TEXT: 1
  OMNIBUS EDITION
  Line Developer:  Gareth-Michael Skarka
  Written by:
  Gareth-Michael 
  Skarka
  Shannon Kalvar
  Walt Ciechanowski
  Sandy Antunes
  Chris Welsh
  Jeb Boyt
  Art Courtesy of:
  Jupiter Media, Inc.
  Otherworld Creations, 
  Inc.
  Grafﬁx Multimedia, 
  Inc.
  Time Tunnel, Inc.
  Editing & 
  Graphic Design:
  Gareth-Michael Skarka
  Requires the use of the d20 Modern 
  Roleplaying Game, published by 
  Wizards of the Coast, Inc.
  d20 Modern and Wizards of 
  the Coast are trademarks of 
  Wizards of the Coast, Inc. in 
  the United States and other 
  countries and are used with 
  permission.
  All Game Rules within this 
  Product are 100% Open Content
  Additional THRILLING TALES 
  support is released every month in 
  PDF!  Visit our website at 
  www.adamantentertainment.com  
  for details.
  
  1
  OMNIBUS EDITION
  Line Developer:  Gareth-Michael Skarka
  Written by:
  Gareth-Michael 
  Skarka
  Shannon Kalvar
  Walt Ciechanowski
  Sandy Antunes
  Chris Welsh
  Jeb Boyt
  Art Courtesy of:
  Jupiter Media, Inc.
  Otherworld Creations, 
  Inc.
  Grafﬁx Multimedia, 
  Inc.
  Time Tunnel, Inc.
  Editing & 
  Graphic Design:
  Gareth-Michael Skarka
  Requires the use of the d20 Modern 
  Roleplaying Game, published by 
  Wizards of the Coast, Inc.
  d20 Modern and Wizards of 
  the Coast are trademarks of 
  Wizards of the Coast, Inc. in 
  the United States and other 
  countries and are used with 
  permission.
  All Game Rules within this 
  Product are 100% Open Content
  Additional THRILLING TALES 
  support is released every month in 
  PDF!  Visit our website at 
  www.adamantentertainment.com  
  for details.
  
  3
  Table     of  Contents
  Chapter One:   Pulp Adventure  
   
   
   
   
  4
  Chapter Two:  A TimeLine of the 1930s  
   
   
  11
  CHapter Three:  Characters, Skills & Feats  
   
  16
  CHAPTER FOUR:   ADVANCED CLASSES 
   
   
   
   
  24
  CHapter FIVE: Equipment  
   
   
   
   
   
  100
  Chapter SIX: PUlp GAMING RULES  
   
   
   
   
  113
  CHAPTER SEVEN: PULP VILLAINS 
   
   
   
   
   
  128
  CHAPTER EIGHT: THE NAZIS 
   
   
   
   
   
   
  160
  CHAPTER NINE:  THE THUGEE  
   
   
   
   
   
  182
  Chapter Ten:  Adventure Generator  
   
   
  201
  
  4
  The ﬁendish Manchurian doctor casually kicked 
  over the wicker basket, and three deadly vipers 
  slithered out, winding their way across the marble 
  ﬂoor towards the chair where the young woman 
  was bound, helpless to the danger that approached.
  “Your time is running out, Ms. Van Meter,” Tsung-
  Chi Sin said, his voice like a silken strangling cord.  
  “I cannot control my pets once theyʼve scented 
  their prey.   Tell me:  Where is the Green Falcon?”
  Suddenly the window shattered as a green-clad 
  ﬁgure burst through, twin 45s blazing.  The snakes 
  Chapter One:
  Pulp   Adventure
  were obliterated in an instant, blown like rubber 
  toys across the ﬂoor.   “Right here, Doctor Sin,” the 
  Green Falcon laughed.   He levelled his guns at the 
  insidious devil of Chinatown.
  Suddenly, he felt the sting of a bullet grazing his 
  shoulder, slicing through the green overcoat, 
  and moments later heard the crack of the pistolʼs 
  report...from behind him!   He spun to see Rita Van 
  Meter, his own girlfriend, standing by the chair , 
  ropes pooled at her feet.  In her hands she clutched 
  a smoking revolver, and her eyes were glazed in a 
  vacant stare.    
  A chilling laugh ﬁlled 
  the chamber.  “You 
  fool...you forget that I am 
  a master of mesmerism.  This 
  entire scene was a trap, played 
  purely for your beneﬁt.  Now, 
  you will die at the lovely 
  hand of Ms. Van Meter...or 
  you will be forced to kill 
  her!”
  The Green Falconʼs 
  mind raced, as Ritaʼs 
  ﬁnger tightened on the 
  trigger....
  
  5
  lower classes.  “Low-brow” entertainment that 
  offered lurid stories full of action, suspense and 
  thrills.
  With the birth of the new century, and the growing 
  literacy of the public, the market for serial ﬁction 
  exploded, leading to the creation of the pulp 
  magazine, with brightly-colored covers designed 
  to lure potential readers in a market that quickly 
  became ﬁlled with competitors.
  The pulps reached their heyday in the years 
  between World Wars One and Two, especially 
  during the Great Depression of the 1930s.   In a 
  world that seemed increasingly hopeless and hard, 
  the pulps offered an escape from the bleakness of 
  everyday life, priced so that anyone could get away 
  for a few brief hours.   Gone were the breadlines 
  and the dust bowl of their hard-scrabble lives, 
  replaced by the thrill of soaring through the clouds 
  with air aces, or travelling to far-off worlds, or 
  galloping after a band of desperadoes, guns blazing.
  The most popular of the pulps featured crime 
  ﬁghting heroes.  The average American saw 
  during Prohibition (1920 to 1933) the rise of a 
  powerful criminal class that could ﬂaunt authority 
  as they wished, becoming rich and powerful in 
  the process.  They saw government and business 
  become corrupted by these new criminals and 
  their money....and most importantly, the average 
  American felt helpless to stop it.    
  INTRODUCTION
  Welcome to the THRILLING TALES 
  Omnibus Edition. In these pages, we present 
  a compilation of the ﬁrst two years of PDF 
  releases in the d20 pulp line published by 
  Adamant Entertainment, available here in print 
  for the ﬁrst time.
  The contents of this rulebook, along with a 
  copy of the d20 Modern rulebook published by 
  Wizards of the Coast, are all that you need to 
  run a pulse-pounding pulp roleplaying game 
  using the d20 system.
  So, hang on tight, because the ﬁrst thing weʼre 
  going to tell you is that there is no such thing as 
  the “pulp genre.”
  What is Pulp?
  Strictly speaking, there is no such thing as the 
  “pulp genre.”  Pulp was a medium, a method of 
  delivery, not a genre in and of itself.  Saying “pulp 
  genre” makes about as much sense as saying 
  “television genre” (or, for that matter, “cinematic” 
  as a genre, which is another misnamed term used 
  by gamers, but I digress).
  The Pulps were the magazines of popular ﬁction, 
  delivering stories of adventure, action and romance 
  in several genres from their birth in the ﬁrst years 
  of the twentieth century to their demise in the mid-
  1950s.  They represented the greatest explosion of 
  mass entertainment by way of the written word that 
  had been seen until the creation of the Internet.
  There were pulps for every taste.  Detective 
  pulps, science-ﬁction pulps, western pulps, sports 
  pulps, romance pulps and more.  There were 
  pulps devoted to the exploits of everyday heroes, 
  and pulps that were spiced with the macabre and 
  unusual.  They all had one thing in common: they 
  delivered escapist entertainment, printed on cheap 
  pulp paper sandwiched between slick, gaudy color 
  covers.  There was something for everyone.
  The pulp magazine was a twentieth century 
  publishing sensation, the roots of the form can be 
  traced back to the mid-nineteeth century, with the 
  invention of the dime novel: serial ﬁction printed 
  on newspaper that was aimed at the middle and 
  
  6
  The lure of the crime-ﬁghter in pulp stories was 
  obvious: a simple wish-fulﬁlment of ﬁghting back, 
  of taking control of a situation that seemed out of 
  control.  It is the same basic human need that later 
  fueled the popularity of superhero comics and even 
  later still, action movies.  Putting oneself in the 
  imaginary role of a hero who takes action against 
  those things which you feel helpless to affect.
  The pulps, along with radio (which often produced 
  dramatic presentations based on the stories 
  printed in the pulps) became the prime source of 
  entertainment for the American people before the 
  advent of television.  Stories which relied upon the 
  audienceʼs own imaginations to envision.  In some 
  ways, a purer form than the passive process of 
  watching television or a ﬁlm.
  The pulps didnʼt last, however.  Paper shortages 
  during the Second World War dealt a crippling 
  blow to the form, which limped along for another 
  decade or so after the war had ended, and ﬁnally 
  died out, replaced by the television, the comic book 
  and the mass-market paperback novel.
  So, if there is no such thing as the “pulp genre”, 
  then what are we talking about?   
  Pulp Genres
  When gamers speak of the “pulp genre,” what 
  theyʼre really talking about is an amalgam of 
  several genre elements taken from the various 
  genres of pulp stories, radio shows, cliffhanger 
  ﬁlm serials and later “post-modern pulps” like the 
  Indiana Jones ﬁlms and The Rocketeer.
  The following section is a breakdown of the most 
  popular genres from which these elements are 
  lifted. It is not an exhaustive list of every pulp 
  genre--only those that often provide fodder for the 
  RPG interpretations of the pulps.  For example, 
  Sports pulps were very popular, but you donʼt often 
  see gamers clamoring to play a golf pro in a tense 
  tournament!
  Crimefighting
  By far, the most common and popular genre in the 
  pulps was the crimeﬁghting genre, which itself can 
  be broken down into several distinct sub-genres, 
  the most popular of which were the Detective 
  Mystery and the Hero pulp.
  The Detective Mystery has survived into the 
  present day as a staple of the mystery section of 
  every bookstore--A hero or heroine whose purpose 
  is to solve mysteries, usually involving murder.   
  The formula of these tales usually involves a 
  detective (either private or ofﬁcial) brought in to 
  puzzle out a bafﬂing crime.   The tale progresses 
  with the detective ﬁguring out the answers to the 
  questions of Who, What, Where, Why and How, 
  most likely facing peril of some kind as they 
  get closer and closer to The Truth, which they 
  inevitably do by the end of the tale.  
  Detective stories of the pulp era usually ended with 
  the criminal brought to justice.  It was later that the 
  focus shifted and the unravelling of the mystery 
  became more important than the result.
  Hero pulps are the tales that most gamers think 
  of when they hear the word “pulp,” and as such 
  make up the majority of the RPG-created “pulp 
  genre.”  They are tales of larger-than-life heroes, 
  proto-superheroes, if you will, facing larger-than-
  life villains and solving bizarre and unusual crimes.  
  Doc Savage, The Shadow, The Spider, The Avenger, 
  all of these are famous examples of the Hero pulp.
  Since the hero pulps led directly into the creation 
  of the superhero comic book, it is easy to see 
  the genre as, essentially, low-powered (or no-
  powered) superheroics.   There are, however, 
  major differences.  Believability, for one.  The 
  Hero pulps, however strange or unusual the topic, 
  held at their core a level of “this could happen.”   
  Superhero comics, with their demi-godlike powers 
  and huge battles, are by their very nature more 
  farfetched.   Think of the difference between early 
  James Bond ﬁlms and more recent ones--the early 
  ﬁlms, even with the gadgets, had an air of reality 
  about them, albeit stretched, to be sure.   The later 
  ﬁlms, with orbital heat-rays and spy-car duels have 
  ventured far into the realm of superheroics.
  The byword of the Hero pulps was “exotic.”  
  Strange crimes, far-off locations, cutting-edge (for 
  the 1930s) technology, etc.   The Hero pulps were 
  the pinnacle of escapism, and the more exotic 
  things that they could show the reader, the better.  
  This wasnʼt limited to pure ﬁction, either.   The 
  writers would be careful to include real elements 
  as well--for example, Walter Gibson, the author 
  of most of The Shadow novels was a part-time 
  professional magician, and would often include real 
  magicians tricks in his ﬁctional heroʼs arsenal.   If 
  Doc Savage author Lester Dent had recently read 
  some interesting things about the Yukon, you could 
  be sure that Doc and his men would be visiting the 
  
  7
  Yukon in an upcoming adventure.
  As mentioned previously, the Hero pulp provides 
  the largest amount of inspiration to pulp RPGs, and 
  so will form the basis of the Random Adventure 
  Generator later in this product.
  AIR HERO
  For readers in the early twentieth century, air travel 
  was a novelty.  It was seen during the Depression 
  as a romantic escape from earthbound problems.  
  The pilot was a dashing heroic ﬁgure, and the pulps 
  provided many such heroes to thrill readers.
  Many of the air heroes of the pulps were World War 
  I ﬂying aces, ﬁghting against the Germans in what 
  at the time was known as “the Great War.”  These 
  pulps were adventure tales set during wartime, and 
  provided enough actual aeronautical detail to whet 
  the appetite of would-be pilots. 
   There were tales set in the present as well. The 
  contemporary air heroes ﬂew aircraft at the 
  cutting edge of aviation (and beyond)--the period 
  equivalent of a Tom Clancy technothriller.
  Air hero pulps werenʼt limited to simple adventure 
  tales of the air war, or tales of daredevils touring air 
  shows, however--the most popular of the air hero 
  pulps, G-8 and His Battle Aces, combined the Air 
  hero formula with the Hero pulp and even Horror, 
  featuring the World War One aces ﬁghting off 
  ﬂying armies of zombies, giant bats, supervillains 
  and more.  
  FOREIGN ADVENTURE
  Similar to the exotic elements of the Hero pulps, 
  but without the focus on crime-ﬁghting, this 
  genre tells tales of action and adventure in distant 
  locations.  These tales could be stories of globe-
  trotting fortune hunters, military adventures of the 
  Foreign Legion, or rough-and-tumble tales of life 
  as a merchant seaman in the South Paciﬁc.
  The focus of these stories was always on the 
  location, and the strange things and people that 
  could be found there.   By todayʼs standards, a great 
  deal of this genreʼs tales are not exactly enlightened 
  in their viewpoints--the stories are full of ignorant, 
  animalistic savages, shifty, untrustworthy 
  foreigners, seductive half-naked women, and the 
  like.   The hero is the embodiment of the “civilized 
  white man in a world of danger”, and to modern 
  eyes, it can be pretty offensive.
  That said, though, the Indiana Jones ﬁlms and 
  Tomb Raider games draw heavily on the elements 
  of this genre, so it is more than possible to remove 
  the insulting elements and retain the heart--
  adventure and excitement in far-off lands.
  ESPionage
  The period between the World Wars was rife with 
  intrigue.  Some historians have said that the World 
  Wars can be viewed as a single conﬂict, with an 
  intermission where nations gathered their strength 
  and maneuvered for the next round.   
  The Espionage pulps were often reluctant to deal 
  with real-life politics, and so usually shrouded 
  their tales behind ﬁctional nations.   Bolsheviks 
  from places like “Bulkavia”, rather than Russians.  
  Fascist leaders of secret world-spanning empires, 
  rather than Nazi Germany.   As the thirties drew to 
  a close, however, and war seemed more and more 
  immenent, the gloves came off and real-world 
  issues appeared on the pulp pages. 
  Whether they were facing real or ﬁctional menaces, 
  the heroes of the Espionage pulps are a familiar 
  archetype to modern readers.  James Bond is their 
  direct descendant, and the usual Espionage pulp 
  could, with very little tinkering, be made into a 
  serviceable 007 adventure.
  
  8
  Horror
  The horror pulp genre has gotten quite a bit of 
  attention in the RPG hobby, due to games based 
  upon one of the most famous horror pulp writers, 
  Howard Phillips Lovecraft.
  Not all pulp horror was concerned with mind-
  shattering nameless things from beyond space and 
  time, however.   Even that particular variety (which 
  has been termed Lovecraftian, for obvious reasons), 
  was limited largely to the pages of a single 
  magazine: Weird Tales.   There were other horror 
  pulps, though:  Terror Tales, Strange Stories, Ghost 
  Stories, among others.
  The stories ran the usual gamut of horror elements: 
  vampires, ghosts, werewolves, mad killers, voodoo, 
  gothic castles, etc.   Tales were usually one-shots 
  with no recurring characters--itʼs easier to kill off 
  protagonists that way, increasing the scare factor.   
  There were, however, the occasional series of tales 
  that would center around an occult investigator of 
  some sort, who would encounter a 
  supernatural threat and defeat it by 
  the end of the tale, ready to move on 
  to the next.   This form of story is 
  ironically much more “game-able” 
  than the Lovecraftian variety, and yet 
  Lovecraft still forms the basis of most 
  pulp-horror gaming.
  Weird Menace
  Everybody loves a good villain.   This 
  was also true of pulp readers, and 
  so it was inevitable that magazines 
  devoted to villainy would start to 
  appear.
  Inspired by the gothic romances of 
  the 19th century, and the infamous 
  Grand Guignol theatre of Paris 
  (which shocked audiences with 
  realistic scenes of horror and 
  bloodshed), these pulps were dark 
  reﬂections of the Hero pulps.  The 
  magazine would focus on the exploits 
  of the featured villain, who would 
  always be defeated by the often 
  bland, unremarkable hero, yet would 
  always escape justice at the end, to 
  return in the next issue.
  The stories delighted in detailed descriptions of 
  torture and ﬁendish plots, usually performed on 
  a scantily-clad damsel in distress, or on the hero 
  himself.  Mild by todayʼs standards, they were 
  shocking stuff at the time, with stories that ﬂirted 
  with sadism and “adult themes.”  They were often 
  sold “under the counter”, rather than displayed 
  openly, and were deﬁnitely part of the reason that 
  pulps began to develop a reputation for salacious 
  thrills.
  The villains of these stories were the draw:  always 
  brilliant and unredeemably evil, and usually given 
  some sort of weird gimmick, whether a costumed 
  secret identity (Doctor Satan) or being inscrutable 
  and foreign (Doctor Fu Manchu, the most famous 
  alumnus of this particular school).
  Spicy
  Another “under the counter” genre, Spicy pulps 
  were simply tales from any of the other pulp genres 
  
  9
  with “adult themes” added.   Usually this involved 
  women in various stages of undress (prominently 
  displayed on the cover, naturally), and often 
  threatened with a sado-sexual “fate worse than 
  death.”  Again, almost laughably tame to twenty-
  ﬁrst century eyes, but scandalous in the thirties.
  The “damsel in distress” element of Spicy pulps 
  certainly ﬁnds its way into the other genres, albeit 
  with less of a concentration on whips!
  One of the best things about this genre was the 
  magazine titles, which put “Spicy” in the name 
  to let prospective readers know that titillation 
  awaited within.   This led to such stalwarts as Spicy 
  Mystery, Spicy Detective, and Spicy Western.  Pulp 
  fans have often joked about an imaginary entry into 
  this ﬁeld, Spicy Zeppelin Stories!
  Jungle Stories
  This genre was made famous by the Tarzan stories 
  of Edgar Rice Burroughs, which ﬁrst appeared 
  in All Story Magazine.  There were plenty of 
  imitators, however, and soon the market was 
  ﬂooded with tales of Ki-Gor and Kazar and Sheena, 
  Queen of the Jungle.
  Not all Jungle stories were tales of Noble Savages, 
  however.  There were tales of intrepid explorers, 
  big game hunters, treasure hunters and more, 
  crossing over with the Foreign Adventure genre.  
  Remember that at the time, there were areas of the 
  globe that were largely unexplored--and many of 
  those were in the tractless interiors of the jungles of 
  Africa, South America, the South Paciﬁc and Asia.  
  These unknown regions were ripe for adventure in 
  the minds of the readers of the Thirties.
  The Jungle Story pulps also crossed over quite a bit 
  with the Lost World genre (q.v.) -- Lost cities and 
  secret civilizations were a common staple of this 
  genre.
  Science Fiction
  Science ﬁction was, essentially, an invention of 
  the pulps.  Born of the earlier form, the “scientiﬁc 
  romance” of the nineteenth century, the science 
  ﬁction story (a term coined by pulp publisher Hugo 
  Gernsback in his Science Wonder Stories magazine 
  in June of 1929) was tailor-made for the pulp 
  format.  Of all of the pulp genres, it is the one that 
  has thrived beyond the medium that created it.
  The science ﬁction stories of the pulps leaned 
  heavily toward spectacle.  There werenʼt a lot 
  of thoughtful examinations of the impact of 
  technology upon human civilization and culture...
  but there were a lot of rocket ships, alien invasions, 
  two-ﬁsted scientists blazing away at Bug Eyed 
  Monsters with ray-guns, etc.   In most cases the 
  science made no sense, but the readers didnʼt care.  
  If it sounded like it had the ring of science to it, that 
  was good enough!   
  That is the biggest difference between pulp science 
  ﬁction and modern variety.  Even in the most far-
  fetched space operas of today, attempts are made 
  at a certain degree of “realism”--perhaps not 
  scientiﬁc accuracy, but at the very least internal 
  consistency of the genre elements.  We all know 
  that “Warp drive” is ridiculous, but we also know 
  that there is a consistently stated exposition of how 
  it works within the ﬁctional world.   Not so with 
  pulp sci-ﬁ.  There was no attempt made to justify 
  anything.  The science was often ﬂat-out wrong, but 
  breathlessly described nonetheless.   The rocket is 
  
  10
  powered by “Atomic Radio Turbines” --- what the 
  heck does that mean?  Who cares!  On to the next 
  exciting chapter!
  As with all pulp genres, there was a great deal 
  of cross over.  You could see science-ﬁction 
  meet horror in tales of alien invasion and body-
  snatching, or thrilling to the exploits of science 
  ﬁction heroes like Captain Future.
  Western
  Westerns were a popular pulp genre as well, and 
  not just period tales of gunslingers and Indian 
  raiding parties.   In one of the stranger creations 
  of the pulp era, the western magazines would 
  occasionally print contemporary westerns, set in the 
  1930s.   
  This strange mix  of Cowboys, Indians, Radios 
  and Tommyguns was especially evident in the 
  cliffhanger serial ﬁlms of the time, and naturally 
  was reﬂected in print as well.  For a jaw-dropping 
  experience, track down a DVD copy of the 1935 
  Gene Autry serial The Phantom Empire, which 
  featured the singing cowboy star ﬁghting the super-
  science of the underground city of Maurania!
  LOST WORLD
  The Lost World genre also grew out of the scientiﬁc 
  romances of the nineteenth century.   These stories 
  usually featured a location that, by virtue of its 
  isolation from the rest of the world, developed 
  separately.   Lost Worlds could be found within 
  the hollow earth (reached by caves), in jungles 
  inexplicably found in the middle of the Antarctic 
  (warmed by the presence of active volcanoes), 
  hidden islands in the South Paciﬁc, or deep within 
  primordial African jungles.
  Lost Worlds are often populated by remnants 
  of Earth civilizations long past...Ancient Rome, 
  Vikings, Lost African tribes, Sunken Atlantis.   
  Some are populated by creatures whose evolution 
  progressed differently than their more familiar 
  cousins (intelligent, talking species of apes were 
  always a popular choice here).  Naturally, Lost 
  Worlds almost always featured dinosaurs, who 
  have survived extinction due to the isolated 
  environment...and, letʼs be honest: because theyʼre 
  cool.
  The stories of Lost Worlds usually involved the 
  adventures of a member of our society upon ﬁnding 
  themselves in this strange place, but on occasion 
  (in tales that crossed-over with the Jungle Stories 
  genre), would be tales of Lost World natives.
  OTHER GENRES
  Other genres from the pulps are also useful for 
  RPG purposes, but usually form the basis of entire 
  games already:  Notably the Swords & Sorcery 
  genre, which thrived during the pulp publishing era, 
  and directly led to the creation of the role-playing 
  game hobby in the ﬁrst place!
  
  11
  Chapter TWO:A   Timeline  
   of   the     1930S
  The pulps are very much a product of their times, 
  and GMs looking for ways to bring that feeling 
  across in a pulp campaign should try whenever 
  possible to include events that place the adventure 
  in a historical context.
  Historical detail can make a setting more “real” to 
  players, and can also provide GMs with inspirations 
  for adventures.
  1930 
  The Nazi party places second in German elections, 
  but Adolf Hitler is kept from his seat in the Reich-
  stag because he is an Austrian citizen.
  In South Africa, white women can now vote, but 
  blacks are still excluded under the regime that 
  would soon be called apartheid.
  Pluto, the ninth planet, is discovered by astrono-
  mers. 
  President Herbert Hoover signs the Hawley-Smoot 
  Tariff Act, weakening the already failing global 
  economy.
   Over 1,300 American banks fail and unemploy-
  ment exceeds 4 million as the Depression sinks 
  lower.
  In Jamaica, Rastafarians proclaim Ethiopian em-
  peror Haile Selassie as the new Messiah.
  A Fire in the Ohio State Penitentiary near Colum-
  bus kills 320.
  Chicago Tribune journalist Alfred Liddle is shot. 
  Newspapers promise $55,000 reward for informa-
  tion. Liddle is later found to have had contacts to 
  organized crime
  British Airship R101 crashes in France en-route to 
  India on its maiden voyage.
  1931
  The Scottsboro affair begins when nine black men 
  are arrested on false rape charges at a train stop in 
  Paint Rock, Alabama.
  A 34-year-old Baptist preacher named Elijah Poole 
  joins the Nation of Islam and becomes Elijah Mu-
  hammad, leader of the Black Muslims.
  Chicago mobster Al Capone is convicted of income 
  tax evasion. Capone is sentenced to 11 years in jail 
  and a $50,000 ﬁne.
  Unemployed Americans march on the White 
  
  12
  House, demanding a national program of employ-
  ment at a minimum wage. They are turned away.
  Japan occupies Manchuria (which they call Man-
  chukuo), beginning a period of Sino-Japanese 
  conﬂict which doesnʼt end until Japanʼs defeat at 
  the end of the Second World War.
  “The Star Spangled Banner,ʼʼ originally written in 
  1814 by Francis Scott Key, becomes the American 
  national anthem by order of Congress.
  In China, the Yangtze River bursts a dam, causing 
  massive ﬂooding, famine, destruction and death.
  Construction of the Empire State Building is com-
  pleted in New York City
  In organized crime, the so-called “Castellemmarese 
  War” ends with the assassination of Joe “The Boss” 
  Masseria, brieﬂy leaving Salvatore Maranzano as 
  capo di tutti capi (“boss of all bosses”)--undisputed 
  leader of the American Maﬁa. Maranzano is him-
  self assassinated less than 6 months later, leading 
  to the establishment of the Five Families, a national 
  commission headed by Charlie “Lucky” Luciano.
  1932
  Mohandas Gandhi begins fasting to protest British 
  treatment of Indiaʼs untouchable caste. After just 6 
  days, he wins concessions.
  Franklin Delano Roosevelt, pledging a ``New 
  Deal,ʼʼ is elected president for the ﬁrst of his four 
  terms.
  Wall Streetʼs Dow Jones Industrial hits its Depres-
  sion-era low, 41.22.
  Physicists Sir John Douglas Cockcroft and Ernest 
  Walton split the atom for the ﬁrst time.
  The Great Depression continues to take a heavy 
  toll: in this year alone, 1,161 banks fail, nearly 
  20,000 business go bankrupt, and 21,000 people 
  commit suicide.
  The son of noted aviator Charles Lindbergh is 
  kidnapped and dies.  Richard Bruno Hauptmann is 
  arrested for the crime, beginning the “Trial of the 
  Century.”
  1933
  Prohibition ends in the United States.  
  Adolf Hitler becomes chancellor of Germany. 
  By the end of the year, Hitler has proclaimed the 
  Third Reich, opened the ﬁrst concentration camp at 
  Dachau, eliminated all political parties other than 
  National Socialism, and consolidated his dictatorial 
  rule.
  President Franklin Roosevelt begins to record his 
  ``ﬁreside chatsʼʼ for weekly radio broadcast.
  Giuseppe Zangara attempts to assassinate Presi-
  dent-elect Franklin D. Roosevelt, but instead kills 
  Chicago, Illinois Mayor Anton J. Cermak.
  The federal government passes a ﬂurry of innova-
  tive social legislation, as part of Rooseveltʼs “New 
  Deal.”
  Fiorella La Guardia elected mayor of New York.
  US airship Akron crashes near New York - 74 dead
  Karl Jansky announces the detection of radio waves 
  from the centre of the galaxy.
  1934
  The “Dust Bowl” hits the US Midwest, blowing 
  300 million tons of topsoil into the Atlantic, dev-
  astating farmland in Kansas, Texas, Colorado, and 
  Oklahoma.
  General Lazaro Cardenas, elected president of 
  
  13
  Mexico, begins a program of agrarian reform, re-
  distributing land and building the power of orga-
  nized labor.
  The FCC is created to oversee U.S. telephone, tele-
  graph, and radio communications.
  The National Labor Relations Board is created to 
  regulate collective bargaining between labor and 
  management.
  Baseballʼs Negro National League pitcher Leroy 
  Robert ``Satchelʼʼ Paige breaks Dizzy Deanʼs 30-
  game winning streak.
  Bank robbers Clyde Barrow and Bonnie Parker 
  die in a shower of police bullets near Shreveport, 
  Louisiana. 
  Alcatraz becomes a prison.
  Surgeon R.K. Wilson allegedly 
  takes a photograph of the Loch 
  Ness Monster.
  The FBI guns down John Dill-
  inger and Baby-Face Nelson.
   Japan renounces the Washing-
  ton Naval Treaty of 1922 and 
  the London Naval Treaty of 
  1930.
  1935
  The Nuremberg laws, enacted 
  by Germanyʼs Nazi party, 
  make anti-Semitism the law of 
  the land.
  FBI kills Barker gang, includ-
  ing Ma Barker, in a shootout
  Congress passes the National 
  Labor Relations Act (the Wag-
  ner Act), reasserting workersʼ 
  right to collective bargaining. 
  Dissidents within the AFL create the CIO.
  Irish Protestants in Belfast riot against Catholics, 
  provoking retaliation from Catholics in the Irish 
  Free State.
  The Social Security Act becomes law in the US.
  Americaʼs ﬁrst public housing projects are estab-
  lished on New Yorkʼs Lower East Side.
  Italy invades Ethiopia. 
  Hitler publicly begins to re-arm Germany, creating 
  the Luftwaffe in violation of the Versailles Treaty. 
  
  14
  1936
  The Spanish Civil War begins. Hundreds of Ameri-
  cans volunteer for ``Lincoln Brigadesʼʼ to help ﬁght 
  General Francisco Francoʼs fascists.
  In India, statesman Jawaharlal Nehru is elected 
  president of the Indian National Congress.
  In violation of the Locarno Pact and the Treaty of 
  Versailles, Germany reoccupies the Rhineland.
  Joseph Stalin begins a “great purge” to liquidate 
  his enemies. By 1939, over 8 million are dead and 
  perhaps 10 million imprisoned.
  Richard Bruno Hauptmann is executed for the kid-
  napping and death of the Lindbergh baby.
  A major heat wave strikes the Midwestern United 
  States, hundreds of high temperature records are 
  set.
  In baseball, Joe DiMaggio joins the New York Yan-
  kees, who win the World Series, 4-2, against the 
  New York Giants.
  Franklin Delano Roosevelt is re-elected president.
  Edward VIII of the United Kingdom abdicates, an-
  nouncing his intention to marry American divorcee 
  Wallis Simpson.  Rumour asserts that he was asked 
  to step down due to his pro-Fascist, pro-Nazi lean-
  ings.
  1937
  Howard Hughes sets a new air record by ﬂying 
  from Los Angeles to New York City in 7 hours, 28 
  minutes and 25 seconds.
  After staging a series of sit-down strikes, the 
  United Auto Workers win ofﬁcial recognition from 
  General Motors.
  Pro-Franco German  forces attack the Spanish city 
  of Guernica.  Pablo Picasso paints his cubist mas-
  terpiece as a reﬂection upon the destruction.
  Amelia Earhart and her aircraft disappear mysteri-
  ously over the Paciﬁc.
  The Golden Gate Bridge opens in San Francisco.
  Sino-Japanese War:  Japan invades China. Shang-
  hai is occupied.   250,000 civilians and prisoners 
  are slaughtered in the Nanjing Massacre.
  
  15
  1938
  In its most violent display of anti-Semitism yet, 
  German Nazis attack Jewish people and property in 
  Kristallnacht (so named for the sounds of breaking 
  glass).
  The Dies Committee (AKA the House UnAmerican 
  Activities Committee), charged with stamping out 
  Nazi activity in the United States, changes its focus 
  to Communist activity instead.
  In the Halloween radio broadcast “War of the 
  Worlds,” Orson Welles panics Americans who be-
  lieve that Martians are actually invading Earth.
  Under the presidency of Lazaro Cardenas, Mexico 
  nationalizes its petroleum industries.
  Anschluss:  Hitler annexes Austria. German troops 
  march into Sudetenland.
  Snow White and the Seven Dwarfs is Walt Disneyʼs 
  ﬁrst full-length animated ﬁlm.
  Howard Hughes sets a new record by completing a 
  91 hour airplane ﬂight around the world.
  1939
  Hitlerʼs Germany invades Poland, which falls in a 
  month. France and Great Britain declare war.
  Dictator Francisco Franco conquers Madrid, ending 
  the Spanish Civil War
  Ho Chi Minh creates the Viet Minh party to oppose 
  colonialism in the French colony ``Indochina.ʼʼ
  The SS St. Louis, a ship carrying a cargo of 963 
  Jewish refugees, is denied permission to land in 
  Florida after already having been turned away from 
  Cuba. Forced to return to Europe, most of its pas-
  sengers later die in Nazi concentration camps.
  President Roosevelt believes that a longer Christ-
  mas shopping season will boost the economy and 
  proclaims that Thanksgiving will fall on the fourth 
  Thursday of November. This shift is soon passed 
  into law.
  Based on recent research, Albert Einstein writes a 
  letter to President Roosevelt regarding the possibil-
  ity of using uranium to initiate a nuclear chain reac-
  tion, the fundamental process behind the atomic 
  bomb.
  In Munich, Adolf Hitler narrowly escapes an assas-
  sination attempt while celebrating the 16th anniver-
  sary of the Beer Hall Putsch on November 8th.
  Gone With the Wind, starring Clark Gable and 
  Vivien Leigh, premieres.  The Wizard of Oz, anoth-
  er blockbuster of this year, opens before Christmas.
  
  16
  Chapter Three:Characters
  Character Creation
  Characters in THRILLING TALES are created 
  using the standard d20 Modern rules.   Refer to the 
  d20 Modern rulebook for details.
  Characters are the basis for any good pulp story.   
  The most successful pulp magazines were the ones 
  that revolved around the adventures of a single 
  hero, often with a cadre of assistants.  This can 
  make things problematic in a role-playing setting.   
  Gamers usually prefer to play heroes, not sidekicks.
  There are two ways to address this in your game.   
  One way is to go ahead and put together a group 
  of heroes working together.  While it is true that 
  you never saw teams featuring Doc Savage, The 
  Shadow, G-8 and Tarzan teaming up to ﬁght evil 
  together, there were hero groups in the pulps--
  the Secret Six, for example.  The trick to putting 
  together a group is to ensure that each character is 
  a specialist, with as little cross-over with the other 
  characters as possible.  Give everyone something 
  that they can do that the others cannot.   If you 
  have one investigative specialist, then donʼt allow 
  someone else to create a character who focuses 
  on investigation.  Give everyone their chance to 
  shine.   Specialists also make more sense in a group 
  than a haphazard collection of polymath heroes, 
  each of whom is a brilliant Jack-of-all-Trades (One 
  wonders why such heroes would need to team up at 
  all).
  Generally speaking, the Advanced Classes 
  presented by Adamant Entertainment in this game 
  line are intended for story-focus heroes.  They donʼt 
  really work for team play, although individual GMs 
  make make exceptions in certain cases.  Classes 
  like the Paragon and the Man of Mystery, however, 
  are nearly impossible to work into a team setting.
  The second method is a bit closer to the source 
  material:  run a hero and his assistants.  In the Doc 
  Savage stories, Docʼs assistants are all experts in 
  their individual ﬁelds--specialists who each are 
  heroes in their own right.  The Spider stories often 
  featured his assistants going off on their own--
  and on more than one occasion saving The Spider 
  himself!   
  The only difference between this and the group 
  advice given above is that there is one character 
  who is everything the others are, and more.  In this 
  sort of campaign, a hero should be at least 3 levels 
  higher than the assistants, and usually has levels in 
  one of the THRILLING TALES Advanced Classes.
  The players will have to be comfortable with the 
  fact that one character is going to placed above the 
  others.  However, this really isnʼt that different than 
  playing a game set in a military hierarchy (whether 
  a World War II game, or a game set on a Starﬂeet 
  vessel), which gamers do all the time.   If the 
  players have no problems with that, just go ahead 
  and do it.   
  If they bristle slightly at this, another solution is 
  to have every player create an assistant (following 
  the guidelines for groups) and then have the main 
  hero created as a character that is shared--played 
  by all players.  The hero is run by a different player 
  in each scene (usually a scene where their regular 
  character is not present).
  In a Hero & Sidekicks campaign, the sidekicks 
  should be rewarded, in-game, for behavior that 
  reinforces the common elements of this genre:
  If a sidekick gets captured, or otherwises manages 
  to ﬁnd themselves in a situation where the main 
  hero will need to come to their rescue, the hero will 
  receive an temporary action point (which must be 
  spent during this adventure), and the sidekick will 
  receive a bonus experience award of 425 XP.  This 
  system rewards not only the sidekick, but gives the 
  hero a direct bonus as well.
  Pulp Ordinaries
  While Thrilling Tales is designed to seamlessly 
  integrate with the core rules, the basic class titles 
  lack a pulp feel.  To remedy this, the six basic 
  classes are listed below with pulp alternative titles.  
  
  17
  Pulp Skills
  The following is a list of new skills designed for 
  pulp campaigns.  In some cases, these are merely 
  pulp extensions of existing skills.  In other cases, 
  they are wholly new skills.  Some of these new 
  skills are considered class skills for some basic and 
  advanced classes, these are noted beneath each skill 
  description.
  Balance (Dex)
  New Uses:
  Riding the Running Board:  Most pulp era 
  automobiles have running boards (a footboard on 
  the side of the vehicle).  A common mobster tactic 
  is to use a running board as extra passenger space 
  for a quick getaway.  You can even learn to shoot 
  from the running board.  Running board passengers 
  often use the car door (with the window rolled 
  down) to brace themselves.  
  Keeping your footing on a running board while 
  the car is moving requires a Balance check (DC 
  10).  You get a –5 penalty if there is nothing (such 
  as an open window) to hold onto.  This check is 
  also modiﬁed by the vehicleʼs speed (as per the 
  core book) with an additional –2 circumstance 
  penalty due to being on the outside of the vehicle.  
  The penalty for speed (but not the circumstance 
  penalty) is ignored if you have the Drive-By Attack 
  feat.  The circumstance penalty also applies when 
  shooting from the running board, even if you have 
  the Drive-By Attack feat. 
  Riding the Wing:  Biplanes with relatively strong 
  wings provide an opportunity to ride the wings by 
  standing on the lower wing and bracing yourself 
  with the stabilizing poles between wings.  Once 
  you are on a wing, you need to make a Balance 
  Check (DC 10) to keep from being pulled off by 
  winds.  This check is also modiﬁed by the vehicleʼs 
  speed (as per the core book) with an additional –2 
  circumstance penalty due to being on the outside of 
  the vehicle.  
  Should you fail your check, you will slip and fall.  
  You may have an opportunity to grab the wing 
  before falling.  This should be treated as a Dexterity 
  check with the same modiﬁers as above.
  Not only does this reinforce the feel of the pulp 
  genre, but it also allows the GM to easily maintain 
  the atmosphere when describing NPCs (e.g. “A 
  couple of eggheads look in your direction”).  PCs 
  can also use these terms to reﬂect past careers (“I 
  wasnʼt always a gumshoe, you know.  I used to be a 
  simple grifter...).
  Core Class 
   
   
   
  Pulp Name
  Strong  
   
   
   
  Muscle
  Fast 
   
   
   
   
  Torpedo
  Tough  
   
   
   
  Bruno
  Smart  
   
   
   
  Egghead
  Dedicated 
   
   
   
  Pip
  Charismatic 
   
   
   
  Grifter
   
  ADvanced Class Fast Track
  While it can be fun to mix and match basic classes 
  before choosing an advanced class, some players 
  may already have an advanced class in mind.  
  These players may wish to know the quickest way 
  to get to an Advanced Class from the start.  The 
  following chart matches THRILLING TALES 
  advanced classes with the basic class or classes that 
  offers the quickest way to get to it. 
  Ace Reporter  
   
  Charismatic 
  Air Ace 
   
   
  Fast
  Big Game Hunter 
   
  Any
  Boxer  
   
   
  Strong
  Femme Fatale  
   
  Charismatic
  Fortune Hunter 
   
  Smart
  G-Man  
   
   
  Strong
  Gumshoe 
   
   
  Strong, Fast, Tough,  
   
   
   
   
  or Dedicated
  Gun Moll 
   
   
  Tough or Charismatic
  Mad Scientist  
   
  Strong or Smart
  Man of Mystery 
   
  Any
  Mastermind 
   
   
  Tough or Charismatic
  Mesmerist 
   
   
  Smart, Dedicated, or  
   
   
   
   
  Charismatic
  Mobster 
   
   
  Tough or Charismatic
  Noble Savage  
   
  Tough or Dedicated
  Paragon 
   
   
  Tough
  Rocket Ranger  
   
  Fast, Tough, or Smart
  Trusted Sidekick 
   
  Charismatic
   
  
  18
  Bargain (Cha)
  This skill is the art of getting the best deal for 
  goods and services.  Everything has two prices, 
  the listed price, and the actual price.  A skilled 
  bargainer knows how to ﬁnd that actual price, even 
  if it is lower than what the seller believes.  He can 
  also assess the true worth of a good or service.
  Check:  You can lower the cost of items.  Make 
  an opposed Bargain check.  For every 5 points you 
  beat your opponent, you reduce the Wealth DC of 
  the item by 1.  If you lose, your opponentʼs Attitude 
  drops one category and he gets a +2 circumstance 
  bonus in a subsequent Bargain check.  This Attitude 
  remains even if the buyer tries to bargain for a 
  different item from the same seller.  Once the 
  sellerʼs attitude drops to Hostile, the buyer must 
  pay the offered price or leave.  Once the buyer 
  succeeds in a Bargain check, he may not Bargain 
  again to further improve the Wealth DC.  The buyer 
  may use a Diplomacy check to raise the Sellerʼs 
  attitude.
  Bargain can also be used to assess the value of a 
  good or service.  By making a Bargain check at DC 
  10, the character can make an approximation of the 
  value.
  Try Again?  Yes, as long as the seller is still 
  willing to negotiate with you.
  Special:  Since bargaining is an intense, immediate 
  negotiation, you cannot take 10 or 20 when making 
  a Bargain check to lower the cost of a good or 
  service.  You can take 10 or 20 when assessing the 
  value of a good or service.
  Class Skill:  Charismatic Hero, Big Game 
  Hunter, Fortune Hunter, Gumshoe, 
  Investigator, Man of Mystery, Mobster, 
  Negotiator.
  Knowledge (Air Travel) (Int)
  Trained Only
  This category encompasses knowledge 
  of airports and distances, good landing sites, 
  aircraft maintenance, safety procedures, weather 
  evaluation and any other type of knowledge related 
  to air travel.  
  Class Skill:  Dedicated Hero, Smart Hero, Air Ace, 
  Daredevil, Fortune Hunter, Rocket Ranger.
  Knowledge (Cryptography) (Int)
  This category encompasses knowledge of ancient 
  and modern codes and puzzles.  It includes being 
  able to understand, decipher, and construct coded 
  messages.
  Class Skill:  Smart Hero, Fortune Hunter, Paragon
  Knowledge (Weird Science) (Int)
  This category encompasses knowledge of weird 
  (read: pulp) theories, experiments and technologies, 
  as well as prominent researchers and scientists in 
  these areas.
  Class Skill:  Dedicated Hero, Smart Hero, Field 
  Scientist, Mad Scientist, Paragon, Techie.
  
  19
  Pilot (Dex)
  New Uses:
  Parachuting:  While Pilot is a Trained Only skill, 
  you may use it untrained in order to successfully 
  deploy a parachute.  If a trained pilot has shown 
  you how to use a parachute or if you have 
  Knowledge (Air Travel), the check is at DC 10; 
  otherwise, the check is at DC 15.  
  Seduction (Cha)
  Use this skill to use your charms and wiles to 
  force someone to do something they otherwise 
  would not, especially in a romantic or lustful 
  manner.  This skill has elements of Diplomacy and 
  Intimidate, but is a skill all its own.
  Check:  Seduction only works when the target is 
  Friendly (see the Diplomacy skill description).  You 
  may need to use Diplomacy to change the attitude 
  of the target.  With a successful Seduction check, 
  you may force another character to perform some 
  behavior that puts him or her in a compromising 
  position.  Your Seduction check is opposed by the 
  targetʼs Will Save at a DC equal to your Seduction 
  roll.  Success enables you to control the targetʼs 
  actions for the duration of the act.
  If a potential target has reason to believe that the 
  Seducerʼs attentions are questionable (a Mobsterʼs 
  girlfriend suddenly showering attention on the 
  G-Man whoʼs been shadowing him), then the 
  target may make a Sense Motive check against the 
  Seducerʼs Bluff (if applicable).  If the target calls 
  the Bluff, his attitude drops two levels for purposes 
  of the Diplomacy check.
  Circumstances dramatically affect the effectiveness 
  of a Seduction check.  A character that risks social 
  harm by being seduced (a married man, a priest) 
  should get a +2 circumstance bonus on his check.  
  Similarly, a character that has a reason not to trust 
  the seducer (heʼs a cop, sheʼs a gun moll), even if 
  he failed the Sense Motive check, should also get a 
  +2 bonus on his or her check.
  There are limits to Seduction.  If there is travel 
  involved, the target may make a second Will Save 
  once he or she arrives at the scene of the act.  For 
  example, if you seduce someone at a bar and 
  convince her to come back to your hotel room, 
  the target gets two Will saves, one at the bar and 
  one in the room.  The GM may allow more saves 
  if the time between the seduction and the scene of 
  the act is especially long (a taxi ride, for example).  
  Each additional Will save after the second gives 
  a cumulative +2 bonus to the target.  You need to 
  reroll your Seduction check for each Will Save.
  Also, a third party may talk a target out of 
  seduction by using a Diplomacy check.  Treat the 
  target as Hostile.  The third party need only change 
  the targetʼs attitude to Unfriendly in order to thwart 
  the seduction attempt.  If the Seducer wishes to 
  persuade the target to continue with the liaison 
  anyway, then it is no longer a seduction and the 
  usual Intimidate rules apply.
  Try Again?  Generally, a Seduction attempt wonʼt 
  work a second time in the same scene.
  Special:  You can take 10 when making a 
  Seduction check, but you canʼt take 20.
  Time: A Seduction check can take anywhere 
  from a few minutes to several hours, at the GMʼs 
  discretion.
  Class Skill:  Charismatic Hero, Femme Fatale, 
  Personality.
  Authorʼs Note:  While Seduction is a pulp staple 
  the use of this skill requires maturity on the part of 
  the players and the GM.  This skill is intended to 
  advance plotlines and add a bit of spicy intrigue, 
  not drag the game into schoolyard giggles.  The 
  GM should feel free to disallow this skill if he 
  feels it is ruining the integrity of his game.
  
  20
  Sense Motive (Wis)
  New Uses:
  Reading body language: You can use your Sense 
  Motive skill to deduce the relationships and desires 
  among people in a room.  With a successful check 
  (DC 25 – you can take 10, but not 20), you can 
  assess how someone feels about someone else in 
  the room.  For example, you can see Hit Man Harry 
  at the bar and determine whom heʼs been watching.  
  You can also tell which patron Tina Torch Singer 
  has her eye on.  You can drop the DC by 5 for every 
  half hour you study the target.
  Unfortunately, using Sense Motive in this manner 
  can sometimes draw attention to you.  If the target 
  wins an opposed Sense Motive check against 
  your Bluff check, he will notice that youʼve been 
  watching him.  He makes this check during your 
  initial intention and once every half hour of you 
  studying him.
  You may use Sense Motive in this manner on more 
  than one target, but the GM may penalize you with 
  a –1 circumstance modiﬁer for everyone you study 
  over the ﬁrst. 
  Superscience (Int)
  Trained Only
  This is the pulp version of the Computer Use skill.  
  Use this skill to ﬁgure out how to use superscience 
  devices or shut them down.
  Check:  Most superscience is based on (or at least 
  presented as) sound scientiﬁc theory.  Because it is 
  presumed to have a rational basis, a character with 
  this skill should be able to examine a device and 
  recognize its key components, such as an on/off 
  switch, the power source, how it is 
  controlled, etc.  These uses of the 
  skill do not require a Superscience 
  check (though you might have to 
  make a Search or Spot check if 
  something is well-hidden on the 
  object).
  Understand Utility:  This 
  application of the Superscience 
  skill allows you to understand 
  what the device is capable of doing 
  beyond the immediately obvious.  
  The GM should set a DC based on 
  how complex or obscure the device 
  is.  For example, a rocket pack 
  attached to a body harness and an 
  accompanying helmet would have 
  an Easy DC (5).  A warehouse-sized device that 
  sends particles into the clouds to make rain might 
  be Formidible (DC 25) or Heroic (DC 30).  You 
  need to understand the utility of the device before 
  you can attempt to control or thwart it.
  Control Device:  Once you understand the device, 
  you may attempt to control it.  Again, the GM 
  should set a DC based on the actual complexity 
  of controlling the device as well as any other 
  circumstances that must be overcome (such as the 
  original operator of the device already working the 
  controls).
  Thwart Device: Once you understand the device, 
  you may attempt to thwart it.  The DC for the 
  attempt is normally 15, although the GM may 
  adjust this.  Success does not destroy the device; 
  it merely gives you the information you need to 
  thwart it.  For example, you may learn that the 
  death ray gun needs the quartz crystal to operate, 
  but youʼre going to have to ﬁgure out how to pry it 
  out of the gun.
  A Superscience check to thwart a device is only 
  necessary if the weakness isnʼt obvious.  For 
  example, if a giant robot is approaching, you 
  donʼt need a Superscience check to ﬁgure out that 
  destroying one of its legs is a good way to stop it.
  Special:  You can take 10 or 20 when using the 
  Superscience skill.  You cannot take 20 if you need 
  to make immediate assessments.
  Time:  Superscience requires at least a full-round 
  action.  The GM may determine that some tasks 
  require several rounds, a few minutes, or longer.
  Class Skill:  Smart Hero, Field Scientist, Mad 
  Scientist, Paragon, Techie.
  
