family, killing King Pedro, his
brother Ferdinand, and a number of other members of
the royal family. This sudden and tragic loss isolated the
country, causing domestic stagnation which seemed to
have forever locked Portugal into its role as second class
citizen of Europe. Following a Democratic Revolution in
1910 Portugal has seen continued progress, along with
civil and military unrest. Time will tell what will happen
to this nation.

Switzerland

spread all over the world, becoming a welcome site in


times of strife and disaster.
Since the middle 1900s Switzerland has maintained a
strict neutrality, making it an excellent place for business
and for meetings needing to be kept from prying eyes or
governments.

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.

The Emperor's death in 1835 was sudden and greatly


mourned. His funeral was a spectacle unto itself, with
people filing past his casket for three days. His successor,
Emperor Ferdinand I, was an epileptic, and most considered him to be not terribly intelligent. Emperor Ferdinand
I had a mostly uneventful reign, with the government run
mostly by his regents. In 1848 revolutionaries took over
the empire, entered the emperor's palace, and convinced
him to abdicate in favor of his nephew Franz Joseph.

During the era of Napoleon, Switzerland was occupied by


forces from Russian and Austria during their battles with
France. After Swiss autonomy was restored in 1815 the
country suffered a period of political and civil unrest,
which culminated in a month long civil war in 1849. The
war produced few casualties, but made the people realize
they needed to be united and strong in order to fend off
all external troops. A federation of all the cantons of Switzerland formed a united and stable federal state, which
gave the country a level a peace not seen in most of Europe.
Since medieval times, Switzerland had been known as a
stable, safe, and private banking community.One could have
money in a private account in Switzerland, and they be
assured that nobody would be told that you had money there,
or where the money came from. The many treasures and
secrets hidden away in the vaults of Zurich and Geneva stagger
the imagination and could produce a host of adventures for
a pulp fantastic Victorian Fantasy Role Playing Game.
In 1863 in Geneva, the International Committee of the Red
Cross was founded. This humanitarian organization was
created to set guidelines for the handling of wounded
people in battles and how war casualties should be handled.
Many of the countries of Europe, and later the United
States and Brazil, accepted the guidelines, allowing more
people to survive a battle, and their care was ensured to
be complete and helpful. Over the years the Red Cross
71

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

SO, JUST WHAT IS ELEMENT X?


Like any good MacGuffin, its whatever the Gamemaster wants it to be. There is no game information associated with it as its
properties and effects will vary according to the needs of the plot. As a mutagen it may be responsible for the extinction of the
dinosaurs (as well as their survival in isolated parts of the globe) and the presence of psychic powers in a small percentage of the
human population. Traces of it released into the atmosphere by volcanic eruptions or meteor impacts may be the cause of magical
phenomena or those brief periods when the gods seemed to have walked the Earth. Perhaps the strange skies caused by the
Tunguska Impact of 1908 were caused by Element X contamination, heralding the start of a new age of heroes and monsters.
As to where it comes from, nobody knows. It could be the radioactive remnants of a distant world, preceding the arrival of a strange
visitor with strange powers. Perhaps it is all that remains of magic in the universe, awaiting the birth of a new age of miracles. It
could be ur-stuff from the beginning of time itself, or a relic of the reality before this one. Maybe its not even matter at all, but
concentrated chunks of pure probability, falling to Earth from some higher Platonic dimension.
Whatever Element X really is, and wherever it comes from; its rare, unpredictable and in the wrong hands, very dangerous indeed.

Emperor Franz Joseph, in an attempt to increase the power


and influence of the Empire of Austria, negotiated an
agreement with the nobility of Hungary. In 1867 the Austro-Hungarian Empire was formed. While the government
and the economy both expanded and improved during
the early years of the new empire, it was also a hotbed of
anarchist activity.

72

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.

In 1871, following their victory in the Franco-Prussian War,


the Kingdom of Prussia allied the many small German states
into a single empire, with the king of Prussia, Wilhelm I, as
Emperor. The Prime Minister of Prussia, Otto von Bismarck,
was the true force behind the unification, and as Prime
Minister and later Chancellor of the Empire, much of the
power of the empire lay in his hands. Under the hands of the
German Empire, the constituent states flourished and became
an industrial power unrivaled in Europe. The manufacturing
of steel, the exporting of coal and the industrial works of
companies such as Krupp, all resulted in the German dominance in industry in the latter part of the 1800s.

In the end of the First World War an Austrian republic was


formed, moving the nation into the modern times and away
from a monarchy. Times of change have come to the Hapsburgs
and along with the times and change, comes opportunities.

Germany was also the home of several semi-autonomous


regions, such as Bavaria, ruled by King Ludwig II until his
mysterious death in 1886 Often called "Mad King Ludwig",
he was a man of peculiar vision. He loved to build lavish

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fairy tale castles and buildings of elaborate design. Besides
his masterpiece New Hohenschwangau Castle, later
renamed Neuschwanstein Castle after his death, King
Ludwig oversaw the construction of the Winter Garden
in Munich. The garden, complete with a lake and a technologically advanced glass and steel roof design, included
a grotto, a Moorish kiosk, an Indian royal tent, an artificially illuminated rainbow and intermittent moonlight.
When the Great War ended, Germany had lost the war
that they had officially started. The other European powers
wanted their revenge, and imposed a harsh peace treaty
on Germany. The Treaty of Versailles was so harsh that
Germanys Great Depression nearly drove the nation back
to a feudal state.
This fostered the rise of radical political groups, particularly the National Socialist and Communist parties. Both
groups promised to terminate the punishing treaty and
rebuild Germany into a modern nation once more.
The National Socialist party, led by Hitler, offered these
promises without sacrificing religion or personal liberties
as the Communists demanded. Using popular sentiment,
a promise of a greater nation, and some more devious
tactics, the Nazi party had become the dominant force
within Germany by the 1930s.
At first, the Nazi party seemed like a godsend to Germany.
Austria and other lands were annexed back into the Fatherland. The Treaty of Versailles was terminated, and
Germany, under Hitlers unyielding command, became a
superpower.
But beneath the smooth skin, however, the darker heart
of Nazi Germany beats relentlessly. Jews, Gypsies, and
Blacks are being rounded up and either exported, sterilized, or exterminated in camps. The master race doctrine
has been taken to its extremes, and the new Reich now
sees itself as being the eventual rightful rulers of Europe,
if not the entire world.

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.

of action, mystery, and danger in the western lands of


the continent. With influences from all of the great and
not so great powers of Europe, North America can be a
hotbed of activity.

The United States

North America

The 19th century in the United States was a time of turmoil.


The whole century seemed to focus on the build up to and
recovery from the biggest change in American history -The Civil War. The tensions, both political and economic,
that lead up to the Civil War influence the direction of the
country throughout the early years of the 1800s. The
upheaval caused by this great conflict had repercussions
that were felt up to the dawn of the new century. It was
not, however, all doom and gloom. The Industrial
Revolution was alive and well in the United States. The
country was a land of invention, with new technology
seeming to appear every day. The westward expansion
also brought adventure and new discoveries, making the
United States a land of opportunity, a dream of people
around the world.

A land of opportunity and growth, the countries of


North America can be a focal point for adventure and
excitement. Penny-dreadfuls fill young minds with tales

The Gold Rush of 1848 brought hundreds of thousands of


people to California, with towns springing up literally
overnight. Once small communities became bustling cities
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Pulp Fantastic
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.

74

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.

South and Central America


This region was both an unexplored wilderness full of
ancient ruins waiting to be discovered and a hotbed of
military actions throughout the era. For adventurers
seeking ancient ruins and lost civilizations, the Incas and
Aztecs had left behind more than enough to keep even
the most active Adventurer or Explorer busy. During the
1930s they were sitting between two worlds, and time will
decide which way they will move.

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

The Pulp World Gazetteer


from the banks of London, gave the capital city a definite
European feel. The rich plains of the Pampas in northern
half of the country and the rolling plateau of the south,
contrast sharply with the rugged Andes along the western
border. This gave the country a definitely exotic feel, with
a certain air of mystery.

MAPLE WHITE LAND


Discovered by Professor George Edward Challenger in 1908
and first explored in 1910, Maple White Land is an enormous
plateau that rises from the dense jungles of Venezuela, in
South America. An anomalous region like the Forbidden Valley
in Mexico, the plateau is hard to find, despite being of considerable size, and supports a large population of dinosaurs
and other anachronistic flora and fauna. Like the Forbidden
Valley, the surface of the plateau appears to be far larger
than its circumference would suggest, which may account
for its ability to support such a large and thriving ecosystem.
Along with dinosaurs, giant insects and arachnids and a
variety of primitive plant life, the plateau is also home to
competing tribes of humans and so-called ape-men, and
has been found to contain large deposits of diamonds and
other precious stones.

the army of Napoleon caused great uproar in the Portuguese


court, with the King and his retinue fleeing to Brazil and
setting up in Rio de Janeiro. The capital of the Portuguese
Empire lies in Rio for several years, with the colony formally
becoming the Kingdom of Brazil in 1815. The United
Kingdom of Portugal, Brazil and Algarves, was ruled from
Rio until 182, when the King of Portugal went back to
Lisbon. A year later Brazil gained its independence, with
Dom Pedro the first Emperor of Brazil. Emperor Pedro I,
and later his son Pedro II, ruled the Brazilian Empire
through the late part of the 19th century. Turmoil and
revolution resulted in the abdication of Emperor Pedro II
in 1889 and the Republic of the United States of Brazil was
formed. The land of Brazil was sparsely populated, with
heavy rainforests and the largest river system in the world.
The great and mysterious Amazon River is the heart of
Brazil. Many European expeditions went into the Amazon
Basin to explore and bring back the natural treasures of
the region. Some of them never returned.

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
75

Pulp Fantastic
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.

some heroes were ahead of their time regarding racial


equality and opposition to imperialism, only after the
period represented in Pulp Fantastic did the empires gain
some degree of enlightenment and begin divesting themselves of their colonies.

During the era of pulp fantastic Chile is a highly


regimented, tightly controlled, and predominately
Catholic republic. While it may look calm and orderly,
underneath is a hotbed of subterfuge. The mountains of
Chile are large, dangerous, and potentially full of raw
gold, silver, and perhaps the lost treasures of the Inca or
Aztecs. The "savage Indians" of Chile can also be a surprise
to adventurers. They could seek revenge for wrongs done
to them by the Chilean government, or they could be out
to aid those hoping to find and "preserve" the treasures
of the mountains. They may even know of the legendary
tunnels and caves under Drakes Passage that lead to a
legendary long lost kingdom below Antarctica.

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.

SHAMBHALA AND AGHARTA

GAZETEER

The twin kingdoms of Shambhala and Agharta exist on the


borders of Tibet, nestled within an anomalous region in the
Himalayas.
Shambhala is a holy land in the Buddhist faith, and was long
thought to be purely mythological. However, in recent years
a number of Western explorers and mountaineers have returned home with tales of the beautiful warm valley hidden
amidst the snowy peaks, and of the curiously ageless and
gentle people that live there. Many seem to have returned
home oddly rejuvenated, as if they have somehow become
younger, while others appear to have undergone some form
of spiritual transformation. Like other anomalous regions,
Shambhala is extremely difficult to locate, though in this
case whether or not the land can be found at all seems to
depend on the favor of the people within it. Legends says
that those who are destined to find Shambhala will do so,
while those with evil in their hearts never will.
Agharta is a underground realm that exists somewhere
beneath the mountains of Tibet, and can be reached through
tunnels in Shambhala. Reputedly the home of the mystical
Meh-Teh, the realm is also said to be the site of the dread
Forbidden Lamasery of the Mara Brotherhood. Rumors persist
that Agharta was once an Atlantean outpost, and that still
functioning examples of their transcendent technology can
be found there, if one only knows where to look.

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
76

Abyssinia

All of Abyssinias borders are mountainous, making it


naturally defensible. In the late 19th century, Italy tried
to take it as a colony, but it was humiliated in defeat, as
had been all other nations who tried to conquer it. In 1935,
Italy tried again, and with the aid of mustard gas, they
succeeded, Emperor Halie Selassie fleeing the country.
Abyssinias future is unclear, as the League of Nations has
turned a deaf ear to the emperors cries for aid.
Visitors will find this country modernized in comparison
with other African nations, but it still holds its enigmas. For
example, questions persist as to whether the title of emperor
is equivalent to the medieval Prester John. Likewise, the
city of Lalibela holds eleven eight-century-old churches,
hewn out of solid rock, supposedly with the aid of angelic
beings. The nearby caves have never been fully explored.

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

The Pulp World Gazetteer


BLACK LOTUS POWDER
The Black Lotus is a rare parasitic plant which grows naturally only in the deepest jungles of Central Asia. The pollen of the plant,
when ground up and dried, forms a powerful psychoactive hallucinogen that its users believe can grant ecstatic visions of different
times and places. The priests of the barbaric Tsang-Chan peoples believe that inhaling the dust of the Black Lotus links them to the
spirits of everyone who has ever taken the drug or ever will.
Black Lotus powder is highly addictive, and regular use creates in the user a peculiar veneration for the Black Lotus itself, resulting
in the slow spread of the cultivated plant across the planet. Addicts manifest reduced willpower, a curious group mentality, low
empathy and a marked disregard for their own personal safety, making them easily dominated by a powerful personality.
The Black Lotus is the subject of a number of dark myths and legends. In some stories, it was carried to Earth as dust on the sandals
of the gods, sprouting in their footsteps in the sacred places of the world. In others it was sent from beyond as a sacrament, to
allow the faithful to commune with their brethren across time and space in worship of the Old Gods. Still others claim that the Black
Lotus is itself a god, sharing itself among its worshipers that it might live in them.
Botanists point out that the Black Lotus is misnamed. Though the bloom itself resembles a lotus flower, it is not aquatic and appears
unrelated to any of the lotus family (genus Nelumbo). In fact in many ways it is similar to mistletoe, though the two species are
unrelated.
The shamans of the Tsang-Chan and priests of the Black Scorpion Brotherhood believe that chewing the leaves of the Black Lotus
will give them strange powers and an extended life-span, though no scientific evidence has been gathered to support this. Burning
the dried leaves of the Black Lotus produces a dense soporific vapor, which if inhaled induces rapid loss of consciousness followed
by a period of delirium punctuated with horrific dreams. Some native shamans claim to be able to use the roots of the plant to
create a potion that induces a state of hypnotic suggestibility in those who drink it, but again there has been little scientific investigation to support this claim.

Regardless of the veracity of the many claims made about the plant, its rarity makes live specimens among the most valuable plants
in the world today. While the Black Lotus can be grown elsewhere in the world, it is extremely difficult and requires constant care.
Some even whisper that in order to grow outside of its natural environment, the plant must be watered in fresh blood, though this
is almost certainly a myth. Pound for pound, Black Lotus powder is more valuable on the black market than diamonds, and even
dead plants are highly sought after for their pharmacological properties.

deaths. Mysterious roars, not identifiable with any known


creature, had been heard earlier in the expedition.
Even great men, faced with the full intensity of mystery and
suffering the Congo has to offer, have lost their sanity here.

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.

The Nile River, economically priceless, became one of the


most explored in the world during this period, as adventurers tried to find its source, leading them south through
the Sudan and beyond. The river, though many view it as
the source of life, is home to Nile crocodile, hippopotami,
and over ten varieties of venomous snakes, so it pays to
be careful while navigating. Malaria-carrying mosquitos
are ubiquitous, and if one goes far enough south, the rapids
become problematic.

The Sahara Desert


Travel through the Sahara is likely to be fatal. Its simply
hot, arid, and impassibly large. Even if youre prepared
with a camel, proper dress, and several days of water,
violent Tuareg nomads could attack, as could Arab slavers.
Finally, there are natural dangers, such as poisonous snakes
and scorpions, sandstorms, and even the uneven ground,
prone to injuries from sprains to broken bones. Even near
the oases, one may find hyenas. So why would anyone go
through the Sahara?
Wealth. There are lost cities to be found: Zerzura, the
white city, an oasis of precious gems and sleeping rulers,
for example. Its possible that this is a false lead, like
Timbuktu, but that didnt stop groups of explorers in the
early 1930s from trying to find Zerzura. (Of course, impoverished Timbuktus real treasure subsists not in gold,
but in in its tomes of forgotten wisdom, its volumes of
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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.

The Walking Shade


The coast of East Africa is rife with tales of a man who
never dies. For five centuries, observers have noted a
strange, small sign on certain buildings and individuals,
a sign locals call a seal of protection. In hushed breath,
the indigenous people tell stories of a cave shaped like a
skull, a wolf and horse who respond only to the speech of
the undying, and a stretch of coastland free from the piracy
that plagues so much of the Indian Ocean. But, like an
apparition, the origin of these legends and the origin
of the skull-shaped wounds on some pirates faces
remains impossible to find.

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

Bhutan is a small country nestled in the Himalayas and


was battered by civil war during the Victorian Age. Governors of different territories within Bhutan were vying
for power through skirmishes with the others.This came
to an end in 1885, when Britain backed Ugyan Wangchuck,
the Governor of Trongsa. He would consolidate his power
through the rest of the Victorian Age (and was destined
to be crowned king in 1907).

Following the publicity surrounding the research about


Great Zimbabwe, Europe became very interested in the

Ironically, although Bhutan was strengthening its ties with


Britain, it conducted most of its trade with its northern

The Pulp World Gazetteer


neighbor Tibet. Tibet actually sided with a rival governor
against Wangchuck. A treaty with Britain in 1865 allowed
Britain to control Bhutans southern border passes with India.
It is a part of the British Empire, allowing for a presence
in this distant part of the world for the English.

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.

The latter half of the 19th century in China was a time of


adventure and excitement. Contact with western cultures
had been limited, but the expansion of trade around the
world following the Napoleonic Wars caused the Manchu
government to have to deal with trade groups from Europe.
The most prominent of these groups came from Great Britain,
who had colonies in nearby India. The Emperor had declared
that China was not impressed with western manufacturing,
so they would only accept bars of silver as payment for the
silks, teas, and ceramics that were in demand in Europe.
Great Britain was concerned that their precious metal reserves
were being depleted, so they looked for alternative goods to
trade. Their most elaborate scheme involved addicting the
Chinese on opium. When the Emperor banned the opium
trade in 1838 Great Britain declared war on China, and the
first of the Opium Wars began.

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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

The Indian subcontinent has a varied geography. While


most people think of India as a jungle, the entire spectrum
of climates can be found on the subcontinent. The British
typically divided the subcontinent into northern and
southern India, with the Vindhya and Satpura mountain
ranges acting as a natural dividing line.
Northern India is bordered by mountain ranges along most
of its borders. The largest of the northern ranges is the
Himalayas, which India shares with Bhutan, Nepal, and Tibet.
The highest peaks in the world are found here, including Mt.
Everest, the tallest mountain in the world. It is named for
the British Surveyor General, Sir George Everest, who first
spotted it. To the west are the Hindu-Kush Mountains that
separate British India from Afghanistan. The Vindhya and
Saptura mountains, as mentioned, border the south.

THE ISLAND OF THE SKULL


For centuries sailors in the South Seas have told each other
blood-curdling tales of the cursed isle and the cradle of
monsters, also known as the Island of the Skull. Supposedly
an uncharted island located far from the shipping lanes and
wreathed in a permanent bank of curiously still fog, the Island
of the Skull is named for the numerous carvings of human
skulls found among the ruins that sprawl across the isles
southern coast. Few have landed there, and of those few
even fewer have lived to tell of it. Legend tells of an island
of lush jungle, swamp-land, deep crevasses and high mountains, bearing flora and fauna both wild and monstrous.

Three major rivers dominate Northern India: the


Brahmaputra, the Ganges, and the Indus. These rivers
deposit rich, fertile soil during frequent flooding, and are
densely populated as a result (although the Indus is
threatened by the Thar Desert to the east).
Southern India is home to two environments, the coastal
80

regions and the Deccan Plateau. The Deccan Plateau is


separated from the coast by two mountain ranges known
collectively as the Ghats. These mountain ranges keep the
plateau hot all year long. The coastal regions, like northern
India, have rich soil. Coastal India usually has a mild winter,
then a short hot season, a rainy season, and then another
hot season before winter.
Most of India is subject to the rainy season between June
and September. This is the period of monsoons, a seasonal
wind that brings heavy rains and flooding. While the
Indian people welcome the rains after a hot season, the
resultant flooding can cause loss of life and crop damage.
The British Empire politically separated British-run India
into three Presidencies: Bengal, Bombay, and Madras. These
three regions acted almost independently of each other,
and up until the late 1870s. Civilians considered themselves
exclusively belonging to one of the Presidencies (e.g. the
Bengal Civil Service), rather than India in general. Among
these regions were also many autonomous native states,
the princes, Maharajas, which were left to run their own
affairs, providing that they cooperated with British rule.

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,

The Pulp World Gazetteer


the country remained in almost total isolation from the
outside world.
The first significant exhibit of Japanese items in the west
was during the London International Exhibition of 1862.
These items were primarily collected and presented by
Rutherford Alcock, the British minister of Japan. It would
be five more years (1867) before the Japanese government
presented their own cultural displays to the world. In 1868,
just one year later, the shogunate government was
overthrown in a popular revolt and Meiji emperor was
returned to power. It was under this government that
Japan was opened to westernization.
One group that did not benefit from the Tokugawa peace
or the return of the Meiji reign was the little known Ainu
people, who by this time had been forced to live only on
the northern most island of Hokkido. The members of
this hunter/trapper/farmer culture appeared to have more
in common with American Indians than they did with
their Asian overlords. The Ainu were systematically
persecuted not only for their Caucasian racial stock but
also because of the strange animistic religion they
practiced. The Ainu religion was one of the last Bear
Cults to survive into the 19th Century.
Despite the pulp image of Samurai and Ninja clans
operating in Japan in the 1930s, the feudal age of Japan
really ended with the Meiji restoration of 1868. Japan of
this new era was a nation struggling to become modern,
despite suffering economic disaster from both the Great
Depression and the powerful Kanto Earthquake of 1930.
Though the land was ruled by Emperor Hirohito, it was
controlled by a network of political groups, secret societies,
and cults. Power brokering was commonplace, but the
military, through assassination and persecution, amassed
power through the decade.
In 1931, Chinas warring factions began to expand power
into Japanese-claimed Manchuria. This gave the military
an easy excuse to consolidate power, as well as reclaim
Manchuria by force. After heavy criticism for its actions,
Japan pulled out of the already-weak League of Nations
in 1933.
By 1936 there are threats and rumors of war with China,
and even the most devout pulp heroes are reluctant to
take but a few assignments into the heart of Japan.

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.

lation and prosperity. During the gold rush, many people


from England, Ireland, China, and the United States came
to Australia to discover not only gold but creatures that
defied description. Kangaroos, koala, kookaburra, emu,
and platypus were just a few of the strange things they
found. The strangest things encountered by the new inhabitants of Australia were the old inhabitants, the aboriginals of Australia.
These strange people, living in "primitive" nomadic groups,
were a great puzzle to the newcomers. How did they get
to the isolated continent? How did they develop their
strange customs? And should they be given rights and
privileges of the "civilized" colonists? The aborigines oral
history, their talk of the ancient era known as the Dreamtime, all seemed to be a collection of myths and legends
to the English colonists. The boomerang and the strange
musical instruments used by the aborigines added further
mystery to these already curious people.

The vast deserts, crocodile filled mangrove swamps, thick


tropical jungles, and sweeping grasslands make Australia
a diverse environment for exploration. The largely unexplored desert regions could be host to ancient ruins, lost
cities, or even gateways to the aboriginal Dreamtime.

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.

The discovery of gold in New South Wales in 1851 and in


Victoria shortly after that brought a surge of both popu81

Chapter 4
The Pulp Years

his chapter is not a complete history on the Pulp Era,


it is an overview of the things that happened during
the period, a timeline and a general sense of what is
what. There are many other books both in reference and
Role Playing that go into much more detail of the era than
we have gone into here, and any of them can be used as
supplemental material to the pulp fantastic Role
Playing Game.

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.

The Great War


The War to End all Wars started with the assassination
of Archduke Ferdinand in 1914, though it had been a long
time in coming. Tensions between various European
powers had been escalating and brewing for years. Skirmishes were a common occurrence as old nobilities vied
for power over one-another. The assassination was simply
a match in a room full of gas. Everything simply exploded.
War was far from new in Europe, but this war would change
everything. New weapons were brought to the field, including tanks, aircraft, and the horror of chemical weapons.
Nearly twenty million people would die in the Great Wars
four years, devastating the European powers. The cost of
war was simply too high for the old world mindset to
continue.
The end of the war found Germany as the defeated instigator, much of the rest of Europe in ruins, and the United
States both victorious and relatively unscathed. The Treaty
of Versailles ended the war, laying all of the blame on
Germanys feet. It also established the League of Nations,

a political body that was supposed to mediate disputes


between nations. It only had modest success, even at its
inception.
For better or worse, the Great War had accomplished
bringing in the Pulp age. But it had done little to settle the
disputes in Europe, and have even invited more. Skirmishes and government upheavals would last for the next
twenty years, bringing rise to Fascism and Communism.
The old class system was falling apart as the workers of
the world, who had suffered the most in the war, were no
longer content with their nobility. The War to End All
Wars concluded with an even more unstable world largely
in economic collapse, and seemed to ensure that more,
even more vicious wars would be coming.

The Roaring 20s


For the United States, the 1920s seemed like a period of
great promise. Though Prohibition had led to dramatic
increases in crime, they were considered to be good times.
The United States didnt suffer as badly in the Great War
as Europe. Indeed, most of Europe owed the United States
great amounts of money. Cities hadnt been brought to
their knees and required rebuilding. Unlike the rest of the
world, everything in the United States was up and running.
With enthusiasm bordering on delirium, Americans
charged to the future. Scientific achievement was often
celebrated without often being understood. Technology
promised cures for every disease, as a new convenient
gadget for any worldly inconvenience. Companies spent
millions buying into the idea.
Movies had changed entertainment as well, bringing the
glamor and glitz of a new age of celebrities, as well as some
mindless fun over the weekends at the matinee. In the
homes, radio programs of music, comedy and sports
brought people together in a way that hadnt happened
before. It really seemed that the miracles of technology
and new science was reshaping the world.
But beneath the wood grain and brass gadgetry, however,
lied a different image, even in the incredibly optimistic
America. Crime and corruption were rampant. Labor
Unions had turned to organized crime for muscle, and
were easily infiltrated by Communist insurgents. Prohibition and dramatic corruption had destroyed public
confidence in the government and police. Everyone seemed
to be drinking, and they were in much larger numbers

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

than before prohibition set in. Things got so bad in Chicago


that the city is still known for its booze-smuggling gangsters, a full eighty years later.
On top of this, race relations were atrocious in the states,
and not just for black men. Due to economic disaster in
the rest of the world, immigrants came to American shores
by the millions. Trouble is, there werent that many jobs
even in the land of prosperity. Small ethnic clashes over
work and older disputes erupted frequently.
Race relations in the south were even worse. Many sons
of the Confederacy had power, and werent too fond of the
black race that they blamed the Civil War upon. Segregation was the law, and any man, regardless of color, often
had more to worry about than just getting arrested. Racial
tolerance was nearly unheard of.
The decade of American excess may have been good times
for some. All that excess, however, came at a terrible cost,
and the worst of it was just around the corner.

Timeline 1901 1939


1901
(January) Queen Victoria dies. Prince Albert Edward
becomes King Edward VII.
The Boston Gun Club builds a large canon in Florida (United
States) which they say will be used for exploration of the
Moon. The firing of this canon garners the attention of the
war-like, space faring Martians.

(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

84

The Pulp Years

1903

1905

(January) San Francisco - Hawaii telegraph cable opens


for public use. Harry Houdini performs at Rembrandt
Theater, Amsterdam. 1st regular transatlantic radio broadcast between U.S. and England. Harry Houdini escapes
police station Halvemaansteeg in Amsterdam.

(March) Tsar Nicholas II of Russia agrees to create an


elected assembly (the Duma). U.S. President Theodore
Roosevelt begins a full term. Russian troops begin to retreat
from Mukden after losing 100,000 troops in 3 days. The
Japanese capture of Mukden (now Shenyang) completes
the rout of Russian armies in Manchuria.

(March) The killer known as The Hoxton Creeper resurfaces


in London after being presumed dead for over five years
following an encounter with Sherlock Holmes. By means
unknown the brutish back-breaker finds his way to America,
apparently tracking the notorious Borgia Pearl after its sale
to an unknown American millionaire. Over the next three
decades, for reasons unknown, he will find and murder every
owner of the Pearl.
(June) Ford Motor Corporation and Pepsi Cola Company
both form.
(August) Joe Pulitzer donated $1 million to Columbia U
and begins Pulitzer Prizes
(December) First motorized flight performed at Kitty Hawk,
North Carolina by two bicycle makers from Ohio, Wilber
and Orville Wright. Fire at Chicagos Iriquois Theater kills
602

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.

(April) Albert Einstein works on the special theory of


relativity as well as the theory of Brownian motion.
(May) The Japanese fleet under Admiral Heihachiro Togo
destroys the Russian fleet under Admiral Zinovi Petrovich
Rozhdestvenski in a 2-day battle.
(June) The Norwegian Parliament declares the union with
Sweden dissolved, and Norway achieves full independence.
(September) Russo-Japanese War end results in disastrous
defeat for Russia; a treaty mediated by U.S. President
Theodore Roosevelt is signed by victor Japan and Russia.
Russia cedes the island of Sakhalin and port and rail rights
in Manchuria to Japan, and major civil unrest at home for
Russia.

(October) The Wright Brothers third airplane (Wright


Flyer III) stays in the air for 39 minutes with Wilbur piloting. This is the first airplane flight lasting over 1/2 an hour.
Tsar Nicholas II is forced to grant Russias first constitution,
conceding a national assembly (Duma) with limited
powers.
(November) Prince Carl of Denmark becomes King Haakon
VII of Norway.

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.

(October) The Russian Baltic Fleet fires on British trawlers


it mistakes for Japanese torpedo boats in the North Sea.
The first underground line of the New York City Subway
opens.

(December) The first German submarine, U-1, enters the


German Imperial Navy.

(November). Republican incumbent Theodore Roosevelt


defeats Democrat Alton B. Parker. The first successful
caterpillar track is made (it later revolutionizes construction vehicles and land warfare).

(March) Elections to the new Parliament of Finland are


the first in the world with woman candidates, as well as
the first elections in Europe where universal suffrage is
applied. Nineteen women are elected. The first taxicabs
with taxi meters begin operating in London.

1907

85

Pulp Fantastic
(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.

(April) Robert Peary, Matthew Henson, and four Eskimo


explorers come within a few miles of the North Pole.
They discover a previously unknown Martian advance base,
what they discover inside is of particular interest.
(July) Louis Bleriot is the first man to fly across the English
Channel (thus a large open body of water) in a heavierthan-air craft.
(November) The U.S. Navy founds a navy base in Pearl
Harbor, Hawaii.
(December) King Albert I of Belgium succeeds his uncle,
Leopold II, on the throne.

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

(October) Thomas Carnacki files a patent for his Electric


Pentacle.
(November) Western bandits Butch Cassidy and The Sundance Kid are supposedly killed in Bolivia, after being
surrounded by a large group of soldiers. There are many
rumors to the contrary however, and their grave sites are
unmarked.
A 40,000-year-old Neanderthal boy skeleton is found at
Le Moustier in southwest France.
Professor George Edward Challenger mounts a solo expedition
to South America, during which he claims to have discovered
evidence that several dinosaur species have survived into
the modern day. His evidence is scoffed at by scientific authorities, and the intense interest (and mockery) of the press
results in Challenger assaulting several journalists.

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.

86

(May) Edward VII of England dies from an unknown lung


condition. George V succeeds him as King of England.
History records the disease that kills Edward VII as bronchitis.
Privately, physicians suspect a pathogen left over from the
Martian invasion of 1901.
(June) The DELAG Zeppelin dirigible, Deutschland, makes
the first commercial passenger flight from Friedrichshafen
to Dsseldorf in Germany. The flight takes nine hours.
(July) A wireless telegraph sent from the SS Montrose
results in the identification, arrest and execution of murderer Dr. Hawley Crippen.
(October) Portugal becomes a republic; King Manuel II of
Portugal flees to England.
Professor Challenger mounts a second expedition to South
America, accompanied by Lord John Roxton, Edward Dunn
Malone and Professor Arthur Summerlee, and discovers Maple
White Land, the fabled Lost World. On their return, Challenger presents a live pterodactyl to the Royal Zoological
Institute. Despite the creature escaping, Challenger is vindicated.

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.

The Pulp Years


(June) Thomas Carnacki gains wide notoriety when an investigation of an apparently haunted ship ends with the destruction of the vessel under mysterious circumstances.
(September) The liner RMS Olympic, sister ship to the RMS
Titanic, collides with the Royal Navy cruiser HMS Hawke
outside Southampton, England. Sabotage to the Olympics
steering mechanism by the Order of Victoria is suspected.
(December) George V of the United Kingdom and Mary of
Teck are crowned as Emperor of India and Empress Consort,
respectively, in New Delhi.

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.

(July) The 50th anniversary commemoration of the Battle


of Gettysburg draws thousands of American Civil War
veterans and their families to Gettysburg, Pennsylvania.
(December) The Federal Reserve is created by Woodrow
Wilson.
The British steamship Calvadas disappears in the Marmara
Sea with 200 hands on board.

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.

(July) The Signal Corps of the United States Army is formed,


giving definite status to its air service for the first time.
Tsar Nicholas II of Russia orders a full mobilization against
Austria-Hungary.
(August) Germany, an ally of Austria-Hungary, declares
war on Russia and demands the neutrality of Russias ally
France; France refuses and mobilizes.

(November) Woodrow Wilson wins a landslide victory


over Republican incumbent William Howard Taft. Tafts
base is undercut by Progressive Party candidate (and
former Republican) Theodore Roosevelt, who finishes
second, ahead of Taft.
Edward Dunn Malone, assisted by Arthur Conan Doyle, publishes The Lost World, his account of the Maple White Land
expedition of 1910.

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.

87

Pulp Fantastic
(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

(May) The RMS Lusitania is sunk by a German U-boat,


killing 1,198.
(September) The Pennsylvania Railroad begins electrified
commuter rail service between Paoli and Philadelphia,
Pennsylvania, using overhead AC trolley wires for power.
This type of system is later used in long-distance passenger trains between New York City, Washington, D.C., and
Harrisburg, Pennsylvania. The first prototype tank is tested
for the British Army for the first time. Former cartoonist
John B. Gruelle is given a patent for his Raggedy Ann doll.
(October) The U.S. recognizes the Mexican government
of Venustiano Carranza de facto.
(November) The governments of Britain and France secretly agree to overtake the Middle-Eastern regions of the
Ottoman Empire (mostly Syria and Iraq), and establish
their own zones of influence.

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
88

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

The Pulp Years


States President to travel to any foreign country while
holding office.

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
89

Pulp Fantastic
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.

Germany joins League of Nations; Spain resigns membership.


(February) Discovery of Mayan city ruins in Mexicos
Yucatan peninsula.

1925

(March) Robert Goddard launches liquid fuel rocket at


Auburn, Massachusetts.

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

Rudolph Valentino dies of perforated ulcer at age 31.

U.S. bootleggers begin to use Thompson submachine guns.

General vaccine programs against tuberculosis begin in


the United States.

(April) German serial killer Fritz Haarmann,


The Butcher of Hanover, who murdered
at least 26 young boys and sold the flesh
of some as meat, is executed by decapitation
(May) John T. Scopes is arrested for
teaching evolution in violation of Tennessee state law. Despite Clarence
Darrow defense (against politician
William Jennings Bryan), Scopes
is found guilty on July 21. He is
fined $100 plus court costs, but
the entire case is dismissed on
a technicality on appeal, in
January 1927, to the Tennessee
Supreme Court.
The hydrocarbon synthesis necessary for the development of
synthetic oil (the Fischer-Tropsch
reaction) is discovered in
Germany.
(April) Field Marshal Paul von
Hindenburg elected president of
Germany

1926
Nikola Tesla erects radio
towers at the Waldorf in New
90

York. Claims to get signals from outer space.

Revenue from bootlegging in the U.S. reaches estimated


$3.6 billion.
(May) U.S. Commander Richard E. Byrd and pilot Floyd
Bennett fly over the North Pole.
(October) Harry Houdini dies in Detroit from peritonitis.
The Kodak Co. produces the first 16 millimeter movie film.
Some 32,000 speakeasies operating in New York City;
roughly double the number of taverns prior to Prohibition.
American A.A. Michelson uses a series of mirrors set up
over 25 miles to measure the speed of light.
Rin Tin Tin, is biggest box office star of 1926.

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

The Pulp Years


Detroit and New York offices to see the new automobile
Duke Ellington and his orchestra open for a four-year run
at The Cotton Club in New York Citys Harlem.
Show Boat opens on Broadway and becomes one of the
biggest stage musical hits in history.
(December) Joseph Stalins control of Russia almost certain.
Communist party bans all opposition to Stalins policies.
Leon Trotsky and others purged from the party.
Average annual income in U.S., $2,400.
Al Capones annual income estimated between $20 million
and $100 million.
First tetanus shot administered to humans.

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).

Hans Geiger and Walther Muller make first feasible Geiger


counter to measure radiation. Geiger had invented the
original device in 1912.
Professor George Edward Challenger invents a drilling machine
and drills into the Earth in order to prove his theory that it
is a living being. Unsubstantiated claims are made that his
machine is destroyed by some kind of creature, contradicting
the claims of previous deep geological explorers.

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

Construction on the Empire State Building begins.


St. Valentines Day Massacre gangland hit, ordered by Al
Capone against North Side boss Bugs Moran, leaves 7
bullet-riddled corpses on the floor of a North Chicago
garage. Moran was not one of them
New York Stock Exchange sets records throughout the
year, despite several sharp corrections and recoveries. On
October 24, trading volume reaches a record 12,894,650
as stocks dive. Charles E. Mitchell, Albert H. Wiggin (Chase
National Bank), William Potter (Guaranty Trust Company)
and Seward Prosser (Bankers Trust Company) meet with
Thomas W. Lamont of J.P. Morgan on Wall Street and agree
to invest $40 million each to shore up the stock market.
Five days later, the market collapses
Charles Lindbergh starts Central American air-mail
service.
First color television is demonstrated in the US and
England.
Electroencephalograph invented by Hans Berger in
Germany.

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.
91

Pulp Fantastic
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.

Gangster Al Capone is jailed for tax evasion.

Boston bans all works by Russian revolutionary Leon


Trotsky.

Amelia Earhart establishes the Pitcairn autogiro worlds


altitude record at 18,451 feet.

France begins building Maginot Line.

After severe monsoon rains, the Yangtze River in China


floods; dikes and dams break, inundating over 35,000
square miles and leaving 40,000,000 homeless.

Constantinople renamed Istanbul.


Turksib Railroad connecting Turkestan and Siberia opens.
Austria and Italy sign friendship treaty. Britain, France,
Italy, Japan and U.S. sign naval disarmament treaty.
U.S. Marines are stationed in Haiti and Nicaragua to assist
the local authorities and preserve U.S. interests.
Amy Johnson becomes the first woman to fly solo between
England and Australia. She makes the trip in 19.5 days.
(April) Charles Lindbergh and Anne Morrow set a transcontinental speed record from Los Angeles to New York,
14 hours, 45 minutes.

GAZETEER

(October) The British airship R101 crashes near Beauvais,


France while en route to India. Forty-six passengers and
crew burn to death.
Rumors surround the crash of the R101. One has it that it was
carrying a newly discovered Tesla device. Its whereabouts, if
it existed, are unknown and is presumed to have been destroyed in the fire. A second, less wide-spread rumor, is that
the craft was engaged in secret diplomatic work with an
extraterrestrial visitor. Little evidence is found to support
either story.

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.

92

Reports that completion of the Empire State Building is


delayed by sightings of strange robotic machines and pig-like
humanoid creatures in and around the building remain unsupported.

Karl Jansky, an American Engineer, detects anomalous


signals while conducting experiments on radio wavelength
interference. These are the same signals detected by Tesla
5 years earlier.

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.

Mukden Incident in September begins Japanese occupation


of Manchuria. China boycotts Japanese goods (China is
Japans principal market).

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.

Gandhi ends second civil disobedience campaign with


signing of Delhi Pact. Britain releases non-violent political prisoners.

Austrian-born Adolf Hitler receives German citizenship.


Franklin D. Roosevelt wins the U.S. presidential election
in an electoral landslide over Herbert Hoover, 472 to 59.

Empire State Building completed.

Amelia Earhart flies solo across the Atlantic Ocean on May


20 -- the first woman to do so. Newfoundland to Londonderry in 13.5 hours.

The Pulp Years

93

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

(April) America abandons the gold standard.


(May) Thomas Carnacki investigates an apparent haunting
in the vault of a central London bank. He is sealed in the vault
overnight inside his electric pentacle. When the vault is
opened in the morning it is empty. Carnacki is never seen
again.

(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

A British airplane flies over Mt. Everest.


(February) Malcolm Campbell sets a land speed record of
273 mph in the 2,450 horsepower Bluebird.
(April) Dirigible Akron crashes into the Pacific Ocean near
midnight; only 4 of 77 aboard are saved.
The United States repeals prohibition with the passage of
the 21st amendment to the U.S. Constitution.
The Secret World Treaty of 1933 is signed by the nations of the
world, giving the Air Cavalry the offical role of Protectors of
the Skies by World decree. Their role is often downplayed,
passed off to the public as one of entertainment.

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.

The Pulp Years


(February) Bruno Hauptmann is convicted of Lindbergh
kidnapping and murder.
Germany defies the Versailles treaty and reinstates compulsory military service.
Russia signs treaties with the U.S., France, Czechoslovakia
and Turkey.
Charles F. Richter develops a scale for measuring earthquakes.
A Pan American Clipper (a 19-ton flying boat) flies from
San Francisco to Pearl Harbor, Hawaii in 18 hours 39
minutes, making it the first transpacific transport plane.

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.

Babes in Arms, a Rodgers and Hart musical comedy, opens


in New York.
Films: Snow White and the Seven Dwarfs (a Walt Disney
feature-length cartoon), Camille (starring Greta Garbo),
and the Academy Award winner Life of Emile Zola (starring
Paul Muni).
Joe Louis wins the heavyweight title, defeating James J.
Braddock in the eighth round (Chicago, June 22).
New York Yankees (A.L.) beat New York Giants (N.L.) in
the World Series, 4 to 1.
War Admiral wins the Kentucky Derby, Preakness and
Belmont.
U.S. Tennis team wins the Davis Cup from Britain.
The first shipment of gold arrives at the National Bullion
Depository, Fort Knox, Kentucky in mid-January.
The Hindenburg goes down in a massive fireball on May
6.
All-India Congress Party wins in the Indian elections.
Aden becomes a British Crown Colony.
President Roosevelt signs the U.S. Neutrality Act.
Following an incident at the Marco Polo Bridge near Peiping
(Peking), Japan launches an undeclared war on China.
Japanese atrocities outrage world opinion (July 7).
Japanese planes sink the U.S. gunboat Panay on the Yangtze
River (December 12).
Japanese seize Peking, Tientsin, Shanghai, Nanking and
Hangchow. Italy withdraws from the League of Nations
and joins the Anti-Comintern Pact.
Guernica, the Holy City in Spains Basque region, is
bombed by German planes allied to the Spanish Nationalists.
95

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

The Worlds Fair opens in New York City on April 30,


drawing record crowds.

40-hour work week established in the U.S.

Nylon stockings are first offered for sale.

Lambeth Walk becomes the fashionable dance.

Literature: Adolf Hitlers Mein Kampf in English; James


Joyces Finnegans Wake; John Steinbecks The Grapes of
Wrath; T.S. Eliots The Family Reunion; C.S. Foresters
Captain Horatio Hornblower.