  21
  Tumble (Dex)
  Trained Only
  New Use:
  Swinging:  You can swing across an opening by 
  using a rope, vine, bullwhip or other ﬂexible cord.  
  The cord must be afﬁxed to a stationary point 
  above you, preferably in the middle of the opening 
  being crossed (since this is pulp, not a physics 
  course, you can assume that, if you are holding a 
  cord taut, you can swing twice the distance between 
  you and the stationary point).  
  There are two main problems with swinging.  First, 
  there is the danger that you are too heavy for the 
  cord (especially natural vines) or the object to 
  which it is afﬁxed (your climbing rope may be 
  able to handle the weight, but the ceiling fan it 
  is wrapped around may not).  You must also be 
  certain that the cord will not unravel from the 
  stationary point while you are swinging across the 
  opening.  The GM will decide whether the cord 
  will hold, and you can make a Wisdom check (DC 
  15) to acquire that information.  
  Assuming that the cord will hold, you must next 
  make the actual jump.  Again, we are using pulp 
  rules, so as long as you can hold on, you should 
  be okay.  Make a Strength check (DC 10) using 
  to determine whether you hold onto the cord as 
  you cross.  Attaching the cord to your person will 
  prevent you from falling (GMʼs discretion, based 
  on the length of the cord and other circumstances).  
  A Tumble check (DC 15) is necessary to plant your 
  feet on the other side.  If you miss, you may try 
  again, but after a second failure you will be stuck 
  hanging in the middle of the opening.
  Pulp FEATS
  The following are a list of feats suitable for 
  pulp gaming.  Some of these feats appear in the 
  Advanced Classes with follow this section.
  Feats with an asterisk (*) are core book feats that 
  have been modiﬁed for THRILLING TALES.
  Ambidexterity
  You are equally adept with either hand
  Prerequisites: Dex 15+
  Normal: Without this feat, characters suffer a -4 
  penalty to attack rolls, ability checks, and skill 
  checks for using their off-hand
  Special: This feat includes the abilities of the feat 
  “Two-weapon Fighting.”
  Assessment
  Youʼre quickly able to size up someoneʼs abilities.
  Prerequisites: Wis 13+
  Beneﬁt: As a half action, you can choose a target 
  within 30 feet of you. Choose three attributes 
  (three ability scores or three skills) and the GM 
  must tell you the targetʼs ability in each relative 
  to the other two. For example, if you choose 
  Bluff, Hide, and Acrobatics, the GM might tell 
  you “the target is best in Acrobatics, then Hide, 
  then Bluff.” You donʼt know the targetʼs ranks 
  or ratings, only a rough estimate of the target 
  relative ability in the assigned attributes. 
  Could Have Been A Contender
  You took a dive and threw a ﬁght, race, or other 
  sporting event in exchange for a payoff.
  Beneﬁt: You get +2 Wealth and –1 Reputation.
  Special: Others in the same sport may know that 
  the character took the dive if they succeed on a 
  DC 20 Gather Information check.
  Exotic Features
  Whether it be your unusual accent, physical 
  features, or inability to recall who won the ʻ28 
  World Series, you are viewed as a foreigner. 
  Men feel overprotective of you and tend to 
  underestimate you.
  Prerequisites: Female only, Cha 13+, can only 
  be taken at 1st level.
  Beneﬁt: When dealing with a male PC or NPC, 
  you gain a +2 to Bluff, Diplomacy, Seduction, 
  and Sense Motive checks.
  
  22
  Extensive Library
  You have personal access to a large library and a 
  number of related contacts.
  Beneﬁt: You gain a +2 to all Gather Information 
  and Research checks.
  Gearhead*
  Beneﬁt: The character gets a +2 bonus on all 
  Superscience checks and Repair checks. 
  Special: Remember that the Repair skill can only 
  be used untrained in certain situations.
  Gone Native
  Youʼve spent so much time in a particular exotic 
  locale that youʼve started to understand and 
  emulate their ways. This has given you greater 
  expertise in this particular culture, but has a 
  negative impact on those who feel youʼve turned 
  your back on their ways.
  Prerequisite: Speak Language in the culture 
  youʼre adopting.
  Beneﬁt: You gain a +2 to all Diplomacy, Gather 
  Information, and Knowledge checks that involve 
  the culture youʼve adopted. In addition, you 
  suffer no Attitude penalties that would normally 
  be given to someone from your original culture. 
  Unfortunately, members of your original culture 
  treat you as one Attitude level lower than they 
  normally would.
  Improved Critical
  You know how to hit where it hurts with an attack.
  Prerequisites: Base Attack Bonus 8+
  Beneﬁt: Choose an attack. When using that 
  attack, your threat range is doubled; you threaten 
  a critical hit on a roll of 19 or 20.
  Special: You can take this feat multiple times. 
  Each time it applies to a different attack.
  Infamy
  You have a particularly bad reputation. (whether 
  deserved or not)
  Beneﬁt: You get a +3 bonus on Charisma-based 
  checks whenever the GM determines that your 
  infamy would be a beneﬁt. However, you suffer 
  a -3 modiﬁer on such checks whenever the GM 
  determines that your infamy would work against 
  you.
  Leadership
  Youʼre a natural leader, good at coordinating and 
  directing the efforts of others.
  Prerequisites: Cha 13+
  Beneﬁt: If you direct or lead others in combat 
  (taking a free action each round to do so), 
  everyone on your side gets a +1 bonus on all 
  checks (including initiative). However, if youʼre 
  incapable of taking a free action on any round, 
  your side loses the bonus until you recover. 
  Characters can only be under the direction of 
  one leader at a time, and may choose to change 
  their leader as a free action. Characters under the 
  inﬂuence of a leader must be able to hear and 
  understand that leaderʼs directions.
  Looker
  You are naturally attractive.
  Prerequisites: Can only be taken at 1st level.
  Beneﬁt: You get a +3 bonus on Charisma-based 
  checks whenever the GM determines that your 
  attractiveness would be a beneﬁt. However, you 
  suffer a -3 modiﬁer on such checks whenever 
  the GM determines that your beauty would work 
  against you (such as a rival for attention).
  Photographic Memory
  You have perfect recall of everything youʼve 
  experienced.
  Prerequisites: Int 16+
  Beneﬁt: You can recall everything youʼve seen, 
  read or experienced perfectly. If you forget some 
  detail your character should remember, you can 
  ask the GM to remind you. You get a +2 bonus 
  on any skill rolls for which rote memorization is 
  useful (at the GMʼs judgment).
  Sidekick
  You have an assistant, follower or partner of some 
  ability.
  Prerequisites: 6th level (total)
  Beneﬁt: You have a single NPC follower 
  who helps you out. Your Sidekickʼs level is 
  determined by a combination of your total level 
  + your Charisma modiﬁer, modiﬁed by your 
  abilities as follows:
   
  Renown Feat: +3
   
  Leadership Feat: +1
   
  PC provides room, board, equipment +2
   
  Wealthy (16+ on Wealth): +1
  Check your total against the chart on the 
  following page.   A sidekick must be at least one 
  level below your own, regardless of the results of 
  
  23
  make a Hide roll against a DC of 10.  If you 
  succeed, you have successfully stowed away 
  somewhere on the villainʼs vehicle undetected. 
  Failure means your attempt to stow away is 
  noticed by the villain or a henchmen while you 
  were awkwardly trying to hide away, and they 
  have the advantage of Surprise on you. Upon 
  arriving at the destination, make an Escape 
  Artist roll against a DC of 20. Success means 
  you are able to leave the vehicle and get a short 
  distance away undetected. Failure means you are 
  discovered by the villain or a henchmen while 
  disembarking, and they have the advantage of 
  Surprise on you. You may take one ally with you 
  when stowing away, but you must add +5 to the 
  DC for both stowing away, and escaping upon 
  arrival in that case.
  Stunt Pilot
  You are extremely adept at performing aerial 
  maneuvers.
  Prerequisites: Dex 13+, Pilot 6 ranks
  Beneﬁt: You can subtract 4 from any DCs 
  necessary to perform aerial stunts.
  Trance
  You can enter a deep, death-like trance state
  Prerequisites: Wis 13+
  Beneﬁt: Through breathing and bodily 
  control, you can slip into a trance state nearly 
  indistinguishable from death, for up to a number 
  of hours equal to your Wisdom bonus. It takes 
  a minute of uninterrupted concentration for you 
  to enter the trance. While in the trance you are 
  still aware, but you are immune to suffocation. 
  Poison effects are suspended for the duration of 
  the trance. It requires a Spot check (DC 15+ Wis 
  bonus) to determine that youʼre not dead.
  Unassuming
  For some reason, people tend to underestimate 
  you.  Reasons could include a thick accent, foreign 
  appearance, profession, shyness, or extreme 
  politeness.  As a result, people tend not to question 
  your assertions or motives.
  Beneﬁt: You get a +2 to Bluff and Diplomacy 
  checks
  the table. You create your sidekick as a character, 
  subject to your GMʼs approval. Sidekicks 
  are loyal, perhaps even willing to sacriﬁce 
  themselves for you. It takes approximately three 
  adventures to replace a lost sidekick (more or less 
  at the GMʼs discretion).
  Special: You can take this feat multiple times. 
  Each time, you acquire an additional sidekick.
  Level +Cha Mod      
   
  Sidekick 
  (+ modiﬁers)       
   
   
     level 
   
  1-2 
   
   
   
      1st   
   
  3         
   
   
      2nd 
   
  4-5         
   
   
      3rd 
   
  6          
   
   
      4th 
   
  7-8         
   
   
      5th 
   
  9          
   
   
      6th 
   
  10-11         
   
   
      7th 
   
  12         
   
   
      8th 
   
  13         
   
   
      9th 
   
  14-15         
   
   
    10th 
   
  16         
   
   
    11th 
   
  17-18         
   
   
    12th 
   
  19         
   
   
    13th 
   
  20         
   
   
    14th 
   
  21-22         
   
   
    15th 
   
  23         
   
   
    16th 
   
  24         
   
   
    17th 
   
  25         
   
   
    18th 
   
  26+         
   
   
    19th 
  Sidestep
  In combat, you have the ability to anticipate your 
  opponentʼs moves and move in his wake.
  Prerequisites: Dex 13+, Dodge, Mobility
  Beneﬁt: When an opponent in an adjacent square 
  takes a single 5-foot step to a square that you do 
  not threaten, you may spend 1 action point to 
  move into the square the opponent just left.
  Silver Tongue
  You are a skilled negotiator, able to drive hard 
  bargains.
  Beneﬁt: You get a +2 bonus on Bargain and 
  Bluff checks.
  Stowaway
  You are adept at secretly hitching a ride to 
  follow the story. This is useful when the villain is 
  departing in anything larger than a motorcycle-- 
  say, a car, train, airplane, submarine, or dirigible, 
  for example.
  Prerequisites: 1 rank of Hide and 1 rank of 
  Escape Artist
  Beneﬁt: If you are not currently being watched, 
  
  24
  Chapter FOUR:
  Advanced   Classes
  On the pages that follow, we present 18 Advanced 
  Classes which represent common archetypes from 
  the pulps, both heroic and villanous.
  Gamemasters and players of THRILLING TALES are en-
  couraged to discuss their campaigns in advance of play, to 
  determine the sort of game they wish it to be, and so that the 
  players may choose advanced classes of an appropriate nature.  
  This allows the characters to be tailored directly to the game, 
  and will prevent the Gamemaster from having to contend, for 
  example, with a player bringing a Big Game Hunter into Film 
  Noir-inﬂuenced mystery campaign!
  The best Basic Classes to choose for rapid advancement to a particular 
  Advanced Class are shown in the previous chapter.
  It is recommended that heroic characters in THRILLING TALES cam-
  paigns start play at 7th level or above, which should be enough for them to 
  have levels in the Advanced Class of the playerʼs choice.
  
  25
  ADVANCED CLASS:
  Ace   Reporter
  Penny stared, awed, at the vast ﬂeet of airships 
  hidden within the volcano airbase.
  “Thereʼs enough ﬁrepower here to sink a 
  battleship!” she exclaimed in hushed tones, 
  “Enough to level a small city!  I need 
  to take these photos back to the 
  bureau to prove I was right!”  
  She removed the lenscap of her 
  trusty Rolleiﬂex and lined up 
  the shot.  “Pulizter, here I 
  come!” she whispered for 
  luck.
  Unfortunately, the ﬂash 
  of the camera caught 
  the attention of a guard.  
  “Look, up on the 
  paraphet!  Sheʼs 
  back!  Get 
  her!”
  The Ace 
  Reporter 
  is an 
  archetype 
  of the 
  pulp 
  genre.  
  Examples include 
  Lois Lane, Polly 
  Perkins, Buzz 
  Benson, Katie 
  Blayne, Ed 
  Lowery, “Daffy” Dill, Claude Burke, 
  and Daisy Dare.
  An Ace Reporter is similar to an Investigator, 
  minus all that tedious lab work and research.  
  Instead, the Ace Reporter follows leads, sneaks into 
  where she shouldnʼt, and relentlessly follows the 
  story to its conclusion.  In the end, sheʼll alert the 
  authorities and get that headline.
  The Ace Reporter can join in any pulp 
  adventure-- whether the other 
  heroes want her there or not.  
  Part ally and sometimes 
  adversary, the story comes 
  ﬁrst.  Reporters are smart, 
  charismatic, and-- most 
  of all-- lucky.  Itʼs 
  a tough world out 
  there, and someone 
  has to get the facts!  
  The public has a 
  right to know, 
  and if it takes a 
  little breaking-
  and entering, 
  stowing away, 
  or sabotage, 
  then thatʼs what 
  youʼll do.  Plus 
  Reporters have 
  contacts 
  and 
  allies 
  in even the 
  most remote 
  of places, and 
  can get help 
  at the most 
  surprising of 
  times.
  While the Ace Reporter 
  is an able hero in her own right, she also works 
  well standing beside other heroes.  In fact, Ace 
  Reporters are naturals when forming a team, since 
  they know (or can ﬁnd out) just about everything 
  
  26
  and everyone.  And, for younger players, a Junior 
  Reporter is a dandy sidekick with a special trick or 
  two to help pull their own weight.
  Ready to solve the worldʼs mysteries, armed only 
  with a pen, a pistol, and the power of the press?  
  Ace Reporter, get that story!
  Requirements
  To quality to become an Ace Reporter, a character 
  must fulﬁll the following criteria:
  Ability Score: Charisma 13+
  Skills: 6 ranks in Gather Information
  Feats: Meticulous
  Class Information
  Hit Die: The Ace Reporter gets 1d8 hit points per 
  level. The characterʼs Constitution modiﬁer applies.
  Action Points: The Ace Reporter gains a 
  number of action points equal to 5 + one-half his 
  characterʼs level, rounded down, every time she 
  attains a new level in this class.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +1 
  +1 
  +2 
  Press Pass 
   
   
  +1 
  +1
   
   
   
   
   
  Expense Account 
  2nd  
  +2 
  +1 
  +1 
  +3 
  Taking Notes 
   
   
  +1 
  +2
  3rd  
  +2 
  +2 
  +2 
  +3 
  Well- Travelled,   
   
  +2 
  +3
   
   
   
   
   
  Bonus Feat
  4th  
  +3 
  +2 
  +2 
  +4 
  Check the Facts  
   
  +2 
  +4
  5th  
  +3 
  +3 
  +3 
  +4 
  Talent 
   
   
   
  +3 
  +4
  6th  
  +4 
  +3 
  +3 
  +5 
  Bonus Feat 
   
   
  +3 
  +5
  7th  
  +4 
  +3 
  +3 
  +6 
  Double-Edged Luck 
   
  +4 
  +5
  8th  
  +5 
  +4 
  +4 
  +6 
  Talent 
   
   
   
  +4 
  +6
  9th  
  +5 
  +4 
  +4 
  +7 
  Bonus Feat 
   
   
  +5 
  +6
  10th  
  +6 
  +5 
  +5 
  +7 
  Live to Tell 
   
   
  +6 
  +7
   
   
   
   
   
  Every Good Hero 
  Has His Reporter
  While Ace Reporters like Daisy Dare (London 
  Sentinel), Joseph “Daffy” Dill and partner Dinah 
  Mason (New York Chronicle), and even Brenda Starr 
  (The Flash) broke stories and fought crime directly, 
  many reporters were an essential part of a Man of 
  Mysteryʼs team. 
  Ed Lowery (of the Sentinel) provided information to 
  the Green Hornet, Claude Burke (of the Classic) gave 
  scoops to The Shadow, and reporter Steve Huston 
  aided the Phantom. And while Lois Lane usually fed 
  leads to Superman, sheʼs often be in the thick of things 
  to get the resulting story.
  Class Skills: The Ace Reporterʼs class skills are as 
  follows: 
  Balance (Dex), Bluff (Cha), Craft: Writing (Int), 
  Decipher Script (Int), Diplomacy (Cha), Disguise 
  (Cha), Escape Artist (Dex), Forgery (Int), Gather 
  Information (Cha), Hide (Dex), Knowledge (any) 
  (Int), Listen (Wis), Profession (Wis), Read/Write 
  Language (none), Research (Int), Search (Int), 
  Sense Motive (Wis)
  Skill Points at Each Level: 7 + Int Modiﬁer
  
  27
  Class FEATURES
  “The freedom of the press is a 
  ﬂaming sword! Use it justly! Hold it 
  high! Guard it well!” Steve Wilson, 
  heroic newsman, ʻBig Townʼ [1937-
  1951]
  Press Pass:  Even a starting Reporter 
  is known by the paper they work 
  for.  Your Press Pass immediately 
  identiﬁes you as a Reporter, 
  therefore your Press Pass lets you 
  automatically pass the Recognition 
  Check as a ʻReporterʼ (and thus incur 
  either the +4 bonus or -4 penalty, 
  depending on their bias towards 
  reporters, for Bluff, Diplomacy, 
  Gather Information, Intimidate and 
  Perform.) Note that, if you want to 
  use your personal reputation and 
  Name, you must do a Reputation 
  Check as usual-- this only identiﬁes 
  you as ʻa member of the Pressʼ.  
  Expense Account:   Upon becoming 
  a Reporter, you are given additional support 
  when working on a story.  You may temporarily 
  gain a Wealth Bonus equal to your level as an 
  Ace Reporter for any rental or service needed to 
  advance the article youʼre working on. You have to 
  be able to contact  your editor (by phone, telegram, 
  or in person) to use this. 
  Note this allows rental (not purchase) of items such 
  as formal wear as well as cash to cover a bribe, 
  bail, travel bill, or hotel stay  necessary for your 
  story. The GM serves as your ʻeditorʼ in deciding 
  if itʼs truly an article-related expense. You can only 
  use this ability once per day, and can only use it for 
  a number of times equal to your Ace Reporter level, 
  after which you must ﬁle the story with your editor 
  before another Expense Account is drawn up for 
  you.
  Taking Notes:  Ace Reporters of level 2 or higher 
  know how to report on a ﬁght-- even if theyʼre 
  in it. At the start of any ﬁght where you are not 
  personally under immediate attacked, you can 
  declare you are simply staying put and Taking 
  Notes.  While you write, the ﬁght will continue-- 
  but anyone who wants to attack you has to make a 
  Will check at a DC of 25 or else ﬁnd someone else 
  to attack,  until all other opponents are eliminated.  
  Mind you, if youʼre the last of the good side still 
  standing, youʼll deﬁnitely have to put down that 
  pencil. You, of course, can take no other action than 
  ʻtake notesʼ during the ﬁght.
  Well-Travelled:   Ace Reporters are simply full of 
  wordly experience. By 3rd level and beyond, when 
  choosing a new feat, you can choose to pick up 
  one bonus feat from a different class that you have 
  previously adventured with (so long as you meet 
  the other prerequisites).
  Bonus Feat:  At 3rd, 6th and 9th level, an Ace 
  Report can choose a Bonus Feat.  The ʻWell-
  Traveledʼ ability allows them to choose any   feat 
  available to a different class (as described above), 
  
  28
  and in addition, the bonus feats available to an 
  Ace Report are (new feats in italics):  Alertness, 
  Attentive, Conﬁdent, Creative, Deceptive, Dodge, 
  Educated, Low Proﬁle, Meticulous, Reknown, 
  Stealthy, Stowaway,  Studious, Trustworthy.
  Check the Facts:  By level 4 and later, Ace 
  Reporters are experts at piecing together the 
  facts of a story-- and are unfraid of interviewing 
  antagonists directly.  By Checking the Facts, you 
  can induce opponents into boasting by stating your 
  current theory about what is happening.  
  The villain must make a Will saving throw at a DC 
  of 10 + Ace Reporterʼs class level + Ace Reporterʼs 
  Charisma modiﬁer.  If they fail the save, they must 
  either conﬁrm your theory, or state at which point 
  your theory breaks down.  They need only state 
  where your theory errs (if at all), and do not have 
  to give you further information, but they must be 
  truthful.  And if youʼre fortunate, the villain may be 
  prone to monologuing at length once they get going  
  This talent may only be used once per villain in any 
  given adventure.
  Talent:  Ace Reporters gain a new talent at 5th and 
  8th level. Reporters have access to the Fast Talk, 
  Charm, and Favor talents, as per the Charismatic 
  hero Talent Tree.  They have access to the Empathy 
  and Intuition talents, as per the Dedicated hero 
  Talent Tree.  They may also choose their own 
  Talent, Find a Lead:
  Find a Lead
  Prerequisites: Wis 13+
  If you  make a successful Search check against 
  a DC of 15, you can ﬁgure out where a recently 
  departed person headed to next, based on the 
  trivial evidence you ʻjust foundʼ at the scene-
  - a ticket stub, a matchbook cover, or other bit 
  of detritious. This temporary lead only shows 
  their immediate next destination, not necessarily 
  where they ultimately will head or where they 
  are now, so act on it quickly. Note that, unlike an 
  ordinary Search, you arenʼt specifying the area 
  you are searching, but merely your intent to Find 
  a Lead.  You cannot take 10 or take 20 to Find a 
  Lead. If you lose track of the subject, the trail is 
  cold and you cannot Find a Lead further until you 
  again encounter the person.
  Double-edged Luck:  At level 7 and afterwards, 
  an Ace Reporter can, once per adventure, reroll one 
  failed check, but you must jeopardize your story 
  in the process.  Typical downsides include losing 
  your notes, having your ﬁlm conﬁscated, leaving 
  the lenscap on for the crucial evidence, or other 
  story-breaking mishaps. The player can suggest the 
  penalty; the GM ultimately decides.
  Live to Tell:   By level 10, itʼs nearly impossible 
  to stop an Ace Reporter from getting their story. 
  If you have all the facts but have just been ʻkilledʼ 
  in an encounter, all is not lost. Make a Charisma 
  check against a DC of 25. If you succeed, you are 
  presumed to have narrowly escaped death and 
  were rescued by a kindly local, and nursed back to 
  health. You can ﬁle your story from your bedside, 
  but you have to skip the next adventure while you 
  recover your health.
  
  29
  ADVANCED CLASS:
  Air    Ace
  The engine screamed as “Barnstormer” Burton 
  pushed the plane into a power dive.  At these 
  speeds, the wings of a lesser aircraft would have 
  been torn off, sending the pilot to his doom, but 
  Burton was conﬁdent that his custom work on 
  the Silver Swan would hold up--at least 
  long enough to ditch the two Air 
  Pirates  who were currently 
  roaring after him, weapons 
  blazing.
  At the last possible 
  second, Burton pulled 
  back hard on the 
  control stick, and the 
  Silver Swan leapt 
  skyward again, at 
  a nearly impossible 
  angle.  As he spiralled 
  the plane into a tight 
  barrel roll, Burton 
  heard the explosions as 
  the vile Air Pirates tried 
  and failed to match the 
  maneuver.
  The Air Ace is an 
  archetype of 
  the pulp 
  genre.  
  Examples 
  include G-8 
  and his Battle 
  Aces, Dusty Ayres, Bill 
  Barnes, and the hero of the recent ﬁlm Sky 
  Captain & The World of Tomorrow.
  The 1930s, the heyday of the pulp magazines, was 
  a time of extreme enthusiasm about aviation--
  travelling by air had not yet become commonplace, 
  and was seen during the Depression as a romantic 
  escape from earthbound problems.  The pilot was 
  seen as a dashing heroic ﬁgure, and the pulps 
  provided many such heroes to thrill readers.
  Many of the air heroes of the pulps were World War 
  I ﬂying aces, ﬁghting against the Germans in what 
  at the time was known as “the Great War.”  The 
  stories werenʼt limited to simple adventure 
  tales of the air war, however--the most 
  popular of the air hero pulps, G-8, 
  featured ﬂying armies of zombies, 
  giant bats, supervillains and more.  
  The contemporary air heroes ﬂew 
  aircraft at the cutting edge of 
  aviation (and beyond)--in tales 
  that were the period equivalent of 
  near-future Science Fiction.
  Air Aces are the daredevil 
  defenders of the skies, and their 
  adventures should focus on 
  aviation-based threats and 
  far-ﬂung travel-
  -everything 
  from dogﬁghts 
  with air pirates 
  to inﬁltratiing the 
  ﬂying fortress of a 
  world-conquering 
  madman
  Requirements
  To qualify to become an Air Ace, a 
  character must fulﬁll the following 
  criteria:
  Base Attack Bonus: +2
  Skills: Craft (mechanical) 6 ranks, Pilot 6 ranks
  Feats:  Aircraft Operation
  
  30
  Class Information
  Hit Die: The Air Ace gains 1d10 hit points per 
  level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Air Ace gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Air Aceʼs class skills are 
  as follows: Balance (Dex), Climb (Str),  
  Concentration (Con), 
  Craft(mechanical)(Int), 
  Drive (Dex),Knowledge 
  (Physical Sciences, Tactics, 
  Technology) (Int), Listen (Wis), 
  Move Silently (Dex), Navigate (Int), 
  Pilot (Dex), Read/Write Language (none), Repair 
  (Int), Research (Int), Search (Int), Speak Language 
  (none), Spot (Wis).
  Skill Points at Each Level:  5 + Int Modiﬁer
  Class Features
  The following features pertain to the Air Ace 
  advanced class.
   
   
   
  Favored Aircraft:  At 1st, 3rd, 5th and 8th level, 
  the Air Ace can designate a particular model of 
  aircraft as a favored aircraft, gaining a +2 bonus 
  to Craft (Mechanical), Knowledge, Pilot and 
  Repair checks involving that model.  At the players 
  discretion, with the GMʼs approval, additional 
  Favored Aircraft slots can be spent on an existing 
  model, increasing the bonus by a further +2 per 
  slot.
  Bonus Feat:  At 1st, 4th, 7th and 9th level, the 
  Air Ace gets a bonus feat.  The bonus feat must be 
  selected from the following list, and the Air Ace 
  must meet all the prerequisites of the feat .
  Builder, Cautious, Dead Aim, 
  Far Shot, Focused, Gearhead, 
  Heroic Surge, Improved 
  Initiative, Lightning Reﬂexes, 
  Strafe, Vehicle Dodge, Vehicle 
  Expert
  Elbow Grease:  Starting at 2nd level, the Air Ace 
  gains a +2 competence bonus to Craft (Mechanical) 
  and Repair checks.  This bonus increases to +4 
  at 4th level, and +6 at 7th level.  This bonus is in 
  addition to any bonuses due to Favored Aircraft 
  status.
  Soup Her Up:  Starting at 5th level, any individual 
  aircraft that the Air Ace has designated as a 
  Favored Aircraft, and that he works on or ﬂies at 
  least once per week, increases all of its traits by 
  25% (For example, a plane with a top speed of 200 
  mph would now have a top speed of 250mph).  At 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1  
  +0  
  +2  
  +0  
  Favored Aircraft,   
  +1  
  +1
   
   
   
   
   
  Bonus Feat
  2nd  
  +2  
  +0  
  +3  
  +1  
  Elbow Grease +2,  
   
  +1  
  +1
  3rd  
  +2  
  +1  
  +3  
  +2  
  2nd Favored Aircraft 
   
  +2  
  +1
  4th  
  +3  
  +1  
  +4  
  +2 
  Elbow Grease +4, Bonus Feat 
  +2  
  +2
  5th  
  +3  
  +2  
  +4  
  +3  
  Soup Her Up (25%) 
   
  +3  
  +2
   
   
   
   
   
  3rd Favored Aircraft 
   
  6th  
  +4  
  +2  
  +5  
  +3  
  Signature Aircraft 
    
  +3  
  +2
  7th  
  +4  
  +3  
  +5  
  +4  
  Bonus Feat, Elbow Grease +6 
  +4  
  +3
  8th  
  +5 
  +3  
  +6  
  +4  
  4th Favored Aircraft 
   
  +4  
  +3
  9th  
  +6 
  +4  
  +6 
  +5  
  Bonus Feat,  Soup Her Up (50%) 
  +5 
  +3
  10th  
  +7  
  +4  
  +7  
  +5  
  “Thatʼs Impossible!” 
    
  +5  
  +4
  
  31
  Signature Aircraft
   
  Level     
  Defense Bonus  Base Attack Bonus   
  Special
   
  1  
   
   
  +1  
   
  - 
   
  Bonus Feat
   
  2  
   
   
  +1  
   
  +1 
   
  Bonus Feat 
   
  3 
   
   
  +2  
   
  +2  
   
   
  4  
   
   
  +2  
   
  +3  
   
  Bonus Feat
   
  5 
   
   
  +3  
   
  +4  
   
   
  6  
   
   
  +3  
   
  +5  
   
  Bonus Feat
   
  7  
   
   
  +4  
   
  +6  
   
   
  8  
   
   
  +4  
   
  +7  
   
  Bonus Feat
   
  9 
    
   
  +5  
   
  +8  
   
   
   
  10  
   
   
  +5  
   
  +9  
   
  Bonus Feat
  The Bonus feats for a Signature Aircraft must be taken from the following list, and are able to be used by the aircraft in the  
  manner described:
  Alertness: Gives the bonus to PCs using the aircraftʼs radar, etc.
  Burst Fire: The aircraftʼs weapons are capable of Burst Fire.
  Dead Aim:  The aircraftʼs targeting system give a bonus while aiming.
  Dodge:  The aircraft is capable of dodging, even if the pilot does not possess the Vehicle Dodge feat.
  Elusive Target: In a ﬁght with multiple opponents, the aircraft is hard to hit due to its manueverability.
  Far Shot:  The aircraftʼs weapons have greater range.
  Frightful Presence:  The aircraft is infamous, striking fear into the hearts of enemies.
  Improved Initiative:  The aircraftsʼs speed and manueverability bestow a bonus to the pilotʼs initiative roll.
  Lightning Reﬂexes:  The aircraft offers a +2 bonus on Reﬂex saves
  Strafe:  The aircraftʼs weapons are capable of straﬁng ﬁre.
  Toughness: The aircraft gains a +3 bonus to hit points (or the equivalent, depending on the d20 vehicle rules used). This can 
  be taken multiple times.
  9th level, this bonus rises to a 50% increase to all 
  of the aircraftʼs traits.  This bonus applies to all 
  traits, regardless of what particular d20 vehicle 
  rules system youʼre using.
  Signature Aircraft:  At 6th level, the Air Ace 
  gains a Signature Aircraft--the one aircraft most 
  associated with the hero.  This must be a single 
  aircraft of a type already designated as a Favored 
  Aircraft.  The aircraft counts as a Mastercraft item, 
  offering a +3 bonus to use. (In addition to the 
  bonuses due to Favored status).  
  In addition, the aircraft itself becomes an NPC, 
  with the “Signature Aircraft” NPC class (Sig), 
  and is capable of gaining feats (see below)--from 
  that point onward, it draws 10% of the Air Aceʼs 
  experience as its own.    
  As the aircraft gains levels, it gains bonuses to 
  Defense and Base Attack Bonus(note that these 
  bonuses are not cumulative).At 1st, 2nd, 4th, 6th, 
  8th and 10th level, a feat may be chosen for the 
  aircraft, which can be used in the same manner as if 
  it were a character. 
  
  32
  A Signature Aircraft that comes under the control 
  ofsomeone other than the Air Ace will retain 
  the beneﬁts of the NPC class, as long as the 
  new owners maintain the tithe of 10% of their 
  experience awards.
  “Thatʼs Impossible!”:  At 10th level, the Air Ace 
  gains the ﬁnal class ability--once per game session 
  while piloting an aircraft, the Air Ace can force it to 
  utterly defy physics for one manuever.    A helicop-
  ter can be made to vertically loop, a airplane can 
  come to a complete stop or suddenly ﬂy backwards, 
  etc.   The effect of this action upon movement, 
  combat, or chases are determined by the Gamemas-
  ter, in accordance with the particular d20 vehicle 
  rules being used.
  
  33
  ADVANCED CLASS:
  Big      Game  Hunter
  Jeremiah Cole was a very ambitious man and he 
  wasnʼt about to let some jungle savage ruin his 
  diamond mining operation.  Thatʼs why he called me 
  in.
  Normally, 
  I 
  donʼt 
  hunt 
  intelligent 
  prey. 
  Closest I came was a 
  giant albino gorilla 
  a few months back, 
  and I still bear a 
  scar across my cheek 
  from a ﬂint knife it 
  fashioned. 
   
  Heck, 
  Iʼve hunted quite a 
  few exotic animals 
  in my time, usually 
  accompanied 
  by 
  some egghead or 
  a rc h a e o l o g i s t 
  searching for lost 
  civilizations 
  or 
  hidden treasure.  I 
  enjoy the hunt, but 
  I never considered 
  myself a hit man.
  Mr. Cole wouldnʼt 
  take “no” for an 
  answer.  He just kept 
  upping the fee until he found 
  my price.  So here I am, in 
  the heart of some African 
  jungle, waiting for the jungle 
  protector who was upset at 
  Mr. Coleʼs treatment of the 
  natives.  I donʼt do politics.
  I sat outside one of the 
  newer mines as Mr. Coleʼs 
  associates kept the natives 
  moving.  I remained in the bushes, keeping an eye 
  on the mine.  I didnʼt have to wait long.  The ground 
  shook as a small herd of elephants stampeded near 
  the mine, overturning the trucks and smashing 
  equipment.  Everybody scattered.  I stayed put, 
  readying my riﬂe.  My patience paid off, for the 
  one who sent the elephants soon swung 
  into view.  My jaw dropped.
  I donʼt know what I was expecting.  Mr. 
  Cole had been very vague on details, 
  and now I know why.  I was expecting a native 
  warrior, or maybe a colonial whoʼd gone native.  
  Instead, I was staring at the most 
  stunning woman Iʼd ever seen, 
  dressed in animal skins that left 
  little to the imagination.
  Still, a jobʼs a job, and I 
  regretted having to pull the 
  trigger.
  The Big Game Hunter is 
  an archetype of the Pulp 
  genre.  He travels to 
  untamed forests and 
  jungles around the 
  world, searching for 
  exotic trophies.  
  The 
  Big 
  Game 
  Hunter 
  often 
  doubles 
  as 
  a 
  guide, 
  leading 
  Celebrities, Field 
  Scientists, 
  and 
  Fortune Hunters 
  through 
  thick 
  jungles.  In the 
  Pulps, 
  he 
  is 
  often the strong man 
  
  34
  that accompanies the main hero.
  The Big Game Hunter is also often a villain.  He 
  is a poacher, disregarding local laws and ignoring 
  local traditions in search of his prey.  In this role 
  he represents the unwanted “colonial” interests that 
  pillage the land.  This makes him a frequent enemy 
  of the Noble Savage.
  Requirements
  To qualify to become a Big Game Hunter, a character 
  must fulﬁll the following criteria:
  Base Attack Bonus: +3
  Skills: Navigate (6 ranks), Spot (6 ranks)
  Feats: Archaic Weapons Proﬁciency or Personal 
  Firearms Proﬁciency, Track
  Class Information
  Hit Die: The Big Game Hunter gains 1d10 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Big Game Hunter gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Big Game Hunterʼs class skills 
  are as follows: Climb (Str), Concentration (Con), 
  Demolitions (Int), Drive (Dex), Handle Animal 
  (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (earth and life sciences) (Int), Listen 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +1 
  +2 
  +0 
  Ranged Weapon Focus, 
   
  +1 
  +1 
   
   
   
   
   
  Swift Track
  2nd  
  +2 
  +2 
  +2 
  +0 
  Henchman, Marksman 
   
  +1 
  +1
  3rd  
  +3  
  +2 
  +3 
  +1 
  Bonus Feat  
   
   
  +2 
  +1
  4th  
  +3 
  +2 
  +3 
  +1 
  Camoﬂauge 
   
   
  +2 
  +2
  5th  
  +4 
  +3 
  +4 
  +1 
  Henchman, Ranged Weapon 
  +3 
  +2
   
   
   
   
   
  Specialization
  6th  
  +5 
  +3 
  +4 
  +2 
  Bonus Feat, Spot Prey 
   
  +3 
  +2
  7th  
  +6 
  +4 
  +5 
  +2 
  Improved Critical  
   
  +4 
  +3
  8th  
  +6 
  +4 
  +5 
  +2 
  Henchman 
   
   
  +4 
  +3
  9th  
  +7 
  +4 
  +6 
  +3 
  Bonus Feat 
   
   
  +5 
  +3
  10th  
  +8 
  +5 
  +6 
  +3 
  One Shot, One Kill 
   
  +5 
  +4
   
   
   
   
  
  35
  (Wis), Move Silently (Dex), Navigate (Int), 
  Profession (Wis), Read/Write Language, Ride (Dex), 
  Speak Language, Spot (Wis), Survival (Wis), Swim 
  (Str), Treat Injury (Wis), Tumble (Dex).
  Skill Points at Each Level: 5 + Int Modiﬁer
  Class Features
  The following features pertain to the Big Game 
  Hunter advanced class.
  Ranged Weapon Focus:  At 1st level, a Big Game 
  Hunter gains the Weapon Focus class feature, 
  providing the beneﬁt of the feat with the same name. 
  The Big Game Hunter chooses a speciﬁc ranged 
  weapon. While Big Game Hunters usually choose 
  a riﬂe, there are Big Game Hunters who prefer the 
  elegance of a bow, crossbow, or spear.  The Big 
  Game Hunter must be proﬁcient with the chosen 
  weapon.  The Big Game Hunter adds +1 to all attack 
  rolls made using the selected weapon.
  Swift Track:  At 1st level, the Big Game Hunter may 
  move at normal speed while using Track without 
  taking the –5 penalty.
  Henchman:  At 2nd, 5th, and 8th level, the Big Game 
  Hunter receives a loyal henchman who travels with 
  him on his hunts.  This henchman is an Ordinary 
  of at least three levels lower than the Big Game 
  Hunter.  The Henchman is a full-ﬂedged NPC, 
  which could be developed jointly with the Player 
  and Gamemaster.  Unlike other hired help, the 
  Henchman is unﬂinchingly loyal to the Big Game 
  Hunter.
  Marksman:  The Big Game Hunter is an expert 
  shot.  At 2nd level he gains the Far Shot feat for free, 
  or the Dead Aim feat if he already possesses the Far 
  Shot feat.
  Bonus Feat: At 3rd, 6th and 9th level, the Big Game 
  Hunter gets a bonus feat, which must be taken from 
  the following list.  New feats appear in italics, and 
  are described at the end of this document.
  Alertness, Athletic, Brawl, Cautious, Dead Aim, 
  Dodge, Drive-By Attack, Endurance, Gone Native, 
  Great Fortitude, Guide, Improved Brawl, Improved 
  Initiative, Lightning Reﬂexes, Mobility, Point Blank 
  Shot, Precise Shot, Quick Reload, Run, Shot on the 
  Run, Stealthy, Surface Vehicle Operation, Weapon 
  Focus.
  Camouﬂage:  The Big Game Hunter is ﬁrst and 
  foremost a hunter.  At 4th level he knows how to 
  use his natural surroundings to his advantage while 
  laying in wait for a target.  When a Big Game 
  Hunter has had a few minutes to conceal himself, 
  characters attempting to target him have a 50% 
  miss chance.  
  Spot Prey:  The Big Game Hunter can spot prey 
  even in hiding.  Whenever the Big Game Hunterʼs 
  target is concealed, the Big Game Hunter subtracts 
  20% from the miss chance before rolling.  By 
  spending an action point, the Big Game Hunter can 
  eliminate the miss chance altogether.
  Ranged Weapon Specialization: At 5th level, a 
  Big Game Hunter gains weapon specialization with 
  a speciﬁc ranged weapon that he has applied to the 
  Weapon Focus feat or class feature. The Big Game 
  Hunter gets a +2 bonus on damage rolls with the 
  chosen weapon.
  Improved Critical:  At 7th level, the Big Game 
  Hunter may improve the critical threat range of the 
  weapon he chose for Ranged Weapon Specialization 
  by one.
  One Shot, One Kill:  At 10th level, the Big Game 
  Hunter has honed the ability to take down his prey 
  in a single shot.  All threats made with the weapon 
  chosen for Ranged Weapon Specialization is 
  automatically considered a critical hit.
  
  36
   
   
   
  ADVANCED CLASS:
  Boxer
  The four thugs didnʼt know what they were doing 
  when they stepped in front of Bill McGraw.  
  They might have been tough guys in Panama City, 
  but Iron Jaw McGraw had been beating punks 
  like them in rings and alleys for years.  McGraw 
  had battled 
  for years 
  in boxing 
  matches from 
  New York to 
  New Orleans 
  and up the 
  Paciﬁc coast 
  from Tijuana 
  to Skagway.  
  He had fought 
  in lighted 
  rings, vacant 
  sandlots, and 
  on the decks 
  of ships at 
  sea.
   
  As the thugs 
  closed around 
  him, McGraw 
  cocked his 
  ham-sized 
  ﬁsts and said, 
  “Boyos, I 
  donʼt know what the Jaguar said before sending 
  you out against me, but youʼre now about to receive 
  a lesson in the ﬁghting arts.”
  The Boxer is a student of the pugilistic arts, the 
  dominate western style of unarmed combat.  A 
  Boxer is dedicated to improving his ﬁghting ability, 
  style, and technique.  A Boxer might be working 
  as a dockworker or cab driver or enforcer while 
  working toward his next ﬁght.  Police ofﬁcers, 
  soldiers, sailors and others might be amateur 
  boxers.
   
  Boxing was a growing and popular sport during 
  the Pulp era, and although most sporting contests 
  were conducted with gloves under the ofﬁcial 
  Queensberry rules, 
  many organized 
  bareknuckled 
  ﬁghts still took 
  place.  Many Pulp 
  characters were 
  skilled boxers.  
  Robert E. Howard 
  was a boxer 
  himself and wrote 
  stories about 
  pugilistic heroes 
  such as Dennis 
  Dorgan, Kirby 
  Karnes, and Mike 
  Brennon.
   
  Select this 
  advanced class 
  if you want 
  your character 
  to become 
  an unarmed 
  combatant in the 
  classic western 
  style.
   
  The fastest path into this advanced class is from 
  the Strong hero basic class, though other paths are 
  possible.
  
  37
  Requirements
  To qualify to become a Boxer, a character must 
  fulﬁll the following criteria:
      Base Attack Bonus:  +3
      Skill:  Bluff 3 ranks
      Feats:  Combat Martial Arts, Dodge
  Class Information
  Hit Die: The Boxer gains 1d12 hit points per level.  
  The characterʼs Constitution modiﬁer applies.
  Action Points: The Boxer gains a number of action 
  points equal to 6 + one-half his character level, 
  rounded down, every time he attains a new level in 
  this class.
  Class Skills:  The Boxerʼs class skills are as 
  follows.
  Bluff (Cha), Concentration (Wis), Intimidate 
  (Cha), Knowledge (current events, popular 
  culture, streetwise) (Int), Profession, Read/Write 
  Language, Sense Motive (Wis), Speak Language, 
  Treat Injury.
  Skill Points at Each Level:  3 + Int modiﬁer
  Class FEATURES
  The following features pertain to the Boxer 
  advanced class.
  Ring Warrior:
  At 1st, 3d, 5th, 7th, and 9th level, a Boxer receives 
  a +1 melee attack modiﬁer when making unarmed 
  strikes.  The modifer is cumulative, topping out at a 
  total of +5 at 9th level.
  Hammerhand:
  At 1st, 4th, and 8th level, a Boxerʼs blows increase 
  in power, dealing more damage with unarmed 
  strikes.  
  At 1st level, he deals 1d6 points of damage with an 
  unarmed strike.  At 4th level, damage increases to 
  1d8.  At 8th level, it increases to 1d10.  This feature 
  stacks with similar features and feats that increase 
  melee damage.  Damage increases as follows:  1d6, 
  1d8, 1d10, 1d12, 2d6, 2d8, 3d6, 2d10.
  Bonus Feat:
  At 2d, 5th, 7th, and 10th level, the Boxer gets a 
  bonus feat.  The bonus feat must be selected from 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0 
  +2 
  +0 
  +0 
  Ring Warrior +1,  
   
  +1 
  +0
   
   
   
   
   
  Hammerhand 1d6
  2nd  
  +1 
  +3 
  +0 
  +0 
  Bonus feat 
   
   
  +2 
  +0
  3rd  
  +1 
  +3 
  +1 
  +1 
  Ring Warrior +2,   
   
  +2 
  +1
   
   
   
   
   
  Born Under the Punches
  4th  
  +2 
  +4 
  +1 
  +1 
  Fight Club, Hammerhand 1d8 
  +3 
  +1
  5th  
  +2 
  +4 
  +1 
  +1 
  Ring Warrior +3, Bonus feat 
  +3 
  +1
  6th  
  +3 
  +5 
  +2 
  +2 
  Second Wind 
   
   
  +3 
  +2
  7th  
  +3 
  +5 
  +2 
  +2 
  Ring Warrior +4, Bonus feat 
  +4 
  +2
  8th  
  +4 
  +6 
  +2 
  +2 
  Flurry of Blows,   
   
  +4 
  +2
   
   
   
   
   
  Hammerhand 1d10
  9th  
  +4 
  +6 
  +3 
  +3 
  Ring Warrior +5  
   
  +5 
  +3
  10th  
  +5 
  +7 
  +3 
  +3 
  Bonus feat 
   
   
  +5 
  +3
  
  38
  the following list, and the Boxer must meet all of 
  the prerequisites of the feat to select it.
  Advanced Combat Martial Arts, Agile Riposte, 
  Brawl, Combat Reﬂexes, Could Have Been A 
  Contender, Great Fortitude, Improved Brawl, 
  Improved Combat Martial Arts, Improved 
  Damaged Threshold, Improved Feint, Improved 
  Knockout Punch, Knockout Punch, Mobility, 
  Power Attack, Renown, Sidestep, Streetﬁghting, 
  Toughness, Weapon Focus (unarmed strike).
  New feats are listed in bold, and are described in 
  the previous Chapter.
  Born Under the Punches:
  Beginning at 3d level, a Boxer gains a number of 
  hit points equal to his Boxer level.  Thereafter, the 
  hero gains +1 hit point with each level of Boxer he 
  gains.
  Fight Club:
  Beginning at 4th level, a Boxer is able to build 
  upon her connections among boxers and ﬁght 
  promoters and receives a +2 modiﬁer on Gather 
  Information checks when seeking information on 
  other boxers or promoters or when looking for a 
  ﬁght.
  Second Wind:
  Beginning at 6th level, a 
  Boxer can spend 1 action 
  point to gain a second 
  wind.  When he does 
  this, he recovers 
  a number of hit 
  points equal to his Boxer level plus his Constitution 
  modiﬁer.  
  This ability does not increase the Boxerʼs hit points 
  beyond the characterʼs full normal total.  For 
  example, a 7th level Boxer with a Constitution 
  bonus of +3 and this ability can recover 10 hit 
  points by spending one action point - but only if his 
  current hit point total is 10 or more lower than his 
  full normal total.
  Flurry of Blows:
  At 8th level, a Boxer gains the ability to strike with 
  a ﬂurry of blows at the expense of accuracy.  The 
  Boxer must be unarmored to use this ability, and 
  she must make unarmed strikes to gain the beneﬁt.  
  With a ﬂurry of blows, the Boxer may make one 
  extra attack in a round at her highest base attack 
  bonus.  This attack and each other attack made in 
  the round take a -2 penalty.  Using this ability is a 
  full-round action.
  