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

U.S. Tennis Team defeats Australia to retain the Davis Cup.


New York Yankees defeat Chicago Cubs 4 to 0 in the World
Series.
Howard Hughes circumnavigates the globe by airplane in
3 days, 19 hours.
(October) On Halloween, Orson Welles broadcasts the
Mercury Theatre on the Airs adaptation of The War of the
Worlds, causing nationwide panic.
Welles is coerced into making the broadcast by Division 4, as
part of a cover-up after a second Martian expeditionary force
lands near the town of Grovers Mill, New Jersey. The invasion
is swiftly halted by Division 4. Despite several casualties and
substantial property damage, the cover-up is successful and
almost brings Welles career to a halt.

Pulp magazine The Avenger (issue #1) is released in September.


Popular Music: God Bless America, Three Little Fishes,
Somewhere Over the Rainbow, Beer Barrel Polka, Ill Never
Smile Again.
Films: The Wizard of Oz (in color; starring Judy Garland),
Ninotchka (starring Greta Garbo), Pinocchio (a Walt Disney
Feature-length cartoon), Good-Bye, Mr. Chips (starring
Robert Donat) and Academy Award winner Gone With
The Wind (starring Clark Gable and Vivien Leigh).
First televised baseball.
New York Yankees shut out Cincinnati Reds 4 to 0 in the
World Series.
President Roosevelt asks $552 million for the defense
budget.
The Spanish Civil War ends; Francisco Franco rules Spain
as Caudillo (3/28). Spain joins
the Anti-Comintern Pact and leaves the League of Nations.
Japan occupies Hainan and blockades the British concession at Tientsin.

Japan installs a puppet government in Nanking (3/28),


takes Canton, Tsiangtao and Hankow.

Germany occupies Bohemia and Moravia, places Slovakia


under protection, annexes Memel and renounces most
military agreements. On 9/1 Germany invades Poland and
annexes Danzig. On 10/5 the last organized Polish resistance ends.

Germany seizes Austria (3/12-13) and Czechoslovakia


(10/3).

France and England declare war on Germany on September 3.

President Roosevelt sends Hitler and Mussolini a plea to


settle European difficulties amicably.

A British Expeditionary Force is sent to France.

Chinese troops divert the Yellow River to halt the Japanese


invasion. The resulting flood covers 20,000 square miles
and kills hundreds of thousands.

Russia invades Finland (11/30) and is expelled from the


League of Nations.

A hurricane strikes New England, killing 700 and doing


millions of dollars worth of damage (9/21).
96

Professor Challenger dies at the age of 71, peacefully in his


sleep. Shortly afterward, Enid Challenger, her husband Edward
Malone and Lord John Roxton found the George Edward
Challenger Centre for Exploration, Innovation and Research,
more commonly referred to simply as the Challenger Centre.
The Centres annual Challenger Award for Scientific Reason
becomes one of the most hotly sought after prizes in the
science community.

Russia invades Poland in alliance with Germany (9/17).

The United States announces neutrality on September 5,


but orders from European countries for war supplies make
a vast improvement in U.S. economy.

The Pulp Years


Radar is used in Britain to detect enemy aircraft; balloons
are used to protect against air attack.
Pan-American Airways begins regularly scheduled flights
between the U.S. and Europe on the Dixie Clipper. First
flight (from Long Island to Portugal) takes 20 hours, 16
minutes (5/20).
Pan-American Airways California Clipper lands at Auckland, New Zealand, completing the first flight of a regularly scheduled fortnightly service from San Francisco,
California (8/30)
The Heinkel He-178 makes the first jet-powered flight
(8/24)
Chilean earthquake devastates 50,000 square miles and
kills estimated 30,000 (1/24).
Severe earthquakes in Northern Turkey destroy city of
Erzingan and kill 100,000 (12/27).
Sir John Hamish Watson begins a second career as a radio
broadcaster in America. He introduces a long-running series
of radio adaptations of his adventures with Sherlock Holmes,
with Holmes played by Basil Rathbone and the younger
Watson played by close friend Nigel Bruce. The introductions
to each series are recorded in Sir Johns California home, and
feature frequent interruptions from his two dogs. Watson
uses this public platform to campaign for War Bonds and
against the evils of racism and fascism. Rathbone eventually gives up the role of Holmes in 1946 when Sir John dies from
natural causes at the age of 87, and the role is taken over by
sound-alike actor and friend, Tom Conway.

97

Chapter 5
Organizations & Secret Societies

rganizations are important to any setting, but most


of those in the pulp fantastic campaign are
secret and hidden. They are active, and player characters are typically members of one of these organizations
and will do what they can in the best interest of the organization.

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

competing aims came into greater and greater conflict.


This competition ranged from political attacks to discredit opponents, to duels between proxies or actual masters,
to outright assassinations and religious denouncements.
These led to instabilities in the world and politics as each
master would struggle against one and another.
As centuries pass, the secret masters would name successors
and groom them to take over when their time would come.
Naturally drift in ideology and methodology came about,
and when a master would have multiple heirs or would die
too soon, internal wars would take over, leading to several
revolutions in nations, such as the Protestant Reformation
and the American as well as French Civil Wars.
As time passed, the secret masters of the world worked
with or against each other, these efforts gave rise to wars
in the 18th and 19th centuries such as the Franco-Prussian
War and with the assassination of the Secret Master of
Eastern Europe which led to the start of the First World
War.
With the advent of advanced technologies as well as the
heroes of the modern age, these secret masters would
recruit those bravos and adventurers to fuel or fulfill their
goals and aims, often through intermediaries or by posing
as wealthy philanthropists funding these men of mystery
or stalwart adventurers.
This then is the secret history of the world, a war that is being
waged behind the scenes and now waged in distant jungles
or crime ridden streets by the pulp heroes of the day.

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

Pulp Fantastic
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.

his notes on the creation of the Philosophers Stone. Some


claim that the Order was able to complete the work that
Newton was not able to finish, creating a Philosophers
Stone and ensuring the Orders means of wealth. Turning
base metals into gold meant that the order was not dependant on the generosity of their members, and meant that
they could pursue even the most obscure and costly of
rituals in their quest for knowledge.

French Foreign Legion

The Invisible College

The French Foreign Legion was a unique military unit set


up in 1831 by the French government to allow foreign
nationalist to enlist in the French military. The Great War
saw the legion in many critical battles in 1917, and suffered
heavy casualties in 1918.

The Invisible College was born out of a dreamand a


nightmare.

Hermetic Order of the


Golden Dawn

GAZETEER

The Esoteric Order of the Golden Dawn, later renamed the


Hermetic Order of the Golden Dawn, is one of the largest
and most influential organizations of western occultism.
Though relatively new, this organization has greatly expanded in both membership and power, and some claim
it has an impact on both the political and industrial fronts
that is without compare.
In 1886 Rev. A.F.A. Woodford was given a document called
the Cipher Manuscript. The Manuscript, written in English
but encoded, did not interest the Reverend, so he passed it
on to his friend Dr. William Wynn Westcott. Dr. Westcott
managed to decode the Cipher Manuscript, discovering it
to be a detailed outline of the Grade Rituals of the Order,
and prescribed a curriculum of specifically graduated teachings that encompass the Hermetic Qabalah, Astrology,
Tarot, Geomancy, and Alchemy. Dr. Westcott brought in his
fellow Freemason Samuel Liddell MacGregor Mathers to
confirm his deciphering of the manuscript and to assist in
turning the writings into a usable set of rules for a new
lodge order.Mathers asked a third Freemason, Dr. William
Robert Woodman, to assist in this endeavor, and the core
of the Esoteric Order of the Golden Dawn was formed.
In 1887 the trio officially opened the Order to others, and
soon a great many Initiates were learning the esoteric arts.
As the number of initiates grew, the influence of the Order
also grew. The teachings outlined in the Cipher Manuscript
were quite detailed, and those who followed the course of
study soon found their astrological readings were quite
specific, and quite accurate. In 1891, new initiate Arthur
Edward Waite began extensive teachings in the use of the
Tarot, consolidating the knowledge scattered through the
ages on their use and meaning. Other young initiates, like
Edward Alexander Crowley in 1897, showed a great deal
of talent in Alchemy and the Qabalah.
In 1890 it is rumored that the Order managed to acquire
the secret writings of Sir Isaac Newton, which contained
100

Mary Shelley, wife of Percy Bysshe Shelley and author of


the gothic novel Frankenstein, found inspiration during
her stay in Switzerland. In the summer of 1816, she accompanied Byron and Shelley during their travels. The
legend created by Byron and the Shelleys is that one night,
when a storm was raging over the lake, Mary Shelley and
her husband spent the night at Lord Byrons. Byron challenged them to think up ghost stories, but Mary Shelley
wrote nothing. Then, the night before Byron and Shelleys
boat trip on Lake Geneva, Mary Shelley had a nightmare.
That nightmare wasnt what would become a popular book
that would have a life longer than the original author
herself. No, her nightmares would be of humanity destroying itself with sciences that it did not understand advances that it had neither the ethics nor morality to use as they
were intended to be used, or to ignore those things that
were not meant for mankind.
From this weekend in Switzerland came a seed that would
bloom into the Invisible College. Percy Shelley would begin
to formulate some of the theories of this organization in
his 1819 essay In Defense of Poetry: Poets are the hierophants of an unapprehended inspiration; the mirrors
of the gigantic shadows which futurity casts upon the
present; the words which express what they understand
not; the trumpets which sing to battle, and feel not what
they inspire; the influence which is moved not, but moves.
Poets are the unacknowledged legislators of the world.
It was a feeling that only the artistic could save the world,
and save humanity from itself. In this period between 1816
and 1819, the guiding lights behind the Invisible College
began refining their processes. One of their primary
methods is to make actual events look fictional or so sensational that people would not believe that the events
could have possibly occurred. Hiding things in plain sight
is the best tool of the Invisible College. It was Mary Shelleys
Frankenstein that tested this technique for the first time.
It is not coincidental that the period of the ascendancy of
the Invisible College is parallel to the periods of the increase
of the popularity of Spiritualism and of the general interest in the fantastic in literature. These were all tools encouraged by the Invisible College in order to create an
environment of belief in the unknown and strange, but
only amongst those who would be easy enough to discredit or mock. This created the fertile ground into which the

Organizations & Secret Societies


membership of the Invisible College could place ideas so
that they could be more easily disbelieved by the majority of right thinking individuals in the world.
These methods also make it easy for a small, yet incredibly
dedicated group of individuals to be able to mold and form
public opinions on what is rational and what is irrational,
what can and what cannot be believed as true and proper.
These methods have also had far-reaching repercussions
in the realms of politics and marketing, and have had an
incredible impact on the world as a whole.
It is always important to remember that the Invisible
College has never had a large membership. While the
founders felt that artists and writers of all stripes were the
best suited to invisibly guide the world, they also knew
that those very people were very often the ones who could
be the least trusted. This is, in part, what has lead to the
existence of the Invisible College information being revealed at all the pettiness of individuals, particularly
those of an artistic nature, often leads to secret information
being released. This can also lead to rival organizations,
fighting against the Invisible Collegeor some even claiming to be the Invisible College! Just because players are
fighting against the Invisible College, or think that they
are members of it, it does not mean that they actually are
doing what they think that they are doing.
This is a problem in a world where there are too many
secrets. It is so much harder to get at the real truths of
things, if that is what you desire to do.
This goes to demonstrate that there is no central dogma
to the Invisible College. As it has adapted, evolved, changed
and grown with each successive set of leaders, so too does
each individual cell (called Universities by the organization) make its own rules and interpret the ideology of the
organization according to its own goals and plans. Often,
people working towards the goals of a University, or of its
leadership, will not realize that those goals do not completely match up with what the College itself is teaching
to its membership. All of this is intended to give a gm the
maximum flexibility with using the Invisible College in
their games. There is no one official Invisible College.

Knights of the Round Table


The year 1837 saw not only the coronation of Queen Victoria, but also the foundation of the Most Holy and Restored
Order of the Knights of the Round Table. Joshua GriffythJones, a prominent New York banker and amateur historian, began the fraternal organization because of his familys
fascination with the original knightly order. Family tradition
holds that the Griffyth-Jones family are direct descendants
of Sir Girflet, one of the last of the original Knights of the
Round Table. Sir Girflet fought alongside King Arthur in
the great final battle against Mordred. When Arthur fell, it
was Sir Girflet who was there to fulfill Arthurs last wish.
Arthur commanded Girflet to cast Excalibur into a nearby
lake. When he did so, a hand rose up from the lake, caught
the sword, and sank below the water. Sir Girflet alone knew
the secret of the lake. Feeling as if he were the last defender of Camelot, Sir Girflet vowed that he would maintain the
honor, the integrity, and the true goals of the Order of the
Round Table. He swore that one day, when the world was
in need, his descendants would restore the order and prepare
the way for the Arthur, the King Eternal. Over the centuries
the descendants of Sir Girflet is said to have kept this vow,
though no records of his family seem to exist anywhere.

Joshua Griffyth-Jones was born in Hempstead Harbor,


New York in 1805, the son of David Michael Griffyth-Jones,
a trader in gold and silver. Joshua grew up hearing stories
from his father about chivalry, knights in shining armor,
honor, fighting for the forces of good, and always, the story
of the death of King Arthur. The Knights of the Round
Table were a constant fascination to young Joshua, and
he promised himself that he would become a Knight of
the Round Table when he got older.

The role of the Invisible College in pulp fantastic can


be varied. However, the basic role of the organization will
fall into one of two distinct categories; the rest is just
further detail. The Invisible College is either the heroes
or the villains of the overall story. In addition to the role
of the Invisible College, the gm and the players would
probably need to determine whether or not the player
characters are employed by, or are acting against, the Invisible College. These two do not have to impact each other
in the way that players would think though. The Invisible
College can be a force for good in the world of the campaign, and the characters could still be working to actively bring them down (either to free the secrets that they
have or because of the fact that the characters are misinformed about their goals and nature).

101

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

Griffyth-Jones conducted constant searches about the


original Knights of the Round Table, searching for new
information about the knights and their descendants. He
felt sure that other descendants of the Knights could be
found among the upper classes of New York society, and
so in 1835 he began his own personal quest. In short order
a dozen members of the local aristocracy presented their
pedigree as knightly families, and the core of the new
order was formed.
In August of 1837, Griffyth-Jones gathered the gentlemen
at his summer house in Montauk, on the tip of Long Island,
and proposed the re-founding of the Knights of the Round
Table. Headquartered in offices above Griffyth-Joness
main Manhattan bank, the chosen men of power in New
York took on a most daunting task. The new Knights swore
an oath to Griffyth-Jones, who claimed the title of Steward
of the Order, to defend the code of chivalry, to right wrongs,
to not seek glory in their duties, and above all, to restore
honor and prepare for the coming of King Arthur and the
recreation of his realm in America. The Knights worked
both openly in charitable causes and more actively in
clandestine tasks. The Knights and their Squires -- trusted
associates who cannot trace their lines to the original
knights -- strive to bring honesty to the business world,
true justice to the legal trade, and fair practices to the
factories.
The altruistic goals of the Knights of the Round Table held
strong until the death of their Steward in 1877. Rhys
Griffyth-Jones, the eldest son of Joshua, assumed the role
of Steward upon his fathers death. Rhys believed strongly in the stories of the original Knights of the Round Table
his father told him. He felt that the Restored Order needed
reminders of the original Knights, what they stood for,
and what were their sources of power. His obsessions
became the objectives of the Knights. That is when their
most clandestine of tasks became The Quest.
The ultimate goal of The Quest is nothing short of recovering artifacts of the original order. The greatest honor
for the knights is to be sent on a Quest mission, to look
for one of the ancient relics. The scabbard of Excalibur,
the Holy Grail, the Staff of Merlin, and Sir Gawains Armor
are just a few of the relics sought by the Knights of the
Round Table. Because the Steward believes that the relics
can only belong to true descendants of the original Knights,
and because the members of the Order can prove their
claims of heredity, Rhys Griffyth-Jones feels that no action
taken to recover them can violate their Code of Conduct.
This has led some members of the order to take actions
which could be considered to be morally questionable.
102

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

Organizations & Secret Societies


left their marks on MI7. The destruction of many buildings
in and around London meant that most of the resources
and archives of MI7 were destroyed as well. Director
Holmes assembled a team to rebuild MI7, picking up the
pieces of a shattered organization. Prime Minister Balfour,
unlike his predecessors, did not find the Director to be
agreeable, or useful. The PM stymied the Director at every
turn, thinking the department was not necessary. The PM
found the stories of the exploits of MI7 fanciful and
unbelievable. After two years of reduced funding, rescheduled or canceled meetings, and constant stonewalling, the
situation came to a head. To the surprise of those who
knew the situation, in March of 1904 Mycroft Holmes
retired as the Director of MI7. After 54 years, MI7 would
be under the guiding hand of someone other then its
founder. Prime Minister Balfour had different plans.
Instead of appointing a new Director, he left the position
vacant and suspended funding. For all intents and purposes, the department was dissolved.
When Henry Campbell-Bannerman became PM in 1905
he began a thorough review of the archives of No. 10 to
see what the Conservative PMs had been doing for the last
twenty years. The Archives Panel discovered references
to a strange department of the Ministry of Intelligence
that ended abruptly the year before. While no information
could be found on the activities of the department, one
name came up time and time again: Mycroft Holmes.
Meeting with the aging Holmes at the Diogenes Club, the
PM learned of the purpose of MI7 and of its shutdown.
Determined to restore the department to its intended
purpose, the PM asked Holmes to return as its Director.
Holmes refused, citing age and a desire to avoid further
adventure in his life. He suggested one of his former junior
aides, Edwin Masterson-Smythe.
Masterson-Smythe reformed MI7, building upon the foundation of Mycroft Holmess work. Some of the former agents
of MI7 were found and recruited to join the new organization, but most of the agency consisted of new agents.
The secretive nature of MI7 makes the organization an
excellent resource for the pulp fantastic gm. Is the
Department a source of good information or a fountain
of propaganda? Does the Department work with the Player
Characters or against them? MI7 can also form a base from
which Player Characters can launch their adventures. The
choice is up to the Gamemaster.

The Air Cavalry


Baron Ace Franklin was born too late to fight in the Great
War but the sky was in his blood. His father was a pilot of
the Great War, an ace with thirty-eight German kills under
his silk scarf. Raised in a traveling barnstormer show, Ace
lived among planes and pilots from the day he could walk.
It was the life he knew, the life he loved, and Ace might
have been content to live as a star of the barnstorming
circuit but the Tri-State tornado of 1925 changed all that.
In its earliest years, the Air Cavalry was a show, famous
war battles - including the final battle between the Red

Baron and Captain Roy Brown - were re-enacted for the


amusement of paying customers. Some of the pilots also
flew mail, or private passengers from city to city in order
to help pay for their expensive flying machines.
In 1925, the Air Cavalry flew to the rescue for the first time.
On March 18th, the great Tri-State tornado to tore through
Illinois, Missouri and Indiana, leaving hundreds dead and
dozens of towns and cities in ruin.
The Air Cavalry took to the skies on a mission of mercy
and battled the treachery of the Storm Riders, a group of
criminals who followed the path of the tornado to steal
and pillage those too weak to defend themselves.

THE CHARTER OF 1933


Charles Lindbergh was not the only one to recognize the
value of a free air force independent of national politics and
able to work in areas where official presence was forbidden.
In the spring of 1933, and after months of work by the Cavalrys best political minds (and careful work by agents of the
Invisible College); the civilized nations of Italy, America, Russia
and Great Britain signed a secret charter with the Air Cavalry.
Patterned after colonial Letters of Marque, the charter established a protocol for allowing Air Cavalry planes and
personnel to cross the airspace of the participating countries,
to make use of certain military airbases and to act - in certain
ways - almost as an independent country. In turn, Baron Ace
Franklin swore that his people would never attack any of the
participating members, would follow the honorable customs
of warfare and would come to the aid of embattled nations
and peoples the world over. It was an ambitious promise
but the Air Cavalry remains steadfast in its dedication to
these ideals.

The Charter was the final piece needed to bring the Air Cavalry
into the world as a force for good.

Pinkerton Detective Agency


The world of Private Eyes begins with the legendary Pinkerton National Detective Agency. Their logo, with its big
central eye and the motto We Never Sleep, spawned the
nickname Private Eye, and the image of the tough guy
determined to solve a case.
In 1850, Allan Pinkerton and Chicago attorney Edward
Rucker formed the North-Western Police Agency, later to
be known as Pinkerton National Detective Agency. Pinkerton became famous in February 1861, when he foiled an
assassination plot in Baltimore, Maryland, of President-Elect Abraham Lincoln. His efforts in this case impressed Lincoln so much that Lincoln hired Pinkerton to
provide his security during the American Civil War as well
as performing as head of the Union Intelligence Service
during the first years of the war. Pinkertons investigative
techniques, created during his days in the North-Western
Police Agency and refined over the years, were an innovation that lead the Pinkertons to be the most well known
103

Pulp Fantastic
specialists in criminal investigations and undercover
operations. The Pinkerton National Detective Agency
became a unit to be feared.

sition in 1893. Vandercamps company became experts in


the esoteric investigation field, making him a wealthy
man and a well-known socialite in Chicago.

After the end of the American Civil War, Pinkertons offices


opened all across the United States. Their services were
used to track down outlaws such as Jesse James, The Wild
Bunch, and the Reno Gang. Their services spread far and
wide, even assisting Scotland Yard and Sherlock Holmes
in a number of cases involving crimes on both continents.

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

Starting in the 1870s, the Pinkerton Agency was hired by a


number of large companies to investigate efforts to unionize workers. Quite often this led to violent conflicts and a
bad reputation for the Agency. Pinkerton Men became
associated with Corporate Thugs and were known for
being union breakers. Pinkerton Agent John McParland
managed to infiltrate the militant labor union of coal miners
in Pennsylvania known as the Mollie Maguires. The Mollies
were a secret Irish organization that worked for labor unionization and were known for stirring up trouble throughout
Ireland. McParland, under the name of James McKenna,
became a member of the Mollie Maquires in Pennsylvania.
Using the knowledge he gain from them, a great many
members of the group were arrested, leading to the end of
the violent unionist efforts of the Mollie Maguires.

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

The Pinkerton National Detective Agency makes a great


resource in any pulp fantastic game taking place in
the United States. Players can work for Pinkertons as investigative agents, as undercover agents, or even as consultants to Pinkertons. The Agency can also be used as an
adversary, bringing truth to claims that Pinkerton Agents
were violent thugs with a badge of authority.

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

Organizations & Secret Societies


and very sturdy hat. This officer could stand on his hat,
allowing him to see over fences quite easily. They were
charged with keeping order in public thoroughfares, ensuring that Public Houses follow strict hours and serving
laws, fining establishments that conducted bear baiting or
cock fighting, and ensuring that people going about their
lawful business were not menaced by general riff-raff and
neer-do-wells.
The Metropolitan Police Service Criminal Investigation
Department, or CID, the first criminal investigation department, was set up in April 1878 by C. E. Howard Vincent.
Originally it was only responsible to the Home Secretary,
but since 1888 it had been under the authority of the Metropolitan Police Commissioner. CID officers did not wear
a uniform, instead they were plainclothes officers. CID
officers were involved in the investigation of major crimes
such as rape, murder, serious assault, fraud, and any other
crimes that require complex detection. They were responsible for acting upon intelligence received and then building a case; from analysis of the initial incident through the
arrest and prosecution of any suspects.
The success of the men of Scotland Yard did not go unnoticed. Throughout the world, police forces were modeled
after the Metropolitan Police. By the end of the 1890s
uniformed and organized police forces could be found in
nearly every major city.
Some of Scotland Yards most famous investigators include
Inspector George Lestrade, who consulted with Sherlock
Holmes on a number of cases; Detective Inspector Frederick Abberline, who headed up the dreadful Whitechapel
Murder investigations; Inspector Montgomery Pettiman,
who broke the horrific case of Sweeney Todd, but was
unable to capture him; and Lady Molly Robertson-Kirk,
the first female detective in the Metropolitan Police.

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

the international response to crime and terrorism. The


ICPO helps track criminals and criminal activity around
the world.

Red Headed League


There are some that will tell you that the Red Headed
League is nothing but a story. Others will tell you it was a
League of two, thwarted by the crime solving duo of Mr.
Holmes and Dr. Watson. Only a truly rare person can tell
the truth about the Red Headed League.
The real Red Headed League was founded in 1875 in Boston,
Massachusetts. Patrick Michael Sullivan, David OHirllihy,
Peter Flynn, and Kevin Muldoon, all of them red headed
men, formed the League for what could only be called
nefarious reasons. This criminal syndicate, which over
the years expanded across the ocean and into Europe, was
initially created as an act of revenge.
In 1872, Patrick Sullivan, an accountant of modest means
at the First Mercantile Bank of Boston, was accused of
improprieties in his work and promptly fired as a result.
Patrick was an innocent man set up by his superior, David
Patterson, to cover up embezzlement and misconduct on
his part. After spending a year in search of proof of his innocence, Patrick Sullivans efforts proved fruitless. Because
he could not prove his innocence, and felt his life was destroyed by the acts of David Patterson, Patrick turned his
energies to destroying the life of his tormentor.

Sullivan recruited his friends OHirllihy, Flynn, and Muldoon


to help in bringing his revenge upon David Patterson, and
so the Red Headed League was born. After quite a lot of
discussion and planning, it was decided that Patterson
should suffer a similar fate as did Sullivan -- to be found
guilty of a crime he did not commit and to not be able to
prove his innocence. Over the span of several years, Flynn
and Muldoon worked their way into the confidence of David
Patterson. Flynn began working as a clerk for Patterson
under the name Thomas OHara. Muldoon, as Douglas
OToole, became part of Pattersons social circle, meeting
him at clubs, the theater, and the opera. Douglas OToole
was soon the close confidant of David Patterson, and they
were often seen together about town.
With Flynn and Muldoon supplying them with information, Sullivan and OHirllihy crafted a subtle plan to destroy
David Pattersons name and his life. In 1786, on the Monday
after Easter, it was discovered that the First Mercantile
Bank of Boston had been robbed over the weekend.
Someone had entered the bank and absconded with nearly
fifty pounds of coins and gold ingots valued at more than
$20,000. Careful investigation of the banking house revealed a muddied handkerchief belonging to David Patterson in the banks gold storage room. A search of Pattersons home, much to his surprise, revealed detailed
written plans of the break in, and a small handful of gold
coins. It was also shown that Thomas OHara was hired
by Patterson and was working under an assumed name,
though his real name was not in the records.
105

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

debased and cruel. In the intervening centuries, the Black


Scorpion Society became the Tong of the Black Scorpion,
a by-word for ruthlessness and terror.
The Tong emerged from the shadows again in the 1890s
in London, England, where they were implicated in the
kidnapping and murder of several young women. When
that branch of the Tong was broken up by the actions of
an unconventional Scotland Yard detective, the survivors
relocated to the USA, where they built up the Tong again
by hiring themselves out as muscle to masterminds.
The Tong of the Black Scorpion is governed by a strict
code of secrecy and obedience, maintained through terror
tactics and ruthless enforcement. Betraying the organization normally results in execution by the monstrous
Death of a Thousand Cuts or banishment to one of the
Tongs hell chambers - subterranean cells where miscreants are slowly and horribly tortured to death in a
variety of diabolically creative ways.
The Tong of the Black Scorpion is generally feared by other
Triads and Tongs, as their members are considered savages
with no fear of death or injury. The traditional sign of
warning from the Tong a dead scorpion pinned to ones
door with a slim dagger is considered by most to be
tantamount to a death sentence, as the Tong has a reputation for being able to eliminate its enemies no matter
how well protected they may be.
Tong members can usually be identified by a tattoo of a
scorpion somewhere on their body most often on the
sole of the foot. While they prefer to use bladed weapons,
Tong assassins are proficient in the use of firearms, bows,
thrown weapons and even explosives. While most criminal Tongs and Triads are business organizations that
prefer to use intimidation and bribery, the Tong of the
Black Scorpion seems to enjoy violence and bloodshed for
its own sake. Most recently, the Tong of the Black Scorpion seems to have fallen under the leadership of the dreaded
Siwang Lung the so-called Death Dragon - and his
daughter, the lovely but deadly Du Kai Hua or Poison
Blossom.
note: A Tong in Chinese can mean group, organization,
association, club, etc. Most Tongs are perfectly legitimate
business organizations, rather like the Freemasons or the
Rotary Club. Assuming that every Tong they come across
is a criminal gang or evil cult could land player characters
in a lot of hot water.

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

Organizations & Secret Societies


similar to the head-hunter tribes of the Amazonian basin.
In their native lands they are ferocious warriors and
stealthy hunters, who use body modification (ritual scarring and piercing) as symbols of rank and social position.
Tsang-Chan society is apparently male-dominated, with
their women very rarely seen and out-numbered by the
men by nearly ten to one.

transport or sale of alcohol illegal. Designed to promote


public health and morals, in truth Prohibition ushered in
a golden age for organized crime as the chief purveyors
of bootleg alcohol. In particular, then Mafia profited, with
the enormous financial boost transforming small crime
families into vast criminal empires based on the often
violent black market in alcohol.

The Tsang-Chan, despite being despised by other local


tribes and attacked at every opportunity, seem to have
thrived during the early years of the 20th Century, spreading to Europe and North America and forming tightly-knit
communities. It was their secretiveness and reluctance to
talk to strangers that caused the Providence-based pulp
author Howard Philips Lovecraft to base his fictional TchoTcho on them. Like their fictional counterparts, the TsangChan have been accused of cannibalism and of the worship
of dark gods, though there is little evidence to support
this. One particularly outlandish myth accuses them of
being creatures only partly human, who must partake of
human flesh to retain their human form. Another infers
that they are the servants of things beyond time, led by
inhuman magician-priests who come from a future dominated by a savage empire in which humans are bred like
cattle for food.

The Mafia is divided into regional families, with each


family dominated by a Don or mob boss. The Don will
attempt to insulate himself from his soldato (soldiers) and
any criminal activity by passing orders through an underboss, consigliere or capo. Initiation in to the family is
controlled by the boss, underboss or consigliere, while
the boss can promote or demote family members at will.
Mafia crime families usually have the following structure;
Capo di tutti capi: The Boss of All Bosses or Godfather,
this is the title given to the top Mafia boss, the head of the
most powerful crime family. In later years, this role will
be replaced the the Commission.

What is known is that the Tsang-Chan, with their short


stature, high agility and traditional hunting skills, make
excellent assassins. As such they are frequently found in
the employ of villains and criminal organizations as enforcers and torturers. By the time World War II breaks out,
a large number of Tsang-Chan can be found working for
the notorious Japanese biological warfare organization,
Unit 731.

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

Soldato: The soldier, button man, made man, wiseguy


or goodfella is the most frequently encountered level of
gangster. Each soldato must have taken an oath of silence
(and usually have killed someone) in order to be considered
made.
Picciotto: A low-level soldier, this is little more than a
disposable thug used for the day-to-day work of threats,
beatings and intimidation.
Associate: Sometimes known as a giovane donore or
man of honor. An associate is an employee of a crime
family that is not actually a member.

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

108

picture book about the Franco-Prussian War among his


fathers belongings. He began to develop German nationalist ideal at an very early age, and after losing most of his
siblings and his father in childhood, he drifted and tried
unsuccessfully to become an artist. Forced into a life of
menial labor, Hitler left Austria and moved to Munich,
where he was living at the outbreak of the Great War.
During the war Hitler served as a dispatch runner and
was decorated for bravery, receiving the Iron Cross in
1914 and 1918. He was wounded at the Somme and in 1918
was temporarily blinded in a Mustard Gas attack. While
recovering in hospital, he learned of Germanys defeat.
Embittered and believing the Germany had been defeated from within by Marxists, civilian leaders and subversives. Wanting to stay in the army for as long as possible,
Hitler volunteered to infiltrate the Deutsche Arbeiterpartei in a bid to quell political unrest. While attending
meetings he was attracted to their anti-Semitic, nationalist, anti-Marxist ideals and ended up joining the party
for real.
In 1920, the Deutsche Arbeiterpartei changed its name to
the Nationalsozialistische Deutsche Arbeiterpartei (National Socialist German Workers Party) or Nazi Party and
adopted the symbol of a black swastika formerly a symbol
of good in Indian religions on a white circle against a
red background, as designed by Hitler himself. Propelled
by his skills as an orator, Hitler was appointed Fuhrer
(leader) of the Party in 1921. Under Hitlers leadership the
party membership swelled, and they recruited their own
group of thugs, the Sturmabteilung or Brownshirts as
protection from rival parties.
In 1923, Hitler and his Brownshirts, along with other militant reactionaries attempted to seize power from the
Republic, but were unsuccessful. In 1929, Hitler was sentenced to five years in prison, but was released after only
nine months. While imprisoned Hitler drafted the initial
chapters of what would become his book Mein Kampf (My
Struggle), laying down the basic framework of what the
Nazi Party would become.
By proposing a society built on the principles of racial
purity and strength, governed by an elite ruled by Hitler
himself, the Nazis created a political platform that appealed to deep-seated elements within the national psyche.
However, they still failed to make political headway, with
poor election results keeping them in a minority in the
Reichstag. In times of economic prosperity, it was hard for
the people to take the Nazis seriously. Despite this, party
membership grew steadily, and the party gained funding
from industrialists who hoped to use the Nazis against
socialists and communists. Strengthening his hold on the
party, Hitler formed a personal body-guard, the Schutzstaffel, also known as the SS or Blackshirts.
The Wall Street crash of 1929 gave the Nazis their opportunity, when desperate American investors recalled their
loans from Germany, crippling an economy that depended on them. Banks collapsed, manufacturing and exports
dried up, and within three years over a quarter of the
German population was out of work. Losing faith in their

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.

Organizations & Secret Societies


A special division of the SS, the SS-Totenkopfverbnde
(Deaths Head Units) was made responsible for the running
and administration of Germanys concentration camps,
and was tasked with implementing Hitlers Final Solution,
leading to the eventual extermination of nearly 21 million
people, including 12 million Slavs, 6 million Jews, 3 million
Soviet prisoners of war and over 2 million ethnic Poles.
In the years leading to World War II, the SS were tasked by
Hitler with the control and monitoring of the Third Reichs
scientific program and can be found running any number
of classified projects, including human experimentation,
nuclear research and advanced weapons technology.

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,

and the Yaktavian Bell of Agharta among others. Esoteric


scholars also suspect the Ahnenerbe of acquiring, either
by trade or coercion, a great deal of magical and occult
knowledge from a variety of sources, possibly including
the mysterious subterranean Vril-ya people, the TsangChan and the faceless inhabitants of the forbidden Black
Lamasery in Tibet. The organization has mounted expeditions to sites of occult importance across the world and
seeks relics of vanished cultures and civilizations, all
suspected by the Nazis of harboring traces of the true
Aryan history of the world.
Curiously, the Ahnenerbe have been heavily involved with
the renovation and reinforcement of Wewelsburg Castle,
creating a center of occult study and gathering together
one of the largest arcane libraries in the history of the
world. Some highly speculative reports even go as far as
suggesting that the Ahnenerbe is seeking the ability to
field Hexensoldat [witch-soldiers] and supernatural beings
in the coming war. Some operatives are already rumored
to have supernatural powers and weird technology, and
are researching ways to combine the two for the greater
glory of the Reich.

The Mara Brotherhood

Where there is light, shadows fall. This universal truth is


never more clearly demonstrated than with the Shadow
Monks of the Mara Brotherhood. From their headquarters
in the dreaded Black Lamasery of Agharthi, the Shadow
Monks subtly spread the cause and worship of Evil across
the world in the name of Enlightenment.
The history of the Mara Brotherhood is obscure and
shrouded in secrecy. To this day, most Buddhists deny
there is any such thing, though whether this is from shame
or ignorance is unknown.
What little is known of the Mara Brotherhood suggests
that their beliefs parallel some of the early Gnostic Christian sects, cults that rejected the physical world as the
imperfect creation of a false god or demiurge and encouraged the indulgence of their fleshly appetites. In a
similar way Mara Brotherhood reject the teachings of
Buddha as the path to Enlightenment, and instead embrace
the Mara or Buddhist principle of evil as the true light of
divinity. This curious twisting of belief has combined with
certain elements of the pre-Buddhist Bon religion of Tibet,
creating a hybrid faith that has little to do with either
parent religion.
Adherents of the Mara Brotherhood reject the illusion of
the world not by attempting to transcend it, as Buddhists
do, but by attempting to destroy it. They believe that once
the facade of reality is torn down, all of humanity will
liberate itself from the prison of flesh and ascend to a state
of oneness with a godhead that exists above and beyond
Nirvana. Paradoxically, the Mara Texts encourage followers to fully indulge their physical urges and appetites in
the belief that only by completely understanding the false
world around them can adepts fully grasp its unreality. To
one of the Mara Brotherhood, any act, no matter how vile,
111

is in some way holy. Evil in this world, as far as they are


concerned, does not exist. The murder of innocents simply
frees them from the flesh that much faster and gives them
another chance at life, in which they will surely see the
truth; that the world around them is a lie.
Members of the Mara Brotherhood practice many magic
mantras, cyclic humming chants that are said to help
re-shape the false world to match their desires more
proof, say the Shadow Monks, of the unreality of the world
and this practice is said to turn the tongues of the chanters black or blue. Many practice forms of self-mutilation
and ritual scarification, harrowing the flesh to purify the
spirit within.
Though the Mara Brotherhood retains many of the trappings of Buddhism, it is essentially a shamanistic religion,
with novices going on a vision quest while apparently
possessed by elemental spirits and ancestral shamans,
and experiencing an ordeal in the wilderness during which
they envision their repeated destruction at the hands of
spirits and daemons.
Members of the Mara Brotherhood (which consists of both
male and female acolytes) are characterized by their complete lack of fear of death, their obvious enjoyment of the
pleasures of the flesh, and their contempt for the unenlightened. Though they indulge their appetites, they are
frequently expert martial artists, honing their bodies as
a way of increasing the depth of their understanding of
the illusory world they inhabit. Further, many of the senior
monks and abbots of the order have mastered a wide
variety of psychic powers, and some still practice what
can only be described as Tibetan black magic.
More disturbing is the Brotherhoods practice of using
the bodies of its enemies to create the entities they call
Kundalini Warriors. These creatures whether they exist
or not are reputed to be captured enemies whose internal Pranic energy flow is radically restructured through
an aggressive and unholy form of acupuncture. This
horribly painful, irreversible procedure is said to turn
the victims into mindless slaves, overflowing with barely-contained Pranic energy, effectively creating walking
psychic weapons of immense and terrifying power.
Like the Hindus and more orthodox Buddhist sects, the
Mara Brotherhood revere the swastika, though like the
Nazis they have inverted it, turning a symbol of life and
renewal into one of death and decay. It is perhaps this
shared symbolism that has led the Nazis and the Mara
Brotherhood to exchange information by the 1930s the
Fuhrer has authorized several expeditions to the forbidden
Black Lamasery of the Mara Brotherhood.

Chapter 6
Playing The Game

f youve never played a role-playing game before, then


read this entire chapter. If youre an experienced player,
then you can skip the first half and go straight on to the
advanced techniques on page 123.

one character is, or how dangerous a bomb is. It keeps


everyone on the same page, so to speak.

Why Roleplay?

Dont let the rules slow things down. Everything in the


game can be accomplished with the same basic rule
throw two dice, add Attribute + Skills. Most of the time,
the Gamemaster will help you with these rules and how
to use them, but dont worry too much about following
everything to the letter. The rules are there to ensure
everything runs smoothly, but if you pause in the middle
of a desperate chase to look something up, youre going
to lose the flow and the suspension of disbelief.

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.

Why Use Rules?


So, if this is collaborative storytelling, then why use rules
and dice? Cant you just decide what happens?
The short answer is yes, you can just choose what happens,
but the rules fulfill three very important purposes.
Firstly, the rules give challenge and uncertainty. You cant
just declare that your character outwits the minions,
defeats the mastermind and saves the day youve got
to do it within the rules of the game. You need to be lucky,
or else arrange events and gather resources so youll win
even if youre unlucky.
Secondly, the rules give structure. Collaborative storytelling sounds great, but it can fall apart into an argument or
get dominated by one persons ideas. The rules provide a
framework for your story and make sure that all the characters get an equal chance to shine.
Thirdly, the rules work like a physics engine for the game.
They make sure that everyone can agree on how strong

Rules are meant to be broken

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

Creating Your Character


When making your character, think of how youll fit into
the group. Dont hog the spotlight or come up with a
character who wont play well with others. A big game
hunter who shoots every animal in sight might sound
fun to play, but it will annoy the other players if your first
reaction to everything is to open fire. Moderate your ideas
to fit in with the other characters, toning them down if
necessary. A big game hunter can be a fine character, and
you can get into fun arguments about whether or not a
particular mutant creature from a villainous menagerie
needs to be put down, as long as youre willing to compromise and not always shoot first.

RULES

In most games, you should create your character after


talking with the other players, or even make creating
characters a group activity for the first game session. The
game works best if all the different player characters can
work together, but also play off each other in interesting
ways.
Make sure your character is useful. Be specialized, but not
too specialized. For example, every group needs

Someone whos good at fighting


Someone whos good at talking and bluffing
Someone with science and research skills
Someone who can handle transport
Someone who can sneak around and spy on
people
(You can combine different roles, of course.) Dont try to
do everything yourself, but make sure youre not completely focused on one thing.
Come up with a back story and a personality for your
character. You dont need to write a whole life story just
one or two ideas is fine to start with. You can build on
that during play.

Playing Your Character


When playing the game, some people like to talk in character, while others just describe what their character says
and does. In practice, youll find yourself switching back
and forth depending on whats happening in the game. If
youre just dealing with a minor matter, like convincing
some bystanders to clear the area before they get zapped
by Radium Men, then you can just give a vague outline of
what your character says and roll the dice. If role-playing
is the focus of the scene say, youre trying to persuade
another character from jumping into an raging river in
pursuit of his nemesis then its best to act out what your
character says and does.
Be dramatic, but not inappropriate. Big action scenes and
dramatic confrontations are great, but build up to them.
If you disagree with an non-player character, dont jump
straight to physical violence. Go from arguing to a shouting match to threats and then to physical violence.

114

Be imaginative. Dont rely on the gm to come up with


everything. Instead of saying I roll Science to work out
what the gas is, describe how youre doing it; what sort
of clues to do you find? What tools do you use? Come up
with original approaches to problems instead of doing the
same thing over and over.
Take the game seriously. By all means, make jokes, but
remember that your character is supposed to be a part of
the game world. If you taunt the mobsters, expect to get
punched - lots. If you run down the street carrying an
elephant gun, people will react to you in a very different
way to normal.
Try to involve the other player characters in whatever
youre doing. Unless its important, dont keep secrets from
them or run off on your own all the time. Look for ways
to work together as a group, and find ways for the other
player characters to use their skills and get spotlight time.
Above all else relax and have fun. Role-playing games
are about exploring a mystery and telling a story with your
friends, and you cant get that wrong.

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.

Research & Investigation


A big part of any pulp fantastic game is investigation.
Youve got to track down weird technology, the scientist
or the spy. Thats all research and investigation.
Investigation games are all about finding and interpreting
clues. You find clues by asking the right questions and/or
using your skills. The gm may have a chain of clues set up
for you to follow, or he may expect you to piece together
whats going on, but either way, the thing to do is to find clues.
Ask questions, poke around and search for evidence and use
your skills (especially Knowledge, Science and Technology)
to analyze anything you find. Take risks to find clues if
theres a dangerous monster in a forest, then someone has
to go in after it, and that someone is you. If youve tracked
the Evil Mastermind to a secret base filled with fanatical

Playing The Game


cultists, then the cultists are a challenge to be overcome, not
a reason to give up. If youre stuck, its because you havent
found enough clues. (Remember, if youre totally confused,
you can spend a Story Point to get a clue.)
When questioning witnesses, remember that most of
them will be confused, scared or angered by their experience. Find out what they know by asking those questions, and then find a cover story to deflect further suspicion. Look for ways to approach non-player characters
and win their trust.
Some problems are to be solved in a single game session.
Others are longer plot arcs that will take weeks or months
to solve. The difference between the two will be clear in
play if youre making no progress on a mystery, and youve
scoured the place for clues, then its probably a longer-term
plot that will take several sessions to unfold. The easiest
way to do this is to do some research about the area and
era in which you are playing.

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. If a player is sidelined by events, try to bring


them back into the game. For example, if a character is
severely wounded and doesnt have the Story Points to
heal themselves, then either give them some of your Story
Points with an inspiring speech, or else find something
for them to do that doesnt rely on combat. A character
with a broken leg could start researching the villain-ofthe-week in the police file room.
Disagreements and conflicts between player characters
are great and add drama, but dont let inter-character strife
get out of hand. The main focus of the group should always
be on dealing with the problem at hand. Dont go off on
secret missions or sneak off on your own every session. If
your Group Framework is a military organization or some
other group with ranks, then those in charge shouldnt
abuse their authority, and subordinates shouldnt always
disobey. Lead, dont dictate.

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.

Character plot plots could include:

Trouble with family members


Problems at home
Doubts about the groups purpose
Conflicts that are best resolved between game
sessions
Your character plots may only get a short scene in each
game session, or only show up once every few games. The
more you involve the other characters in your characters
plots, the more time your plots will get. Make interesting
complications for the group! Think of ways that your
character plots can bring in other characters or make
challenges for the whole team. Give your gm nasty ideas
if you help the gm put your character through an emotional wringer, itll paradoxically be more fun for you.

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.
115

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

The world of pulp fantastic may be an exaggerated


and simplified version of our past, but that doesnt make
it two-dimensional. Its a complicated, complex place,
with myriad powerful forces and individuals working
behind the scenes, striving for resources, for power, for

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!

his chapter covers all the rules youll need to play


pulp fantastic. These rules are pretty simple
really, almost everything comes down to variations
on the same basic formula. In every situation, you follow
these steps.
1.

2.

3.

The gm describes whats going on. The


Gamemaster briefly describes where the
characters are, what they can see (and
hear, and smell) and whats going on (as
far as they know, anyway).
The players decide what theyre going
to do. The players choose what course of
action theyre going to try. Depending on
circumstances, the players may be able
to talk amongst themselves and carefully plan their next move (say, theyve just
found an entrance to the villains lair in
a building site and are discussing the best
way to get to it without attracting attention) or each player might have to make
a snap decision on his or her own about
what their character does (a swarm of
clock-work bugs fly out of the lair! What
do you do!)
Work out which (if any) rules apply.
A lot of the time, theres no need to resort
to the rules. If a character is just trying
to open a door, or talk to someone, or
read some research notes, or drive safely
a murder scene, then theres no need to
roll the dice. You only need to use the
rules if the action is tricky, dangerous,
risky, under time pressure, or if someones opposing the character.
If the gm decides the player does need
to roll, then decide on the combination
of Attribute and Skill that best applies.
Traits and other bonuses may also come
into play.
The gm sets the Difficulty for the roll. The
Difficulty is the target number that the
roll needs to beat to succeed.

4. Roll the Dice, Work Out The Result.


The player (or the gm) rolls the dice and
adds up the total of all the modifiers (Attribute + Skill + any applicable Traits +
the dice roll + anything else).
5. Compare the Result to the Difficulty.
If the results bigger than the Difficulty,
its a success; otherwise, its a failure.
The player (or gm) uses the rules to interpret what happens next. In general,
the player can describe the results as
they wish, but everythings subject to the
gms approval.
6. Back to Step 1. The gm narrates the
results of what the characters did (or failed
to do), and the players get to react again.
Dont ignore the rules they exist for a reason. Theyre
there to make the game more challenging and existing,
and to make sure that everyones on the same page. The
gm may decide to override the rules from time to time in
unusual circumstances.

The Basic Rule

All the action in pulp fantastic is based around this


basic system:
Attribute + Skill + Two Six Sided Dice = Result (try to
match or beat the Difficulty of the task)
Lets break that down.
Attribute: Select the most appropriate Attribute for what
the Character is trying to do. Trying to lift something?
Then Strength is the one you need. Trying to work out a
scientific problem, or remember a key fact. Thats Ingenuity. Keeping your cool in the face of danger? Use Resolve.
Skill: Next find the Skill best suited for the task. Are they
running for their lives? Having some Athletics Skill would
mean they could run faster and for longer. Having a good
Animal Handling or Survival might help identify those
tracks, while shooting someone uses Marksman.
Its possible that no Skill applies in a situation, or that
the character doesnt have the right skill. In that case,
the gm may permit the player to substitute another skill
at a penalty, or apply a penalty to the roll. See Unskilled
Attempts, below.

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

WHICH ATTRIBUTE OR SKILL TO USE?


In most cases, which Skill and Attribute to use are fairly
obvious. However, in some cases, there may be two Attributes
or Skills that could be used equally well. For example, lets
say the group are trying to follow a wounded lion through
dense jungle. The lion has already mauled a couple of local
villagers, and our heroes want to capture it before it can do
more damage. Tracking is based on Awareness, but whats
the best skill? Survival, to follow the tracks and scrapes on
the ground? Animal Handling, to know that lions can climb
trees? Science (Zoology) to recall that lions are pack animals,
and know that this injured animal will try to reach the safety
of her pride? You could make an argument for all three.
In this case, the player would choose whatever theyre better
at, or the Gamemaster would choose whichever is more apt
in their mind. If two Skills or Attributes are relevant, the
Gamemaster should keep the unused Skill or Attribute in
mind when deciding the outcome of the roll. Youll see below
on the success tables (see page 120) that the results can
be interpreted in different ways depending upon the roll. If
the Gamemaster chooses, he can bring the unused Attribute
or Skill into the result.
For example, if Runt is the one following the lion, his low
Animal Handling score might mean he backs the wounded
animal into a corner, causing it to become even more aggressive. If Wild Bill or Charlie McCoy had been the one pursuing
the lion, theyd have known better than to get too close.
The Gamemaster doesnt need to bear this in mind all of the
time, but it may be a great way to inspire cool additions to
the action and plot.
Using Two Attributes: Sometimes, two Attributes are equally
appropriate. Tremendous physical endurance could be measured by Strength + Resolve, for example. While most rolls
should be Attribute+Skill+Trait, the GM can vary the composition of a roll on occasion.

118

The Result: Simply add up the value of the Attribute


youve selected, the Skill you have and any adjustments
from Traits, and the dice roll. If the total is equal to or
higher than the Difficulty of the task, then the roll was a
success! Otherwise, its a failure.

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.

EXAMPLE: UNSKILLED ROLL


Lord William McGommery is standing guard over an Evil
Masterminds earthquake device when it activates and starts
to pulseits about to cause a quake and topple the city!
Wild Bills player asks the GM if he can tell how much time
he has before the device completes its warm-up and triggers
the quake. The GM tells him to roll Ingenuity + Science. Wild
Bill doesnt have Science, so hed normally be rolling Ingenuity -4 (unSkilled penalty) + 2 dice. Wild Bills player points
out that hes got Technology and a stethoscope, and the GM
agrees that Wild Bill can use the stethoscope to examine the
device. Wild Bill rolls Ingenuity + Technology + 2 dice -2 to
study the movement of the devices inner workings and estimate how long he has to deactivate it

How a roll works


So you know how a roll adds up, but what do you need to
roll for, and what do the numbers mean? Well start at the
beginning and decide what the character wants to do.

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.

EXAMPLE: DETAILED RESOLUTION


Charlie McCoy is trying to persuade the manager of a nightclub that he needs to evacuate immediately, but he has to
convince him without telling him that theres an earthquake
machine upstairs. The GM decides thats pretty tricky, and
sets the difficulty at 21. Cliffs player rolls Presence + Convince
against a Difficulty of 21.
Charlie has a Presence of 5 and a Convince of 4. If he fails the
roll by 9 or more (which will happen only if she rolls a 2 or 3,
then he gets a Disastrous Failure, a No, And... result. The
manager doesnt evacuate the nightclub, feels that Charlie
is a nut case and calls the cops.
If he fails by 4-8, he gets a Bad Failure, a flat no. The manager
refuses to listen to him.
If he fails by 1-3, then its a plain Failure, a No, But. The GM
asks the players what the consequence should be. Charlies
player suggests that maybe the manager doesnt believe his
character, but has clubs bouncers check the exits.
If the player succeeds by 0-3, its a basic Success, a Yes, But
result. The manager agrees to shut down the club, but the
evacuation will take almost an hour as everything is carefully switched off and locked down instead of being abandoned
in haste.
To get a result beyond a basic Success in this case, Charlies
player needs to spend a Story Point for extra dice the
highest result she can get without spending a point is a 21
(5+4+12).

If the result beats the difficulty by a 4-8, its a Good Success,


a Yes. The manager is convinced by Charlies story, and agrees
to immediately evacuate the club.
To get a Fantastic Success, Charlies player would need a total
of at least 30, which gives him a Yes, And result.

TASK

DIFFICULTY

EXAMPLE

Really Really Easy

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

Doing basic research in the library

Easy

Winding a clock, operating a radio, jumping a low fence,

Normal

12

Driving a car in traffic, shooting at someone, swimming in the sea, uncovering a useful but not secret
fact.

Tricky

15

Driving at speed, shooting a moving target, climbing a building

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

Success is vital: If the game cant continue until the players


succeed at a task, then dont make them roll for that task.
Just say they succeed and move on. Dont make the players
roll Awareness to spot some tracks in the forest if there is no
other way for them to find the next part of the adventure.
Failure is boring: If you cant think of a consequence for failure,
dont roll. Theres no point in, say, making the players roll
Athletics to climb over a wall if they can keep trying until
they succeed. Either make the wall a dangerous challenge (if
you fail, you take damage) or put a time limit on the task (if
you fail, the spy vanishes off over the rooftops).
Youve Already Rolled: Dont keep rolling for the same task
unless the circumstances have changed. For example, if a
character is trying to sneak around a pack of hungry wolves,
then the player only rolls Coordination + Subterfuge once,
instead of rolling to sneak past each wolf.

AMOUNT
ABOVE DIFFICULTY

9+

4-8

0-3

120

How well have you done?


Have a look at how far above (or below) the Difficulty the
Result was. The wider the difference between the Difficulty
and your Result, the better youve done. The easiest way to
remember this is to think of the question Did you Succeed?
As the result gets better and higher, you progress through
Yes, But to Yes, and finally Yes, And. Think again of
what your Intent was (see above, page 118) as this will help
when it comes to seeing how well youve succeeded.
Sound odd? Worry not. Check out the examples below
and youll soon see what we mean and how this works.
The same should also go for failures. Sometimes, if youre
attempting something youre really not skilled for, you could
make matters worse just by trying. Look to see how far under
the Difficulty you failed by. The lower your result, the worse
things could get. Again, think of what your initial Intent was,
as this will give you ideas of how badly things went.
Note that attacks use a special variation on this table to
work out damage.

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

EXAMPLE: TIMED ROLL


Runt is trying to open a safe in the office of the German
Ambassador to retrieve information about a Nazi spy-ring.
He wants to stay undetected by the guards, so he takes his
time. It would normally take him two hours to crack a safe
this complex; if he takes twelve hours, thatll give him a +10
bonus to his roll. So, hell pull an all-nighter and do the job
right.
Before beginning this safe-cracking marathon, he learns that
Charlie McCoy is in trouble and they need the location of the
spy-rings headquarters now. Runt decides to take the
normal time, which means a -6 penalty to his roll. Time to
spend some Story Points!

EXAMPLE: CONTESTED ROLL


In a fortified redoubt in the Himalayas, Charlie McCoy and
Siwang Lung debate free will versus the need for humanity
to find a strong leader or destroy itself. Both are trying to
convince the other, so its a contest of Resolve + Convince on
both sides. Both roll Resolve + Convince + two six-sided dice.
The highest result wins the argument.
The loser will be swayed by the argument of the winner, but
the losing player can spend Story Points (see page 135) to
ignore this compulsion.

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

Characters have the element of surprise, or a head


start, or have innate knowledge of the environment,
area or time period. Opposition is distracted or
confused.

+2

Nothing is affecting the situation, or is affecting


all sides equally.

Poor lighting, in a mild hurry, target more than


20m away.

-1

Characters surprised by enemy, trying to do two


things at once, target is moving at running speed.

-2

Bad lighting (dark, no moonlight or streetlights)


and opponent can see in the dark, panicked, trying
to to three things at once. Trying to shoot at a
specific part of the target (head, a hand, etc.)

-4

Target more than 200m away or is a fast moving


vehicle, trying to do four things at once.

-6

Fighting in pitch blackness against an opponent


who can see or against a target out of sight, resisting when only just waking up.

-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!

Combat & Extended Conflicts


The usual action rules cover most of the scrapes and
unlikely situations that player characters get into when
chasing anomalies, but what about gunfights, car chases
and other running action sequences. In a situation
where youve got characters acting and reacting to each
other, you need to use Action Rounds and the Extended
Conflict rules.
Each Action Round is a few seconds of time, during which
each character can perform one action (and may also react
to someone elses action if they have to).

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.

Doing: If youre not talking, running or fighting the


enemy, youre probably planning on doing something
thatll help the situation. Characters act in the Doing
Phase when their action involves something
not covered by one of the other three Phases. Doing covers
performing tasks like repairing an engine, reloading a
weapon, forcing a lock, grabbing the idol from the pedestal or anything else that involves making a roll to complete
a task that doesnt involve Talking, Moving, or Fighting.
Fighters: Finally, the people who choose to fight or shoot
take their turn. Characters act in the Fighting Phase when
they are attempting to cause harm to someone or something, either with a weapon or with their bare hands.
Within each Phase, characters act in order of Coordination.
(If two characters have the same Coordination, then the
one with the highest Awareness moves first; if theyre still
tied, they act simultaneously).

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.

After that, Slow creatures act. These are slow-moving


animals like domesticated animals, as well as drugged
creatures and most vehicles and environmental features.

Characters roll and perform their actions


When its their turn to go in the Action Round, its time
for the characters to do their thing. In many cases, their
intended action will be resisted in some way by their
opponent, whether this is arguing, convincing, seducing,
bluffing, punching, shooting or trying to mentally control
someone. Other times it will be a simple roll against the
Difficulty of their action, if they are doing something
with no resistance, such as running, fixing a gadget or
defusing a bomb or if the target is completely unaware
of the first attack.
If the characters actions are resisted by someone, there
will be a Reaction to determine how hard it is for the
player to act.

Reactions - Resisting the roll


Instead of both sides rolling with their own intentions, and
the most successful one determining the outcome of the
Conflict, the Extended Conflict breaks things down even
further, with each person getting to try to do what they
intend, and being resisted with a suitable Skill. To determine
the Difficulty of the characters roll, you first look at the
person theyre acting against, giving them a chance to react
and to defend themselves against the action.
123

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

Presence with Convince

Resolve with Convince

Seduce

Presence with Convince

Resolve with Ingenuity

Punch

Strength with Fighting

Strength with Fighting (if actively blocking)

Shoot

Coordination with Marksman

Coordination with Athletics (if dodging about)

Hide

Coordination with Subterfuge

Awareness with Ingenuity

Reactions are technically a form of action. If youve already


taken your Action this round, then the first Reaction you
make is at a -2 penalty. Alternatively, if youve already had
to React before you took your Action, then your Action
suffers a -2 penalty.

youre being shot at. You roll Coordination + Athletics,


but you only get a 3 on your dice roll. Youve dodged, but
not very well. Its probably better in that situation to roll
again when the next guy shoots at you, in the hopes of
getting a better Resistance.

You can take any number of Reactions in a round, but


theres a cumulative -2 penalty. You can only take one
Action in a round.

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

1/3 (Low boxes, or kneeling)

-2 modifier to hit

2/3 (head & shoulders visible, target laying


on the floor)

-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

The walkway overhead (pretty safe)

Concrete Wall

15

70

The stairs up to the walkway (very exposed)

Steel Wall

30

250

The office at the back (small and cramped)

Body armor works the same way.


Firing Multiple Shots: You can pump the trigger of a
handgun, firing it repeatedly in a round. Each attack after
the first incurs a penalty, usually -2 per previous attack.
Automatic Weapons: Some weapons are capable of automatic fire, shooting a hail of bullets. If youre caught in
the open by automatic weapons fire, youre almost certainly going to be hit. You simply selects an area of up to
a 90 arc in his line of vision and shower it with bullets.
You then make a standard attack roll. Everyone in the area
gets a chance to dive for cover with a +2 bonus to the roll.
If anyone fails to dodge into cover then they take twice as
much damage as they usually would, depending on the

The stack of barrels filled with chemicals (knocked over,


they might start a fire)

Now, turn all that into Areas.


The open area around the main door (4 areas)
The maze of big crates (8 areas)
The pile of smaller crates (2 areas)
The stack of barrels filled with chemicals (2 areas)
The walkway overhead (4 areas)
The stairs up to the walkway (1 area)
The office at the back (1 area)

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.

EXAMPLE: SIMPLE COMBAT

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

Chases happen a lot in pulp fantastic. Chasing after


escaped spies, running from armed minions, fleeing angry
cops who are less than thrilled at you doing their job for
them and want to arrest you theres a lot of running
around. The first important thing in any chase is the speed
of everyone involved.
On foot, your speed is equal to your Coordination.
If youre in a Vehicle, your speed is equal to the speed of
the vehicle plus your Coordination. More details of vehicles and their speeds can be found with the equipment
(see page 152).
If the way is without barriers, obstacles or other problems,
then moving is pretty easy and you dont need to roll.
Simple obstacles, such as low pipes, slippery floor or the
sudden appearance of a cat jumping out in front of you
will need a normal roll, Coordination and a suitable Skill
Athletics if youre running, Transport if youre in a vehicle.
You can go faster than your speed as well, but itll require a
roll (again, Coordination and either Athletics or Transport).
If you succeed, you increase the number of Areas you move
depending upon the Result (+1 for a Success, +2 for a Good
or +3 for Fantastic!). If you fail, youve tripped or scraped the
vehicle and its slowed you down - thats the risk you take for
126

EXAMPLE: COMPLEX COMBAT


Charlie McCoy, Runt and Wild Bill are in trouble. They were
chasing an escaped gorilla when they blundered into a
warehouse and interrupted a confrontation between armed
gangsters. One of the criminals assumed it was a police raid,
and pulled a gun. Time for combat!
Everyone declares their actions. The gorilla is going to attack.
Charlie declares hes getting everyone into cover. Wild Bill
has his rifle ready and loaded with mercy bullets; he wants
to take a shot at the gorilla. Runt has no gun, so he chooses
to throw a rock at the angry gorilla in the hope of distracting
it. The gangsters are all firing at Charlie.
Now, onto actions. The gorilla is the only Fast creature present,
which means it goes first regardless of its Coordination. It
leaps into the middle of the gangsters and lashes out at one
of them. The GM doesnt even bother rolling she just declares
that the gangsters skull is crushed by the beasts blow.
Next, its the Average-speed characters. Charlie and Wild Bill
both have Coordination 4, but Charlies got a higher Awareness,
so he goes first. He pushes Wild Bill and Runt into cover. The
GM decides thats a Strength + Athletics roll, and that itll
count as Wild Bill and Runts Reaction for the round too if
Charlie rolls well enough.
Wild Bills the next to act. He fires a shot from his rifle rolling
against Coordination + Marksman. The gorilla can dodge,
rolling Coordination + Athletics, but is at a -2 penalty because
this is its first Reaction in the round. Wild Bill hits, and the
drugged mercy bullet thuds into the gorillas hairy thigh. The
gorilla needs to make a Strength + Resolve test to resist the
tranquillizer (see page 131 for tranquillizer rules).
Next come the gangsters. Their declared action was to shoot
at Charlie, but hes in cover. The GM decides theyll shoot at
the gorilla instead. Theyre at a -2 penalty for changing their
intent; their Marksman attack is resisted by the gorillas
Coordination + Athletics. The gorilla can use the same reaction
as it used to resist Wild Bills shot. A hail of mostly inaccurate
gunfire blasts around the warehouse. The enraged gorilla
roars in pain as it is shot half a dozen times.
Finally, Runt acts. He pops up and throws a rock. He misses
the gorilla, but gets a No, But result he doesnt hit the
ape, but he does hit one of the gangsters right between
the eyes.
Everyones acted this round. The gorillas drugged and severely wounded, but it still goes first next round. Unless the
team come up with something very clever, the enraged great
ape is going to cause more havoc before the gangsters shoot
it to death
pushing yourself a little too far. You reduce the number of
Areas you travel an equal amount for the failure (-1 for a
Failure, -2 for a Bad, or -3 for Disastrous). On top of that, a
Disastrous Result could mean that your vehicle, or yourself,
takes some damage from crashing or tripping over.

Action!

Terrain

Combat in Chases

Sometimes the way isnt always clear, but often worrying


about the terrain can slow things down - literally. If the
way isnt simply open roads or skies, the characters may
have to make Coordination and Athletics or Transport
rolls to see how the terrain effects the way ahead. The
Difficulty of entering an Area with such a terrain can be
determined using the guidelines below. Roll just as if you
were trying to go faster than your normal Speed (see above),
only the Difficulty is determined by the terrain. Success
means the character can travel through as normal, possibly even faster than their speed, failure means that the
Terrain has slowed them down. A Disastrous Result, as
before, can mean they have crashed, bashed their head
on a pipe, slipped on ice or something similar.

Characters can shoot at each other while engaged in a


chase. Shooting at a target ahead while running or driving
is easier than shooting behind. Remember, they will have
used their Action running or driving, so will have a -2
penalty before taking into account that the target will be
moving (another -2 penalty, or more if they are in vehicles
traveling at very different speeds, and another -2 if shooting behind them and then theres the chance of crashing
into something). Its not going to be easy to hit them (unless
the vehicle is huge, making it a little easier to hit), so the
best bet is to try to catch up or force them to stop.

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.

Doing Something Crazy


Theres nothing like doing something crazy to make a
Chase more exciting. It can be anything that has a bit of
danger involved, from vaulting over a fence when running
on foot to driving your motorcycle on the pavement, to
driving a car through a department store or the wrong
way down a highway. The crazier the stunt, the more
difficult it is going to be, however if youre successful, it
could mean a quick escape. If youre feeling daring you
can opt to do a Stunt. The player can determine what it
is, and the Difficulty of stunt. The player will have to beat
this Difficulty to perform the stunt - failing this and the
stunt goes wrong and they risk crashing or tripping over.
If they succeed, the NPC will have to repeat the stunt to
keep up, at the same Difficulty. Any difference in success
levels (Fantastic, Good, Success, etc) between those performing the stunts can widen or shorten the distance
between them by as many Areas as the difference.

Different characters and creatures can use different


methods of doing stunts. If youre being chased by a bull,
you might scramble over a fence by rolling Coordination
+ Athletics. That bull, though, is just going to try smashing
through the fence with Strength + Athletics.

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

Open ground, field

12

Normal street, average traffic and pedestrians

15

Busy street, stairs, undergrowth

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!

Losing a Physical Conflict:


Getting Hurt

RULES

Sometimes the injury is so small that theres no heavy


paperwork involved. The Gamemaster may just remember
your injury and say that you may be walking slower due
to that twisted ankle, or that you cant reach that item on
the top shelf cause of the pain in your arm.
If injuries are severe enough, you may find that one or
more of the characters Attributes are reduced. Which
Attribute is down to the actual source of injury. It should
be logical to the story and to the event - for example, falling
a distance and failing to land safely may result in a loss of
Coordination from a leg injury, or possibly Strength.
Getting shot could mean youd lose Strength, Coordination
(if its in a limb), or Resolve. In most cases, the Gamemaster will dictate which Attributes are affected.
Most sources of injury will have a number or a letter next
to it to indicate the damage the character would take from
it. These are explained in the handy sidebar.

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

Lethal). In most of these cases, the numerical value refers


to the middle effect (a Good or Bad). This is halved for a
Failure (or a Success if youre trying to inflict the injury),
or multiplied by 1.5 for a Disastrous (or Fantastic if youre
doing the harming). Remember to round down to the
nearest whole number unless this is zero.
S or Stun results mean that the target is rendered unconscious. At the Gamemasters discretion, the character may
be able to perform a last desperate act before passing out,
such as crying a warning or pressing a button. Normal
Stun effects last around 30 minutes, but cause no actual
physical injury (aside from minor bruising when the character hits the floor). On a Disastrous result the character
is unconscious for 45 minutes, and on a Failure the character is incapacitated for just 15 minutes. However, the
Gamemaster may amend these durations according to the
source of the damage and the needs of the story.
On recovering consciousness, the character may feel
queasy, aching and a little unwell, though this should
soon pass.
L or Lethal results mean that the attack is normally instantly fatal. In the Pulps such attacks were rare and were
usually limited to the toxins and rare venoms employed
by evil masterminds and their assassins. Lethal attacks
are included in the game as a reminder that there are some
enemies the player characters really should stay away
from, and they also encourage planning and tactical thinking when facing terrible danger.
A character on the wrong end of a Lethal attack can spend
Story Points to avoid it. If they cannot, then the character
is killed on a Bad or Disastrous result. On a Failure, the
character manages to avoid death, but suffers a serious
injury as a result of diving out the way of the attack (at
least 4 points of damage).

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

A lot of the time, the Attribute effected is determined by the


source of the injury. For example, if the character is shot in
the leg by an arrow, the Gamemaster will decide which Attributes most suit the injury. In this case, he thinks that a
point should come off of the characters Resolve, as the injury
will effect his drive and determination. A point should also
be lost from Coordination, as theyre less able to move about
quite so easily. And finally, the Gamemaster decides that a
final point should be lost from Strength, due to his newly
weakened physical state.

If the action doesnt instantly provide you with inspiration


for where an injury would happen, you can roll a location
randomly. Just roll two dice and look up on the table below.
If the location doesnt work, or if the limb is behind cover,
you can either roll again, or decide that the cover absorbs
the damage.

If its a severe injury, the Gamemaster may apply all of the


damage to one Attribute, effectively incapacitating the
character from using that Attribute until they can get medical
attention. A less severe one (a Failure, rather than a Disastrous)
may take a little off of multiple Attributes.
Still unsure? Imagine where theyve been hit - head, body,
arms or legs. What would the injury effect? A blow to the
head would probably effect their Coordination, Awareness,
Presence, and Resolve, even Ingenuity. A hit to the body
would effect their Strength and Resolve. Arms or Legs would
lower their Coordination, Strength, or Resolve. If youre still
stuck, just reduce their Resolve and then Strength when the
Resolve is gone, but a little imagination with the injury can
lead to great story effects and plot developments!
Numerical value results indicate how many points of
Attributes will be reduced by the injury. The Gamemaster
will discuss this with the player to suit the story and the
source of the injury. After all, not all sources are the same.
Well cover the various sources of injury later and give you
and the Gamemaster guidelines for how this works.
The number presented is the normal, for a Bad result or
defeat. This number is halved (round down) for a Failure
result, and multiplied by 1.5 for a Disastrous result. For
example, a weapon that has a damage value of 6 will reduce
one or more Attributes by a total of six levels on a Bad
result. A Failure would knock this figure down to 3, and
a Disastrous result would be 9.
Dont worry, well save all those maths - in most cases,
when a source of injury is presented, well present it with
the half and the 1.5 to speed things up, with the normal
figure in the middle. A fairly nasty weapon that has a value
of 8 will be presented as 4/8/12, meaning its 4 for Failure,
8 for Bad and 12 for a Disastrous.
RESISTANCE FAILED

DAMAGE

1-3 (Normal Failure)

damage

4-8 (Bad Failure)

Full Damage

9+ (Disastrous Failure)

1 damage

Fighting Damage

ROLL

LOCATION

CALLED
SHOT
DIFFICULTY

ATTRIBUTE REDUCED

2-4

Leg

-2

Coordination, Strength, Resolve

5-8

Body

-0

Strength, Resolve

9-10

Arm (or Forearm)

-2

Coordination, Strength, Resolve

11-12

Head

-4

Coordination, Awareness, Presence, Resolve, Ingenuity

Success and 4 on a Fantastic). If they have a Strength of 5,


they do 5 points of damage on a Good result (2 on a Success
and 7 on a Fantastic).
If they are using a weapon, the damage is increased depending upon what sort of weapon it is that youre swinging around. Follow this simple checklist, and for every
yes add +2 to your characters Strength.
Is it sharp? (Does it have a cutting edge, sharp points or
something equally nasty designed to puncture or slash
the target?)

Is it heavy? (Does it need two hands to lift?)


Is it dangerous? (Does it do damage without you having
to do anything, like an electric cattle prod, a chainsaw or
a red-hot poker?)
For every one of these, add +2 to the Strength of the character when working out damage. So if its something like
a sword, its your characters Strength +2. If its a big Scottish claymore and you really need to use it two-handed,
then its both heavy and sharp so its Strength +4. If its
something really nasty like a chainsaw, its both sharp and
dangerous, but its also heavy and two-handed, so it gets
the full +6 to the Strength.
These damages also count if youre throwing a weapon
(such as a knife or rock) at someone. The stronger you are,
the more force you can put behind the throw doing more
damage.

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.

When it comes to close, physical combat, its all about how


strong you are. If the character has a Strength of 3, they
will do 3 points of damage on a Good Roll (and 1 on a
129

Pulp Fantastic
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

If a character is hit by something big, the GM may rule that


hes been knocked back instead of taking the full force of
the blow. Knockback halves the damage, but the character
is sent flying and is stunned for a few rounds. How long are
you stunned for? Thats up to the GM, but the player can
always spend a Story Point to recover.

Other Sources of Injury


Falls: Falling can result from failing at climbing something, failing to jump over a gap or run around obstacles.
The distance fallen determines how much damage taken
from hitting the ground. For every metre your character
falls, the value of the damage is 1. So if you fall 5 metres,
the damage value is 5. This is from failing the initial climb,
jump or running roll and this is the value for a Bad result,
it will be reduced (halved) if the result was a Failure or
increased (x 1.5) if you get a Disastrous. This reflects something breaking your fall, managing to land on a ledge
(albeit a little painfully), catching yourself on the way down
or landing particularly badly, making things worse.
Crashes: Most vehicles are designed to protect the passengers (with the exception of bikes, and other forms of
transport where the driver is exposed). If the character
hits something at speed, or is hit by something traveling
at speed, the damage is equal to number of Areas it traveled
in the last action. For example, getting hit by a car that
was traveling 8 Areas in its action does 8 points of damage
(on a Bad result when trying to avoid it, halved for a Failure,
or 1.5 for a Disastrous). Passengers in a vehicle that hits
something suffer the same damage, only reduced by the
armor protection of the car. If the car that was traveling
at 8 Areas then hits a brick wall, if the car provided 4 levels
of armor protection (see vehicles, on page 149), each
passenger takes 4 levels of damage.
Drowning: Drowning, like falling, is the result of failing
a roll. This time it comes from failing at swimming or
holding your breath in a flooded area. A Bad result will
mean the character sustains 8 levels of damage (usually
to Strength and Resolve). A Failure reduces this to 4 which
would mean that youve swallowed a lungful of water,
choked a little and have hurt yourself but youre okay to
try again. Disastrous result is Lethal, so lets hope you have
some Story Points to knock it up to a level or two. If youre
trapped in a flooded room or location, youre going to take

130

this damage every ten seconds or so, so youre going to


have to find a way out quick. The same rules apply to toxic
gases and unbreathable atmospheres (one of the hazards
of secret volcano bases).
Fire: Fires a tricky one, as it can depend upon how big the
fire is. The way well handle it is actually avoiding catching
on fire yourself. This way, you can run through a burning
building, fight back a blaze, try to put out a burning document that has been thrown into an open fireplace its
all handled the same way. The Gamemaster will change
the difficulty if the fire is particularly intense, but a failure
means that youve caught fire in some way an item of
clothing has caught alight, or worse. Roll Strength +
Resolve if youre walking through flames, or Co-Ordination
+ Resolve if youre trying to bat out flames or avoid touching the flames in a burning house. A Disastrous result is
Lethal, as it doesnt take long for the flames to totally
engulf a person. A Bad or Failure result means that youve
managed to put out the fire after suffering some burns,
reducing the damage to 8 or 4 respectively. Again, Story
Points are going to be the lifesaver in this situation.
If youre in an environment where the oxygen content of
the atmosphere is higher, then fire does more damage.
Conversely, a lower O2 atmosphere makes fires burn less
intensely.
Cold/Heat: Cold isnt quite so instant in its danger, it is
all about exposure. Depending upon how cold it is, the
Gamemaster will assign a damage level depending upon
how extreme the temperature is. Characters will have to
make rolls using their Strength and any suitable Skill
(usually Survival, modified by Traits) to avoid exposure.
This may have to be repeated every hour (or more in
extreme conditions), the character gradually losing Attributes until they freeze to death.
The same effect can be used for exposure to extreme heat,
like being caught in the open of the hot desert sun. Again,
the Gamemaster will assign a damage level depending
upon how hot it is, and Strength and Survival rolls are
required to avoid taking damage from the heat.
TEMPERATURE

DAMAGE
(NORMAL - BAD RESULT)

Above 55 Degrees Celsius

5 per 5mins

Above 45 Degrees Celsius

3 per hour

Above 30 Degrees Celsius

1 per day

Below -5 Degrees Celsius

1 per day

Below -20 Degrees Celsius

3 per hour

Below -40 Degrees Celsius

5 per 5mins

These figures are approximations based on exposure


without the correct clothing or protective gear. The Gamemaster should feel free to adjust these figures or make
up their own to suit the situation.
Oxygen Deprivation: Some environments have greater
or lesser percentages of oxygen in their atmospheric composition. A lower partial pressure of oxygen is like being

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)

The character takes extra damage


from the poison every ten minutes.

4-8 (Bad)

The character takes extra damage


from the poison every minutes.

9+ (Disastrous)

The character takes extra damage


from the poison every round.

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.

Plague: Responsible for some of the deadliest pandemics


in human history, plague (also known as the Black Death)
spread across Europe from Central Asia in the mid-14th
Century, killing an estimated 75 million people, almost
half of them in Europe. Caused by the Yersina Pestis bacterium, the disease is spread by fleas carried by black rats
and other rodents and takes three form; Bubonic, Septicaemic and Pneumonic. Both the bubonic and septicaemic

DISEASE TABLE
NAME

VECTOR

DIFFICULTY DAMAGE

RECOVERY SUCCESSES

Plague

Infected flea bites

12

Smallpox

Airborne, Body Fluids

12

Malaria

Infected mosquitoes

12

10

Cholera

Contaminated water

16

Typhoid Fever

Contaminated food or water

10

Yellow Fever

Infected mosquitoes

14

Necrotizing Fasciitis

Septic wounds

10

Rabies

Infected animal bites

20

Fatal

Spanish Flu

Airborne, Body Fluids

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

Septicaemic Plague: Abdominal pain, alternating fever


and chills, extreme physical weakness and in extreme
cases subcutaneous bleeding. Gangrene of the extremities can occur.
Pneumonic Plague: Headache, fever, physical weakness
and shortness of breath, chest pains and a hacking cough.
Patients develop a rapidly progressing pneumonia that
can cause respiratory failure and shock.
If left untreated, all three forms of plague can be fatal,
with a mortality rate of about 66%. Characters infected
with plague suffer a -5 penalty to all rolls when attempting
to do anything other than lie in bed and recover.
Smallpox: A serious, contagious and potentially fatal
disease, smallpox is spread by direct contact between
people, and occasionally by contact with infected body
fluids or contaminated clothing or bedding. It is sometimes
airborne within enclosed spaces, but this is rare. After an
incubation period of between 7 and 17 days (during which
the patient is not infectious), symptoms include a high
fever, physical weakness and lassitude, head and body
aches and occasional vomiting. After 2 days the patient
develops a dense rash across the body that develops over
a period of days into hard pustules filled with infectious
fluid. These eventually scab over and fall off, leaving pitted
white scars. If treated, the disease usually lasts about 20
days, during which time the patient is too sick to move
around and suffers a -6 penalty to all rolls involving anything more than bed-rest and recovery. Death occurs in
about 1% of cases.
Malaria: Caused by parasites carried in the gut of infected mosquito populations in hot, humid countries, the
disease is a major health hazard in the third world. After
being bitten by an infected mosquito, the patient remains
symptom-free during an incubation period of between 7
and 30 days before suffering their first attack. Malaria
attacks typically last between 6 and 10 hours and include
fever, chills, profuse sweating, body aches, nausea and
vomiting, malaise and occasional delirium. These attacks
may reoccur months or even years after the patient has
recovered from the original illness, often corresponding
with periods of stress or ill health. In cases where the
patient is already ill or is suffering from a pre-existing
condition, severe malaria may set in, resulting in seizures,
132

acute kidney failure and potentially death. Once symptoms


manifest the patient is too sick to move around and suffers
a -6 penalty to all rolls involving anything more than bedrest and recovery. Prophylactic treatments are available
to prevent infection.
Cholera: Caused by the ingestion of water contaminated
by the bacterium Vibrio Cholerae. Onset of the disease is
rapid with early symptoms including watery diarrhea
(which is itself highly contagious), nausea and vomiting,
rapid heart rate, dry eyes and mouth, loss of skin elasticity, low blood pressure, thirst, muscle cramps and restlessness or irritability. If left untreated this can lead to
acute renal failure, circulatory collapse, coma, shock and
in about 50% of cases death. Once symptoms manifest
the patient is too sick to move around and suffers a -6
penalty to all rolls involving anything more than bed-rest
and recovery.
Typhoid Fever: Caused by the bacterium Salmonella
Typhi, typhoid fever is a potentially deadly disease transmitted by the consumption of contaminated food or water.
The disease has a short incubation period and a gradual
onset. Symptoms include fever, headache, constipation,
malaise, chills, and headache, making it hard to distinguish from other diseases. In severe cases confusion,
delirium, intestinal perforation, and death may occur. If
untreated, death occurs in about 30% of all cases. Once
symptoms fully manifest the patient is too sick to move
around and suffers a -7 penalty to all rolls involving anything more than bed-rest and recovery.
Yellow Fever: Caused by a virus transmitted by infected
mosquitoes, Yellow Fever has an incubation period of 3 to
7 days. Symptoms are sudden and include chills, fever,
severe headache, back pain, general body aches, nausea
and vomiting, fatigue and physical weakness. The illness
casts several days and usually improves by itself, though
weakness and fatigue may last several months. After a
brief period lasting from 6 to 24 hours, roughly 20% of
patients develop a more severe form of the disease with
symptoms including high fever, jaundice, bleeding, and
eventually shock and multiple organ failures. Death
follows in about 50% of severe cases. Once symptoms
manifest the patient is too sick to move around and suffers
a -4 penalty to all rolls involving anything more than bedrest and recovery.
Necrotizing Fasciitis: Caused when a common type of
streptococcus bacterium carried without ill-effect by most
people gets into muscle-tissue, the bloodstream or the
lungs, necrotizing fasciitis spreads rapidly and consumes
flesh, fatty tissue and skin. Symptoms include severe rapid
swelling and intense pain at the site of infection, blackening of the tissues, Treatment usually involves the excision or amputation of infected tissue. Pus or fluids from
infected areas are highly infectious if brought into contact
with open wounds or sores. If left untreated, death occurs
in 25% of cases. The disease is excruciatingly painful and
infected characters are unable to act once the disease sets
in, which takes about 24 hours.
Rabies: Rabies is a deadly virus transmitted by infected

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.

Mental or Social Conflicts


Mental and Social Conflicts work in a similar way to Physical Conflicts. Being outwitted, tricked or out-maneuvered
counts as losing a Mental Conflict, while being argued
into a position, embarrassed or forced to obey an order is
losing a Social Conflict.

Bluffing & Deception


Lying and deceit is a vital skill when trying to keep the
existence of the Anomalies a secret. Usually, youll roll
Presence + Convince against the other persons resistance.
If youre trying to fool someone, then hed roll Awareness
+ Convince (if theyre trying to see through your bluff) or
Resolve + Convince (if theyre trying to resist your blather).
Most bluffing attempts can be resolved as a Simple Conflict
just roll once and check the result table.

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.

cutting verbal jab, bringing in someones dark secrets, or


good role-playing can increase the damage from an attack
just like using a tire iron or a sword or a chainsaw can
improve a melee attack.

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.

You can have weapons in an argument. An especially


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Pulp Fantastic

Losing a Mental or Social Conflict


There are several ways to handle the consequences of a
mental or social defeat.

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

Temporary Bad Trait


Another possible result of a lost Conflict is the acquisition
of a temporary Bad Trait, or the loss of an existing Good
Trait. This is especially appropriate for social conflicts that
only affect a set group of people. For example, if a character commits a massive social blunder at a high-class party,
then his Presence and Resolve are unaffected hes still
as commanding and determined as ever but he may pick
up the Unattractive Trait when dealing with anyone who
knows about his faux pas.

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

or medic (someone with the Medicine Skill) can try to


patch you up. A successful Medicine roll will heal an
injury, restoring levels of Attributes that have been lost.
For a Success, 1 level is restored. 2 for a Good and 3 points
for a Fantastic respectively. The Gamemaster may apply
modifiers if the injuries are severe or if modern medical
supplies are unavailable, or in conditions where infection
is a major threat. Getting injured beyond the reach of
civilization is very dangerous.
This sort of medical assistance can only be done once for
each injury. That is, if you are injured from a fall, reducing
your Coordination by 1, someone can try to patch you up
and restore that missing level. If they fail, it cannot be
attempted again until the character sustains another
injury. However, if you receive another 2 points of injury
and your resident medic gets a Fantastic result, you will
have all 3 points of injury restored.
How hard is it to heal a character? The usual default Difficulty is 12, but the Difficulty should be increased by one
for every Attribute the character has that is at zero. Severe
injuries are going to be harder to patch up, and sometimes
the best thing for them is a trip to the nearest hospital.

Multiple Injuries and Reduced


Attributes
All this talk of losing Attribute points, there can be a time
when the character has lost a lot of points. When an Attribute reaches zero, the character is unable to do anything
related to that Attribute. So what does that mean for each
Attribute?
Zero Awareness may mean that one or more of their senses
have been temporarily impaired, leaving them unable to
move around on their own. Theyre so dazed or unable to
tell what is going on around them that they will not know
what is happening, or may be unable to communicate.
Zero Coordination, theyll be flailing around as if theyd
had one too many at the local bar. Theyll keep falling over
or tripping over the slightest thing, over reaching for items,
knocking everything over. Probably best just to sit down
and hope to recover.
Zero Ingenuity (not one that will drop often) will mean
the character is so tired or defeated theyre unable to think
sensibly or come up with any ideas. They may do foolish
things, like blindly following foolhardy orders or believe
what people say unquestioningly.
Zero Presence and the character will probably be unconscious, unable to talk or communicate until revived by
medical means or given time to recover. If remaining
conscious, they will refuse or be unable to communicate
with anyone, shunning contact with others as they seem
threatening.
Zero Resolve means theyve given up completely, admitted
defeat and will sit around not really wanting to do anything. They become open to suggestion and likely to do
anything theyre told. If inundated with suggestions or

Action!
orders they may react badly to the overwhelming instructions, striking out at everyone nearby.

Story Points

Zero Strength, theyre likely to collapse to the floor, unable


to even stand. The character will have to be carried and
will probably not have enough strength to defend or help
themselves.

Youve heard the term Story Points used many times so


far, and each player should already have some marked
down on their character sheet. Before everyone starts
playing, the Gamemaster will hand out a number of
tokens to each player equal to their Story Points. That
way, when they spend a Story Point, they simply hand
the token back to the Gamemaster rather than having to
rub out numbers constantly on the character sheet until
you can see through it. If the Gamemaster rewards the
players for good play or aiding the story, hell hand some
back to you. Simple as that.