  39
  ADVANCED CLASS:
  Femme  Fatale
  So there I was, scouting out the Chinese countryside 
  in my trusty P-40, looking for a Communist airﬁeld. 
  It still feels queer playing a mercenary; it wasnʼt 
  that long ago I was a stunt pilot in a ﬂying circus. 
  Thanks to the Depression, I was out of job when beer 
  became legal.  I spent a long time feeling sorry for 
  myself when an old 
  buddy of mine from 
  the Great War said 
  that the Chinese 
  Nationals 
  were 
  looking for some 
  American pilots to 
  help them root out 
  the 
  Communists. 
  Feels good to be in 
  the air again.
  The clouds were 
  low 
  as 
  I 
  ﬂew 
  over a number of 
  abandoned farms. 
  The 
  absence 
  of 
  people was a good 
  sign 
  that 
  there 
  was some military 
  activity nearby.  I 
  also noticed that 
  the ﬁelds were no 
  longer producing 
  crops 
  and 
  the 
  telltale signs of wheel ruts in the ground told me 
  everything I needed.  I bet some of the new-looking 
  barns housed airplanes.  Jackpot.
  I was about to head back when a plane dropped out 
  of the clouds above me.  I didnʼt recognize the model 
  but I was pretty sure it was Russian.  I pulled back on 
  the stick and headed into the clouds myself as bullets 
  sprayed past me.  I didnʼt want to stay in the clouds 
  long, so once I felt I put some distance between me 
  and the airﬁeld I dropped down.  I breathed a sigh of 
  relief as I headed back to base.
  Thatʼs when the plane dropped down behind me.  I 
  didnʼt have a chance as the bullets ripped through 
  my tail and I heard 
  my engine stall.  I 
  was going to have to 
  bail.  As I prepared to 
  eject myself, the plane 
  pulled alongside me. 
  The pilot removed hat 
  and goggles and I was 
  staring at the most 
  stunningly 
  gorgeous 
  woman Iʼd ever seen. 
  Iʼd bet my life it was 
  Brigid 
  Brophy, 
  the 
  Huntress...another 
  mercenary pilot.  She 
  blew me a kiss before 
  rolling away, leaving 
  me to my fate.  Itʼs 
  funny.  Iʼve heard 
  plenty of stories about 
  her ruthlessness and 
  skill, but as I jumped, 
  I found myself wishing 
  Iʼd see her again.
  The Femme Fatale is an archetype of the Pulp genre. 
  From the Nazi Temptress to the Amazon Queen, 
  these women pursue evil goals while stealing the 
  hearts of heroes.  Examples include Catwoman, Sala 
  (from the Phantom), and Dr. Elsa Schneider (from 
  Indiana Jones and the Last Crusade).
  The Femme Fatale of the pulps is a strong-willed, 
  conﬁdent woman who is beautiful and deadly.  She 
  
  40
  is the antithesis of the docile wife and mother. 
  Femmes Fatales crave excitement and adventure, 
  and have often been wronged at some point in the 
  past.  It is this injustice that drives their cravings.
  There are many types of Femme Fatale.  Some 
  are merely hedonistic mercenaries, more playful 
  than destructive.  Some are true master criminals, 
  engaging in insidious plots alongside Mad Scientists 
  and Masterminds.  Finally, some Femmes Fatales 
  are rulers of an exotic or alien locale.
  Most of the Femme Fataleʼs abilities have no effect 
  on characters not normally attracted to her (mainly 
  other women).  While this is potentially a fatal ﬂaw, 
  it ﬁts in perfectly with the pulp genre.  While the 
  Femme Fatale is a master at manipulating men, 
  women generally see right through them.  Whether 
  these women can convince their male allies otherwise 
  is another matter!
  Throughout this work, Femmes Fatales are considered 
  to be female and the targets of their class abilities are 
  considered to be men.  This is intended to reﬂect the 
  Pulp genre, and the GM should feel free to modify 
  the information for particular circumstances in his or 
  her campaign.
  Requirements
  To qualify to become a Femme Fatale, a character 
  must fulﬁll the following criteria:
  Attribute: Cha 15
  Skills: Bluff (6 ranks), Diplomacy (6 ranks)
  Feat: Iron Will
  Class Information
  Hit Die: The Femme Fatale gains 1d8 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Femme Fatale gains a number 
  of action points equal to 6 + one-half her character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Femme Fataleʼs class skills are as 
  follows: Balance (Dex), Bluff (Cha), Concentration 
  (Con), Diplomacy (Cha), Disguise (Cha), Gather 
  Information (Cha), Intimidate (Cha), Knowledge 
  (behavioral sciences, current events, popular culture, 
  streetwise) (Int), Perform (any) (Cha), Profession 
  (Wis), Read/Write Language, Sense Motive (Wis), 
  Speak Language, Tumble (Dex).
  Skill Points at Each Level: 6 + Int Modiﬁer
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  0 
  +0 
  +1 
  +2 
  Lollapalooza, Minions 
   
  +1 
  +0 
   
  2nd  
  +1 
  +0 
  +1 
  +3 
  Discern Lie, Tough Cookie 
  +1 
  +0
  3rd  
  +1  
  +1 
  +2 
  +3 
  Bonus Feat  
   
   
  +2 
  +1
  4th  
  +2 
  +1 
  +2 
  +4 
  Easy Mark 
   
   
  +2 
  +1
  5th  
  +2 
  +2 
  +3 
  +4 
  Sob Story, Tough Cookie  
  +3 
  +1
  6th  
  +3 
  +2 
  +3 
  +5 
  Bonus Feat 
   
   
  +3 
  +2
  7th  
  +3 
  +3 
  +3 
  +5 
  Green-Eyed Monster 
   
  +4 
  +2
  8th  
  +4 
  +3 
  +4 
  +6 
  Sow Distrust, Tough Cookie 
  +4 
  +2
  9th  
  +4 
  +4 
  +4 
  +6 
  Bonus Feat 
   
   
  +5 
  +3
  10th  
  +5 
  +4 
  +5 
  +7 
  Dying Save 
   
   
  +5 
  +3
   
   
   
   
  
  41
  Class FEATURES
  The following features pertain to the Femme Fatale 
  advanced class.
  Lollapalooza: The Femme Fatale has an exotic, 
  sensual, and powerful aura about her.  She exudes 
  cool beauty and self-conﬁdence.  Her smile makes 
  men melt and she gets a bonus on all Charisma-
  based skill checks made to inﬂuence members of 
  anyone who would be naturally attracted to her.  
  She also receives this bonus as a defense when 
  someone tries to Sense Motive on her.  The bonus 
  is equal to the characterʼs Femme Fatale level.  
  This ability stacks with the Charismatic Heroʼs 
  Talent Tree.  
  In addition, the Femme Fatale can use her charms 
  to Intimidate targets into doing something they 
  would not normally do (offer information, romantic 
  favors, etc).  This is handled as a normal Intimidate 
  check, but only against characters that would ﬁnd 
  the Femme Fatale attractive.  The Femme Fatale 
  may add her Exotic Features bonus to this check.
  Femme Fataleʼs     
   
  Number of Minions, per Minion level 
  Total Level + Cha mod   
  1st  
   2nd 
  3rd   
  4th   
  5th  
   6th
   9 or less    
   
   
   -  
     -  
    -   
    -   
  -   
   - 
  10        
   
   
  5   
     -   
    -   
    -   
  -   
   -
  11        
   
   
  6   
     - 
    - 
    - 
   -   
   -
  12        
   
   
  8 
     - 
    - 
    - 
   - 
   -  
  13        
   
   
  10 
    1 
    - 
    - 
    - 
   -  
  14        
   
   
  15 
    1 
    - 
    - 
    -   
   -
  15        
   
   
  20 
    2 
    1 
    - 
    -   
   -
  16        
   
   
  25 
    2 
    1 
    -  
    -  
   -
   17        
   
   
  30   
    3 
    1 
    1 
    -   
   -
  18       
   
   
  35 
    3 
    1 
    1 
    - 
  -  
  19        
   
   
  40 
    4 
    2 
    1 
    1   
  -
  20        
   
   
  50   
    5 
    3 
    2 
    1  
   - 
  21        
   
   
  60   
    6 
    3 
    2 
    1  
   1 
  22        
   
   
  75 
    7  
    4  
    2 
    2   
   1 
  23        
   
   
  90 
    9 
    5 
    3 
    2 
   1 
  24        
   
   
  110 
    11 
    6 
    3 
    2 
   1 
  25        
   
   
  135 
    13 
    7 
    4 
    2   
   2 
  26        
   
   
  150 
    15 
    8 
    4 
    3 
   2 
  27        
   
   
  165 
    17 
    9 
    5 
    3  
   3 
  28        
   
   
  180 
    19 
    10 
    5 
    4 
   3 
  29        
   
   
  200 
    20 
    11 
    6 
    4 
   4 
  30        
   
   
  220 
    22 
    12 
    6 
    5 
   4 
  +1        
   
   
  +20   
    +2 
    +1 
   +1/2  +1/2  
  +1/2 
  It should be noted that this ability affects (usually) 
  male PCs as well as NPCs.
  Minions: The Femme Fatale has loyal subordinates 
  who follow her orders.  The number of minions 
  available to the Femme Fatale, and the NPC level 
  of those minions, can be found on the table on 
  the following page.  Note that these could appear 
  as either traditional subordinates who follow the 
  Femme Fataleʼs orders, or they might also appear 
  as NPCs that she has placed under her inﬂuence.  
  The game effect is the same in either case-- they 
  will do as she says, with utter loyalty.
  Minions are gained based on the sum of the Femme 
  Fataleʼs total character level and her Charisma 
  modiﬁer, modiﬁed by the factors listed below:
   
  Renown Feat: +3
   
  Infamy Feat:  +3
   
  Leadership Feat:  +1
   
  Provides room, board, equipment: +2
   
  Wealthy (16+ on Wealth): +1
   
  Rich (21+ on wealth): +2
  
  42
  Minions that are lost are replaced with new 
  ones by the next adventure.
  Discern Lie:  At 2nd level, a Femme Fatale 
  develops the ability to read whether another 
  character is telling the truth.  When a successful 
  Sense Motive check (opposed by the higher of 
  either the subjectʼs Bluff check result or DC 
  10) is made, the Femme Fatale can tell whether 
  the subject is deliberately and knowingly 
  speaking a lie.  This ability does not reveal the 
  truth, uncover unintentional inaccuracies, or 
  reveal omissions of information.
  The Femme Fatale also receives a bonus equal 
  to her Femme Fatale level when making Sense 
  Motive checks.
  Tough Cookie: The Femme Fatale can take care 
  of herself.  If she does not already possess it, she 
  receives the Combat Martial Arts feat for free at 2nd 
  level.  She may attack with any part of her body and 
  never incurs an off-hand attack penalty.  In addition, 
  she may add one-half her Femme Fatale level to her 
  damage total.  
  The Femme Fatale also gains a new Martial Arts 
  feat at 5th and 8th level.  She may choose from 
  the following: Improved Martial Arts, Advanced 
  Martial Arts, Defensive Martial Arts, Combat 
  Throw, Improved Combat Throw, Elusive Target, 
  and Unbalance Opponent.
  Bonus Feat: At 3rd, 6th and 9th level, the Femme 
  Fatale gets a bonus feat, which must be taken from 
  the following list.  New feats appear in italics, and 
  are described at the end of this document.
  Acrobatic, 
  Alertness, 
  Conﬁdent, 
  Creative, 
  Deceptive, Dodge, Educated, Exotic Features, 
  Infamy, Leadership, Low Proﬁle, Nimble, Renown, 
  Trustworthy, Windfall.
  Easy Mark: At 4th level, the Femme Fatale 
  understands how to use her charms to inﬂuence the 
  reactions of men.  Whenever she spends an action 
  point to improve Charisma-based skill checks 
  against male PCs and NPCs, she adds an additional 
  1d6 to the result.
  Sob Story: The Femme Fatale has made an art form 
  out of lying to people, especially those who hope to 
  crack through her villainous exterior and reach the 
  lover within.  At 5th level, a Femme Fatale develops 
  such a force of personal magnetism that he or she 
  can convince a single target to regard him or her 
  as a trusted friend. (If the target is currently being 
  threatened or attacked by the Femme Fatale or his or 
  her allies, the target has a +5 to his Will save).  
  The target makes a Will saving throw to avoid being 
  persuaded by the Femme Fataleʼs words and actions. 
  The DC is 10 + Femme Fataleʼs class level + Femme 
  Fataleʼs Charisma bonus.
  This ability doesnʼt enable the Femme Fatale to 
  control the target, but the target perceives the Femme 
  Fataleʼs words and actions in the most favorable 
  way. The Femme Fatale can try to give the target 
  orders, but he or she must win an opposed Charisma 
  check to convince the target to perform any actions 
  the target wouldnʼt normally undertake. The target 
  never obeys suicidal or obviously harmful orders, 
  and any act by the Femme Fatale or his or her allies 
  that threatens the target breaks the mood and clears 
  the targetʼs head. Otherwise, a target remains won 
  over for 1 minute per Femme Fatale level.
  After the duration expires, the GM determines the 
  reaction and attitude of the target based on what the 
  
  43
  Femme Fatale compelled the target to do. This is a 
  Mind-Affecting ability.
  Green-Eyed Monster:  The Femme Fatale doesnʼt 
  like competition.  When squaring off against a 
  potential female rival, the Femme Fatale becomes 
  more aggressive.  She adds +2 to Str, Dex, and Con 
  for a number of levels equal to her Femme Fatale 
  class level when engaged in one on one melee combat 
  with another woman.  Due to her single-mindedness, 
  the Femme Fatale is at –2 to her Defense during this 
  period.  She gains hit points equal to her new Con 
  modiﬁer and these are the ﬁrst points sheʼll lose in 
  combat.  Any unused hit points disappear when the 
  ability score increase expires.
  Sow Distrust: A Femme Fatale of 8th level or higher 
  can turn one character against another (usually a 
  rival female). The Femme Fatale must spend a full-
  round action and know the name of the character he 
  or she is attempting to persuade as well as the name 
  of the character toward whom the targetʼs distrust 
  will be directed. The target must be able to hear and 
  understand the Femme Fatale.
  The target makes a Will save. The DC is equal to 
  10 + Femme Fataleʼs class level + Femme Fataleʼs 
  Charisma bonus. If the target fails the save, his or 
  her attitude toward the other designated character 
  worsens by one step: helpful turns to friendly, friendly 
  to indifferent, indifferent to unfriendly, unfriendly 
  to hostile (see the Diplomacy skill). The target 
  makes a Will save whenever the Femme Fatale uses 
  this talent against him or her. As long as the target 
  continues to fail the Will save, the Femme Fatale 
  can continue taking full-round actions to worsen 
  the targetʼs attitude toward a designated character. 
  When the targetʼs attitude drops to hostile, he or she 
  attacks the designated character.
  A successful Will save doesnʼt restore previous 
  attitude shifts, but it does render the target immune 
  for 24 hours to further attempts by the Femme 
  Fatale to sow distrust.  The Femme Fatale canʼt 
  use this talent on his or her allies. This is a Mind-
  Affecting ability.
  Dying Save: At 10th level, once per adventure, the 
  Femme Fatale may sacriﬁce herself to save another 
  life.  A Femme Fatale often uses this ability as an 
  act of redemption, but unrepentant Femme Fatales 
  may still sacriﬁce themselves to further a cause 
  or save a loved one.  Whenever another character 
  is successfully attacked, the Femme Fatale may 
  substitute the targetʼs body with her own.  (For 
  example, the Mastermind ﬁres his death ray at the 
  Strong-jawed Hero in what should be a killing 
  blow.  Heʼs disappointed to see that the Femme 
  Fatale stepped in the way and took the blast).
  Game Masters should allow the Femme Fatale to 
  offer any ﬁnal words before the result of the Dying 
  Save takes effect.
  
  44
  ADVANCED CLASS:
  Fortune    Hunter
  They said I was crazy.  They were wrong.
  Iʼd always maintained that Antarctica was the lost 
  continent of Lemuria, the birthplace of African and 
  Asian civilization.  Iʼd spent hundreds of hours 
  researching every major library in the world, looking 
  for every reference I could ﬁnd.  My colleagues 
  scoffed at me and did everything they could to 
  dissuade others from joining me on the expedition 
  of a lifetime.
  Yet here we were, standing at the base of an ancient 
  step pyramid frozen within the ice.  After a day of 
  meticulous chipping and melting, I had uncovered a 
  stone block with ancient Dravidian characters on it. 
  What a ﬁnd!  I could hardly contain my enthusiasm 
  as we went to work hollowing out the main entrance. 
  Somewhere deep inside laid a kingʼs treasure.  I just 
  knew it.
  We broke through the ice wall and made our way 
  inside.  The walls were covered in Dravidian 
  characters that had a distinctive Egyptian look to 
  them.  Robert and I joked about the chicken or the egg 
  argument.  I thought I saw a reference to the goddess 
  Kali and decided to have a closer look.  Behind my 
  back, Robert noticed an emerald embedded in the 
  wall and started prying it from the wall.  I turned 
  around as I heard a thud and a grunt.  Robert was 
  dead, his body pinned against the opposite wall by 
  an ancient spear.  Apparently, the gods of this temple 
  wanted to be left undisturbed.  
  After a brief prayer for Robert, I continued inward. 
  Iʼd be more careful when I found the treasure.
  The Fortune Hunter is an archetype of the Pulp 
  genre.  He is the explorer of ancient ruins, searching 
  for treasure, whether for the beneﬁt of society or 
  his own gain.  Examples include Allan Quatermain, 
  Indiana Jones, and Lara Croft.
  The Fortune Hunter is a researcher, archaeologist, 
  and explorer.  He is equally at home in the library 
  or an ancient tomb.  He is dedicated to seeking out 
  lost treasures and is willing to do most of the heavy 
  work himself.  More so than other Pulp archetypes, 
  the Fortune Hunter is a team player, willing to hire 
  experts to help him uncover lost ruins.
  Requirements
  To qualify to become a Fortune Hunter, a character 
  must fulﬁll the following criteria:
  Attribute: Cha 15
  Skills: Decipher Script (6 ranks), Research (6 
  ranks)
  Class Information
  Hit Die: The Fortune Hunter gains 1d8 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Fortune Hunter gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Fortune Hunterʼs class skills are as 
  follows: Balance (Dex), Climb (Str), Concentration 
  (Con), Decipher Script (Int), Demolitions (Int), 
  Drive (Dex), Gather Information (Cha), Jump (Str), 
  Knowledge (any) (Int), Navigate (Int), Pilot (Dex), 
  
  45
  
  46
  Profession (Wis), Read/Write Language, Research 
  (Int), Ride (Dex), Search (Int), Speak Language, 
  Spot (Wis), Tumble (Dex).
  Skill Points at Each Level: 6 + Int Modiﬁer
  Class FEATURES
  The following features pertain to the Fortune 
  Hunter advanced class.
  Local Contact:  Being a scholar and 
  an adventurer, the Fortune Hunter makes 
  acquaintances and friends in useful and 
  exotic places.  Fortune hunting is 
  a dangerous business; almost 
  everyone the Fortune Hunter 
  meets will have his own 
  agenda.  Local contacts 
  provide the Fortune Hunter 
  with a sense of security, as 
  these contacts will remain 
  loyal to the Fortune Hunter.
  Local contacts are ordinary 
  characters.  They are hotel 
  managers, museum curators, 
  guides, drivers, pilots, and 
  black marketeers.  The Fortune 
  Hunter gains one local contact 
  at each level of this advanced 
  class.
  The Fortune Hunter need not 
  designate these Local Contacts 
  in advance.  Whenever the 
  Fortune Hunter enters a 
  civilized locale, he may ﬁll a 
  Local Contact slot as the need 
  arises.  This slot remains ﬁlled 
  until the Fortune Hunter enters a new civilized 
  locale (GMʼs discretion).
  Studious:  Even the most adventurous Fortune 
  Hunters are voracious researchers.  At 1st Level, the 
  Fortune Hunter gains the Studious Feat for free.
  Anticipate Trap:  Fortune Hunters have an 
  uncanny knack for anticipating a trap or ambush, 
  often when they are just about to spring it.  The 
  Fortune Hunter may make Search checks as if they 
  were Spot checks (a quick scan allows the Fortune 
  Hunter to make a detailed assumption about a trap).
  Bonus Feat: At 3rd, 6th and 9th level, the Fortune 
  Hunter gets a bonus feat, which must be taken 
  from the following list.  New feats appear in 
  italics, and are described at the end of this 
  document.
  Acrobatic, Aircraft Operation, Alertness, 
  Athletic, Attentive, Brawl, Cautious, Combat 
  Martial Arts, Defensive Martial Arts, 
  Educated, Endurance, Extensive 
  Library, Leadership, Meticulous, 
  Personal Firearms Proﬁciency, 
  Run, Vehicle Expert.
  Ancient Weapons Expert: 
  Having traveled to less 
  civilized and exotic lands, 
  the Fortune Hunter is adept 
  at archaic and exotic ﬁghting 
  styles.  This class feature 
  allows the Fortune Hunter to 
  gain either the Archaic Weapons 
  Proﬁciency or the Exotic 
  Weapons Proﬁciency.
  Puzzle Solving:  At 5th level, 
  Fortune Hunters are able to 
  solve difﬁcult riddles and puzzles, 
  sometimes using leaps of logic that 
  defy spectators.  If the character is 
  stumped on how to solve an ancient 
  riddle or puzzle, the player may spend an 
  action point to reveal the answer.  GMs 
  should take care that this ability is not 
  abused (a suggested limit is that the Fortune Hunter 
  may only use this ability a number of times equal to 
  half his Fortune Hunter level over the course of an 
  adventure).
  Information Font. A Fortune Hunter picks up 
  
  47
  many odd bits of information during his travels.  
  Upon reaching 7th level, the character may make  
  a special Information Font check with a  bonus 
  equal to his level + his Intelligence  modiﬁer to 
  see whether he knows some relevant information 
  about local notable people, legendary items, or 
  noteworthy places.  
  The Fortune Hunter may not take 10  or take 20 
  on this check; this sort of knowledge is essentially 
  random. The GM will determine the Difﬁculty 
  Class of the check by referring to the table below. 
  DC   
   
  Type of Knowledge  
  10   
  Common, known by at least a substantial  
   
  minority of the  local population.  
  20   
  Uncommon but available; known by only a 
   
  few people in the area.  
  25   
  Obscure, known by few, hard  to come by.  
  30   
  Extremely obscure, known by very few, 
   
  possibly forgotten by most who once 
   
  knew it, possibly known only by those who 
   
  donʼt understand the signiﬁcance of the 
   
  knowledge.     
  Double-edged Luck:  At level 8, a Fortune 
  Hunter can, once per adventure, reroll one failed 
  check, but he must lose something important in 
  the process.  This is usually treasure, but other 
  downsides include maps, journals, transportation, 
  and weapons.
  Deus ex Machina: At level 10, the Fortune Hunter 
  can snatch victory from the jaws of defeat.  By 
  spending an action point, the Fortune Hunter can 
  escape probable death by creating an excape route 
  once per adventure.  This escape route can be 
  coincidental, such as a steam ship that just happens 
  to be passing by, or simply convenient, like a 
  column that collapses across a molten stream to 
  provide an exit from a crumbling temple.
  Any PCs that are with the Fortune Hunter can also 
  take advantage of the escape route by spending an 
  action point.  The fate of NPCs is left up to the GM.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  0 
  +1 
  +2 
  +0 
  Local Contact, Studious 
   
  +1 
  +1 
   
  2nd  
  +1 
  +2 
  +2 
  +0 
  Anticipate Trap, Local Contact 
  +1 
  +1
  3rd  
  +1  
  +2 
  +3 
  +1 
  Bonus Feat, Local Contact  
  +2 
  +1
  4th  
  +2 
  +2 
  +3 
  +1 
  Ancient Weapons Expert,   
  +2 
  +2
   
   
   
   
   
  Local Contact
  5th  
  +2 
  +3 
  +4 
  +1 
  Puzzle Solving, Local Contact 
  +3 
  +2
  6th  
  +3 
  +3 
  +4 
  +2 
  Bonus Feat,  Local Contact 
  +3 
  +2
  7th  
  +3 
  +4 
  +5 
  +2 
  Information Font, Local Contact 
  +4 
  +3
  8th  
  +4 
  +4 
  +5 
  +2 
  Double-edged Luck, 
   
  +4 
  +3
   
   
   
   
   
   Local Contact
  9th  
  +4 
  +4 
  +6 
  +3 
  Bonus Feat,  Local Contact 
  +5 
  +3
  10th  
  +5 
  +5 
  +6 
  +3 
  Deus Ex Machina  
   
  +5 
  +4
   
   
   
   
   
  Local Contact
  
  48
  ADVANCED CLASS:
  G-Man
  The Chief of Police frantically grabbed for the 
  bullhorn, squinting to block out the ﬂashing red 
  and blue lights that lit up the crime scene 
  like Macyʼs at Christmas time. Half his 
  precincts were here in full force, and most 
  of the others at half or better. There was 
  a veritable sea of squad cars and 
  paddy wagons surrounding the 5th 
  street library and the psycho holding 
  the entire P.S. 201 class ﬁeld trip hostage 
  there. He triggered the bullhorn and 
  opened his mouth to speak, 
  when he was interrupted by 
  a nearby shout. “Heʼs going 
  again!”
  Everyone who heard 
  quickly dropped behind 
  open squad car doors or 
  dove for cover behind the 
  wagons as the BHUDAA- 
  BHUDAA- BHUDAA 
  of a heavy machine gun 
  roared from the roof of the 
  library. Chunks of concrete 
  and squad cars kicked up 
  into the air as the madman 
  behind the trigger randomly 
  assaulted New Yorkʼs ﬁnest. 
  As the thunder of heavy 
  caliber munitions stopped it 
  was quickly trailed by shaky 
  laughter on the wind. Chief 
  OʼHara sat up and looked 
  around. Twelve hours had passed 
  since they ﬁrst got word of children held hostage, 
  and no progress had been made. 
  OʼHara spotted a commotion- two men in hats 
  and coats were speaking with a number of his 
  ofﬁcers; when the cops nodded and took off 
  running, OʼHara nearly had a ﬁt. He watched 
  as the ofﬁcers spoke to others, and could not 
  believe it when shortly the entire line of cars 
  began to pull back. OʼHara stormed over 
  to the strangers, who were heading in his 
  direction.
  “What in the name of the Big Apple is going 
  on here?!” he shouted. The two men met 
  his gaze with a coolness that was 
  unsettling. OʼHara nearly jumped 
  out of his skin when a voice from 
  behind him spoke: “Iʼm whatʼs 
  going on here.” The Police 
  Chief spun on his heel and 
  looked up into a pair of blue 
  eyes that made the strangers 
  seem friendly. A hand holding 
  a badge ﬂashed in front of his 
  eyes, and the newcomer said, 
  “Andrew Franklin, Federal 
  Agent. OʼHara, youʼve done 
  a miserable job containing 
  the situation- this is my crime 
  scene now.”
  The G-Man, slang for 
  ʻGovernment Manʼ, is a federal 
  agent typically with the F.B.I.  
  In the world of the pulps the G-
  Man was known by his trench 
  coat and fedora, traveling in packs 
  and toting Tommy-guns.  G-Men were the 
  subject of  several entire magazines, and the nation 
  thrilled to their exploits. From breaking up Nazi 
  sympathizers to enforcing Prohibition, the G-Man 
  did whatever his nation called on him to do to keep 
  
  49
  her safe on her own shores. 
  Working for the Government has its perks- the 
  G-Man has an enhanced jurisdiction, granting 
  him powers of law enforcement that typically 
  outstrip those of local cops; he also is generally 
  better equipped with the latest in crime-ﬁghting 
  technology. The G-Man starts off as a part of a unit, 
  learning the ropes. As he proves himself and grows 
  in experience, the G-Man will ﬁnd himself with 
  more and more responsibility, and given more and 
  more sensitive missions. 
  Itʼs an unfriendly world out there, and itʼs only 
  getting worse- your Nation is looking for the best 
  and the brightest to come to her aid- will you heed 
  the call? 
  Requirements
  To qualify to become a G-Man a character must 
  fulﬁll the following criteria:
  Ability Score: Int 13 or higher, Cha 11 or higher
  Base Attack Bonus: +2 
  Skills: Speak Language (None) 1 rank, Research 
  (Int) 1 rank
  Class Information
  Hit Die: The G-Man gains 1d8 hit points per level. 
  The characterʼs Constitution modiﬁer applies.
  Action Points: The G-Man gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills: The G-Man class skills are as follows:
  Bluff (Cha), Concentration (Con), Decipher Script 
  (Int), Demolitions (Int),Diplomacy (Cha), Disable 
  Device (Int), Disguise (Cha), Drive (Dex), Forgery 
  (Int), Gather Information (Cha), Hide (Dex), 
  Intimidate (Cha), Investigate (Int), Knowledge 
  (civics) (Int), Listen (Wis), Move Silently (Dex),  
  Profession (Wis), Read/Write Language (None), 
  Repair (Int), Research (Int), Search (Int),Sense 
  Motive (Wis), Speak Language (None) ,Spot (Wis), 
  Swim (Str) ,Treat Injury (Wis)
  Skill Points at each level: 6 + Int Modiﬁer 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +1 
  +1 
  +2 
  Jurisdiction,  
   
   
  +1 
  +0
   
   
   
   
   
  Only the Best
  2nd  
  +1 
  +1 
  +2 
  +3 
  Big Brother 
   
   
  +2 
  +0
  3rd  
  +2 
  +2 
  +2 
  +4 
  Bonus Feat 
   
   
  +3 
  +1
  4th  
  +2 
  +2 
  +3 
  +4 
  Cross-training 
   
   
  +3 
  +2
  5th  
  +3 
  +3 
  +3 
  +5 
  Signature Kit,  
   
   
  +4 
  +3
   
   
   
   
   
  Team Effort
  6th  
  +3 
  +3 
  +4 
  +5 
  Bonus Feat, Safehouse 
   
  +4 
  +3
  7th  
  +4 
  +4 
  +4 
  +6 
  Cross-training 
   
   
  +5 
  +3
  8th  
  +4 
  +4 
  +5 
  +6 
  Bonus Feat 
   
   
  +5 
  +3
  9th  
  +5 
  +5 
  +5 
  +7 
  Cross-training 
   
   
  +6 
  +4
  10th  
  +5 
  +5 
  +6 
  +8 
  Promotion 
   
   
  +6 
  +5
  
  50
  Class Features
  The following features pertain to the G-Man 
  advanced class.
  Jurisdiction: As a Federal Agent, the G-Man can 
  override local law enforcement, command rescue 
  personnel (such as ﬁremen) and generally get his 
  way. Starting at 1st level, by showing ID (ﬂashing 
  his badge) and declaring “Federal Agent!”, the G-
  Man gets a +2 bonus to either Intimidate or Bluff.  
  If successful he will get the cooperation of the 
  citizen or law enforcement in question. When in a 
  crisis situation (such as a hostage situation or train 
  wreck) he receives a bonus equal to half his G-Man 
  level, stacked with the normal +2.
  Only the best: The Government has access to the 
  latest high-tech equipment, and the G-Man beneﬁts 
  from that. Starting at 1st level he adds his Advance 
  Class level to his Wealth bonus when determining 
  if an item is available for a mission. His Wealth 
  bonus does not lower, even if he would normally 
  reduce his Wealth bonus because of this purchase. 
  If the G-Man does not return the equipment after 
  the mission, his Wealth bonus does lower by 1. 
  Big Brother: At 2nd level and above, the G-Man 
  has access to virtually unlimited information on 
  any public information, and quiet a lot of private. 
  By ʻcalling inʼ a license number, an address, or a 
  name, the G-Man can obtain any information the 
  Game Master determines the Government would 
  know about that individual or establishment. 
  Some examples would include; full name, vital 
  record (Blood Type, Date of Birth, etc), last known 
  address, owner of establishment, etc. The G-Man 
  rolls his Research Skill and gets a bonus equal to 
  his level in this Advance Class. He may Take 10 
  or 20 with this check, or he may make the check 
  normally if he needs the information quickly. He 
  must have access to radio or telephone to call in his 
  request to his agency.
  Bonus Feats: At 3rd, 6th and 8th levels, the G-
  Man chooses a Bonus Feat from the following list: 
  Aircraft Operation, Combat Martial Arts, Defensive 
  Martial Arts, Drive-By Attack, Exotic Firearms 
  Proﬁciency, Exotic Melee Weapon Proﬁciency, 
  Force Stop, Vehicle Dodge, Vehicle Expert, 
  Weapon Focus
  Crosstraining: At 4th, 7th  and 9th levels, the 
  G-Man can cross train with another government 
  agency, gaining additional skills and learning how 
  that agency operates. The G-Man can chose which 
  school he attends, and gains the listed bonuses as 
  well as a +4 Diplomacy bonus whenever dealing 
  with active or retired members of that agency. The 
  G-Man may ignore prerequisites when gaining a 
  feat this way.
  Spy School: +2 bonus to Disguise and +1 rank in 
  both Speak Language and Read/Write Language 
  (must chose same language).
  Military: gain bonus feats Burst Fire and Exotic 
  Firearms
  Secret Service: +2 bonus to Spot and bonus Feat 
  Vehicle Dodge
  Signature Kit: At 5th level the G-Man may 
  choose one personal ﬁrearm, one melee weapon, 
  one general special equipment, and one vehicle. 
  In addition to any mission-speciﬁc equipment, the 
  G-Man is always equipped with his Signature Kit 
  -- he does not have to return the equipment unless 
  he leaves service. In addition, should any item be 
  lost or destroyed, it will be replaced before the start 
  of the next mission.
  
  51
  Team Effort: At 5th level the G-Man may call 
  on his own team of agents. Whenever he needs 
  to work on a case and implements this feature, he 
  may add a bonus equal to half his G-Man level to 
  the following skills. Decipher Script (Int), Forgery 
  (Int), Gather Information (Cha), Investigate (Int), 
  Knowledge (any) (Int), Research (Int) .
  This represents the pool of expert resources he has 
  to draw on, and using this Feature takes as much 
  time as if he had Taken 20.  Additionally, the Game 
  Master and Player should determine what other 
  skills the team may have and allow the G-Man to 
  make a check using that skill even if it normally 
  cannot be used unskilled. Any use of this Feature 
  requires the G-Man to be able to communicate the 
  situation to his team and receive the answer.
  Safe House: At 6th level the G-Man has 
  accumulated enough weapons, equipment and 
  knowledge to have a Safe House. This is a physical 
  location, be it an apartment, a warehouse, a store or 
  even a cave, the location of which is unknown to 
  the G-Manʼs own agency. 
  The Game Master should take some time to stock 
  the Safe House with the Player, making Wealth 
  checks with half the bonus available from the ʻOnly 
  the bestʼ feature. The Game Master is the ﬁnal 
  arbiter of whether a particular piece of equipment 
  or weapon is available.  
  Promotion: At 10th level the G-Man has come to 
  the attention of the Powerʼs That Be, and earned 
  a promotion to the equivalent of a Director level. 
  The G-Man gets a +3 bonus to his Wealth and a 
  +4 bonus to Diplomacy checks when dealing with 
  anyone of his own agency. In addition he has the 
  authority to organize joint agency efforts, such as a 
  local police raid or surveillance. The DC to do so is 
  25, and a success results in 2d6 ofﬁcers and agents 
  placed under his command for 1 week per level, 
  or until completion of the stated task (whichever 
  comes ﬁrst). 
  
  52
  ADVANCED CLASS:
  Gumshoe
  Mack Brolin sloshed gin over two sticky shot 
  glasses and slid half the pair across his desk to the 
  weeping blonde in front of him.  He hated this part 
  of his job- hell, he would have to think harder than 
  he wanted too to ﬁnd a part he did like, 
  lately. Normally he would stay as far 
  away from cheating husband cases 
  as he could and still pay the bills- 
  but Andrea Smith was the leggiest, 
  blondest…healthiest dame who’d 
  come through his door in years, 
  and as close as Mack was to 
  his .38 special, it didn’t 
  exactly keep him warm 
  at night.
  He’d been in the 
  business long 
  enough to know 
  something was 
  screwy- wives as 
  put together as Mrs. 
  Smith didn’t get 
  cheated on very 
  often. He watched 
  her knock back his 
  offered drink and then 
  followed suit. She 
  blew her nose daintily 
  and then reﬁlled their 
  glasses for him, setting 
  down her pocketbook next to 
  the bottle. Her pocketbook with the 
  silver handles. Mack added ten percent to the ﬁgure 
  he had in his head. 
  “Mr. Brolin, Johnny Chin is my dry cleaner- he told 
  me you were very discrete. Can I count on you to be 
  discrete…Mack?”
  Mack polished off his second drink and nodded his 
  head. He folded his hands in his lap and leaned 
  back in his chair.  “Mrs. Smith, discrete is my 
  middle name. However, before we go into any more 
  particulars about this case, can I ask you to place 
  that cute revolver on the desk, and keep your 
  hands where I can see them?”
  Smith’s face clouded over as she complied, 
  her hands moving slowly as Mack raised 
  his own, pointing his .38 in her direction. 
  Mack smiled at her frustrated expression. 
  “I don’t keep that big mirror in the corner 
  to look at my pretty mug, Mrs. Smith. Now, why 
  don’t you tell me your real reason for coming 
  here tonight?”
  Mack felt a bit of alarm as the beauty in front of 
  him smiled just as her features began to blur. 
  “Clever, Mr. Brolin- Chin told me your 
  were clever too. But he also told 
  me you couldn’t resist blondes 
  or gin. I hope you don’t mind, I 
  added a little something special 
  to yours.”
  All the alarms were going off as 
  Mack’s piece fell from his nerveless 
  ﬁngers and he slumped forward. His 
  vision faded out, as did his last thoughts 
  of the evening. “Damn…second time this 
  month…”
   
      
  The Gumshoe, P.I., Detective; they all refer to the 
  tough-as-nails, rough around the edges, hard boiled 
  investigator of the pulps. A ﬁle cabinet ﬁlled with 
  cases, a weather-beaten desk, a name on the door 
  
  53
  and a reputation for getting his man- many times 
  this is all a Gumshoe has to call his own- but while 
  his life is often unglamorous, it is hardly ever 
  boring.
  The Gumshoe can be a person’s last hope- when 
  the police don’t seem to care and you haven’t a 
  friend in the world, you can call on him- his door is 
  always open. Just don’t be surprised to see a chalk 
  outline or two on the way up the stairs. 
  Requirements
   To qualify to become a Gumshoe a character must 
  fulﬁll the following criteria:
  Ability Score: Int 12 or higher, Con 11 or higher
  Base Attack Bonus: +2 
  Skills: Investigate (Int) 3 ranks, Gather Information 
  (Int) 3 ranks
  Class Information
  Hit Die: The Gumshoe gains 1d8 hit points per 
  level. The character’s Constitution modiﬁer applies.
  Action Points: The Gumshoe gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills: The Gumshoe class skills are as 
  follows:
  Bluff (Cha), Demolitions (Int), Diplomacy (Cha), 
  Disable Device (Int), Disguise (Cha), Drive (Dex), 
  Forgery (Int), Gamble (Wis), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Investigate 
  (Int), Knowledge (crime) (Int), Listen (Wis), Move 
  Silently (Dex), Read/Write Language (None), 
  Repair (Int), Research (Int), Search (Int),Sense 
  Motive (Wis), Sleight of Hand (Dex), Speak 
  Language (None), Spot (Wis), Swim (Str) ,Treat 
  Injury (Wis)
  Skill Points at each level: 6 + Int Modiﬁer 
  Class FEATURES
  The following features pertain to the Gumshoe 
  advanced class.
  Home Turf Advantage: The Gumshoe knows his 
  turf and, more importantly, knows how make the 
  most of it.  Starting at 1st level the Gumshoe gets a 
  +2 bonus to any of the following skills when used 
  in his ‘turf’, due to his extensive knowledge of 
  the inhabitants, laws, layout and resources in this 
  area: Diplomacy, Drive, Gather Information, Hide, 
  Investigate, Knowledge (crime), Navigate, Search, 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +2 
  +1 
  +1 
  Home turf, Fisticuffs, 
   
  +1 
  +1
   
   
   
   
   
  Ofﬁce
  2nd  
  +2 
  +3 
  +1 
  +1 
  Fisticuffs, Citizenʼs Arrest  
  +2 
  +2
  3rd  
  +2 
  +3 
  +2 
  +1 
  Home turf, Contact 
   
  +3 
  +2
  4th  
  +3 
  +4 
  +2 
  +1 
  Ofﬁce, Citizenʼs Arrest 
   
  +4 
  +3
  5th  
  +4 
  +4 
  +2 
  +2 
  Home turf, Hard Bitten 
   
  +4 
  +3
  6th  
  +4 
  +5 
  +2 
  +2 
  Fisticuffs, Citizenʼs Arrest,  
  +5 
  +4
   
   
   
   
   
  Contact
  7th  
  +5 
  +5 
  +3 
  +2 
  Home turf, Deductive Reasoning 
  +5 
  +5
  8th  
  +6 
  +6 
  +3 
  +3 
  Citizenʼs Arrest, Hard Bitten 
  +6 
  +5
  9th  
  +6 
  +7 
  +3 
  +3 
  Home turf, Contact 
   
  +6 
  +6
  10th  
  +7 
  +8 
  +3 
  +3 
  Enough Rope, 
   
   
  +7 
  +7
   
   
   
   
   
  Satellite Ofﬁce
  
  54
  Spot, and Survival. At 1st level his turf is the 
  block his ofﬁce is located on. At 3rd level this 
  area expands into the neighborhood the block 
  is in. At 5th level the turf encompasses into 
  one adjoining neighborhood, and increases 
  by one neighborhood every second level 
  thereafter. Note- this feature duplicates in any 
  city in which the Gumshoe opens a Satellite 
  Ofﬁce. 
  Fisticuffs: The Gumshoe makes a living on 
  the edge of the law, and as such does his best 
  to avoid ventilating citizens. In order to bring 
  his quarry down, he often has to resort to a 
  good old-fashioned haymaker over a more 
  permanent solution. At 1st level the Gumshoe 
  gains the Feats Brawl and Knockout Punch.  
  At 2nd level the Feat Improved Brawl is 
  gained, and at 6th level Improved Knockout 
  Punch is gained. 
  Ofﬁce: At 1st level the Gumshoe starts with 
  an ofﬁce with the barest of essentials…
  sometimes just a desk with one drawer, a ﬁling 
  cabinet, and a chair for clients to sit in. If the 
  Gamemaster agrees, the character can live in an 
  adjoining room, although he may have to hide that 
  fact from the landlord. At 4th level the Gumshoe’s 
  career has advanced enough that he can afford to 
  outﬁt his place of business a bit more respectably- 
  the player and Gamemaster should decide together 
  on equipment, size of the ofﬁce, etc.  When in his 
  ofﬁce the Gumshoe feels most at home, and gets 
  double his Hometurf Advantage bonus. He also gets 
  a +2 defensive bonus while in his Ofﬁce- often the 
  only thing between him and an assassin’s knife in 
  the back on a rainy October evening… At 10th level 
  a Satellite Ofﬁce can be opened in another city, and 
  will be fully equipped and staffed as needed.
  Contacts: At 3rd, 6th and 9th levels, the Gumshoe 
  gains a Contact. This Contact is a full-ﬂedged 
  NPC, which could be developed jointly with the 
  Player and the Gamemaster. The Contact should 
  be an expert in their ﬁeld and very well connected. 
  The character can approach a Contact once per 
  adventure or act, and request a favor (usually 
  access to information or a location beyond the 
  character’s ability, or specialized equipment or 
  service.) The Gamemaster will determine the 
  likelihood of the request being granted, based on 
  the possible negative impact to the Contact; the 
  Gumshoe will attempt a Diplomacy skill check 
  at +4, modiﬁed by any roleplaying bonuses. The 
  purpose of the Contact is to not only serve as 
  an advantage to the character, but a roleplaying 
  opportunity as well. Some ideas for Contacts are: 
  data processor at the Police Department, numbers 
  runner for a local crime boss, and local newspaper 
  reporter. 
  Hard-bitten: At 5th level the Gumshoe has 
  escaped enough trash compacters, sinking cars, 
  burning buildings, and beat-down sessions to have 
  developed a thick skin. The character gains two of 
  the following feats: Endurance, Great Fortitude, 
  or Toughness. They gain the remaining feat at 8th 
  level. 
  Citizen’s Arrest: Starting at 2nd level the Gumshoe 
  is recognized by the local law enforcement 
  authorities as a tolerable ﬁsh in their pond.  The 
  character gets a +1 Diplomacy bonus when dealing 
  with the cops or any other civic authority.  This 
  
  55
  level, grants a bonus to the Gumshoe’s 
  attempts to set up his target; be it a 
  murderer, a cheating husband, or a 
  bonus becomes +2 at 4th level, +3 at 6th, and ﬁnally 
  +4 at 8th. This bonus does stack with the Gumshoe’s 
  Hometurf Advantage. In addition, the Citizen’s 
  Arrest feature makes actions taken by the character 
  legal jurisdiction in a court of law, providing he did 
  not break the law…or at least, cannot be proven to 
  have broken the law.   
  Deductive Reasoning: At 7th level the Gumshoe 
  has developed an exceptionally keen deductive 
  ability. Sometimes the facts are all there, it’s just 
  a matter of sorting them out- preferably with your 
  feet up on your desk and a bottle of Scotch at your 
  elbow. To use this feature the Gamemaster must 
  approve- typically this would be used near the 
  middle or end of an adventure, when all the facts 
  have come to light, or at least been offered. If the 
  character is stumped, he can retreat to his ofﬁce or 
  other secluded area, and spend time working out 
  the facts. The character can spend one Action Point 
  for a ‘ﬂash of inspiration’ from the Gamemaster. 
  The Gamemaster would then provide enough 
  information to ﬁll in the gaps in the Gumeshoe’s 
  investigations up to that point. This shouldn’t be 
  a total gimme, but enough information to lead the 
  Player to the ‘a-ah!’ moment he needs. 
  Enough Rope:  As in, ‘give him enough rope 
  to hang himself.’  This feature, gained at 10th 
  comes to silence an invented witness, or any 
  other of countless scenarios. Enough Rope gives 
  a +4 bonus to the following skill checks when 
  the Gumshoe is setting up the trap, and working 
  to spring it: Bluff, Diplomacy, Disguise, Forgery, 
  Hide, Perform, and Sleight of Hand. This bonus 
  also applies to convincing the right people to be on 
  hand to witness the springing of the trap, such as 
  the jilted spouse, the cops, etc. 
  money-laundering 
  business partner. Once 
  the Gumshoe is 
  sure of his facts, 
  he can lay a trap 
  for the criminal 
  to incriminate 
  himself in 
  a recreation 
  of the crime 
  scene, or 
  an ambush 
  where 
  the target 
  
  56
  ADVANCED CLASS:
  Gun     Moll
  Sally sat in the corner of the speakeasy, trying not 
  to draw attention to herself.  Mickey, her booze-
  running partner and sometimes lover, was nowhere 
  to be seen.  He told Sally that he couldnʼt be with 
  her tonight, that he had a card game with some 
  friends.  Sally knew better; there was a new 
  singer at the nightclub across town that Mickey 
  fancied, and he didnʼt mind wasting his evening 
  sipping juice and seltzer water to see her.
  Sally sighed as she sipped her gin.  She 
  remembered an earlier time, when she ﬁrst 
  met Mickey.  He was everything she 
  never wanted in a man, rough, tough 
  and dangerous.  She fell for him 
  immediately, convinced that she just 
  had to prove herself to him.  She 
  started by giving him a safe place to 
  sleep and alibis for cops.  Later, she 
  helped Mickey and his associates 
  scope out banks and small stores. 
  Eventually, she worked her way 
  up to getaway driver.  Mickey 
  was 
  appreciative, 
  especially at ﬁrst, 
  but over time he 
  started to see her 
  as just one of 
  the guys.
  Don 
  walked 
  over 
  and 
  placed 
  a 
  full glass 
  next 
  to 
  her half 
  e m p t y 
  o n e . 
  S
  h
  e 
  smiled.  The boy was 
  so eager to be in her presence that he wouldnʼt even 
  wait until she was ready for another gin.  Don was 
  a fresh-faced kid, his mind all jumbled 
  up with romantic notions of booze 
  running, no doubt poisoned by the 
  fantastic stories he heard while 
  serving the booze runners.  Yet 
  there was something else.
  “I wish you could convince Mickey 
  to take me on, Miss Sally,” Don said 
  awkwardly.  “I wouldnʼt be any trouble, 
  and Iʼm good behind the wheel.”
  Sally shook her head.  Sheʼd 
  heard this story before. 
  Don was smitten with her, 
  and he wanted Mickey 
  to take him on so that he 
  could be with Sally.  She 
  sipped her gin again. 
  He was a cute boy, and 
  after the way Mickey 
  dismissed her tonight for 
  some new songbird Sally 
  wouldnʼt mind teaching 
  Don a few things.  But she 
  couldnʼt do that.  Don had 
  a full, respectable life 
  ahead of him if he steered 
  clear of Mickeyʼs type.  If 
  Don had come along a 
  couple years earlier, Sally 
  may have run away with 
  him and the criminal life.  
  But now, it was too late 
  for that.  Sally steeled 
  herself and gave 
  Don a cold, hard 
  look.
  
  57
  “You know Mickeyʼs my man and Iʼve got no time 
  for someone else, especially one so wet behind the 
  ears.  Now scram before I tell Mickey that youʼve 
  been eyeing his dame.”
  Donʼs face ﬂushed an embarrassed red as he 
  stammered an apology and scurried away.  Sally 
  shrugged and emptied the new glass down her throat. 
  It was all for the best.  Really.
  In many ways, the Gun Moll is the Mobsterʼs partner 
  in crime.  She is fully aware of and participates in the 
  Mobsterʼs activities, ﬁlling a critical support role. 
  Some women become Gun Molls because theyʼve 
  fallen in love with a Mobster.  Others become Gun 
  Molls for the sheer thrill of a life of crime.  Well-
  known historical Gun Molls include Bonnie Parker 
  (of Bonnie and Clyde fame) and Ma Barker.
  Historically, Gun Molls were a varied lot.  Some 
  were simply paramours of Mobsters, while others 
  took more active roles in the criminal life.  In the 
  Pulps, Gun Molls had more thrilling and glamorous 
  lifestyles.  It is this literary model on which the 
  Advanced Class is based.  While the Mobster 
  represents the tough, thuggish soldier of the 
  underworld, the Gun Moll works behind the scenes, 
  acting as a spy and providing logistical support.
  Requirements
  To qualify to become a Gun Moll, a character must 
  fulﬁll the following criteria:
  Base Attack Bonus: +2
  Skills: Concentration (6 ranks), Gather Information 
  (6 ranks) 
  Class Information
  Hit Die: The Gun Moll gains 1d8 hit points per level.  
  The characterʼs Constitution modiﬁer applies.
  Action Points: The Gun Moll gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Gun Mollʼs class skills are as 
  follows: Balance (Dex), Bluff (Cha), Climb (Str), 
  Concentration (Con), Diplomacy (Cha), Drive (Dex), 
  Gather Information (Cha), Hide (Dex), Knowledge 
  (business, current events, popular culture, streetwise) 
  (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Read/Write Language, Ride (Dex), Search 
  (Int), Sense Motive (Wis), Sleight of Hand (Dex), 
  Speak Language, Spot (Wis), Tumble (Dex).
  Skill Points at Each Level: 6 + Int Modiﬁer
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0 
  +0 
  +1 
  +1 
  Pancake, Low Proﬁle  
   
  +1 
  +1 
  2nd  
  +1 
  +0 
  +2 
  +2 
  Feign Innocence,  Sharp Eyes 
  +1 
  +1
  3rd  
  +1  
  +1 
  +2 
  +2 
  Gun Feat  
   
   
  +2 
  +1
  4th  
  +2 
  +1 
  +2 
  +2 
  Getaway Driver, Easy Mark 
  +3 
  +2
  5th  
  +2 
  +1 
  +3 
  +3 
  Discern Lie, Pick Pocket  
  +4 
  +2
  6th  
  +3 
  +2 
  +3 
  +3 
  Gun Feat,  
   
   
  +4 
  +2
  7th  
  +3 
  +2 
  +4 
  +4 
  Getaway Driver, Smuggle  
  +5 
  +3
  8th  
  +4 
  +2 
  +4 
  +4 
  Poison Ear 
   
   
  +6 
  +3
  9th  
  +4 
  +3 
  +4 
  +4 
  Gun Feat, Steel Resolve 
   
  +6 
  +3
  10th  
  +5 
  +53 
  +5 
  +5 
  Blaze of Glory 
   
   
  +7 
  +4
   
   
   
   
  
  58
  Class Features:
  Pancake:  Not only are Gun Molls cool under 
  ﬁre, but they have an uncanny ability to pack all 
  things necessary in the middle of a shoot out.  The 
  Mobster relies on her to grab the goods while he 
  holds off the authorities (or Mob rivals) with his 
  weapon.  During a ﬁreﬁght, the Gun Moll must 
  make a Concentration check at DC 15.  If she 
  succeeds, she is able to grab and pack all relevant 
  items.  The Gun Moll gets a +2 bonus if in a 
  Safe House (see the Mobster Advanced Class, by 
  Adamant Entertainment).
  Most Gun Molls live out of their suitcases, so it 
  may only take a Gun Moll one full round action 
  to grab the suitcase and head for the door.  The 
  Game Master (GM) should use his discretion in 
  assigning more rounds, but keep in mind that this 
  class feature becomes worthless if the GM is too 
  harsh.
  If the Gun Moll does not already have it, this class 
  feature gives the Gun Moll the Focused feat.
  Low Proﬁle:  A good Gun Moll knows how to stay 
  in the background, at least until her notoriety catches 
  up with her.  She gets the Low Proﬁle Feat.
  Feign Innocence:  At 2nd level, the Gun Moll is aware 
  of what society thinks of her and is able to exploit 
  it.  At 1st level, the Gun Moll adds a +4 circumstance 
  bonus to her Bluff check when convincing the 
  authorities that she has no information to give 
  them.
  Sharp Eyes: At 2nd level, a Gun Moll learns how to 
  work a room and assess security measures, hidden 
  compartments, and the location of valuables.  She 
  can even do this while a party is going on in the 
  room.  The Gun Moll may add a +4 circumstance 
  bonus to Search checks when she is casing a room 
  for a future crime.
  Gun Feat:  At 3rd, 6th, and 9th level, the Gun Moll 
  gets to choose a feat from the following list:
  Advanced Firearms Proﬁciency, Burst Fire, Quick 
  Draw, Personal Firearms Proﬁciency, Point Blank 
  Shot, Precise Shot, Strafe.
  Getaway Driver: At 4th level, the Gun Moll is given 
  more responsibilities in the commitment of crimes. 
  She gains the Vehicle Expert feat.  At 7th level, she 
  receives the Vehicle Dodge feat.
  Easy Mark: At 4th level, the Gun Moll understands 
  how to use her charms to inﬂuence the reactions 
  of men.  Whenever she spends an action point to 
  improve Charisma-based skill checks against male 
  PCs and NPCs, she adds an additional 1d6 to the 
  result.
  Discern Lie:  At 5th level, a Gun Moll develops the 
  ability to read whether another character is telling 
  the truth.  When a successful Sense Motive check 
  (opposed by the higher of either the subjectʼs Bluff 
  check result or DC 10) is made, the Gun Moll can tell 
  whether the subject is deliberately and knowingly 
  speaking a lie.  This ability does not reveal the 
  truth, uncover unintentional inaccuracies, or reveal 
  omissions of information.
  Pick Pocket:  At 5th level, a Gun Moll learns how to 
  take full advantage of her easy marks.  If a Gun Moll 
  is in favor with a man (using a Diplomacy check 
  to change his attitude to Friendly, if not already), 
  she gains a +4 to her Sleight of Hand check when 
  attempting to lift an item from him.
  