Hitting zero in an Attribute is pretty bad, and it may be


that your character may develop a Bad Trait to reflect the
lasting effects of hitting zero. Reaching zero in more than
one Attribute and things get serious. If three or more
Attributes reach zero, not only will the character be almost
unable to do anything, theyre so badly injured that there
is a good chance that theyll be killed. See Getting Killed,
page 139.

But what do they do and how are they used?


Story Points are used to tweak the course of events in a
players favor. Its not just the players that have Story Points
- some villains have a number of Story Points that the
Gamemaster can use to keep them alive longer, or so they
can escape to plan another escapade that the players will
have to thwart. During the game, you can expect Story
Points to be flowing freely back and forth across the table.

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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.

succeed from a disastrous fail. One point per bump in


levels means that you can move from a Disastrous to a
Success result with three Story Points.

Clues

Of course, you can end up spending more points than


planned. Villains have Story Points as well, and it may be
that a pivotal Conflict becomes a match between who can
spend the most Story Points to win. Spending Story Points
to succeed where you would have failed doesnt mean that
the villain cannot spend some of their Story Points to
ensure your failure remains!

If the players are really stuck and dont know where to go


or what to do next, they can opt to spend a Story Point and
the Gamemaster can give them a subtle nudge in the right
direction. Just one of the players need spend the Story
Point, and itll be their character that suddenly realizes
the way to go and makes a suggestion to the rest, or has a
lucky break that points in the direction of the plot.

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.

Ignoring Bad Traits


A lot of Bad Traits push you to act in a certain way if
youre Forgetful or Impulsive, youre prone to forgetting
key facts or rushing in where the marines fear to tread. If
you dont act in accordance with such Bad Traits, youve
got to pay Story Points.

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.

Altering the Plot


If you want to alter something in the game world indirectly, you may be able to buy your wish with Story Points. You
could spend a Story Point to have help arrive in the nick
of time, or to have something distract a hungry bear before
it eats you. You could have an NPC fall in love with your
character, or be mistaken for a new recruit by the villains

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?

STORY POINTS & NPCS


Most non-player characters dont have Story Points. They
have to get by without the edge that comes with being the
hero of the story. The exception are the villains. A named
bad guy gets a few Story Points at the GMs discretion.
Bruiser Malone, a known mob heavy, for example, has 3
Story Points not as many as most player characters, but
enough to make him a threat. The Crimson Claw has fistfuls
of Story Points to make him a match for the entire group.
You dont need to be sentient to have Story Points, by the
way. Recurring monsters and animals (like Saber, Siwang
Lungs pet wolf) could have a stock of Story Points too

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.

Accepting Plot Twists


Sometimes, the characters have very, very bad luck. The
weird invention malfunctions at exactly the wrong moment.
A stupid cop panics and takes a pot-shot at the escaped
gorilla you just calmed down. The backup you called for is
stuck in traffic and never arrives. You run out of ammo at
just the wrong moment. The Femme Fatale slips away and
escapes after saying something cryptic, even though you
arranged for there to be six armed guards watching her at
all times. If the Gamemaster screws the player characters
over despite their best-laid plans and preparations, thats
worth a few Story Points in recompense.
This doesnt mean that the gm has to pay for every horrible event and dangerous situation the characters encounter only when he pushes the characters into really nasty
situations and gives them no chance to back out. You dont
get Story Points if youre sent to capture a spy, but you
might get a Story Point if the spys lethal girlfriend follows
you home with mayhem in mind.

Helping Out

Gaining Story Points

Players who help out should be rewarded. Buying snacks


for the group, keeping a record of events in the game,
researching background details between game sessions,
setting up a website for the game, carpooling, cleaning up
afterward throwing a few Story Points at players who go
above and beyond is good practice.

The players can regain Story Points in lots of ways, at the


whim of the Gamemaster.

Maximum Story Points

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.

Embracing Bad Traits


If your Bad Traits really impede you, you can claim a
Story Point. Better, if you suggest ways your Bad Traits
make your characters life harder, thats definitely worth
Story Points.

When the characters were created they were given a Story


Point total - this is their maximum Story Points between
adventures. As the adventure progresses, the character can
hold more Story Points than this, though usually this is
building up to a big expenditure at the storys climax. When
the adventure is over, the characters usually heal all their
wounds, and if their Story Points are above their maximum,
they are reduced back to the maximum level. If they have
less than that, the Gamemaster will just replenish what
they think is fitting depending upon how well they play.

Learning and Improvement


While the Pulps werent known for character development,
characters in pulp fantastic arent static they can
learn from their adventures and pick up new skills. Over
time, if the Gamemaster allows it, the players can improve
their characters abilities. After each game session, each
character gains one Experience Point (an especially generous gm might grant extra experience points after especially important game sessions or at the end of a big plot
arc or season finale).
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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.

Leaving the Game


Eventually, every character leaves the game. Sometimes,
it will be the best possible ending for the character youve
told their story, they have accomplished what they set out
to do, they accomplish something wonderful and heroic
with their final action, or you just want to play something
else. Other characters die when you really want them to
survive you spend every Story Point, you fight every step
of the way, but its still not enough and the bad guys get
them. And thats okay if there wasnt a risk of defeat,
victory wouldnt mean anything in the game.

138

THE STORY POINT ECONOMY


The Gamemaster should keep an eye on the players Story
Point stockpiles. If the players have lots of Story Points, then
they can handle big challenges and added complications. If
theyve got few or no Story Points, theyre in danger of being
overwhelmed, and its a good idea to give them a breather
from the action. Use Story Points as a guide for pacing the
game. Build up to an extended action sequence where the
PCs spend most of their Story Points, then throw in a quiet
interlude where the characters find a place to hide, take stock
of their situation and role-play to earn some points back,
and then hit them with the final threat.

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

he Pulp Era is an age of ingenuity and wild invention,


where the fantastic dreams of the future seemed on
the verge of becoming real. Pulp heroes equip themselves with a wide array of cunning technology, and the
villains do likewise. The miracles of modern science and
the ancient wisdom of distant lands hold the promise of
great advances for humanity, and the threat of great power
for those with the will to seize it.
This chapter details some of the equipment used by heroic
adventurer and despicable mastermind alike, giving you
the tools to explore dangers as far away as lost lands and
as close as the bad side of town.

Trappings vs Group Traits

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.

Equipment Thats Not Listed

RULES

pulp fantastic takes place in our world of the 1920s


and 1930s...more or less (assuming you dont decide to
create a truly fantastic pulp world). If you want a piece of
equipment that exists in the real world, but isnt listed,
talk to your gm.

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.

For most items, theres no need for a player to declare that


they have that particular piece of equipment in advance.
If its part of the Trappings from your skills, or youve got
the right Group Trait, or its the sort of thing your character would always carry with you thanks to an Instinct, then
youre assumed to have it when youre investigating Anomalies. For example, the player of a big game hunter doesnt
need to tell the gm that hes taking a hunting rifle with
him every time he leaves the country its always assumed
to be in his travel chest.
If an item is something you might have with you, but its
a stretch, you can spend Story Points to have it, as long as
you can justify it to the gm. If the big game hunter goes
for a night at the Stork Club, hes not going to bring a
hunting rifle with him but he might have a derringer in
his pocket, just in case!
Losing equipment is a bigger problem. A lot of Yes, But...
successes may involve losing key bits of gear. Some skills
cannot be used without the appropriate equipment.

OPTIONAL RULE: PLANNING


Some GMs and players prefer a more traditional approach to
equipment, where the player characters have only basic
equipment on them by default. If a player wants to have an
elephant gun and some Nitro Express cartridges, then he has
to say hes going down to the gun room to get them instead
of just assuming he got them off-screen. Using stricter
equipment rules puts more of an emphasis on planning and
preparation instead of fast action.

Improvising Equipment

Buying used doesnt negate the penalties and fees associated with buying restricted objects or objects that require a
license.

If youre stuck on a dinosaur-infested South American


plateau, of course, youre unlikely to find a handy branch
of Sears. The Craft skill can be used to improvise basic
equipment and to build shelter. To use the Craft skill, you
need the appropriate tools, but you can build improvised
tools out of basic materials in a pinch.

If you do find a used item, and the Gamemaster agrees that


it qualifies for a price break, it is reduced by 1 rank (i.e. from
Rare to Uncommon, and Uncommon to Common).

You can also improvise modern equipment, turning your


radio receiver into an ad hoc tracking system. Improvising
modern gear uses the Technology skill.

Used objects are harder to repair if something breaks or is


damaged. Whenever a used object requires a Repair check,
increase the Ingenuity + Technology roll Difficulty by 2.

When using improvised equipment, any Yes, But, or


No, And results probably mean that your improvised
gear has broken.

Remember that buying something used is different from


buying something on the black market. While a hot object
might be used, it is sold as though it was new.

140

You Have It Until You Need It

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.

The ammunition that different weapons hold is presented


here as an average for a weapon of that type. If your players
have done some homework on specific guns, by all means
use the information that they have found.

OPTION: MERCY BULLETS


Many science heroes and adventurers prefer to use non-lethal
weapons. One option is to use tranquilizing mercy bullets.
Mercy bullets deliver an impact similar to a quick punch and
will leave a bruise, but inflict no actual physical damage.
Instead the damage for the weapon is applied to the targets
Resolve. See page 131 to determine the difficulty to resist
the drugs effect.
Range Increments: All pistols, regardless of their subclass, have range increments (in meters) of 5/10/20.
Holdout Pistol tiny pistols that hold .22 calibre ammunition and do more shock than actual damage. While these
guns do very little real damage, they also have no appreciable recoil. These guns hold from one (single-shot derringers) to seven (revolver) to fifteen (automatic pistol)
shots, and are generally double-action, meaning the gun
can be fired as many times as the trigger can be pulled.
The character can empty the weapon in a single Round if
he or she chooses. Examples include:
141

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.

Colt M1911A1 - A slightly modified version of the pistol


adopted by the American army in 1911, this weapons .45
round gives it more stopping power than any other pistol
in service.

Pocket Revolver - Designed as a weapon of self-defense,


this small revolver is a popular personal weapon, though
never as popular as the Derringer.

Tokarev Model TT33 - Designed as a replacement for


the Nagant, the Tokarev is based on the Colt M1911. Because
the Soviets favor mass produced submachine guns, the
Tokarev never becomes an especially common weapon in
the Red Army. The same statistics can be used for similar
weapons, such as the Polish Radom (a 9mm pistol) and
the German Walther P38 (also 9mm).

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

Beretta M1934 - The standard side-arm of the Italian


army through the Italian-Abyssinian War (1935-36), the
Beretta M1934 has a short barrel and underpowered ammunition, resulting in its low damage capability.
Walther Model PP - The Walther, designed as a replacement for the Luger, is widely issued to German forces in
the 1930s. The Swedish army also purchases Walthers
in 1939.
Medium Pistol standard police and military side arms
in 9mm to .40 caliber size, holding 10-15 rounds. These
guns can be fired multiple times but each additional shot after the first imparts a -2 cumulative penalty from recoil.
Nagant Model 1895 - This Russian revolver
is used in the time of the Russian Revolution
and beyond.
Luger P08 Pistol - This is the famous weapon of
German officers in the Great War.
Large Pistol guns like the U.S. Colt Army Revolver
or Russian Tokarov TT-33, from .45 to 7.62 caliber in
size and holding 6-10 rounds. Like a normal
Medium Pistol, but deals higher damage
with additional shots imparting -3 cumulative penalties from the recoil. Period
examples include;
Browning High Power - Originally manufactured in Belgium, the
Browning High Power is used by
military forces around the world:
Lithuania, Canada, Germany,
China, and Britain, among others.
Its large magazine capacity makes
it particularly popular.
Mauser Broomhandle - This
popular, if slightly awkward, pistol
has the magazine mounted in front
of the trigger, making it somewhat
nose-heavy. Its nickname comes
from the narrow grip. A stock can
be mounted to the grip, counterbalancing the magazine.
142

Hand Cannon guns in this category include .357


Magnums (introduced in 1934) or .50 caliber pistols. They
hold 6-7 rounds. They deal a lot of damage, with additional shots imparting -4 cumulative penalties on top of the
usual multiple action penalty. The recoil from these enormous pistols is enough to make you black out for a split
second. These guns may be fired a maximum of twice per
Round. Examples include;
Colt Peacemaker - The most famous weapon of the Old
West, the Peacemaker is widely available, powerful, and
rugged. The same characteristics could also
describe similar weapons of different
calibers, such as the .38 caliber Colt
Lightning or Thunder.
Tranter - This huge British single-action revolver, developed in
1865, was designed to discourage
opponents from approaching for
close-quarters combat, turned up
in all corners of the British Empire,
even though few were made.

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.

Shotguns and Rifles


Rifles have a much longer accuracy range than pistols do,
but are a lot more obvious, awkward, and less portable.
Unless the rifle is set and aimed already (as with a prepared
sniper), a character with a pistol will always shoot before
a character with a rifle. Shotguns have much shorter
ranges, but have the drawback of being large and awkward
like rifles.
Range Increments: Shotguns have pistol range increments. All other rifles have Range increments of 25/50/150.
Rifle These are hunting rifles of the bolt, pump, or lever-action variety. They hold 2-8 rounds, and can fire a
maximum of three times per round. Each attack after the
first imparts a cumulative -3 penalty. Period examples
include the Winchester Models 1903 and 1910, and the
Remington Arms M1903 Springfield.
Mannlicher-Parravicino-Carcano Carbine M1891 - The
Italian army uses this weapon during the Great War. The
Japanese Arisaka Meiji 38 is almost identical, except for
its smaller magazine (5 rounds) and greater weight (10
pounds).
Springfield M1903 - This American rifle is licensed from
an earlier Mauser bolt-action rifle. The same statistics can
be used for later Mausers such as the Gewehr 43 or the
Sturmgewehr 44.
Lee-Enfield SMLE MkIII The British Armys standard
rifle from 1895 to 1957.
Mosin-Nagant M1891/30 - The standard bolt-action
rifle of the Soviet Red Army through the pulp era. Nearly
the same statistics can be used for modified versions of
the M1930G, such as the M1938G.
Big Game Rifle This is an elephant gun or other big,
heavy rifle. Expensive, but very accurate and long-ranged,
plus it can stop a charging rhino. Guns like this are Uncommon. Classic examples from the Pulp Era are the
Continental .600 and the Holland & Holland .500/450
Nitro Express, both designed to stop a charging bull-elephant.
Shotgun be it a double-barrel 20-gauge or a pump-action 12-gauge, all shotguns fall into this category. Shotguns firing slugs deal high damage, but are -1 to hit due
to the difficulty aiming, while shotguns firing buckshot
(lots of little pellets) gain +1 to hit a target, but deals less

damage. Shotguns can be fired a maximum of twice per


round (except for semi-automatic models) and subsequent shots suffer a -3 penalty due to recoil. Double-barreled shotguns can fire both barrels simultaneously with
no penalty, adding an additional +1 to hit and an additional 2 points of damage, but require a full Round to
reload afterward. Standard shotguns hold 2 cartridges,
pump-action or automatic shotguns hold 2-10.
Assault Rifle During the Pulp Era, assault rifles were
in their earliest stages of development and were Rare,
though characters with access to advanced weapons technology may be able to find them. An example of an early
assault rifle is the M1918 Browning Automatic Rifle.
Assault rifles can fire in three modes. In semi-automatic
mode, they fire a single aimed shot. In Burst mode, the
gun fires three bullets in rapid succession. The wielder
makes an attack roll as normal. A Success means they
have hit once, a Good means they have hit twice and a
Fantastic result means they have hit with all three bullets
each doing the normal Good level of damage. A second
or third burst can be attempted in the same round, but
each suffers a cumulative -4 penalty in addition to the
usual multiple action penalty. In fully automatic mode,
the wielder cannot aim. He simply selects an area of up
to a 90 arc in his line of vision and showers it with bullets.
He then makes a standard attack roll. Everyone in the area
gets a chance to dive for cover with a +2 bonus to the roll.
If anyone fails to dodge into cover then they take damage
as usual depending on the severity of their failure. Firing
full auto takes the entire Round; affecting a 45 arc uses
half a clip of ammunition and affecting a 90-degree arc
uses the entire clip. A clip usually contains 10-100 rounds.

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

Sub-Machine guns are somewhere between pistols and


machine guns. They look cool, but are not weapons of
precision. Typically they can fire in two modes.
In Burst mode, the gun fires three bullets in rapid succession. The wielder makes an attack roll as normal. A Success
means they have hit once, a Good means they have hit
twice and a Fantastic result means they have hit with all
three bullets each doing the normal Good level of
damage. A second or third burst can be attempted in the
same round, but each suffers a cumulative -4 penalty in
addition to the usual multiple action penalty.
In fully automatic mode, the wielder cannot aim accurately. He simply selects an area of up to a 90 arc in his line
of vision and showers it with bullets. He then makes a
standard attack roll. Everyone in the area gets a chance to
dive for cover with a +2 bonus to the roll. If anyone fails
to dodge into cover then they take damage as usual depending on the severity of their failure. Firing full auto
takes the entire Round; affecting a 45 arc uses half a clip
of ammunition and affecting a 90-degree arc uses the
entire clip. A clip usually contains 10-100 rounds. Generally, they can only fire fully automatic like assault rifles,
but have the range of pistols. They hold clips of 10-50
rounds.
Generally submachine guns are Uncommon or Rare. Period
examples include;
Thompson M1921 Submachine Gun - The famous
Tommy gun of American gangsters is one of the first
hand-held weapons capable of automatic fire. Its large-caliber bullets give it greater damage potential than many
more modern submachine guns, although at a shorter
range.
Beretta M1938A - Primarily an Italian weapon, the Model
1938A is also issued to some Rumanian and German troops.
The same statistics can be used for similar submachine
guns, such as the Erma MP38/40, the Sten Mark 2, the
Shpagin PPSh-41 (7.62mm), or the Sudarev PPS-42 (also
7.62mm).

144

Waffenfabrik Steyr Maschinenpistol 34 (MP34)


Developed in 1934 from the MP18, which saw limited
service in the Great War, this exceptionally well-made
submachine gun was used by the Austrian police and by
units of the Waffen SS during World War II.

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.

RANGED WEAPON SUMMARY

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

Big Game Rifle

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

Sniper Rifle (Period)

49/98/293

2-8

3/6/9

-3

Sniper Rifle (Modern)

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

Martian Heat Ray

200/400/800

NA

10/20/30

SNIPING AND AIMING


Any character can choose to aim their weapon for longer to
try to be more accurate with their shooting. For a complete
Action Round, the shooter does nothing else but aim. They
cannot dodge, move or take any other action without negating the effects of trying to aim. If an enemy hits them,
they are distracted and lose their aim. If they manage to
spend an entire Action Round with uninterrupted aiming,
they make a normal Coordination and Marksman roll as if
they had taken the shot, but instead they make a note of
what they roll. The better they did this time, the bigger the
bonus they get on their actual shot. A Success provides a +2
bonus, a Good result a +4 bonus and a Fantastic a +6 bonus
to the actual roll to hit the next Round. They can shoot at
any time next Action Round and receive the respective bonus
to their roll.
A character with the Sniper trait can aim for more than one
Action Round. If they can remain uninterrupted, they can add
an additional bonus from a second Rounds worth of aiming.
They can continue to aim longer, but only the bonus from
the most recent two Rounds of aiming are added to the actual
shot targets keep moving around, can disappear behind
cover and the snipers advantage can be lost.

Springfield M1903 - This American rifle is licensed from


an earlier Mauser bolt-action rifle. The same statistics can
be used for later Mausers such as the Gewehr 43 or the
Sturmgewehr 44.

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.

Other Ranged Weapons


Ranged weapons that are not firearms include such diverse
objects as bows, crossbows, javelins and shuriken.
Bow: This could be any form of self-powered bow, from
traditional longbows to modern compound designs. Bow
hunting remains popular with hunters, athletes, and other
recreationists. A bow does 2/4/6 damage. Common.
145

Pulp Fantastic

RULES

Crossbow: The medieval crossbow was a devastatingly


effective weapon for its time, but a modern crossbow is
even more dangerous. Crossbows are slow to reload, but
have the advantage of being completely silent. Crossbows
are Uncommon. They inflict 2/4/6 damage. A crossbow
requires two hands to use. Pulling a lever draws the bow.
It takes two Action Rounds to reload a crossbow.
Flamethrower: A flamethrower consists of a pressurized
backpack containing fuel, connected to a tube with a
nozzle. It shoots a 2m-wide, 10m-long line of flame that
burns all creatures and objects in its path. Flamethrowers arent exactly the most accurate weapon, but theyre
great for dealing with Swarms of small creatures or for
scaring creatures including people - that are afraid of
fire. Theyre also good for setting yourself alight if youre
not careful. A flamethrower attack does variable damage
(1 die/2 dice/3 dice), but combatants who dodge a flamethrower attack have to dodge away from you, giving you
a breathing space. If you dodge a flame attack with Coordination + Athletics, the only place to dodge is away
from the flame so you cant attack the flamethrower
operator without moving again.
Javelin: This light, flexible spear built for throwing can
be used in melee, but since its not designed for it, characters using it in this manner always suffer 2 to hit. Javelins do Strength +3 damage. Uncommon.
Shuriken: A shuriken is a thrown, star-shaped projectile
with four to eight razor-sharp points and does Strength
+2 damage. Uncommon.
Whip: Whips do Strength + 1 damage. Although you dont
fire the weapon, treat a whip as a ranged weapon with
a maximum range of 4 metres. Uncommon.
Because a whip can wrap around an enemys leg or other
limb, you can attempt to trip or entangle them with it.
You declare this when making the attack. To avoid being
tripped or entangled, the target must make a successful
Coordination + Athletics reaction roll. Failure indicates
the target has been either tripped or entangled and must
spend their next Action either untangling themselves or
getting to their feet. Either way, they lose an Action and
cannot move until they have freed themselves.
Caltrops: Caltrops are four-pronged iron spikes designed
so that one prong is pointing up when the caltrop rests on
a surface. You scatter caltrops on the ground to injure
opponents, or at least slow them down. One bag of twenty-five caltrops covers a single two metre square and can
be thrown, bursting open on impact. Each time a creature
moves through a square containing caltrops at any rate
greater than half speed, or each round a creature spends
fighting in such an area, they must make a Difficulty 12
Coordination + Awareness check to avoid stepping on one.
Should they fail the roll, a caltrop deals 1 point of damage,
and the injury reduces foot speed to half normal (a successful Difficultly 12 Awareness + Medicine check, or one
days rest removes this penalty). A charging or running
creature must immediately stop if it steps on a caltrop.
Caltrops are Uncommon.
146

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.

Its possible to wire together several sticks of dynamite for


even greater explosive effect. Doing so requires a Tricky
(Difficulty 15) Ingenuity + Technology check (+ 1 Difficulty per stick). If you succeed on the check, both the damage
and the radius of the explosion increases by 50%.
Dynamite is sold in boxes of 12 sticks. It is considered to
be a simple explosive for the purpose of using a Science
check to manufacture it.
To set off dynamite using a fuse, the fuse must first be lit,
requiring an Action (and a lighter or other source of flame).
The amount of time until the dynamite explodes depends
on the length of the fusea fuse can be cut short enough
for the dynamite to detonate in the same round (allowing
it to be used much like a grenade), or long enough to take
several minutes to detonate. Cutting the fuse to the appropriate length requires an Action.

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.

Archaic armor is old-fashioned armor, such as medieval


chain-mail and plate mail.
Impromptu armor includes items that provide protection
even though they werent designed for that purpose, such
as leather bikers jackets and football pads.
Tactical armor is modern body armor that fits over clothing and cant be easily concealed. Its weight and bulk make
it impractical to wear all the time, and its generally only
donned when a specific dangerous confrontation is likely.
Because its worn over clothing in tactical situations, tactical armor often has pockets, clips, and Velcro attachment
points for carrying weapons, grenades, ammunition,
flashlights, first aid kits, and other items.
Padded Armor: This archaic armor consists of a breastplate made of layers of linen, which are then quilted together to form rudimentary armor. Some types hang all
the way to the knees.
Leather Jacket: This armor is represented by a heavy
leather flying jacket, flying leathers or biker jacket. A
number of other impromptu armors, such as a football
pads and a baseball catchers pads, offer similar protection
and game statistics.
Leather Armor: This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer
leather coverings for other parts of the body.

147

Pulp Fantastic

RULES

ARMOR SUMMARY
ARMOR

VALUE

WEIGHT

NOTES

COORDINATION
PENALTY

Banded Armor

40lbs

Archaic, Rare

Chain-mail Shirt

40lbs

Archaic, Rare

Chemico Body Armor

6lbs

Tactical, Uncommon

EOB Body Armor

10lbs

Tactical, Uncommon

Half Plate Armor

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

Studded Leather Armor

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

the current attack if you use the same Reaction roll


against multiple attacks, the shield only works against
the first attack.

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

pushing or dragging cargo. Some vehicles have higher


levels of Powerful.

The essence of the Pulp Era is speed. As new technologies


shrank the world, people became obsessed with travelling
further and faster than ever before. Pulp characters in
general are always leaping on a plane or a boat (or zeppelin!) and travelling across the globe in search of action and
adventure. This section deals with the various vehicles
the characters will rely on to get them from place to place.

Off-road: The vehicle is designed to go off-road. If a vehicle


that lacks this Trait goes off-road, call for Transport checks
every few rounds.

Attributes

Sample Vehicles

Vehicles have four special Attributes.


Handling: The ease of manoeuvring the vehicle at speed.
Speed: How fast they move, in terms of Areas per Round,
which is what you need to know for chases. A vehicle can
go faster than its listed speed, but if you push it like that,
youll have to make a Transport roll every round to keep
control.
Armour: How tough the vehicles exterior is. This may
also reflect how much protection the vehicle gives to
people inside it.
Size: How big the vehicle is.
Hit Capacity: How much damage the vehicle can take
before being immobilised. A vehicle that takes half its Hit
Capacity is damaged, and loses half its speed. A vehicle
that takes twice its Hit Capacity in damage is torn apart
and is now a pile of junk.
Aircraft and water craft work slightly differently. A boat
thats taken half its Hit Capacity is holed and is sinking.
It can still be used, but loses one Speed every round until
reduced to 0, at which point it sinks.
An aircraft reduced to half its starting Hit Capacity is out
of control. The pilot needs to land it immediately or it will
crash.

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

Inflatable Dingy: An inflatable boat. Safe and reliable


unless a shark bites a chunk out of it. Inflatable dinghies
are Uncommon.

There are also a few special Traits that vehicles can have.

Speedboat: A fast sports boat. Rare.

Open: The vehicle offers next to no protection to people


inside it. A motorcycle is open, as is a convertible.
Enclosed: Your average carthe main compartment is
enclosed, but there are big windows that could be smashed
open easily. If an Enclosed vehicle is attacked, then a big
attacker may be able to get at the people inside through
the windows with a Fantastic attack result.
Fully Enclosed: This is for tanks and other vehicles that
are designed to withstand attacks from outside, like a
safari landrover. The windows are non-existent, or are
made with wire-hardened glass and are far enough away
from the passengers to ensure that attackers need to smash
or flip the vehicle to get at the characters inside (assuming
they dont just open the door).
Powerful: This vehicle has a big engine and puts out lots
of horsepower. Double its speed for the purposes of

Autogyro: Invented in 1923, the autogyro is a predecessor


of the modern helicopter. Built from airplane components,
an autogyro has the body of a light plane such as the
Sopwith Camel, but with rotary blades mounted above the
cockpit in place of wings (though it does have a pair of
light stabilizers extending to the sides where the wings
would be on a monoplane). A propeller on the front moves
the autogyro forward. Rare.

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

Several cars are covered here.


Bentley-3 Litre: Known for both speed and reliability,
the Bentley 3-Litre has been jokingly referred to as The
fastest truck in the world. With the convertible top up, it
provides two-thirds cover to its driver and passengers;
with the roof down, this is reduced to one-third cover.
Mercedes-Benz SSK: A fine early sports car, the SSK
pales in comparison to the Alfa Romeo that comes along
a few years later.
Model A Ford Roadster Pickup: This is a typical early
pickup truck, lacking the large capacity of more modern
pickups. The driver has two-thirds cover, while the rear
bed provides one-third cover.
Model A Ford Station Wagon: Later known as a Woody
for its wooden sides, this kind of early station wagon is
intended for commercial use (replacing its passengers
with additional cargo capacity). It provides two-thirds
cover to its occupants.
Alfa Romeo 8C 2900: The Alfa Romeo 8C 2900 is a fast
two-seat racer. It provides one-third cover to its occupants.
Duesenberg Model J Phaeton: This luxury automobile
brought the term duesy (or doozy) into popular slang.
It has a separate windshield for the passengers in the rear
seat! With the convertible top up, it provides two-thirds
cover to its occupants; with the roof down, this is reduced
to one-third cover.
Citroen Traction Avant: One of the first cars to use frontwheel drive, the 1934 Citroen Traction Avant is a technology leader. It provides two-thirds cover to its occupants.

Bugatti Type 57 Atalante: The Bugatti Type 57 is a sleek


and elegant racer from 1937, and provides two-thirds cover
to its occupants.
Hispano-Suiza H6C Saoutchik Xenia Coupe: A masterpiece of artistic design, this is a successor to the classic
Hispano-Suiza sedans of earlier years. Its art deco styling
and teardrop shape set it apart from any other car on the
road at the time. It provides two-thirds cover to its occupants.

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.

Auburn 852 Speedster: Another speedy racing car. With


the convertible top up, it provides two-thirds cover to its
occupants; with the roof down, this is reduced to onethird cover.

Fokker Triplane: The


only fighter plane nearly
comparable to the Sopwith
Camel during the Great
War, the Fokker is just as
well known, as it was made
famous by the exploits of
the legendary Red Baron.
It carries twin Spandau
machine guns. (Use the
statistics for the Browning
M1917 machine gun.)

BMW 328: A lightweight and aerodynamic sports car,


the BMW 328 is speedy (for its time) and maneuverable.

Sopwith Camel: One of


the most famous fighter

Buick Series 90 Convertible Phaeton: A popular car in


the early days of Hollywood, the Buick Series 90 Convertible
is elegant and often seen in light colors. With the convertible top up, it provides two-thirds cover to its occupants;
with the roof down, this is reduced to one-third cover.

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

Enclosed, Off-Road, Powerful

Truck

24

Huge

Enclosed, Powerful x 4

Tank

18

32

Huge

Fully Enclosed, Off-Road, Powerful x 8

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

Fully Enclosed, Powerful x 8

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

Messerschmitt Bf109: One of the best air superiority


fighters ever built, the Messerschmitt was the predator of
the skies. The Bf109 was the Luftwaffes standard single-seat fighter since 1935 and was able to outfight or
outrun virtually all opposition. The fighter was used primarily for intercept and bomber escort duties.
Junkers 87D Stuka: Stuka is the abbreviation of the
German word Sturzkampfflugzeug, which designated all
dive bombers. The main fighter/bomber used by the
Luftwaffe, the Stuka would play a major role in the Blitzkrieg that swept across Poland, northern Europe and
France. In the later years of the war, the Ju 87 had a successful second life as an antitank weapon, striking armor
columns from above.
Sikorski S-42 (Seaplane): Before the extensive development of airports, seaplanes such as the Sikorski S-42 (Seaplane) are popular passenger planes. They can carry nearly
three dozen passengers in comfort.
Curtis Condor: This was the ultimate airliner prior to the
1933 introduction of the Boeing 247. Despite its - at the
time luxurious cabin - the Condor was a beast to fly and a
nauseating ride for passengers.

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

the battlefield. Even the reliable bow vanishes, replaced by


the flintlock. Light melee weapons remain common.

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.

TL 5: Space Faring/Information Age

The Industrial Age relied on chemical power, but in the


Space Faring/Information Age, computer technology and
electronics rule supreme. Satellite information systems
and the Internet connect the globe digitally. This Technology Level also sees the introduction of fission power and
weapons reducing the importance of fossil fuels. The
automobile replaces the locomotive as the common form
of travel. The first steps toward space travel involve massive
chemical rockets, unmanned probes and satellites, and
short-term manned missions.
The technology of the era allows greater citizen participation
in government. The emergence of international alliances
begins to dissolve borders between nations. Corporations
gather power and begin to threaten government authority.
Technology has a greater effect on individual lifestyles than
on society as a whole. Most weapons at this time are refined
versions of Industrial Age equipment. Rifles, machine guns,
and heavy howitzers are still used by the worlds soldiers.
Computerized targeting systems and guided weapons
make warfare much more precise and efficient. Strategic
weapons, tested but never used, exhibit the species power
to exterminate itself in minutes.
Humanity experiences its Information Age as anxious
years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.
153

TL 6: Star Faring Age


The development of fusion power provides an efficient,
non-expendable energy source that almost obliterates the
need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become
even more accessible, reliable, and powerful, leading to
the development of virtual systems and widespread access
to the global Internet.
Slowly, society experiences another revolution as individual nations are replaced by world powers. Mega-corporations number among these new superpowers as the line
between the national citizen and corporate employee is
rendered indistinct.
Armed with the means to eradicate the entire species, the
world powers keep conflicts to the level of skirmishing
and posturing, and integration of the Information Ages
improvements proceed peacefully.
Scientific advancements in genetic engineering lead to
artificial evolution and the first government- and corporate
sanctioned attempts to genetically manipulate human
beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species
toward the end of the age. Scientists also perfect cloning
technology, and the first human clones are created.
In the later years of this age, the first crude applications
of gravity induction technology appear, in the form of
civilian and military vehicles that can move through the
air without using physical propulsion or consumption
of fuel. Chemical-powered explosives and firearms
remain the weapons of choice; fusion technology cant
be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many
weapons. True spaceships become possible, propelled
by powerful fusion drives, but still require a reaction
mass to traverse space.
The age sees the tenuous settlement of other planets and
asteroids within the same star system, with mankind
venturing out amongst the stars towards to end of the era.

Purchasing Items of Lower or


Higher Technology Level
Technology Levels are relative, and depending on the
economics of a campaign, a gm may choose to make
certain items of a higher or lower Technology Level unavailable, cheaper, or more expensive to purchase. For the
sake of game balance, gms who want to make higher-tl
items available to characters should adjust their availability up or down by the twice the number of Technology
Levels between them.
For example, at tl5 a pocket calculator is a Common
item. At tl4 the same device should be Rare, an example
of cutting edge technology, while at tl3 and below it
becomes Unique.

Lower-tlitems (with the exception of valuable antiques)


are similarly adjusted at the Gamemasters discretion. For
example, an actual 20th Century pocket calculator may
become a valuable antique by the late 22nd, going from
being a Common item to a Rare one. However, the technology itself is ubiquitous and will never be anything more
than Common.

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

Weird inventors toil away in their secret laboratories


working on nucleonic beams to help them take over
the world; real-life inventors have in their minds the
plans for inventions such as death rays and perpetual
motion machines.
All of these devices, real or imagined, fall under the category of weird science, and these weird items are usually
the creations of characters with the Gadgeteer Trait. Doctor
Indiana frequently throws together a wild Invention with
a little weird science. Characters without the Gadgeteer
Trait can create strange Inventions, but its much harder
for them and it takes a lot longer. Most of the the really
wild devices the ones that push, bend and occasionally
ignore the laws of physics entirely - can only be created
by characters with the Gadgeteer Trait. Without it theyll
just cobble together a non-functioning mess of Tesla coils,
vacuum tubes and wires.
Weird science and weird inventions are the product of
scientific prescience; devices and constructs that possess
capabilities beyond what is possible in the normal everyday world. Most items created by weird science are mechanical devices rather than the deliberate improvement
of organisms or other such items.
Making gadgets that defy common sense is easier than
some might expect for a Weird Inventor, at least. Note
that more complicated items (Major, or Special Inventions)
can take a lot longer to create. Sometimes, Special Inventions can require rare and difficult to find items that will
be the focus of a whole adventure. The big question to ask
before going ahead with creating any of these Inventions
is Why do they need it? If theyre just making something
because its cool, then thats not really good enough to
warrant the time spent creating it. There needs to be a
dramatic need for the item.

Behold! I call it the


The first thing an inventor has to do is decide just what
kind of weird item hes trying to make. This means the
inventors player should write down the name of the
device followed by a paragraph or two describing the
dubious scientific principles the character employs to
make it work. Its more fun to write the theory from the
perspective of the character, by the way. Be sure to share
it with your group: for some reason inventors can never
stop cackling about their latest inventions and theories.
A generous gm may choose to award a Story Point to a
player whose inventor comes up with a particularly entertaining crackpot theory.

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+

Almost there! Add +4 to your Progress.

4 to 8

Progress! The Invention isnt finished, but


youre making good progress. Add +2 to your
Progress.

0 to 3

No progressbut youve got an idea. You


need more information before you can finish
your device. You might need to gather samples from the field, or conduct experiments,
or acquire a particular component. If you do
so, add +1 to your Progress.

1 to 3

It worksAt least, you think it does. Your


character believes the Invention is ready for
prime-time. If you take it with you into the
field, the device will appear to work for a
short while, then malfunction (usually in a
shower of sparks, with a loud bang, a pathetic puff of smoke, or all of the above). Youll
learn from this experience, and gain +1 Progress
and a Story Point. On the down side, your
malfunctioning device might get you killed.
If you dont take the Invention into the field,
lose 1 Progress.

4 to 8

No Progress: Youre getting nowhere.

under 9

Wrong Track: Lose 1 - 6 Progress as you head


down the wrong track.

An Invention takes about a week per point of Progress


required to create, unless it is being jury-rigged (see
page 157).

Pulp Inventions
DETERMINING INVENTION COMPLEXITY
DIFFICULTY

PROGRESS
NEEDED

Repair of Weird Invention or state-of-the-art technology

Easy (9)

Relatively simple but new use or upgrade of existing tech

Normal (12)

New technology (Radio-controlled robot)

Tricky (15)

Complex new technology (Hand-Held Detector, X-Ray Goggles)

Hard (18)

Very Difficult (24)

10

Revolutionary new technology (Thinking Machine)

Improbable (27)

15

Tech that defies the laws of science (Time Machine, Dimensional Portal)

Impossible (30)

25

EXAMPLES

Cutting edge new technology (Death Ray)

For example, Doctor Indiana is trying to build an Element X


detector that registers in the presence of the strange radioactive mineral. The GM decides thats Tricky (15) and will take a
total Progress of 3 to complete.
In week 1, Doctor Indiana rolls Ingenuity + Technology for a
total of 17. That beats the difficulty by 2. Doctor Indiana needs
to make a detailed observation of Element Xs eerie emissions
to make any progress.
During week 2, Lucy La Roux, his beautiful lab assistant,
vanishes mysteriously and Doctor Indiana has to choose
between looking for her and finishing his measurements. He
puts down his detector and goes to look for his colleague. No
progress on his gadget.
In week 3, he rolls a total of 20. Thats beating the target by 5.
He adds two to his Progress!
During the next week, he rolls, adding a +2 bonus for his Progress. He gets a 20 again, which means his Progress is 4. Thats
over the Progress total of 3 he needs. After four weeks the
Element X Detector is complete!

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.

157

Pulp Fantastic

Control

Disable

(Minor or Major Good Invention Trait)

(Minor or Major Good Invention Trait)

The Invention can control something else, like another


machine. It can even seize control of such devices. A remote-control ray that overrides the steering of an airplane
is a great example of a Minor Control gadget.

The Invention stops another Invention from working. The


Minor version of this Trait means the Disable effect only
works on one particular target it might simply stop one
sort of weapon from working within its area of effect. The
Major version is more likely to drain the power from every
device nearby.

The Minor version of this trait works on a particular sort of


machine or system, or a particular type of animal. The Major
version can control people, and works like the Special trait
version of Hypnosis. Control only works over a very short
distance. If you want to build a mind control machine to
rule the world, try adding Transmit.

Convert

RULES

(Major Good Invention Trait)


The gadget turns something into something else. It might
turn rock into mud, lead into gold, poisonous gas into
breathable air and so on. The size of the conversion field
is usually about three feet in diameter, although this can
be boosted with Story Points. Most Inventions with Convert
are Restricted not to work on living flesh, and only work
on a particular kind of substance.

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)

Inventions with this Trait can normally only delete objects


up to a meter in diameter, though this can be doubled if
a Story Point is spent. Items with this Trait usually have a
safety function built in to prevent their use on living tissue.

The Invention is very breakable. Any damage to it stops


it working. For that matter, dropping it, breathing on it or
just speaking harshly to it usually stops it working. The
gadget can be repaired with a good Technology roll, but
it may break again at a moments notice. If the character
holding the device is hit by an attack or has to make any
vigorous or violent movement, then something just broke!

Detect

Hungry

(Minor Good Invention Trait - can be purchased more than


once, effects are cumulative)

(Minor or Major Bad Invention Trait)

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?).
158

Disable effects are usually temporary, but a One-Shot


Disable may destroy its targets at the Gamemasters whim.

This Invention is a fuel or battery hog, and runs through


its power reserves very quickly. The Minor version of
this Trait means that any Yes, But or No, And results
(Average Successes or Dismal Failures) when using the
gadget means that the battery just ran out. The Major
version means that you need to hook the Invention up
to a really big power source (like a power plant, furnace,
big diesel generator or a whopping big lump of Element
X) to get the thing working.

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

Goggles, then the Trait provides a +3 bonus when used for


medical purposes, and +1 when used for anything else
Medical X-Ray Goggles arent the best thing to look inside
a bank vault locking mechanism, but it may help a little.
If the Inventions designed for a specific purpose, this
should be discussed with the Gamemaster, and recorded
on the Inventions sheet.

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.

Weird Inventions are complex beasts, normally so complex


that only their creator or another Weird Inventor can
operate them. The Simple Controls Trait means that the
Inventor has made an effort to simplify the device; labeling switches, numbering dials and reducing the number
of delicate operations necessary to make the gosh-darned
contraption work. Anyone can pick it up and, with a Hard
Ingenuity roll, use it.

Open/Close

Simple Mechanism

(Minor Good Invention Trait)

(Minor Bad Invention Trait)

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.

The operating principles of the average Weird Invention


are so bizarre and revolutionary that even the brightest
conventional scientists cannot hope to figure them out.
Not so with this device, which the Weird Inventor has
refined and streamlined to the point that it can be understood even reproduced! by ordinary science.
Anyone with sufficient scientific and technological
know-how could open this thing up and deduce its
function and operating principles with a Difficult Ingenuity+Technology roll.

(Minor Bad Invention Trait)

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

Owners of a device with this Trait must work hard to ensure


it does not fall into the wrong hands do you really want
to face the assassins of the Tong of the Black Scorpion if
theyre all armed with cheap copies of the lethal Electro-blaster you lost in their temple a few months ago?
What happens if they decide to sell their stolen secret to
the Nazis? Such Inventions could change the world...

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.
159

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

(Minor or Major Good Invention Trait)


This Invention can transport all the player characters in
some way. The Minor version of this Trait moves in a way
that looks cool, but can be replicated by present-day technology. It might fly, or go underwater, or even travel into
space. The Major version can jump dimensions and maybe
even travel in time!

Invention Story Points


Inventions are also really handy as they can hold Story
Points. The Invention can spend these if their use is particularly vital to the story. In most cases, these work a little
like characters Story Points. They can be spent to add an
extra two dice to an essential roll, or to do something
extraordinary. The Story Points the Invention spends can
only be used when the Invention itself is actively being
used. The Inventions Story Points can be used, as long as
the Gamemaster approves, to allow the Invention to do
something its not normally known for and isnt on its
Trait list. For example, Doctor Indianas ultra-violet flashlight doesnt normally generate heat, but if he can change
the light it produces to infra-red, he may just be able to
melt his way out of the ice-cavern those hostile yeti have
trapped him in
When the Invention runs out of Story Points, it is essentially out of power, broken or otherwise out of action.
Characters can donate Story Points to fuel the Invention,
or dramatic use of the item can mean it is awarded Story
Points at the end of the adventure. This is also a great way
of helping a character when theyre low on Story Points,
by entrusting them with an Invention.

Some Example Inventions

Unreliable

Gas Gun

(Minor Bad Invention Trait)

(Major Invention)

Each time the invention is used roll a d6 and on a roll of 1


the Invention shuts down for d6X10 minutes. Cannot be
taken with the One Shot or Fragile Traits.

Handy device that you can use to put your opponents


to sleep.

Weld

Story Points: 2

(Minor Good Invention Trait)

Hypno-Disc

The Weld Trait covers all sorts of incendiary uses the


Invention can be used to burn something, cut through
thin substances or even solder and weld small items together. While the Trait doesnt give the task any bonuses,
it works as a great multipurpose tool for all your sealing
and cutting requirements!

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.

Traits: Hypnosis (Major), Restriction (Sleep Only)

(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

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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

A FINAL WORD ON INVENTIONS


Not all Inventions involve wires and vacuum tubes. You can
use these rules for any sort of research or invention, not just
building technological doohickeys. A character could use
Medicine to research a cure for a virus, Knowledge to research
some obscure historical fact, Science to come up with a new
theory and so on. There are Mad Chemists, Mad Biologists,
Mad Botanists, Mad Economists (quite a lot of those, actually), Mad Clockmakers...

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

movies) and in the exotic realms of lost worlds, steaming


jungles, isolated temples and secret volcano lairs. You
need to describe them all in an exciting and engaging way.
If the players take your description and run with it, inventing
further details as they describe what they are doing, then
great! Its a sign that they are really getting into it, so encourage this and reward them for it by developing the story around
them and incorporate their ideas into your setting.
Its also up to you as director to make sure everyones involved and having fun. If one of the players hasnt done
anything in a while, then you need to put the spotlight on
that player character and give them a problem to tackle
or a chance to shine.

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!

WHO SHOULD BE GAMESMASTER?


Answer: You. If youre reading this, try it out.
Usually, its the person who has purchased the game as they
will have more access to the rules and adventures than the
players, giving them a chance to prepare between games.
Often, the Gamemaster acts as host for the game, and the
players gather at the Gamemasters place, but thats not a
rule. Anyone can be the Gamesmaster.
Of course it doesnt have to be just one person running the
game indefinitely. It could be that a new Gamemaster takes
over with the start of a new series or adventure. A new
Gamemaster can change the feel and tone of the game. It
also gives you all chance to give Gamemastering a go, and
gives everyone a chance at playing (and having a break from
the Gamemastering duties).
Running a game that everyone enjoys is a tremendously
satisfying experience. It is more challenging that just being
a player, but it also more rewarding and a great chance to
indulge your creativity.

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!

What do you need to play?


Before you start actually playing, youll need a few things.
The Rulebook: This book, right here.
Dice: Traditional six-sided dice. Raid an old copy of Monopoly if you have to. Ideally, every player should have at
least two six-sided dice each, but you can get by with only
one pair between the whole group.
Somewhere to play: You really need somewhere to play.
This can be anywhere, though the most traditional place
is a decent sized dinner table. Make sure everyones comfortable, you can see each other (and especially the Gamemaster), and everyone can hear each other. If you havent
access to a dinner table, just find somewhere you can all
sit together.
These days, of course, you can also play online using chat
programs or message boards. Online games usually go a
lot more slowly than face-to-face games.
Paper, Pencils and Character Sheets: Everyone needs
a copy of the character sheet, plus some extra scratch paper
for notes, maps, doodles of ray guns and so on. Post-it
notes can also be very handy for keeping track of temporary traits, NPCs and so on.
Beads or Tokens: Not strictly necessary, but its really
handy to have some physical way of representing the
players Story Points and the monsters Threat Points.

GAMEMASTER

Added Extras: You have everything you need, but you


can add to the experience with a few extras snacks (just
some sweets, drinks or fruit or something you dont need
a lot, after all its hard to game with a full plate of fish and
chips in front of you and you dont want to distract from
the actual game). However, a few nibbles can keep everyones attention fired up.

164

You could also add a little mood music, with some


soundtrack CDs or moody classical music. Having a few
miniature figurines can be fun if your group likes tactical
play and combat.
Players!: Without players, theres no game. Wed probably
recommend a smaller group with three or four players
and a Gamemaster, but you can easily play the game with
more or fewer. A single player game is possible, but very
different to regular play. Beyond seven players, its close
to unmanageable if youre lucky enough to have eight
or more players, we suggest splitting into two groups and
getting a second Gamemaster. You could even have characters from one game appear in the other as a special
guest stars or as part of a special crossover story!

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!

Hints & Tips

Just before the players assemble, or the night before, go


through the adventure again and make a few notes to keep
it fresh in your mind. Think of the various events in the
story, highlight them on the pages if you like, and think
of the sequence in which they occur. Remember, they
could happen out of sequence you dont know where the
players may go. Theres an old saying no plan survives
contact with the players but that doesnt mean you
shouldnt have a plan, it just means that youve got to adapt
to circumstances.

Be creative. There are lots of ways to create atmosphere


in a game. Give your NPCs distinct voices and mannerisms.
Chew the scenery!

If the players do go completely off your planned sequence


of events, then youve got several choices. You can just have
their superior or benefactor order them to go back to the
main mystery. You can run with what the players are interested in, or even just say to the players guys, I thought youd
be investigating X this week, not Y. Ive nothing prepared
for Y. Lets go back to X for the moment, and you can follow
up on Y next week once Im ready for it.

Make The Players Do The Work


Where possible, get the players to handle parts of the game.
If the group visits the home of one of the player characters,
let that player come up with the details. If a character goes
off to meet a contact, have her describe where or even who
the contact is. Harnessing the players creativity makes
your job easier and makes the players more invested in
the game. Of course, youll have to exercise editorial control
over some players (my character lives in a giant mansion
with a vast headquarters in a cavern underneath!)

Remember that the story is everything. Youre there to


have fun and to entertain each other.
Dont let the story youre telling get bogged down in details.
Pay attention to the pace and keep things moving.
Listen to the players sometimes you can let them create
the story for you.
Dont force them down a path just because you want them
to (or because youve worked hard on it) simply use it at
a later date.
Challenge the players. Give them hard problems to solve,
force them to make difficult choices. Let them win, but
make them earn that victory.
Use the dice rolls to tell the story. If something unexpected happens, dont ignore it work it into the game.
Dont be afraid to improvise.
Dont randomly kill off the player characters, but dont
pull your punches either. The players have Story Points to
keep their characters alive make them use them!
Remember to keep the pace of the game going. If the
players are stuck, help them out (maybe at the cost of a
Story Point), but dont let the story slow down with them
wallowing in confusion.

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.

Stay grounded. The world of pulp fantastic is wild,


but part of the fun is keeping it rooted in an approximation
of real history. You can make things up, but have a quick
look at encyclopaedias and history books first. Youd be
amazed at what inspiration you can get from real life
events and concepts.

Relax & Have Fun

Make the game exciting. Be mysterious and secretive


(without being vague or frustrating).

Some game sessions work perfectly. Others... dont. There


will be times when you cant come up with an original plot
to save your life, or the players figure out your big plot
twist two minutes into the game, or all your NPCs come
across as cardboard robots, or your big exciting set-piece
combat scene falls flat.

Be spontaneous, go with your gut instincts. If it feels right,


do it!

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.

10

Remember to have fun!

Rules & When To Bend Them


Firstly, only call for a dice roll if its going to mean something. The pulp fantastic system, with its Yes...Ands
and NoButs means that every dice roll is potentially
interesting, but you should still only roll if a) its dramatic and b) you can think of a consequence for failure. Dont
make the characters roll to find clues if youre going to
give them those clues no matter what. Dont make them
roll Transport if theyre going to get there anyway.
165

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.

Death is not the end


Sooner or later, the inevitable will probably happen in your
game one of the characters will die. Not everyone can
have the Immortal Trait, but it doesnt have to be the end.
No-one wants to see their favorite character killed, but
The life of a hero in pulp fantastic is very, very dangerous. The player characters will be menaced, clawed,

166

bitten, pounded, beaten, shot, zapped, poisoned, knocked


out and battered over the course of the game. That said,
player characters shouldnt die pointlessly. When they do
die, it should be an important part of the story.
So, let the bad guys hurt the player characters. Make the
game dangerousbut let the players use Story Points to
avoid pointless, trivial deaths. (And if a character runs
into danger without a few Story Points to keep him alive,
he deserves everything he gets.) Death should come only
when either a player thinks it would be dramatically appropriate and cool if his character died (perhaps in a heroic
moment of self-sacrifice) or if the players out of Story
Points and the character has been beaten down to the point
of death, but is going down swinging.
Its important to know when to protect the companions
from a senseless death. If a character is killed from a stray
bullet, its fine to put steps in place to protect them from
leaving the game forever. The dead character could be
taken away, only to be healed by mysterious monks using
ancient potions and herbal medicines, or by denizens of
lost worlds using advanced medical technology. A good
Gamemaster can heighten suspense by having the character taken away while the other players dont know
whether their companion is alive or dead.
Ideally, the death of a character should be meaningful and
heroic. Character death shouldnt be too common in the
game after all, while the body count in pulp adventures
was frequently high, it was very rare for a notable character to die. Player characters will have Story Points to bail
them out of an instant death, or they could heal by taking
a Bad Trait to recover from too many smaller wounds.
If all this doesnt keep the characters alive, the first thing is
for the player to know that everyone has been playing fair.
If they know the Gamemaster hasnt been cheating, they
should feel better though a bad dice roll can be pretty harsh,
at least they werent singled out and killed deliberately.
If the character really does die, its up to the player what
they choose to do next. Character death isnt something
that should be taken lightly on the rare occasions when
it happened in the Pulps, it had a powerful effect on the
remaining heroes. The death of a comrade should spur the
other players into action to ensure they didnt die in vain
while the player creates a new character. Or they could take
over one of the more friendly and helpful NPCs in the story
until next session who knows, they may enjoy playing
them so much theyll stick with this character.

DONT PICK ON A PLAYER


Sometimes, it seems like a player is doing everything they can
to get their character killed. Just because a player is having
their character do something stupid or against the plan for
the adventure, it doesnt mean that you should punish them
by killing their character. If theyve done something stupid,
like trying to stop a squad of Nazi storm troopers armed only
with a rolled-up copy of Weird Tales and a cellulose comb, they
will receive their own punishment just by adhering to the rules.
Just roll the dice and let fate do the rest!

Gamemastering

What To Do When Players Are Absent


The game doesnt have to stop when a player is absent. If
youre starting a new adventure this week, then just say
that the player character is away or otherwise engaged
and cant be part of the team for this latest adventure. If
you finished the last game on a cliffhanger, its a bit more
of a problem. You could have that character get captured,
knocked out or otherwise incapacitated, or you could have
another player take on the additional role of the missing
players character, literally covering for them, but if they
do something that is out of character or that the player
wouldnt want them to do, there could be arguments or
repercussions later when the player returns. The player
should keep the extra character alive and active, but maybe
taking a more background role in this session.

Bringing the Game to Life


Describing the setting and the action is vital, not only for
giving the players a sense of location, but also in making
sure the players know what is actually going on. You should
describe not only the important elements of the location
where everything is, what it looks like etc, but also some
of the less important details. You dont want to get into
the habit of just telling the players what is important that
way they wont actually think for themselves.
For example, if the Gamemaster describes a location like
this: You follow the trail of blood to an abandoned waterfront warehouse. Searching it, you find a huddled corpse
in an office near the back of the building. Theres a knife
in his chest and a pool of blood all around him. Someone
has stepped in the blood, and theres a trail of footprints
heading out the loading door and on to the wharf beyond,
they have given the players all of the necessary information
and nothing else. The players know what to do next and
havent actually done anything themselves.

10

The scene would be better described by starting off with


the characters arriving at the abandoned warehouse, and
letting the players decide how they move through the
building. When they get to the office, add extra details,
like the stains on the floor and the scent of blood in the
air, water dripping down the walls and so on. Instead of
telling the players that someone has stepped in the blood,
let them examine it, and only tell them about the footprints when they search around. Give the players added
information in response to their questions instead of just
telling them the important facts in one big monologue.
(That said, if the current scene isnt a very important one
and you are running short on time, its fine to jump ahead
and just tell the players what they discover. Pacing is an
art youll learn over time.)
A good description will not only ensure people know what
is around them, but in a dramatic scene where there are
multiple characters (or villains and NPCs involved) it also
helps them understand where everyone is. This is often a
good time to draw a little diagram of the place, so everyone
gets it right. If everyone is clear where everyone and ev167

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.

Playing Non-Player Characters


A major part of your role as Gamemaster is to portray all
the characters that the players meet, from victims and
witnesses to the characters superiors, friends and enemies.
Minor characters can be one-note clichs. All you need
for them is a name, a small bit of context, and an accent
or mannerism to latch onto in play. Something like Officer
Bob Morrison, skeptical police officer, pulls his notebook
out whenever he starts a conversation is enough. You do
not even need to work out Attributes, Skills and Traits just
assume that the npc has 2s and 3s in most Attributes. If a
character becomes important later on, you can develop
him in more detail. Its a good idea to have a list of random
names and traits that you can pull from when you need
to come up with a character unexpectedly. Players are
always going off track and interrogating unlikely people,
so youll need to be able to think on your feet and come
up with characterizations on the spur of the moment.
For major characters like the pcs superiors, youll want to
get more into the persona of the npc. Write up a full character sheet for the npc. Come up with a few physical mannerisms or verbal tics to make your portrayal of the npc
distinctive, and write out two or three lines of dialogue that
exemplify how that npc speaks. You dont need to keep up
verbal tics and sparkling dialogue for a whole scene, as long
as your npc makes a strong impression on the players.

GAMEMASTER

When playing villains, make the players hate them or


admire them. Dr Fu Manchu is a great example hes cold,
inhuman and utterly ruthless, but hes also an honorable
man whose word is his inviolable bond. He sticks to his
principles, even if they do make him a monster. Other
villains may be slimy, conniving, manipulative and megalomaniacal by turns. Your villains should be equally
connected to the player characters shadowy conspiracies
lack the bite that comes with a personal connection. (For
more tips on creating memorable villains, see page 177)

168

Dont dominate the game with your npcs. The player


characters are the heroes theyre the ones who save the
day, solve the mystery and make the big decisions. Your
npc are there only to give the player characters information, motivation or opposition.

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.

Experience and Gain

Being a good Gamemaster means paying attention to the


theatrics of the game. In addition to describing the scene and
the events well, you can make the game far more atmospheric by changing the mood in the room youre actually in!

Each session, the players are given experience points,


reflecting the fact that their characters have learned from
their experiences. They can spend these points to increase
their abilities. Usually such increases tie into something
the character has done during the adventure have they
used a Skill well? Have they shown particular prowess
with an Attribute? Have they learned something new
during the course of the game? All of these are great
questions you should ask yourself before dishing out an
increase in Skill or Attribute.

Lighting is one way to change the way the game feels. If


youre playing a particularly spooky adventures you could
dim the lights in the room, draw the curtains, have a few
table lamps but keep the place dark with plenty of shadows.
Moody lighting helps in most mystery settings, as long as

It could be that the character deserves a new Trait, or the


removal of a Bad Trait that they have struggled with for a
while. Are they braver now than they used to be? Does
that mean that they should gain the Brave Trait, or lose
their Cowardly Bad Trait?

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.

The Gamesmaster Is Always Right


One of the trickiest parts to Gamemastering is being the
referee. You should know the rules well and be comfortable
making judgment calls when it comes to those odd circumstances not covered by the rules. The best thing to
remember is that the same basic rule can be used for just
about anything in the game (Attribute + Skill (+ Trait) +
two dice, try to beat the Difficulty). Any problems, make
a decision and get on with the story. Try not to stop the
game and fumble through the books to find a rule, just
run with it. If its a bad call, you can always make it up to
the players in other ways later by being more lenient on
them in a crisis or tweaking the course of the adventure
so that they gain something as a reward (see above).

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!

There may be times when the players dispute a ruling, and


start moaning. It can be difficult, but remember you are
in charge. The players should abide by your decisions. If
theyre unhappy with it, tell them to continue on and not
disrupt the game.
Talk to your players after the game. Ask them what they
enjoyed, and what they didnt enjoy. If something isnt
working, change it with Temporal Damage!

Players
As Gamemaster, youll be there to guide the players through

the creation of their characters (if theyre using their own),


and molding the team to the series you have in mind.
As you play, youll discover some players develop certain
styles of gaming. Some like to get straight into the action.
Others prefer the moody and emotional high stakes,
making their character a deep and developed person. Some
players just want to know where the bad guys are so they
can shoot at them, while other players may take more of
a back seat, spectating more during the game and enjoying the action as others make the major decisions. Some
players only want to know what their characters knows,
and want the whole game to be as real as possible. Others
will want to come up with stories for their character and
work with you to put their own character through an
emotional wringer.
Tailoring the game to your players makes it more fun for
everyone. Players usually fall into one of the following
categories, although some players are hard to classify and
others find two or three styles of play equally fun.
Power Gamers: This sort of player wants to make his
character stronger, faster and cooler. Hell zero in on the
really powerful Traits like Fast Reflexes and Tough, hell
probably take Experienced, and hell maximize a few skills
to be really effective. His character will be less rounded
but more effective than others. He wants a game more
than a story, and he wants to win that game. Everyones
got a little Power Gamer in them.
Keep Power Gamers happy by giving them experience points
and new challenges to overcome. To keep the game from
getting overpowered, keep moving the goalposts. Dont do
this abruptly youll really annoy the players by, say, giving
them all the best weapons, and then not including any
combat in the game ever again. Instead, provide new ways
for the Power Gamer to grow his character. If hes already
brilliant at shooting things, start moving the game towards
more investigation and mysteries, so he can start building
up his characters Science and Knowledge skills.

10

Over-the-top Power Gamers can play selfishly, neglecting


the group in favor of their own ends they might run off
into the Evil Masterminds lair to look for weird tech, or
betray their organization for profit. Remind the player
that the game is about the story of the group, and if he
leaves the group, well, the focus wont include his character very often.
Butt-Kickers: These players like combat. They like shooting things, punching things, killing things, and blowing
things up. Unlike the Power Gamer, the Butt-Kicker may
not make an optimized, super-powerful fighter, but he
does like to fight. Hell probably make a combat-orientated character. Give the Butt-Kicker lots of fights to keep
him happy.
Tacticians: Some players approach the game as a tactical
puzzle to be solved. For them, the best game is one where
they overcome all the obstacles in the most efficient way
possible. They appreciate complex challenges (how do
we figure out what the villain wants, stop him, find out
where his base is, infiltrate it and get back in time for the
169

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

The danger with Method Actors is that they can prioritize


their characters story over the rest of the group. In such
cases, gently remind the player that this is a team game,
and the storys about the group as a whole. Also, make
sure that all the characters have a good reason to go off
investigating mysteries and risking their lives.
Storyteller: Like the method actor, the storytellers more
interested in role-playing than puzzles or combat. He is
less interested in his characters internal life, and more in
the overall plot of the game. They may not care very much
about individual monsters, focusing more on the story
and the big series arcs. Storytellers want distinctive npcs,
interpersonal drama, big mysteries and epic stories.
Storytellers can be great for a campaign, as theyre really
enthusiastic and want to engage with your adventures.
Be careful that they dont take over the game in their
enthusiasm, they can drown out quieter players.
Casual Gamers: Some people enjoy taking a less active
role in the game, whereas others simply cannot get a word
in the other players are so keen to get their intended
actions heard that it simply drowns out the great ideas
that the quiet player may have. First of all, ask the player
170

if theyre okay. If theyre happy taking a back seat and


spectating, then thats fine. If they want to be more involved, thats where the Gamemaster really comes in. Give
the character an essential role in the story, or an extra cool
sub-plot. Bring the player out of the background by making
their character more active in the story. That way, the player
has to become more involved, and the others will have to
give them a chance to be heard.
The Cheat: The rules are pretty simple in this game, everything being covered by a similar roll. It could be that
you have a player wholl roll their dice where no one can
see the results, or they come up with some excuse like
Oh, they didnt roll properly, I have to roll them again.
It could be that they dont even cheat the rules, but simply
manipulate everyones memory of the game and decide
that their character isnt where everyone thought they
were, and they may be somewhere else! The best thing to
do with this kind of player is to simply keep track of everything make notes. Bring in a firm table rule where
everyone has to roll their dice in a clear area in the middle,
so everyone can see the results. One roll, no re-rolls.
The Rule-monger: At the other end of the spectrum
theres the player who tries to know all of the rules and
may try to overrule your decisions by quoting passages
from the rulebooks. Luckily, pulp fantastic only really
uses one standard rule, so this rule-mongering should not
happen often. However, it is expected that rules will be
bent a little to allow for a smooth running game. Above
all, you have the final say as the Gamemaster. Whatever
you say goes. If you think you may be wrong you should
continue on until there is a natural break in the game and
you can read through the books to check upon your decisions. If you were wrong, and made a bad decision, you
can make it up to the players in other ways either by
giving them Story Points to make up for the bad call, or
you could be a little lenient if the bad ruling meant things
will become difficult for them later on. Above all, admit
your mistake, but explain what happened and how youll
make it up to them. Dont try to hide it, or the players will
stop trusting your judgment.
As long as everyone has fun, then thats the key to a good game.

Chapter 11
Pulp Villains

he measure of a hero can be found in the quality of


his enemies. While the Pulp Era was a time of great
heroes, they were opposed by equally great villains.
While the majority of pulp magazines were filled with
quite mundane menaces gangsters and the like occasionally a villain appeared that raised the bar, elevating
themselves from a mere enemy to an arch-nemesis. These
villains were a match for their enemies; twisted shadows
of their opponents in every way as memorable and unique
as the heroes they fought.
Professor James Moriarty is the classic arch-nemesis, in
every way the equal of Sherlock Holmes; a fun-house
mirror reflection of the man he could have been. Every
great hero has his or her nemesis; John Sunlight, The
Master, Shiwan Kahn, Fu Manchu all great personalities,
each with distinct motivations, goals and methods.

Building a Better Villain


Playing the villain is one of the great delights of running
a Pulp-style role-playing game. Free of the limits of polite
society, common sense, decency or empathy, the Pulp
villain is a larger than life foil to larger than life heroes.

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

perceived predations of Western civilisation. Many were


more than mere ideologues, having suffered terrible personal losses at the hands of Westerners, and determined
to either revenge themselves or ensure that no other
should suffer as they should. Perhaps the most notable
patriotic arch-villain is Fu Manchu, a man who saw the
cultural collision of East and West as a war that threatened
to destroy his land and heritage unless he saw to it that
his people dominated. In many ways, the patriotic villain
is the mirror image of the patriotic hero, made his enemy
only by an accident of birth and geography.

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

The Glory Hunter


Some villains arent necessarily bad, they just love a good
fight. For them, the prize at the end of a battle isnt really
what motivates them, its the battle itself. Glory Hunters
need to test themselves physically against the most worthy
opponents usually, the heroes. These villains are often
defined by a sense of sportsmanship and respect for their
enemies. Not for them the inescapable death-trap, the
waves of ninjas or the carefully concealed car-bomb. Such
things are unworthy, and just a little cowardly. No, its not
enough for the Glory Hunter to simply defeat the heroes;
he has to face them on an equal footing, to risk defeat and
be seen to win.
These villains are in many ways the most reasonable, as
they will often concede defeat and step away from a battle
when it becomes clear theyre losing, only to return another
day with a new and more elaborate game to play.

Just Plain Bad


For all our explorations of villain motivations, some are
just plain bad. Whether theyre driven by a head full of
bad wiring, a corrupt ideology, greed, lust, sadism or just
a perverse desire to watch the world burn, these are the
villains that player characters will end up hating. There
is no depth to which they will not sink and no act too vile.
172

Those who are just plain bad may be charming, urbane


and educated or brutish, stupid and crude, but they are
all vicious, unprincipled, spiteful and malicious.
Since these villains have almost no motivation other than
being evil and / or insane, they are usually defined by their
methodology. They deal death in obscure and horrible ways,
and often have a signature weapon or modus operandi.
Perhaps the best example of this is Dr Jack Quartz, who
opposed detective Nick Carter for over thirty years. Quartz,
a genteel, charming and intelligent man, was utterly
without morality or conscience and had a passion for
vivisecting human beings in a number of cruel and grotesque ways. And once said I like beautiful girls. I like to
cut them up. It is my passion.
Villains of the just plain bad variety are the most likely to
return from certain death, as they are often so horrible
that players wont rest until theyve seen the villain dead.

BAIT & SWITCH


Gamemasters should be aware that the archetypes in this
chapter are purely there for inspiration. One technique you
may find useful is the Bait and Switch, whereby the players
believe that their latest opponent is one kind of villain, only
to find hes another kind entirely. For instance, they may be
investigating an evil cult that murders those who stand in
their way with magic, only to find that theyre actually run
by a Mad Scientist who is using his Weird Technology to do
the killings. Another technique is the Mix and Match, where
the Gamemaster confronts the heroes with a team of villains,
carefully crafted to complement each others strengths and
counter their weaknesses. Pulp villains rarely work alone, so
it makes sense to select one villain as the main leader, and
feature the others as trusted lieutenants.

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.

Siwang Lung The Death Dragon


Little is known of the true history of the master criminal
and terrorist known to the worlds governments as Siwang
Lung the infamous Death Dragon. Few know anything
of the man himself, and even fewer speak of him. Those
who do so unwisely rarely live long enough to repeat the
error.
One legend persists, however, and it is given some level
of credence by those who have fought the Death Dragon
and lived, though if true the implications are far-reaching
indeed. Indeed, given the events of 1901, the story appears
to have more than a passing basis in truth
The legend tells of an unnamed Chinese alchemist who lived
near the city of Kaifeng many centuries past. This alchemist
was skilled in the healing arts, but not wise in the ways of man.
In visiting the home of the local lord, he was unwise enough
to meet and fall in love with the lords beautiful young wife. In
their stolen moments together she told the alchemist of her
husbands dreadful treatment of her, of his cruelty and frequent
beatings. Outraged, the alchemist gave the young wife a potion
to administer to her husband, that would ensure for him a swift
death. In the morning the lord was dead, and the alchemist
believed that he and his lover would soon be wed. This was not

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.

11

Returning to their stronghold after a hunting expedition, the


alchemist came across his companion in the midst of a hunters
encampment. The hunters had strayed too close to the cave,
and the creature had slaughtered them all. What horrified the
alchemist was the fact that the creature was drinking them,
gorging itself on their life-blood. In its ecstasy, the creatures
thoughts were revealed to the alchemist in all their alien horror.
In its mind were visions of conquest, of humanity bred as cattle
for the consumption by their alien masters. Aghast, the alchemist slew the creature before retreating to his mountain fastness to ponder what he had seen.
No longer a simple alchemist, the young man knew that the
creatures companions would eventually turn their hungry
eyes towards earth once more, and when that happened
mankind would have to be united in their response or fall
beneath the might of a superior force. Hardened by his experiences in the mountains, the young man reasoned that humanity itself could be toughened and moulded into a weapon
with which to protect the planet against the alien invaders.
To succeed, mankind would need to be tended, with weakness173

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:

Today Siwang Lung appears to be a tall, athletically built


man of Chinese extraction, with long black hair, and piercing green eyes. He is physically fit, apparently in his late
thirties and impressively adept in the martial arts. Well-educated and highly cultured, he wields a formidable intellect and has a grasp of the sciences decades beyond the
current era, with a focus on biology, pharmacology and
eugenics.

Fast Healer (Special Good Trait) Siwang Lung


heals extremely quickly due to his alchemical
experimentation.

For at least fifty years, and perhaps much, much longer,


Siwang Lung has been a threat to the West, believing civilisation, democracy and modernisation to be weakening
humanity, robbing it of the skills and fortitude to survive
a harsh future. In opposing this, he has employed horrible
diseases, plagues of insects, venomous lizards, natural
toxins and a host of other, even stranger biological
weapons. He considers himself a whetstone, against which
the blade of mankind will be sharpened for the war to
come. Curiously, when the Martians invaded in 1901, China
was apparently well-prepared and suffered comparatively few casualties.

Immortal (Major Good Trait) Siwang Lungs


longevity is legendary.

Around the start of the 20th Century, Siwang Lung seized


control of the remnants of the Tong of the Black Scorpion
after the demise of their previous leader in the sewers of
London. Under his leadership, the Tong has become an
international force for evil, an army of religious fanatics
ready to kill and be killed at his merest whim.

174

Awareness:

Siwang Lung operates globally, with strongholds in almost


every nation on earth. He is accompanied at all times by
Omar, a hulking Turkish body guard fanatically devoted
to his master and by Saber, a massive grey wolf with which
he appears to have some strange form of rapport. At times
he is also seen with his daughter, the beautiful and deadly
Poison Blossom, Du Kai Hua.
Note: The Death Dragon is a formidable opponent, and
should not be used lightly. He rarely takes a hand in the
action himself, so create some trusted lieutenants and
named henchmen for him for the players to test their
strength against before letting them take a crack at the
man himself.
Quote: The decadent West must fall so that mankind can
survive!

Gadgeteer (Major Good Trait) Siwang Lung is


a skilled alchemist and biologist.
Hypnosis (Major Good Trait) The Death Dragon
is a master hypnotist.

Indomitable (Major Good Trait) The Death


Dragon has unquenchable willpower.
Martial Artist (Major Good Trait) Years of
practice have made the Death Dragon a formidable fighter.
Minions (Major Good Trait) Siwang Lung can
call on fanatical minions on a moments notice.
More Than Human (Special Good Trait) Siwang
Lung is more than human due to alchemy and
alien science.
Obsession (Major Bad Trait) Siwang Lung is
obsessed with tempering humanity.
Pet (Major Good Trait) The Death Dragon is
accompanied everywhere by Saber.
Psychic (Special Good Trait) Siwang Lung can
read minds with effort.
Psychic Training (Minor Good Trait) Siwang
Lung can resist hypnosis and psychic trickery.
Resourceful Pockets (Minor Good Trait) Concealed within his robs are any number of useful
gadgets and tools.
Tough (Major Good Trait) The Death Dragon
is extremely robust.
Voice of Authority (Minor Good Trait) Siwang
Lung is a natural leader.
Total Character Points: 86
Story Points: 12

Pulp Villains

The Mad Scientist


Perhaps the most recognizable Pulp archetype, the Mad
Scientist is the personification of our fear that science and
technology will outstrip our ability to control it. The Mad
Scientist is utterly devoted to his field of study, to the exclusion of all else. For him the pursuit of scientific truth
overrides everything, including decency, morality and the
sanctity of human life. Sometimes he has convinced
himself that the benefits to mankind brought by his discoveries are worth the cost of a few paltry lives. Other
times he simply no longer cares, driven by rage at his
humiliation by his peers, or by the knowledge that he is
an intellectual giant amongst pygmies.
Though Mad Scientists could probably make a fortune
from the fruits of their genius, they seem to prefer raising
funds through elaborate robberies and other criminal
enterprises, or by work for hire for other villains. Most of
the time they care very little for the consequences or cost
of these crimes theyre a means to an end, and where
the Mad Scientist is concerned, the end always justifies
the means.
What those ends are varies from Mad Scientist to Mad
Scientist. Some seek the the forbidden secrets of life and
death, others desire to penetrate between dimensions.
Some build robots or monsters, others build rays or planet-cracking devices. Some are obsessed with advancing
human evolution, while others are convinced mankind
is a dead-end and plan to replace us with something...

better. None care much for the consequences of their


actions, and almost all consider themselves engaged in
a personal conflict with a universe that hoards its secrets
jealously.
In the Pulps, Mad Scientists often have beautiful daughters.
Sometimes these are innocents, ready to fall head over
heels for a handsome hero, while others can be more
villainous. On rare occasions they are more gifted than
their parents, and just as insane. Mad Scientists tend to
be old, male, cackle gleefully and have wild hair, though
the Gamemaster might enjoy subverting those expectations with one who is young, female, sober, well-groomed
and lucidright up until she happily explains why its
necessary to drill holes in a heros head.

11

Mad Scientists tend to be masters of wild technology, but


they dont all have to be inventors. Variants can be Mad
Biologists or Monster Makers, Mad Chemists (or Alchemists), Mad Psychologists, even Mad Sociologists. For a
villain with a twist, a Mad Occultist might make an interesting change of pace, using arcane ritual and ancient
artifacts instead of high technology.
Examples of the Mad Scientist include such worthies as;
Herbert West, Re-Animator; Victor Frankenstein; Crawford
Tillinghast in From Beyond; Dr Impossible and Baron Ether
from Soon I Will Be Invincible; Dr Henri Moreau; Dr
Hawley Griffin, the Invisible Man and Dr Henry Jekyll.
Other villains, such as Fu Manchu and Professor James
Moriarty combine elements of the Mad Scientist with the
purpose and willpower of a crime lord.
175

Pulp Fantastic

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.

In the months following the end of the Martian invasion,


many horrible discoveries were made in the alien installations and encampments. The public already know about
the Martian habit of feeding on human blood, and there
has been some speculation in scientific circles about the
purpose of the experiments conducted on human prisoners in the Martian slave-camps. What was kept from the
public was the awful truth about the research installation
the Martians buried beneath Wimbledon Common. Within,
horrified investigators discovered a charnel pit filled to
the brim with corpses, each with the top of its skull neatly
sliced away and the brain removed. One of these was
identified as the mortal remains of Maximilian Weisskopf.
Worse were the strange glass tubes, each filled with thick,
green liquid and containing a single, pulsing human brain.

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.

Over a period of months the tubes and their apparently


living contents were carefully shipped to the Royal Institute
for Special Scientific Inquiry at Lemuel House in Kent, a
thinly-veiled front for the War Office. There the tubes and
their life-support equipment, the Martian fighting machines and other remnants of their technology, all underwent a rigorous program of study in an attempt to uncover
the principles of their operation and perhaps even reverse
engineer them.

At the age of twelve, Maximilian Weisskopf obtained his


first degree. By fifteen he had obtained three more. By
eighteen, he was awarded a doctorate in mathematics.
Curiously few records of his time at University have survived,
but letters and journals from the time describe him as a
thin, wiry young man with a shock of dark hair and intense,
almost feverish eyes. One professor describes him as a
young man being consumed from within by the power of
a mind trapped in a body almost too weak to contain it.

Though breakthroughs were made, progress was slow,


and the years passed and turned into decades. As time
went on, the brains all slowly failed and died. All except
one. One brain seemed to thrive while the others withered,
almost as if the lack of a physical form had somehow freed
it to reach its full potential.

It was at the age of twenty-five that Weisskopfs behaviour


seems to have changed. Having spent several months
apparently attempting to develop a suite of equations with
which human behaviour could be modelled and even
predicted, young Weisskopf seemed to suffer some sort
of emotional breakdown. Becoming melancholy and withdrawn, Weisskopf locked himself away in his rooms at the
University for a period of several weeks, before emerging,
packing his bags, claiming his inheritance his parents
had managed to save a small sum of money for him that
hed previously shown no interest in and travelling to
England. It was discovered afterwards that Weisskopf had
burned every piece of paper in his rooms.
In England the young man spent weeks travelling the
length and breadth of the land, talking with scientists,
philosophers and statesmen, though the nature of these
conversations has never been revealed. Whatever it was
that Weisskopf was trying so feverishly to do, other events

176

soon overtook him when, in 1901, the Martian invasion


began. Weisskopf was in London when the first cylinders
fell, and witness accounts place him at some of the worst
incidents of Martian aggression. Indeed, it seems highly
coincidental that wherever he was seen, the Martian
tripods seemed to appear soon after, as if they were actively pursuing him.

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...

Quote: Forgive me for not shaking hands. As you can


see, I am somewhatindisposed.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 2, Craft 4, Knowledge 4, Medicine 4,


Science 4, Subterfuge 3, Technology 4
Traits:
Clairvoyance (Special Good Psychic Trait)
Todeskopfs psychic awareness ranges across
the planet.
Dependency (Major Bad Trait) As a disembodied brain Todeskopf is dependent on his
life-support tank.
Gadgeteer (Major Good Trait) Todeskopf is
adept at creating weird technology.
Hypnosis (Major Good Trait) Todeskopfs
inhuman will can dominate others.
Impaired Senses (Minor Bad Trait) Todeskopf
is dependent on low-resolution visual and
audio devices.
Minions 2 (Major Good Trait) Todeskopf commands the steel legions of the Radium Men.
Possess (Special Good Psychic Trait) Todeskopf
can possess those he controls.
Psychic (Special Good Trait) Todeskopf can
sense the thoughts of those around him.
Technically Adept (Minor Good Trait)
Todeskopf is a technological genius.
Telekinesis (Special Good Psychic Trait)
Todeskopf can move objects with the power of
his mind.

11

Telepathy (Special Good Psychic Trait)


Todeskopf is a powerful telepath.
Weird Tech (Major Good Trait) Todeskopf has
modified and enhanced his life-support tank.
Total Character Points: 61
Story Points: 8

177

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Radium Man
Quote: ELIMINATE. ELIMINATE. ELIMINATE!
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 2, Fighting 3, Marksman 2, Technology 4


Traits:
Armor (Special Good Creature Trait) The Radium
Mans thick armor plate reduces damage done to
it by 10 (Coordination penalty already applied).
Dependency (Minor Bad Trait) Radium Men
must recharge daily.
Environmental (Major Good Creature Trait)
Radium Men suffer no environmental ill-effects.
Fear Factor 3 (Special Good Creature Trait)
Radium Men are terrifying up close.
Networked (Minor Good Trait) All Radium
Men are linked by radio waves.
Impaired Senses (Minor Bad Trait) The Radium
Men have low-resolution visual and audio devices.
Robot (Special Good Trait) Technically they
arent robots, but as surgically modified brains
installed in iron bodies they might as well be.
Slow-Moving (Minor Bad Creature Trait)
Due to their mass, Radium Men are relatively slow and lumbering. In chases their Speed
is reduced to 1.
Total Character Points: 37
Story Points: 3

GAMEMASTER

The Cult Leader

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.

His personality, motives and methods will vary according


to the nature of the cult and the truth behind it. Cultists
who worship a Eldritch Abomination and wish to free
their deity to feast upon the world are very different from
those who worship a devil (or the Devil) and wish to increase their personal power and wealth.
In the Pulps, cults tend to fall into one of the following
categories;
Apocalypse Cult: The End of Days is upon us, and these
cults see it as their duty to help their god or gods bring an
end to us all and make the world anew. Apocalypse Cults
often have some insane plan for mass murder, triggered by
a supposedly supernatural omen, like a comet or supernova.
Revival: This cult is based on an old presumably extinct
- religion, and may even make claims to be a direct continuation or secret survival. Sometimes these cults seek
to take revenge on those responsible for the extinction of
their faith in earlier times.
Space Gods: These cults tend to be based on supernatural
interpretations of dubious archaeological data, using them
as evidence that mankind was visited in the past (and may
even have been engineered by) vastly powerful visitors
from another world. Often cults of this kind have apocalyptic leanings, promising that the faithful will be taken
up to live forever in their alien paradise frequently after
a mass suicide.
Adventists: This cult is usually a radical splinter group
of an existing religion, based around the return to Earth
or rebirth of a messianic religious figure such as Jesus
Christ (most often in the form of the Cult Leader himself,
but frequently in the form of an easily controllable dupe).
Dark Cult: This cult worships or believes something truly
evil. This could be Satan, an Anti-God, or an Eldritch
Abomination. Cults of this kind are the most dangerous
with their twisted beliefs and inverted morality, Dark
Cultists have little or no self-restraint and have a sadistic
love of murder and mayhem.
Use the system for Group Traits (page 115) to build your cult.
NOTE: The Cult Leader can be used for any fanatical leader
pushing an agenda. Period examples include fascists,
communists or other political extremists.

The Black Lama

The Cult Leader may be a charlatan or possess genuine


arcane knowledge, but his true power comes from those
who follow him, devoting themselves to his cause and
fanatically willing to follow his every command. They
bring him wealth, power and status, and make him a
dangerous and unpredictable opponent.

Just as Buddhism has its Tulkus, reincarnated enlightened


beings (Bodhisattvas) who postpone the achievement of
Nirvana in order to help enlighten others, so darker faiths
have darker tulkus; malign spirits filled with evil knowledge, who return again and again from death to spread
corruption and wickedness in the world.

Cult Leaders are extremely flexible villains, able to fill


almost any niche the Gamemaster wants. The Cult Leader
could be the high priest of some blasphemous religion,
worshipping the Devil or some monstrous ancient god
(who may or may not actually exist). He may be a clever
con-man or illusionist, or possess genuine occult power.

Such is so legend says - the Black Lama, the dread leader


of the Mara Brotherhood. Whenever the current Black Lama
dies, the Brotherhood spreads out across the globe, searching
for the one who is the Lama reborn, looking for the spiritual darkness that signals the return of a monstrous evil.
The current Black Lama is a young Tibetan man in his

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:

Presence:

Resolve:

Strength:

Skills: Convince 4, Fighting 4, Knowledge 4, Medicine 3,


Science 2, Survival 2
Traits:
Astral Travel (Major Good Psychic Trait) The
Black Lama can cast his mind out into the world.
Clairvoyance (Special Good Psychic Trait) The
eyes of the Black Lama see all.
Cloud Mens Minds (Major Good Psychic Trait)
The Black Lama can pass unseen when he wishes.
Immortal (Major Good Creature Trait) The
Black Lama is reborn again and again.
Martial Artist (Major Good Trait) The Black
Lama draws from lifetimes of experience as a
fighter.
Minions (Major Good Trait) The fanatics of
the Mara Brotherhood are the Black Lamas
to command.
More Than Human (Special Good Trait) The
Black Lama is a dark tulku.
Obligation (Major Bad Trait) The Black Lama
is in service to dark powers.
Possess (Special Good Psychic Trait) The weak
can be enslaved to the will of the Black Lama.
Precognition (Special Good Psychic Trait) Visions
of the future are granted to the Black Lama.
Psychic (Special Good Trait) The Black Lama
can read minds.