  59
  Smuggle: At 7th level, the Gun Moll becomes adept 
  at hiding items on her person and conning her way 
  past security guards with them.  Whether hiding 
  a derringer for protection or smuggling a knife in 
  a loaf of bread to her jailbird lover, the Gun Moll 
  knows how to make the most of this ability.  She 
  gains a +2 bonus to Sleight of Hand checks and a +2 
  circumstance bonus to Bluff checks when smuggling 
  an item.
  Poison Ear:  At 8th level, a Gun Moll learns how to 
  manipulate people and set them against each other. 
  She turns husbands against imagined adulterers; she 
  eliminates rivals by poisoning her loverʼs ear; she 
  protects her Mob by sowing discontent among other 
  mobs.
  In order to use this ability, the Gun Moll must ﬁrst 
  chat (or more) with the target for a while and elicit 
  a friendly attitude from him (usually by making a 
  Diplomacy check). She also needs to know enough 
  about the person with which she is going to poison 
  her targetʼs ear (this can usually be discovered 
  through a Gather Information check at DC 15 with 
  the target).  She is now ready to poison his ear.
  The target makes a Will save. The DC is equal to 
  10 + Gun Mollʼs class level + Gun Mollʼs Charisma 
  bonus (+ Easy Mark if applicable). If the target 
  fails the save, his or her attitude toward the other 
  designated character worsens by one step: helpful 
  turns to friendly, friendly to indifferent, indifferent to 
  unfriendly, unfriendly to hostile (see the Diplomacy 
  skill). The target makes a Will save whenever the 
  Gun Moll uses this talent against him or her. As 
  long as the target continues to fail the Will save, the 
  Gun Moll can continue taking full-round actions 
  to worsen the targetʼs attitude toward a designated 
  character. When the targetʼs attitude drops to hostile, 
  he or she will attempt to cause some type of harm to 
  the designated character.
  A successful Will save doesnʼt restore previous 
  attitude shifts, but it does render the target immune 
  for 24 hours to further attempts by the Gun Moll to 
  poison his or her ear.
  Steel Resolve:  By 9th level, the Gun Moll has 
  accepted her lot in life as part of underworld society. 
  She no longer yearns for the respectable life, nor 
  can she be seduced by it.  By the same token, the 
  Gun Moll has a soft spot for those who still have 
  a choice, and will do her best to steer them clear 
  before it is too late.  The Gun Moll receives a +3 
  circumstance bonus to Bluff, Diplomacy, and Sense 
  Motive Checks when dealing with one of these two 
  situations.
  Example: Gun Moll Sally discovers that Don, a 
  young waiter in a seedy club is always trying to make 
  time with her.  She uses a Sense Motive check (with 
  Steel Resolve) to realize that he is smitten with her. 
  While she fancies him, Sally knows that Don has 
  dreams of college and has a chance at a respectable 
  life.  She uses a Bluff check (with Steel Resolve) 
  to convince him that she doesnʼt fancy him and a 
  Diplomacy check (with Steel Resolve) to convince 
  him to stay away from the underworld.
  Blaze of Glory:  At 10th level, when all is lost and her 
  mob is crumbling around her from lead poisoning, 
  the Gun Moll can make her ﬁnal stand.  In order 
  to use this class feature, the Gun Moll must have 
  a ﬁrearm in her hand(s).  By spending an Action 
  Point, the Gun Moll gets a +4 to Dexterity and a 
  +4 to Constitution (increasing her hit points by 2 
  per character level).  She can use any appropriate 
  feats, but her actions are limited to shooting at her 
  enemies.  The Blaze of Glory lasts for as long as 
  the Gun Moll has ammunition in her weapons (if 
  other weapons are handy, she may switch guns, but 
  she can only reload an empty weapon if she has the 
  Quick Reload feat).
  Once her weapons are emptied, the Gun Moll loses 
  all of her bonuses (which may kill her if she took 
  enough damage).  She is also considered Fatigued 
  until she can get complete rest.
  
  60
  ADVANCED CLASS:
  Mad  Scientist
  Doctor Schreck threw the main switch, and the 
  infernal machine sparked to life, lights winking on 
  and off in a mad language that only the demented 
  scientist could 
  understand.   
  Great arcs 
  of electric 
  current roped 
  out between 
  giant brass 
  electrodes, 
  ﬁlling the 
  air with the 
  distinct odor of 
  ozone.   
  The hair on 
  the back of  
  the Green 
  Falconʼs neck 
  stood on end, 
  not because 
  of the charge 
  in the air, but 
  rather at the 
  realization of 
  the depth of 
  the danger that 
  Schreck posed 
  to New York 
  City.  
  “Excellent... 
  Excellent!” 
  exclaimed 
  Doctor Schreck.  “Everything is proceeding 
  according to plan.”  he whirled to face the Green 
  Falcon, the blue-white light of the sparking 
  machinery matched by the insane gleam in his eyes.
  “You were a fool to try and interfere, Falcon.” he 
  said.   The Green Falcon strained against the bonds 
  that held him in the chair, but to no avail.
  “Once my invention 
  reaches itʼs full 
  charge, I shall 
  activate the wave 
  generator, and every 
  cretinous moron in 
  this city will become 
  my mindless slave!”  
  He began to laugh 
  then...a ragged, 
  tortured sound that 
  seemingly crawled 
  from somewhere 
  deep within his 
  soul, rising in pitch 
  and intensity until, 
  nearly a hysterical 
  scream, it almost 
  drowned out the 
  sound of the buzzing 
  and crackling 
  machinery.
  The Green Falcon 
  knew that he needed 
  to act...and SOON.
  The Mad Scientist 
  is an archetype 
  of the pulp 
  genre--an insane 
  genius seeking to dominate the world through 
  technological terror.   Examples include Doctor 
  Satan, The Scorpion, and dozens of generic 
  madmen with vaguely Prussian or Eastern-
  European-sounding names.
  
  61
  In many ways, the Mad Scientist is the ﬂip-side 
  of the Paragon.  Where the Paragon represents the 
  possibilities of science, the Mad Scientist is the 
  fear of science run rampant over humanity.  The 
  Mad Scientist can range from the sad, deluded 
  individual who has forgotten that science should 
  serve humankind, to the raving lunatic who wants 
  to avenge himself on those who did not appreciate 
  his genius.
  Requirements
  To qualify to become a Mad Scientist, a character 
  must fulﬁll the following criteria:
  Skills: Craft (any) 6 ranks, Knowledge (any) 6 
  ranks, Repair 6 ranks.
  Feats: Builder
  Class Information
  Hit Die: The Mad Scientist gains 1d8 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Mad Scientist gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Mad Scientistʼs class skills are 
  as follows: Concentration (Con), Craft(any)(Int), 
  Decipher Script (Int), Demolitions (Int), Disable 
  Device (Int), Drive (Dex), Investigate (Int), 
  Knowledge (Any) (Int), Profession (Wis), Read/
  Write Language (none), Repair (Int), Research 
  (Int), Search (Int), Speak Language (none), Spot 
  (Wis).
  Skill Points at Each Level:  8 + Int Modiﬁer
  Class Features
  The following features pertain to the Mad Scientist 
  advanced class.
  Weird Science:  At 1st level, the Mad Scientist 
  gets the ability to invent using Weird Science.
   
  Weird Science items are handled as d20 Modern 
  FX abilities.  The inventor creates a device that 
  mimics the effects of an Arcane or Divine spell, 
  or a Psionic power.  A Weird Science invention is 
  not permanent--it only lasts for a single adventure, 
  unless the inventor chooses to make the device 
  permanent by spending XP (to make a Weird 
  Science device permanent costs a number of XP 
  equal to the level of the device, times the level of 
  the inventor, times 50).  Permanent inventions take 
  up one of the available slots...well, permanently, so 
  players taking this option should be aware of that.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0  
  +1  
  +1  
  +0  
  Weird Science 
   
   
  +0  
  +0
  2nd  
  +1  
  +2  
  +2  
  +0  
  Scientiﬁc Improvisation 
   
  +1  
  +0
  3rd  
  +1  
  +2  
  +2  
  +1  
  Bonus Feat 
   
   
  +1  
  +1
  4th  
  +2  
  +2  
  +2  
  +1 
  Inspiration 
   
   
  +1  
  +1
  5th  
  +2  
  +3  
  +3  
  +1  
  Bonus Feat 
   
   
  +2  
  +1
   
   
   
   
   
   
   
  6th  
  +3 
  +3  
  +3  
  +2  
  Build Robot 
   
    
  +2  
  +2
  7th  
  +3  
  +4  
  +4  
  +2  
  Bonus Feat 
   
   
  +2  
  +2
  8th  
  +4 
  +4  
  +4  
  +2  
  Skill Mastery 
   
   
  +3  
  +2
  9th  
  +4 
  +4  
  +4 
  +3  
  Bonus Feat 
   
   
  +3 
  +3
  10th  
  +5  
  +5  
  +5  
  +3  
  Brilliant but Insane 
    
  +4  
  +3
  
  62
  A Mad Scientists can have a number of Weird 
  Science inventions available per adventure 
  according to the chart that appears at right:
  (Note: 0-level inventions are available at a rate 
  equal to the ﬁrst column +1)
  The inventor picks an FX ability of the appropriate 
  level, and, for the duration of the adventure (unless 
  they choose to make it permanent), they have a 
  device capable of replicating that devices effects.  
  The inventor can, if they choose, combine multiple 
  FX abilities into a single invention.
  Example:   Doctor Schreck, a 9th level Mad 
  Scientist, wishes to invent a device that will 
  terrifying the cretinous masses into following 
  his will.  As a 9th level Mad Scientist, he has the 
  following Invention levels available:  5/5/4/3/2. 
  He decides to combine two FX abilities into a 
  single invention--he chooses the 4th level Mage 
  spell Fear and the 5th level Acolyte spell Greater 
  Command.  He invents the Terror Wave Subjector, 
  which, when activated will subject all living 
  creatures within a 45-foot cone to fear, and will 
  command up to 9 of them for 9 rounds.  
  Scientiﬁc Improvisation:  At 2nd level, a Mad 
  Scientist gains the ability to improvise solutions 
  using common objects and his scientiﬁc know-how.  
  This ability lets him create obects in a dramatic 
  situation quickly and cheaply, but that have a 
  limited duration.
  By spending 1 action point and combining common 
  objects with a Craft check that corresponds to the 
  function desired, the Mad Scientist can build a tool 
  or a device to deal with any situation. The DC for 
  the Craft check is equal to 5 + the purchase DC of 
  the object that most closely matches the desired 
  function.  So, to improvise a weapon that deals the 
  same damage as a shotgun, the DC for the Craft 
  (mechanical) check is 22 (5 +17).
  Only objects that can normally be used more than 
  once can be improvised.  For example, a Mad 
  Scientist cannot use scientiﬁc improvisation to 
  build an explosive, since thatʼs an object that can 
  only be used once.
  Electronic devices, special tools, weapons, 
  mechanical devices and more can be built with 
  scientiﬁc improvisation.  It takes a full-round 
  action to make an object.  The object, when put 
  into use, lasts for a number of rounds equal to the 
  Mad Scientistʼs class level, or until the end of the 
  current encounter, before it breaks down.  It cannot 
  be repaired.
  Bonus Feat: At 3rd, 5th, 7th and 9th level, the Mad 
  Scientist may take a Bonus Feat.  The feat must be 
  taken from the following list.  
  Alertness, Cautious, Combat Expertise, Educated, 
  Gearhead, Personal Firearms Proﬁciency, Point 
  Blank Shot, Renown, Studious, Windfall.
  Inspiration: At 4th level, the Mad Scientist gains 
  the Inspiration ability.  Once per day per total class 
  level, the Mad Scientist may beneﬁt from a ﬂash of 
  inspiration and ingenuity, gaining a +4 bonus to any 
  skill check. This can also be used when taking 10 
  or taking 20 with a skill. 
  Build Robot:  Mad Scientists and Robots go 
  together like Fred Astaire and Ginger Rogers.  
  At 6th level, the Mad Scientist gains the ability 
  to build robots.  These robots serve as the 
  Mad Scientistʼs eyes, ears and hands out to a 
  predetermined distance away from the character 
  when the Mad Scientist wants to use one of the 
  following skills:  Demolitions, Disable Device, 
  Listen, Repair, or Spot.  A robot can also be given a 
  Base Attack Bonus, which would be handled as if it 
  is a skill (programmed into the robot).    The Robot 
  can also be ﬁtted to use any of the Weird Science 
  devices invented by the Mad Scientist.
  The Mad Scientist must have at least 1 rank in the 
  skill that he wants to program into the robot, and 
  must also possess the open slots neccessary for 
  any Weird Science devices mounted.  The Mad 
  Scientist can control a number of robots equal to 
  his Craft (mechanical) skill rank.
  Follow these steps to build a robot.
   
   
  Weird Science Invention Level
  Class 
   
   
   
   
  Level  
   
  1 
  2 
  3 
  4 
  5 
  1st  
   
  2 
  2nd  
   
  3 
  2
  3rd  
   
  3 
  2
  4th  
   
  4 
  3 
  5th  
   
  4 
  3 
  2 
  6th  
   
  4 
  4 
  3
  7th  
   
  5 
  4 
  3 
  2 
  8th  
   
  5 
  4 
  4 
  3 
  9th  
   
  5 
  5 
  4 
  3 
  2
  10th  
   
  5 
  5 
  4 
  4 
  3
  
  63
  Wealth Check:  The purchase DC for the 
  components required to construct a robot is based 
  on the robotʼs size:
   
  Size 
   
  DC
   
  Diminutive 
  18
   
  Tiny 
   
  15
   
  Small  
  18
   
  Medium-size 22
   
  Large  
  26
   
  Huge  
  32
   
  Gargantuan 
  40
   
  Colossal 
  50
  Make the Wealth check to puchase and gather 
  the necessary components prior to starting 
  construction.  The high price of robot construction 
  is often what leads to Mad Scientists committing 
  crimes to pay for their research.
  Construct Frame:  The robotʼs body determines its 
  size shape, locomotion and hit points.  The DC of 
  the Craft (mechanical) check is set by the robotʼs 
  size and modiﬁed by the form of locomotion 
  selected:
  Size 
   
  Hit Points 
  Craft DC
  Diminutive 
   1d8 
   
    15
  Tiny 
   
   1d10  
    12
  Small  
   2d10  
    15
  Medium-size  3d10  
    20
  Large  
   4d10      
    25
  Huge  
   5d10   
    30
  Gargantuan 
   6d10   
    35
  Colossal 
    
  7d10               40
  Components  
   
  DC Modiﬁer
  Form/locomotion 
   
  Bipedal 
   
   
   +4
   
  Quadruped 
   
   +3
   
  Tracks  
   
   +2
   
  Wheels 
   
   
   +1
   
  Flight  
   
   +4
  Components  
   
  DC Modiﬁer
  Components 
   
  Arms*  
   
  +3 per set
   
  Audio/visual sensor** +2
   
  Armor  
   
  + Def bonus
  Remote Range
   
  Remote Control link,
   
   
  100ft range 
  +1 
   
   
  200ft range 
  +3
   
   
  300ft range 
  +5
   
   
  500ft range 
  +7
   
   
  1 mile range +9
   
  Independent Control +12
   
  (robot follows orders, unlimted range)
  * Necessary for a robot to use any skill except 
  Listen or Spot
  ** Necessary for a robot to use Listen or Spot
  Select a frame size and form, add arms and 
  sensors as necessary, and choose a type of remote 
  range.  Add all of the modiﬁers to determine the 
  checkʼs DC.  Make the craft (mechanical) check to 
  construct the robotʼs frame.
  It takes a Mad Scientist 12 hours to construct a 
  basic robot, +3 hours per size class.  For every 
  additional hour spent beyond that, reduce the DC 
  by 1, up to a maximum of 1/3 of the unmodiﬁed 
  DC.
  Construct the Electronics:  The next step is to 
  build the internal electronics for the robot and 
  install them into the frame.  The DC is based on 
  the number of components that need to be wired 
  together.   The base DC to wire a robot is 15, +1 
  for each component, +2 for a remote control link, 
  +4 for Independent control, and +4 for each Weird 
  Science Device.
  It takes a Mad Scientist a base of 6 hours to wire a 
  robot, +2 hours per size class.
  Program the Robot: The Mad Scientist programs 
  the robot as the ﬁnal step.  Decide how many ranks 
  of the appropriate skills to program into the robot, 
  up to the number of ranks the Mad Scientist has in 
  
  64
  the skill.  Make a check for Craft (electronics) at a 
  DC of 10 + the number of ranks the Mad Scientist 
  wants to program into the robot.
  It takes a Mad Scientist 1 hour to program a robot.
  Example:  Doctor Schreck decides to build a robot 
  servant to terrorize the populace.  Never one to 
  think small, he decides to create a Gargantuan 
  robot.  This gives him a purchase DC of 40.  He 
  decides to make it Bipedal, with 2 arms, Audio/
  visual sensor, Armor with +8 Def bonus, and 
  Independent Control.  This will require a Craft 
  (mechanical) check at DC 64!  It will take him 33 
  hours.  He decides to take an additional 40 hours 
  to build the Robot, reducing the Craft (mechanical) 
  check DC to 
  24.   He rolls 6 d10 for the robotʼs hit points, 
  getting 48.
  He then wires the robot.  The DC for wiring the 
  robot is 15 + 1 (arms) +1 (audio/visual sensor) 
  +1 (armor) +4 (Indpendent) and +4 for the 
  electro-cannon that heʼs planning on ﬁtting to this 
  monstrosity.  The total wiring DC is 26, and it will 
  take him 20 hours.
  Lastly, Doctor Schreck programs the robot.  He 
  gives it Demolitions 5, Spot 5 and Listen 5, and a 
  BAB of +6.    Programming the robot requires a 
  Craft (electronics) check at DC 21.
  With that, Doctor Schreckʼs newest creation is 
  ready to stomp into action!
  Skill Mastery: At 8th level, the Mad Scientist 
  selects a number of skils from his class list equal 
  to 3 + his Intelligence modiﬁer.  When making 
  a skill check using one of these skills, the Mad 
  Scientist may take 10 even if stress and distractions 
  would normally prevent him from doing so.  He 
  becomes so 
  accomplished 
  in the use of 
  these skills that 
  he can use them 
  reliably even 
  under adverse 
  conditions.
  Brilliant But 
  Insane: The 
  Mad Scientist 
  is, to use the 
  vernacular of 
  the time, nutty 
  as a fruitcake.  
  This insanity, 
  paradoxically, also allows them to make brilliant 
  intuitive leaps when inventing that are beyond the 
  capabilities of sane men.
  When designing Weird Science devices, the Mad 
  Scientist can increase the effective “caster level” of 
  the FX ability by spending an additional slot.  
  Spending an additional slot of the same level will 
  increase the effective “caster level” of the device by 
  +3.  Spending a slot of one level lower will increase 
  the “caster level” by +2.  Slots of two levels lower 
  will raise the level by +1.  Anything less has no 
  further effect.
  Multiple slots can be spent in this fashion, 
  however--there is no maximum.   
  Example:   Doctor Schreck decides to “soup up” 
  his Terror Wave Subjector.  If you recall, it used 
  a 4th level Mage spell (Fear) and a 5th level 
  Acolyte spell (Greater Command).  He decides to 
  use his remaining 5th level slot to boost Greater 
  Command, as well as 1 of his remaining 4th level 
  slots.   He spends his last 4th level slot on Fear, and 
  then decides to split all 4 3rd level slots between 
  both effects.   
  This raises the effective caster level of Greater 
  Command to (9 +3 +2 +2)16, and the effective 
  caster level of Fear to (9 +3 +2 +2) 16 as well.  
  The Terror Wave Subjector, when activated, now 
  subjects all living creatures within a 65 foot cone 
  to fear, and will command up to 16 of them for 16 
  rounds.
  
  65
  Vincenzo DiNapoli, better known as “Vinnie the 
  Hook” stood back and watched as his boys went to 
  work on the poor schlub who had decided to testify 
  against the Boss in his upcoming trial.   Rocko and 
  Tony were good boys, eager to please and skilled at 
  their work.  Their work was hurting people.
  They were standing at the back of a blind alley, 
  hidden from the street, where they could beat 
  the Grocery Store owner without interruption.  
  Vincenzo watched with little interest--he 
  was there 
  to make 
  sure the 
  message 
  was 
  delivered, 
  nothing more.  
  Suddenly, he felt the hairs 
  on the back of his neck 
  stand up.
  “Let the Grocer go, 
  Vinnie.”  A voice 
  drifted out of 
  the fog that 
  obscured 
  the other 
  end of the 
  darkened 
  alleyway.   
  Vinnieʼs 
  heart nearly 
  stopped.  He knew that 
  voice.
  Rocko and Tony let 
  the Grocer drop to 
  the ground as they 
  drew their guns, 
  searching for the source of the voice.   Vinnie tried 
  to warn them--to tell them to drop their guns, but 
  his voice caught in his throat as a ﬁgure emerged 
  from the fog.  A dark green trenchcoat whirled 
  around the ﬁgure like a vampireʼs cape, 
  and cold grey eyes glittered from 
  beneath the brim of a matching 
  fedora and a domino mask.  
  “Good,” the voice continued, 
  “I was hoping that youʼd 
  resist.”
  Twin chromed 45ʼs leapt 
  suddenly into view 
  and began to bark a 
  death-chant in the 
  conﬁnes of the alley.  
  The Green Falcon 
  had come to work.
  The Man of 
  Mystery is an 
  archetype of 
  the pulp genre.  
  Examples include 
  The Shadow, The 
  Spider, The Phantom, 
  Captain Satan, and 
  a legion of similar 
  ominously-named imitators.  
  The Man of Mystery is 
  similar in most respects to an 
  Investigator--however the Man of 
  Mystery comes with added doses of 
  strangeness, violence and fear.  
  Strangeness comes in the subject matter--the 
  mystery men of the pulps didnʼt solve run-of-the-
  mill crimes, or even puzzling murder mysteries.  
  ADVANCED CLASS:
  Man                       of     Mystery
  
  66
  They were faced with hidden criminal empires 
  run by hooded madmen, zombies created by evil 
  scientists, occult ritual murders, and more.  Not the 
  beat of the average Private Eye.
  Men of Mystery were often more violent than 
  their gumshoe cousins--operating as masked 
  vigilantes outside of the law allowed for higher 
  criminal body-counts, which the readers of the pulp 
  magazines relished.
  Lastly, the Man of Mystery was cloaked in 
  fear.  In every case, the characterʼs main form 
  of attack involved striking fear into the hearts of 
  criminals before bringing them to justice.  The 
  Man of Mystery was not content to stop or even 
  kill criminals--they would ﬁrst make sure that the 
  criminals knew the same kind of fear that they had 
  inﬂicted upon their own victims.  It was fear as 
  karmic justice.
  Requirements
  To qualify to become a Man of Mystery, a character 
  must fulﬁll the following criteria:
  Base Attack Bonus: +3
  Skills: Intimidate 6 ranks, Investigate 6 ranks, 
  Sense Motive 6 ranks
  Class Information
  Hit Die: The Man of Mystery gains 1d10 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Man of Mystery gains a 
  number of action points equal to 6 + one-half 
  his character level, rounded down, every time he 
  attains a new level in this class.
  Class Skills:  The Man of Mysteryʼs class skills 
  are as follows: Balance (Dex), Climb (Str),  Drive 
  (Dex), Escape Artist (Dex), Forgery (Int), Gather 
  Information (Cha), Intimidate (Cha), Investigate 
  (Int), Knowledge (current events, streetwise) (Int), 
  Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Read/Write Language (none), Research (Int), 
  Search (Int), Sense Motive (Wis), Sleight of Hand 
  (Dex), Speak Language (none), Spot (Wis), Tumble 
  (Dex).
  Skill Points at Each Level:  5 + Int Modiﬁer
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0  
  +0  
  +1  
  +1  
  Improved Investigation, Contact, 
  +1  
  +1
   
   
   
   
   
  Man Without Fear
  2nd  
  +1  
  +0  
  +2  
  +2  
  Weapons Focus  
   
  +1  
  +1
   
   
   
   
   
  Esoteric Knowledge
  3rd  
  +2  
  +1  
  +2  
  +2  
  Frightful Presence, Contact 
  +1  
  +1
  4th  
  +3  
  +1  
  +2  
  +2 
  Action Boost, Bonus Feat  
  +2  
  +2
  5th  
  +3  
  +1  
  +3  
  +3  
  Discern Lie, Contact 
   
  +2  
  +2
  6th  
  +4  
  +2  
  +3  
  +3  
  Uncanny Investigation 
    
  +3  
  +2
  7th  
  +5  
  +2  
  +4  
  +4  
  Bonus Feat, Contact 
   
  +3  
  +3
  8th  
  +6 
  +2  
  +4  
  +4  
  Like A Shadow  
   
  +4  
  +3
  9th  
  +6 
  +3  
  +4 
  +4  
  Terrifying Presence, Contact  
  +4  
  +3
  10th  
  +7  
  +3  
  +5  
  +5  
  Inner Sanctum 
   
    
  +5  
  +4
  
  67
  Class Features
  The following features pertain to the Man of 
  Mystery advanced class.
  Improved Investigation:  The Man of Mystery 
  is trained to notice things that mundane 
  investigators might miss.  A Man of Mystery 
  that comes within 10 feet of a clue to a crime 
  or other mystery is allowed to make an 
  Investigation skill check, even if the character is 
  not actively searching for clues at the time.
  Contact: A Man of Mystery gathers many 
  associates and informants throughout his career.  
  Each time the Man of Mystery gains a contat, 
  the GM should develop a supporting character 
  to represent that contact.  The player can suggest 
  the type of contact his or her character wants 
  to gain, but the contact must be an ordinary 
  character, not a heroic character.
  Contacts include informants, black marketeers, 
  police employees, reporters, street people, taxi 
  drivers and others who can provide limited 
  aid and information pertaining to the Man of 
  Mysteryʼs cases.
  A contact will not accompany a Man of Mystery 
  on missions or risk his or her life.  A contact 
  can, however, provide information or render 
  a service (make a speciﬁc skill check on your 
  behalf).
  The contact can be called upon once per 
  adventure, and will automatically agree to assist 
  the Man of Mystery.
  The Man of Mystery gains contacts at 1st, 
  3rd, 5th, 7th, and 9th level.  If the GM agrees, 
  two contact slots can be traded in for an Ally, 
  who is a heroic character who can be run as a 
  secondary character to the Man of Mystery.
  Man Without Fear:  A Man of Mystery gains a 
  +4 morale bonus on Will saves to resist fear effects 
  and on level checks to oppose Intimidate checks
  Weapons Focus:  At 2nd level, the Man of 
  Mystery gains the Weapon Focus class feature, 
  providing the beneﬁt of the feat with the same 
  name.  The Man of Mystery must choose a speciﬁc 
  personal weapon, and adds +1 to all attack rolls 
  made with that weapon.
   
   
   
  Esoteric Knowledge:  Since a Man of Mysteryʼs 
  cases often involve the strange and unusual, the 
  
  68
  characters often possess a vast amount of esoteric 
  knowledge.
  After reaching 2nd level, a Man of Mystery can 
  make a special esoteric knowledge check with a 
  bonus equal to his level + his Intelligence modiﬁer 
  to see if he knows anything relevent about clues, 
  people, places or things.  The check will not 
  solve a crime, but might provide leads for the 
  Man of Mystery to follow.   The DC of the check 
  is determined by the GM, based on the relative 
  obscurity of the information (usually within a range 
  of 15 to 30).
  Frightful Presence:  At 3rd level, a Man of 
  Mystery gains the Frightful Presence 
  class feature, providing the beneﬁt 
  of the feat with the same 
  name.
  Action Boost:  This 
  ability, gained at 4th 
  level, allows a Man 
  of Mystery to spend 
  2 action points in 
  a round.  You can 
  spend 1 action point, 
  see the result of the 
  roll, and then decide 
  to spend a second 
  action point, as long 
  as you do so before 
  the GM reveals the 
  result of your action.
  Bonus Feat:  At 4th 
  and 7th level, the Man of 
  Mystery gets a bonus feat.  The 
  bonus feat must be selected from 
  the following list, and the Man of 
  Mystery must meet all the prerequisites of the feat 
  to select it.
  Advanced Firearms Proﬁciency, Advanced Two-
  Weapon Fighting, Combat Reﬂexes, Defensive 
  Martial Arts, Dodge, Educated, Improved Two-
  Weapon Fighting, Knockout Punch, Streetﬁghting, 
  Surface Vehicle Operation, Two Weapon Fighting, 
  Vehicle Dodge.
  Discern Lie:  At 5th level, a Man of Mystery 
  develops the ability to read whether another 
  character is telling the truth.  When a successful 
  Sense Motive check (opposed by the higher of 
  either the subjectʼs Bluff check result or DC 10) 
  is made, the Man of Mystery can tell whether the 
  subject is deliberately and knowlingly speaking a 
  lie.  This ability does not reveal the truth, uncover 
  unintentional inaccuracies, or reveal ommisions of 
  information.
  Uncanny Investigation:  At 6th level, a Man of 
  Mystery adds a +4 bonus to any Investigate skill 
  check.  (Including rolls to spot clues made under 
  Improved Investigation)
  Like A Shadow: At 8th level, a 
  Man of Mystery leaves almost 
  no trace behind when using 
  the following skills: 
  Balance, Climb, Disable 
  Device, Escape Artist, 
  Hide, Move Silently, 
  and Sleight of Hand.  
  Characters trying to 
  discover the Man of 
  Mystery through use 
  of Investigate, Listen, 
  Search, or Spot take a 
  -4 penalty.
  Terrifying Presence: 
  At 9th level, opponents 
  of the Man of Mystery 
  making Will Save checks 
  against 
  his Frightful 
  Presence suffer an additional 
  +5 to the DC.
  Inner Sanctum: At 10th level, a 
  Man of Mystery gains an Inner Sanctum--a 
  secret heaquarters that is secure (-8 to opponentʼs 
  attempts to ﬁnd it via Investigate or other skills, 
  as well as -8 to attempts to break in via Disable 
  Device, etc.), provides a crime lab facility that 
  offers an additional +4 to Investigate checks, 
  a research facility that offers a +4 bonus on 
  Esoteric Knowledge checks, and allows for secure 
  communication with all Contacts.  The Inner 
  Sanctum may also possess other features, at the 
  discretion of the GM.
  
  69
  ADVANCED CLASS:
  Mastermind
  I felt myself roughly led, half-carried, from the 
  dungeon where my unknown captors had placed 
  me.  The air within the black cloth hood that they 
  had forced over my head was close, and I could see 
  nothing.  The only sound that I could hear, mufﬂed 
  by the layer of cloth, were the echoing footfalls of 
  my guards as they 
  dragged me towards 
  some unknown 
  destination.
  Suddenly, I was 
  forced to my knees 
  on what felt like a 
  stone ﬂoor.
  “I trust you have not 
  been mistreated?”  
  A voice echoed in 
  the chamber.  It was 
  a voice of authority-
  -the silken tones of 
  power.  “I do not 
  wish for my guests 
  to suffer.”
  “Guests?” I scoffed, 
  my voice sounding 
  uncomfortably 
  feeble to my own 
  ears.  “Do you 
  always throw your ʻguestsʼ into cells and deny them 
  food and water?”
  “On occasion,” came the measured reply.
  The hood was jerked from my head, ﬂooding my 
  eyes with sudden light.  As I blinked to clear my 
  vision, the ﬁgure seated before me came into focus.
  Green eyes glittered with a wicked intelligence, 
  and a cruel, sensual mouth curled into a horrible, 
  knowing smile.  I felt the cold chill of hopelessness 
  engulf me.
  I was in the clutches of none other than the ﬁend 
  known only as The 
  Emperor of Crime.
  The Mastermind is 
  an archetype of the 
  pulp genre.  Examples 
  include the insidious 
  Dr. Fu Manchu, John 
  Sunlight, Shiwan Khan 
  and Doctor Death.
  Every hero needs a 
  good villain.  King 
  Arthur had Mordred...
  Sherlock Holmes had 
  Doctor Moriarty.  This 
  Advanced Class ﬁlls 
  that need.
  A Mastermind stands 
  head and shoulders 
  above the average 
  villain--they are 
  the pinnacle of the 
  criminal world.  Often 
  possessing abilities equal to or greater than the 
  heroes they oppose, the Mastermind is often only 
  defeated through their own hubris...and often 
  escape to plague the heroes again and again.
  In the heyday of the pulps, villains were so popular, 
  that some became the “heroes” of their own 
  magazines!
  
  70
  Requirements
  To qualify to become a Mastermind, a character 
  must fulﬁll the following criteria:
  Attribute: Intelligence 15+
  Skills: 6 ranks in any Knowledge skill, 6 ranks in 
  Intimidate.
  Feats:  Iron Will
  Class Information
  Hit Die: The Mastermind gains 1d10 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Mastermind gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Mastermindʼs class skills  are 
  as follows:  Bluff (Cha), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Drive (Dex), Escape Artist 
  (Dex), Forgery (Int), Gather Information(Cha), 
  Hide (Dex), Intimidate (Cha), Knowledge 
  (underworld)(Int), Move Silently(Dex), Open 
  Lock (Dex), Profession (Int), Sense Motive (Wis), 
  Sleight of Hand (Dex).
  Skill Points at Each Level: 7 + Int Modiﬁer.
  Class Features
  The following features pertain to the Mesmerist 
  advanced class.
  Minions: The Mastermind has loyal subordinates 
  who follow his orders.  The number of minions 
  available to the Mastermind, and the NPC level 
  of those minions, can be found on the table on the 
  following page. 
  Minions are gained based on the sum of the 
  Mastermindʼs total character level and his Charisma 
  modifer, modiﬁed by the factors listed below:
   
   
  Reknown feat:  +3
   
  Infamy feat:  +3
   
  Leadership Feat: +1
   
  Provides room, board, equipment +2
   
  Wealthy (16+ on Wealth):  +1
   
  Rich (21+ on Wealth): +2
  Regardless of the Mastermindʼs total level and Cha 
  mod, they cannot have any minions with a level 
  greater than the Mastermindʼs level, minus one (so, 
  for example, a 4th level character could not have 
  any 4th level minions, even if their modiﬁed score 
  was 17 or better).  Minions can be of any class.
  Minions that are lost are replaced with new ones by 
  the next adventure.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0 
  +0  
  +2 
  +2  
  Minions, Ill-gotten gains   
  +2 
  +1
  2nd  
  +1  
  +0  
  +3  
  +3 
  Crime Network  
   
  +3  
  +2
  3rd  
  +1  
  +1  
  +3  
  +3  
  Bonus feat 
   
   
  +4  
  +2
  4th  
  +2  
  +1  
  +4  
  +4 
  Nefarious Inﬂuence 
   
  +4 
  +3
  5th  
  +2  
  +1  
  +4 
  +4  
  Lair 
   
   
   
  +5  
  +3
  6th  
  +3  
  +2  
  +5  
  +5  
  Bonus feat 
   
    
  +5  
  +3
  7th  
  +3  
  +2  
  +5  
  +5  
  Devilʼs Own Luck  
   
  +6 
  +4
  8th  
  +4 
  +2  
  +6 
  +6 
  Halls of Power 
   
   
  +6  
  +4
  9th  
  +4 
  +3  
  +6 
  +6 
  Bonus Feat 
   
   
  +6 
  +4
  10th  
  +5  
  +3  
  +7 
  +7  
  Nine Lives 
   
    
  +7  
  +5
  
  71
       Mastermindʼs 
   
  Number of Minions, per Minion level
  Total Level + Cha mod 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  9 or less  
  - 
  - 
  - 
  - 
  - 
  -
  10 
   
   
  5 
  - 
  - 
  - 
  - 
  -
  11 
   
   
  6 
  - 
  - 
  - 
  - 
  -
  12 
   
   
  8 
  - 
  - 
  - 
  - 
  -
  13 
   
   
  10 
  1 
  - 
  - 
  - 
  -
  14 
   
   
  15 
  1 
  - 
  - 
  - 
  -
  15 
   
   
  20 
  2 
  1 
  - 
  - 
  -
  16 
   
   
  25 
  2 
  1 
  - 
  - 
  -
  17 
   
   
  30 
  3 
  1 
  1 
  - 
  -
  18 
   
   
  35 
  3 
  1 
  1 
  - 
  -
  19 
   
   
  40 
  4 
  2 
  1 
  1 
  -
  20 
   
   
  50 
  5 
  3 
  2 
  1 
  -
  21 
   
   
  60 
  6 
  3 
  2 
  1 
  1
  22 
   
   
  75 
  7 
  4 
  2 
  2 
  1
  23 
   
   
  90 
  9 
  5 
  3 
  2 
  1
  24 
   
   
  110 
  11 
  6 
  3 
  2 
  1
  25 
   
   
  135 
  13 
  7 
  4 
  2 
  2
  26 
   
   
  150 
  15 
  8 
  4 
  3 
  2
  27 
   
   
  165 
  17 
  9 
  5 
  3 
  3
  28 
   
   
  180 
  19 
  10 
  5 
  4 
  3
  29 
   
   
  200 
  20 
  11 
  6 
  4 
  4
  30 
   
   
  220 
  22 
  12 
  6 
  5 
  4
  +1 
   
   
  +20 
  +2 
  +1 
  +1/2 
  +1/2 
  +1/2
  Ill-gotten gains:  A Mastermindʼs criminal 
  enterprises make them very wealthy over time.  A 
  Mastermind adds +2 to their Wealth score per level 
  gained in the class.
  Crime Network:  Starting at 2nd level, 
  the Mastermind has access to a network of 
  criminals that can provide him with information 
  or goods.
  The network can provide the Mastermind with  
  nearly any commonly available item--the DC 
  of the Wealth check for the item is halved (for 
  example, the check to get a car with a normal 
  purchase DC of 34 would be made at DC 17).
  The GM is the arbiter of whether or not an item 
  could be considered commonly available--for 
  example, a Ford sedan most likely would be, 
  whereas a Zeppelin would not.
  In addition, the network provides the Matermind 
  with information, bestowing a +4 bonus to all 
  Gather Information and Research checks.
  Bonus feat: At 3rd, 6th and 9th level, 
  the Mastermind gets a bonus feat, 
  which must be taken from the following 
  list.  New feats appear in italics, and are 
  described at the end of this document.
  Brawl, Combat Expertise, Combat 
  Martial Arts, Combat Reﬂexes, 
  Conﬁdent, Deceptive, Dodge, Frightful 
  Presence, Improved Brawl, Improved 
  Combat Martial Arts, Improved 
  Critical, Improved Initiative, Infamy, 
  Leadership, Lightning Reﬂexes, 
  Weapon Finesse, Weapon Focus.
  Nefarious Inﬂuence: At 4th level, the 
  Mastermind is capable of extending his 
  power to inﬂuence others.  He gains 
  a +4  bonus to all Bluff, Diplomacy 
  and Intimidate checks.  In addition, 
  opponents with fewer Hit Dice than the 
  Mastermindʼs total class level suffer a 
  -2 morale penalty to attack rolls against 
  the Mastermind and a -2 morale penalty 
  to all Will saves during the encounter.
  
  72
  Lair: At 5th level, the Mastermind gains the use of 
  a Lair.  The Lair is a secure location that acts as the 
  Mastermindʼs headquarters during that adventure.  
  The location covers 1500 square feet per 
  Mastermind level (so at 5th level, the lair is 7500 
  sq. ft.), arranged as the Mastermind desires.  The 
  Lair features a number of secret doors or escape 
  passages equal to the Mastermindʼs level.  The DC 
  to ﬁnd those secret doors and passages is 25.
  The Lair also may feature cells to hold prisoners, 
  torture chambers and/or death traps, as the 
  Mastermind wishes (with the GMʼs approval).
  The Mastermind gains a different lair each 
  adventure.
   
  Devilʼs Own Luck:   It always seems as though 
  things tend to go the Mastermindʼs way.  At 7th 
  level, the Mastermind may re-roll any failed roll, 
  adding a +2 bonus, up to 3 times per adventure.
  Halls of Power:  At 8th level, the Mastermindʼs 
  inﬂuence grows and expands to the highest levels 
  of power.  The Mastermind cannot be found guilty 
  of any crime in a court of law.  If brought to trial, 
  the case will be thrown out on a technicality, or 
  an escape will be arranged by contacts within the 
  authorities themselves.  
  In addition, contacts will inform the Mastermind 
  of any actions being taken against the Mastermind 
  by PCs who share that information with the 
  authorities.
  Nine Lives: At 10th level, the Mastermind gains 
  the ability to return from what was thought to be 
  certain death. 
  If the Mastermind dies, make a Will save at DC 
  20.  If the save is made, the Mastermind survives 
  somehow (thrown clear of the explosion, washing 
  up on a desert island after been thrown overboard, 
  coming to in a hospital when theyʼve already been 
  declared dead, etc.) and one “life” is removed from 
  their total.  
  The Mastermind literally has 9 of these lives to 
  spend.   If the save is failed, the Mastermind loses a 
  life and must continue to roll until the save is made 
  (losing a life for each failure).  If the Mastermind 
  has no lives remaining, the death is permanent.
  Gamemasters will ﬁnd that they need to use the 
  “Obscure death” method when using this ability--
  keeping the ﬁnal fate of the Mastermind a mystery.
    Whenever possible, the situation should be 
  described in such a way that veriﬁcation is difﬁcult 
  if not impossible (a Mastermind who is shot can 
  fall out a nearby window, for example).
  
  73
  ADVANCED CLASS:
  Mesmerist
  “Look deeply into my eyes...” Morgan the 
  Mystic focused his gaze upon the woman seated 
  in the stark metal chair of the third precinctʼs 
  interrogation room.  
  Detective Matt Murphy rolled his eyes and fetched 
  a cigarette out of the pack in his jacket pocket.  The 
  dame was 
  guilty, and 
  this was 
  an open-
  and-shut 
  case.  She 
  was found 
  standing 
  over the 
  District 
  Attorneyʼs 
  body, 
  smoking 
  pistol in 
  her well-
  manicured 
  hand.  No 
  motive--there 
  wasnʼt any 
  indication 
  that a 
  wealthy 
  socialite like 
  Francine 
  Farmer 
  had any 
  interaction 
  with the DA outside of the occasional society 
  fundraiser.   Of course, when youʼre caught literally 
  red-handed, thereʼs not much need for a motive.   
  But still, the Captain thought it neccessary to bring 
  in this carnival side-show.
  Murphy took a drag on the cigarette as the stage 
  magician, a long-time friend of his Captain, 
  muttered to the girl, waving his hands theatrically 
  in front of her face.  She hadnʼt said a word since 
  sheʼd been brought in.  First, Murphy thought she 
  was playing dumb...now, though, he was guessing 
  that it was shock--perhaps the realization of what 
  she had done.  
  Suddenly, the girlʼs 
  eyes closed, and 
  she slumped in the 
  chair, unconcious.   
  Morgan the Mystic 
  drew himself up to 
  his full height, and 
  turned to face the 
  stocky detective.
  “Itʼs just as 
  I suspected, 
  Detective Murphy,” 
  the magician said.  
  “Francine Farmer 
  has already been 
  the subject of an 
  extensive amount 
  of hypnosis.  She 
  did kill the District 
  Attorney, but she 
  was used as an 
  unwitting pawn.  
  She no more could 
  control her actions 
  than you could stop 
  your heart from beating.   Thereʼs only one man I 
  know of who has that kind of hypnotic power....”
  Murphy dropped his cigarette.   “You donʼt mean--”
  “Yes,” replied Morgan.  “The insidious Doctor 
  Tsung-chi Sin, the devil of Chinatown.”
  
  74
  The Mesmerist is an archetype of the pulp genre.  
  Examples include the Green Lama, Chandu the 
  magician and Don Diavolo, the Scarlet Wizard.
  The Mesmerist is a trained hypnotist and an expert 
  in the use of his own animal magnetism to sway the 
  will of others.  A Mesmerist may work as a private 
  counselor or as a stage magician or assist in solving 
  crimes.  Some use their abilities to help solve the 
  problems of others.  Others seek only to enhance 
  their own wealth and reputation. 
   The Mesmerist may follow the practices 
  developed by Dr. Franz Anton Mesmer in the 18th 
  Century, some may see it as the science of etheric 
  magnetism, and others may base their abilities on 
  practices from India, classical Greece, or another 
  occult source.  Many Mesmerists see their abilities 
  as the result of greater mind inﬂuencing a smaller 
  mind.  Most ﬁrmly believe that a person of loose 
  character cannot become a powerful hypnotist.
  Select this advance class if you want your character 
  to be a master of mystic arts with the ability to 
  sway other characters.
   
  Requirements
  To qualify to become a Mesmerist, a character must 
  fulﬁll the following criteria:
  Attribute: Intelligence 14+
  Skills: Knowledge (arcane lore) 5 ranks, 
  Knowledge (Behavioral Sciences) 2 ranks
  Class Information
  Hit Die: The Mesmerist gains 1d6 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Air Ace gains a number of 
  action points equal to 5 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Mesmeristʼs class skills  are as 
  follows.
  Bluff (Cha), Concentration (Con), Diplomacy 
  (Cha), Gather Information (Cha), Intimidate (Cha), 
  Knowledge (arcane lore, behavioral sciences, 
  current events, history, popular culture, theology & 
  philosophy) (Int), Listen (Wis), Perform (act, stand-
  up) (Cha), Profession (Wis), Read/Write Language 
  (none), Research (Int), Sense Motive (Wis), Sleight 
  of Hand (Dex), Speak Language (none), and Spot 
  (Wis).
  Skill Points at Each Level:  7 + Int Modiﬁer
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0 
  +0  
  +0 
  +2  
  Hypnotic ability,   
  +0  
  +1
   
   
   
   
   
  hypnotic trance
  2nd  
  +1  
  +1  
  +1  
  +2 
  Trick 
   
   
   
  +1  
  +2
  3rd  
  +1  
  +1  
  +1  
  +3  
  Bonus feat 
   
   
  +1  
  +2
  4th  
  +2  
  +1  
  +1  
  +4 
  Command word  
   
  +1 
  +3
  5th  
  +2  
  +1  
  +2 
  +4  
  Lengthy Trance,  
   
  +2  
  +3
   
   
   
   
   
  winning smile
  6th  
  +3  
  +1  
  +2  
  +5  
  Bonus feat 
   
    
  +2  
  +3
  7th  
  +3  
  +2  
  +2  
  +6  
  Compulsion 
   
   
  +2  
  +4
  8th  
  +4 
  +2  
  +3  
  +6 
  Eschew Focus 
   
   
  +2  
  +4
  9th  
  +4 
  +3  
  +3 
  +7  
  Bonus Feat 
   
   
  +3 
  +4
  10th  
  +5  
  +3  
  +4 
  +7  
  Past life regression 
    
  +3  
  +5
  
  75
  Class Features
  The following features pertain to the Mesmerist 
  advanced class.
  Hypnotic Ability: A number of times per day 
  equal to the Mesmeristʼs class level + Intelligence 
  modiﬁer, a Mesmerist can attempt to place a target 
  (a GM character) in a hypnotic state, using any of 
  the abilities listed below.
  Hypnotic Trance:  A Mesmerist can place a target 
  in a hypnotic trance.  A Mesmerist does this by 
  making a hypnosis check with a bonus equal to his 
  Mesmerist class level + his Intelligence modiﬁer 
  against a DC equal to the targetʼs Wisdom.  If 
  the target is resisting the attempt at hypnosis, the 
  targetʼs base Will save modiﬁer is added to the 
  targetʼs Wisdom (Note that the targetʼs Wisdom 
  modiﬁer is not added to the DC).  An attempt at 
  hypnosis requires a full-round action, and an object, 
  such as a pocket watch or fob, is required to gain 
  the targetʼs attention in order to place them in a 
  hypnotic state.  A Mesmerist and the target must be 
  able to speak the same language.  If a Mesmerist 
  has 5 or more ranks in Concentration, he gains a +2 
  bonus on hypnosis checks.  If a Mesmerist has 5 
  or more ranks in Knowledge (behavioral sciences), 
  he gains a +2 bonus on hypnosis 
  checks.
  On subsequent rounds, once 
  the target is in a hypnotic state, 
  the Mesmerist may either 
  question the target or give them 
  a suggestion.  A hypnotic trance 
  lasts for a number of minutes 
  per Mesmerist class level.  If 
  the Mesmerist spends an action 
  point, the duration is increased to 
  10 minutes per level.
  Questioning: The Mesmerist 
  may ask a number of questions 
  equal to 1d3 + his Mesmerist 
  class level.  Each round, the 
  Mesmerist will learn the answer 
  to one question, to the best of the 
  targetʼs knowledge.  The Mesmerist may spend an 
  action point to increase the number of questions.  
  Any action points spent to increase the duration or 
  extent of this, or any other hypnotic ability, would 
  be in addition to any action points spent on the 
  hypnosis check.
  Suggestion:  The Mesmerist suggests a course of 
  action (limited to a sentence or two) to inﬂuence 
  the targetʼs actions.  The suggestion must be 
  worded in such a manner as to make the action 
  sound reasonable.  Asking the target to stab 
  himself, throw someone dear to them out of a 
  window, or some other harmful act automatically 
  negates the hypnotic state.  However, a suggestion 
  that a vat of acid is actually pure water and that a 
  quick dip would be refreshing is another matter.  A 
  common suggestion is that the target go to sleep.  
  Stage magicians often implant the suggestion that 
  the target is another person or an animal, such as 
  a chicken.  A target will remain under a hypnotic 
  suggestion for a number of minutes equal to the 
  Mesmeristʼs class level. 
  Trick:  Beginning at 2d level, the Mesmerist has 
  the ability to temporarily confuse a target (a GM 
  character) through the use of ploy and deception.  
  The target must have an Intelligence score of 3 or 
  
  76
  higher to be susceptible to a trick, must be within 
  30 feet of the Mesmerist, and must be able to hear 
  and understand him.
  To play a trick on a target, the Mesmerist must use 
  a full-round action and make an Intelligence check 
  (DC 15), adding his Mesmerist level as a bonus.  If 
  the Intelligence check succeeds, the target can try 
  to think quickly and ignore the trick.
  The target resists the trick by making a Reﬂex 
  saving throw (DC 10 + Mesmeristʼs class level + 
  Mesmeristʼs Int bonus).  If the saving throw fails, 
  the target 
  becomes dazed 
  (unable to act, 
  but can defend 
  normally) for 1 
  round.
  A trick can 
  only be played 
  on a particular 
  target once 
  per encounter.  
  After the ﬁrst 
  trick in an 
  encounter, 
  whether 
  the attempt 
  succeeds or 
  not, that target 
  becomes wary 
  and immune to such ploys.
  Bonus Feats:  At 3d, 6th, and 9th level, the 
  Mesmerist gets a bonus feat.  The bonus feat must 
  be selected from the following list (new feats are 
  listed in Italics), and the Mesmerist must meet all 
  the prerequisites of the feat in order to select it.
  Alertness,  Assessment,  Attentive, Conﬁdent, 
  Deceptive, Educated, Focused, Frightful Presence, 
  Iron Will, Low Proﬁle, Renown, Trance, 
  Trustworthy.
  Command word:  Beginning at 4th level, a 
  Mesmerist is able provide a target with a command 
  word that will make it easier to put the target into 
  a hypnotic state at any time over the next few 
  days (equal to the Mesmeristʼs class level).  The 
  Mesmerist should strive to provide a command 
  word that the target is unlikely to hear during the 
  normal course of her day.  A command word allows 
  a Mesmerist to remotely direct a target by speaking 
  over a telephone or radio.  While a command word 
  is in effect, the Mesmerist will still need to make 
  a hypnosis check to activate the targetʼs hypnotic 
  state, but the DC will be halved.
  Lengthy trance:  At 5th level and above, a 
  Mesmeristʼs 
  hypnotic trance 
  lasts for 10 
  minutes per 
  Mesmerist 
  class level.  If 
  the Mesmerist 
  spends an 
  action point 
  the duration 
  is increased to 
  hours per level.
  Winning 
  Smile:  
  Beginning 
  at 5th level, 
  a Mesmerist 
  develops such 
  a force of 
  personal magnetism that he can convince a single 
  target to regard him as a trusted friend.  (If the 
  target is currently being threatened or attacked by 
  the Mesmerist or his allies, this ability will not 
  work.)
  The target makes a Will saving throw to avoid 
  being persuaded by the Mesmeristʼs words and 
  actions.  The DC is 10 + Mesmeristʼs class level + 
  Mesmeristʼs Charisma modiﬁer.
  This ability does not enable the Mesmerist to 
  control the target, but the target perceives the 
  Mesmeristʼs words and actions in the most 
  favorable way.  The Mesmerist can try to give the 
  
  77
  target orders and suggestions, but he must win an 
  opposed Charisma check to convince the target 
  to perform any actions he wouldnʼt normally 
  undertake.  The target never obeys suicidal or 
  obviously harmful orders, and any act by the 
  Mesmerist or her allies that threatens the target 
  breaks the mood and clears the targetʼs head.  
  Otherwise, the target will remain won over for one 
  minute per Mesmerist class level.
  After the duration ends, the GM determines the 
  reaction and attitude of the target based on what the 
  Mesmerist compelled the target to do.
  Compulsion:  A Mesmerist of 7th level or higher 
  can direct a target to carry out longer and more 
  elaborate tasks than under a Hypnotic Suggestion.  
  The commands given to a target still need to be 
  simple and unambiguous (such as “go, take the 
  jewels from the safe, and bring them back to 
  me”).  The Mesmerist may need to monitor the 
  target and provide further direction to ensure that 
  tasks are carried out as intended.  A Hypnotic 
  Compulsion will last for a number of hours equal to 
  the Mesmeristʼs class level.  The duration may be 
  increased to days per level if the Mesmerist spends 
  an action point.
  If the target is directed to take an action that goes 
  against his nature, he may attempt a Will saving 
  throw to come out of the hypnotic state (DC equal 
  to 10 + Mesmeristʼs class level + Mesmeristʼs 
  Intelligence modiﬁer).
  Eschew Focus:  A Mesmerist of 8th level or higher 
  no longer requires a focus to place a target in a 
  hypnotic state.
  Past Life Regression:  A 10th level Mesmerist 
  can impel a target to remember experiences from 
  a past life.  While in this hypnotic state, a target 
  can employ 1d3+1 skills and one feat used in the 
  past life.  The Mesmerist must describe the general 
  historic period that he is attempting to reach (e.g. 
  ancient Rome), but the GM has the ﬁnal say as 
  to what skills and what feat may come into play 
  through use of this ability.  This ability lasts for a 
  number of hours equal to 1d3 + the Mesmeristʼs 
  class level.
  
  78
  ADVANCED CLASS:
  MOBSTER
  It was almost nine oʼclock when I entered the club, 
  hoping to hear my Betty sing.  I had to hand it to 
  Manny; only a few years ago, this place was an 
  unmarked speakeasy in the basement of a hotel.  Now, 
  with 
  Prohibition 
  over and the G-Men 
  off his back, Manny 
  really turned this 
  place into a classy 
  joint.
  Betty wasnʼt on stage 
  yet, so I walked over 
  to the bar.  Eric eyed 
  me as I approached 
  as he wiped a glass. 
  Without a word, he 
  turned around and 
  grabbed a bottle of 
  scotch off the shelf. 
  I sat on a stool in 
  the corner just as 
  Eric poured a shot 
  in front of me.
  “Howʼs 
  business, 
  Joey?” Eric asked 
  half-interested.  Eric 
  used to work for me 
  in the good old days, 
  running booze from 
  across the border. 
  Those days were 
  gone now, and I had 
  to let Eric go.  Fortunately, Manny needed some 
  extra help expanding his operation.
  “Same old story,” I lied not-too-convincingly.  With 
  alcohol legal again, all I had to fall back on was my 
  numbers racket.  I was never much of a businessman; 
  I used what worked.  Now that things didnʼt work 
  that way anymore, I was lost.  Truth be told, I was 
  surviving more on what Iʼd socked away in the past 
  than in new business.  It was almost enough to make 
  me go legitimate.  I sighed and emptied my glass. 
  “Manny wanted to 
  see me?”
  Eric 
  leaned 
  over 
  the bar a bit, not 
  that 
  anyone 
  hear 
  would care.  Eric 
  was always careful 
  with his words.  I 
  appreciated 
  that. 
  “Mannyʼs shipments 
  are becoming more 
  expensive 
  lately. 
  Heʼd like to know why 
  and youʼre the best at 
  extracting that kind 
  of information.”  He 
  poured me another 
  drink.
  I gave Eric a small 
  grin.  What he was 
  really 
  saying 
  was 
  that someone was 
  disrupting 
  Mannyʼs 
  supply line and trying 
  to 
  extort 
  higher 
  prices 
  from 
  him. 
  Manny 
  apparently 
  had a possible lead, 
  tied up in the back, and he wanted me to extract the 
  information from him.  After all, I was still one of the 
  best leg breakers in the city.  I downed my second 
  drink.
  “Mannyʼs in the back?” I asked.  Eric nodded and 
  took back the glass, wiping it down for the next 
  
  79
  customer.  I sighed as I slid off the stool.  I once 
  commanded ten men, and now I was going back to 
  my roots.  Still, a job is a job and Manny was an old 
  friend.  Before I left the club tonight, I would make 
  sure the canary would sing.
  It is almost impossible to think about the Pulp Era 
  without thinking about the Mobster.  Whether they 
  are used as little more than muscle or gangland 
  intrigue, the Mobster is a critical element in many 
  Pulps.  They are the quintessential “bad guys.”
  While this Advanced Class assumes a villainous 
  character, it is possible for a player character (PC) to 
  have levels in this Advanced Class, especially if the 
  Game Master (GM) is running a Mobster-themed 
  campaign.  The PC may also be a former mobster 
  whoʼs left his old life behind, providing a colorful 
  background (and old unsettled scores) for his new 
  profession.
  Requirements
  To qualify to become a Mobster, a character must 
  fulﬁll the following criteria:
  Base Attack Bonus: +2
  Skills: Intimidate (6 ranks), Knowledge (streetwise) 
  (6 ranks) 
  Feat: Advanced Firearms Proﬁciency
  Class Information
  Hit Die: The Mobster gains 1d10 hit points per level.  
  The characterʼs Constitution modiﬁer applies.
  Action Points: The Mobster gains a number of 
  action points equal to 5 + one-half his character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Mobsterʼs class skills are as 
  follows: Bluff (Cha), Demolitions (Int), Diplomacy 
  (Cha), Drive (Dex), Forgery (Int), Hide (Dex), 
  Intimidate (Cha), Knowledge (business, streetwise) 
  (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Read/Write Language, Ride (Dex), Sense 
  Motive (Wis), Sleight of Hand (Dex), Speak 
  Language, Spot (Wis).
  Skill Points at Each Level: 5 + Int Modiﬁer
  Class Features:
  Afﬁliation:  In order to become a Mobster, it is 
  necessary to join a Mob.  There are generally 
  two types of Mob: Independent and Family.  An 
  Independent Mob is a small group of criminals who 
  work together as long as it is convenient.  Mobsters 
  are generally free to come and go in Independent 
  Mobs, as long as they donʼt rat out their former 
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0 
  +1 
  +1 
  +0 
  Afﬁliation,  
   
   
  +1 
  +1 
   
   
   
   
   
  No Stool Pigeon
  2nd  
  +1 
  +2 
  +2 
  +0 
  Drive-By,  Leg Breaking  
  +1 
  +1
  3rd  
  +2  
  +2 
  +2 
  +1 
  Bonus Feat  
   
   
  +2 
  +1
  4th  
  +3 
  +2 
  +2 
  +1 
  Sweep, Seedy Favor 
   
  +2 
  +2
  5th  
  +3 
  +3 
  +3 
  +1 
  Safe House 
   
   
  +3 
  +2
  6th  
  +4 
  +3 
  +3 
  +2 
  Bonus Feat,  
   
   
  +3 
  +2
   
   
   
   
   
  Arm Twisting
  7th  
  +5 
  +4 
  +4 
  +2 
  Improved Sweep  
   
  +4 
  +3
  8th  
  +6 
  +4 
  +4 
  +2 
  Discern Lie 
   
   
  +4 
  +3
  9th  
  +6 
  +4 
  +4 
  +3 
  Bonus Feat 
   
   
  +5 
  +3
  10th  
  +7 
  +5 
  +5 
  +3 
  Made Man 
   
   
  +5 
  +4
   
   
   
   
  
  80
  associates.  Family Mobs, such as the Maﬁa, are 
  larger organizations with strong codes of conduct 
  and obligations.  There is less freedom for a Mobster 
  in a Family Mob.
  Mobsters gain the beneﬁt of their Afﬁliationʼs 
  reputation (usually +5 to +10) when dealing 
  with others who would respect that Afﬁliationʼs 
  reputation.  If the Mobster leaves a Mob, he will lose 
  this beneﬁt as well as any Contacts gained by this 
  Advanced Class.  The Mobster only regains these 
  Class Abilities when he joins a new Mob.
  No Stool Pigeon: One of the initial “tests” of a 
  Mobster is his ability to keep quiet when pressured 
  or arrested by the authorities.  The Mobster gains 
  a +4 circumstance bonus to Will saves when being 
  interrogated about his Afﬁliation.  This stacks with 
  the Iron Will feat.
  Drive-By Shooting:  The Mobster learns how to 
  position himself on a vehicleʼs running board while 
  aiming and shooting a Tommy gun.  The Mobster 
  gains the Drive-By Attack feat.
  Leg Breaking:  The Mobster can acquire information 
  from reluctant sources through actual physical harm. 
  While this method lacks ﬁnesse and sophistication, 
  it is brutally effective.  The Mobster adds a +2 
  circumstance bonus to his Intimidation check 
  when using non-lethal force on a subject, or a +4 
  circumstance bonus if he uses lethal force.
  In order to use this “technique,” the victim must 
  ﬁrst be immobilized (e.g. tied to a chair, arms held 
  by accomplices).  The Mobster then attacks him 
  (automatically hitting in both cases), dealing normal 
  damage.  The Mobster may not pull punches or 
  cause superﬁcial wounds.  Once the damage is dealt, 
  the Mobster may apply the Leg Breaking bonus to 
  his Intimidation check.  
  If the attempt fails, the Mobster may continue 
  trying until the victim relents or is beaten into 
  unconsciousness or death.  Once the Mobster 
  has started Leg Breaking, he may not substitute a 
  normal Intimidation roll (he may, however, alternate 
  between using lethal and nonlethal force, so long as 
  he applies the appropriate bonus).  The Leg Breaking 
  bonus is not cumulative; the Mobster only gains the 
  beneﬁt or +2 or +4.
  Bonus Feat: At 3rd, 6th and 9th level, the Mobster gets 
  a bonus feat, which must be taken from the following 
  list:  Agile Riposte, Burst Fire, Combat Reﬂexes, 
  Dead Aim, Elusive Target, Improved Initiative, Low 
  Proﬁle, Point Blank Shot, Precise Shot, Quick Draw, 
  Renown, Shot on the Run, Strafe.
  Sweep: A Mobster knows how to size up an area 
  and get the lay of the land in a single sweep of his 
  or her eyes. This sweep provides a +4 circumstance 
  bonus on Spot checks and covers an area out to 30 
  feet away from the Mobster. The Mobster can use 
  this bonus at the start of an encounter.
  Anything not concealed can be spotted in a sweep 
  with a successful check (DC 10). The DC for 
  concealed or less obvious threats is equal to their 
  Hide check result.
  Seedy Favor:  This class feature is similar to the 
  Charismatic Heroʼs Favor talent.  Starting at 4th 
  level, the Mobster has the ability to request minor 
  aid from anyone connected or associated with his 
  mob.  By making a Seedy Favor check, the Mobster 
  can gain important information, keep people quiet, 
  hide stolen loot, acquire the loan of equipment, or 
  receive other minor assistance in the course of the 
  adventure.
  The Mobster spends 1 action point to activate this 
  feature.  To make a Seedy Favor check, roll a d20 
  and add the characterʼs Seedy Favor bonus, equal 
  to the characterʼs Mobster level (any Charismatic 
  Hero levels will stack with this if the character has 
  the Favor talent).  The GM sets the DC based on 
  the scope of the Seedy Favor.  The DC ranges from 
  10 for a simple favor (such as keeping oneʼs mouth 
  shut or pointing out someone in a room) to as high 
  as 30 for formidable or dangerous favors (violently 
  covering the Mobsterʼs escape, hiding drugs). A 
  Mobster canʼt take 10 or 20 on this check, nor can 
  the hero retry the check for the same (or virtually the 
  same) favor.  
  
  81
  Seedy favors should help advance the plot of an 
  adventure. A favor that would enable a character 
  to avoid an adventure altogether should always be 
  unavailable to the character, regardless of the result 
  of a seedy favor check.
  The GM should carefully monitor a Mobsterʼs use of 
  seedy favors to ensure that this ability isnʼt abused. 
  The success or failure of a mission shouldnʼt hinge 
  on the use of a favor, and getting a favor shouldnʼt 
  replace good roleplaying or the use of other skills. 
  The GM may disallow any favor deemed to be 
  disruptive to the game.
  Safe House:  The Mobster has a few secret locations 
  around the city where he can lay low for a while if 
  the heat is turned up on him.  These “safe houses” 
  often have money, guns, and ammunition stored in 
  them.  Anyone trying to ﬁnd the Mobster is assessed 
  a +5 penalty to appropriate skill DCs.
  Should the Mobster be compromised in his safe 
  house, he gains a +2 circumstance bonus on any skill 
  checks that would directly or indirectly assist in his 
  escape.  He also gains a +2 defensive bonus while 
  inside the Safe House.
  Arm-Twisting: Thanks to his leg breaking 
  experience and reputation, the Mobster can now 
  acquire a +2 circumstance bonus to his Intimidation 
  checks with the threat of physical force.  The victim 
  must still be immobilized, but the Mobster no longer 
  has to actually harm the victim in order to gain the 
  +2 bonus.  The Mobster may combine Arm-Twisting 
  with a non-lethal attack to gain a +4 bonus (no further 
  bonus is gained if the Mobster uses lethal force).  
  Unlike Leg Breaking, the Mobster may not use 
  regular Arm-Twisting consecutively, since his threat 
  must be carried out.  If the victim resists the ﬁrst 
  Intimidate check, then the Mobster must either resort 
  to Leg Breaking or add a nonlethal attack to his Arm 
  Twisting.  The Mobster may return to regular Arm-
  Twisting in the third round.
  Improved Sweep: At 8th level, a Mobsterʼs ability 
  to get the lay of the land improves. Now the Mobster 
  not only spots potential perils with a successful 
  check, he or she can determine the relative strength 
  of these dangers. A successful check relates the 
  dangerʼs strength compared to the Mobster: stronger 
  (higher level or Hit Dice), on par (same level or HD), 
  or weaker (lower level or HD).
  Discern Lie: At 7th level, a Mobster develops 
  the ability to gauge whether another character is 
  telling the truth by reading facial expressions and 
  interpreting body language. The Mobster must be 
  able to see and hear (but not necessarily understand) 
  the individual under scrutiny.
  With a successful Sense Motive check opposed by 
  the subjectʼs Bluff check result or against DC 10 
  (whichever is greater), the Mobster can tell whether 
  the subject is deliberately and knowingly speaking 
  a lie. This ability doesnʼt reveal the truth, uncover 
  unintentional inaccuracies, or necessarily reveal 
  omissions in information.
  Made Man:  The Mobster has become well respected 
  in the Underworld.  He enjoys a certain degree of 
  immunity from assassination by rival mobs.  If the 
  Mobster has an Afﬁliation with a Family mob, this 
  class feature involves a formal ceremony.  If the 
  Mobster has an Afﬁliation with an Independent 
  Mob, he simply garners a greater degree of respect 
  from other Mobs.
  A Made Man will only be the target of an assassination 
  if certain conditions are met.  If the Mobster belongs 
  to a Family Mob, his own Family Boss must 
  approve of the assassination.  If the Mobster is an 
  Independent, he must offend a Family Boss in such 
  a way that offends other Family Bosses.
  Absent a sanction, a Made Man may use this class 
  feature to prevent a Hit Man or other Underworld 
  ﬁgure from injuring or killing him.  This class 
  feature acts as a +10 bonus to Diplomacy checks in 
  such cases.
  
  82
  ADVANCED CLASS:
  Noble  Savage
  Kamba crept silently along the upper branches of 
  the tree, watching the column of men hack their 
  way through the jungle beneath him, machetes 
  clearing a wide swath ahead of them.
  The night-birds had cried 
  their alarm at this intrusion, 
  and for once, their agitation 
  was justiﬁed.  Kamba had 
  discovered the bodies of the 
  Tumutu villagers that these 
  men had tortured to death.  The 
  intruders had pried from them the 
  secret of the location of the Lost City.
  Kamba did not know the tribe of 
  these intruders, but as they marched 
  through the jungle, each marked by 
  the emblem of a crooked cross, his 
  instinct told him that the secrets of the 
  Lost City could not be allowed to fall 
  into the hands of such men.
  He grabbed his spear in both hands, 
  and lept from the branch, bursting 
  through the leafy canopy to land in a 
  ﬁghting crouch directly in front of the 
  column of men.  His green eyes ﬂashed 
  dangerously, and a low, animal growl 
  rumbled from deep within him.
  The men at the head of the column 
  dropped their machetes, and 
  the hired pack-bearers ﬂed, all 
  shouting “Kamba! Kamba!”
   Sturmbannfuehrer Eberhardt, the man in command 
  of the expedition, heard the shouts of the porters, 
  and saw the golden-maned ﬁgure advancing on his 
  men, spear in in hand.
  “Gott im Himmel!  It is Kamba--Lion-man of the 
  Congo! “  
  The order to ﬁre never escaped Eberhardtʼs lips.  
  He found himself staring, dumbfounded, at a 3-foot 
  length of spear protruding from 
  his chest.
  Kamba drew his knife and 
  stalked forward with dire purpose. 
  The secret of the Lost City would 
  die with these men.
  The Noble Savage is an archetype of 
  the pulp genre.  Examples include Ki-
  Gor, Ozar the Aztec, Sheena: Queen of the 
  Jungle, and, of course, the forefather of 
  them all, Edgar Rice Burroughsʼ Tarzan 
  of the Apes, who ﬁrst appeared in All-
  Story Magazine in October 1912.
  The Noble Savage is a person from a 
  “civilized culture” (as deﬁned by late-
  19th/early 20th century standards) who, 
  though incredible circumstances, was 
  raised by creatures of the animal kingdom-
  -trained to survive in the wilderness and 
  attaining the pinnacle of human physical 
  potential.
  Pulp tales featuring the Noble Savage 
  usually involved the character 
  presented as the King of their 
  savage domain, protecting the 
  natural world from the machinations of 
  some villain or another, although on occasion, the 
  Noble Savageʼs adventures would taken them to 
  the civilized world, where they would inevitably 
  demonstrate their innate superiority in any 
  environment.
  
  83
  Requirements
  To qualify to become a Noble Savage, a character 
  must fulﬁll the following criteria:
  Attribute: Dexterity 15+, Strength 15+
  Skills: Handle Animal (3 ranks), Survival (6 ranks)
  Class Information
  Hit Die: The Noble Savage gains 1d10 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Noble Savage gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Noble Savageʼs class skills (and 
  key ability for each skill) are as follows: Balance 
  (Dex), Climb (Str), Concentration (Con), Craft 
  (Int), Escape Artist (Dex), Gather Information 
  (Cha), Handle Animal (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (Nature) 
  (Int), Listen (Wis), Move Silently(Dex), Ride 
  (Dex), Spot (Wis), Survival (Wis), Swim (Str), 
  Tumble (Dex).
  Skill Points at Each Level:  4 + Int Modiﬁer
  Class Features
  The following features pertain to the Noble Savage 
  advanced class.
  Totem:  The Noble Savage was raised by creatures 
  of the wild, and develops the skills used every day 
  by his animal patrons.  Through the awakening of 
  an untapped potential within, the Noble Savage 
  gains special talents and abilities considered 
  foreign to other members of his native species.
  At 1st level, the Noble Savage selects a totem 
  animal from the list on the next page.  Once the 
  totem animal is chosen, it may not be changed 
  unless otherwise approved by the GM.  This 
  totem represents the species who raised the Noble 
  Savage, and whose abilities he or she will emulate.   
  The Noble Savage gains 1 new ability of the 
  playerʼs choice from the list of abilities provided 
  for that totem.  Another ability (from the same list) 
  may be chosen at 4th level, 7th level, 9th level and 
  10th level.   The Noble Savage may not select any 
  ability multiple times, unless otherwise speciﬁed in 
  the description.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0  
  +2  
  +2  
  +0  
  Totem, Animal Companion, 
  +1  
  +0
   
   
   
   
   
  Feral
  2nd  
  +1  
  +3  
  +3  
  +0  
  Master of the Wild 
   
  +2  
  +1
  3rd  
  +2  
  +3  
  +3  
  +1  
  Uncanny Dodge,  Bonus Feat 
  +2  
  +1
  4th  
  +3 
  +4  
  +4  
  +1 
  Totem 
   
   
   
  +3  
  +2
  5th  
  +4  
  +4  
  +4  
  +1  
  Uncanny Dodge,  Bonus Feat 
  +3  
  +2
   
   
   
   
   
  Master of the Wild (2/day)  
  6th  
  +5 
  +5  
  +5  
  +2  
  Feral Senses, Bonus Feat   
  +4  
  +3
  7th  
  +5  
  +5  
  +5  
  +2  
  Totem, Uncanny Dodge 
   
  +4  
  +3
  8th  
  +6 
  +6  
  +6  
  +2  
  Master of the Wild (3/day), 
  +5  
  +3
   
   
   
   
   
  Feral Voice
  9th  
  +6 
  +6  
  +6 
  +3  
  Totem,  Uncanny Dodge  
  +5 
  +4
  10th  
  +7  
  +7  
  +7  
  +3  
  Totem, Master of the Wild (4/day) +6  
  +4
   
  
  84
  APE:  
   
   
  Deceptive Intellect  
  +2 skill points*
   
  Master Climbers 
   
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Climb Checks
   
  Animal Agility 
   
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Tumble Checks
   
  Quick Movement  
  +1 bonus
   
   
   
   
  to Defense
   
  Jungle Warrior 
   
  doubled critical 
   
   
   
   
  threat range w/
   
   
   
   
  unarmed attacks
   
  * May be selected multiple times
   
  TOTEM ANIMALS
  LION:  
   
  Toughness 
   
  +3 hit points*
   
  Ambush  
   
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Hide Checks
   
  Stalking  
   
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Move Silently 
   
   
   
   
  Checks
   
  King of the Jungle  
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Intimidate
   
   
   
   
   Checks
   
  Pounce 
   
   
  Can make a full
   
   
   
   
  attack after a  
   
   
   
   
  move action if 
   
   
   
   
  attacking in the 
   
   
   
   
  1st round. 
   
  * May be selected multiple times
  CHEETAH:  
   
   
  Speed 
   
   
  +5 ft. to Speed*
   
  Center of Balance  
  +2 competence
   
   
   
   
  bonus to all 
   
   
   
   
  trip attacks *
   
  Moving Target 
   
  +1 bonus to  
   
   
   
   
  Defense
   
  Quick Reﬂexes 
   
  +1 bonus
   
   
   
   
  to Reﬂex saves
   
  Trip 
   
   
  can attempt to
   
   
   
   
  trip an opponent
   
   
   
   
  (+3 check mod)
   
   
   
   
  after a success-
   
   
   
   
  ful attack, with-
   
   
   
   
  out making a 
   
   
   
   
  touch attack, or
   
   
   
   
  provoking an
   
   
   
   
  attack of opp-
   
   
   
   
  ortunity
   
  * May be selected multiple times
   
  BEAR:  
   
  Sturdy Build 
   
  +3 hit points*
   
  Natural Swimmer  
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Swim Checks
   
  Inner Might 
   
  +1 bonus to  
   
   
   
   
  Fortitude saves
   
  Thick Skinned 
   
  +1 bonus
   
   
   
   
  to Defense
   
  Great Strength 
   
  +1d6 damage to 
   
   
   
   
  unarmed attacks
   
  * May be selected multiple times
  WOLF:  
   
  Skilled Hunter 
   
  +2 skill points*
   
  Tracker  
   
  +4 competence
   
   
   
   
  bonus to all 
   
   
   
   
  Survive Checks
   
  Hard Target 
   
  +1 bonus to  
   
   
   
   
  Defense
   
  Pack Tactics 
   
  +4 bonus
   
   
   
   
  to melee attacks
   
   
   
   
  when ﬂanking
   
  Trip 
   
   
  can attempt to
   
   
   
   
  trip an opponent
   
   
   
   
  (+3 check mod)
   
   
   
   
  after a success-
   
   
   
   
  ful attack, with-
   
   
   
   
  out making a 
   
   
   
   
  touch attack, or
   
   
   
   
  provoking an
   
   
   
   
  attack of opp-
   
   
   
   
  ortunity
   
  * May be selected multiple times
  
  85
  Other Totem animals can be created, with the 
  approval of the GM.  The pulps included examples 
  of Noble Savages raised by such strange choices as 
  Elephants and Vultures!
  Animal Companion:  As 
  a child of the wilderness,  
  the Noble Savage 
  typically looks to 
  creatures of 
  the wild for 
  friendship.  
  At 1st 
  level, the 
  Noble 
  Savage 
  may start with 
  an animal companion--a 
  lifelong friend with whom 
  the Noble Savage has 
  established complete 
  trust.  The Noble 
  Savageʼs companion 
  may be any animal 
  type (with the GMʼs 
  approval), and may 
  have up to 3 Hit 
  Dice.
  Feral:  
  As a creature of the wild, 
  the Noble Savage possesses an animalistic nature.  
  At 1st level, the Noble Savage gains a +3 bonus to 
  all Handle Animal and Intimidate checks.
  Master of the Wild: At 2nd level and above, 
  the Noble Savage gains the ability to call on the 
  natural talents of his animal heritage once per day, 
  performing amazing feats of 
  skill and athleticism.  Each 
  round, the Noble Savage 
  gains a +10 circumstance 
  bonus to any one class skill 
  of his choice.  The Noble 
  Savage may choose a new 
  skill each round, but he 
  gains the bonus on only 
  one skill per round.  This 
  ability lasts for a 
  number of rounds 
  equal to 3+ the 
  Noble 
  Savageʼs 
  Constitution 
  modiﬁer.  
  At 5th level, 
  the Noble 
  Savage can 
  do this twice 
  a day.  At 
  8th level, 
  three times 
  a day, and at 
  10th level, 
  four times a 
  day.
  Uncanny Dodge: At 3rd level and above, the 
  Noble Savage retains his Dexterity bonus to 
  Defense when caught ﬂat-footed or struck by an 
  unseen attacker.
  At 5th level, the Noble Savage can no longer be 
  ﬂanked.  The exception to this defense is that a 
  character with the uncanny dodge ability at least 4 
  levels higher than the Noble Savage can still ﬂank.
  At 7th level, the Noble Savage gains a +1 bonus to 
  Reﬂex Saves made to avoid traps, and a +1 dodge 
  bonus to Defense against all attacks made by traps.  
  At 9th level, these bonuses rise to +2.
  
  86
  Bonus Feat: At 3rd, 5th, and 6th level, the Noble 
  Savage may take a Bonus Feat.  The feat must be 
  taken from the following list.  
  Alertness, Animal Afﬁnity, Archaic Weapons 
  Proﬁciency,  Athletic, Brawl, Combat Expertise, 
  Combat Reﬂexes, Defensive Martial Arts, Dodge, 
  Elusive Target, Endurance, Exotic Melee Weapon 
  Proﬁciency, Frightful Presence, Great Fortitude, 
  Heroic Surge, Improved Brawl, Improved 
  Initiative,  Lightning Reﬂexes, Mobility, Power 
  Attack, Spring Attack, Track, Weapons Finesse.
  Feral Senses: At 6th level, the Noble Savage gains 
  the use of Feral Senses, gaining a +2 bonus on all 
  Listen and Spot checks (+4 if the character already 
  has the Alertness feat).
  Feral Voice: At 8th level, the Noble Savage gains 
  the ability to mimic the sounds of animals, from 
  mating calls to threatening roars.    The Noble 
  Savage makes a opposed Knowledge (nature) 
  check against a Listen check in order to imitate the 
  sounds of any small, medium or large animal.   This 
  can be used to trick others, or to attract the attention 
  of other animals in the area, making them react 
  appropriately (a lionʼs roar, for example, might 
  draw other lions to investigate, or make gazelles 
  run, etc.).
  
  87
  ADVANCED CLASS:
  Paragon
  I watched in amazement as Erasmus Quinn ﬁnished 
  the last delicate adjustments to the device lying on 
  the laboratory bench in front of him.  With hands 
  like a surgeon (which, I was later to learn, is one 
  of the many degrees held by the man), he soldered 
  the last 
  connections 
  into place.  
  “There.”  He 
  stood and 
  stretched his 
  back, stiff after 
  the hours of 
  work put into 
  the invention. 
  “This 
  projector 
  should ﬁre 
  a strong 
  enough electro 
  magnetic blast 
  to disable 
  Satanʼs Robot.  
  We just need 
  to get close 
  enough.”  
  Quinn scooped 
  up the device 
  and hurried 
  for the door.  I nearly ran into him as he stopped 
  suddenly, whirling around to face me.  “Wait,” he 
  said. “Do you know how to ﬂy an autogyro?”  I 
  responded that I did not.   
  Quinn pondered the issue for a split-second, 
  and then his face lit with a realization. “Never 
  mind, Jack,” he said with a broad grin, “I just 
  remembered -- I can.”
  ..and with that, he rushed out the door.
  The Paragon is an archetype of the pulp genre--a 
  two-ﬁsted scientiﬁc detective jack-of-all-trades.  
  Examples include Doc Savage, Captain Hazzard 
  and Buckaroo 
  Banzai.
  The character 
  embodies the 
  popular view 
  of science and 
  scientists in the 
  days before the 
  Atomic Age 
  led to science 
  becoming a source 
  of anxiety and 
  distrust.  The 
  Paragon was 
  the brilliant 
  embodiment of the 
  American ideal: 
  strong, square-
  dealing, forthright, 
  morally pure, 
  educated, clever 
  and resourceful. 
  Paragons should 
  be the focus 
  character of a 
  campaign--usually their stories were adventures of 
  a single hero and a team of expert assistants, all of 
  whom were heroes in their own right, albeit shining 
  less brightly than the central star.   
  The tales were often globe-trotting, usually 
  beginning in the comfortable surroundings of the 
  United States before taking readers to far-off, 
  exotic lands.  Their adventures were action-packed 
  
  88
  and fast-paced (as was standard for the hero pulps), 
  and science (or at the very least, some sort of 
  invention) always played a part, whether as the 
  focus of the tale, or as part of the tools used by the 
  Paragon to solve whatever problem was to be faced 
  in that issue.
  Requirements
  To qualify to become a Paragon, a character must 
  fulﬁll the following criteria:
  Base Attack Bonus: +2
  Skills: Concentration 6 ranks, Craft (any) 6 ranks, 
  Any one other skill at 6 ranks.
  Feats:  Educated
  Class Information
  Hit Die: The Paragon gains 1d12 hit points per 
  level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Paragon gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills:  The Paragonʼs class skills are as 
  follows: Balance (Dex), Climb (Str),  Concentration 
  (Con), Craft(any)(Int), Decipher Script (Int), Drive 
  (Dex), Escape Artist (Dex), Gather Information 
  (Cha), Hide (Dex), Investigate (Int), Jump (Str), 
  Knowledge (Any) (Int), Listen (Wis), Move 
  Silently (Dex), Read/Write Language (none), 
  Repair (Int), Research (Int), Search (Int), Speak 
  Language (none), Spot (Wis).
  Skill Points at Each Level:  9 + Int Modiﬁer
  Class Features
  The following features pertain to the Air Ace 
  advanced class.
  Jack of All Trades:   The Paragon has picked 
  up a smattering of even the most obscure skills.  
  They may use any skill untrained, even those 
  that normally require training and those that are 
  exclusive to classes in which the Paragon has no 
  levels.  The Paragon cannot, however, gain ranks in 
  a skill unless they are allowed to select it.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +0  
  +1  
  +1  
  +0  
  Jack of All Trades, Gadgets, 
  +1  
  +1
   
   
   
   
   
  Weird Science 
  2nd  
  +1  
  +2  
  +2  
  +1  
   
   
   
   
  +1  
  +1
  3rd  
  +1  
  +2  
  +2  
  +1  
  Bonus Feat 
   
   
  +2  
  +1
  4th  
  +2  
  +3  
  +3  
  +1 
   
   
   
   
  +2  
  +2
  5th  
  +2  
  +3  
  +3  
  +2  
  Improved Jack of All Trades 
  +3  
  +2
   
   
   
   
   
  Bonus Feat 
   
  6th  
  +3 
  +4  
  +4  
  +2  
   
   
   
    
  +3  
  +2
  7th  
  +3  
  +4  
  +4  
  +3  
  Bonus Feat 
   
   
  +4  
  +3
  8th  
  +4 
  +5  
  +5  
  +3  
   
   
   
   
  +4  
  +3
  9th  
  +5 
  +5  
  +5 
  +4  
  Bonus Feat 
   
   
  +5 
  +3
  10th  
  +6  
  +6  
  +6  
  +5  
  Exemplar 
   
    
  +5  
  +4
  
  89
  Gadgets and Weird Science:  
  At 1st level, The Paragon gets 
  the ability to invent Gadgets, as 
  well as the ability to create Weird 
  Science.
  Gadgets are inventions that use 
  feasable, real-world technology 
  available in the 1930s, although 
  the invention can use the 
  technology in novel ways, or in 
  combination (a cane that has a 
  concealed ﬁrearm, for example).
  Weird Science, however, is 
  the realm of the impossible or 
  bizarre: thought-reading helmets, 
  water-breathing pills, super-sonic 
  zeppelins, atomic ray guns, etc.  
  These are things that were not possible in the 30s, 
  and most likely remain impossible today.
  Gadgets and Weird Science are handled differently:
  A gadget is deﬁned by ﬁve attributes: Speed, 
  Damage, Range, Uses, and Abilities.   Not 
  every gadget possesses every attribute--a car, for 
  example, would not be likely to have  a Damage 
  rating.  Each of the ﬁve attributes is discussed 
  below:
  Speed:  Any gadget that moves under its own 
  power possesses the speed attribute.  Select 
  the top speed on the table below, and note the 
  corresponding modiﬁer:
   
  Speed  
  Modiﬁer
   
  20 MPH 
  1 
   
  60 MPH 
  5
   
  100 MPH 
  10
   
  150 MPH 
  15
   
  200 MPH 
  20
   
  500 MPH 
  25
   
  Super-sonic 
  30
   
  Lightspeed 
  35
  Damage:  Any gadget that is a weapon or otherwise 
  causes harm must possess the damage attribute.  
  Pick one of the damage levels listed on the table 
  below, and note the corresponding modiﬁer:
   
  Damage 
  Modiﬁer
   
  d4, per die 
  2
   
  d6, per die 
  3
   
  d8, per die 
  4
   
  d10, per die 
  5
   
  d12, per die 
  6
  Range: If a gadget is capable of using its abilities 
  over a distance, it must possess the range 
  attribute.  This would include ranged weapons, 
  communications devices, sensors, etc.  Pick a value 
  from the table below and note the corresponding 
  modiﬁer:
  Range (non-weapon) 
  Range Increment (weapon) 
  Modiﬁer
  Close (100ft or less) 
   
  30ft 
   
  5
  Short (300 ft or less) 
   
  40ft 
   
  10
  Medium (1500 feet or less) 
  50ft 
   
  15
  Long (1 mile or less) 
   
  70ft 
   
  20
  Extreme (100 miles or less) 
  90ft 
   
  25
  Remote (1000 miles or less) 
  110ft 
   
  30
  Worldwide  
   
   
  150ft 
   
  35
  Uses: All gadgets possess the uses attribute, which 
  determines how long the gadget may be used before 
  it needs to be reloaded, repaired, or otherwise 
  
  90
  recharged. Pick a value from the table below and 
  note the corresponding modiﬁer:
  Duration (non-weapon    Uses(weapon) 
  Modiﬁer
  10 minutes 
   
  1 
   
  2
  1 hour  
   
  2 
   
  4
  12 hours 
   
  4 
   
  8
  1 day  
   
  6 
   
  12
  1 week  
   
  8 
   
  16
  1 month 
   
  16 
   
  20
  6 months 
   
  32 
   
  25
  1 year  
   
  100 
   
  30
  Inﬁnite  
   
  Inﬁnite  
  35
  A weapon that reaches the limit of its uses must be 
  reloaded.  A non-weapon that reaches the end of 
  itʼs duration must undergo maintenance to be used 
  again--this takes 8 hours, spread out as the player 
  wishes.
  Abilities: Any gadget which performs the function 
  of any skill or feat must have this attribute.  (Armor  
  falls under this attribute as well, with the Defense 
  Bonus ﬁgured as a skill rank)  A gadget which 
  gives a rank in a skill (for example, a computing 
  device which gives ranks in Research) has a 
  modiﬁer equal to the desired rank of the skill in 
  question.   A gadget which allows the use of a feat 
  has a modiﬁer of 6 per feat.  The prerequisites of a 
  feat are ignored for gadgets.
  Once you have tallied up the modiﬁers for the 
  attributes, you are ready to invent the gadget.  This 
  requires a skill check (craft (mechanical) or craft 
  (electronic), or whatever applies) at a DC equal 
  to the modiﬁer total.     The inventing character 
  can receive a +1 competence bonus for every 
  uninterrupted day spent designing and constructing 
  the gadget--the more time you take, the easier it is.
  The invention of a gadget also requires resources:  
  A Wealth check at a DC equal to the modiﬁer total 
  for all of the gadgetʼs attributes.  An inventor does 
  not need to make that check himself--a sponsor 
  can fund the project, or multiple PCs can pool 
  resources.
  Example:   The Green Falcon decides to invent 
  a gadget--a cane that ﬁres a single shotgun shell 
  (as an emergency weapon).  The weapon has no 
  speed attribute, does 2d8 damage (modiﬁer of 
  8), has a range increment of 30 (modiﬁer of 5), a 
  single use (modiﬁer of 2), and is well-concealed 
  (the gamemaster rules that this will be handled by 
  giving the gadget the Disguise skill at 6 ranks--The 
  Green Falcon will roll an opposed roll when people 
  try to Spot the weapon.)   The total modifer for 
  the gadget is 21.  The Green Falcon can build the 
  device by making a craft (mechanical) check at DC 
  21, with a +1 competence bonus given for every 
  uninterrupted day spent on the process.  The device 
  will require a Wealth check of 21 as well.
  Weird Science items are handled as d20 Modern 
  FX abilities.  The inventor creates a device that 
  mimics the effects of an Arcane or Divine spell, or 
  a Psionic power.  Unlike a gadget, a Weird Science 
  invention is not permanent--it only lasts for a single 
  adventure, unless the inventor chooses to make the 
  device permanent by spending XP (to make a Weird 
  Science device permanent costs a number of XP 
  equal to the level of the device, times the level of 
  the inventor, times 50).  Permanent inventions take 
  up one of the available slots...well, permanently, so 
  players taking this option should be aware of that.
  A Paragon can have a number of Weird Science 
  inventions available per adventure according to the 
  following chart:
   
   
  Weird Science Invention Level
  Class 
   
   
   
   
  Level  
   
  1 
  2 
  3 
  4 
  5 
  1st  
   
  1
  2nd  
   
  2
  3rd  
   
  3 
  1
  4th  
   
  4 
  2
  5th  
   
  4 
  2 
  1 
  6th  
   
  5 
  3 
  2
  7th  
   
  5 
  3 
  2 
  1 
  8th  
   
  5 
  4 
  3 
  2 
  9th  
   
  5 
  5 
  3 
  2 
  1
  10th  
   
  5 
  5 
  4 
  3 
  2
  
  91
  The inventor picks an FX ability of the appropriate 
  level, and, for the duration of the adventure (unless 
  they choose to make it permanent), they have a 
  device capable of replicating that devices effects.  
  The inventor can, if they choose, combine multiple 
  FX abilities into a single invention.
  Example:   Erasmus Quinn, a 3rd level Smart Hero/
  2nd level Fast Hero/5th level Paragon, needs an 
  electromagnetic projector to disable Satanʼs Robot.  
  Quinn has the following Weird Science inventions 
  available:  4/2/1.   The player decides to use 
  Quinnʼs 3rd-level invention to replicate the effects 
  of Lightning Bolt (a 3rd level spell).  Quinn invents 
  an electromagnetic projector that will deliver a total 
  of 10d6 electrical damage 
  (10 being the “caster level” 
  in this case).   To make 
  this device a permanent 
  part of Quinnʼs arsenal 
  (thereby always ﬁlling that 
  3rd level slot), the player 
  would have to spend (3 x 
  10 x 50) 1500 XP.
  Bonus Feat: At 3rd, 
  5th, 7th and 9th level, 
  the Paragon may take 
  a Bonus Feat.  The feat 
  must be taken from the 
  following list.  Feats in 
  italics are new feats, and 
  described elsewhere in this 
  document.
  Alertness, Ambidexterity, 
  Athletic, Builder, 
  Combat Expertise, 
  Combat Reﬂexes, Dodge, 
  Endurance, Heroic Surge, 
  Leadership, Reknown, 
  Photographic Memory, 
  Sidekick, Studious, 
  Surgery, Toughness, 
  Trance, Vehicle Expert, 
  Windfall.
  Improved Jack of All Trades:  At 5th level, the 
  Paragonʼs Jack of All Trades ability improves--the 
  Paragon can now gain ranks in any skill, even if 
  they would normally not be allowed to select it.  
  Such skills are now considered cross-class skills for 
  the purposes of spending skill points.
  Exemplar: At 10th level, the Paragonʼs Jack of All 
  Trades ability reaches itʼs pinnacle--the Paragon 
  now treats all skills as if they are class skills.
  
  92
  ADVANCED CLASS:
  Rocket  Ranger
  ready for us when we get back,” he said with a 
  wink.
  With a quick twist of a control knob on his belt, Ace 
  rocketed into the sky, and was out of sight within 
  seconds.  
  The life of a Rocket Ranger is one 
  of speed and danger.  Harnessing 
  the power of controlled 
  explosions is a difﬁcult science 
  to master, and the risk 
  involved deters all but the 
  most stalwart heroes.  
  The select few who 
  dare to ﬂy without an 
  airplane are respected 
  for their skill and 
  daring.
  The Rocket Ranger 
  archetype can be found 
  in many sources, 
  including the classic 
  Rocket Man serials of the 
  1940s, the Buck Rogers and 
  Flash Gordon comic strips 
  and radio programs of 
  the 1930s, and latter-day 
  homages such as Dave 
  Stevens’ comic book 
  (and later ﬁlm) The 
  Rocketeer.
  “The Moon Men have kidnapped Polly, Ace!  They 
  say that they’ll shoot down any aircraft that tries to 
  follow them!  Holy Socks!  What’re we gonna 
  do?”  Bucky Brown cried, pointing to 
  the receding shape of the Moon Men’s 
  Flying Saucer, currently racing 
  away to the hidden location of their 
  invasion base somewhere in the 
  Deserts of Utah.
  Ace Adams leveled a ﬂint-hard glare 
  in the saucer’s direction.  “Good thing 
  I won’t be 
  following 
  them by 
  plane, then...
  eh, Bucky?   Get 
  me my Rocket 
  Pack.”
  The newsboy grinned and hurried 
  to retrieve the fantastic device from the 
  trunk of the Packard.  He marvelled 
  at its design: a gleaming chrome 
  chassis featuring two powerful 
  rocket-jets, attached to two sturdy 
  leather shoulder straps and a 
  control belt.  When he returned 
  with the pack, Ace had already 
  strapped on his special aero-
  helmet, which protected the 
  daredevil from the fantastic 
  speeds generated by the 
  pack, and helped him steer 
  in ﬂight via its unique 
  aerodynamic shape.
  Ace buckled the 
  pack in place.  
  “Stand back, 
  Bucky---I’m off to rescue Polly.  Have lunch 
  Photo stills taken from 
  Public Domain Film Se-
  rial: “Radar Men From 
  The Moon”, available 
  in mp4 format from 
  Adamant Entertainment 
  at RPGNow.com.
  