11

Psychic Training (Minor Good Trait) The Black


Lama is adept in the psychic arts.
Telekinesis (Special Good Psychic Trait) The
Black Lama can move objects with the power
of his mind.
Telepathy (Special Good Psychic Trait) The
Black Lama communicates with his followers
across the globe by thought transference.
Weakness (Major Bad Trait) The Black Lama
is an unholy being, and is weakened in the
presence of holy artifacts and true faith.
Well Traveled (Minor Good Trait) The Black
Lama has existed through many lives and acquired much experience.
Total Character Points: 71
Story Points: 8

179

Pulp Fantastic

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

The Pulp Nazi

GAMEMASTER

Nazis make great villains. They represent something


utterly vile; a repugnant philosophy with no redeeming
features, a nearly faceless horde of endless thugs who can
be killed off in waves without the heroes having to trouble
their consciences over-much.
Though theyre now seen as the quintessential Pulp
villain, the Nazis actually featured in surprisingly few
pulps, coming in toward the end of the Pulp Era, when
World War II paper shortages killed off most of the magazines. Where they did appear, they were limited to military action pulps, spy thrillers and the aviation magazines. For the most part, Pulp publishers preferred to
avoid real-world politics wherever possible, preferring
to import thinly-veiled fascist counter-parts from imaginary Balkan countries.
Nazi villains are for the most part a modern invention,
created for Pulp pastiches like The Rocketeer and the
Indiana Jones movies. In reality, since many real Nazis
including Adolf Hitler - appeared every bit as bizarre as
the villains of the pulps, very few Nazi arch-villains appeared in fiction.
Though Pulp-style Nazi villains tend to be over-blown and
180

gimmicky, unless theyre being played for comic effect


they remain competent and ruthless enemies, wellequipped and driven by a quietly fanatical faith in the
manifest destiny of the Third Reich. Unlike many other
villains, Pulp Nazis are usually capable combatants; though
they have minions to do their dirty work, they often relish
the chance to prove their Aryan superiority by engaging
in hand-to-hand combat with the heroes.
Pulp Nazis tend to come in a number of varieties, which
can be mixed and matched according to taste;
The Sadistic Interrogator: Most often a member of the
Gestapo or the SS, this villain is usually slender and softly
spoken, with cold blue eyes glittering behind his wireframed spectacles. Dressed in a dark grey suit and a black
leather overcoat he rarely takes his black leather gloves
off, unless it is to strike a helpless victim with them. He
loves his work, licking his thin lips with anticipation of
the unspeakable torments he will soon inflict upon the
heroes, and occasionally giggling inappropriately. For
some reason the Sadistic Interrogator often speaks as
though slightly short of breath. He never loses his temper
or raises his voice, and even the most hideous threats are
made in a chillingly veiled manner.
The Reluctant Nazi: If the heroes are in the habit of
dismissing all Nazis as cannon fodder, the Reluctant Nazi
can be an interesting change of pace. The Reluctant Nazi
is a decent man who became a member of the party for
political reasons, but does not ascribe to the Nazi philosophy. Nevertheless, he is a patriot and will do his duty, but
unlike the other Nazi variants he takes no pleasure in it.
The Brute: The Brute is a thug, who doesnt really believe
in the ideology of the Third Reich, but became a Nazi in
order to feed their need to feel powerful. Being part of the
Nazi war machine gives them the power theyve always
craved, and they like to abuse that power at every opportunity. Brute Nazis are scum; arrogant bullies who enjoy
the humiliation and degradation of their prisoners. They
may be using the uniform to conceal a deep-seated inferiority complex, or they may just be nasty pieces of work.
Brutes tend to be selfish, greedy and under all their bluster,
cowards. However they are often also superior combatants,
and their treacherous nature and innate viciousness translates into a host of dirty tactics. Brutes tend to be the default
Nazi soldier.
The Bruiser: The bruiser is a big, solid lump of muscle
with fists like hams and a penchant for bare-knuckle
fighting. He enjoys a fight, and he enjoys showing off his
impressive physique just before he beats the hero unconscious with it. He rarely speaks anything other than
German and tends to serve either as back-up muscle for
a superior office, or as an unexpected stumbling block
for the hero.
The Intellectual Aryan: Smarter than the average Nazi,
this villain is cultured, educated, intelligent and very
astute. His perception and quick wits make him a formidable enemy, and his ability to anticipate the moves of his
opponents make him a hard man to out-manoeuvre. While

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.

The Corrupt Corporate


The Corrupt Corporate is a uniquely American villain. He
is evil in a nice suit, an unscrupulous businessman or
tycoon who represents our fear of manipulation and exploitation by the rich; bankers, industrialists, financiers
and politicians. Born of the loss of public trust caused by
the Wall Street Crash and the Great Depression, Corrupt
Corporates became useful villains for Pulp authors.
Once hailed as the industrial backbone of the country, the
Corrupt Corporate is motivated most often by greed and
the desire to maintain his share price. He knows that

wealth buys power and influence and that everyone has


their price. The only things that matter are the things that
can be bought; to the Corrupt Corporate, everything else
including morality and human life - is irrelevant.
The Corrupt Corporate may appear urbane and cultured, but
he has a lot to lose and will fight like a tiger to keep it. His
plots tend to involve vast swindles and confidence schemes,
the discrediting or ruination of his competitors, the theft of
large sums of money, the annexation of valuable resources,
complicated real estate scams or the establishment and
maintenance of vast monopolies. Usually the victims of these
plots are the little people, the faceless masses of ordinary
people who invest in the Corporates companies.
Corrupt Corporates want more of what they already have,
and have the resources to achieve this. They have money,
minions, social connections and political influence. Very
often they also have social prominence, making them hard
to fight openly and giving them the protection of society
and the law. Though Corrupt Corporates are usually industrialists, they can be just as effective in other lines of
work. A Corrupt Producer could use the machinery of
Hollywood to smear his opponents, while a Corrupt Banker
might ruin his enemies and finance his allies.
The classic Corrupt Corporate has no fighting skills to speak
of, though this has been subverted in modern times with
idea of rich businessmen who combine big business with
a taste for extreme sports and martial arts. Normally though,
Corrupt Corporates leave the fighting to their minions, led
by a trusted lieutenant. Lex Luthor, particularly in his
modern incarnations, is a classic example of the Corrupt
Corporate, combined with aspects of the Mad Scientist.

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.

11

Rex Monday is a tall, handsome man in his early thirties,


with movie-idol good-looks, impeccable taste and perfect
manners. He is also an extremely dangerous man, what
in later years will be termed a sociopath. Rex has little
concept of real emotion or of right and wrong. What interests him and motivates him is what is good solely for
him. He is intelligent and observant, and is skilled at faking
his emotional connection to other people, but eventually
those closest to him see through the mask and realise that
there isnt much human about Rex Monday.
Under normal circumstances, this wouldnt be a problem.
Rex would undoubtedly have ended up confined in either
prison or mental institution, where he could do no harm.
Alas, he is one of the richest young men in the United
States, gifted with soaring ambition and the means to
make most of his problems disappear.
Taking his inspiration from the Latin phrase that echoes
his name, Rex Monday aims to be nothing less than the
181

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:

Skills: Convince 4, Knowledge 4, Marksman 2, Science 2,


Technology 2, Transport 2
Traits:
Authority (Major Good Trait) Rex gets what
he wants, when he wants it.
Dark Secret (Major Bad Trait) Rex has a graveyard of skeletons in his closet.
Friends in Power (Major Good Trait) Rex has
the ear of the rich and the powerful.
Friends in the Underworld (Major Good Trait)
Rex has friends in low places.
Indomitable (Major Good Trait) Rex cannot
easily be controlled or dominated.

GAMEMASTER

Minions: Thugs (Major Good Trait) Rex always


has a few leg breakers on hand.

182

Minions: Scientists (Major Good Trait) Rex


isnt a rocket scientist, but he has several on
the payroll.
Owed Favour (Major Good Trait) Rex has an
ear for scandal and a talent for blackmail.
Wealthy (Major Good Trait) Rex is richer than
the Rockefellers.
Total Character Points: 53
Story Points: 12

Pulp Villains

The Dragon Lady


The Dragon Lady is the female counterpart to the Foreign
Mastermind. Beautiful, seductive, mysterious and sexually aggressive, the Dragon Lady is generally portrayed as
less honourable that her male opposite number, prone to
violent rages (and occasionally falling in love with a hero).
The Dragon Lady is more hands-on than the Foreign Mastermind, and while she prefers to let her minions do her
bidding, she is often a skilled hand-to-hand fighter, taking
advantage of the fact that Pulp heroes are rarely comfortable hitting a woman.

Du Kai Hua Poison Blossom


The beautiful and exotic young woman who now takes the
name Du Kai Hua (Poison Blossom) is the adopted daughter of the infamous Death Dragon, Siwang Lung. Rescued
from the streets as a child, Siwang Lung raised the girl as
his successor, educating her in the ways of science, crime
and subtle cruelty. Unlike her father, Du Kai Hua cares little
for the fate of mankind, and instead enjoys the exercise of
power for its own sake. Sadistic, spoiled and devious, Du
Kai Hua has attempted to overthrow her father on numerous occasions, but has always managed to be forgiven. In
her own twisted way, she cares for her father deeply, but she
is also more than a little crazy and would kill him without
a second thought if he got in her way.
Thus far, Siwang Lung has yet to reveal to Du Kai Hua the
secret of his prolonged life and unnatural durability, which
is perhaps the only reason his daughter has yet to finally
betray him.
Quote: You will tell me what I wish to know, or I can
promise you that your agony will be...exquisite.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Convince 3, Fighting 5, Knowledge 3,


Marksman 3, Medicine 2, Science 2, Survival 3, Technology 2, Transport 2
Traits:
Attractive (Major Good Trait) The Poison
Blossom is beautiful and deadly.
Crack Shot (Minor Good Trait) Du Kai Hua is
a superb shot.
Emotional Complication (Major Bad Trait) The
Poison Blossom has all kinds of daddy issues.
Martial Artist (Major Good Trait) Du Kai Hua
is a lethal hand-to-hand fighter.
Maverick (Minor Bad Trait) Du Kai Hua is a
wilful child.
Minions (Major Good Trait) The Poison Blossom
can call upon her fathers minions.
Quick Reflexes (Major Good Trait) Du Kai Hua
has incredibly fast reactions.

Sharpshooter (Minor Good Trait) Du Kai Hua


makes every shot count.
Well Traveled (Minor Good Trait) The Poison
Blossom has traveled the globe.
Total Character Points: 61
Story Points: 5

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.

11

Baroness Veronique Devereaux


The woman now known as Baroness Veronique Devereaux
has done much to obscure her origins and history, and in
so doing has conjured a mystique that both fascinates and
intrigues. Judging from the number of unfortunate accidents and mysterious illnesses that befall those
around her, it appears that being too curious about the
Baronesses past is not a healthy occupation. It is whispered
(though never where she might hear of it) that she started
life as an urchin, abandoned on the streets of Morocco,
where she learned to survive through theft and other, less
reputable arts. From there she parlayed her extraordinary
beauty and ruthless intelligence into a place in a noblemans house, first as a maid, then as mistress, and finally
wife after his first wife suffered an unexplained wasting
illness. Not long after, the nobleman himself died, some
say of over-exertion, while others mutter darkly of poison.
The newly-widowed Baroness Devereaux moved her household back to Paris, where she became the darling of the
183

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:

Skills: Animal Handling 2, Athletics 2, Convince 4, Craft


3, Knowledge 2, Medicine 3, Science 2, Subterfuge 3, Technology 2, Transport 2
Traits:
Attractive (Minor Good Trait) The Baronesses
beauty is unsurpassed.

GAMEMASTER

Charming (Minor Good Trait) The Baroness is


a master flirt, coquette and seducer.
Dark Secret (Major Bad Trait) The Baroness
has many secrets she would kill to conceal.
Emotional Complication (Major Bad Trait)
The Baroness is driven by a need to protect the
life and public persona she has created.
Friends in Society (Major Good Trait) The
Baroness is welcome everywhere among the
great, the good and the powerful.
Indomitable (Major Good Trait) The Baroness
is not a woman to be crossed.
Minions (Major Good Trait) The Baroness
always has men on hand to do her dirty work.
Owed Favor (Major Good Trait) Her knowledge
of scandal and intrigue means the Baroness is
owed many favors.
184

Wealthy (Major Good Trait) The Baroness lives


the life of a landed noble-woman.
Well Travelled: Europe (Minor Good Trait)
The Baroness loves to travel, and is at home
almost everywhere in Europe.
Total Character Points: 63
Story Points: 8

The Masked Terror


The Masked Terror is the dark reflection of the Masked
Avenger, a crime lord with a secret identity, a flamboyant
disguise and often a theatrical modus operandi when
going about his extra-curricular activities. Unlike the
Masked Avenger, the Masked Terror has eschewed the
cause of justice for something altogether more personally satisfying. Exactly what that might be varies from villain
to villain.
Some Masked Terrors are vigilantes, taking a stand against
what they see to be the rampant tide of lawlessness and
corruption that threatens to drown their city. The only
difference between this incarnation of the Masked Terror
is their willingness to kill, often in cruel and unusual ways.
In this form, the Masked Terror has assumed the role of
judge, jury and executioner, and the sentence is death!
These villains can be used to present the masked Avenger
with a dark mirror, showing them what they have the
potential to become if they ever lose sight of the importance of tempering justice with mercy and compassion.
Other types of Masked Terror could be seeking to redress
a perceived injustice, seeking vengeance for a wrong (real
or imagined) done to themselves or someone near and
dear in the past. Others might simply be very clever criminals, motivated by a desire for power and riches.
Regardless of motivation the Masked Terror is nearly
always, like the Masked Avenger, a respected citizen in
his or her day to day life. Often Masked Terrors and Avengers move in similar circles, and may even be friends.
Though the Masked Terror and the Masked Avenger are
extremely similar, the Masked Terror is usually far less
hands on, using his or her minions to maintain some
distance from any illegal activity. That said, when cornered
the Masked Terror will often abandon any semblance of
propriety and fight like a cornered tiger.

The Crimson Claw


For the last thirty years, the enigmatic crime boss known
as the Crimson Claw has been an ever-growing threat to
the forces of law and order across the United States. Despite
this, almost nothing is known about this masked terror,
and what is known is often entirely contradictory, leading
some leading authorities to suspect that there may be
more than one Crimson Claw. Often, those who have encountered the fiend cant even agree as to the gender of
their opponent!
What is known of the Crimson Claw is that he (if it is a

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.

Quote: Fools! To believe you can stand againstthe


Crimson Claw!
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 4, Fighting 3, Knowledge 3, Subterfuge


3, Technology 2, Transport 2
Traits:
Claw (Special Good Creature Trait) The Crimson
Claws gauntlet does Strength +1 damage.
Cloud Mens Minds (Major Good Psychic Trait)
The Crimson Claw has the ability to pass unseen
should he so desire.
Dark Secret (Minor Bad Trait) The Claws secret
is that the Gauntlet is the real Crimson Claw.
Dependency (Major Bad Trait) Once controlled
by the Claw, the host cannot survive long
without it.
Infection (Major Good Creature Trait) Those
wounded by the Gauntlet may become the Claw
if the original host dies.
More Than Human (Special Good Trait) The
Gauntlet is an ancient malignant artifact.
Minions (Major Good Trait) The Claw always
finds the weak willed to obey it.
Nocturnal (Minor Bad Creature Trait) By day,
the Claw sleeps, while its host goes about his
or her life, unknowing.
Owed Favour (Major Good Trait) The Crimson
Claw has blackmail files on the high and the
mighty.

11

Psychic (Special Good Trait) The Crimson Claw


can see the darkness in mens souls.
Total Character Points: 49
Story Points: 5

The Master Spy


Another staple of the Pulp Era, the Master Spy is an operative of a foreign power, here to steal the secrets of the
Government, the military, big business and research establishments. In times of war and the build-up to war, he
may be a saboteur, sent to destroy stockpiles of weapons,
shipyards and other military resources or make off with
new technological and scientific breakthroughs.
The Master Spy blends in the society in which he operates
extremely well. He may even be a citizen, betraying his
country for the highest bidder. The Master Spy often
operates in high society, using his position to gain trust
and exploit confidences. He usually has a network of
spies and thugs working for him, and maybe a trusted
lieutenant or two.
185

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.

The Great Dictator


The Great Dictator is unusual in that he already has
wealth, power and resources. In fact, he has control of
an entire country, possibly several. The classic example
of the Great Dictator is, of course, Adolf Hitler. However
there were several real-world examples at the time, including Benito Mussolini, General Francisco Franco and
Josef Stalin. Since Pulp magazines were all about escapism, the magazines tended to steer clear of plots that
veered too closely to real-world politics. However, authors
would often invent fictional dictators and war-lords from
imaginary countries, who shared similar characteristics
with Hitler and his allies.
Great Dictators make great recurring villains, as they
possess enough resources and power that they can almost
never be completely defeated, short of a full scale war.
Worse, they may be beloved by their own people, effectively surrounding them with a vast shield of innocent
dupes willing to die for their leader.

GAMEMASTER

Great Dictators have a tendency to rant and rave when


thwarted, and maintain their iron-fisted rule through a
startlingly well-informed secret police, an army of jackbooted thugs and an elite guard of intelligent, sadistic
henchmen. They usually have an effective overseas intelligence network, operating spy cells in every country of
the globe. They also seem to have a certain sense of style,
employing visually impressive iconography to promote
and unify their cause.

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.

General Vladic Kazan, Premier of


Berezkia
General Vladic Kazan is the autocratic dictator of Berezkia, a small Balkan nation that has risen swiftly in the
last few years with the discovery of a large deposit of ores
rich in the mysterious Element X somewhere within the
Berezkan mountains.
A former chief of the Royal Secret Police, Kazan entered
into politics after the Great War, rising to power by exploiting the poverty, chaos and unrest endemic in the years
following the defeat of Germany, Berezkias main ally and
trading partner. Using images of racial strength and purity,
and invoking the mythology of the Norse gods, Kazan
created a powerful cabal of loyal extremists to back his
move to seize total power within the small country. While
initially the Western powers were unconcerned with Kazan,
the situation changed when it became apparent that
Kazans forces, in investigating the legends of the gods of
Asgard, had uncovered something remarkable. What that
something was only came to light when Berezkia formerly a struggling agricultural country suddenly began
to produce advanced technology vehicles, equipment and
weaponry, much of it powered by Element X.
Under Kazan, the economy of Berezkia has flourished,
though civil liberties have almost completely vanished.
Kazan himself is rarely seen, though his secret police
known as the Hammer are everywhere. Worse, Kazan
seems to instantly know when dissent is plotted, leading
the peasant folk to mutter darkly about him giving up an
eye for omniscience, as Odin did. The people of Berezkia
are well-paid, well-fed and healthy, but they know they
are not free. Most simply try to turn a blind eye to their
oppression, by pretending that they have chosen to live
the way they do, and by ignoring the disappearances and
the occasional scream in the night.
Kazans armed forces the Fist are well-trained, wellequipped and motivated. To a man they appear to be intelligent, capable and fanatically loyal to their leader,
almost unnaturally so. Again, odd rumours have emerged
from Berezkia about the large number of men who enter
the military training academies and emerge weeks later,
somehow changed.
Kazan himself is a tall, muscular man in his late forties,
though in excellent physical condition. He wears immaculately cut, austere uniforms in black, red and grey, and
wears his long dark hair swept back from his forehead.
While shrewd, intelligent and urbane, he is also a racist,
sexist bigot with a powerful distrust of intellectuals.

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

The Mob Boss


Some might assume that the Mob Boss is merely an ordinary criminal. Theyd be wrong; the Mob Boss is an extraordinary criminal. The head of an organised crime
family, the Mob Boss has clawed his way up through the
ranks the hard way, through spilling the blood of his
enemies. Now hes at the top and enjoying the fruits of his
labors, he demands respect and hes got the muscle behind
him to get it.
Though the Mob Boss may operate with some distance
between himself and the front line, part of him misses
rolling his sleeves up and breaking heads. Like his henchmen, the Mob Boss is more than capable of violence, often
switching from disarming urbanity to primal savagery in
a heartbeat. Unlike the majority of his henchmen, hes
intelligent, if not educated. Hes gotten where he is by
out-thinking and out-manoeuvring his rivals, and hes
capable of almost anything to maintain his position.

Many Mob Bosses are family men, and have a somewhat


old-fashioned view of the way things should be done. They
rule their organisation like a feudal lord, valuing respect
and tradition. Oddly, despite their involvement in everything from numbers rackets to white slavery, a lot of Mob
Bosses are patriots who will vehemently oppose any truck
with Nazis or other enemies of their country.

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.

11

Sposato survived the terrible injury and was sent to prison


for five years after leaving hospital. However, he was a
very different man. Those who knew him before his injury
often whisper that perhaps he didnt survive after all, and
that the Bruno Sposato that walks today is merely the body
of the mobster, a body filled with something other than
Brunos soul.
Though Bruno survived being shot in the head, he did not
survive unscathed. The damage to his brain caused changes
to his personality, eliminating his compassion, conscience
and most of his emotions. Strangely, it also robbed him of
his ability to see in colour and his ability to feel pain. The
Bruno Sposato that emerged from prison was brilliant,
ruthless and utterly deadly. Within a matter of month he
had risen to the rank of Consigliere, before staging a bloody
coup that put control of the mob firmly in his hands.
Since that time Bruno Bullet Sposato has consolidated
his grasp on the reigns of power, while working to present
the facade of a legitimate businessman with an interest
in property investment. Sposato is a neat, aristocratic
looking Italian American man with prematurely silver
187

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:

Skills: Athletics 2, Convince 2, Marksman 2, Subterfuge


3, Transport 3
Traits:
Brave (Minor Good Trait) Bruno is fearless.
Code of Conduct: Omert (Minor Bad Trait)
Bruno follows the code of silence.
Dark Secret (Minor Bad Trait) Few in society
know that Bruno is a mob boss.
Distinctive (Minor Bad Trait) Brunos missing
eye makes him stand out.
Impaired Senses: One Eye (Minor Bad Trait)
Bruno only has one eye.
Maverick (Minor Bad Trait) Bruno dislikes
being told what to do.
Minions (Major Good Trait) Bruno is accompanied by made men.

GAMEMASTER

Never Gives Up (Major Good Trait) Bruno is


hard to put down.

188

Tough (Minor Good Trait) Bruno feels no pain.


Wealthy (Minor Good Trait) Crime does pay!
Total Character Points: 36
Story Points: 5

The Man-Made Monster


A horror icon since the 1818 novel by Mary Shelley, the
Man-Made Monster is the ultimate product of Weird
Science. If the Science Hero is nature improved by science,
the Man-Made Monster is nature replaced and subverted
by science. Whether a clone, homunculus, robot, zombie
or stitched-together assemblage of reanimated flesh, the
Man-Made Monster is a created or otherwise engineered
being. Sometimes the Man-Made Monster is simply muscle
for his creator, other times he is a rebellious child, driven
by an Oedipal desire to steal his fathers power (and occasionally his fathers love-interest too). Man-Made Monsters are often tragic figures, misunderstood and filled
with self-loathing at their own monstrous nature, but are
just as often hostile and aggressive, believing in their own
superiority over the merely accidental creations of nature
and evolution.
Man-Made Monsters vary wildly in appearance, often
reflecting their manner of creation in their physical features. A being engineered from disassembled cadavers
may have a ghastly pallor and be covered in crudely stitched
scar-tissue, while a creature grown in a tank of bubbling
fluids may lack a navel and have strangely coloured skin,
hair or eyes.
Some Man-Made Monsters may have successfully mastered the techniques that brought them to life, and have
wrought their own minions out of the same raw materials.
Some may plot to replace or dominate humanity, while
others might wish to be left in peace or simply be acknowledged by their creators.
Exactly how the Man-Made Monster is created is up to the
individual Gamemaster. Perhaps the key to his creation
lie in the long-forgotten notes of Victor Frankenstein or
his contemporaries. Perhaps he is the product of alchemical experimentation, or a human being engineered in the
womb. It could be a thinking machine, a reanimated
corpse, or an animal brought to human levels of intelligence by unthinkable surgery and hormone treatments.
Though the Frankenstein Monster is itself the product of
the previous century, its most recognizable incarnation was
born at the height of the Pulp era in James Whales famous
1931 movie adaptation. Another notable Pulp Man-Made
Monster is the decapitated Major Sir Eric Moreland ClaphamLee - reanimated by Herbert West - who went on to use his
knowledge of Wests techniques to create and control his
own band of undead servants, combining the Man-Made
Monster with the Mad Scientist. Other period examples
include the artificial people from Carel Kapeks 1921 play
R.U.R., the computer brain in Edmund Hamiltons story The
Metal Giants, the alien automaton Gnut in the short story
Farewell to the Master (Gort in the film adaptation The Day
the Earth Stood Still), and of course Futura the robot woman
from Fritz Langs Metropolis.

Pulp Villains

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:

Skills: Athletics 2, Convince 3, Fighting 4, Knowledge 2,


Marksman 3, Science 1, Transport 3
Traits:
Amnesia (Major Bad Trait) Die Schreck has no
conscious memory of his former life.
Distinctive (Minor Bad Trait) Die Schreck has
a memorable facial scar.
Environmental (Major Good Creature Trait)
As an undead being, Die Schreck suffers almost
no ill-effects due to environment.
Fast Healer (Special Good Trait) The serum in
his blood allows Die Schreck to regenerate his
wounds rapidly, recovering 1 point of damage
per minute.

11

Fresh Meat (Minor Bad Trait) Die Schrecks


unnatural scent drives animals to attack him.
Immortal (Special Good Creature Trait) Die
Schreck does not age and is almost impossible
to kill, since hes already dead.
Indomitable (Major Good Trait) As an intelligent undead monster, Die Schreck is resistant
to any form of control.
Minions (Major Good Trait) Die Schreck commands an army of the dead.
More Than Human (Special Good Trait) Raised
from the dead by mad science, Die Schreck is
no longer human.
Never Gives Up (Major Good Trait) Die Schreck
is hard to knock down.
Obsession (Major Bad Trait) Die Schreck wants
to overthrow the living.
189

Pulp Fantastic
Outcast (Minor Bad Trait) Hes an undead
monster.

drowned, poisoned and blown up with gelignite. None of


these took.

Special: Re-animator (Special Good Creature


Trait) By administering injections of his own
blood, Die Schreck can raise the recently dead
as zombies.

The Creeper first appeared in London during the later


1880s, working as hired muscle for a number of different
criminal masterminds. It is here that he first gained his
reputation as an unstoppable force, becoming a symbol
of terror and ruthlessness for whoever bought his loyalty.
Though his appearance was terrifying, he developed a
tendency to become obsessed with one attractive young
woman after another, silently stalking them in order to
present them with small tokens of his affection (and incidentally break the backs of any potential rivals). At some
point however, each of these women would disappoint
him, and they would shortly be found somewhere with
their spines crushed.

Tough (Major Good Trait) Die Schreck feels no


pain.
Voice of Authority (Minor Good Trait) Die
Schreck still carries himself with an officers
bearing.
Weakness (Major Bad Trait) The serum in Die
Schrecks blood is volatile at high temperatures.
Total Character Points: 80
Story Points: 12

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

The Hoxton Creeper

190

The brutal killer known as the Hoxton Creeper in Britain,


and later simply The Creeper in the United States, is a
deformed giant of a man whose monstrous appearance
strikes terror in his victims shortly before he murders
them by crushing their spines with his bare hands.
The origins of the Creeper and the source of both his great
strength and his uncanny ability to cheat death are
unknown. A medical report made while he was presumed
dead having been shot several times by Sherlock Holmes,
suggests that the cause of his facial deformity and great
size may be a form of acromegaly, a disorder of the pituitary
gland. However this does not explain the Creepers near-total silence, his apparent fearlessness, his cold-blooded
ruthlessness or his great physical strength. Nor does it
explain his peculiar resistance to injury. Though records
on the Creeper are sparse at best, he is said to have been
shot several times, hung twice, electrocuted, burned,

The Creepers first reign of terror was brought to an end


when he was ambushed by armed officers of Scotland
Yard. In the resulting melee it is estimated he was shot
between ten and twenty times without apparent effect,
before he fell into the Thames and vanished without trace.
The Creeper re-appeared in London nearly ten years later,
working for the notorious art thief Giles Conover. Conover
made an attempt to steal the infamous black pearl of the
Borgias, and ran afoul of Sherlock Holmes. During this
adventure, the Creeper appears to have forged a strange
bond with the black pearl, as his life ever after seems
closely linked with the blood-stained treasure. Holmes
successfully managed to turn the Creeper against Conover
by invoking the name of the Creepers latest obsession,
and later apparently shot the Creeper dead. The Creeper
revived during his autopsy, broke the back of the examining pathologist, and again disappeared.
Five years later, the Borgia Pearl was sold at auction to an
anonymous American millionaire, and the Creeper resurfaced once again. Displaying uncanny stealth for a man
previously considered to be rather stupid, the Creeper
followed the jewel to New York, where he murdered the
courier, a docking agent and three deck-hands.
Since then he has worked as mob muscle and a killer for
hire, always following the Black Pearl as it passes from
owner to owner, always murdering those foolish enough
to keep it in their possession long enough for him to find
them. It has been suggested that the Creeper can sense the
jewel somehow, as he has traced it several times when every
precaution had been taken to conceal its true location.
In the mid-1940s a character loosely based on the Creeper
will be featured in a number of movies, played by the actor
Rondo Hatton.
Note that although the Creeper rarely speaks, he is not
mute.
Quote:

Pulp Villains
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Fighting 3, Subterfuge 2


Traits:
Animal Lover (Minor Bad Trait) The Creeper
has a peculiar fondness for animals, particularly cats.
Breaking & Entering (Major Good Trait)
Nowhere is safe from the Creeper.
Distinctive (Minor Bad Trait) At seven feet tall,
the Creeper is easy to spot.
Enhanced Senses (Minor Good Creature Trait)
The Creeper always seems to know the location
of the Borgia Pearl.
Fast Healer (Major Good Trait) The Creeper is
hard to put down.
Fear Factor 3 (Special Good Character Trait)
The Creeper is simply terrifying.
Immortal (Special Good Creature Trait) No-one
knows the Creepers age, and hes been reported dead over a dozen times. It never seems to
stick.
More Than Human (Special Good Trait) Whatever the Creeper is, hes more than human.
Obsession (Major Bad Trait) The Creeper is
fascinated by two things; beautiful women and
the Borgia Pearl.
Outcast (Minor Bad Trait) Hes wanted for
murder on three continents.

11

Tough (Major Good Trait) The Creeper seems


to soak up punishment like a sponge.
Unattractive (Minor Bad Trait) Hes got a face
not even a mother could love.
Total Character Points: 37
Story Points: 12

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

Break down a wooden door.

18

Snap a rope, smash through a plaster wall.

21

Flip over a small car, break a steel chain, tear


someone limb from limb.

24

Tear the door off a car, dent a reinforced security door.

27

Tear the roof off a car, flip a pick-up.

30

Smash through a concrete wall.

33

Smash through a reinforced steel door.

36

Flip a tank.

39

Crush a tank.

Speed

Areas of Expertise: Stalking, Hiding in Shadows, Hiding


in Undergrowth

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

The Swarms Size determines how dangerous it isthe bigger


the Size, the more attacking creatures there are in the Swarm
(note that the Size of the Swarm is not the same as the Size
of the creatures that compose the Swarm). A Swarm makes
one attack roll each round, and then makes a number of hits
equal to its maximum Strength. For example, a Big Swarm can
do 12 hits. Furthermore, the larger a Swarm is, the harder it is
to avoid being hit; add the Swarms maximum Strength score
directly to its Coordination + Fighting when making attacks.

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

Animals are unlikely to be smart enough to use Subterfuge


to pick locks or palm cards, but the sneaking and hiding
parts of Subterfuge apply just as much to animals as they
do to people.

Creatures fall into three Speed categoriesFast, Average


or Slow. In combat, Fast creatures go first, then Average
creatures, then Slow creatures.

Animals use the same Skills as ordinary characters, more or


lessyoure unlikely to find an animal with Technology or
Science, but Skills like Athletics, Fighting and Survival are
common. In general, animal Skills use the same rules as the
regular version of the Skills, but have different areas of Expertise.

Areas of Expertise: Beast of Burden, Climbing, Flying,


Swimming, Rending, Jumping, Squeezing Through Narrow
Spaces

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

Each hit inflicts normal damage for a creature in the Swarm.


It can hit a single target multiple times, or split its attacks.
Characters attacked can make Resistance rolls as normal
(remember theres a penalty for multiple Reactions in a round,
so a character trying to dodge or parry a Swarm will be rapidly
overwhelmed.)
If a character is wearing armour, it only applies against half
the Swarms attacks (unless it is some sort of full-body armour).
If a character gets hit by 5 or more attacks in one round, and
his armour isnt strong enough to protect him, then dont
bother rollingthats covered in carnivorous beasties and
skeletonised territory unless the character spends Story
Points to escape.
Most attacks on a Swarm are pointlessa character might
be able to squish one bug, but that does no good if youre
being attacked by hundreds of them. Unless youve got a
flamethrower or another area-effect weapon handy, the best
strategy is to run.

Beasts & Monsters

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)

Leap (Special Good)

Aggressive (Minor Good)

Lurker (Minor Good)

Amphibious (Minor Good)

Natural Weapons (Minor or Major Good)

Armor (Minor, Major or Special Good)

Networked (Minor or Major Good)

Aquatic (Minor Bad)

Nocturnal (Minor Bad)

Bite (Minor or Major Good)

Passive (Minor Bad)

Burrowing (Minor Good)

Poison (Special Good)

Claw (Major or Minor Good)

Possess (Special Good)

Climbing (Minor or Major Good)

Replication (Major Good)

Constrict (Minor Good)

Savage Roar (Major Good)

Enhanced Senses (Minor Good)

Screamer! (Minor Good)

Environmental (Minor or Major Good)

Shapeshift (Minor, Major or Special Good)

Fast-Moving (Minor or Major Good)

Slow-Moving (Minor or Major Good)

Fear Factor (Special Good)

Snap (Major Good)

Flight (Minor or Major Good)

Special (Special Good)

Frenzy (Minor Bad)

Stalker (Major Good)

Grab (Minor Good)

Stinger (Minor Good)

Immaterial (Special Bad)

Stomp (Minor Good)

Immortal (Major or Special Good)

Strange Appearance (Special Bad)

Immunity (Major Good Trait)

Teleport (Major Good)

Infection (Major Good)

Trample (Major Good)

Invisible (Special Good)

Warning (Major 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

(Minor Bad Creature Trait)


The creature lives in the water and cannot move on dry
land. It may be a fish or other aquatic creature that breathes
through gills, or it may need to surface every so often to
refill its lungs.
Effect: Aquatic creatures have their Coordination reduced
to 1 or even 0 when on land.

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

(Minor Good Creature Trait)

(Minor Good Creature Trait)

The creature is equally at home in water and on land.

This Trait allows the creature to tunnel or burrow at speed


through soft ground, usually dirt, mud or sand. The creature will require an alternate means of breathing (see
Environmental Trait overleaf) to avoid suffocating while
tunnelling but this Trait allows the creature to move at
half of their normal Speed underground. They will have
to avoid obstacles such as concrete or hard ground and
most creatures like this will have some sort of Enhanced
Senses (see page 197) to allow them to sense their direction of travel or prey.

This creature is quick to attack when threatened.

Effect: The creature can move at its maximum speed on


land and in the water without penalty.

Armor
GAMEMASTER

Aquatic

Effect: Bite attacks usually do Strength +2 or +4 damage.


Bite attacks can be used in cramped conditions without
penalty, unlike claws. The damage bonus provided by the
Minor version is +2 damage and the Major version is +4
damage.

(Minor Good Creature Trait)

(Minor, Major or Special Good Creature Trait)


Armour as a Trait means that the creature has natural
armor that protects it. Armor counts as natural if it cannot
be removed. For example, a flack jacket can be removed,
but a triceratops has a thick bone frill which cannot be
removed. The moment the armor can be removed then it
is a piece of equipment, rather than a Trait. If its a permanent feature (whether this bone, chitin, or just very tough,
leathery skin) it is a Trait.
Effect: Armor as a Trait can be purchased at various levels.
As a Minor Trait, costing 1 point, the character has a tough
hide that is able to reduce injury by 5 levels. If the creature
is hit by a weapon and receives 6 levels worth of damage
to reduce their Attributes, this 6 is reduced by the 5 of the
Armor to a single point. This makes the character quite a
tough cookie! Even Lethal damage is resisted - treat it as
8 levels of damage and reduce it accordingly.

196

As a Major Trait, the damage reduction is increased to 10.


In most cases, this armor will be thick plating, such as
metal or scales, and so this isnt suitable for player characters. At this level, the Armour Trait costs 2 points, but
their Coordination is reduced by 1 (to a minimum of 1).
The highest level is as a Special Trait, costing 3 or more.
Every additional point spent, increases the armor by +5
(and reduces their Coordination by an additional -1 to a
minimum of 1). This means you can create huge and
heavily armored creatures, but they dont move particularly fast or accurately.

Effect: Burrowing allows the creature to travel at half of


their normal Speed underground through soft ground.
The Gamemaster should use their discretion to decide if
the creature can travel through a given terrain, modifying
the Speed as they see fit.

Beasts & Monsters

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

example, a monster that can see into the infra-red range


of the spectrum can see the heat given off by people. It
gains a +4 bonus to its rolls when it spots the characters
approaching in the dark, but once the shooting starts, and
things start exploding, everything will be hot and the
bonus from its enhanced sense will be lost.
Note: This cannot be used with the Keen Senses Trait.

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.
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Pulp Fantastic

Flight

Grab

(Minor or Major Good Creature Trait)

(Minor Good Creature Trait)

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.

The creature can seize hold of victims (by holding on when


it bites, picking them up with claws, sticking on with
adhesive pads or wrapping itself around them).

Effect: Flight as a Minor Good Trait, costing 1 point, means


that the creature can take off, hover, and travel slowly at
a limited height. In most cases, this is just hovering. Their
Speed is half of their Coordination (round down, minimum
of 1), and they can usually only ascend to a height of around
100 metres.
As a Major Good Trait, the creature can really take to the
skies. Above 100 metres, their effective Speed is three
times their Coordination. They can fly as high as they like
(though the Gamemaster may want to take other factors
into account such as air, cold, and other environmental
effects). If theyre travelling below 100 metres, they will
probably travel slower to avoid obstacles and the Gamemaster may impose a limit (or make the characters player
roll additional Awareness and Coordination checks to see
if they can react in time to any dangers).

Frenzy
(Minor Bad Creature Trait)

GAMEMASTER

Sometimes, a creature becomes so incensed with rage or


blood-lust that they cannot think or act beyond attacking
blindly. Creatures that go into these frenzies are incredibly
dangerous and able to continue when other creatures
would collapse from their wounds.
Effect: Frenzy is a Minor Bad Trait that means the creature
is susceptible to a maddening rage that takes control of
their actions. When they are injured, they must make a
Resolve and Strength roll with a Difficulty of 12 plus the
amount of damage taken. For example, if the creature
takes 6 levels of damage, the Difficulty to resist going into
Frenzy is 12+6=18. The more injured it gets, the harder it
is to resist the Frenzy. If the creature fails the roll, they
enter into the Frenzy and will not stop until they kill the
source of their injury (even if this is an inanimate object!).
If their target is removed from sight, the creature might
begin to calm down after a few minutes but otherwise the
bloodlust will be too strong. So strong, in fact, they will
ignore all injuries - rolls will be made at the creatures full
Attributes - unless the creature sustains enough damage
to kill it.
When the target has been eliminated, or removed from
harm, the creature will rest and recover from the frenzy
and any negative effects from injury will be applied.

Effect: Grabbed creatures need to make opposed Strength


+ Athletics rolls against the grabber to break free. The
bigger creature of the pair can still move (at half movement
if theres only one size category between them; otherwise
at full movement).

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

Beasts & Monsters


die from a disease, they still can, and can certainly be killed
through violence or accident. Immortal at this level is a
Major Good Trait costing 2 points, and while it doesnt
really affect the actual game (as they can still be killed
through violence) they could have already lived a long
time. The Gamemaster may allow them to recall something
from their past if it suits the story or something from their
history could resurface, provoking a whole new adventure.
If they have lived ages, then they may automatically gain
the Well-Traveled Trait for the past eras that they were
alive and active, at the Gamemasters discretion.

Infection

The second type of Immortal is a Special Good Trait. The


character may get a little older in appearance, but their
longevity is so epic that their aging is hardly noticeable.
They can be shot, electrocuted, drowned and fried, but
they just dont seem to die. They may fall down and look
dead, but it isnt long before theyre up and active again.
Again, if theyve been alive for a long time, they will also
automatically gain the Well-Traveled Trait for the eras
they were alive.

Effect: Infection can work in a couple of ways, both are


Major Good Creature Traits. As a transmittable disease,
the target needs to be scratched, bitten or take some form
of physical damage. If the damage penetrates any armour
worn, or if the victim failed with a Bad or Disastrous result,
they become infected. At regular intervals (usually every
hour or day) they will have to make a Resolve and Strength
roll, against the Resolve and Strength of the creature.

You must have purchased the More Than Human Trait


before selecting Immortal, though in rare circumstances
Immortality may be granted to player characters at the
Gamemasters discretion.
Effect: Immortal is either a Major Trait, meaning the
character never ages and will not die of natural causes, or
a Special Trait, that means the character cannot be killed.
Both may be unbalancing to the game and if you intend
to take either version of the Immortal Trait, discuss it with
the Gamemaster. Immortal as a Special Trait costs 5 Character Points, as well as reducing the characters maximum
Story Points by 4. If killed during the course of an adventure, the character looks dead and is unable to be revived.
Without the Fast Healing Trait, the character will heal at
a normal rate (this is usually 1 level of Attribute per day
of rest). When they have healed all of the damage they
have taken, and returned to their full health, they will
wake and be fine. If the damage is really severe, the Gamemaster may keep track of how far into the negative your
characters Attributes go, and they will have to heal all of
these before they can recover. Any extreme damage, such
as loss of limb, may lead to further Bad Traits without the
Fast Healing Trait.

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.

(Major Good Creature Trait)


Some creatures have the horrible ability to infect other
beings with their characteristics. It may be the foul fungal
rash that spreads across the skin until the victim transforms into a mushroom monster, or the bite that turns an
innocent survivor into a stumbling zombie. Perhaps its a
sting that implants eggs beneath the skin, or the bizarre
neurotoxin that allows the creatures mind to live within
the unsuspecting target.

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.
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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.

to reflect various forms of attack that the creature has, or


it can work on a single weapon and increase the damage
cumulatively.

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.

(Special Good Creature Trait)


Some creatures can leap great distances either horizontally or vertically, without the need for a run-up.
Effect: The creature can leap at any point. If the creature
makes a successful Coordination + Athletics roll against
a difficulty of 12, it lands precisely and can act immediately. If the creature fails the roll it lands poorly and must
spend the next Action re-orienting itself before acting.
Leap is a Special Good Creature Trait which costs 3 points
and can be taken multiple times. The first time it is taken
allows the creature to jump twice its own body length, and
each time it is taken thereafter doubles the distance the
creature can Leap.

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

(Minor or Major Good Creature Trait)


The creature has some form of weaponry that is part of
their form. This could be something as simple as toxic
breath, a poisonous bite or sharp claws, to built in guns
or being able to fire sharp spines. As long is it is not something that is usually dropped or carried (like a gun or bow),
and is part of the creature then it is technically a natural
weapon.
Effect: Natural Weapons is a Minor or Major Good Trait
that can be purchased multiple times if the creature is
particularly dangerous. As a Minor Trait, the weapon is
only for close combat. These are usually teeth, claws, spines
or electrical shock or something similar. A weapon like
this increases the damage of the usual physical attack by
+2, so the creatures damage is equal to their Strength +2.
This increase is just like normal close combat weapons,
as the Trait adds blades or dangerous damage to their
physical attack. As a Major Trait, the weapon shoots something (like a poisonous spine, fingernail, flaming breath
or built in gun).
A ranged Natural Weapon will have the same damage (5
(2/5/7)) but can reach a greater distance than a simple
swipe of a claw. This Trait can be purchased multiple times
200

Networked
(Minor or Major Good Creature Trait)

Effect: Networked is a Minor or Major Good Creature


Trait. As a Minor Trait, the creatures simply sense each
other and know when one is in trouble. They can act together fairly simply - when one wakes up, all of them do.
They dont really talk to each other but they know where
to congregate as a group. As a Major Trait, they have the
equivalent of the Telepathy Trait connecting them to each
other, or even to a hive mind. Most of the time, the range
of this communication is limited. Gamemasters may wish
to use the Telepathy Trait as a guide.

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

Beasts & Monsters

Possess

Savage Roar

(Special Good Creature Trait)

(Major Good Creature Trait)

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).

The creature can make an intimidating audible display of


aggression that strikes terror into the hearts of its enemies.

Possessing someone is exhausting and if the creature has


left its body behind somewhere, it will need protecting
(and may die of starvation if they are out of their body too
long).

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.

12

Effect: As a Major Good Trait, the creature can replicate


itself outside the normal expected means of reproduction.
This can mean spawning a childlike offspring or creating
a duplicate of the original. The creature will have to make
a Resolve and Strength roll, Difficulty 15. A result of Success
or higher means that the replication is successful and
another version of the creature has been born. It will be
confused and disorientated for a few minutes. A childlike
offspring will grow at a normal rate unless artificially
accelerated and will learn as it goes. A duplicate will be
born with the same Attributes and Skills of the original.
If a player character takes this Trait, the duplicate will not
be playable by the same player, unless the original is
incapacitated or killed. Gamemasters should be aware of
the way this Trait can produce an army of clones or duplicates that could threaten to take over the world or otherwise quickly unbalance a game.