  93
  Requirements
   To qualify to become a Rocket Ranger,  a character 
  must fulﬁll the following criteria:
  Skills:Craft (mechanical) 8 ranks, Jump 4 ranks, 
  and Pilot 4 ranks.
  Feats: Acrobatic
  Class Information
  Hit Die: The Rocket Ranger gains 1d8 hit points 
  per level. The character’s Constitution modiﬁer 
  applies.
  Action Points: The Rocket Ranger gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time he attains a new 
  level in this class.
  Class Skills: The Rocket Ranger class skills are as 
  follows:
  Balance (Dex),Climb (Str), Craft (Int), Disable 
  Device (Int), Drive (Dex), Jump (Str), Listen (Wis), 
  Navigate (Int), Pilot (Dex), Repair (Int), Profession 
  (Wis), Swim (Str), Tumble (Dex)
  Skill Points at each level: 4 + Int Modiﬁer 
  Class FEATURES
  The following features pertain to the Rocket 
  Ranger advanced class.
  Rocket Pack:  At ﬁrst level, the Rocket Ranger 
  gains the use of the signature vehicle of their class, 
  the Rocket Pack.  This can be the product of the 
  Ranger’s own invention, or bestowed upon the 
  character from another source, depending upon 
  the events that occur within the GM’s particular 
  campaign.
  A rocket pack is an ingenious design--a small, yet 
  powerful engine designed to grant the wearer high-
  speed ﬂight for short periods of time.  The design 
  of the rocket pack varies from Ranger to Ranger, 
  but generally follows this model:  a back-mounted 
  engine accented with various gauges, valves and 
  controls, strapped to the user’s back with thick, 
  reinforced leather harness, along with some sort 
  of control mechanism (either on the harness itself, 
  or attached gloves, etc.).  In addition to the rocket 
  pack itself, the wearer must also use a special 
  helmet designed to aid in maneuvering and hands-
  free ﬂight.  This helmet is usually aerodynamic 
  (bullet-shaped, or ﬁnned, etc.).
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +0 
  +2 
  +0 
  Rocket Pack, 
   
   
  +1 
  +1
   
   
   
   
   
  Roll
  2nd  
  +2 
  +0 
  +3 
  +0 
  Rocket Mechanic  
   
  +2 
  +2
  3rd  
  +3 
  +1 
  +3 
  +1 
  Dive 
   
   
   
  +3 
  +2
  4th  
  +4 
  +1 
  +4 
  +1 
  Booster  
   
   
  +4 
  +3
  5th  
  +5 
  +1 
  +4 
  +1 
  Fly-by  
   
   
  +4 
  +3
  6th  
  +6 
  +2 
  +5 
  +2 
  Rocket Defense  
   
  +5 
  +4
  7th  
  +7 
  +2 
  +5 
  +2 
  Cannonball 
   
   
  +5 
  +5
  8th  
  +8 
  +2 
  +6 
  +2 
  Attack of Momentum 
   
  +6 
  +5
  9th  
  +9 
  +3 
  +6 
  +3 
  Afterburner 
   
   
  +6 
  +6
  10th  
  +10 
  +3 
  +7 
  +3 
  Rocket Legend 
   
   
  +7 
  +7
   
   
   
   
   
  
  94
  Once activated, the rocket pack unleashes a 
  controlled high-pressure explosion, which propells 
  the wearer upward at high speed.  To control 
  himself during ﬂight, a Rocket Ranger must use 
  body positioning and the aerodynamic features of 
  his helmet to modify his trajectory, while using the 
  rocket controls to increase or decrease the thrust of 
  the rocket.  There is a 5% non-cumulative chance 
  for the rocket pack to misﬁre during ignition, 
  stalling the ignition system for 1d4 rounds unless 
  a successful Repair skill check (DC15) is made to 
  clear the ﬂooded ignition valves.
  In ﬂight, the wearer has a top speed of 1000ft.per 
  round (200 squares).  If the wearer reduces his 
  speed to 50ft or less for two or more rounds, he 
  must land or increase his speed to prevent the loss 
  of momentum neccessary to maintain his ﬂight.  
  In routine operation, the wearer of the rocket 
  pack is typicaly not required to make Pilot checks 
  with every action, however the GM may see ﬁt 
  to institute a brief learning period for the wearer.  
  Maneuvers in combat also require Pilot checks.  
  The rocket pack has a hardness of 10 and 30 hit 
  points.  If the rocket pack suffers enough damage 
  to drop its hit points to 0, it explodes dealing 10d6 
  points of damage to the wearer.
  Roll:  With trial, error and a little luck, a Rocket 
  Ranger develops several maneuvers to increase his 
  effectiveness in combat situations.  At 1st level, 
  a Rocket Ranger may execute the roll maneuver.  
  Whenever a Rocket Ranger passes through the 
  threatened area of an opponent while in ﬂight, he 
  does not provoke an attack of opportunity.  If a 
  Ranger passes through multiple threatened areas 
  in a single movement action, he may avoid a 
  number of attacks of opporunity equal to 1 plus his 
  Dexterity bonus (if any).
  Rocket Mechanic:  The Rocket Ranger gains a 
  higher level of understanding and craftsmanship 
  when modifying or repairing the complex device.  
  At 2nd level, a Ranger gains a +4 competence 
  bonus to all Craft (mechanical) and Repair checks 
  while working on the rocket pack.  The rocket pack 
  also gains additional hit points equal to 5 plus the 
  Rocket Ranger’s Intelligence bonus (if any).
  Dive:  As with the Roll maneuver, a Rocket Ranger 
  continues to develop new tactics for improving his 
  combat ability.  At 3rd level, a Ranger may execute 
  the Dive maneuver.  To execute this maneuver, a 
  Ranger must begin his action at an altitude at least 
  30 ft. above an opponent.  The Rocket Ranger dives 
  at the opponent and makes a melee attack with a +4 
  bonus on the attack roll.  If successful, the attack 
  deals 1d6 points of bonus damage and opponent 
  must make a successful Strength check (DC 10 + 
  damage dealt) or fall prone.  If the attack misses, 
  the Rocket Ranger must make a successful Pilot 
  check (DC15) to avoid striking the ground.  If he 
  fails, he suffers 3d6 points of damage, plus damage 
  as if he had fallen from the same altitude, and is 
  knocked prone.
  Booster: With intimate knowledge of his rocket 
  pack, a Rocket Ranger may use methods to push 
  his pack to the limits, gaining more speed in the 
  process.  At 4th level, a Rocket Ranger may add his 
  class level x 50 ft. to the speed of his rocket pack 
  for a number of rounds equal to his class level.
  Fly-By:  By honing his reﬂexes to a razor’s edge, 
  The Rocket Ranger gainst the use of the ﬂy-by 
  maneuver.  At 5th level, a Rocket Ranger may 
  move and attack as a standard action and then move 
  again.  A Ranger may turn during his move action 
  if he so chooses.  The Ranger’s total movement 
  may not exceed his rocket pack’s top speed, 
  and the maneuver does not provoke an attack of 
  opportunity from the target of the attack.
  Rocket Defense:  With incredible speed and 
  dexterity, a Rocket Ranger is increasingly difﬁcult 
  to hit in combat.  Beginning at 6th level, a Rocket 
  Ranger in ﬂight gains a dodge bonus to Defense 
  equal to his Dexterity Bonus (if positive).
  Cannonball:  As he gains experience, a Rocket 
  Ranger continues to develop new and increasingly 
  effective maneuvers in combat.  At 7th level, the 
  Rocket Ranger gains the cannonball maneuver.  To 
  execute a cannonball attack, a Rocket Ranger in 
  
  95
  ﬂlight must move at least 50ft, and he gains a +4 
  bonus on his melee attack roll.  If successful, the 
  attack deals 1d6 extra points of damage per class 
  level of the Rocket Ranger.  The opponent must 
  make a successful Strength check (DC15 +damage 
  dealt) or be pushed back 5 ft. and fall prone.  If the 
  attack is unsuccessful, a Rocket Ranger must make 
  a successful Pilot check (DC20) or lose control of 
  the rocket pack and crash into the ground, suffering 
  4d6 points of damage.  This attack does not 
  provoke an attack of opportunity from the defender.
  Attack of 
  Momentum:  
  With a greater 
  understanding of 
  his cannonball 
  tactics, a 
  Rocket 
  Ranger 
  may use 
  less 
  force and risk to increase his damage in combat.  
  Beginning at 8th level, when a Rocket Ranger uses 
  his cannonball attack, he deals an extra 1d6 points 
  of extra damage per 20ft moved (rather than the 
  ﬂat 1d6 of extra damage he normally gets).  If he 
  misses his opponent, the Rocket Ranger must make 
  a Pilot check (DC 25) or lose his next action as he 
  regains control of his rocket pack.
  Afterburner:  By using a controlled build up and 
  explosive burst from his rocket pack, a Rocket 
  Ranger can deal ﬁre damage to several opponents 
  at once.  At 9th level, a Rocket Ranger 
  gainst the afterburner maneuver.  To 
  execute this maneuver, a Rocket 
  Ranger must land and charge his 
  afterburner for one full round 
  before use.   Once the rocket pack is 
  charged, he explodes into the air and 
  must travel no fewer than 50 ft.  On 
  take-off, a 15-foot radius explosion 
  erupts from the rocket pack, dealing 
  6d6 points of ﬁre damage to everyone 
  within the blast radius.  A successful 
  Reﬂex save (DC 15) allows for half 
  damage.
  Rocket Legend:  As a master of the rocket 
  pack, a Rocket Ranger becomes a legend.  At 
  10th level, the Rocket Ranger gains the following 
  abilities:
  •  The  Rocket Ranger gains a +4 competence 
  bonus on all Pilot checks when operating his 
  rocket pack.
  •  The Rocket Ranger gains a +1 bonus to all 
  attack rolls (melee or ranged) while in ﬂight.
  •   The Rocket Ranger gains the beneﬁts of 
  the Shot on the Run feat when making ranged 
  attacks in ﬂight.
  
  96
  ADVANCED CLASS:
  Trusted  Sidekick
  So there I was, standing outside with the car in my 
  chauffeur uniform while the Scarlet Avenger was 
  inside the warehouse across the street, doubtless 
  teaching the cretins inside a lesson or two 
  about kidnapping the mayorʼs daughter. 
  Iʼd asked to join her, but she insisted 
  that I remain with the car running just 
  in case things went badly.  Iʼve served 
  the Scarlet Avenger long enough to 
  know that was a distinct possibility.
  My ears perked up as 
  another 
  sedan 
  pulled 
  up near the warehouse. 
  Two 
  rufﬁans 
  emerged 
  and I feared that might 
  complicate things a bit for 
  the Scarlet Avenger.  I put 
  out my pipe and crossed the 
  street, doing my best to appear 
  confused.
  “Excuse me, gentlemen,” I asked 
  in the Queenʼs English, “could you 
  direct me to the Parkview Hotel on 
  Broad Street?  I seem to have gotten 
  rather lost!”
  The rufﬁan closest to me wasnʼt 
  amused.  He made a ﬁst. 
  “Scram, limey.  We ainʼt got time 
  for foreigners who canʼt read 
  directions!”
  “My apologies.” I bowed politely 
  and then followed it with a right 
  cross to his jaw.  As he crumbled, 
  his friend put his hand inside his jacket, reaching 
  for his pistol.  I jumped over his companion and 
  punched him square in the nose.  His gun fell out of 
  his limp hand right before he did.
  I smiled in satisfaction.  Whoever said Queensbury 
  rules couldnʼt have practical applications?  My 
  celebration was interrupted by the sound of 
  shattered glass as a third rufﬁan violently exited a 
  third story window.  I guess the Scarlet Avenger 
  was having a little fun as well.
  The Pulp Genre is full of Trusted 
  Sidekicks, men and women 
  who aid the central hero in 
  completing his adventures. 
  Trusted Sidekicks are the 
  butlers, chauffeurs, pilots, 
  and wards of the main hero.  They 
  often have abilities helpful to the 
  central hero in his adventures.  
  Kato, the Green Hornetʼs driver-Trusted 
  Sidekick, was an incredible martial artist.  
  Magersfontein Lugg, British detective 
  Albert Campionʼs manservant, was a street 
  tough former burglar.  Lothar, Mandrake 
  the Magicianʼs best friend, is considered 
  the strongest man in the world.  Many 
  of these sidekicks were foreign-born, 
  adding an exotic element to the 
  Trusted Sidekick.
  This Advanced Class treats 
  the Trusted Sidekick as an 
  unassuming employee of another 
  PC (such as the Man of Mystery, 
  Mesmerist, or Paragon) who is 
  also a capable ﬁghter and assistant.
  
  97
  Requirements
  To qualify to become a Trusted Sidekick, a character 
  must fulﬁll the following criteria:
  Base Attack Bonus: +3
  Skills: Bluff (6 ranks), Diplomacy (6 ranks) 
  Feat:  Personal Firearms Proﬁciency
  Class Information
  Hit Die: The Trusted Sidekick gains 1d10 hit points 
  per level.  The characterʼs Constitution modiﬁer 
  applies.
  Action Points: The Trusted Sidekick gains a number 
  of action points equal to 6 + one-half his character 
  level, rounded down, every time she achieves a new 
  level in this class.
  Class Skills:  The Trusted Sidekickʼs class skills are 
  as follows: Balance (Dex), Bluff (Cha), Diplomacy 
  (Cha), Drive (Dex), Gather Information (Cha), 
  Knowledge (current events, popular culture) (Int), 
  Listen (Wis), Move Silently (Dex), Navigate (Int), 
  Pilot (Dex), Profession (Wis), Read/Write Language, 
  Sense Motive (Wis), Speak Language, Spot (Wis), 
  Tumble (Dex).
  Skill Points at Each Level: 6 + Int Modiﬁer
  Class FEATURES
  Dedication:  The Trusted Sidekick must select one 
  appropriate character (usually a player character (PC), 
  although at the Game Masterʼs (GMʼs) discretion, a 
  non-player character (NPC) may be chosen.  This 
  becomes the Trusted Sidekickʼs “Designated Hero.” 
  Many of the Trusted Sidekickʼs abilities are tied to 
  the Designated Hero.
  Martial Prowess:  The Trusted Sidekick is competent 
  in the martial arts (whether fencing, ﬁsticuffs, or 
  judo). He gains one feat from the list below, and a 
  new feat at 4th, 7th, and 10th level.  He selects from the 
  following feats (prerequisites must be met):
  Advanced  Combat  Martial  Arts, Agile Riposte, 
  Archaic Weapons Proﬁciency, Brawl, Combat 
  Expertise, Combat Martial Arts, Combat Reﬂexes, 
  Combat Throw, Improved Brawl, Improved 
  Combat Martial Arts, Improved Combat Throw, 
  Improved Disarm, Improved Feint, Improved 
  Knockout Punch, Improved Trip, Knockout Punch, 
  Mobility, Sidestep*, Streetﬁghting, Toughness, 
  Weapon Finesse, Weapon Focus.
  Unassuming:  The Trusted Sidekick allows his 
  friend to take the spotlight.  As a result, others tend 
  to underestimate the sidekick.  He gets the feat of the 
  same name for free.
   
  Base
  Class 
  Attack  Fort 
   Ref  
  Will  
   
   
   
   
  Defense  Reputation
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special   
   
   
  Bonus  
  Bonus
  1st  
  +1 
  +0 
  +2 
  +1 
  Dedication, Martial Prowess, 
  +1 
  +0
   
   
   
   
   
  Unassuming
  2nd  
  +2 
  +0 
  +3 
  +2 
  Patch Up, Transporter 
   
  +2 
  +0
  3rd  
  +3 
  +1 
  +3 
  +2 
  Keeping Current, Retrace Steps 
  +2 
  +0
  4th  
  +3 
  +1 
  +4 
  +2 
  Martial Prowess, Clean Sweep 
  +3 
  +0
  5th  
  +4 
  +1 
  +4 
  +3 
  Transporter, Toughness 
   
  +4 
  +1
  6th  
  +5 
  +2 
  +5 
  +3 
  Fearless, Harmʼs Way 
   
  +4 
  +1
  7th  
  +6 
  +2 
  +5 
  +4 
  Martial Prowess, Nick of Time 
  +5 
  +1
  8th  
  +6 
  +2 
  +6 
  +4 
  Transporter, Toughness 
   
  +6 
  +1
  9th  
  +7 
  +3 
  +6 
  +4 
  Defensive Strike  
   
  +6 
  +2
  10th  
  +8 
  +3 
  +7 
  +5 
  Martial Prowess, Ultimate Sacriﬁce +7 
  +2
   
   
   
   
   
  
  98
  Patch Up:  The Trusted Sidekick is used to patching 
  up the Designated Hero without compromising his 
  identity by going to a hospital.  At 2nd level, the 
  Trusted Sidekick receives a +4 to Treat Injury 
  checks (which only applies when treating the 
  Designated Hero) and the Surgery feat.
  Transporter:  The Trusted Sidekick is often 
  relied upon to get the Designated Hero in and 
  out of danger.  At 2nd level, the Trusted Sidekick 
  receives a +2 to Drive and Pilot checks (this may 
  stack with the Vehicle Expert feat).  He may also 
  choose a feat from the following list, and gains an 
  additional feat at 5th and 8th level:
  Aircraft Operation, Drive-By Attack, Force Stop, 
  Surface Vehicle Operation, Vehicle Dodge
  Keeping Current:  While the Designated Hero 
  keeps an eye on criminal masterminds, the Trusted 
  Sidekick remains grounded in the intricacies of the 
  real world.  At 3rd level, the Trusted Sidekick receives 
  a +2 to Knowledge (current events) and Knowledge 
  (popular culture) checks.
  Retrace Steps:  At third level, the Trusted Sidekick 
  has the ability to understand how the Designated 
  Hero thinks and follow in his footsteps.  This ability 
  can become very important if the Designated Hero 
  is captured or otherwise detained.  By using a Gather 
  Information check at DC 25 (he may take 10 or 20), 
  the Trusted Sidekick can collect all clues uncovered 
  by the Designated Hero and determine the last spot 
  where the Designated Hero went under his own 
  power, as well as any unresolved leads.
  This class feature does not give the Trusted Sidekick 
  the ability to follow the Designated Heroʼs captors 
  and locate where the Designated Hero is being kept. 
  Once the Trusted Sidekick has determined where the 
  Designated Hero stopped his investigations, he must 
  rely on other skills, abilities, and allies to follow his 
  trail.  Also, it is up to the GM to determine how long 
  it takes a Trusted Sidekick to retrace steps.
  Clean Sweep:  Starting at 4th level, the Trusted 
  Sidekick may clear an area of evidence that would 
  implicate him or the Designated Hero.  If someone 
  uses Investigate to search for evidence, they receive 
  a DC modiﬁer equal to the Trusted Sidekickʼs 
  class level.
  Toughness:  The Trusted Sidekick receives the 
  Toughness feat at 5th level and again at 8th level.
  Fearless:  At 6th level, the Trusted Sidekick gains a 
  +4 morale bonus on Will saves to resist fear effects 
  and on level checks to oppose Intimidate checks.
  Harmʼs Way:  Starting at 6th level, once per round, 
  the Trusted Sidekick can subject him or herself to the 
  attack in the Designated Heroʼs stead. If the attack 
  hits the Trusted Sidekick, he or her takes damage 
  normally. If it misses, it also misses the Designated 
  Hero.
  The Trusted Sidekick must declare his or her intention 
  to place him or herself in harmʼs way before the 
  attack roll is made. 
  Nick of Time:  At 7th level, the Trusted Sidekick has 
  the uncanny ability to arrive when the Designated 
  Hero needs him most.  By spending an action point, 
  the Trusted Sidekick can arrive while there is still 
  time to rescue the Designated Hero.  With each 
  additional action point, the Trusted Sidekick may 
  bring along another Hero or Ordinary to help.
  The GM must determine the exact details and 
  placement of the Trusted Sidekick.  If it was 
  impossible to reach the location without dealing 
  with security, this class feature assumes the Trusted 
  Sidekick overcame it.  The Trusted Sidekick will also 
  make intuitive leaps of logic to learn the location of 
  the Designated Hero.
  Defensive Strike:  At 9th level, if an opponent 
  makes a melee attack against the Trusted Sidekick 
  or the Designated Hero and misses while the Trusted 
  
  99
  Sidekick is using 
  the total defense 
  option, 
  the 
  Trusted Sidekick 
  can attack that 
  opponent on his 
  or her next turn 
  (as 
  an 
  attack 
  action) with a 
  +4 bonus on his 
  or 
  her 
  attack 
  roll. The Trusted 
  Sidekick 
  gains 
  no bonus against 
  an opponent who 
  doesnʼt attack the 
  Trusted Sidekick 
  or the Designated 
  Hero or against 
  an 
  opponent 
  who 
  makes 
  a 
  successful attack.
  Ultimate 
  Sacriﬁce:  When 
  all hope is lost, 
  the Trusted 
  Sidekick can 
  sacriﬁce his 
  own life for the 
  Designated Hero.  
  By spending an 
  action point, the 
  Trusted Sidekick 
  may substitute 
  himself into a 
  situation where 
  the Designated 
  Heroʼs life is in 
  danger.  If both 
  are in danger, the 
  Trusted Sidekick 
  can ensure 
  that only he receives the damage (by pushing the 
  Designated Hero out of the way, cutting him free 
  over the acid pit and throwing him to safety, etc.).
  It is likely that the Trusted Sidekick will only get 
  to use this power once.  At the GMʼs discretion, 
  he may reward the Trusted Sidekickʼs player by 
  allowing him to bring in a replacement character at 
  the same level.
  
  100
  Chapter Five:Equipment
  This chapter details weapons and vehicles of the pulp era that do not already appear in the d20 Modern 
  core rulebook.  Mundane equipment is not covered, as guides to America in the 1930s can be found on 
  many internet sites (for example, at the university of Virginia : http://xroads.virginia.edu/~1930s/front.html , 
  and the University of Kansas : http://vlib.iue.it/history/USA/ERAS/20TH/1930s.html ).
  Weapon 
   
  Dmg Crit 
  Type  Range Inc. 
  ROF Mag 
  Size 
  Weight 
  Pur. DC 
  Pistols
  Astra 400  
   
  2d6         20 
  Ballistic      30 ft          
   S         7 box     Small         1.25 lbs       
     16
  Beretta Model 1934 
  2d6 
  20 
  Ballistic     30 ft          
   S           7 box   Small         1.75 lbs             15
  Browning High Power Model 1935
   
   
   
  2d6         20 
  Ballistic      40 ft          
   S           13 box    Small         2 lbs                     18 
  Bulldog Revolver  
  2d6 
  20         Ballistic      20 ft        
   S           6 cyl       Tiny           1 lb                      15
  Colt Detective Special  
  2d4        20         Ballistic      20 ft          
   S           6 cyl       Tiny          1.5 lbs                 14
  Colt M1917 Revolver        2d6        20        Ballistic      30 ft           
   S           6 cyl       Small        2.5 lbs                 17
  Luger P-08                         2d6  
  20         Ballistic      30 ft          
   S       8/32 drum    Small       2 lbs.                  15
  Mauser C96                      2d8        20         Ballistic      30 ft          
   S          10 box      Small        2 lbs                     17
  Nambu Type 14                  2d4 
  20         Ballistic      30 ft        
   S            8 box      Small        2 lbs                  14
  S&W Model 10 Police Revolver 
   
   
   
   
  2d6         20         Ballistic      30ft            
   S            6 cyl      Small         2 lbs                   14
  Walther PPK                      2d4          20         Ballistic      30 ft          
   S             7 box     Small         1 lb                       15
  Webley Revolver               2d6          20        Ballistic       30 ft          
   S             6 cyl      Small       2.25 lbs.      
        15
  Longarms
  Arasaka Type 38 Riﬂe 
  2d6 
  20          Ballistic       70ft        
  S            5 box         Large        9 lbs         
        16
  Mauser M32                    2d8         20         Ballistic        40 ft              S, A       20 box         Small        2 lbs                     18                   
  MP38 
   
   
  2d6 
  20          Ballistic        30 ft              S, A       32 box        Large         9 lbs                     18
  Springﬁeld US M1903      2d10       20         Ballistic        50 ft        
  S      
  5 int           Large      8.5 lbs                    15
  Star Si35 
   
  2d6         20         Ballistic        30 ft              S, A        30, 40 box  Large      8.5 lbs                    17
  Thompson M1928 SMG    2d6         20         Ballistic        30 ft              S, A      20/ 30 box,   Large      11 lbs                     18
   
   
   
   
   
   
   
   
   
  50 drum
  US M1 Garand 
   
  2d10 
  20         Ballistic         60 ft                S            8 box        Large        9.5 lbs                   16
  Pulp Weapons
  This section offers a few “classic” guns available 
  during the 1930s that better reﬂect the pulp genre 
  than those in the core book.  GMs can emulate 
  almost any other weapon simply by choosing a 
  similar weapon from the list below and modifying 
  one or more elements (such as damage or range).  
  Core book weapons (such as the Colt M1911) are 
  not reproduced here.
  While automatic pistols are available in the pulp 
  era, the revolver is the weapon of choice among 
  gumshoes, especially snub-nosed models.  No list 
  of pulp weapons would be complete without the 
  Tommy Gun, the weapon of choice among mob-
  sters.  Weapons from all over the world are in-
  cluded for world-hopping PCs or Men of Mystery 
  looking for an exotic sidearm.
  
  101
  Astra 400 Pistol
  This Spanish pistol is also used by the French mili-
  tary.  It was copied and used in the Spanish Civil 
  War.
  Beretta Model 1934 Pistol
  This pistol is the standard Italian military sidearm.
  Browning High Power Model 1935 Pistol
  This Belgian pistol was actually developed by an 
  American.  This popular sidearm is destined to be 
  used by both the Axis and the Allies in the coming 
  war.
  Bulldog Revolver
  This pocket pistol was developed by Webley.  It 
  was widely exported and uses a larger round than 
  the similar Colt Detective Special.
  Colt .38 Detective Special Revolver
  This snub-nosed revolver is a popular favorite with 
  detectives due to its lighter weight and compact 
  size.  It is easy to conceal in oneʼs pocket.
  Colt .45 M1917 Revolver
  This revolver was included as an example of a 
  regular, large caliber revolver.  Unlike the later Colt 
  Python, the M1917 is not a mastercraft weapon.
  Luger P-08 Pistol
  This well-made pistol is the standard sidearm of 
  the German military.  Due to the high quality of its 
  manufacture, all Lugers are considered mastercraft 
  weapons and gain a +1 bonus to attack rolls. 
  Mauser C96 Pistol
  The Mauser has a very distinctive look, garnering 
  the nickname “Broomhandle” due to the shape of 
  its handle.  Although a German weapon, it was also 
  manufactured in China and Spain.
  
  102
  Nambu Type 14
  The Japanese-made Nambu Type 14, introduced in 
  1925, was a common sidearm for ofﬁcers of both 
  the Imperial Japanese Army and Navy. It suffered 
  from a weak caliber of ammunition and such poor 
  design that it would often backﬁre or break in com-
  bat. On a critical miss (a natural roll of 1), a Type 
  14 explodes in the userʼs hand, causing him or her 
  1d4 damage.
  Smith & Wesson Model 10 Police 
  Revolver
  This popular American revolver is used by police 
  and military ofﬁcers.
  Walther PPK Pistol
  This pistol is popular with European police forces, 
  and later made famous by a certain British secret 
  agent.
  Webley Revolver
  This popular British revolver is the standard side-
  arm of British ofﬁcers.
  Arasaka Type 38 Riﬂe
  This is the standard riﬂe of the Japanese army.
  Mauser M32 Submachine Gun
  The ﬁrst widely used true machine pistol; the 
  7.62mm M32 is an automatic ﬁre version of the 
  C96. The weapon is nearly impossible to ﬁre with-
  out the stock in place -- without the stock, the ﬁrer 
  suffers a -8 penalty to hit.
  MP38 Submachine Gun
  This is a common submachine gun used by German 
  soldiers.  It will feature prominently in the 1939 
  invasion of Poland.
  
  103
  Springﬁeld US M1903 Riﬂe
  This bolt-action riﬂe was the standard riﬂe of the 
  American army until 1936, when it was replaced by 
  the M1 Garand.
  Star Si35 Submachine Gun
  This Spanish submachine gun was developed dur-
  ing the Spanish Civil War.  It had an adjustable 
  speed of 300rpm and 700rpm, but switching was 
  considered too unwieldy for combat and would 
  cause both Britain and America to pass on it at the 
  outset of World War II.
  Thompson M1928 Submachine Gun
  AKA  “Tommy Gun”
  The quintessential mobster weapon, the Tommy 
  Gun is the symbol of the pulp genre.  Prior to 1934, 
  this weapon was readily available at local gun 
  shops.  The most distinctive features of the Tommy 
  Gun are the drum magazine  and the vertical fore-
  grip (removed from later versions).
  US M1 Garand Riﬂe
  This semi-automatic riﬂe replaces the Springﬁeld 
  M1903 as the standard American military riﬂe.  
  Pre-1939 models had an unreliable gas-trap ﬁr-
  ing mechanism.  As a result, the gun will jam on a 
  natural 1.  
  
  104
  Pulp Vehicles
  This section provides a short list of vehicles from 
  the 1920s and 1930s.  It is important to note that af-
  fordable versions of most vehicles, especially those 
  built before the mid-30s, were ragtops/convertibles 
  and therefore provided less protection from those 
  inside.  Pulp vehicles are harder to maneuver than 
  their modern counterparts due to their steel con-
  struction, and this also accounts for their increased 
  Hardness.
  Vehicle 
   
  Crew Pass 
  Cargo Init 
  Man Spd 
  Def 
  Hard HP 
  Size 
  Purch
  AutomobilesAstra 400   
  2d6         20 
  Ballistic      30 ft          
   S         7 box     Small         1.25 lbs       
     
  1929 Alfa Romeo 6C 1750 1 
   
   
   
  2           0       100 lbs 
   -1        -1         167 (16)   8        6          32 
  L            32           
  1935 Auburn Speedster 
   
   
   
   
  1 
  1        100 lbs   
   -2       -2   
  190 (19)   8        6          32 
  H     
  33          
  1930 Austin Seven Special   
   
   
   
  1 
  1        100 lbs     -1       -2          116  (11)   9        6          28 
  L            21          
  1930 Bentley 8-Litre        
   
   
   
  1 
  3        300 lbs      -2      
  -2          177 (17)    8        6           38 
  H           35           
  1937 BMW 328  
   
   
   
   
  1 
  1        100 lbs      -2      -2            181 (18)   8        6            32      
   L           34           
  1934 Chrysler Airﬂow                       
   
   
   
  1              5       200 lbs       -2      -1           154 (15)   8         6             34   
   H          26  
  1937 Cord 810              
   
   
   
   
  1 
  3       100 lbs       -2     
  -2           195 (19)     8         6            32 
   H          28          
  1929 Duesenberg Model J 
   
   
   
  1 
  5       200 lbs         -2     -2           204 (20)    8          6             36          H          34        
  1928 Ford Model A 
   
   
   
  1             2       200 lbs    
     -2       -2          126 (12)    9          6             30          H         24      
  1908 Ford Model T           
   
   
   
  1 
  3       100 lbs 
     -2      -3           73 (7)         8          6             30          L         20    
  1936  Hudson Terraplane  
   
   
   
  1 
  4       200 lbs        -2         -2           140 (14)      8        6              32          H          25     
  1936  Lincoln Zephyr 
   
   
   
   
  1 
  4       200 lbs         -2       -2           153 (15)      8        6              35           H         30 
  1934 Packard Twelve Victoria 
   
   
   
  1 
  4       300 lbs         -2      -2           158 (15)      8        6               37          H         33      
  1931 Pierce-Arrow  Model 41    
   
   
   
  1 
  4        200 lbs           -2      -2           148 (14)      8        6               38          H         35          
  1936  Rolls-Royce Phantom III 
   
   
   
  1 
  3       300 lbs         -2        -2           163 (16)      8        6               38          H         35   
  1932 Studebaker Dictator                 
   
   
   
  1             2       200 lbs         -2 
   -2            149 (14)     8         6               30          H        24        
  1939 Delahaye T165 Roadster 
   
   
   
  1 
  1      100lbs             -1      -1             195 (19)     8         6                32         H        35    
  
  105
  Alfa Romeo 6C
  This Italian car won the Mille Miglia (Thousand 
  Miles) race two years in a row.  
  Auburn Speedster
  True to its name, the Auburn Speedsterʼs design 
  screams “speed.”  It was guaranteed a top speed of 
  over 100mph.  The version statted here is the con-
  vertible design, with a low V windshield.
  Austin Seven Special
  This British automobile was created as an afford-
  able car with a simple design.  The Special is a two 
  seater version designed to be so lightweight that it 
  lacks doors (the body slopes downward to enable 
  easy access).
  Bentley 8-Litre
  Only 100 of these cars were ever made before 
  Bentley was taken over by Rolls-Royce.  The 
  Bentley 8-litre is a marvel of its time, ironically de-
  signed to compete with Rolls-Royce in the luxury 
  car market.  
  BMW 328
  This sports car would eventually win the Mille Mi-
  glia in 1940.  Its design would be a strong inﬂuence 
  on the Jaguar.
  Chrysler Airﬂow
  Built to reﬂect the car of the future, the Chrysler 
  Airﬂow was so revolutionary that it hurt sales.  Its 
  spacious design was tested in a wind tunnel.  
  
  106
  Cord 810
  Built by Auburn, this “cofﬁn-nosed” vehicle caused 
  a sensation at the 1936 New York Auto Show 
  (although orders werenʼt ﬁlled until 1937).  About 
  3000 of these cars were built before production 
  ceased.
  Duesenberg Model J
  The most unusual feature of this American luxury 
  car is the trunk, which is quite literally strapped 
  to the back of the car.  Its elegant design made it a 
  popular choice for ﬁlm stars.
  Ford Model A
  The successor to the Model T, the Ford Model A 
  was more powerful and boasted four choices of 
  color.  The Model A came in many styles.  The ex-
  ample presented here is the standard coupe design.
  Ford Model T
  The “Tin Lizzie” introduced the concept of the au-
  tomobile assembly line.  For a decade (1915-1925) 
  the Model T was only available in black, but Model 
  Ts of different colors were produced before that 
  and in its last two years of production.  Perhaps the 
  most annoying feature of the Model T was its lack 
  of windshield wipers.
  Hudson Terraplane
  The most notable feature of this inexpensive, reli-
  able American car is its ornate wraparound grill 
  design.  The Terraplane was one of the ﬁrst afford-
  able enclosed automobiles on the market.
  Lincoln Zephyr
  The stylish Zephyr inspired the industry to imitate 
  it.  Designed as an entry level Lincoln, the Zephyr 
  was conceived as a fast, aerodynamic vehicle.  
  Unlike the similarly themed Chrysler Airﬂow, the 
  Zephyr proved to be very popular.
  
  107
  Packard Twelve Victoria
  Packard was another top-of-the line luxury car 
  manufacturer.  The Twelve series, with its long 
  hood covering a 12 cylinder engine, was considered 
  to be its ﬁnest work.  The elegant Victoria was the 
  ﬁrst convertible model.
  Pierce-Arrow Model 41 LeBaron
  Pierce-Arrow automobiles were favored by the elite 
  in Hollywood and around the world.  The opulent 
  LeBaron, like the Duesenberg, had a trunk strapped 
  on the rear.
  Rolls-Royce Phantom III
  The Phantom III was the ﬁnal Rolls-Royce devel-
  oped before World War II, and the last car worked 
  on by Henry Royce himself.  It boasted an alumi-
  num V-12 engine and an independent suspension in 
  the front.
  Studebaker Dictator
  The Dictator was designed as a reliable, affordable 
  car.  It was the cheapest of the Studebaker line, and 
  popular outside the country (where it was renamed 
  the “Director,” as “Dictator” was an obviously 
  unfashionable term in Europe).
  Delahaye T165 Roadster
  A top-line luxury roadster, designed by Italians for 
  a French manufacturer, only 400 of these were ever 
  made.
  
  108
  Vehicle 
   
  Crew Pass 
  Cargo Init 
  Man Spd 
  Def 
  Hard HP 
  Size 
  Purch
  Aircraft
  Autogyro 
   
  1 
  1 
  100lbs -2 
  +2 
  264(26)   7 
  5 
  20 
  H 
  35
  Bellanca Airbus   
  2 
  14      
  2Klbs     -4      
   -4         255 (25)    6          5         
  30          G           40
  Boeing 247 
   
  3 
  10      
  3K lbs     -4      
   -4  
  352 (35)   6          5          40 
  G           44      
  Curtiss F9C-2 Sparrowhawk 
   
   
   
  1 
  0        
   0             -1      
  -2          308 (31)     8         8           30 
  H            40    
  Curtiss P-36 
   
  1 
  0         
   0             -1    
   -1         526 (52)     7         5            28 
  G            40         
  Dornier Do-24 
   
  3 
  40      
  1K lbs     -4      
  -4          264 (26)     6          5            45    
   G            40 
  Douglas DC-3 
   
  3 
  32       
  2K lbs     -4      
  -4          417 (41)      6         5           48 
   G            48         
  Ford Trimotor 
   
  2 
  8        
  250 lbs    -4      
  -4          264 (26)       6        5           42 
   G            40        
  Gee Bee R-1 
   
  1  
  0          0             -1      
  -1         520 (52)       7         5           28    
   H           40
  Grumman G-21 Goose            
   
   
   
  2   
   4        
  100lbs     -2     
  -4          280 (28)       7         5          38 
   G            40
  Junkers JU-87D Stuka 
   
   
   
  2 
  0        
  0             -2       
  +1         400 (40)       6        5           30 
   G            40    
  Junkers JU-52 
   
  2 
  17      
  5K lbs   -4      
   -4         220 (22)        6       5           44           G            45  
  Messerschmitt Bf109 
   
   
   
  1 
  0         
   0            -1       
  +1         500 (50)        6       5           28     
    G          40     
  Nakajima A1N2                 1 
  0           0            -1       
  0          261 (26)         8       8           40             H           40      
  Sikorsky s38 
   
  1/2 
  10     
   2K lbs   -4      
  -4         220 (22)         6       5           40             G           40
  LZ-129 Hindenberg
   
   
   
  61 
  50      
  124 ton    -6       -4         148 (14)        2        8           55               C          50       
  Naval
  Type VII A U-Boat (surface)   
   
   
   
  42 
  8         
  5K lbs      -4     
   -4         80 (8)           6         5           50               G          50     
                              (submerged)                                         -2 
   -2         40 (4)            8
  Autogyro
  The precursor of the modern-day helicopter, 
  autogyros used a rotor to generate lift, but 
  otherwise ﬂew like an airplane.  They were 
  much more manueverable than standard 
  aircraft, but were not able to hover or land 
  vertically.
  Bellanca Airbus
  Also known as the “Flying W”, the 
  distinctive  silhouette of the plane is 
  derived from the aerodynamically  
  shaped triangular lifting struts extend-
  ing down from the bottom  of the 
  fuselage and continuing up to a point 
  outboard the main  wing.
  
  109
  Boeing 247
  This passenger airplane 
  counted a ﬂight attendant 
  amongst its crew.  It also 
  boasted new features such as 
  autopilot and retractable land-
  ing gear.
  Curtiss F9C-2 Sparrowhawk
  This small but fast ﬁghter was made exclusively for 
  the Navyʼs airship program by Curtiss Aeroplane 
  & Motor Company, Buffalo, NY.  First delivered in 
  1932, the Sparrowhawk featured a hook mounted 
  on top of the plane to catch the trapeze beneath the 
  airship. Once suspended, the plane could be raised 
  into the shipʼs interior. Armament consists of two 
  .30-caliber machine guns ﬁxed on its nose.
  Curtiss P-36
  The precursor to the popular World 
  War II P-40, the P-36 was an Ameri-
  can military ﬁghter plane that saw 
  extensive use in the British and French 
  armed forces.  Armament consists of 
  one .30 caliber machine gun and one 
  .50 caliber machine gun mounted in 
  the front.
  
  110
  Dornier Do-24
  The Do-24 is a tri-motor ﬂying boat origi-
  nally ordered by the Dutch Navy to patrol the 
  islands of the Dutch Indies.   The vessel was 
  found in the Dutch and German services, as 
  well as in private stock, among corporations 
  or few extremely wealthy individuals.
  Douglas DC-3
  The DC-2 was the main competitor to the Boe-
  ing 247.  Built a year later, it was faster and could 
  accommodate more passengers.  The DC-3 was 
  the result of even further improvements, including 
  sleeping berths on some models and an on-board 
  kitchen.  The DC-3 made practical transcontinen-
  tal ﬂights possible, requiring only one refueling 
  stop.
  Gee Bee R-1
  The distinctive fat racing plane built by the 
  Granville Brothers and made famous to pulp 
  fans by its appearance as Cliff Secordʼs plane in 
  the comic book and ﬁlm versions of “The Rock-
  eteer.”    The Gee Bee is little more than a huge 
  engine with wings, and a cramped cockpit.
  Grumman G-21 “Goose”
  The Grumman Goose is perhaps the 
  worldsʼ most famous ﬂying boat.  
  Originally envisioned as a shuttle for 
  Manhattan millionaires to cruise down to 
  Miami for the weekend, the Goose rap-
  idly became the utility plane of choice 
  for several small air companies, as well 
  as a primary rescue plane for the Coast Guard and other agencies. Its amphibious nature, generous inte-
  rior space, and rugged construction made it a popular choice for independent air merchants in the South 
  Paciﬁc and Caribbean.   The Goose is probably best remembered by pulp gamers as the aircraft used by 
  Jake in the short-lived TV series “Tales of the Gold Monkey”
  
  111
  Ford Trimotor
  This popular civil transport airplane was nick-
  named the “Tin Goose.”  It gets its designation 
  from the fact that it has three engines.  Ford is an 
  automobile company, and the aircraft engines were 
  built by other companies.  Ford Trimotors were 
  sold all over the world.
  Junkers JU-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.
  Junkers JU-52
  Nicknamed “Tante Ju” (Auntie Ju) by Ger-
  man troops, the Junkers Ju-52 was the most 
  famous transport of the Third Reich. The 
  Ju-52 served as an airliner for many nations, 
  including the German Lufthansa and even-
  tually entered service as a troop transport 
  for the Reich. The Ju-52 was slow and very 
  lightly armed against ﬁghters, but was used 
  from the 30s right through to the end of the 
  war.
  Messerschmitt Bf109
  One of the best air superiority ﬁghters ever built, the Messerschmitt was the predator of the skies. The 
  Bf109 was the Luftwaffeʼs standard single-seat ﬁghter from 1935-1943 and was able to outﬁght or outrun 
  virtually all opposition. The ﬁghter was used primarily for intercept and bomber 
  escort duties.  
  The Messerschmitt was equipped with two 7.92 mm machine guns
   and two 20 mm
  cannons.
  
  112
  Nakajima A1N2   
  The A1N2 were carrier ﬁghters for the Imperial 
  Japanese Navy. First introduced in 1930, they were 
  biplanes equipped with an arresting-cable hook and 
  two 7.7mm forward-ﬁring machine guns. 
  Sikorsky S-38
   Also known as “The Explorerʼs Air Yacht,” the 
  S-38 was a ﬂying boat ﬁtted with wheels in the 
  pontoons, so that it could land on water or ground.  
  They saw service with Pan American Airways 
  and the U. S. Army. Numerous private individuals 
  bought and ﬂew the S-38 as well, including How-
  ard Hughes (as seen in the recent ﬁlm “the Avia-
  tor”).
             
  LZ-129 Hindenberg
  The Hindenberg is provided as an example of a 1930s zep-
  pelin.  The number of passengers listed is for transatlantic 
  ﬂights; the full complement would be 72.  GMs should be 
  aware that the Hindenberg disaster would never have hap-
  pened if the zeppelin were fueled by helium, as intended.  
  Pulp versions of this airship (especially those designed by 
  Mad Scientists) would probably use helium.
  Type VII A U-Boat
  Another iconic Nazi vehicle, the U-boats traveled 
  the Atlantic in predatory “wolfpacks”, 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 -- the statistics provided here 
  correspond to the Type VIIA, provided as an ex-
  ample.  This model carried an 88mm deck gun and 
  11 torpedoes.
  Vehicle Weapon  
   
  Dmg         
  Crit       Type 
   
  Range     ROF     Mag       
          Size
  .30 caliber machine gun 
  2d10  
  20 
  Ballistic 
  100 ft A 
  47 box/97 drum 
  L
  .50 caliber machine gun 
  2d12  
  20 
  Ballistic 
  110 ft A 
  Linked  
   
  H
  7.7 mm machine gun  
  2d8 
   
  20 
  Ballistic  
  660 ft A 
  Linked  
   
  H
  20 mm cannon  
   
  3d12  
  20 
  Ballistic 
  150 ft A 
  Linked  
   
  H
  88 mm cannon  
   
  12d12  
  20 
  Ballistic 
  150 ft A 
  Linked  
   
  H
  G7A torpedo  
   
  4d10x100 
  20* 
   
   
  3k ft 
  Single Single tube 
   
  L
   
  
  113
  Chapter Six:
  Pulp   Gaming   Rules
  This chapter is devoted to optional d20 rules 
  that can lend a pulp feel to your campaigns.  Use 
  of these rules, as is usually the case, is at the 
  discretion of the individual Game Master.
  Villains, Henchmen, Minions & Mooks
  Villains in pulp RPG should be the equal (and 
  preferably more powerful) than the PCs.  They are 
  the equivalent of the Evil Wizard or the Dragon 
  in fantasy d20 -- the big threat, the focus of the 
  adventure.  As such, they are created as Heroic 
  characters, as described in the Modern d20 rules.
  A Villain will typically have one prized Lieutenant 
  (occasionally more, but usually one).  In 
  THRILLING TALES, we refer to this character 
  as the Henchman.  Henchman are the “level 
  bosses” of the game--they are are also created as 
  Heroic characters.  The Henchman will usually be 
  encountered by the PCs long before they ever get to 
  the Villain...occasionally before they even realize 
  that the Villain exists!
  Minions are the rank-and-
  ﬁle of the Villainʼs  loyal 
  subordinates who follow his 
  orders.  They are created 
  as Ordinary characters, as 
  described on the Modern d20 
  rules.
  The ability to attract 
  Minions is a class ability of 
  the Mastermind Advanced 
  Class, bestowed at 1st level.  
  For that reason, most pulp 
  villains should have a level of 
  Mastermind.   
  A GM can decide instead 
  to bestow this ability to all Villains, in which 
  case it differs slightly from the Mastermind class 
  ability.  Use the table for Minion determination 
  in the Mastermind class description, but with the 
  following alteration:  Non-Mastermind Villains 
  have non-replaceable minions.
  Mooks are a new type of character for THRILLING 
  TALES.   They are the level below Ordinaries.  
  Mooks are the faceless cannon-fodder who get 
  thrown at the PCs in combat.  Use the 1st level 
  Minion entry on  the Minion table to determine the 
  number of Mooks that a Villain has available per 
  adventure.   Mooks are renewable for every villain, 
  regardless of class.
  Mooks have:
  * Entirely Average ability scores (every score is 
  10 or 11, giving a +0 bonus)
  * No hit points.  If they are hit, theyʼre down 
  (either dead or unconscious, depending upon 
  
  114
  the attack used).
  * No action points.
  * No class features.
  * No levels in any advanced class
  * 1 level only in one of the Basic Classes.
  The primary purpose of the Mook is as cannon 
  fodder.  The Villain will throw these at the PCs in 
  an effort to slow their progress, with the off chance 
  that one or more Mooks might get lucky and do 
  some damage.
  Mooks do not have to be limited to only the service 
  of a Villain.  If a GM wants to, he or she can throw 
  Mooks at the PCs in any situation where a large-
  scale combat is called for.  A Fortune Hunter, for 
  example, might face a horde of cannibals, all of 
  whom are Mooks, led by an Ordinary.  A Man of 
  Mystery might ﬁnd himself ambushed by Mook 
  gangsters completely unrelated to the current 
  Villain, who are simply taking the opportunity to 
  strike at someone who has plagued their operations!
  Stunts & Action Points
  Action points are a useful part of Modern d20 play, 
  giving players the ability to alter rolls in dramatic 
  situations.   In a pulp campaign, players should 
  have access to more action points than they would 
  under the normal rules.   This is addressed by 
  stunts.
  Any character who attempts a stunt action 
  should be rewarded with 1 temporary action 
  point.  Temporary action points are spent just like 
  regular action points, but must be spent during 
  that adventure.  They do not carry over between 
  adventures.
  What is a stunt action?  A stunt action is any 
  action which is performed in a ﬂashier manner 
  than one would normally observe.  Get on board a 
  train before it pulls out of the station is an action.   
  Leaping from a moving car onto a moving train is a 
  stunt action, and should be rewarded.   
  In game terms, a stunt is an action where the player 
  purposefully makes the action more difﬁcult for 
  themselves.  In the above example, the player 
  would have had the option to get on board the 
  train, but instead announced that the character had 
  gotten there too late, and instead described the stunt 
  action.  In a way, the player is taking on the role 
  of the GM for a moment, changing the situation 
  for his or her character in such a way that a more 
  difﬁcult solution is required.
  A stunt action should always require a roll, at a 
  minimum DC of 15.  The GM is the ﬁnal arbiter 
  of the DC of a particular stunt action.  Pulling off 
  Impossible stunts (DC 40) may even result in the 
  character earning more than 1 temporary action 
  point, at the GMʼs discretion.
  Quips, Soliloquies & Gloating
  Characters in pulp stories are a talkative bunch.  
  Heroes and villains always seem to have time to 
  banter back and forth, even in the midst of combat!  
  To reﬂect this, any character may speak during a 
  round as a free action.
  
  115
  In addition, one of the familiar recurring elements 
  of pulp stories is the propensity for villains to spill 
  their guts and tell the hero every detail of their plan, 
  once they think theyʼre in the clear. 
  To reﬂect this, any villain who has captured the 
  hero (or otherwise is in a situation where they feel 
  that there is no way that their plan can be stopped) 
  must make a Will save at DC 35 to avoid revealing 
  their entire plan.   If the save is made, but the 
  roll was still within 5 of the DC, the villain will 
  still reveal some (but not all) of the plan.    The 
  temptation to gloat is simply too irresistable.
  “Calling ALL CARS....”
  One common element of the pulps (and the cliff-
  hanger serials which drew upon the pulps for inspi-
  ration) is the near-instantaneous police response to 
  any dramatic crime situation.
  To reﬂect this in your pulp-genre d20 campaigns, 
  weʼve come up with the “Calling All Cars” rule.
  In the event of any combat or chase in a metropoli-
  tan area (town or city), have the players make a d20 
  roll for police response.
  The DC of the role is based on the size of the met-
  ropolitan area, modiﬁed as follows:
  Metro Area 
   
   
  DC
  Rural, or outskirts 
   
  25
  Small Town 
   
   
  20
  Large Town 
   
   
  18
  Small City 
   
   
  15
  Large City 
   
   
  12
  Modiﬁers To The Roll
  Witnesses 
   
   
  +1
  10 or more Witnesses  
  +2
  Armed Combat 
   
  +2
  Vehicle Chase  
   
  +1
  Property Damage 
   
  +1
  Casualties  
   
   
  +2
  Police On the Lookout 
  +3
  If the roll fails, but falls within 3 of the DC, Police 
  are “on the lookout” for the perpetrators, and any 
  future events during the adventure session receive 
  the “Police on the Lookout” +3 bonus.
  If the roll meets or exceeds the DC, the Cops are 
  coming.
  The police arrive within a period of time set by the 
  size of the metro area:
  Metro Area 
   
  Police Arrive in...
  Rural or Outskirts 
    3d20 rounds
  Small Town 
   
    3d12 rounds
  Large Town 
   
    3d10 rounds
  Small City 
   
    2d10 rounds
  Large City 
   
    1d10 rounds
  Police arrive in the following numbers:
  Metro Area 
   
  Number of Cops
  Rural or Outskirts 
  1d4
  Small Town 
   
  1d6
  Large Town 
   
  2d6
  Small City 
   
  2d8
  Large City 
   
  2d10
  It is up to the GM to determine if more cops come 
  in additional waves, etc. -- depending upon the 
  severity of the situation and the needs of the plot.
  Heroic Escape
  Another common thread of the cliffhanger serials is 
  the heroic escape -- the hero faces certain death at 
  the end of each Chapter, but at the beginning of the 
  next Chapter, we see how the hero in fact escaped 
  at the last second.
  Gamemasters interested in emulating that particular 
  facet of the genre can make use of the following 
  rule:
  Heroes can spend Action Points to avoid certain 
  death.     This can be used to get out of any situ-
  ation where the characterʼs death would occur 
  -- traps, vehicle crashes, or even standard combat.    
  For the character to make a Heroic Escape costs 
  a number of Action Points equal to the half the 
  
  116
  characterʼs total level, rounding up.   
  These points can be spent AFTER the character 
  death has occurred.  (The “audience” has just seen 
  the character die....but wait!  Thatʼs not what really 
  happened....)  The player comes up with a way that 
  the hero escaped certain death, no matter how far-
  fetched, and play procedes from that point.
  Heroic Escapes may only occur once per game ses-
  sion (assuming that your character has accumulated 
  enough Action Points).
  At the discretion of the Gamemaster, this ability 
  can also be made available to Villains, although it 
  should be reserved for major villains only (perhaps 
  those intended to be recurring villains).
  Pretty Please?
  Relationships can get complicated in a world of 
  Mobsters, G-men, and Men of Mystery.  The Green 
  Falcon may have a grudging respect for mob boss 
  Marco Marciano, but canʼt stand his activities.  
  The core book has skills for Bluff, Diplomacy, 
  Intimidate, and Sense Motive, while this book adds 
  Bargain and Seduction into the mix.  How do you 
  know which one to use?
  Most social interactions start with Diplomacy.  
  Generally, one uses Diplomacy to either persuade 
  someone to do something for them, or to negotiate 
  terms that both sides can agree to.  
  Negotiations are resolved using opposed Diplo-
  macy checks.  Once a negotiation is agreed upon, 
  a character may try to sweeten his side of the deal 
  with a Bargain check.  In the case of an extra favor 
  or perk, the GM can simply determine how many 
  wealth levels itʼs worth.  Typical sales transactions 
  bypass the Diplomacy check entirely, relying on 
  Bargain to set a new price.
  The art of persuasion is another matter.  Generally, 
  the character is asking someone to go out of their 
  way for them.  While Diplomacy is usually the ﬁrst 
  skill on deck, there are times when other skills are 
  more appropriate.  
  Example: Gumshoe Rex Derringer wants to get into 
  an exclusive club without an invitation.  He has a 
  variety of options to deal with Joey the Bouncer.  
  First, Rex could make a Diplomacy check, perhaps 
  accompanied with a bribe, to hopefully change 
  Joeyʼs attitude to Helpful.  Second, Rex can Intimi-
  date Joey, either through threat of force (patting the 
  gun in his shoulder holster) or blackmail (“I canʼt 
  come in?  Gee, I guess Iʼll have to slip this photo of 
  you and the mayorʼs daughter into the mail, then”).  
  Third, Rex can use Bluff to momentarily distract 
  Joey long enough for a sucker punch.  Finally, Rex 
  can simply attack the Bouncer.
  The important thing to consider about Diplomacy 
  is that it only works once.  If you canʼt change the 
  targetʼs attitude with a single roll, then youʼll have 
  to use another skill.  Intimidate is the usual method 
  of getting someone to help you who otherwise 
  wouldnʼt.  Intimidate cannot be used in place of Di-
  plomacy for Seduction, as Seduction requires that 
  the target believe he has some choice in the matter.
  Sense Motive is usually used to call a Bluff, but 
  it can also be used on Seduction attempts (see the 
  Seduction description).  Sense Motive can also be 
  used to assess relationships in a room.
  You’re Looking for a book on 
  Ancient Hittite Sorcery?
  Information ﬂows so easily in the postmodern era 
  that itʼs easy to forget how difﬁcult research was 
  in the pulp era.  Early twentieth century research 
  required hours or days of poring through books, 
  journals, and newspapers in a library, often with the 
  help of assistants and a knowledgeable librarian or 
  two.  The social mores of the time also prevented 
  libraries from stocking some books.  Finally, librar-
  ies were ﬁnite resources, and a good ﬁre could wipe 
  out decades worth of old magazines.  While pulp 
  adventures rarely get bogged down in libraries, 
  entertaining encounters can be crafted just from 
  hunting down information.
  The ﬁrst thing a PC needs to ﬁgure out when do-
  ing research is decide where to start.  PCs with the 
  
  117
  Extensive Library feat may wish to consult their 
  own resources, but a home library might night be 
  convenient if the current adventure is taking place 
  in a foreign country thousands of miles away.  A 
  typical city might have several branches of 
  its public library as well as scores of 
  private and collegial libraries.  Pri-
  vate libraries tend to be specialized 
  to varying degrees (e.g. the Civil 
  War library, German-American his-
  tory, naval vessels).  In order to ﬁnd 
  the best place to start oneʼs research, 
  a PC should make a Research check 
  (DC 10) to determine the best place.  
  PCs with an appropriate Knowledge 
  skill can provide a +2 synergy bonus to 
  this check.
  Once the PC has determined 
  where to go, he will need 
  to determine when.  Most 
  public libraries are only 
  open during (slightly ex-
  tended) business hours, 
  limiting research to the 
  working part of the day.  
  Private libraries may 
  have even shorter 
  hours and are open 
  only a few days 
  a week (or even 
  by appointment 
  only).  College 
  libraries tend 
  to have longer 
  hours for the 
  convenience 
  of students.  
  Virtually 
  all libraries 
  are closed 
  on Sunday.  
  PCs can use 
  Diplomacy or Intimidation to convince a librar-
  ian to allow him to stay past closing or to open the 
  doors when the library is closed (provided the PC 
  can confront the librarian).
  When the PC accesses a library, the GM will have 
  to determine whether the information sought for 
  exists in the chosen library.  This is largely the 
  GMʼs call, although it can provide interesting 
  roleplaying opportunities.  For example, the PCs 
  learn that the personal library of a deceased 
  sorcerer was donated to the local library.  
  Unfortunately for them, the town is very 
  religious and the local pastor condemned 
  the deceasedʼs magical tomes as Satanic 
  and suggested that they be destroyed.  
  The librarians agreed and burned them.  
  Dismayed to learn this, the PCs prepare to 
  leave the library when they are approached 
  by a young library assistant who tells them 
  that he saved the books from burning and is 
  willing to show them to the PCs, 
  for a price.  
  If the information 
  is available, then 
  the next step is to 
  uncover it.  The 
  GM should as-
  sign a DC based 
  on the obscuri-
  ty of the infor-
  mation and the 
  type of library 
  being used to 
  ﬁnd it.  For 
  example, the 
  Green Falcon 
  learns that the 
  insidious Yellow 
  Skull is using 
  a code derived 
  from a marching 
  song popular among 
  American soldiers dur-
  ing the War of 1812.  If the 
  Green Falcon goes to the 
  town public library, ﬁnding 
  the few books available that reference it could be a 
  formidable (DC 25) or heroic (DC 30) task.  If the 
  Green Falcon went to a military library, there may 
  be an entire book devoted to marching songs, drop-
  ping the DC to 5 or 10.
  