201

Pulp Fantastic

Screamer!

Snap

(Minor Good Trait)

(Major Good Creature Trait Requires the Bite Trait)

The creature can scream really loud. While this is not


normally considered a very special ability, this scream is
loud enough to be heard over great distances, a boon when
trying to attract help or possibly scare off attackers.

The creature makes another Bite attack.

Effect: When scared or threatened the character can


scream really loud, loud enough to be heard up to a mile
away. Anyone in the room with the screamer is stunned
for their rest of the Action Round, suffering a -2 penalty
to all of their actions. This should allow the screamer to
make a run for it, or possibly to hide. Screamers cannot
take the Brave Trait and never receive bonuses to resist
fear effects.

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

Effect: Slow-Moving is a Minor or Major Bad Trait that


means the creature is slower than your average character.
As a Minor Bad Trait, the creatures effective Speed is
halved (round down), so a Coordination of 4 means that
the creature has a Speed of 2 in a chase. The creatures
Speed has a minimum of 1, though particularly slow creatures can sometimes have Speeds that are slower (down
to 0.5, etc.) but this requires additional calculations on
behalf of the Gamemaster and may be ignored. As a Major
Bad Trait, the creatures Speed is effectively zero. The
creature does not move or, if it does, it moves so slowly
that it is regarded as stationary in a chase situation.

Effect: This doesnt cost an actionthe creature can keep


Snapping as long as it wants, but each Snap has the usual
-2 penalty for taking extra Actions in a round.

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).

Beasts & Monsters

Strange Appearance

Trample

(Special Bad Creature Trait)

(Major Good Creature Trait)

The character has a peculiar, disquieting and obviously


strange appearance. It could be that theyre basically
human but have red skin, or have a large head to accommodate the massive brain power, or pointy ears, scaly skin
or cats eyes! Players should feel free to be creative.

The creature just charges over its enemy.

Effect: Strange Appearance is a Bad Trait that can be


either 2 Points or 4 Points. The more severe the Strange
Appearance Trait, the more odd the creature looks. As a
2 point Bad Trait, Strange Appearance means the creature
is basically humanoid but with a distinctively weird
feature. If the creature is sentient, at the gms discretion,
they suffer a -2 penalty to all social rolls when dealing with
people whove never met them before.
As a 4 point Bad Trait, the strangeness of the creature is
much more extreme. They may have tentacles instead of
limbs, or compound eyes, or a face like a squid they could
look like anything! Again, when dealing with people who
are used to them, this may not necessarily a problem, but
if they meet less experienced peoples they will suffer a -4
penalty on social rolls (possibly even become the target
of scared locals who assume theyre a hostile monster!).

Effect: It inflicts Strength damage on all creatures that


the creature runs over. Characters can dodge a Trample
attack with a successful Coordination + Athletics reaction.
Trample is a good power to give to large herbivores, especially ones that travel in herds. A stampede is basically
just a series of Trample attackseven if the character
dodges the first trampling animal, he has to React to the
next oneand the next.and the next.

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

Effect: Teleport is a Major Good Creature Trait, costing 2


points. The creature must make an Awareness and Resolve
roll to teleport, and can only jump to places they are familiar with. Most creatures that appear in unfamiliar
places have some sort of psychic ability to see the location
before teleporting. Failure means the creature doesnt
move. Frequently, creatures that teleport find themselves
weakened and disorientated for a few minutes until they
can recover and get their bearings.

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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

Nocturnal flying mammals, bats have long been a symbol


of supernatural evil, but are normally quite harmless.
Some, however, have been known to harbor rabies and
other diseases, and can be encountered in swarms.

Lions, tigers, panthers, jaguars, cheetahs; all fall under


the category of Big Cat.

Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Size: Tiny

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Size: Large
Speed: Fast
Traits:

Traits:

Enhanced Senses (Minor Good Creature Trait)


Big cats have eyes attuned to fast-moving prey.

Enhanced Senses (Major Good Creature Trait)


Bats navigate in the dark using sonar

Fast-Moving (Minor Good Creature Trait) Big


Cats move at a Speed of 11.

Flight (Major Good Creature Trait) Bats are


excellent fliers.

Natural Weapons (Minor Good Creature Trait)


The fangs and claws of a big cat do Strength +2
damage.

Nocturnal (Minor Bad Creature Trait) Bats


suffer -2 to their Awareness in daylight.
Character Points: 12

Savage Roar (Major Good Creature Trait) The


roar of a big cat inspires terror.

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

Stalker (Minor Good Creature Trait) On a successful opposed Coordination+Subterfuge roll,


big cats gain +4 to sneak attacks.
Character Points: 33

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

Skills: Fighting 2, Subterfuge 4

Speed: Fast

206

Awareness:

Savage Roar (Major Good Creature Trait) The


roar of an angry bear inspires terror.
Tough (Major Good Trait) Bears have dense
slabs of muscle, reducing damage taken by 2.
Character Points: 26

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

Boar (Wild Pig)

Gorilla

A wild boars hide is covered with short, woolly, grey-black


hair. Along the spine, hair mixes with stiffer bristles to
form a sort of mane. The average adult boar stands 3 feet
high at the shoulder and measures roughly 4 feet long. Its
formidable tusks protrude from its lower jaw and can grow
up to 12 inches long.

The largest of the apes, gorillas are primarily herbivorous


and live in the forests of central Africa. The closest relative
to man, Gorillas are intelligent, social and territorial.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Awareness:

Coordination:

Ingenuity:

Size: Big

Presence:

Resolve:

Strength:

Speed: Average

Size: Small

Skills: Athletics 1, Fighting 3

Speed: Average

Traits:

Skills: Fighting 2, Subterfuge 2

Aggressive (Major Good Creature Trait) Gorillas are highly territorial.

Traits:

Frenzy (Minor Bad Creature Trait) When


wounded a gorilla can easily become enraged.

Aggressive (Major Good Creature Trait) Boars


will frequently attack animals twice their size.

Keen Senses (Minor Good Trait) Gorillas have


an exceptional sense of smell.

Enhanced Senses (Minor Good Creature Trait)


Boars have poor eyesight but an excellent sense
of smell.

Never Gives Up (Major Good Trait) Gorillas


are stubborn and durable.

Natural Weapons (Minor Good Creature Trait)


The tusks of a wild boar do Strength +2 damage.

Tough (Minor Good Trait) Dense muscle and


fur reduces damage taken by 2.

Tough (Major Good Trait) Boars are dense


masses of bad attitude, reducing all damage
taken by 3.

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.

A monitor lizard measures between 8 inches and 10 feet


long, depending on the particular species. Sleek and fast,
it has a long neck ending in a tapered head, muscular legs,
and a long, powerful tail.
Awareness:

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)

Climbing (Minor Good Creature Trait) Chimps


are agile climbers.

Natural Weapons (Minor Good Creature Trait)


The monitor lizard can spray poison in a 15-foot
cone.

Frenzy (Minor Bad Creature Trait) When


injured or scared a chimp can go wild.

Poison (Special Good Creature Trait) The


poison of a monitor lizard does 2 / 4 / 6 damage.

Natural Weapons (Minor Good Creature Trait)


The teeth of a chimpanzee do Strength +2
damage.

13

Character Points: 24

Character Points: 27
207

Pulp Fantastic

Octopus

Rat

The most intelligent and adaptable of the invertebrates,


the Octopus is an 8-limbed cephalopod mollusc with a
hard beak and no internal skeleton. Octopuses are ambush
predators and have a number of defensive strategies, including the ability to expel a cloud of ink, adaptive camouflage, the ability to move swiftly using water jets and
their ability to hide. All octopuses have a venomous bite,
but few are toxic to humans. These stats can also be used
for squid.

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

Skills: Athletics 1, Subterfuge 2

Traits:

Traits:

Additional Limbs 2 (Special Good Creature


Trait) Octopuses can take two additional actions
per round without penalty.

Bite (Special Good Creature Trait) Rat bites are


small but painful, doing Strength +1 damage,
and often carry disease.

Aquatic (Minor Bad Creature Trait) Octopuses


can only leave the water for very limited
periods.

Burrowing (Minor Good Creature Trait) Rats


are effective burrowers.

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

Natural Weapons (Minor Good Creature Trait)


The beak of an Octopus does Strength +1
damage.
Special: Ink Cloud (Special Good Creature
Trait) The octopus can emit a cloud of jet-black
ink as a free action. The normal octopuss ink
cloud is a 3 metre cube, within which all normal
vision is obscured.
Character Points: 31

Climbing (Minor Good Creature Trait) Rats are


agile climbers.
Character Points: 20

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

Sharks are one of the oceans most perfectly adapted predators.

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

Aquatic (Minor Bad Creature Trait) Sharks


cannot leave the water, luckily for us.

Speed: Fast

Bite (Special Good Creature Trait) The bite of


a shark does Strength +3 damage.

Traits:
Bite (Special Good Creature Trait) The bite of
a snake does Strength +1 damage.

Enhanced Senses (Minor Good Creature Trait)


Sharks can sense the location of any object
(including living creatures) in the water within
a range of 50 metres.

Enhanced Senses (Minor Good Creature Trait)


Snakes can sense the heat of their prey and
taste their scent.

Keen Senses (Minor Good Trait) Sharks can


scent blood in the water up to 3 kilometres
away.

Nocturnal (Minor Bad Creature Trait) Snakes


prefer to hunt at night.
Poison (Special Good Creature Trait) The
venom of a snake does at least 2 /4 /6 damage.

Character Points: 23

Snake, Constrictor

Character Points: 15

Constrictor snakes hunt by grabbing prey with their


mouths and then squeezing it with their powerful bodies.
In general, snakes do not attack creatures larger than
themselves except in self-defence.

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

Wolves are highly social, predatory pack animals that live


in temperate climates. Wolf packs are highly organised
with a defined social order and vary in size and color according to climate and subspecies. They attack by bite and
claws and prefer to run their prey down, using bites to
wound their prey into exhaustion before launching the
final attack. Wolves normally live in packs of 2-20 individuals, dominated by an alpha male and alpha female.
Awareness:

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:

Tough (Minor Good Trait)

Presence:

Resolve:

Strength:

16

Equipment: Stone weapons (+2 Strength


bonus)

Size: Huge
Speed: Average

Character Points: 28

Skills: Athletics 4, Fighting 4

Kraken

Traits:

Never Gives Up (Major Good Trait) Giant apes


are hard to knock down.

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.

Savage Roar (Major Good Creature Trait) The


roar of a giant ape warns trespassers from its
territory.

Unlike the giant squid, krakens are covered with dense


armored scales. In adult krakens, these scales carry large
accretions of molluscs and other marine life.

Tough (Minor Good Trait) Giant apes are protected by dense bones and slabs of muscle,
reducing damage taken by 2.

It is unknown what krakens hunt in their natural habitat,


but they have been reported attacking whales, ships, submarines and occasionally even coastal communities. Some
krakens seem to be able to produce bio-luminescent displays capable of inducing a hypnotic state.

Aggressive (Major Good Creature Trait) Giant


Apes are highly territorial.
Frenzy (Minor Bad Creature Trait) When
wounded a giant ape often goes wild.
Keen Senses (Minor Good Trait) Like their
smaller cousins, giant apes have an exceptional sense of smell.

GAMEMASTER

Sometimes referred to as a Cave Man, the Ape Man is a


form of primitive man, similar to the Neanderthal. Ape
Men are usually either mute or limited to grunts and
signing for communication. Ape Men typically exist in
extended family groups, dominated by a physically powerful and cunning male and his mate. They are usually
nomadic unless restricted by geography, and subsist by
hunting rather than agriculture.

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

Stinging Bell Plant


The Stinging Bell Plant is a mobile, predatory carnivorous
plant first encountered by explorers in the steaming
jungles of South East Asia, but since been found in the
Congo Basin, the Amazonian rain-forest and other equatorial jungles across the globe. The origin of the Stinging
Bell Plant is unknown, but the wide distribution has led
some authorities to propose the theory that the plants
may have come to Earth on cometary debris. While many
botanists refute this theory, and still more deny the Bell
Plant even exists, it is true that the Stinging Bell Plant
resembles no other plant on Earth. Others believe it to be
the product of selective breeding, the deliberate creation
of a diseased mind.

tri-pedal root structure to drag itself over to the corpse,


where it digs feeder roots into the body and excretes digestive enzymes.
Stinging Bell Plants reproduce by releasing drifting white
seeds, similar to dandelions, into the air.
Awareness:

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

The Stinging Bell Plant resembles the funnel of a greatly


enlarged pitcher plant, emerging from a dense round bole
of thickly gnarled roots. The funnel contains a stamen-like
stinger on a long fibrous filament that, when fully extended, can measure nearly four metres in length. The Stinging
Bell Plant can launch the sting at high speed and considerable accuracy. Contact with bare skin can cause an agonizing chemical burn, while repeated stings can be lethal.
Bell Plants are ambush predators, striking from a distance
to incapacitate and kill their prey. Once a target has been
stung to death the Stinging Bell Plant uses its unique
211

Pulp Fantastic

Mongolian Death Worm

Spider, Giant

Also known as the olgoi-khorkhoi (large intestine worm)


for its resemblance to human intestines, the Mongolian
Death Worm is a bizarre and horrible creature that lurks
in the arid wastes of the southern Gobi Desert. Ranging
from 2 to 5 metres long, the Death Worm is the deep red
of dried blood and is coated with a thick acidic slime that
causes intense pain when touched. The creature has a
highly venomous bite and can spray its toxin at a distance,
an attack it uses to kill its prey before dragging it underground. Death Worms reproduce by laying eggs in the
decaying remains of their prey, buried in underground
nests.

Spiders are perhaps one of the most numerous and diverse


predators on the planet. With over 43,000 species of spider,
they are found on every continent on earth, and have even
been encountered in the distant reaches of the upper atmosphere. Giant spiders are, thankfully, considerably rarer.
An adult giant spider is approximately the size of a large
dog, and moves with the same degree of speed and agility.
Giant spiders are rarely social, but when they do operate in
groups they are as effective as a wolf pack, hounding their
prey to the point of exhaustion before pouncing and using
their venomous fangs to immobilize them.

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

Natural Weapons (Major Good Creature Trait)


The Death Worm can spit venom up to 5 metres
Poison 3 (Special Good Creature Trait) The
venom of the Death Worm is highly toxic, doing
4 / 8 /12 damage.
Character Points: 47

Though most giant spiders resemble greatly enlarged


versions of South American bird-eating spiders like the
tarantula, other species have been encountered, including
some analogous to the trapdoor spider.
Awareness:

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

Vampire Bat, Giant

Monstrous spiders are on average roughly the size of a


family car. These creatures, like the common spider, enjoy
an almost 360 degree field of vision due to their multiple
eyes and possess fangs capable of punching through metal.
Monstrous spiders differ from common spiders in that
they possess a unique internal hydrostatic skeleton as well
as an external exoskeleton, which helps support their
internal organs and enables their lungs to function. Monstrous spiders also seem to possess a form of hyper-efficient
oxygen carrier in their blood instead of hemoglobin, increasing the effectiveness of their respiration.

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.

Due to their immense size and weight, monstrous spiders


are poor climbers and do not spin webs as traps. Instead
they stalk their prey and bring it down with brute force.
All monstrous spiders are highly venomous, paralyzing
their prey with fast-acting neurotoxins before injecting
them with digestive enzymes and sucking out the resulting organic slurry.
Awareness:

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

Poison 3 (Special Good Creature Trait) Monstrous


Spider bites are poisonous, doing 4 / 8 /12 damage.
Tough (Minor Good Trait) Monstrous Spiders
reduce all damage taken by 2.
Character Points: 38

213

Pulp Fantastic

White Ape

Yeti

The highly territorial and savage creatures referred to as


White Apes are darkly rumored to be a horrible hybrid
of man and ape, not so much a missing link but a blasphemous merging of two evolutionary lines that should
have remained separate. Unlike normal gorillas, White
Apes are highly aggressive and carnivorous, with a taste
for human flesh. Physically, White Apes resemble albino
gorillas, with pale gray fur and yellow eyes, though they
have greatly deformed skulls and a mass and height more
closely resembling humans. White Apes are naturally
cunning and intelligent, and some evidence exists to
suggest that theyre capable of strategic planning and
tactical coordination. They communicate with a primitive
language of grunts and howls, and have been observed
using tools such as clubs, spears and even simple armor.
White Apes are found only in the most remote areas of
the African continent, inhabiting the ruined cities of lost
civilisations, violently guarding their territory against
all intruders.

Sometimes referred to as the Abominable Snowman, the


yeti is a mysterious hominid creature native to Tibet and
the Himalyas, similar to the North American Bigfoot or
Sasquatch. Regarded as a myth by the scientific community, the yeti is a considered by many occultists and cryptozoologists as a lost branch of humanity, the so-called
third root race of mankind. Yeti can be encountered in
two types; the civilized Meh-Teh or High Yeti and the
savage Migoi or Wild Men.

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

Frenzy (Minor Bad Creature Trait) White Apes


often go berserk when injured.

214

Natural Weapons (Minor Good Creature Trait)


White Apes have savage claws and fangs doing
Strength +2 damage.
Never Gives Up (Major Good Trait) White Apes
are very robust and can rarely be knocked out
or incapacitated.
Tough (Minor Good Trait) White Apes are terrifyingly robust.
Character Points: 43

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

by primitive cultures and seekers of wisdom driven insane


by their delvings into the forbidden, they sometimes gift
their supplicants with knowledge of an alien science so
bizarre and arcane that it may have formed the mythological basis for what we today call magic.
Obscure legends from before the age when man walked
upright hint that these elder horrors slithered down from
the stars before the dinosaurs arose. They built mighty
cities so alien that they warped space and time around
them, fought terrible wars and made unholy alliances.
How they lost their grip on the world is unknown. Some
legends hint that God and His angels cast them out, while
others claim that there is no God and that they were banished by things kinder but no less alien. Others yet claim
that they were overcome by the powers of proto-human
magician priests, or that they were the victims of a cosmological shift an event soon to reverse itself and allow
them purchase in the world of man once more.
Many greater abominations lie trapped outside normal space,
hungering in the awful outer darkness between universes,
while other lesser creatures slumber in alien tombs and
monstrous cities lost beneath the earth or at the bottom of
the sea. Others still lurk beyond gateways to distant worlds
or hibernate in the depths of deep space, waiting for the call
to awaken and feed on minds and souls once more.
Physically, Eldritch Abominations come in a variety of
forms, from almost human to physically impossible, from
living gases and spatial distortions to writhing masses of
tentacles, eyes, tooth-filled maws and wings. Many simply
cannot be seen at all, while others are so utterly alien that
simply to see and comprehend them means madness or
death for the viewer.
As terrible and horrific as these beings are, the greatest
threat comes not from them, but from the madmen and
fanatics that worship them as gods. There is little evidence
to suggest these monstrosities even notice their supplicants, but this does not stop demented cults and sects
forming around their legend and working towards hastening the moment of their release into a shocked and
screaming world. Such cults are usually debased and
utterly beyond reason, practising perverted and depraved
rites and ceremonies, stopping at nothing to secure the
freedom of their terrible gods. These cults are often gifted
with arcane powers and vile mutations, gifted either deliberately by the Eldritch Abominations or merely as a
side-effect of getting too close to something so unfathomably alien that the universe itself protests at their presence.

13

Note: For the best examples of Eldritch Abominations from


the Pulps, we recommend reading the works of H.P. Lovecraft
and his associates, which provided much of the inspiration
for this section. We recommend that they not form the basis
of the campaign though - if you want to do that there are
other games far better suited and with a wealth of published
supporting material. Instead they should be used sparingly,
as ultimate threats, lurking in the thoughts of your players
as their characters explore subterranean temples or investigate dark cults, limited to casting twisted shadows on the
walls of reality lest they overwhelm your campaign.
215

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.

Minor Eldritch Abomination


Awareness:

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

Psychic (Special Good Trait) It can see your


puny thoughts.
Savage Roar (Major Good Creature Trait) It
squeals and trumpets like a dozen elephants.
Telekinesis (Special Good Psychic Trait) It can
bend the world to its will.
Telepathy (Special Good Psychic Trait) It can
pour its filthy thoughts into your skull.
Trample (Major Good Creature Trait) Those it
simply crushes to death are the most fortunate.
Character Points: 71

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.

The Martians appear to be an engineered species, with an


extremely simple and stripped down physiology supporting a vast brain. They lack a conventional digestive system
and feed on the blood of living creatures, absorbing it
directly into their circulatory system through a hollow
bone tube similar to the horn of a narwhal which they
can extend from the mouth with enough force to pierce
steel plate. It has been theorised that the invasion of 1901
was motivated not by a desire for territory, but to capture
and cultivate mankind as a food supply.

Fear Factor 2 (Special Good Creature Trait)


Their alien appearance gives the Martians a +4
bonus to scare or intimidate.

As they are effectively giant brains, the Martians have


become adept at creating armored vehicles that act as
prosthetic bodies, such as their tripod fighting machines
or the smaller handling machines seen in their landing
sites and fortified areas.

Psychic (Special Good Trait) Martians can scan


the minds of humans.

While it is popularly known that the Martians are fatally


affected by Earthly germs and bacteria, this is not strictly
true. While their lungs are somewhat vulnerable to respiratory fungal infections and diseases such as the form of
weaponised flu virus that was used to eliminate the 1901
expeditionary force (a biological weapon that is suspected of having later mutated into the deadly Spanish Flu
that killed nearly 5% of the worlds population between
1918 and 1920), they are in fact so alien that very few terrestrial viruses or bacteria can affect them. Those that do,
however, are invariably lethal to them.
Little is known of Martian culture, due mainly to their
unrelenting hostility and the difficulty inherent in taking
them alive. However, analysis of their cadavers and the
remains of their technology has led to many scientists
theorising that they are not in fact native to Mars, but may
have been using that planet as a staging post for their
invasion attempt. Further, it is now thought that once they
lost contact with the Earth expeditionary force they turned
their gaze to Venus, which many suspect they have successfully conquered.

Hypnosis (Major Good Trait) Martians can


dominate the minds of lesser beings.
Natural Weapons (Minor Good Creature Trait)
The Martian can extend a hollow bone tube
from its mouth for combat and feeding, doing
Strength +2 damage.

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

Weakness (Major Bad Trait) Martians have


limited defenses against terrestrial bacteria
and disease pathogens, and must take technological steps to protect themselves.
Character Points: 48

217

Pulp Fantastic

Undead

Martian War Machine


The Martians distinctive tripod war machines are their
signature weapon. Though they are vehicles, Martians
use them as prosthetic bodies, so they are presented here
as if they are independent creatures.
Awareness:

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.

durability, that avoid sunlight but are not harmed by it,


can be destroyed by stakes, fire or beheading, and need
fresh human blood to survive. They could be the victims
of a mysterious disease, engineered beings or perhaps an
alternate branch of humanity. Undead supernatural creatures could look quite different.

Unattractive (Minor Bad Trait) Even when


appearing normal, most people find mummies
instinctively unappealing.
Weakness (Major Bad Trait) Mummies can be
destroyed by the magics that created and
sustain them; for instance, by burning the
sacred scroll that records their curse, or by
reading a ritual of unbinding.

New Vampire
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Character Points: 42

Size: Average

Skeleton

Speed: Fast

Skeletons are the bones of the long dead, animated in a


parody of life by dark powers. Skeletons are effectively
simple supernatural automatons, able to use tools and
carry out simple tasks and instructions, but incapable of
independent thought or reasoning.
Awareness:

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.

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.
Dependency (Major Bad Trait) Vampires need
to feed on fresh human blood nightly.
Fast-Moving (Major Good Creature Trait) The
vampires Speed is doubled.
Fast Healer (Special Good Creature Trait) Vampires recover 1 Attribute point per minute.
Fear Factor 2 (Special Good Creature Trait)
The vampire gets +4 to any roll when actively
attempting to frighten a victim.
Hypnosis (Major Good Trait) Vampires can
hypnotize their prey.
Immortal (Special Good Creature Trait) Vampires cannot die through age, violence or disease
(see Weakness, below).
Keen Senses (Major Good Trait) The vampire
has +2 to all Awareness rolls.
Natural Weapons (Minor Good Creature Trait)
Claws and fangs give the vampire Strength +2
damage.

13

Phobia (Minor Bad Trait) The vampire is repelled by sunlight.


Tough (Major Good Trait) Vampires reduce all
damage taken by 3.
Weakness (Major Bad Trait) Beheading or
burning will destroy the vampire, while
staking it will immobilize the creature.
Character Points: 49

Note: The stats below represent fairly realistic vampires;


humanoid creatures with enhanced strength, speed and
219

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

Flight (Minor Good Creature Trait) The master


vampire can take wing.

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

Though the details of the curse change from culture to


culture, the essentials remain the same. The werewolf is
a man or woman who sometimes willingly, often unwillingly physically transforms into a monstrous, flesh-eating beast. In most versions of the legend, the transformation is triggered by the light of the full moon, though in
some stories it is activated deliberately by the donning of
an animal pelt. In the most well-known legends, the transformation is a curse, the victim tormented by vague memories of the horrible crimes his bestial persona may have
committed during the night.

Fear Factor 3 (Special Good Creature Trait)


The vampire gets +6 to any roll when actively
attempting to frighten a victim.

Hypnosis (Major Good Trait) Vampires can


hypnotize their prey.

Natural Weapons (Minor Good Creature Trait)


Claws and fangs give the vampire +2 damage.
Psychic (Special Good Trait) Master vampires
can read minds.
Telekinesis (Special Good Psychic Trait)
Master vampires can move objects by the
power of their minds.
Tough (Major Good Trait) Vampires reduce all
damage taken by 3.
Weakness (Major Bad Trait) Beheading or
burning will destroy the vampire, while staking
it will immobilize the creature.
Character Points: 71

220

Descriptions of men who transform into savage beasts by


the light of the full moon are recorded in the literature of the
ancient Greeks, and before that in the cave paintings of
neolithic man. The werewolf has always been with mankind,
stalking us through the shadows during the nights of the
full moon and living among us by the light of day.

Skills: Athletics 3, Fighting 4, Survival 5


Aggressive (Major Good Creature Trait) Werewolves are savage, blood-thirsty monsters.
Amnesia (Minor Bad Trait) Werewolves have
little or no memory of what they do while transformed.
Climbing (Minor Good Creature Trait) Using
their claws and immense strength, werewolves
can climb almost anything.
Enhanced Senses 3 (Minor Good Creature
Trait) The werewolf possesses acute hearing,
scent and sight.
Fast-Moving (Major Good Creature Trait)
Werewolves move at with a Speed of 10.
Fast Healer (Special Good Trait) Werewolves
heal normal wounds at 1 point of damage per
minute.
Fear Factor 3 (Special Good Creature Trait)
Werewolves are slavering, terrifying beasts.
Immortal (Special Good Trait) The werewolf
is ageless and undying, except through wounds
inflicted by a silver weapon. Even if the werewolf is killed in human form, he will revive
during the next full moon.
Infection (Major Good Creature Trait) Any
bite or scratch from a werewolf that pierces
armor and draws blood is enough to transmit
the curse.

Bestiary
Leap 2 (Special Good Creature Trait) Werewolves are capable of leaping four times their
body length.

Zombie

Natural Weapons (Minor Good Creature Trait)


Razor-sharp claws and fangs deliver Strength
+2 damage.

I will smash the door posts,

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

I will knock down the Gates of the Netherworld,


and leave the doors flat down,
and will let the dead go up to eat the living!
And the dead will outnumber the living
the epic of gilgamesh
Zombies are the walking dead, either flesh hungry creatures intent on devouring the living and spreading their
unnatural affliction or corpses animated by apparently
magical or super-scientific means to serve the will of a
sorcerer or mastermind.

The Enslaved Dead


The Enslaved Dead are corpses reanimated as servants by
a controlling intelligence. This intelligence could be supernatural in origin, such as the power of a voodoo sorcerer or Eldritch Abomination, or the power of perverted
science. Unlike the Shambling Dead, these creatures are
driven by the commands of their master, do not feed on
living flesh or transmit their condition by bites.
Awareness:

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

Networked (Major Good Creature Trait) The


enslaved dead are controlled by a central animating intelligence, such as a voodoo sorcerer
or an evil mastermind.
Never Gives Up (Major Good Trait) Zombies
cannot be knocked out or incapacitated.
Slow-Moving (Minor Bad Creature Trait) Very
few zombies are capable of moving quickly.
Slow Reflexes (Major Bad Trait) Dead nervous
systems do not respond quickly.
Weakness (Major Bad Trait) Destroying the
animating intelligence will destroy the Enslaved Dead.
Character Points: 19

221

Pulp Fantastic

Dinosaurs

The Hungry Dead


The zombie sub-type referred to as the Hungry Dead are
mindless undead creatures driven by an all-consuming
hunger for human flesh. The hungry dead may be created
in a number of ways including supernatural forces, viral
infection, electro-chemical stimulation or exposure to
exotic radiations. They are slow creatures that become
terrifying in large numbers. Rumors persist of encounters
with so-called fast zombies, but these are clearly the
fabrications of delusional minds.
Awareness:

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

Slow Reflexes (Major Bad Trait) Dead nervous


systems do not respond quickly.
Strange Appearance (Special Bad Creature
Trait) The hungry dead are very clearly walking
corpses in various states of disrepair.
Weakness (Special Good Creature Trait) Destroying the brain or a significant proportion
of the upper spinal cord will permanently deactivate the hungry dead.
Character Points: 17

Dinosaurs first appeared during the Triassic period, over


230 million years ago. They were the most diverse and
successful form of animal life the world has ever seen, and
dominated the planet for 135 million years. They were so
wide-spread, diverse and numerous that their dominance
of earth was only broken by an extinction event so massive
that it eradicated 75% of all plant and animal life. Their
descendants, in the form of birds, are all around us. Is it any
wonder then that, in the dark, isolated, strange places of
the globe, small populations of dinosaurs may still remain?
Today, dinosaurs are considered by all serious scientists to
be utterly extinct, existing only as fossil remains. However,
certain brave explorers and visionary scientists know the
truth; that dinosaurs continue to live into the modern era,
inhabiting subterranean worlds, isolated plateaus, hidden
valleys and distant fog-shrouded pacific islands. Even in
these remote locales though, the forces of evolution have
not stood still, and the dinosaur-like creatures that may be
encountered today are not exactly like their distant ancestors.
Note: As there are far too many dinosaurs to present a full
catalogue of species in this book, the stats below can be used
to represent broad families of animals that may be encountered.

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...

Enhanced Senses (Minor Good Creature Trait)


Raptors have a keen sense of smell and gain +4
Awareness when using it.
Fear Factor (Special Good Creature Trait)
Raptors gain +2 to rolls when trying to intimidate prey, and humans need to make a Fear
test when first meeting a raptor.
Snap (Major Good Creature Trait) The raptor
makes an extra Bite attack this round. This can
be used in addition to its normal action.
Special: Leaping Attack (Special Good Creature Trait) Raptors can jump onto an enemy
and cling on with its claws. A raptor must make
a successful Fighting attack to grab on, and
inflicts claw damage in the first round it hits.
In every subsequent round, it automatically
inflicts the lower end of its claw damage on the
victim, and gets to make a bite attack too. The
raptors victim suffers a -4 penalty to all actions
while it is clinging to him. Knocking the raptor
off requires a successful Fighting or Athletics
contest.
Stalker (Major Good Creature Trait) Raptors
are effective hunters. On a successful opposed
Coordination+Subterfuge roll, Raptors gain +4
to sneak attacks.
Character Points: 50

Note: Raptors are actually closely related to birds, and may


subspecies were either partially or completely feathered.
Awareness:

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

Savage Roar (Major Good Creature Trait) The


roar of a Tyrannosaur causes those who hear
it to make a Fear check or lose an Action when
they encounter it.
Snap (Major Good Creature Trait) The Tyrannosaur makes an extra Bite attack this round.
This can be used in addition to its normal
action.
Special: Tail Sweep (Special Good Creature
Trait) The Tyrannosaur makes an attack that
inflicts Strength damage, but can attack any
number of targets as long as theyre all within
a few metres of each other. Anyone hit by the
tail swipe is knocked down.
Tough (Major Good Trait) Tyrannosaurs have
tough skin and dense muscles, reducing all
damage taken by 3.
Character Points: 53

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.

THE NEMO PAGES


Powerful, connected, monied people want these pages. Theyll
lie, cheat, steal, and murder to get their hands on them. Some
want them purely for their monetary value, others desire to
see the machinery of Nemo put to use, and the Invisible
College may want to keep the world from seeing the pages.
This scenario allows the GM to choose which antagonist they
wish to use in their game: crime bosses, mad scientists, book
collectors, or even the Invisible College itself may act as the
antagonists of this scenario. The story is designed in a manner
that no matter which the GM chooses the action and plot
will run smoothly.
The characters are met at the door by a gracious butler,
Harry Perkins, who takes hats, coats, canes and announc-

es the characters. Characters of some renown will be


greeted with cheers and claps, and other less known characters will be politely ignored. All of the servants are
dressed as literary characters (Robin Hood and his men,
Don Quixote, the Three Musketeers, and any other characters that the gm may wish to use). The party will quickly
become crowded as more and more guests are announced,
characters can meet, mingle, and make new acquaintances (a gm may use this scene to introduce background
characters that may be of use in future adventures if they
are planning a campaign). Everyone seems quite pleasant,
the party is going well, many cheques are being written
and stuffed into a large box near the glass enclosed case
showcasing the Nemo Pages.

Robin and His Unmerry Men


Eventually Geoffrey George Lilliamont will tap his glass
repeatedly until the crowd quiets down, and begin to give
a speech. His wife, Lady Lillian Lilliamont, has been mingling with the guests engaging in small talk. This stunning
woman of rare beauty should stop to speak with a character or group of characters just before the speech begins.
I would very much like to take this opportunity to
His words are cut off as an arrow pierces his side; blood
begins to pour forth through the white tux as he crumples
to the floor. Several women in the crowd scream and faint.
Others begin to panic and push towards the exits as a
booming voice from the wide staircase leading up to the
second store interrupts the chaos.

LAYOUT OF THE HALL


The hall is two-tiered, with an upper balcony, where the
guests are introduced, and a double staircase, leading down
to a checkerboard-floored ballroom, 100 x 50 feet, with
dazzling chandeliers and mirrors that make the ballroom look
as if it stretches off into infinity. Immediately opposite the
balcony are a set of long windows, with two pairs of French
doors leading out to the grounds. Underneath the balcony
is the entrance to the kitchen and servants rooms.
good day ladies and cads, i, robin of london, with
my Merry Men... he makes a flourish that quickly shows
that there are several associates in the audience are in
attendance to lighten not your wallets, but instead your

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.

mont is one of the foci of the attacks as three henchmen


descend on her, and attempt to murder her.

Merry Men

A Tricky (15) Awareness + Ingenuity check allows the


player to notice a strange zeppelin large enough for only
one person. This mini zeppelin has been camouflaged so
that it is quite hard to see in the foggy London night.

Quote: Give us yer money!


Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Fighting 4, Marksman 3, Subterfuge 2


Traits:

The constabulary arrive a few minutes later, but in that time


the majority of the henchmen are captured by either the
characters or the other party goers. The police will expect
the characters to submit to all of their questions, and anyone
that is not forthcoming or is uncooperative will be dressed
down and possibly arrested on the spot. Cooperative characters, after an hour or so, will be allowed to leave the premises. The police will not be far along into their investigation
when a doctor arrives to check on Mister Lilliamont. After
a few seconds the doctor will motion for the senior Bobby,
and will quickly explain that Lilliamont must be removed
to a hospital at once if he has any chance of survival.

Outcast (Minor Bad Trait) Low-level career


criminals arent well regarded.
Unattractive (Minor Bad Trait) None of these
mooks is going to win a beauty contest.
Total Character Points: 25
Trappings: Rapier
Story Points: 5

Robin Hood
Quote: Your money...or your life!
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 4, Craft 4 (Performance), Fighting 5, Marksman 5 (Bow), Subterfuge 4

GAMEMASTER

If characters wish to attempt to shoot the cables, hitting


them is a Difficult (21) shot (being quite thin), and they
take 8 points of damage to snap (they are steel, after all).

Aftermath

Obligation (Major Bad Trait) A henchmans


lot is not a happy one.

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

Robin Hood quickly dispatches any NPC that attempts


to stop him as he connects the two massive suction cups
to the glass case that the Nemo papers are displayed in. If
unchecked, he will leap on top of the glass container, wrap
one arm around the ropes, and give a deep bow with his
sword in hand. Please, continue your revelry in my
absence. As he finishes his bow, the glass case begins to
quickly rise into the air and out through the wreckage of
the skylight.

A Tricky (15) Awareness + Ingenuity check allows the


players to make out what the doctor is saying. Characters
that are helping the doctor need not make the roll at all.
Successful characters will hear the name of the hospital
that Lilliamont is being taken to: Tandry Hospital.
Questioning the henchmen will be of no help to the characters or the police. All of Robins henchmen are upstanding staff members of Lilliamonts or the library. As they are
questioned they look blank-eyed and unresponsive.
A Normal (12) Awareness + Medicine check will allow a
player to notice that the staff appears to be mesmerized
or possibly hypnotized. On a Good result the character
can speed up the staffs recovery, while a Fantastic success
will allow the staff to remember that they heard a strange
buzzing sound, and a voice coming from their outfits that
made them believe they were Robin Hoods men, and that
the party goers were plotting against Mr. Lilliamont. To
protect their master they needed to go along with the
charade, and when it appeared that Mr. Lilliamont was
injured the servants were to attack the conspirators.
A successful Awareness + Subterfuge check will allow the
characters to realize that each of the servants costumes
has a cloisonn pin in the shape of an eye. Each pin appears
to have a strange miniature speaker behind it. A Fantastic

The Nemo Diary


success allows the character to discover a flaky substance
adhering to the pin. gms may want to use this design later
on to draw the characters into a greater conspiracy. As it
stands now, they are merely to identify the Merry Men.
Merely touching the powder with exposed flesh is enough
to force a Tricky (15) Strength + Resolve roll, unsuccessful
characters suffer a vivid hallucination of some horrible
event in the characters life. This lasts for one minute for
each point the character failed the roll by. Successful characters are unaffected.
With an Ingenuity + Medicine or Ingenuity + Science
check, the character is able to discern that the substance
is a combination of morphine and opium in a powdered
form. It is a powerful hallucinogen, which would explain
why the servants were overcome by the suggestion to
attack the party goers.
If the characters are unable to awaken the staff, they will
eventually snap out of their apparent daze, but no one
remembers anything after they arrived at work and were
handed their costumes for the evening. They have no
recollection of the fight that just occurred, and those that
are injured are even more confused as they demand to
know what has happened.

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:

Skills: Athletics 3, Convince 3, Craft 3, Knowledge 4, Marksman 2


Traits:
Attractive (Minor Good Trait)

the police continued their investigation. Perkins explains


that My lady wishes your presence before you depart.
The study is a simple private reading room, and the Lady
sits with a tray for tea set up nearby. She rises when the
players enter and offers them tea, while apologizing profusely for the disturbance. It takes no Awareness roll to
realize that the lady is irate over the attack on her husband,
and shes hiding her feelings as best she can.
An Awareness + Convince check reveals that Lady Lilliamont is tired, scared, angry, and fearing for her husbands
life. For her to call this meeting instead of rushing to her
husbands hospital bedside clearly shows how important
she feels this meeting is.
She expresses her thanks for anyone that came to her aid,
and will fuss over anyone that was injured while protecting
her. After a few moments she explains that this affront
upon her husband cannot go unanswered. The proper
authorities will do what they must, but she is calling upon
this group to do more. She will offer them money, access
to her husbands private library (an interest to members of
the Invisible College who may be wishing to learn if Lilliamont has any other books or papers that they may need to
research later), or the favor of her familys name. Unfortunately she has no clues as to who may have perpetuated
this atrocity. There were no threats, there were no strange
occurrences, no strange people in their lives, and her husbands behavior has not changed in recent history.
Lady Lilliamont is not without any leads. She can give the
players, under an oath of secrecy, the name of a gentleman
her husband had done business with in the past: Mr. Haberdrant of 22 Arcadia Avenue, an unsavory fellow of low
stock and questionable means. But his ability to track
down hard to acquire antiquities was never questioned.
It was this gentleman that helped Mr. Lilliamont acquire
the two Nemo pages.

Mr Haberdrant of
22 Arcadia Avenue

Charming (Minor Good Trait)


Empathic (Minor Good Trait)
Voice of Authority (Minor Good Trait)
Well Travelled (Minor Good Trait)
Total Character Points: 42
Trappings:
Lady Lilliamont carries a small silver Derringer,
a gift from an eccentric aunt.
Weapon

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

Day or night, the lowly-looking hovel in an unsavory part


of Londons East End appears to be a hotbed of activity.
Cutthroats, purse snatchers, beggars, and on occasion,
the strange sight of a gentleman can be seen entering the
doors and leaving a short time later hurrying away. If the
characters simply try to enter the establishment the
mammoth form of an obese, toad-like man standing nearly
seven feet tall meets them as they enter, and he demands
they leave unless they have an appointment. Mr. Haberdrant doesnt bother with bodyguards or servants. His
towering, blubbery form are intimidating enough to scare
any of the local toughs away, and his reputation for violence
keeps the better-trained bone breakers at bay.
Nothing short of a Fantastic result on a Tricky (15) Presence
+ Convince check, will allow the characters to cow Mr.
Haberdrant, who makes his living intimidating others.
A simple bribe of a handful of pounds (three pounds per
227

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:

Skills: Convince 4, Fighting 4, Marksman 3, Subterfuge


3, Transport 2
Traits:
Adversary (Major Bad Trait)
Breaking & Entering (Major Good Trait)
Distinctive (Minor Bad Trait)

GAMEMASTER

Empathic (Minor Good Trait)


Owed Favor (Minor Good Trait)
Rumor Mill (Minor Good Trait)
Selfish (Minor Bad Trait)
Tough (Minor Good Trait)
Unattractive (Minor Bad Trait)
Total Character Points: 65
Trappings:
Mr. Haberdrant carries a large pistol.
Weapon

Range

Ammunition

Damage

Recoil

Large Pistol

5/10/20

6-10

2/5/7

-3

Story Points: 5
228

Inside the envelope, the characters discover a slip of paper


with an address: 1870 Nedland Way. Characters with a
criminal or law-enforcement backgrounds will be familiar
with this area of docks. Its an area of illicit trade, black
marketing, drug dens, and a hotbed of criminal activity.
The object is an auction paddle with the number 20 on it.
If the players should acquire further paddles from Haberdrant, the numbers will all be unique.
The characters can spend the day preparing for that nights
auction, or they can attempt to learn further information
from informants. With a successful Presence + Convince
check, characters with the right contacts learn that the
underworld community is very quiet, but excited about
the upcoming auction. A Good result allows the character
to learn that every power broker in the underworld has
been sent a personal invitation to the underground auction.
A Fantastic success allows the character to learn that an
unknown gang is making a power play, and tonight will
be the showdown between the established purveyors of
crime in London and this new upstart group.

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-

The Nemo Diary


house without a auction paddle will be stopped at the door
and denied entrance with a promise of physical violence
if they do not leave immediately.
A successful Presence + Convince check will allow the
character to browbeat the door thugs into allowing them
entrance, or allow characters with criminal or law-enforcement backgrounds to use enough names associated
with illicit activities to convince the thugs to allow them
entrance.
Ingenuity + Subterfuge will allow the character entrance
as (s)he hoodwinks the doorman.

Thug
Quote: If yer names not on the list, yer not getting in.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Convince 2, Fighting 4, Subterfuge 2


Traits:
Breaking & Entering (Major Good Trait)
Tough (Minor Good Trait)
Unattractive (Minor Bad Trait)
Total Character Points: 31
Trappings: Cosh (Strength +2 Damage)
Story Points: 5
Once inside the warehouse, the characters will see a brightly lit, palatial interior. The finest rugs of the Orient cover
the floors, each chair in the audience is a plush, low-backed
affair of immense comfort, and high, glass chandeliers
cover the entire room in an elegant glow that flutters as
drafts from the door opening and closing caress the
candles flames. A stage has been erected in front of the
audiences chairs, and a podium and gavel stand empty
upon it. There are several professional-looking thugs in
attendance, dressed smartly in tuxes, and all carrying
truncheons; a few near the stage have firearms in hand.
Each of these men wears the same cloisonn pin in the
shape of an eye that the servants at the library attack wore.
There are no windows, the walls are all slightly rounded,
and overall gives the impression of a ships interior.
Awareness + Ingenuity will allow a successful character
to realize that the interior of the warehouse has the look,
feel, and dimensions of an immense room aboard a ship.
The crowd is a melting pot of the criminal elements of
London and much further afield. Sadistic-looking men
whose preferred form of communication appears to be
sneers and grunts drink wine alongside fine gentlemen
of good breeding.
Characters with a law-enforcement or criminal background can use Awareness + Knowledge to spot several
key members of the underworld, while more refined

characters can use the same check to character to pick


out several influential members of high society.
A Tricky (15) Awareness + Subterfuge check will allow the
characters to realize that a woman whose visage is completely covered by a veil is none other than Lady Lilliamont
in disguise.
A finely dressed man takes the podium, and blows shrilly
into a Bosuns whistle, calling the party-goers to order.
Good dayahemladies and gentlemen he says, with
a wink at several of the most uncouth-looking creatures.
With an Awareness + Subterfuge roll, the characters realize
that the voice of this gentleman is that of Robin Hood.
The man continues his introduction by explaining the
rules of the auction: all items will be paid for on completion of the auction. All items are paid for in cash, no
exceptions. Anyone caught engaging in the trade while
attending the auction will be treated as a deadbeat bidder.
Anyone who fails to immediately pay for an item they
have will be considered a deadbeat bidder, and will be
dealt with in a manner that will leave them as a truly
dead bidder. Then he brings forward the man responsible for the evenings auction. A male figure dressed
sharply in a fine, flowing robe and a full mask that covers
everything but his eyes comes forward from behind a
partition set up behind the stage. The entire mask is
covered in a copy of the eye that has been seen in the
cloisonn pins of the henchmen. The masked man welcomes his guests to this unique auction. He introduces
himself as the All Seeing Eye, and expresses hope that
everyone will enjoy the auction. As he begins to turn to
leave, the disguised Lady Lilliamont will stand up and
point her parasol at the masked man and exclaim For
the honour of my husband I shall see you dead, sir. Her
parasol lets out a crack as the built-in derringer unloads
its single bullet. Even if the players have come to her side
this should come as a shock. If the players stop her from
firing the bullet she claws furiously at them before having
a minor breakdown until her stiff British upbringing
brings her back under control.

14

Regardless of Lady Lilliamonts outburst, as soon as the


masked figure bangs the gavel announcing the opening
of the auction, two of the thugs begin to bring out an astounding-looking cannon-like weapon, which the masked
man describes as one of Nemos greatest inventions, the
Light Lance, and gets no further into his description as
the doors of the warehouse burst open and several bobbies
begin piling in with truncheons swinging.
The auction turns into a mad house as everyone begins
scrambling to get out; the bobbies are pushed back outside
as a wave of Londons criminal element surges forward.
A few bobbies manage to keep to their feet, and begin
attempting to bring order to the madness when the henchmen (use the Merry Men template from above) carrying
the Light Lance turn it on the bobbies.

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

The stage shifts, the partition behind the


stage falls over, crashing into the podium
revealing a large wheel like that of a nautical ship, as well as a massive window that
looks out upon the warehouses walls, but
not for long as the massive zeppelin that
has been disguised as a part of the warehouse begins to ascend into Londons
night sky.
While the ship is rising into the air, the
characters have to deal with the Light
Lance-wielding henchmen, as well as
the other henchmen that have been
left to deal with the bobbies (one and
a half henchmen for each character
rounded down should be sufficient
for a formidable fight). Lady Lilliamont will engage the thugs as best
she can while aiding the characters.
The characters should be able to overpower the thugs in a few rounds, but
as they begin to get their bearings they
will see that the All Seeing Eye has set
his disguised zeppelin on a crash course for the Big Ben
clock tower.
The characters have to wrest the controls of the Zeppelin
from the desperate madman bent on destroying all of
those aboard. Hell curse the characters for their interference, and promises that they will pay for their meddling. As the characters begin to overpower the All Seeing
230

Eye, hell smash a blinking green button on the console,


which triggers a series of small explosions.
The controls are now worthless, the explosives in the
chandelier will set off the hydrogen in the zeppelin,
between the explosion and the wreckage everyone aboard
and below will perish, and of course that clockwork eyesore
will no longer plague the skyline of London further. Let
me go, and I will stop this destruction.
An Awareness + Subterfuge check allows a character to
know the All Seeing Eye is lying.
As the characters attempt to regain control of the ship:

The Nemo Diary


A successful Ingenuity + Transport check allows a successful character to regain some control of the zeppelin.
A Fantastic success allows the character to narrowly miss
the clock tower.
If the characters can manage to reach the chandelier they
will find an extensive array of wires that appear to be
hooked to multiple explosives arranged all around the
ship.
A Tricky (15) Ingenuity + Technology check will allow the
character to defuse the explosives.
During the scuffle, the attempt to right the zeppelin, fighting off any other henchmen the gm may wish to throw at
the characters, and the attempt to defuse the explosives,
the All Seeing Eye will attempt to get away by jumping out
of a window or a hatch (escaping to plague the characters
at a later time if the gm wishes). However, as he attempts
to flee, a character may grab the mask (if the All Seeing
Eye hasnt already been unmasked) otherwise the mask
catches on a piece of wreckage and his face is revealed:
Geoffrey George Lilliamont. A gm may wish to substitute
another NPC as the All Seeing Eye that better fits their
campaign.

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.

All Seeing Eye


Quote: None are hidden from the searing gaze of the
All-Seeing Eye!
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 4, Fighting 3, Knowledge 3, Marksman


3, Subterfuge 3, Technology 3, Transport 3
Traits:
Dark Secret (Minor Bad Trait)
Hypnosis (Major Good Trait)
Linguist (Minor Good Trait)
Minions (Major Good Trait)
Owed Favour (Major Good Trait)
Weird Tech (Major Good Trait)
Total Character Points: 51
Trappings:
Weapon

Range

Ammunition

Damage

Recoil

Holdout Pistol

5/10/20

1/2/3

Story Points: 12

The police will want an explanation, and may even arrest


the characters believing that they had something to do
with this whole thing. Lady Lilliamont may come to their
aid and manage their release. A gm who wants to lead
directly into the next adventure may have Mr. Haberdrant
arrange their release, but only if they look into a certain
matter for him.
Regardless, the characters have an enemy in the All Seeing
Eye, if he managed to escape, or the second in command
of this mysterious new criminal element in London.

14

Characters should receive 1 Experience Point for surviving


the adventure.
+1 Experience Point for saving Big Ben
+1 Experience Point for preventing the ship
from blowing up over London.
+1 Experience Point to the best role player of
the session as voted on by the players.

231

Bibliography
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.

series of films based on The Destroyer series of novels.


Adventures of Buckaroo Banzai Across the Eighth Dimension.
A cult classic form 1984, this movie shows a hero and his
companions in the style made famous by Doc Savage:
Buckaroo Banzai and his Hong Kong Cavaliers, scientists
and rock stars. They battle monsters, aliens, a mad scientist and criminals bent on conquering the world.
Romancing the Stone and Jewel of the Nile. Kathleen Turner
at her most beautiful and Micheal Douglas as a reluctant
(anti-)hero. Adventure and exotism galore.
Zone Troopers. WWII soldiers deal with an invasion from
space in the Italian theatre of operations. Hitler himself
appears in this B-movie.
The Shadow. This entertaining adaptation of the radio
incarnation of the classic pulp hero, which does a nice job
of presenting a war between two rival psychics with mesmeric powers.
The Mummy and The Mummy Returns. Big time adventure,
extreme fun, distilled pulpery in both movies.
Lara Croft: Tomb Raider and Laura Croft: Tomb Raider The Cradle
of Life. Angelina Jolie plays the computer game heroine.
Relic Hunter. A TV show focusing a modern-day treasure
hunter.
Sky Captain and the World of Tomorrow. Fabulous imagery
in this amazing recreation of a 1940s serial in just one movie.

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.

The Phantom. The comic strip hero brought to the big


screen starring Billy Zane.

King Solomons Mines. There are several versions of the


classic H. Rider Haggard adventure novel. There are VHS
and DVD editions of the earlier versions (1937 and 1950).
Please dont watch the 1985 version with Richard Chamberlain first you wont get the story at all. Theres also a
2004 version.

Hellboy 2: The Golden Army. Mike Mignolas hero returning


for another story adaptation.

Allan Quartermain and the City of Gold. Sequel to King


Solomons Mines and much more visible. Quatermain
searches for a lost city.
Firewalker. Lou Gosset, Jr. and Chuck Norris are the adventurers in this 1980s adventure film, following the dreams of a
beautiful girl through an imaginary South-American country.
Remo Williams: The Adventure Begins. A failed start for a

Hellboy. Mike Mignolas hero another comic book adaptation.

The League of Extraordinary Gentlemen. Dont watch this if


you liked the comic. If you dont know it, it might be enjoyable heroes from Victorian novels meet up to fight villains.
Sahara. Another modern day adventure movie, Matthew
McConaughey and Penelope Cruz seek out a disappeared
Civil War ironclad. It doesnt resemble the novel except
in basic plot and name, but it is an enjoyable way to kill a
couple of hours.
The Librarian: The Quest for the Spear. When the Spear of
Destiny is lifted from his library, a meek librarian sets out
to ensure its safe return. To do so, however, he enlists the

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).

The Pulp Magazines


Although many pulp stories have been reprinted over the
years, many thousands more werent. Probably the only
way to find some of the stories in the magazines is to collect
them, a hobby many find enjoyable. Some magazines may
be found for little money, especially the later pulps of the
late 40s and the 50s, but count on paying a tidy sum for
early work of the most famous magazines. Still, many are
appearing on the internet or in CD collections from prices
ranging from nothing to very cheap.
Usually, the pulp publishers made use of house names.
Street & Smith, for example, used the house name Kenneth
Robeson for Doc Savage stories, written by Lester Dent (who
wrote the majority), Norman Danberg, Alan Hathaway or
William Bogert, as well as for their Avenger series written
by Paul Ernst. It became so famous that the publisher started
234

a detective series for another magazine under it, to be


written by Lester Dent - According to the advertising, they
had persuaded the star author to write another series.
Pseudonyms werent at all uncommon in the business.
Lester Dent himself wrote stories under his own name in
the same magazine. And it was not unusual for authors
to have several pen names. Sometimes this was to differentiate works in different styles. John W. Campbell wrote
universe-crashing, super-science space-opera under his
own name and poetic, visionary stories under the name
Don A. Stuart. Biographies, bibliographies and other references may list authors under their real name or one or
more of their pseudonyms.

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

G-8. In the late 1960s Berkley Books began to reprint the


G-8 series. Even with terrific cover art by Jim Steranko, the
series failed to make it past the first three: The Bat Staffel,
Purple Aces, and Aces of the White Death. Hard to find.

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.

Dusty Ayres. The reprints of these pulp aviation stories


(in which most of the world has been conquered by the
sinister Evil Eyes and his Black Invaders) began in the
1960s by Corinth Books. It only last through five books:
Black Lightning, Crimson Doom, Purple Tornado, The Tesla
Raiders, and Battle Birds versus the Black Invaders, a series
of short stories.

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.

Secret Agent X. Corinth also reprinted the exploits of


Secret Agent X, another master of disguise. The series
includes The Torture Trust, Servants of the Skull, Curse of the
Mandarins Fan, City of the Living Dead, The Death Torch
Terror, Octopus of Crime, and The Sinister Scourge.
Fu Manchu. Pyramid Books has reprinted many of the Fu
Manchu stories beginning with The Insidious Doctor Fu
Manchu (originally The Mystery of Fu Manchu) in 1963. They
have gone through several printings, so they are fairly
easy to find. Rohmer also wrote many other books; most
have been reprinted in paperback and show up at the
used-book stores.
The Saint. Leslie Charteris began the chronicles of Simon
Templar, the modern Robin Hood, in the 20s, and continued
them for decades. In the 30s, the Saint frequently visited
America. The Saint is a classic pulp hero in many ways:
strong, handsome, honorable, good with weapons. He is
also clever; he prefers to outwit rather than outgun the
opposition. The Val Kilmer movie of the 1990s, while entertaining, was not an accurate portrayal of Charteris Saint.

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.

the past and the weirdness of their super-hero and pulpish


world and past. The best resource of all for campaigns in
the contemporary world and for a mix of the not-to-dissimilar worlds of super heroes and pulp.

Raymond Chandler learned to write as a pulp contributor;


most of his stories have been reprinted.

Hammett by Joe Gores. The most famous hard-boiled detective writer stars in this book, as a hard boiled detective.

Dashiell Hammett actually worked as a detective before


taking up writing about them. His Continental Op is the
very definition of the pulp detective. He often mixed detective stories with other pulp genres.

The Era

Science Fiction

The New York Times Chronicle of American Life: From the


Crash to the Blitz, 1929-1939, by Cabell Phillips. Almost 600
pages of stories and photographs covering all aspects of
American life during the 30s. Easy reading since it is a
conglomeration of short articles on various topics.

Science Fiction of the 30s, edited by Damon Knight, has


not only a fine selection of stories but reproduces the
original illustrations and has brief notes on the writers
and history of the magazines.
Before the Golden Age, edited by Isaac Asimov. A good
example of what Science Fiction was before John W. Campbell, complete with Asimovs own notes about what it was
like to write science fiction for the pulps.
The Lensman and Skylark of Space books, all by E.E. Smith,
Ph.D. Classic space opera, with heroes and villains much
larger than life and superscience galore.

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

This section refers to historical or contemporary resources about the 1930s.

This Fabulous Century; Volume 4, 1930-1940. A great book


for consulting information on background including a
Depression era shopping list on p. 27 and an excellent
section on gangsters and the FBI on pp. 100-113. there are
other eras available in this collection.
Old encyclopedias. Consulting encyclopedia sets published
in or about the 1930s will provide the point of view of the
contemporary person. The Encyclopedia Britannica is particularly useful, and editions up the middle 50s still used
mostly material from the 30s.
Newspapers. Many libraries have newspaper collections.
Old news, and perhaps even more, old gossip, editorials
and advertisements give the past a reality that is hard to
duplicate from formal histories.

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:

Skills: Knowledge 4, Medicine 1, Science 2, Technology


2, Transport 2
Traits:
Clumsy (Minor Bad Trait)
Eccentric (Minor Bad Trait)
Friends in Academia (Minor Good Trait)
Hobby (Minor Good Trait)
Insatiable Curiosity (Minor Bad Trait)
Linguist (Minor Good Trait)
Super Amalgamated (Minor Good Trait)
Total Character Points: 32
Unspent Character Points: 10
Story Points: 12

Pulp Fantastic

Air Ace

Big Game Hunter

While no longer a new technology in the Pulp Era, flight


has yet to become commonplace and to many the air ace
personifies the spirit of the age. Flight is still seen as daring,
glamorous and alluringly dangerous. Every passing year
brings new advances in aircraft, new achievements and
new records broken. With the Great War only a few years
past, aviators have become dashing, heroic figures, and
their adventures are a thrilling escape from the mundane
problems of the day-to-day life.

In a world largely unconcerned or unaware of animal


extinctions and ecological issues, the big game hunter
still cuts a dash in the Pulp Era as he returns from untamed
lands far beyond the reach of civilization bearing exotic
trophies and even more exotic after-dinner tales of peril
and excitement. He brings with him a touch of the jungles
primal savagery, a hint of danger and more than a little
disregard for the rules of polite society.

Many of the Pulp aviators were ex-military pilots and


veterans of the Great War against the Germans, though
their adventures in the magazines were often even more
bizarre than those of their comrades. For example, heroes
such as G-8 and his Battle Aces fought mad scientists,
monsters and even supernatural menaces. The adventures
of these heroic aviators encompassed speed, travel to exotic
locations, high technology, the freedom of the air and
thrilling dog-fights with merciless and deadly opponents.
There are only a handful of commercial airlines in operation, so unless they are of independent means, most air
aces will be forced into freelancing if they want to stay in
the air. Possible freelance jobs include flying for Hollywood, mercenary work, giving lessons, or performing
daredevil stunts at air shows.
Quote: YeeeeeHAAAAAA!

Quote: Move quietly, but confidently. If we act like prey,


theyll act like predators.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Animal Handling 2, Athletics 2, Fighting 3, Knowledge 2, Marksman 3, Subterfuge 3, Survival 3


Traits:
Adversary (Minor Bad Trait)

Awareness:

Coordination:

Ingenuity:

Favorite Gun (Minor Good Trait)

Presence:

Resolve:

Strength:

Keen Senses (Minor Good Trait)

Skills: Athletics 3, Fighting 3, Knowledge 2, Marksman


2, Technology 2, Transport 3
Traits:
Adversary (Minor Bad Trait)
Favorite Vehicle (Minor Good Trait)
Hot Shot (Minor Good Trait)
Impulsive (Minor Bad Trait)
Maverick (Minor Bad Trait)
Quick Reflexes (Minor Good Trait)
Total Character Points: 37
Unspent Character Points: 5
Story Points: 12

240

Big game hunters often worked as safari guides, leading


parties of less-experienced hunters through dense jungle
and across lion-haunted savannahs, or working with explorers. In the Pulps, he was often the foil or business
partner of the main hero. Big game hunters were also
frequently depicted as villainous; greedy poachers, insensitive colonialists or deranged obsessives.

Maverick (Minor Bad Trait)


Sharpshooter (Minor Good Trait)
Tracker (Minor Good Trait)
Total Character Points: 42
Story Points: 12

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.

Being raised on the streets makes you tough. Tough guys


can go one of two ways on the streets: go into crime or
help others. The brawler didnt start out to be a hero, but
when it came time to make the tough decisions and push
came to shove, he ended up on that path anyway. You never
thought that you would ever end up as anything but
another broken down palooka, but it looks like your choices
are taking you on to bigger and better things in this world.
Many Pulp heroes were brawlers or boxers, tapping into
the growth in popularity of boxing during the era. Boxers
were modern gladiators, manly and heroic, and boxing
itself was referred to as the pugilistic art or the sweet
science, valuing technique and skill over brute force.
Brawlers usually have a day job that involves physical work
and a lot of exercise that helps keep them at the peak of
their fitness, and they often use any spare time to work
on improving their style, technique and endurance. A
brawler might work as a dock worker, a meat packer, cop,
bouncer, soldier, sailor or mob enforcer while in training
for his next fight.
Quote: You gotta stay humble, kid. Remember where
you came from, cause theres always somebody tougher
out there, and the way down is faster than the way up.
Awareness:

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:

Skills: Athletics 3, Convince 3, Knowledge 2, Subterfuge


3, Technology 2
Traits:
Breaking & Entering (Major Good Trait)
Dark Secret (Minor Bad Trait)
Eccentric (Minor Bad Trait)
Lucky (Minor Good Trait)
Obsession (Minor Good Trait)
Quick Reflexes (Minor Good Trait)
Resourceful Pockets (Minor Good Trait)
Wealthy (Minor Good Trait)
Total Character Points: 40
Unspent Character Points: 2
Story Points: 12

Skills: Athletics 3, Fighting 4, Medicine 2, Transport 2


Traits:
Brave (Minor Good Trait)
Impoverished (Minor Bad Trait)
Never Gives Up (Major Good Trait)
Owes Favor (Minor Bad Trait)

Quick Reflexes (Minor Good Trait)


Tough (Minor Good Trait)
Unattractive (Minor Bad Trait)
Total Character Points: 33
Unspent Character Points: 9
Story Points: 12

241

Pulp Fantastic

Explorer

Femme Fatale

The world is an exciting place and the Explorer views it


as a huge opportunity. Explorers are the first to go anywhere from the unknown plateaus to the center of the
earth, equally at home hacking their way through sweltering jungle or trekking across icy wastes. They rely on
their bravery and experience to travel through the
unknown on all seven continents, always seeking out new
adventures.

Equipped with charm, beauty and brains, the femme fatale


uses her feminine wiles to achieve her goals while stealing
the hearts of the men around her. Using her sex appeal to
turn men into stuttering fools, this alluring vixen is strongwilled, confident, highly intelligent, frequently physically formidable and often utterly lethal. In an era when
women were encouraged to be little more than docile
wives and mothers, the femme fatale is anything but. She
craves adventure and excitement, and is often attempting
to right a wrong done her in the past.

Explorers fall into two basic categories; sponsored and


self-funded. Sponsored explorers are those funded by
external bodies such as scientific research societies,
museums, universities and governments. Due to the high
cost of transportation, equipment and qualified personal,
most explorers fall into the latter category.
Quote: If you believe conventional wisdom, there are no
blank spots left on the map. Conventional wisdom is wrong.
If you want to find the blank spot, leave the map behind.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Fighting 3, Knowledge 3, Marksman 2,


Subterfuge 3, Survival 3
Traits:

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:

Insatiable Curiosity (Minor Bad Trait)

Skills: Convince 3, Fighting 3, Knowledge 2, Marksman


2, Subterfuge 3, Transport 2

Linguist (Minor Good Trait)

Traits:

Maverick (Minor Bad Trait)

Adversary (Major Bad Trait)

Obsession (Minor Good Trait)

Attractive (Minor Good Trait)

Sense of Direction (Minor Good Trait)

Breaking & Entering (Major Good Trait)

Total Character Points: 40

Charming (Minor Good Trait)

Unspent Character Points: 2

Dark Secret (Minor Bad Trait)

Story Points: 12

Empathic (Minor Good Trait)


Minions (Major Good Trait)
Selfish (Minor Bad Trait)
Total Character Points: 41
Unspent Character Points: 1
Story Points: 12

242

Appendix

Gangster

Gentleman Crook

Like the gentleman crook, the gangster is a criminal. Unlike


the gentleman crook, hes no gentleman.

For the idle rich, boredom is a constant threat. With


nothing more serious to do than plan the next party or
the next seduction, the gentleman crook has turned to
crime to provide the ultimate thrill or to right some perceived wrong. Motivated by a need to outsmart the opposition, the gentleman crook usually cares little for the
money he steals, preferring instead to focus on the style
and daring of the crime itself. Rarely does he steal from
those ho cannot afford the loss, and his spoils are often
donated to the poor or those in need, giving him a Robin
Hood reputation. Many gentleman crooks prefer to steal
only from those who it is felt deserve it; criminals, corrupt
politicians or just people with appalling taste and bad
manners.

The gangster may be a bank robber, mob enforcer or simply


a low level mook involved with the rackets (illegal gambling, bootlegging, extortion, kidnapping, fraud, etc). The
pulp era was highly conscious of crime. The Ten Most
Wanted list turned bank robbers into national heroes of
a sort, while prohibition made bootleggers rich, and gang
wars with Tommy-guns created legends.
Quote: Gangsters dont ask questions, sweetheart. Gangsters just get answers.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 2, Convince 3, Fighting 2, Marksman 3,


Subterfuge 3, Transport 2

Some gentleman crooks operate under an assumed identity, while others are known but rely on their great skill to
avoid being caught.

Traits:

Quote: What a charming necklace, Lady Carstairs.

Adversary (Major Bad Trait)

Awareness:

Coordination:

Ingenuity:

Breaking & Entering (Major Good Trait)

Presence:

Resolve:

Strength:

Maverick (Minor Bad Trait)


Owed Favor (Minor Good Trait)
Selfish (Minor Bad Trait)
Tough (Minor Good Trait)
Total Character Points: 37
Unspent Character Points: 5
Story Points: 12

Skills: Athletics 3, Convince 3, Knowledge 2, Subterfuge


3, Technology 2
Traits:
Adversary (Minor Bad Trait)
Breaking & Entering (Major Good Trait)
Charming (Minor Good Trait)
Dark Secret (Major Bad Trait)
Lucky (Minor Good Trait)
Obsession (Minor Bad Trait)
Wealthy (Minor Good Trait)
Total Character Points: 36
Unspent Character Points: 6
Story Points: 12

243

Pulp Fantastic

G-Man

Grease Monkey

Smart, stalwart and rigidly dedicated, G-men are agents


of some branch of the U.S. Government: the fbi, the Prohibition Bureau, the Treasury Department, the Federal
Bureau of Narcotics (fbn), the Immigration and Naturalization Service, etc. Armed with access to national resources and powers far beyond that of local law enforcement, the G-Man is the sworn enemy of espionage and
organized crime.

Skills: Athletics 2, Convince 2, Fighting 3, Knowledge 3,


Marksman 3, Subterfuge 1, Technology 1, Transport 2

The grease monkey is a skilled engineer and mechanic


with a natural affinity for technology, particularly of the
vehicular variety. With his stained overalls and battered
toolbox, the grease monkey may often look slightly shabby
next to the square-jawed hero types, and may have difficulty talking to anything that doesnt have an overhead
camshaft, but hes the best there is at what he does, and
what he does is fix things. Courageous, loyal and hard-working, the grease monkey is as invaluable a tool in the fight
against crime as the chrome-plated .45 and the domino
mask. Hes the one who keeps the crime-fighters esoteric
vehicles and arsenal of equipment in peak working order,
the one who coaxes a battered engine into life just long
enough to track the gang of hijackers and who is always
willing to wade into a scrap armed with nothing but his
trusty over-sized wrench.

Traits:

Quote: I knew I should have brought a bigger wrench!

Quote: No sir, the fbi does not have a sense of humor


that we are aware of.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Authority (Minor Good Trait)

Awareness:

Coordination:

Ingenuity:

Breaking & Entering (Major Good Trait)

Presence:

Resolve:

Strength:

By the Book (Minor Bad Trait)


Code of Conduct (Minor Bad Trait)
Crack Shot (Minor Good Trait)
Obligation (Major Bad Trait)
Tough (Minor Good Trait)
Total Character Points: 42
Story Points: 12

Skills: Craft 4, Fighting 2, Knowledge 2, Science 2, Technology 2, Transport 2


Traits:
Attractive (Minor Good Trait)
Clumsy (Minor Bad Trait)
Dogsbody (Minor Bad Trait)
Favorite Tool (Minor Good Trait)
Technically Adept (Minor Good Trait)
Total Character Points: 31
Unspent Character Points: 11
Story Points: 12

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:

Skills: Convince 3, Fighting 3, Knowledge 2, Marksman


3, Subterfuge 3, Transport 3
Traits:
Breaking & Entering (Major Good Trait)
Code of Conduct (Minor Bad Trait)

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!

Emotional Complication (Minor Bad Trait)

Awareness:

Coordination:

Ingenuity:

Face in the Crowd (Minor Good Trait)

Presence:

Resolve:

Strength:

Favorite Gun (Minor Good Trait)


Friends in the Underworld (Minor Good Trait)
Impoverished (Minor Bad Trait)
Insatiable Curiosity (Minor Bad Trait)
Tough (Minor Good Trait)
Total Character Points: 40
Unspent Character Points: 2
Story Points: 12

Skills: Animal Handling 3, Athletics 3, Fighting 3, Subterfuge 3, Survival 3


Traits:
Animal Friendship (Minor Good Trait)

Animal Lover (Minor Bad Trait)


Fast Runner (Minor Bad Trait)
Keen Senses (Major Good Trait)
Maverick (Minor Bad Trait)
Pet (Minor Good Trait)
Strange Visitor (Minor Bad Trait)
Total Character Points: 39
Unspent Character Points: 3
Story Points: 12
245

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.

Working in partnership with the gangster, the mob moll


is his right-hand woman. Providing brains, guidance,
support and a safe place to stay, the mob moll is frequently a good woman whos simply fallen in love with the wrong
man. More often though, she is a hardened thrill-seeker;
a tough-minded, glamorous dame who gives as good as
she gets. Some mob molls act as spies for their men, while
others are the real power behind the throne, secretly
running a criminal empire while maintaining a facade of
innocence.

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:

Skills: Convince 3, Fighting 2, Knowledge 2, Marksman


3, Subterfuge 3, Transport 2
Traits:
Adversary (Major Bad Trait)
Attractive (Minor Good Trait)
Crack Shot (Minor Good Trait)
Dark Secret (Minor Bad Trait)

Awareness:

Coordination:

Ingenuity:

Minions (Major Good Trait)

Presence:

Resolve:

Strength:

Selfish (Minor Bad Trait)

Skills: Athletics 2, Convince 3, Fighting 3, Marksman 3,


Subterfuge 3, Transport 2
Traits:
Authority (Minor Good Trait)
By the Book (Minor Bad Trait)
Code of Conduct (Minor Good Trait)
Friends in Law Enforcement (Minor Good
Trait)
Obligation (Minor Bad Trait)
Voice of Authority (Minor Good Trait)
Total Character Points: 32
Unspent Character Points: 10
Story Points: 12

246

Quote: Fill em full of lead, boys!

Total Character Points: 37


Unspent Character Points: 5
Story Points: 12

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:

Skills: Athletics 3, Fighting 3, Marksman 2, Subterfuge 3

normal men who use their abilities at stealth and disguise


to terrify the cowardly and superstitious criminals that
they face, giving them a superhuman edge over their much
more numerous opponents.
Crime in the Pulp Era was often brutal, and brutal methods
were sometimes necessary to fight it. A vigilante who
deals with criminals too powerful or strange for the police,
the masked avenger is a weird figure who uses terror,
darkness and (usually) blazing twin .45s to deliver justice
and hot lead to the guilty. While a predecessor of the super-hero, the masked avengers costume usually consists
of a dark suit, a trench coat or cape, a fedora and a domino
mask or concealing bandana, though more outlandish
and garish costumes have been known.
Due to their lethal methods, masked avengers were often as
persecuted by the police as they were hated by the underworld, hence the need for a secret identity. Masked avengers
often faced gangsters and mad scientists, but their investigations frequently led them into conflict with stranger and
darker adversaries, such as vampires, ghouls and black magicians. While most masked avengers used theatrical tricks
and special effects to terrify their opponents, some used
psychic gifts and mesmerism to achieve their aims.

Fresh Meat (Minor Bad Trait)

While some masked avengers are motivated by tragedy,


the majority are simply trying to do the right thing. Many
are wealthy young men (very rarely women) who have
decided to put their natural gifts and extensive resources
to the service of justice as opposed to the Law. The masked
avenger is a staple of the Pulp genre. Examples include
the Shadow, the Spider and the Black Bat.

Indomitable (Major Good Trait)

Quote: Crime does not pay! blam! blam! blam!

Traits:
Adversary (Minor Bad Trait)
Code of Conduct (Minor Bad Trait)
Enlightened (Special Good Trait)

Martial Artist (Major Good Trait)

Awareness:

Coordination:

Ingenuity:

Quick Reflexes (Minor Good Trait)

Presence:

Resolve:

Strength:

Tough (Minor Good Trait)


Total Character Points: 38
Unspent Character Points: 4
Story Points: 12

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

Skills: Athletics 3, Fighting 3, Knowledge 3, Marksman 3,


Subterfuge 3, Technology 2, Transport 2
Traits:
Adversary (Major Bad Trait)
Breaking & Entering (Major Good Trait)
Cloud Mens Minds (Major Good Trait)
Code of Conduct (Minor Bad Trait)

Crack Shot (Minor Good Trait)


Dark Secret (Major Bad Trait)
Insatiable Curiosity (Minor Bad Trait)
Maverick (Minor Bad Trait)
Obsession (Minor Bad Treat)
Psychic (Special Good Trait)
Wealthy (Minor Good Trait)
Total Character Points: 42
Story Points: 12
247

Pulp Fantastic

Mystic

Mystery Man

To the mystic there is no such thing as magic, there are


only occult sciences and technologies of the mind that
man has yet to master. The mystic has delved deep in areas
shrouded in darkness and ignorance, be they the secrets
of lost Atlantis, ancient Tibetan meditations, the true
power of mathematics, the power of the Chi, or the correct
pronunciation and power of a handful of the true names
of God. The weight of this knowledge separates mystics
from their fellow man, and they keep their secrets close.

Grant could never get used to the view from up on top of


his buildinglooking out over the city, his city, he could
almost fool himself into thinking that it was clean

Mystics tread the fine line between scholar and scientist,


with the occult and the unknown as their specialty. Many
mystics operate as ghost breakers, using their genuine
arcane skills to uncover frauds and hoaxes. Others such
as Thomas Carnacki, Anton Zarnak and Jules De Grandin,
use a blend of arcane science and psychic mastery to overcome genuine intrusions of the unknown into the everyday world. Some mystics operate as supernatural detectives, using their special gifts to solve both mundane and
arcane mysteries.
Quote: The aetheric vibrations are very strong. Theres
been a manifestation here.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 3, Knowledge 4, Science 3, Subterfuge 3


Traits:
Adversary (Major Bad Trait)

The Mystery Man wears a (very often brightly colored)


costume. Unlike the Masked Avenger, he prefers to use
his fists rather than hot lead to dispense justice. He is the
prototype of the superhero, and his costume is as much a
uniform to him as is a policemans. While most Masked
Avengers avoid the limelight, the Mystery Man embraces
the attention, using it as a tool in his campaign against
crime. Public awareness and support can often be as valuable as the fear of criminals.
Quote: Stand back, Im here to help.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Fighting 4, Medicine 2, Subterfuge 3


Traits:

Clairvoyance (Special Good Trait)

Adversary (Minor Bad Trait)

Code of Conduct (Minor Bad Trait)

Brave (Minor Good Trait)

Eccentric (Minor Bad Trait)

Code of Conduct (Minor Bad Trait)

Enlightened (Special Good Trait)

Dark Secret (Major Bad Trait)

Good Samaritan (Minor Bad Trait)

Dependents (Minor Bad Trait)

Hypnosis (Minor Good Trait)

Fast Healing (Major Good Trait)

Insatiable Curiosity (Minor Bad Trait)

Obsession (Minor Bad Trait)

Psychic (Special Good Trait)

Quick Reflexes (Minor Good Trait)

Psychic Training (Minor Good Trait)

Tough (Minor Good Trait)

Telepathy (Special Good Trait)

Total Character Points: 33

Total Character Points: 36

Unspent Character Points: 9

Unspent Character Points: 6

Story Points: 12

Story Points: 12

248

Somewhere between the Masked Avenger and the yet to


emerge super-hero is the Mystery Man (and Mystery
Woman). From out of the shadowed back alleys, and the
rain slick rooftops, comes the Mystery Man. Unlike the
Masked Avenger, who prefers to remain in the shadows
and have his existence known only to the criminals he
haunts, the Mystery Man understands how publicity and
public knowledge can be important tools in the battle
against crime.

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:

Skills: Convince 3, Craft 3, Knowledge 3, Subterfuge 3


Traits:
Breaking & Entering (Major Good Trait)
Code of Conduct (Minor Bad Trait)
Empathic (Minor Good Trait)
Face in the Crowd (Minor Good Trait)
Friends in the Press (Minor Good Trait)
Insatiable Curiosity (Minor Bad Trait)
Obligation (Minor Bad Trait)
Owes Favor (Minor Bad Trait)
Total Character Points: 32
Unspent Character Points: 10
Story Points: 12

249

Pulp Fantastic

Operator

Personality

Only three living people in America knew that the secret


city existed underneath of Washington D.C., and even
fewer knew as completely as Jimmy what secrets were
inside of it

The Personality is in the publics eye by day. A movie star,


radio star (or both!), a high-profile community leader or
politician, or maybe even a world-famous novelistall
these and more fit into the Personality advanced class.
Personalities are recognizable, have some amount of fame
and a following, and often have the reputation and wealth
(or illusion thereof) to go along with the spotlight. Personalities might simply be famous because of who they
are, or may have earned her status by what theyve done.
A personality could be an entertainer, a celebrity, a dilettante, a politician, or the bored offspring of one of these
public personalities.

Spies and Special Agents have long been a staple of Pulp


Fiction, and The Operator is the cream of the crop, the best
that his country has to offer. An Operator is the type of
secret agent who tends to tackle, and beat, foreign (sometimes very foreign) invasions of the shores of his or her
country, usually single-handed. A government will often
only have one person who has been elevated to the rank
of being an Operator (on rare occasions two) per branch
of Intelligence or Espionage organizations. Operators are
as rare as they are deadly.
Quote: History may be moving pretty quickly these days,
but I know which side Im on.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 2, Convince 2, Fighting 3, Knowledge 2,


Marksman 3, Subterfuge 3, Survival 1, Transport 2
Traits:
Adversary (Major Bad Trait)
Authority (Minor Good Trait)
Breaking & Entering (Major Good Trait)
Charming (Minor Good Trait)
Crack Shot (Minor Good Trait)
Hot Shot (Minor Good Trait)
Obligation (Major Bad Trait)
Tough (Minor Good Trait)
Total Character Points: 42
Story Points: 12

250

Quote: Daaarling! How simply delightful to see you!


Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Convince 3, Knowledge 2, Marksman 1, Technology 1, Transport 3


Traits:
Attractive (Minor Good Trait)
Charming (Minor Good Trait)
Code of Conduct Etiquette (Minor Bad Trait)
Dark Secret (Minor Bad Trait)
Friends in Society (Minor Good Trait)
Hot Shot (Minor Good Trait)
Maverick (Minor Bad Trait)
Wealthy (Minor Good Trait)
Total Character Points: 36
Unspent Character Points: 6
Story Points: 12

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:

Skills: Athletics 3, Fighting 2, Marksman 1, Science 1,


Technology 1, Transport 3
Traits:
Code of Conduct (Minor Bad Trait)
Impulsive (Minor Bad Trait)
Quick Reflexes (Major Good Trait)
Weird Tech Rocket Pack (Major Good Trait)
Total Character Points: 36
Unspent Character Points: 6
Story Points: 12
251

Pulp Fantastic

Science Hero

Scientist

The science hero is the living personification of the Pulp


Eras faith in the power of science and technology to
improve life. In many ways, they are the future made flesh;
humanity perfected and improved by science. Science
heroes are tougher, stronger, faster or smarter than normal
people, though rarely all of the above. They tend to be a
jack-of-all-trades with a broad range of skills and interests.

The scientist character excels at scientific theory and


knowledge, and has the ability to apply it in the field to
solve problems and discover the truth of any situation. In
the Pulp Era, the scientist is the prophet of the coming
age. His is the vision that will shape the would of the future,
and bring that world into the present. More than any other
character, the scientist is driven by curiosity, by the need
to know. Though he values his time in the laboratory, the
true scientist knows that he needs to be out in the field,
gathering data, observing phenomena and testing hypotheses.

While science heroes are often scientists themselves, this


isnt always true. Sometimes they are simply enhanced by
science, while not understanding the process themselves.
Science heroes like Doc Savage were the predecessor to
the modern superhero; paragons of physical and mental
perfection who dedicated themselves to improving the lot
of humanity.
Some science heroes were created by accident. Micheal
Traile, nemesis of the diabolical Dr Yen Sin, gained his
ability to go without sleep due to a bungled brain operation
and had to use periods of meditation in order to rest.
Quote: The superior man does right for all, and wrong
to no one.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 3, Convince 2, Fighting 2, Knowledge 3,


Marksman 2, Subterfuge 3, Technology 2, Transport 2
Traits:
Adversary (Major Bad Trait)
Code of Conduct (Minor Bad Trait)
Distinctive (Minor Bad Trait)
Good Samaritan (Minor Bad Trait)
Linguist (Minor Good Trait)
Resourceful Pockets (Minor Good Trait)
Technically Adept (Minor Good Trait)
Tough (Minor Good Trait)
Total Character Points: 42
Story Points: 12

252

An adventurous archaeologist whos comfortable raiding


dank tombs and dodging ancient traps fits this category.
So does an oceanographer willing to dive into the water
and swim with the sharks, a meteorologist who chases
tornadoes, a military mission specialist with a scientific
background, a criminal psychologist who studies crime
scenes, and a zoologist eager to hunt crocodiles and handle
poisonous reptiles.
Quote: Huh. Thats odd. I wonder if...
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Craft 2, Knowledge 3, Medicine 1, Science 4, Technology 3, Transport 2


Traits:
Friends in Science (Minor Good Trait)
Insatiable Curiosity (Minor Bad Trait)
Resourceful Pockets (Minor Good Trait)
Super Amalgamated (Minor Good Trait)
Technically Adept (Minor Good Trait)
Total Character Points: 38
Unspent Character Points: 4
Story Points: 12

Appendix

Sea Dog

Soldier

The sea dog is a hard-drinking, hard-living, two-fisted


sailing man who finds his path to adventure on the high
seas. Usually, the sea dog is the captain of his own rickety,
run-down boat, in which he runs cargo both legal and
illicit - for a living. Often the sea dog doesnt actually own
the boat and must answer to the owners, or perhaps hes
just deep in hock and must stay ahead of his creditors in
the hope of making one big score to pay them off. Regardless, the sea dog is a tough customer with his own sense
of honor, and a good man to have at your back in a tight
spot. He has friends all over the world (and enemies too),
and can usually be relied on to find a safe harbor almost
anywhere on Earth.

The Soldier is a trained warrior, as good with a gun as he


is with a knife or some other melee weapon. The Soldier
might be a dedicated idealist or a profit-seeking mercenary,
a recent veteran of the Great War, a hired gun or a highly
skilled adventurer. In all cases, the Soldier learns how to
defeat his enemies, to complete his missions, and ultimately, to survive.

Quote: Gimme a storm! Smooth seas make lazy sailors.


Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Fighting 3, Craft 3, Knowledge 3, Survival 2, Technology 2, Transport 3


Traits:
Code of Conduct (Minor Good Trait)
Friends in Low Places (Minor Good Trait)
Keen Senses (Minor Good Trait)
Maverick (Minor Bad Trait)
Minions (Major Good Trait)
Owes Favor (Minor Bad Trait)
Sense of Direction (Minor Good Trait)
Tough (Minor Good Trait)
Voice of Authority (Minor Good Trait)
Total Character Points: 42
Story Points: 12

Mercenary characters fight on behalf of their employer


for as long as they are being paid. Mercenaries frequently find themselves dispatched to hot spots for duties their
employer would rather not be associated with directly.
Mercenaries may work covertly for governments, corporations or private individuals.
The soldier character is a well-rounded combat expert,
combining both melee and ranged weapon expertise.
Quote: A well-trained soldier can beat anything, except
a superior officer.
Awareness:

Coordination:

Ingenuity:

Presence:

Resolve:

Strength:

Skills: Athletics 2, Fighting 3, Marksman 3, Medicine 1,


Subterfuge 2, Survival 3, Technology 1, Transport 2
Traits:
Brave (Minor Good Trait)
Favorite Weapon (Minor Good Trait)
Friends in the Military (Minor Good Trait)
Owes Favor (Minor Bad Trait)
Sense of Direction (Minor Good Trait)
Tough (Minor Good Trait)
Total Character Points: 42
Story Points: 12

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:

Skills: Convince 3, Craft 4, Knowledge 3, Science 5, Technology 3


Traits:
Gadgeteer (Major Good Trait)
Eccentric (Major Bad Trait)
Insatiable Curiosity (Minor Bad Trait)
Maverick (Minor Bad Trait)
Obsession (Major Bad Trait)
Technically Adept (Minor Good Trait)
Weird Tech (Major Good Trait)
Total Character Points: 36
Unspent Character Points: 6
Story Points: 12

254

Name: _____________
Alias:______________
Player:_____________

Appearance:

Attributes:

Normal Now

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Story Points

Traits:

Skills:

Experience Points

Background,
Connections, and
Personal Goals:

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Equipment, Weapons, and


Gadgets:

Invention Points

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