  118
  There are two ways for a PC to ﬁnd information in 
  a library.  The ﬁrst method is to look for it himself, 
  using his own knowledge and the card catalogue 
  (assuming he can read/write the default language 
  of the library).  The PC makes a Research check 
  against the DC of the information.  He may add his 
  Knowledge synergy bonus, if applicable.  The sec-
  ond (and usually more common) method is to ask 
  a librarian for assistance.  Librarians are generally 
  knowledgeable about the information contained in 
  their own library and can point the PC in the right 
  direction.  A librarian uses his own Research skill, 
  but will uncover information in far less time (at the 
  GMʼs discretion, having a PC simply ask for the 
  appropriate section in the library can cut down on 
  the time involved researching).  If the librarian is 
  doing the searching, then the DC of the information 
  may be lowered.  Finally, even if the library doesnʼt 
  have the information, a librarian may be able to tell 
  the PC where to go to ﬁnd it.
  Obviously, asking for help saves time, but it also 
  opens up the PCʼs research to anotherʼs eyes, espe-
  cially if the information sought is unusual.  Some-
  times, this can work in the PCʼs favor (“you need 
  to ﬁnd a book on Cherokee burial customs?  Thatʼs 
  strange.  Youʼre the second person in two days 
  whoʼs asked about that”), but it can just as easily 
  work against them.  Librarians can be bribed or 
  coaxed into revealing the book lists of patrons.
  Public librarians are generally Friendly or Helpful, 
  based on how busy they are at the time.  Private 
  librarians can run the gamut.  Some are a bit snob-
  bish about who has access to their collection and 
  may even test a browsing patron to gauge his level 
  of knowledge.  Patrons who pass the test could get 
  a Friendly or even Helpful reaction from the librar-
  ian, while others could get an Indifferent reaction 
  (“oh very well, here are the books.  Iʼll be in the 
  other room if you really need me”) to Unfriendly 
  (“now why is a big palooka like you interested in 
  1600s fashion?”) to Hostile (“yes, I know the sign 
  says ʻnoon to 3,ʼ but I have a 1:30 appointment and 
  I canʼt leave the library open.  Please leave!”).  All 
  librarians, public and private, will drop in attitude if 
  the PC acts inappropriately.
  Even if the PC doesnʼt use a librarian, the mere fact 
  of his presence can draw attention to himself.  Any 
  character that spends a lot of time at a table with a 
  stack of books on ancient Greek pottery will attract 
  the attention of a librarian or patron with a similar 
  interest (possibly leading to a tip-off later).  This 
  attention can also work in the PCʼs favor.  Perhaps 
  Dr. Egghead doesnʼt want to talk to the PCs about 
  his regeneration research, but the PCs may ﬁnd his 
  assistant pouring through science articles on lizard 
  regeneration in the university library.  He may be 
  more willing to talk.
  Libraries are social places and the PC may ﬁnd 
  knowledgeable experts, even if the library itself 
  lacks the information.  This is more relevant in 
  private or specialized libraries, which tend to at-
  tract patrons of similar interests.  For example, the 
  Green Falcon walks into the military library look-
  ing for War of 1812 sheet music.  Unfortunately, 
  while the library has voluminous information on 
  the American Revolution and Civil War, there is 
  little information on the War of 1812.  The Green 
  Falcon is about to leave when he notices another 
  patron asking about Civil War sheet music.  Strik-
  ing up a conversation, the Green Falcon learns that 
  the patron is composing a book of American mili-
  tary songs, and he has an extensive collection of 
  them at home.  Heʼd be happy to show them to him.
  Libraries are also great places for casual, coinci-
  dental contact.  Did the PCs miss an opportunity 
  to ask an NPC a critical question?  Give them a sec-
  ond chance, as the NPC just happens to be return-
  ing books while the PC is there.  Want to give the 
  PCs another clue?  Have the PCs overhear a con-
  versation between two of the villainʼs goons as they 
  tail a potential victim whoʼs using the library.
  In sum, a PCʼs research should be a lot more than 
  just “make a Research check.”  Used properly, 
  a PCʼs research can help advance the plot of the 
  adventure.
  
  119
  Running Boards, Rumble Seats 
  and Convertibles.
  Pulp era vehicles have two features that are un-
  familiar to modern automobile drivers, running 
  boards and rumble seats.  A running board is a 
  ledge on the outside of the car that acts as a step 
  for entering and exiting the vehicle (many modern 
  trucks and vans still have this feature).  The running 
  board is famous in pulp ﬁction for being a platform 
  for Tommy-Gun toting mobsters.  Using a running 
  board in this manner is covered under the Balance 
  skill as described in Chapter 3.
  A rumble seat is a seat that folded down into the 
  back of a vehicle like a reverse trunk.  When 
  opened, the rumble seat could accommodate one or 
  two people.  Unlike the other car seats, the rumble 
  seat was always exposed to the elements.  Charac-
  ters sitting in the rumble seat should be treated as 
  being in a top-down convertible in combat situa-
  tions.
  Most early pulp era vehicles were convertibles or 
  had ragtops.  If the occupants are targeted, they 
  may receive lessened Hardness protection.  Ragtops 
  provide 2 Hardness and 1 Hit Point of protection.  
  Open convertibles provide no protection at all, and 
  characters exposed to the elements (usually anyone 
  not in the front seats) receive a –2 circumstance 
  penalty to their actions.
  Aerial Combat
  Airplanes are as much a symbol of the pulp era as 
  zeppelins.  Many pulps were devoted to Air Aces 
  having adventures in custom airplanes engaging in 
  dogﬁghts and ﬂying in and out of dangerous situ-
  ations.  The following rules expand on the vehicle 
  rules in the core book, adapted for aerial maneu-
  vers. 
  The basic premise behind aerial combat is simple: 
  you need to get behind your opponent to pepper 
  him with bullets while he is unable to attack you 
  (this tactic can get more complicated as tail guns 
  are introduced).  As a result, most aerial maneuvers 
  are designed to keep you in an offensive position or 
  get you out of a defensive position.
  Simpliﬁed Aerial Combat
  For GMs who donʼt wish to map out an entire aerial 
  combat, there is an easy option.  If there are only 
  two combatants, have each make opposed Pilot 
  checks.  The winner (ties donʼt count) may attack 
  the loser for that round.  The process is repeated 
  every round.
  If there are multiple combatants, the checks are 
  slightly more complicated.  Each combatant must 
  designate a target (it is possible for multiple com-
  Table: Air Vehicle Speeds and Modiﬁers  
  Speed Category 
  Character Scale 
   
  Chase Scale  
   
  Defense         Check/Roll 
   
   
   
  Movement1 
  Turn Number2 Movement1 
  Turn Number2  Modiﬁer            Modiﬁer  
  All-out 
   
  151-200 
   
  8 
  16-20  
   
  2 
  +4 
   
  –4 
  Super  
   
  201-250 
   
  16 
  21-25  
   
  3 
  +5 
   
  -5 
  Ultra  
   
  251+  
   
  32 
  26+ 
   
   
  3 
  +6 
   
  -6 
   
  1 The number of squares a vehicle can move at this speed. 
   
  2 The number of squares a vehicle must move at this speed before making a turn.  
  All-Out: The vehicle is traveling extremely fast, 80-113 miles per hour.
  Super: The vehicle is traveling super fast, 114-141 miles per hour.
  Ultra: The vehicle is traveling super fast, 142+ miles per hour.
  
  120
  batants to choose the same target).  All combat-
  ants then make Pilot checks.  Any combatant who 
  beats his targetʼs Pilot check may attack the target 
  that round.
  Example: Two of the Blue Knightʼs biplanes are 
  pursuing the Condor.  At the beginning of the 
  round, BK-1 and BK-2 designate the Condor as 
  their target.  The Condor designates BK-2.  All 
  three roll their checks.  BK-1 rolls a 19, BK-2 rolls 
  a 17, and the Condor rolls a 21.  During the round, 
  The Condor attacks BK-2.  Even though the Condor 
  beat BK-1, he may not attack him since he did not 
  declare BK-1 as his target.
  Should a combatant attempt to ﬂee then any plane 
  that targets him may continue to follow.  The GM 
  should compare vehicle speeds and machine gun 
  ranges to see if the ﬂeeing combatant can get out of 
  range.
  If a combatant plan has a separate tail gunner, then 
  the tail gunner may choose any target and 
  ﬁre on it, regardless of the position of his 
  airplane.
  Standard Combat
  Three Dimensional Combat:  There are 
  two key differences between aerial combat 
  and ground combat.  First, ﬁghting takes 
  place in three dimensions without a com-
  mon plane of reference.  Second, gravity 
  plays a much larger role.  The following 
  rules are designed to help GMs create 
  exciting aerial dogﬁghts.
  While technology can generate 3D models 
  for GMs and players to map out their combats, Iʼm 
  certain that the majority of gaming groups still use 
  the trusty 2D map board.  One way to emulate dif-
  fering heights on a 2D map is to use a set of poker 
  chips.  I generally use two colors.  The GM deter-
  mines what height is “default” (if ground forces 
  are involved this is easy, otherwise, the GM should 
  choose a height that most of the airplanes are on).  
  Use one color of chips to denote how many squares 
  an airplane is above the default plane, and another 
  color for how many squares it is below the default 
  plane.  Simply stack the chips below the marker for 
  the airplane.
  Due to the nature of 3D combat, itʼs possible for 
  more than one airplane to be in the same square 
  (just higher or lower in the stack).  Iʼve found that 
  the most aesthetically pleasing method to use in 
  this case is to only place the highest elevated mark-
  er on the stack, and use a third color poker chip to 
  represent an airplane at a lower level).
  For simplicityʼs sake, most of the vehicle maneu-
  vers in the core book can be translated as aerial 
  maneuvers, except that the airplane can move in 
  three dimensions.  A Pilot check should be substi-
  tuted for a Drive check in all cases.  If the pilot ever 
  decreases altitude, add 2 to the airplaneʼs move-
  ment (character scale).  This reﬂects working with 
  gravity, rather than against it.
  Simple Maneuvers
  During an airplaneʼs movement, the pilot can per-
  form any one of the following maneuvers without 
  
  121
  the need for a Pilot 
  check.
  45-Degree Turn:  As per 
  the core book, except 
  that the airplane may 
  also ascend (climb) or 
  descend (dive) 45 de-
  grees.  Climbing in this 
  manner is usually called 
  a chandelle.
  Ram:  In the air, this 
  is effectively a suicide 
  maneuver.  However, if 
  the ramming airplane is 
  built of sterner stuff than 
  the target, it may be ef-
  fective.
  Sideslip:  As per the core 
  book.  
  Stunts
  Stunts are maneuvers 
  that require a Pilot check 
  to perform successfully.  Unsuccessful stunts often 
  result in the airplane ending up someplace other 
  than where the pilot intended.  You can never take 
  10 or 20 when performing an aerial stunt.
  Avoid Hazard:  As per the core book.  Usually, 
  there arenʼt many hazards in the air, but airplanes 
  ﬂying through dangerous conditions (ravines or 
  valleys) or at low levels (tops of buildings, silos), 
  may ﬁnd obstacles to avoid.  Barnstorming (or 
  also tunnel-running) can be attempted, but the DC 
  would be 20+.  A failed check on barnstorming 
  would result in a collision as per the Sideswipe 
  stunt.
  Loop:  The pilot can make a number of 45-degree 
  turns in a loop in succession.  It takes eight turns to 
  complete a full loop (and remain facing in the same 
  direction), or four turns to complete a half loop 
  (and face the opposite direction).  At the comple-
  tion of a half loop, the pilot must perform a roll 
  maneuver to invert the airplane (either before or 
  after the loop).  An inside loop (nose up) requires 
  a Pilot check (DC 10), while an outside loop (nose 
  down) requires a Pilot check (DC 15).
  Roll:  The pilot can ﬂip his airplane over and back 
  again on the horizontal axis.  A half roll is required 
  to simply invert the airplane. A half roll requires a 
  Pilot check (DC 10) and a full roll requires a Pilot 
  check (DC 15). 
  Barrel Roll:  The Barrel roll combines a loop with 
  a sideslip.  It is designed to cut the distance traveled 
  and force the attacker to pass you.  A barrel roll 
  takes six moves to complete and requires a Pilot 
  check (DC 15).
  Dash: As per core book.
  Hard Brake: As per core book.
  
  122
  Hard Turn: As per core book.
  Sideswipe: As per core book.  Like the ram, this 
  can be a suicidal maneuver in the air.
  Collisions and Ramming
  Collisions and ramming are conducted as per the 
  core book.  If the fastest speed is Super or Ultra, 
  use a d20 for damage die type.
  If an airplane is falling, it adds 2 to its Movement 
  (Character Scale) every turn from the acceleration.  
  This may have the effect of increasing its Speed 
  Category (along with all related modiﬁers) while it 
  hurtles toward the ground).  GMs using Chase scale 
  should keep track and add 1 for every 5 times this 
  happens.
  Losing Control
  A collision or a failed stunt can cause a pilot to lose 
  control of his airplane. In 
  these cases, the pilot must 
  make a Pilot check (DC 
  15) to retain control of the 
  airplane. If this check is suc-
  cessful, the pilot maintains 
  control of the vehicle. If it 
  fails, the airplane stalls. If 
  it fails by 10 or more, the 
  airplane spins. 
  An out-of-control vehicle 
  may strike an object, another 
  airplane, and, eventually, the 
  ground. When that happens, 
  a collision occurs (see Colli-
  sions and Ramming, above).
  Stall: A failed stunt can re-
  sult in a stall (this is different 
  than an engine stall, which 
  essentially turns the airplane 
  into a glider).  The pilot 
  needs to regain control of the 
  airplane or it may crash.  The 
  pilot may continue to make 
  a Pilot check each round until he regains control.  
  If he ever fails by 10 or more (or rolls a natural 1), 
  then the plane falls into a spin.
  Spin: When the airplane spins, the nose tips down-
  ward and the airplane spirals toward the ground, 
  out of control (and increasing speed).  If the pilot 
  succeeds in regaining control, he should roll a 
  1d8 to determine the airplaneʼs new facing: 1, no 
  change; 2, right 45 degrees; 3, right 90 degrees; 4, 
  right 135 degrees; 5, 180 degrees; 6, left 135 de-
  grees; 7, left 90 degrees; 8, left 45 degrees. Reori-
  ent the vehicle accordingly.
  Hide and Seek
  Airplanes can gain the beneﬁt of the Concealment 
  Miss Chance (see corebook) if they are ﬂying 
  through clouds or at night (night is a risky proposi-
  tion in the early days of aviation).  The GM should 
  apply an appropriate miss chance based on the 
  thickness of the clouds.
  
  123
  TRAPS
  Traps are the bane of Fortune Hunters everywhere.  
  Ancient tombs and temples are littered with them, 
  and failure to anticipate them has cut many a For-
  tune Hunterʼs career short.  This section is designed 
  to provide information on the most common types 
  of traps a Fortune Hunter could expect when plun-
  dering...err, exploring, an ancient site.
  The traps discussed here are purely mechanical.  
  Superscience and magical traps are best left to 
  the F/X rules of the core book and are beyond the 
  scope covered here.  Mechanical traps include pits, 
  arrow traps, falling blocks, water-ﬁlled 
  rooms, whirling blades, and anything 
  else that depends on a mechanism to 
  operate. 
  A trap typically is deﬁned by its loca-
  tion and triggering conditions, how 
  hard it is to spot before it goes off, how 
  much damage it deals, and whether or 
  not the heroes receive a saving throw 
  to mitigate its effects. Traps that at-
  tack with arrows, sweeping blades, and 
  other types of weaponry make normal 
  attack rolls, with a speciﬁc attack bonus 
  dictated by the trapʼs design.
  Characters who succeed on a DC 20 
  Search check detect a simple mechani-
  cal trap before it is triggered. (A simple 
  trap is a snare, a trap triggered by a 
  tripwire, or a large trap such as a pit.)
  A character with the Anticipate Trap 
  class feature (see the Fortune Hunter 
  Advanced Class) that succeeds on a 
  DC 21 (or higher) Search check detects 
  a well-hidden or complex mechanical 
  trap before it is triggered. Complex 
  traps are denoted by their trigger-
  ing mechanisms and involve pressure 
  plates, mechanisms linked to doors, 
  changes in weight, disturbances in the 
  air, vibrations, and other sorts of un-
  usual triggers.
  Elements of a Trap
  All traps have the following elements: trigger, reset, 
  Search DC, Disable Device DC, attack bonus (or 
  saving throw or onset delay), damage/effect, and 
  Challenge Rating. Some traps may also include op-
  tional elements, such as poison or a bypass. These 
  characteristics are described below.
  TRIGGER
  A trapʼs trigger determines how it is sprung.
  Location: A location trigger springs a trap when 
  someone stands in a particular square.
  
  124
  Proximity: This trigger activates the trap when a 
  creature approaches within a certain distance of it. 
  A proximity trigger differs from a location trigger 
  in that the creature need not be standing in a par-
  ticular square.  A ﬂying Rocket Ranger can spring 
  a trap with a proximity trigger but not one with a 
  location trigger. Mechanical proximity triggers are 
  extremely sensitive to the slightest change in the 
  air. This makes them useful only in places such as 
  crypts, where the air is unusually still.
  Touch: A touch trigger, which springs the trap 
  when touched, is one of the simplest kinds of trig-
  ger to construct. This trigger may be physically 
  attached to the part of the mechanism that deals the 
  damage or it may not. 
  RESET
  A reset element is the set of conditions under which 
  a trap becomes ready to trigger again.
  No Reset: Short of completely rebuilding the trap, 
  thereʼs no way to trigger it more than once. 
  Repair: To get the trap functioning again, you must 
  repair it. 
  Manual: Resetting the trap requires someone to 
  move the parts back into place. This is the kind of 
  reset element most mechanical traps have.
  BYPASS (Optional Element)
  If the builder of a trap wants to be able to move 
  past the trap after it is created or placed, itʼs a good 
  idea to build in a bypass mechanism —something 
  that temporarily disarms the trap. Bypass elements 
  are typically used only with mechanical traps; spell 
  traps usually have built-in allowances for the caster 
  to bypass them.
  Lock: A lock bypass requires a DC 30 Disable 
  Device check to open. 
  Hidden Switch: A hidden switch requires a DC 25 
  Search check to locate.
  Hidden Lock: A hidden lock combines the features 
  above, requiring a DC 25 Search check to locate 
  and a DC 30 Disable Device check to open.
  Puzzle Trap:  The trap will be disabled if the prop-
  er sequence is followed.  Normally, this requires a 
  DC 25 Knowledge (Cryptography) check, although 
  the GM may modify the DC based on the complex-
  ity of the puzzle and the hints already given to the 
  character(s) trying to solve it.
  SEARCH AND DISABLE DEVICE DCS
  The builder sets the Search and Disable Device 
  DCs for a mechanical trap.  The base DC for both 
  Search and Disable Device checks is 20. Raising or 
  lowering either of these DCs affects the CR (Table: 
  CR Modiﬁers for Mechanical Traps). 
  ATTACK BONUS/SAVING THROW DC
  A trap usually either makes an attack roll or forces 
  a saving throw to avoid it. Occasionally a trap uses 
  both of these options, or neither (see Never Miss).
  Pits: These are holes (covered or not) that charac-
  ters can fall into and take damage. A pit needs no 
  attack roll, but a successful Reﬂex save (DC set by 
  the builder) avoids it. Other save-dependent me-
  chanical traps also fall into this category.
  Pits in dungeons come in three basic varieties: 
  uncovered, covered, and chasms. Pits and chasms 
  can be defeated by judicious application of Climb, 
  Jump, or Tumble checks.
  Uncovered pits serve mainly to discourage intrud-
  ers from going a certain way, although they cause 
  much grief to characters that stumble into them in 
  the dark, and they can greatly complicate a ﬁght 
  taking place nearby.
  Covered pits are much more dangerous. They can 
  be detected with a DC 20 Search check, but only if 
  the character is taking the time to carefully examine 
  the area before walking across it. A character that 
  fails to detect a covered pit is still entitled to a DC 
  20 Reﬂex save to avoid falling into it. However, if 
  she was running or moving recklessly at the time, 
  she gets no saving throw and falls automatically.
  
  125
  Trap coverings can be 
  as simple as piled refuse 
  (straw, leaves, sticks, gar-
  bage), a large rug, or an 
  actual trapdoor concealed 
  to appear as a normal part 
  of the ﬂoor. Such a trap-
  door usually swings open 
  when enough weight (usu-
  ally about 50 to 80 pounds) 
  is placed upon it. Devious 
  trap builders sometimes 
  design trapdoors so that they 
  spring back shut after they 
  open. The trapdoor might 
  lock once itʼs back in place, 
  leaving the stranded charac-
  ter well and truly trapped. 
  Opening such a trapdoor is 
  just as difﬁcult as opening a 
  regular door (assuming the 
  trapped character can reach 
  it), and a DC 13 Strength 
  check is needed to keep a spring-loaded door open.
  Pit traps often have something nastier than just a 
  hard ﬂoor at the bottom. A trap designer may put 
  spikes, creatures (snakes are a favorite), or a pool 
  of acid, lava, or even water at the bottom. 
  Creatures sometimes live in pits. Any creature that 
  can ﬁt into the pit might have been placed there by 
  the trapʼs designer, or might simply have fallen in 
  and not been able to climb back out. 
  A secondary trap at the bottom of a pit can be par-
  ticularly deadly. Activated by a falling victim, the 
  secondary trap attacks the already injured character 
  when sheʼs least ready for it.
  Ranged Attack Traps: These traps ﬂing darts, 
  arrows, spears, or the like at whoever activated the 
  trap. The builder sets the attack bonus. A ranged at-
  tack trap can be conﬁgured to simulate the effect of 
  a compound bow with a high strength rating which 
  provides the trap with a bonus on damage equal to 
  its strength rating.
  Melee Attack Traps: These traps feature such ob-
  stacles as sharp blades that emerge from walls and 
  stone blocks that fall from ceilings. Once again, the 
  builder sets the attack bonus.
  Entrapment Traps:  These traps attempt to cut off 
  access doors or otherwise change the shape of the 
  walls.  The GM should set a DC and appropriate 
  skill to overcome these traps once sprung.  Ex-
  ample: A sprung trap results in a wall coming up 
  out of the ﬂoor, threatening to trap the characters.  
  The GM rules that the characters must make a DC 
  20 Jump check to leap over the wall before it meets 
  the ceiling.
  DAMAGE/EFFECT
  The effect of a trap is what happens to those who 
  spring it. Usually this takes the form of either dam-
  age or a spell effect, but some traps have special 
  effects.
  Pits: Falling into a pit deals 1d6 points of damage 
  per 10 feet of depth. 
  Ranged Attack Traps: These traps deal whatever 
  damage their ammunition normally would. If a trap 
  
  126
  is constructed with a high strength rating, it has a 
  corresponding bonus on damage.
  Melee Attack Traps: These traps deal the same 
  damage as the melee weapons they “wield.” In the 
  case of a falling stone block, you can assign any 
  amount of bludgeoning damage you like, but re-
  member that whoever resets the trap has to lift that 
  stone back into place. 
  A melee attack trap can be constructed with a built-
  in bonus on damage rolls, just as if the trap itself 
  had a high Strength score. 
  Special: Some traps have miscellaneous features 
  that produce special effects, such as drowning for 
  a water trap or ability damage for poison. Saving 
  throws and damage depend on the poison or are set 
  by the builder, as appropriate.
  MISCELLANEOUS TRAP FEATURES
  Some traps include optional features that can make 
  them considerably more deadly. The most common 
  such features are discussed below.
  Gas: With a gas trap, the danger is in the inhaled 
  poison it delivers. Traps employing gas usually 
  have the never miss and onset delay features (see 
  below).
  Liquid: Any trap that involves a danger of drown-
  ing is in this category. Traps employing liquid usu-
  ally have the never miss and onset delay features 
  (see below). 
  Multiple Target: Traps with this feature can affect 
  more than one character.
  Never Miss: When the entire wall or building 
  moves to crush you, your quick reﬂexes wonʼt help, 
  since the wall canʼt possibly miss. A trap with this 
  feature has neither an attack bonus nor a saving 
  throw to avoid, but it does have an onset delay (see 
  below). Most traps involving liquid or gas are of 
  the never miss variety. 
  Onset Delay: An onset delay is the amount of time 
  between when the trap is sprung and when it deals 
  damage. A never miss trap always has an onset 
  delay.  This is a popular pulp feature for ancient 
  sites that have a tendency to start crumbling from 
  within after the climax.  Characters need to stay 
  a step ahead of the crumbling (in these cases, the 
  onset delay is longer the further away you get from 
  the center).
  Poison: Traps that employ poison are deadlier 
  than their nonpoisonous counterparts, so they 
  have correspondingly higher CRs. To determine 
  the CR modiﬁer for a given poison, consult Table: 
  CR Modiﬁers for Traps. Only injury, contact, and 
  inhaled poisons are suitable for traps; ingested 
  types are not. Some traps simply deal the poisonʼs 
  damage. Others deal damage with ranged or melee 
  attacks as well. 
  Pit Spikes: Treat spikes at the bottom of a pit as 
  knives, each with a +10 attack bonus. The damage 
  bonus for each spike is +1 per 10 feet of pit depth 
  (to a maximum of +5). 1d4 spikes attack each char-
  acter that falls into the pit. Pit spikes do not add to 
  the average damage of the trap (see Average Dam-
  age, below).
  Pit Bottom: If something other than spikes waits at 
  the bottom of a pit, itʼs best to treat that as a sepa-
  rate trap (see Multiple Traps, below) with a loca-
  tion trigger that activates on any signiﬁcant impact, 
  such as a falling character. 
  Puzzle Only:  The trap cannot be disabled, only 
  solved.
  Touch Attack: This feature applies to any trap 
  that needs only a successful touch attack (melee or 
  ranged) to hit.
  
  127
  Designing a Trap
  Simply select the elements you want the trap to 
  have and add up the adjustments to the trapʼs Chal-
  lenge Rating that those elements require (see Table: 
  CR Modiﬁers for Traps) to arrive at the trapʼs ﬁnal 
  CR. From the CR you can derive the DC of the 
  Craft (mechanical) checks a character must make to 
  construct the trap.
  Challenge Rating of a Trap
  To calculate the Challenge Rating of a trap, add all 
  the CR modiﬁers (see the tables below) to the base 
  CR for the trap type.
  Mechanical Trap: The base CR for a mechanical 
  trap is 0. If your ﬁnal CR is 0 or lower, add features 
  until you get a CR of 1 or higher.
  Average Damage: If a trap does hit point damage, 
  calculate the average damage for a successful hit 
  and round that value to the nearest multiple of 7. 
  Use this value to adjust the Challenge Rating of the 
  trap, as indicated on the tables below. Damage from 
  poisons and pit spikes do not count toward this 
  value, but damage from a high strength rating and 
  extra damage from multiple attacks does.
  Multiple Traps: If a trap is really two or more 
  connected traps that affect approximately the same 
  area, determine the CR of each one separately.
  Multiple Dependent Traps: If one trap depends on 
  the success of the other (that is, you can avoid the 
  second trap altogether by not falling victim to the 
  ﬁrst), they must be treated as separate traps.
  Multiple Independent Traps: If two or more traps 
  act independently (that is, none depends on the suc-
  cess of another to activate), use their CRs to deter-
  mine their combined Encounter Level as though 
  they were monsters. The resulting Encounter Level 
  is the CR for the combined traps.
  Table: CR Modiﬁers for Traps 
  Feature 
   
   
  CR Modiﬁer  
  Search DC 
  15 or lower 
   
  –1
   
   
  25–29  
   
  +1 
   
   
  30 or higher 
   
  +2 
  Disable Device DC 
   
   
   
   
  15 or lower 
   
  –1 
   
   
  25–29  
   
  +1 
   
   
  30 or higher 
   
  +2 
   
  Reﬂex Save DC (Pit or Other Save-Dependent Trap) 
   
   
  15 or lower 
   
  –1 
   
   
   
  16–24  
   
  — 
   
   
   
  25–29  
   
  +1 
   
   
  30 or higher 
   
  +2 
   
  Attack Bonus (Melee or Ranged Attack Trap)  
   
   
  +0 or lower 
   
  –2 
   
   
  +1 to +5 
   
  –1 
   
   
  +6 to +14 
   
  — 
   
   
  +15 to +19 
   
  +1 
   
   
  +20 to +24 
   
  +2 
   
  Damage/Effect 
   
   
   
  Average damage 
   
  +1/7 points
  Miscellaneous Features 
   
   
   
   
  Liquid  
   
  +5 
   
   
   
  Multiple target  
  +1 
   
   
   
   
   
  +0 if Never Miss 
   
   
  Onset delay 1 round +3 
   
   
   
  Onset delay 2 rounds +2 
   
   
   
  Onset delay 3 rounds +1 
   
   
   
  Onset delay 4+ rounds  –1 
   
   
  Poison  
   
  CR of poison  
   
   
  Pit spikes 
   
  +1 
   
   
  Touch attack  
  +1 
   
   
  
  128
  Chapter Seven:
  Pulp   Villains
  The pulps were a time of stalwart heroes, larger-than-
  life characters who would, in time, give birth to the 
  archetype of the modern superhero.  It was a time of 
  stark contrasts: Good vs. Evil on a grand scale.
  For every hero, there were dozens of villains.  The 
  villains were often a never-ending supply of run-of-
  the-mill gangsters and crooks, ready to be defeated on 
  a monthly basis, sandwiched between lurid, brightly-
  colored covers, and sold for a dime.  On occasion, 
  however, other villains appeared.  Villains as fantastic as 
  the heroes they confounded.   Villains that were nearly 
  equal to the heroes in power and 
  in their uniqueness.  
  These are the villains 
  that we remember.  
  The hordes 
  of cookie-
  cutter crooks 
  fade into 
  obscurity, 
  but the 
  arch-
  ﬁends 
  remain.  
  Sherlock 
  Holmes 
  needs his 
  Moriarty, 
  after all.  Doc 
  Savage had 
  his John 
  Sunlight, 
  and the 
  Shadow 
  had 
  Shiwan 
  Khan.   
  Some 
  villains 
  became 
  so popular that 
  they were given their own magazines, where they were 
  the central character: The Insidious Wu Fang....The 
  Octopus...Doctor Death.
  The player-characters in your own pulp-era campaigns 
  should face such threats.  Donʼt give them an enemy to 
  ﬁght....Give them a Nemesis.  The villains that appear in 
  these pages will give you a good start, and your players 
  will curse you for it!
  In this chapter, we present several sample villains for 
  you to use, as well as a system for designing Cults and 
  Organizations.
  A NOTE ON VILLAIN SURVIVAL:
  Villains like these are too good to waste on a single 
  story.  Taking a page 
  from the pulps, 
  Game masters 
  should be 
  prepared 
  to bring 
  a villain 
  back, 
  even 
  when it 
  seems 
  im-
  possible.  
  If at all 
  possible, 
  make the 
  villainʼs 
  end have 
  a bit of 
  “wiggle-
  room”:  
  the body 
  is never 
  recovered, for 
  example.
  ...and when the heroes 
  ask “how did you survive 
  that?”   
  The villain should dismiss the question with a wave of 
  his hand.  “You cannot begin to comprehend the power 
  at my disposal....”
  
  129
  DOCTOR SIN
  Smart Villain 6, Mastermind 2, Mesmerist 
  5 CR 13; Medium-size human;  HD 6d6+12, 
  2d10+4, 5d6+10; HP 63; Mas  14; Init +1; 
  Spd 30 ft; Defense 18, touch 13,  ﬂatfooted 
  12 (+0 size, +1 Dex, +5 class);  BAB +7; 
  Grap +9; Atk +9 melee (1d4+2,  martial 
  arts), or +8 ranged (varies by weapon); FS 
  5 ft by 5 ft; Reach 5 ft; SQ Minions,  Crime 
  network, Hypnotic ability, Hypnotic  Trance, 
  Trick, Command Word, Lengthy  Trance, 
  Winning Smile ; AL none; SV Fort  +5, Ref 
  +10, Will +13; AP 13; Rep +8; Str  14, Dex 
  13, Con 14, Int 18, Wis 13, Cha  17.   
  Occupation: Doctor (Craft 
  [pharmaceutical], Knowledge [Behavioral 
  Sciences])    
  Skills: Balance +7, Bluff +10, Climb +10,  
  Concentration +4, Craft (chemical) +13, 
  Craft  (electronic) +13, Craft (mechanical) 
  +9, Craft  (pharmaceutical) +15, Decipher 
  Script +8,  Demolitions +9, Diplomacy 
  +12, Disable  Device +8, Disguise +12, 
  Escape Artist +13,  Forgery +10, Gather 
  Information +8, Hide  +9, Intimidate +12, 
  Investigate +7, Jump  +3, Knowledge (Arcane 
  Lore) +12, Knowledge (Behavioral Sciences) +18, 
  Knowledge (Tactics) +9, Knowledge, (Underworld) 
  +10, Move Silently +5,  Read/Write Language 
  +4 (Chinese, English, German, Tibetan) Speak 
  Language +4 (Chinese, English, German,  Tibetan)    
  Feats: Combat Expertise, Combat Martial Arts, 
  Defensive Martial Arts, Educated (Knowledge 
  [Arcane Lore],  Knowledge [Behavioral Sciences]), 
  Frightful Presence, Iron Will, Lightning Reﬂexes, 
  Personal Firearms Proﬁciency    
  Talents (Smart Hero): Savant (Knowledge 
  [Behavioral Sciences]), Exploit Weakness, Trick
   Wealth: +13 
  Doctor Tsung-Chi Sin is known as the Devil of 
  Chinatown.  He is notorious for his skill as a 
  Mesmerist and as  a poisoner and torturer.  He 
  runs a criminal empire centered in the Chinatown 
  district of the player-characters  home city, where 
  his inﬂuence extends into nearly every criminal 
  enterprise.  If itʼs illegal, and happening in the city, 
  it is said that Doctor Sin has his ﬁngers in it.
  Doctor Sin is a cold, ruthless killer, with a voice 
  like a silken strangling cord.  He can be charming 
  when he has  to be, and relies upon lies and 
  subterfuge as a matter of course.   If backed into a 
  corner, he will not hesitate to  endanger  innocents 
  to cover his escape. 
  As a Mastermind, Doctor Sin has a vast army 
  of minions at his disposal.  These range from 
  rank-and-ﬁle servants who perform mundane 
  duties such as messengers, to specialists who are 
  
  130
  secretly on the Doctorʼs 
  payroll.   Adventurers 
  who are facing Doctor Sin 
  should never be able to 
  completely trust that the 
  NPCs that they encounter 
  are not part of the Devil of 
  Chinatownʼs vast empire.
  Most feared of all of 
  Doctor Sinʼs minions 
  are the cadre of fanatical 
  assassins called the Qing 
  Ri (pronounced “ching 
  ree”).  These are orphans 
  from some of the worst 
  slums on Earth, taken 
  in by Sin as children 
  and trained as the most 
  efﬁcient and remorseless 
  killers the world has ever 
  seen.   A Qing Ri can 
  be identiﬁed by heavy 
  scarring where most of his 
  right ear used to be:  the ﬁnal test of the assassinʼs 
  dedication, which occurs during the “graduation 
  ceremony” when the Qing Ri is 18, involves the 
  prospective member having their right ear nailed 
  to a ceremonial post.   The Qing Ri is then handed 
  a knife, with which to free himself.  Any one who 
  cries out is killed instantly by his brothers.  Those 
  who pass the test become full members of the 
  brotherhood.
  QiNG RI ASSASSINS
  Fast Ordinary 2/Strong Ordinary 2 CR 4; 
  Medium-size humanoid; HD 2d8+2 plus 2d8+2; 
  HP 22; Mas 13; Init +2; Spd 30 ft; Defense 18, 
  touch 18, ﬂatfooted 16 (+0 size, +2 Dex, +6 class); 
  BAB +3; Grap +5; Atk +5 melee (2d6+2/19-20, 
  Qing Ri Paired Swords), or +5 ranged (2d6+0, 
  .357 Revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Qing Ri Brotherhood; SV Fort +3, Ref +4, Will +0; 
  AP 2; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 
  10, Cha 8.
     
  Occupation: Criminal (Disable Device, Move 
  Silently)
     
  Skills: Balance +4, Climb +4, Disable Device 
  +3, Drive +6, Escape Artist +5, Hide +7, Jump 
  +4, Knowledge (Current Events) +2, Knowledge 
  (Streetwise) +3, Knowledge (Tactics) +3, Move 
  Silently +7, Profession +2, Read/Write Language 
  +1 (English, Chinese), Sleight of Hand +4, Speak 
  Language +1 (English, Chinese), Swim +3, Tumble 
  +3
     
  Feats: Combat Martial Arts, Exotic Melee Weapon 
  Proﬁciency, Personal Firearms Proﬁciency, Two-
  Weapon Fighting
      
  Possessions: Qing Ri Paired Swords, .357 Revolver
  Note: The Qing Ri use a distinctive weapon: a pair 
  of razor-sharp swords which they wield in both 
  hands.  They are similar in form and function to the 
  Japanese katana.
  
  131
  Adventure Hooks:
  •  Doctor Sin has decided to expand 
  his operations, allying himself with 
  another force of evil:  The Nazis.  He 
  has struck an arrangement: He will 
  provide the Nazis with industrial 
  secrets (which his operatives will 
  steal), and in return, the Nazis 
  will allow Sin to smuggle 
  opium from New York to Los 
  Angeles via their zeppelin, 
  Die Walkuriye, which is 
  making a promotional 
  world-wide tour.   The Nazis 
  believe that helping the Devil 
  of Chinatown spready his 
  drugs throughout the United 
  States with further weaken “a 
  decadent and morally corrupt 
  society”, leaving it ripe for 
  Nazi takeover.
  The Player-Characters 
  will ﬁrst enter the plot by 
  investigating the theft of plans 
  for a new aircraft.  This will 
  lead them to the thieves, and 
  from there, to Doctor Sin and his 
  Nazi accomplices.
  •  The Devil of Chinatown is using his powers 
  of mesmerism to brainwash innocent people into 
  committing crimes upon his behalf.  A rash of 
  crimes committed by normal, upstanding citizens 
  alerts the Player-Characters to the problem.
  In each case, the perpetrator of the crime has had 
  some connection with one of Doctor Sinʼs front 
  businesses (a housewife who has her husbandʼs 
  suits pressed at a Chinatown laundry, a banker who 
  ate lunch at a nearby Chinese restaurant, etc.)   The 
  trail will lead back to Doctor Sin.
  •  This option is best used after the Player-
  Characters have encounterered Doctor Sin on at 
  least one other adventure:   The insidious Doctor 
  has decided to remove a thorn from his side...and 
  that thorn is the Player-Characters themselves!   
  Doctor Sin orders the Qing Ri to assassinate the 
  heroes.  In ﬁnest pulp fashion, the assassins will not 
  simply walk up to the heroes on the street and shoot 
  them, but will, of course, use bizarre methods:  
  releasing a venomous snake, scorpion or spider into 
  the characterʼs bedroom; setting elaborate traps that 
  shoot poisoned darts; etc.
  If these methods fail, the Qing Ri will then make 
  a personal appearance, inﬁltrating the characterʼs 
  inner sanctum, and striking like shadows in the 
  night!
  
  132
  (Knowledge [Arcane Lore]), Exploit  Weakness; 
  (Charismatic Hero): Charm, Coordinate 
  Possessions: sword, Walther PPK; Wealth +16 
  The villain known only as The Master of the World 
  has his origins shrouded in mystery.  He appears to 
  be of European descent, but  claims to be one of the 
  Hidden Masters spoken of in Tibetan legend.  He 
  rules a vast criminal empire, centered in a hidden 
  mountain  fortress high in the Himalayas.  From 
  this impregnable headquarters, he runs most of 
  the opium and white slavery trade in Asia.    His 
  operations stretch into every corner of the globe.  
  He will ally himself with others, if such an alliance 
  suits his needs, but is quick to betray his alllies 
  the moment that he detects an advantage in such 
  betrayal.   
  The Master 
  of The World
  Strong Villain 5/Smart Villain 4/ 
  Charismatic Villain 4  CR 13; Medium-size 
  humanoid; HD 5d8+10 plus  4d6+8 plus 
  4d6+8; HP 77; Mas 14; Init +1; Spd 30  ft; 
  Defense 16, touch 16, ﬂatfooted 15 (+0 size, 
  +1  Dex, +5 class); BAB +9; Grap +12; Atk 
  +12 melee  (1d6+4/18-20, sword), or +10 
  ranged (2d4+0, Walther  PPK); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL none; SV  Fort +8, 
  Ref +7, Will +6; AP 6; Rep +6; Str 17, Dex  
  12, Con 14, Int 16, Wis 11, Cha 16.   
  Occupation: Criminal (Disguise, Move 
  Silently)   
  Skills: Bluff +8, Climb +6, Craft 
  (electronic) +5, Craft  (mechanical) +6, 
  Decipher Script +8, Demolitions  +5, 
  Diplomacy +6, Disable Device +5, Disguise 
  +16,  Forgery +7, Gather Information +7, 
  Handle Animal  +6, Intimidate +7, Jump +7, 
  Knowledge (Arcane Lore)  +13, Knowledge 
  (Behavioral Sciences) +6, Knowledge 
  (Business) +6, Knowledge (Civics) +4, 
  Knowledge (Current Events) +11, Knowledge 
  (History)  +5, Knowledge (Physical Sciences) +5, 
  Knowledge  (Streetwise) +12, Knowledge (Tactics) 
  +11, Knowledge (Technology) +7, Knowledge 
  (Theology and  Philosophy) +7, Listen +2, Move 
  Silently +11, Navigate +5, Pilot +3, Profession 
  +4, Read/Write Language  +3 (English, Tibetan, 
  German), Repair +6, Search  +7, Sense Motive +1, 
  Speak Language +3 (English,  Tibetan, German), 
  Spot +2, Swim +11, Tumble +3 
  Feats: Acrobatic, Alertness, Archaic Weapons 
  Proﬁciency, Athletic, Blind-Fight, Combat 
  Expertise, Combat Martial Arts, Deceptive, Exotic 
  Melee Weapon  Proﬁciency, Iron Will, Lightning 
  Reﬂexes, Personal  Firearms Proﬁciency, Point 
  Blank Shot 
  Talents: (Strong Hero): Melee Smash, Extreme 
  Effort, Ignore Hardness; (Smart Hero): Savant 
  
  133
  Characters who face The Master of the World will 
  ﬁnd him to be a charming sociopath, who will act 
  the consummate host, wining and dining them as 
  he asks for details about current goings-on in the 
  modern world (given his self-imposed solitude 
  in the Himalayas, he misses hearing about the 
  minutiae of modern life: menʼs fashion, popular 
  music and ﬁlm, stocks and bonds, etc.   His mood 
  can turn abruptly, however, and he is likely to order 
  someone executed by slow torture, for example, if 
  they displease him in any way.
  Adventure Hooks:
  •  The local Chinese Tongs who run criminal 
  operations in the Chinatown of the Player-
  Charactersʼ home city are being attacked, which 
  is is sparking a violent gang war.   The action 
  is being taken by The Master of the World and 
  his minions, in an effort to expand his inﬂuence 
  into the city and use Chinatown as his center of 
  operations.  This is an excellent way to introduce 
  the Master of the World into your campaign.
  •  The daughter of a wealthy socialite is 
  kidnapped while mountain climbing in the 
  Himalayas.  Depending upon the whims of 
  the gamemaster, this situation could result in 
  a straightforward rescue operation, with the 
  Player-Characters tracking her to the mountain 
  fortress of the Master of the World, or perhaps 
  something more complex:  The daughter 
  inexplicably returns to America, unable to recall 
  what has happened to her.  The Master of the 
  World, however, has used a powder created 
  from a rare Himalayan plant as a mind-control 
  drug, and trained the unsuspecting socialite as a 
  hidden assassin, to strike at any target the Master 
  designates!
  Vincenzo 
  “Vinnie Five-Angels” 
  Pentangeli
  Fast Villain 5/Mobster 5: CR 10; Medium-size 
  humanoid; HD 5d8 +5d10-10; HP 38; Mas 8; Init 
  +3; Spd 30 ft; Defense 21, touch 21, ﬂatfooted 18 
  (+0 size, +3 Dex, +8 class); BAB +6; Grap +5; Atk 
  +2 melee (1d4-1, brass knuckles), or +9 ranged 
  (2d6 Tommy-Gun); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL The Mob; SV Fort +3, Ref +9, Will +2; AP 9; 
  Rep +3; Str 9, Dex 17, Con 8, Int 16, Wis 11, Cha 
  15.
     
  Occupation: Criminal (Hide, Knowledge 
  [Streetwise])
     
  Skills: Balance +6, Demolitions +6,  Diplomacy 
  +4, Disable Device +5, Drive +10, Escape 
  Artist +6, Forgery +4, Hide +10, Intimidate +9, 
  Knowledge (Current Events) +8, Knowledge 
  (Streetwise) +9, Move Silently +8, Pilot +7, 
  Profession +4, Read/Write Language +1 (Italian), 
  Search +9, Sleight of Hand +7, Speak Language +1 
  (Italian), Spot +8, Tumble +6
     
  Feats: Advanced Firearms Proﬁciency, Brawl, 
  Combat Driving, Double Tap, Personal Firearms 
  Proﬁciency, Point Blank Shot, Simple Weapons 
  Proﬁciency
     
  Talents (Fast Hero): Evasion, Opportunist, 
  Uncanny Dodge 1  (Mobster): Afﬁliation, No Stool 
  Pigeon, Drive-By, Leg Breaking, Sweep, Seedy 
  Favor, Safe House.
  Wealth: +6
  Vincenzo Pentangeli, known on the street as 
  “Vinnie Five-Angels”, is a highly-placed enforcer 
  for the local Maﬁa in your campaignʼs main city.
  His primary job for the Mob is as a Troubleshooter 
  -- if thereʼs trouble, Vinnie is sent, and he shoots it.    
  Heʼs very good at what he does, and this has made 
  him a valuable member of the organization, and 
  
  134
  increased his power within it.   He currently 
  is the number two man, behind the Boss -- the 
  old man who is the titular head of the family-
  - but whispers on the street are starting to say 
  that Five-Angels is the real power behind the 
  throne.
  Adventure Hooks:
  •  A Mob War rages on the streets of the 
  City, as two (or more) organized crime 
  gangs battle for control of illicit business 
  (smuggling, gambling, prostitution) in the 
  area.   Crime is on the rise, and this will 
  naturally draw the attention of the Player 
  Characters.   After a few run-ins with mob-
  related crime, the PCs will be identiﬁed as a 
  threat, and the family that Pentangeli works 
  for will send him out to remove the threat.
  •  Criminal power in the city has been 
  consolidated behind a single family-- the 
  one with Vinnie as a member.   Now 
  the time has come to make his move.   
  Pentangeli decides to stage a coup and take 
  control of the Mob, leading to a “civil war” 
  in the cityʼs underworld, with gang bosses 
  declaring their allegiance to one side or the 
  other.  Can the Player Characters take down 
  the Mob before the city is torn apart?
  
  135
  Otto VoN Ubel 
  Vampire Smart Villain 7: CR 9; Medium-size 
  Undead; HD 7d12; HP 46; Mas 3; Init +5; Spd 30 
  ft; Defense 19, touch 13, ﬂatfooted 18 (+0 size, 
  +1 Dex, +2 class, +6 natural); BAB +3; Grap +7; 
  Atk +8 melee (1d8+4, sword-cane), or +4 ranged 
  ; FS 5 ft by 5 ft; Reach 5 ft; SQ blood drain, 
  create spawn, domination (DC 10 + 1/2 HD + cha 
  mod), energy drain, alternate form, children of 
  the night, damage reduction 15/+1, fast healing 5, 
  gaseous form, cold and electricity resistance 20, 
  spider climb, +4 turn resistance, darkvision 60 ft., 
  weaknesses; AL none; SV Fort +2, Ref +5, Will +8; 
  AP 8; Rep +4; Str 18, Dex 13, Con 0, Int 21, Wis 
  14, Cha 15.
     
  Occupation: Dilettante (Intimidate)
  Skills: Bluff +10, Decipher Script +9, Demolitions 
  +8, Diplomacy +4, Disable Device +11, Disguise 
  +4, Drive +3, Escape Artist +3, Forgery +7, 
  Gamble +4, Gather Information +4, Hide +10, 
  Intimidate +6, Investigate +8, Knowledge (Arcane 
  Lore) +20, Knowledge (Art) +9, Knowledge 
  (Behavioral Sciences) +8, Knowledge (Business) 
  +13, Knowledge (Civics) +7, Knowledge 
  (Current Events) +10, Knowledge (Earth and 
  Life Sciences) +11, Knowledge (History) +12, 
  Knowledge (Physical Sciences) +10, Knowledge 
  (Popular Culture) +9, Knowledge (Streetwise) +11, 
  Knowledge (Tactics) +9, Knowledge (Technology) 
  +6, Knowledge (Theology and Philosophy) +8, 
  Listen +12, Move Silently +9, Navigate +9, 
  Profession +7, Read/Write Language +5 (English, 
  German, Latin, French, Italian), Repair +8, 
  Research +6, Search +19, Sense Motive +10, Speak 
  Language +5 (English, German, Latin, French, 
  Italian), Spot +12
     
  Feats: Agile Riposte, Alertness, Archaic Weapons 
  Proﬁciency, Combat Reﬂexes, Dodge, Educated 
  (Knowledge [Arcane Lore], Knowledge [History]), 
  Improved Damage Threshold, Improved Initiative, 
  Iron Will, Lightning Reﬂexes, Personal Firearms 
  Proﬁciency, Simple Weapons Proﬁciency, Weapon 
  Focus
     
  Talents (Smart Hero): Savant (Knowledge [Arcane 
  Lore]), Plan, Trick, Exploit Weakness
  Wealth: +11
  Otto Von Übel represents a surprise to throw at 
  your characters -- a German villain who not only 
  has no connection to the Nazis, but also turns out to 
  be an honest-to-god vampire!
  Von Übel was a Prussian noble who was wounded 
  during the Napoleonic Wars, as he lay dying on 
  the battleﬁeld, he fell victim to the predations of 
  a vampire.   The vampire, whose name Von Übel 
  never learned, was a weak creature, more content 
  with scavenging battleﬁelds than in hunting his 
  :
  
  136
  own prey -- Von Übel used his dying effort to 
  kill the creature, but not before it had worked its 
  terrible magic.  Otto Von Übel rose again as a 
  creature of the night.
  Von Übel is interested in only one thing -- power 
  and wealth.  He rose in power in Germany as an 
  industrialist, but when the Nazi regime began to 
  nationalize industry, the vampire left Germany 
  to pursue his wealth in the Brave New World of 
  America.
  He is a businessman without morals or scruples.  
  He is not above blackmail or strong-arm tactics to 
  get what he wants, and his company, International 
  Holdings, Ltd., is weathering the Depression rather 
  well as a result.  
  Players will most likely assume that Von Übel is 
  one of the “Fat Cat Businessman” villains (those 
  that donʼt immediately assume that heʼs a Nazi 
  spy, of course).   Von Übel has managed to avoid 
  detection as a vampire for over 130 years so far 
  -- his reputation is as an eccentric recluse.  The 
  PCs will certainly be surprised when the truth is 
  revealed!
  Von Übel is served by a group of lesser vampires 
  that he has created.  He recognized their use early 
  on, and sends them on errands to procure him 
  victims for feeding, or to do violence against his 
  business opponents  (He knows that the chances of 
  them being traced back to him is negligable, as they 
  turn to dust when destroyed!)
  
  137
  Example statistics for one of his minions:
  Vampire Strong Ordinary 2: CR 4; Medium-size 
  Undead; HD 2d12; HP 13; Mas 0; Init +8; Spd 30 
  ft; Defense 22, touch 16, ﬂatfooted 18 (+0 size, +4 
  Dex, +2 class, +6 natural); BAB +2; Grap +7; Atk 
  +7 melee , or +6 ranged ; FS 5 ft by 5 ft; Reach 5 
  ft; SQ blood drain, create spawn, domination (DC 
  10 + 1/2 HD + cha mod), energy drain, alternate 
  form, children of the night, damage reduction 
  15/+1, fast healing 5, gaseous form, cold and 
  electricity resistance 20, spider climb, +4 turn 
  resistance, darkvision 60 ft., weaknesses; AL Von 
  Übel ; SV Fort +2, Ref +6, Will +1; AP 2; Rep +0; 
  Str 21, Dex 18, Con 0, Int 14, Wis 12, Cha 12.
  Occupation: Blue Collar (Climb, Drive, 
  Intimidate)
     
  Skills: Bluff +9, Climb +8, Drive +6, Hide +12, 
  Intimidate +2, Jump +7, Knowledge (Current 
  Events) +3, Knowledge (Streetwise) +5, 
  Knowledge (Tactics) +3, Listen +12, Move Silently 
  +12, Profession +5, Repair +4, Search +11, Sense 
  Motive +9, Spot +11, Survival +2, Swim +6
     
  Feats: Alertness, Brawl, Combat Reﬂexes, Dodge, 
  Improved Initiative, Lightning Reﬂexes, Personal 
  Firearms Proﬁciency, Simple Weapons Proﬁciency
  Wealth:  +5
  Adventure Hooks:
  •  Von Übel, as a prominent businessman of 
  German descent, has come to the attention of 
  the Nazis, who wish to bend him to their will 
  and use his businss as a Fifth Column operation 
  within the United States.   When he rebuffed 
  their efforts, they decided to use stronger tactics.
  The Player Characters are drawn into events 
  when sabotage attacks occur at several 
  International Holdings businesses.  The PCs 
  will unveil the Nazi plot, but will also begin to 
  discover that the agents that they are uncovering 
  are soon turning up dead, or disappearing under 
  mysterious circumstances.  The PCs will be 
  caught between the Vampire and the Reich as the 
  two sides battle each other!
  •  As a twist on the above, perhaps Von Übel has 
  instead come to the attention of the United States 
  Government....a wealthy German industrialist, 
  with a reputation as a recluse?  Sounds like a job 
  for G-Men to investigate.   Players expecting to 
  uncover a dastardly Nazi plot instead have to 
  contend with Evil from Beyond the Grave!
  •  The Player Characters become involved 
  in a murder mystery -- terror has struck a 
  construction site, as several workers have 
  been killed.  Each has apparently fallen to his 
  death from the girders of the skyscraper while 
  staying late...but there are oddities surrounding 
  the events.  First, each of the men killed was 
  a vocal proponent of unionizing to negotiate 
  better wages from their employers, International 
  Holdings, Inc.   Second, despite the trauma of 
  falling from such great heights, there has been 
  no blood found at the scene.
  
  138
  Creating Cults
  What follows is a generalized cult creation system 
  so Gamemasters can create cults unique to their 
  own games.  
  It does this by outlining an adjective based 
  system, in which the creator assigns a number of 
  descriptors to a cult.  Each descriptor provides a 
  useable block of narrative information, a bonus to 
  the organizationʼs attributes, questions for further 
  group development, and presentation suggestions.
  Creating Cults: Summary
  Pulp ﬁction presents cults as organizations 
  motivated by a fanaticism.  The cult members may 
  pretend to be normal men in public; some even 
  hold high ofﬁces.  In private, though, 
  their activities shock and horrify even 
  the most jaded of men.  Once exposed, 
  the cult gathers its members to protect 
  its inner secrets rather than fade into 
  the background.  After all, the heroes 
  must die so they cannot spread their 
  knowledge to others.
  Thrilling Tales expands upon the Open 
  Content organization rules presented in 
  Mongoose Publishingʼs OGL Horror 
  (whch we also include in this section) 
  by assigning the cults a set number of 
  descriptors.  Each descriptor provides 
  bonuses and/or a penalty to speciﬁc 
  organizational abilities, feats, or skills 
  as described in the OGL Horror rules.  
  These descriptors also affect how 
  the organization reacts in a narrative 
  sense, giving the Game Master some 
  guidance in the creation of consistent 
  villainy.
  The creation process goes though the 
  following steps:
  1) Decide you wish to create a 
  cult,
  2) Determine whether the cult is of ancient or 
  modern origin,
  3) Determine the cultʼs narrative weight and 
  appropriate number of descriptors,
  4) Assign the descriptors and record their 
  modiﬁers,
  5) Record the quick descriptions, and then
  6) Decide if the quick description provides 
  enough information or go into the detailed 
  creation questions.
  7)   Use the included Organization Rules to 
  create the cultʼs statistics.
  Cult, Or Not to Cult?
  The ﬁrst decision, whether or not to make an 
  organization a cult, is less obvious than it seems.  
  The pulps certainly contained stories about a 
  
  139
  vast number of cults.  Pulp heroes also went 
  head-to-head with anarchists, fascists, socialists, 
  communists, slave traders, psychotics, and just 
  about every form of degenerate humanity the 
  authors could imagine.  Many of these antagonists 
  did not work together or share the elements 
  required of a cult.
  By deﬁnition a cult is a group of people who 
  share religious or spiritual beliefs.  Political 
  organizations, business collations, and lone 
  madmen do not qualify.  Groups organized around a 
  practical purpose (e.g. overthrowing a government 
  or preserving the status quo) do not qualify.  
  Groups designed to protect a speciﬁc place, defend 
  a blood line, or destroy the world might or might 
  not qualify, depending on the circumstances.
  Additionally, cults in the pulps demonstrate 
  fanatical devotion to their cause.  Cult members 
  rarely turn against their beliefs.  The cult leaders 
  command instant respect and unwavering 
  obedience.  Captured cult members would rather 
  die than reveal their secrets; many come pre-
  programmed with suicide directives implanted 
  in their minds though the cultʼs indoctrination 
  procedures.  
  The religious or spiritual aspect must also come 
  into play.  Cults in the pulps almost always worship 
  forgotten gods, people pretending to be forgotten 
  gods, or strange creatures from other worlds.  All 
  will claim ancient lineage, though many originate 
  in the worldʼs immediate past.
  Answer the questions below if you have any doubts 
  as to whether the organization functions as a cult:
  1) Does the organization have a religious or 
  spiritual doctrine?
  2) Does the organization ostensibly exist to 
  promote its doctrine?
  3) Does the organization demand and receive 
  fanatical loyalty?
  4) Does the organization claim an ancient 
  tradition?
  If you answer yes to one or two questions the 
  organization is most likely not a cult.  If you 
  answered yes to three or more questions the 
  organization displays enough cult-like attributes to 
  continue.
  Cult Origin: 
  Ancient or Modern?
  Assuming the organization passes the above test 
  for cult-like attributes, the Game Master needs to 
  decide whether it is of ancient or modern origin.  
  This choice affects what descriptors you will 
  commonly select and the cultʼs role in the game 
  world.
  Ancient Cults
  Ancient cults appear most often in games with 
  fantasy or horror elements.  They can trace their 
  descent over hundreds, if not thousands, of years.  
  This linage may break from time to time but the 
  overall sense of continuity remains intact.  More 
  importantly, the cult retains access to resources and 
  secrets emanating from the depths of time.  Many 
  have knowledge of things man was not meant to 
  know and honestly cannot understand without 
  going insane.
  Pulp ancient cults typically embody an emotion 
  or primitive concept.  They come creeping out of 
  the shadowy past in an attempt to drag the bright 
  present back into the darkness of superstition and 
  doubt.  Ancient cults with a relatively modern 
  face or modern objectives still have this seamy 
  underside.  In order to simulate this embodying 
  function, all ancient cults must select at least one 
  emotional descriptor.  
  In the era of the pulps, authors and readers rarely 
  distrusted progress, corporations, and all the 
  trappings of modern civilization.  The horrible 
  excesses of World War I sullied the mix, but people 
  generally placed the blame for it on “old ways of 
  thinking”.  A cult trying to exert its power in the 
  modern world represents a horror, an aberration all 
  right-thinking men will do anything to stop.
  Modern Cults
  Modern cults appear most often in games with 
  
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  mystery or and science-ﬁction elements.  They 
  are, almost universally, scams run by various 
  charismatic ﬁgures.  The leader cloaks his true 
  intentions behind a façade of occult or religious 
  mumbo-jumbo.  Some of this façade comes from 
  ancient texts and forbidden knowledge; most the 
  conmen make up on the spot so they can fool the 
  rubes.
  Pulp modern cults typically have some kind of 
  practical purpose hidden under the religious façade.  
  The cult members usually know nothing of this 
  purpose.  The leader and his trusted lieutenants will 
  deﬁnitely know it, though they do not share it with 
  outsiders.  
  In order to simulate this practical function all 
  modern cults must select on methods descriptor.
  In the era of the pulps, authors and readers fully 
  expected charismatic conmen to overwhelm 
  the “unwashed masses”.  Racism and classism 
  ran rampant though the eraʼs business, politics, 
  and ﬁction.  When incorporating a modern 
  cult into a game, play up these aspects without 
  directly stepping on our modern outrage at these 
  attitudes.  Fill the cultʼs rank and ﬁle with illiterate, 
  uneducated men and women who unquestioningly 
  obey their betters.  The upper-crust should contain 
  individuals of wealth and distinction, preferably 
  with good educations, who can banter with the 
  characters while ordering their minions into the 
  breach.
  Mixed Cults
  The ancient and modern cult descriptions deal with 
  the simplest and most obvious variations on the 
  cult theme.  You can mix and nest the two concepts 
  almost inﬁnitely, creating for example:
  1) A cult of modern linage that accidentally 
  taps into an ancient cultʼs knowledge,
  2) A cult of ancient linage that has a religious 
  duty to create the modern age, or
  3) A cult of modern linage with a modern 
  leader whose followers secretly adhere to an 
  ancient cult from a forgotten past.
  Narrative Weight and
  Number of Descriptors
  All cults, whether ancient or modern, have a 
  number of descriptors.  This number can be based 
  off of one of two things:  the organizations size 
  or its importance to the gameʼs narrative (its 
  narrative weight).  The size measurement allows 
  the Gamemaster to comfortably build organizations 
  from the small to the massive and ﬁts in with the 
  game mechanics used by the organization rules.  
  The narrative weight measurement requires a 
  trickier balancing act, and assumes the game world 
  unfolds as the characters interact with it.
  When using the organizationʼs size to determine 
  the number of organization descriptors consult the 
  following table:
  Table 2-1: Maximum Number of Descriptors by Size
  Size
  Number of Descriptors
  Local Organization
  1
  Local Government Section
  3
  State Level Organization
  5
  National or Multi-national Organization
  7
  
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  When using narrative weight, the Gamemaster 
  must decide how important the organization is to 
  the game.  An organization the characters rarely 
  interact with and that has very limited impact on 
  their activities has correspondingly little narrative 
  weight even if it boasts a hundred thousand 
  members.  Conversely a very small organization 
  playing a dominant role in the story may have ﬁve 
  or more descriptors even though barely a dozen 
  men claim membership.
  The chart below provides the recommended 
  number of descriptors based on the organizations 
  narrative weight:
  An organizations narrative weight may change over 
  time as the game evolves.  As an organizationʼs 
  weight increases, increase the number of 
  descriptors.  As it decreases, suspend any bonuses 
  and penalties from descriptors in excess of the 
  maximum allowed number.
  The Descriptors
  The descriptors mentioned in the previous sections 
  provide the Gamemaster with information about the 
  cult in an easy to reference format.  Each descriptor 
  provides a ﬂavorful hook, a brief description, 
  a bonus and/or penalty to the organization, and 
  questions for further development.
  Descriptors are organized into the following 
  groups: emotion, method, origin, and structure.
  Emotion descriptors indicate the cult instills 
  speciﬁc emotional states in its members.  Method 
  descriptors suggest the groups “signature” method 
  Table 2-2: Maximum Number of Descriptors by Narrative Weight
  Size
  Number of Descriptors
  Minor role or one-shot appearance
  1
  Occasional opponent (appears once every four 
  to six sessions)
  3
  Important opponent (appears every two or 
  three sessions)
  5
  Primary antagonist (drives the plot)
  7
  of operation and can be easily combined.  Origin 
  descriptors provide bonuses and penalties to the 
  organization based on its linage and association 
  with speciﬁc traditions.  Structure descriptors point 
  out an important aspect of the groupʼs hierarchy or 
  organizational methods.
  Descriptors Vs DEscription
  The descriptors highlight the things important to 
  the organization; anything not directly under their 
  inﬂuence can be however the Gamemaster wishes 
  it to be.  For example, the GM may describe a local 
  modern cult with the “Wealth” method (1 total 
  descriptor) as having a “cell structure” without 
  necessarily giving it the descriptor bonus for 
  “Cell”.
  
  142
  Table 2-3: Descriptors by Category
  Descriptor
  Effect
  Emotion
  Desperate
  +2 to Occult checks
  Envious
  +2 to Response checks
  Greedy
  +2 to Resources checks
  Lustful
  +2 to Inﬂuence checks
  Prideful
  +2 to Occult checks
  Wrathful
  +2 to Force checks
  Method
  Corrupt
  Organization operativesʼ add its Resources modiﬁer bonus to their Diplomacy 
  skill checks (bribery)
  Deceptive
  Organization operativesʼ add its Response modiﬁer bonus to their Forgery skill 
  checks
  Fearsome
  Organization operativesʼ add its Inﬂuence modiﬁer bonus to their Gather 
  Information skill checks
  Organization operativesʼ add its Information modiﬁer bonus to their Sense 
  Motive skill checks
  Murderous
  Organization operativesʼ add its Force modiﬁer bonus to their Intimidate skill 
  checks
  Origin
  African
  Organization reduces time of Intimidate and Repair by 1/2 
  Ancient
  Organization reduces time of Decipher Script and Research by 1/2 
  Arabic
  Organization reduces time of Knowledge (Theology) and Research by 1/2 
  Celtic
  Organization reduces time of Disguise and Treat Injury by 1/2 
  Eastern
  Organization reduces time of Diplomacy checks by 1/2 
  Egyptian
  Organization reduces time of Knowledge (Art) and Decipher Script by 1/2 
  European
  Organization reduces time of Knowledge (Popular Culture, Tactics) by 1/2 
  Indian
  Organization reduces time of Knowledge (Behavioral Sciences) and Search by 
  1/2 
  Greco-
  Roman
  Organization reduces time of Knowledge (History, Physical Sciences) by 1/2 
  Structure
  Cell
  Organization never appears to have more than 1/10th its actual size
  Centered
  Organization cannot hide its size. It heals damage at twice the normal rate
  Circuit
  Organization may take 10 on Response checks but suffers a penalty equal to its 
  Response modiﬁer on all Force checks
  Monolithic
  Organization may take 10 on Force checks but suffers a penalty equal to its 
  Force modiﬁer on all Response checks
  Scattered
  Organization cannot take 10 or 20 on a skill check.  It gains DR equal to its 
  highest attribute modiﬁer against attacks by other organizations
  EMOTION Descriptors
  On the surface, the emotion descriptors describe a 
  particular tenor of emotional frenzy the cult incites 
  in its followers.  Everyone involved with the cult, 
  from the highest echelons of leadership to the 
  lowliest thugs, displays this emotion in varying 
  degrees of sophistication.  Heavy-knuckled bruisers 
  express their feelings with their ﬁsts while the 
  cultured elites engage in lofty discourses about 
  obtuse philosophical principles.
  On a philosophical and narrative level a cultʼs 
  emotion descriptors describe its primary 
  psychological function.  The cult both inspires 
  its members to the emotion and embodies that 
  
  143
  emotionʼs power in the ﬁctional world.  For 
  example a cult of wrath both inspires great 
  rage in its minions and functions as an external 
  representation of the charactersʼ wrath in the world.
  This later point is particular important in pulp 
  games.  Pulp heroes have a lot of problems, both 
  personal and professional, but rarely lose control 
  of their masks.  An opposed cult with an emotional 
  element can act, in a narrative sense, as the heroesʼ 
  dark alter ego, doing all of the things he wants to 
  do but is too civilized to admit to.
  The emotional descriptors include desperate, 
  envious, greedy, lustful, prideful, and wrathful.
  DESPERATE
  The cultʼs founder revealed to them one of the 
  worldʼs great truths.  They know nothing matters 
  and the world will continue as it has for ages until 
  it ﬁnally drowns in its own accumulated ﬁlth.  All 
  human creatures dance out their lives on the end of 
  unseen strings, taking whatever pleasure they can 
  before they lay down to rot in the earth.
  Quick Description
  The cult revels in its lack of hope.
  Effect
  The cult receives a +2 bonus to its Occult attribute 
  checks.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  despair.
  1. Does the cult believe the world will 
  continue in its present state or ﬁnd freedom 
  from its misery?
  2. How do the cult members express their 
  despair?
  3. How does the cult inculcate despair into its 
  members?
  4. Does the cult look to a single event 
  or source as the “cause” of lifeʼs 
  meaninglessness?
  ENVIOUS
  The cultʼs founder showed them the world is not 
  fair.  This does not come as news to anyone, but 
  he also taught them they deserved all of the things 
  denied them by the worldʼs unfairness.  Cosmic 
  forces, random chance, or the will of the gods 
  denied them their rightful place.  The cult members 
  must rise up and reclaim whatever was wrongfully 
  taken from them.  
  Quick Description
  The cult knows someone denied them their rightful 
  place.
  Effect
  The cult receives a +2 bonus to its Response 
  checks.
  Questions for Detailed Description:
  The following questions help ﬂesh out the cultʼs 
  envy.
  1. Does the cult believe it can ever achieve its 
  goals?
  2. What exactly does the cult feel entitlement 
  towards?
  3. How do the cultʼs members manifest this 
  envy in their ordinary lives?
  4. How does the cult inculcate envy into its 
  members?
  5. What happens when the cult ﬁnally gains 
  something it envies?
  
  144
  GREEDY
  The cultʼs founder revealed to them the foolishness 
  of seeking out spiritual pleasures.  Only the things 
  of this world, wealth and gold and jewels, can 
  bring pleasure.  Only the wealthy can know peace 
  because only they can afford to live well.  Wealth, 
  and its trappings, is a sign of divine favor and 
  enlightenment.
  Quick Description
  The cult desires wealth and power.
  Effect
  The cult receives a +2 bonus to Resources checks.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  greed.
  1. What speciﬁcally does the cult desire?
  2. What is the cultʼs favorite form of wealth?
  3. Which cult members control access to the 
  cultʼs wealth?
  4. How does the cult inculcate greed into its 
  members?
  5. How does the cultʼs greed manifest in the 
  cult membersʼ lives?
  LUSTFUL
  The cultʼs founder taught his followers to revel 
  in the ﬂesh.   He showed them that the path to 
  spiritual bliss lies ﬁrst though then beyond pleasure 
  and pain.  Staid society created its moral limits to 
  prevent ordinary people from ascending past their 
  limits.
  Quick Description
  The cult revels in the bodyʼs pleasures.
  Effect
  The cult receives a +2 bonus to Inﬂuence checks.
  Questions for Detailed Description 
  The following questions help ﬂesh out the cultʼs 
  lust.
  1. What forms of debauchery does the cult 
  encourage?
  2. What forms of debauchery does the cult 
  prohibit?
  3. How does the cult inculcate lust in its 
  members?
  4. Does the cult allow outsiders to participate 
  in some of its activities?  If so, which ones?
  PRIDEFUL
  The cultʼs founder told his followers a ﬂattering 
  truth.  He claimed they numbered among the 
  chosen, the divine children selected for salvation 
  from among the corrupted masses.  Their divine 
  superiority granted them license to do as they will.  
  Everything else, from the plants to the people, 
  exists only to serve the chosen.
  Quick Description
  The cult rests secure in the knowledge of its own 
  salvation.
  Effect
  The cult receives a +2 bonus to its Occult checks.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  pride.
  1. What central event provides the cult with its 
  sense of superiority?
  2. Does the cult believe this superiority will 
  manifest as material or spiritual wealth?
  3. How does the cult instill its pride in the 
  members?
  4. What happens when the cult encounters a 
  group with equal pride?
  WRATHFUL
  The cultʼs founder taught his followers to unleash 
  the fury in their souls.  They can answer every 
  slight, every insult, and every denigration with 
  absolute violence and overwhelming anger.  By 
  giving into their basest desires they transcend 
  human limitations, becoming like onto gods.
  Quick Description
  The cultʼs anger and vengeance spill beyond all 
  civilized bounds.
  
  145
  Effect
  The cult receives a +2 bonus to Force checks.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  wrath.
  1. What targets dominate the cultʼs wrath?
  2. Why does the cult feel such fury towards 
  those targets?
  3. How does the cult inculcate fury into its 
  members?
  4. How do the cult members manifest this fury 
  in their daily lives?
  METHOD Descriptors
  On the surface the method descriptors describe the 
  cultʼs preferred technique for eliminating problems.  
  They deploy these techniques to achieve their 
  nefarious ends, running roughshod over whoever 
  dares stand in their way.  The slightly more cultured 
  approach taken by the cultʼs leaders simply acts as 
  a velvet glove over the methodʼs steel ﬁst.
  On a narrative level the method descriptor shows 
  what happens when a good thing goes too far.  
  Heroes in the pulps bribe, deceive, bully, lie, and 
  ﬁght but they do so with respect for the norms of 
  their times.  Cults display no such respect.  They 
  do what they want, go as far as they want, and in so 
  doing become villains.
  The method descriptors include corrupt, deceptive, 
  fearsome, manipulative, and murderous.
  CORRUPT
  The cult knows everyone feels desires they cannot 
  admit to.  Everyone wants things they should not 
  have.  They exploit this truth, offering up whatever 
  the individual desires if he will give in to their will.
  Quick Description
  The cult encourages giving in to temptation in 
  order to get its way.
  Effect
  A cult member may add the cultʼs Resources 
  modiﬁer (if positive) to their Diplomacy skill 
  checks when attempting to bribe a target.  This 
  bonus only applies if the member acts under his 
  cultʼs orders.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  approach to corruption.
  1. Does the cult prefer monetary, moral, or 
  ﬂeshy corruption?
  2. What corruptive methods does the cult 
  forbid its members to use?
  3. Does the cult permit the cult members to 
  use corruptive techniques in their daily 
  lives?
  4. Does the cult use corruption to control its 
  own members?
  DECEPTIVE
  The cult knows men rarely see past the surface 
  of events.  They therefore mastered the use of 
  misdirection and confusion, distracting their 
  potential foes from the reality of their actions.
  Quick Description:
  The cultʼs activities are always hidden under 
  multiple layers of misdirection.
  Effect
  A cult member may add the cultʼs Response 
  modiﬁer (if positive) to their Forgery skill checks 
  when preparing false clues.  This bonus only 
  applies if the member acts under his cultʼs orders.
  
  146
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  approach to misdirection.
  1. How many layers of deception does the cult 
  usually lay between its activities and the 
  outside world?
  2. How many layers of deception exist 
  between the cult leaders and the cult 
  members?
  3. How does the cult react when a layer of 
  deception is revealed?
  4. When does the cult tell the truth?
  FEARSOME
  The cult studied the fear lurking in every manʼs 
  heart.  They know how to call it forth, how to bend 
  it to their will, and how to use it as a harrying lash 
  on the back of any who dare to oppose them.
  Quick Description
  The cult knows how to make cowards of the 
  bravest men.
  Effect
  A cult member adds the cultʼs Inﬂuence modiﬁer 
  (if positive) to his Gather Information skill checks 
  when acting on the cultʼs orders.  
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  fearsome methods.
  1. What signature method does the cult use to 
  strike fear into menʼs hearts?
  2. Does the cult use fear to control its own 
  members?
  3. Why do people fear the cultʼs inﬂuence?
  4. Can the cult act openly to cause fear or must 
  it act in secret?
  MANIPULATIVE
  The cult knows the ﬂattering lies men prefer 
  to cloak their actions in.  They know the use a 
  whispered word to make a man turn his back on 
  his brother and the trick to inciting hatred between 
  friends.  Let others dance at the end of the worldʼs 
  puppet-strings; they have seized a few of the 
  threads for their own use.
  Quick Description
  The cultʼs mastery of sweet words lets them control 
  otherʼs actions.
  Effect
  A cult member adds the cultʼs Information modiﬁer 
  (if positive) to his Sense Motive skill checks when 
  he targets an opponent selected for him by his cultʼs 
  leadership.
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  use of manipulation.
  1. How does the cult search for ways to 
  control its targets?
  2. What is the cultʼs favorite lie?
  3. How does the cult respond when others 
  discover its actions?
  4. What does the cult do when it faces a 
  particularly tough target?
  MURDEROUS
  The cult exploits the paralyzing terror gripping 
  menʼs hearts when they face death.  They also 
  realize personal death holds no fear for some 
  people.  Even the most fearless opponent, though, 
  must store his heart somewhere.  When faced 
  with such a foe the cult will mercilessly hunt for 
  something whose lose he does fear.  This search 
  leaves behind a trail of bodies wide enough for 
  even the most bumbling detective to follow.
  Quick Description
  The cult murders those who oppose it.
  Effect 
  A cult member may add the cultʼs Force modiﬁer 
  (if positive) to his Intimidate skill checks when he 
  openly acts in the cultʼs name. 
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  murderous methods.
  1. What is the cultʼs signature killing method?
  
  147
  2. Does the cult allow the members to select 
  their targets?
  3. How does the cult deal with law 
  enforcement?
  4. Does the cult prefer to directly target its 
  opposition or slaughter the targetʼs loved 
  ones before going in for the kill?
  ORIGIN Descriptors
  On the surface the origin descriptors describe the 
  cultʼs point of origin or at least the origin it claims 
  for itself.  The cultʼs litany, physical trappings, 
  insignia, ranks, and 
  rituals all 
  reﬂect this 
  claimed 
  genesis.  
  Each 
  origin 
  carries with it a long and distinguished history, as 
  well as iconography and mythology already present 
  in the charactersʼ minds.
  Practically whether a cult really originates from its 
  described culture depends on whether it numbers 
  among the ancient or the modern cults.  Ancient 
  cults almost always stem from a secret tradition 
  passed down though some occult transmission to 
  the present day.  Modern cults adopt the trappings 
  of an ancient culture to hide their true intentions.  
  In both cases the rank and ﬁle believes the cult to 
  be a secret transmission; only the upper echelons 
  really know the truth.
  This knowledge 
  dichotomy creates 
  an interesting 
  weakness 
  in modern 
  cults 
  
  148
  claiming an origin descriptor.  If the characters 
  can somehow expose the truth about the cult they 
  can, at the GMʼs option, inﬂict direct organization 
  damage to the cult.  This damage equals 1d6 HP per 
  point of the partyʼs total Charisma modiﬁers.
  The origin descriptors include African, Ancient, 
  Arabic, Celtic, Eastern, Egyptian, European, or 
  Greco-Roman.
  AFRICAN
  The cradle of human life and the birthplace 
  of human civilization spawned cults of many 
  types.  These cults worship pagan gods of animal 
  aspect.  They also hold secrets passed down from 
  the ancient past, secrets of building and making 
  forgotten long before the men of Europe painted 
  the ﬁrst cave walls.
  African cults make extensive use of body-painting, 
  drums, ritual diagrams, and spears.  They call upon 
  gods with African names who demand offerings of 
  tobacco, grain, and blood.
  Quick Description
  The cultʼs rites clearly show their origin in darkest 
  Africa.
  Effect
  The cultʼs approach and worship allows it to reduce 
  the time it takes to reduce the time of organizational 
  Intimidate and Repair skill checks by one-half.
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. What part of Africa did the cultʼs founders 
  originate from?
  2. Does the cult conform to “standard” voodoo 
  practices?
  3. Does the cult favor human or animal 
  sacriﬁces?
  4. Does the cult meet in daylight or at night?
  ANCIENT
  In the ancient days of humankindʼs ascension 
  above the animals, he believed many things.  Some 
  of these ancient beliefs persist into the modern 
  world.  Others, fortunately, vanished when the 
  good news came to Europe.  The cultʼs persistence 
  and worship of things man was not meant to know 
  continues, though, and all right thinking people 
  would certainly rise up to destroy it if they could.
  Ancient cults make extensive use of ﬂutes, strange 
  eldritch chants, alien looking head-dresses, and 
  exotic robes.  They generally worship creatures 
  with outlandish names and perform rituals 
  “unthinkable to common men.”
  Quick Description
  The cult protects ancient secrets man was not 
  meant to know.
  Effect
  The cultʼs moldering libraries and ancient pedigree 
  allows them to reduce the time for organizational 
  Decipher Script and Research skill checks by one-
  half.
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Describe the secret man was not meant to 
  know in twelve words or less.
  2. How does the cult preserve its forbidden 
  knowledge?
  3. What ancient culture derived from the cultʼs 
  foundersʼ inability to keep the secret?
  4. How does the cult prevent others from 
  discovering their secret?
  ARABIC
  The economic, political, and scientiﬁc secrets 
  of Arabia did not die when the Ottoman Empire 
  collapsed.  Indeed, Arabic cults persist into the 
  modern world, fostering the Muslim cause.  These 
  secretive organizations hold vast libraries drawing 
  on the best of eastern and western scholarship.
  Arabic cults follow the monotheistic rules of Islam.  
  
  149
  They generally exist either to promulgate a speciﬁc 
  political agenda or to protect a profound scientiﬁc 
  insight.
  Quick Description
  The poetic beauty of Arabic culture informs the 
  cultʼs rituals.
  Effect
  The organization is heir to the accumulated 
  wisdom handed down from Classical culture.  
  This knowledge allows them to reduce the time 
  for organizational Knowledge (Theology) and 
  Research skill checks by one-half. 
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Does the cult allow non-Muslins to join?
  2. When does the cult meet?
  3. Does the cult maintain Muslim holidays?
  4. What rules of Islam does the cult allow its 
  members to break?
  CELTIC
  The cult inherited the druidʼs wisdom and power.  
  This unbroken occult tradition stretches from 
  the present day into the dim and misty past, in 
  which mortal men worshiped a Goddess with 
  four faces.  It also incorporates the Kabbalah, 
  Roman mythology, and a fair dose of Victorian 
  anthropology.
  Celtic cults take their trappings from Irish and 
  Welsh culture.  They make offerings of blood and 
  grain to gods and goddesses who represent aspects 
  of an all-encompassing Deity of indeterminate sex.  
  Most also seek a restoration of their priesthoodʼs 
  place in the social hierarchy.
  Quick Description
  The cult traces its roots back to the ancient druids.
  Effect
  The cultʼs history of deception and healing allow 
  it to reduce the time required for organizational 
  Disguise and Treat Injury skill checks by one-half.
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Do the cult leaders claim druidic titles?
  2. Does the cult practice human sacriﬁce?  If 
  so, does it limit its sacriﬁces to criminals or 
  will it take anyone?
  3. Does the cult still use the Ogham script?
  4. Does the cult wish to restore the druidʼs 
  power over civil society?
  EASTERN
  From a distance the differences between Japanese, 
  Korean, and Chinese beliefs tends to blend 
  together.  In the pulps, this blending produces 
  “Eastern” cults which share the same features 
  regardless of their point of origin.  All Eastern 
  cults practice a hodgepodge of ancestor worship, 
  alchemy, and mystical practices aimed at some 
  vague goal titled “enlightenment.”
  Eastern cults take their trappings from Chinese and 
  Japanese culture.  Low tables, lush fabrics, and 
  elaborately embroidered robes all help to set the 
  mood.
  Quick Description
  The cultʼs origins in the Far East lend it an exotic 
  air.
  Effect
  The organization has extensive practice in 
  manipulating others.  It reduces the time required 
  for organizational Diplomacy skill checks by one-
  half.
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. What country does the cult original come 
  from?
  2. Does the cult believe in the superiority of 
  Eastern culture?
  3. Does the cult engage in alchemical or 
  mystical practices?
  4. Does the cult use opium or other drugs to 
  control its members?
  
  150
  EGYPTIAN
  In ancient Egypt men and women worshiped 
  strange gods by offering up mountains of gold.  
  They built great tombs and monuments which 
  to this day remain some of the worldʼs greatest 
  wonders.  The cults descended from these great 
  people maintain their traditions, and their occult 
  secrets, into the modern world.
  Egyptian cults generally favor architecture and 
  costumes appropriate to a British view of ancient 
  Egypt.  They wear gold masks and headdresses, 
  perform rituals to hundreds of different gods, and 
  try to steal mummies in order to reanimate them.
  Quick Description
  Rites handed down from the ancient Egyptians bind 
  the cult to its holy purpose. 
  Effect
  The organization possesses extensive archives and 
  secrets of artistic expression.  It reduces the time 
  requires for organizational Knowledge (Art) and 
  Decipher Script skill checks by one-half.  
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Which of the Egyptian gods does the cult 
  serve?
  2. Does the cult use hieroglyphs for written 
  communication?
  3. Does the cult intend to restore Egyptʼs glory 
  or does it have another plan in mind?
  4. What secret about Egyptian history does the 
  cult guard?
  EUROPEAN
  Occult and scientiﬁc knowledge ﬂowered during 
  the Renaissance.  Eventually science proved 
  the superior of the two.  However, some occult 
  revelations survived in the guise of secret societies 
  and cults.  These cults protect their secrets with 
  fanatical zeal.
  European cults enjoy the trappings of the 
  Renaissance.  They dress in fancy costumes and 
  hold masked balls where cult members mingle 
  with the highest levels of society.  Their rituals 
  draw strongly from European scholarly magic and 
  involve magical circles, amulets, and other objects 
  of power.
  Quick Description
  The cult came into being as a result of the 
  Enlightenment.  They hide the true secrets 
  discovered during that hectic time until the 
  common man can ﬁnally understand them.
  Effect
  The organization constantly monitors modern 
  advances.  This knowledge allows it to reduce 
  the time required for organizational Knowledge 
  (Popular Culture) and Knowledge (Tactics) skill 
  checks by one-half.  
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. What is the cultʼs country of origin?
  2. Does the cult engage in mystical practices 
  or does it fancy itself scientiﬁc?
  3. What is the cultʼs ultimate goal for 
  humanity?
  4. What one thing would the cult change about 
  the modern world? 
  INDIAN
  Cults originating in the great Indian subcontinent 
  can worship a seemingly inﬁnite pantheon of gods 
  or goddesses.  They sometimes even engage in this 
  worship despite seemingly obvious theological 
  clashes.  For example, Muslims might worship 
  a goddess without for a moment considering the 
  implications to their Islamic faith.
  Indian cults worship before massive statues of 
  multi-faced, multi-armed deities.  They engage in 
  decadent behaviors no right-thinking man would 
  condone in public.  Most use architecture and 
  details from their home country to create a cult 
  space where members feel like they are back in the 
  old country regardless of their actual geographic 
  location.
  
  151
  Quick Description
  The cult springs up from the fertile ground of 
  Indiaʼs religious cacophony.
  Effect
  The organizationʼs experience and deep 
  appreciation of the human condition allows it 
  to reduce the time or organizational Knowledge 
  (Behavioral Sciences) and Search skill checks by 
  one-half.  
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Which god or goddess does the cult 
  worship?
  2. Is the cult considered a respectable form of 
  worship in India?
  3. Does the cult allow its members to hold 
  other religious beliefs?
  4. Does the cult allow non-Indians to join?
  GRECO-ROMAN
  The Greeks and the Romans created the basis of 
  European civilization.  Their laws and philosophy 
  profoundly inﬂuence everything from real estate 
  transactions to codes of professional conduct.  
  Cults claiming descent from this ancient tradition 
  worship the old gods.  They also engage in the 
  perversions so beloved by both cultures.
  Greco-Roman cults sport the trappings of Greek 
  and Roman culture.  They wear togas at their rites, 
  speak in Latin or Greek, and worship gods like 
  Zeus or Saturn.  Most favor large marble halls for 
  their meeting places.  Many keep slaves despite the 
  practiceʼs dubious legality.
  Quick Description
  The cult traces its linage back to the golden ages of 
  Classical thought.
  Effect
  The cultʼs long history and profound understanding 
  of Classical science allows it to reduce the time 
  of organizational Knowledge (History) and 
  Knowledge (Physical Sciences) skill checks by 
  one-half.
  Questions for Detailed Description
  The follow questions help ﬂesh out the cultʼs ethnic 
  origin.
  1. Does the cult follow Greek or Roman 
  fashions?
  2. Would the cult describe itself as a mystery 
  religion or a philosophical school?
  3. Do the cult members communicate among 
  themselves in Latin or Greek?
  4. Does the cult enjoy the excesses of Greek 
  and Roman life more than the intellectual 
  stimulation of its philosophy?
  Structure Descriptors
  The structure descriptors serve the straight-forward 
  purpose of describing the cultʼs internal hierarchy.  
  This hierarchy protects the upper echelons from 
  distraction and interference while allowing them 
  to pass orders to the seething masses below them.  
  They expect, and receive, absolute obedience.  At 
  least, they receive absolute obedience until the 
  heroes somehow foil their dastardly plan.
  The structure descriptors include cell, centered, 
  circuit, monolithic, and scattered.
  CELL
  A cult with a cell structure organizes itself into 
  small autonomous groups.  Cell members do not 
  know anyone in the cult beyond their immediate 
  circle.  Cell leaders might know one other leader 
  but will usually receive their instructions through 
  a blind drop or other anonymous communication 
  method.
  Quick Description
  The cult possesses a highly decentralized structure 
  in which each leader only knows one other leader.
  Effect
  The organizationʼs decentralized structure allows 
  it to hide.  No matter how much investigation it 
  suffers it never appears more than one-tenth its 
  actual size.  
  
  152
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  internal structure.
  1. How does the cult recruit new cell 
  members?
  2. What blind methods does the cult use to 
  pass information from cell to cell?
  3. Do the cell leaders have any way to contact 
  a central cultic authority?
  4. How does the cult insure orthodoxy among 
  cell members?
  CENTERED
  A centered cult maintains strong internal leadership 
  and relatively strict hierarchies.  Power is 
  distributed throughout the organization, with local 
  leaders making decisions for their own groups 
  without seeking permission from above.  The 
  organization responds quickly to damage but is 
  easily monitored.
  Quick Description
  The other cult members obey the leadership 
  without question or hesitation but local leaders 
  remain some control.
  Effect
  The cultʼs centralized command structure makes it 
  impossible for it to hide its size, though it can use 
  organization skills to foil investigations.  However, 
  its efﬁcient approach to management also allows it 
  to heal organizational damage at twice the normal 
  rate.  
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  internal structure.
  1. Where is the cultʼs central headquarters 
  located?
  2. How much autonomy do the local leaders 
  possess?
  3. Why does the cult rely on centralized 
  authority?
  4. How does the cult deal with heretics?
  CIRCUIT
  The cultʼs leaders make regular trips to the local 
  chapters.  The chapters themselves do not have a 
  formal local leader; instead they must wait for the 
  leader to arrive before taking action.  Most chapters 
  develop an informal leader of some sort who can 
  take care of small problems without waiting for 
  approval.
  Quick Description
  The cultʼs leaders move from chapter to chapter, 
  spreading hope and good news as they go.
  Effect
  The cultʼs hands-on approach to leadership makes 
  it highly responsive but somewhat lacking in the 
  direct application of power.  The cult may take 10 
  on Response checks but suffers a penalty equal to 
  its Response modiﬁer on all Force checks
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  internal structure.
  1. How do the leaders travel when moving 
  from chapter to chapter?
  2. How many times a year does a chapter 
  encounter a leader?
  3. How long does the leader stay with the 
  chapter?
  4. How many chapters does a leader visit each 
  year?
  MONOLITHIC
  The cultʼs leader clutches the reins of power in 
  his tight ﬁsts.  No one in the organization may 
  take action without direct orders from the leader 
  himself.  Some particularly aggressive subordinates 
  may act without instruction under the belief it is 
  easier to ask for forgiveness than permission.
  Quick Description
  The cult focuses all of its resources and power into 
  a single man.
  Effect
  The cultʼs focused leadership approach allows it to 
  concentrate power but slows down its responses.  
  
  153
  The cult may take 10 on Force checks but suffers a 
  penalty equal to its Force modiﬁer on all Response 
  checks
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  internal structure.
  1. Does the cult believe its grand leader to be 
  of divine origin or appointment?
  2. What does the cult do when someone 
  oversteps their bounds?
  3. Does the cult leader have the power of life 
  and death over his followers?
  4. Does this monolithic structure conﬂict with 
  the cultʼs philosophy and avowed beliefs?
  SCATTERED
  A scattered cult is linked together by chains of 
  tradition rather than organization.  Its chapters and 
  members may exist anywhere.  Many do not even 
  know about the others or have only the dimmest 
  awareness of their involvement with a larger 
  organization.  At the same time, they will help one 
  another when they can, even going so far as to lay 
  down their lives for complete strangers.
  Quick Description
  The cult has a decentralized structure but the 
  leaders know each other fairly well.
  Effect
  The cultʼs highly disorganized approach makes it 
  difﬁcult to coordinate resources.  It cannot take 10 
  or 20 on a skill check.  However, it gains DR equal 
  to its highest attribute modiﬁer against attacks by 
  other organizations
  Questions for Detailed Description
  The following questions help ﬂesh out the cultʼs 
  internal structure.
  1. How did the cult become so scattered?
  2. Do members of different cult chapters 
  recognize one another as brothers in the 
  same organization?
  3. How much control does each chapter leader 
  have over his minions?
  4. How do the chapter leaders interact with 
  one another?
  Quick or Detailed 
  cult Creation
  A cult with a full set of descriptors has enough 
  information listed in the “Quick Descriptions” 
  to act as a plot element.  By using the pre-built 
  characters in the back of this book the GM can be 
  up and running with a cult in a matter of a half-hour 
  or less.
  However, many GMs will want even more detail 
  about their cults.  For these GMs the “Questions for 
  Detailed Descriptions” sections provide a starting 
  point for further work.  Using these questions he 
  can produce almost endless details to satisfy his 
  playersʼ or his own curiosity.
  In order to use the questions ﬁrst amass the lists 
  from all of the cultʼs descriptors into a single list.  
  Then sort the questions into related groups, jotting 
  down notes and potential answers while doing 
  so.  There is no “right” or “wrong” way to sort the 
  questions.  Each Game Master will see different 
  connections between them.  Those connections, and 
  how they inﬂuence the answers to other questions, 
  add depth and texture to the cult.
  The questions provide a guide to laying out the 
  cultʼs membership requirements, environs, and the 
  kinds of encounters characters will have with it.  As 
  with the sorting, there is no right or wrong answers, 
  just varying degrees of detail and imagination 
  applied to the cultʼs background.
  All that remains is to create the cult using the 
  Organization Rules which follow.
  
  154
  ORGANIZTION RULEs
  Organizations are described much like other Game 
  Master characters, with ability scores, skills,and 
  feats.
  ABILITY SCORES
  Like a character, an organization is deﬁned by six 
  ability scores and has skills, feats, and hit points. 
  These function in a similar way to those of any 
  character. An organization reduced to 0 hit points 
  is destroyed, while an organization with an ability 
  score of 15 has a +2 bonus. 
  The six ability scores are:
  Force (For): Analogous to Strength, Force
  measures how powerful an organization is in 
  terms of military might. An organization with 
  a low Force might be able to hire thugs to beat 
  someone up, while an organization with a High 
  Force might have summoned demons, assassins, or 
  even a private army. Force modiﬁes how help and 
  protection the characters get from the organization 
  or how the organization will oppose them.
  Response (Resp): Analogous to Dexterity. The
  higher an organizationʼs Response score, the faster 
  and more agile it is. If the characters are working 
  for a group with a low Response, it might take 
  weeks or months before they get help. A group with 
  a high Response might be constantly monitoring 
  the charactersʼ actions, ready to step in at a 
  momentʼs notice.
  Resources (Reso): Analogous to Constitution,
  Resources measures the ﬁnancial strength and 
  backing of the organization. A group with high
  Resources might be extremely wealthy or 
  have huge stockpiles of equipment or treasure. 
  Resources modiﬁes how big a Wealth bonus 
  characters get from being part of the organization. 
  It also adds to the organizationʼs hit points, as the 
  higher the Resources the more resilient it is.
  Information (Info): The equivalent of
  Intelligence, this measures how much scientiﬁc
  knowledge and research ability the organization 
  has. A group with low Information lacks 
  laboratories and researchers; a group with high 
  Information has vast archives. Information modiﬁes 
  the amount of research and background data the 
  characters can get from the organization, as well as 
  how many skill points the organization has.
  Occult (Occ): Analogous to Wisdom, Occult
  measures how much magical or mystical power 
  and knowledge the organization has. A low Occult 
  score indicates very little stored information on the 
  occult and only a minor occultist on its payroll. An 
  organization with a high Occult has an extensive 
  magical library and a whole staff of occultists on its 
  payroll.
  Inﬂuence (Inﬂ): The equivalent of Charisma,
  Inﬂuence measures how much pull the organization 
  has. An organization with high Inﬂuence can 
  deal with governments and national groups. An 
  organization with a low Inﬂuence might have 
  trouble altering the opinion of its neighbors. 
  Inﬂuence modiﬁes a characterʼs Reputation.
  Organizations do not roll for ability scores;
  instead the Game Master assigns the scores.
  Alternatively, let the players build their own 
  organization by buying ability scores from a points 
  budget.
  A minor, local organization might have 20-40
  points to spend on ability scores. A fringe cult or 
  section of a large government group like a police 
  precinct might have 50-80 points. A major national 
  organization or worldwide organization might have 
  100 or more points. 
  Unlike characters, organizations buy ability scores 
  using points on a one-to-one basis.
  APPLYING ABILITY SCORES
  Force: Roll Force whenever a question of sheer 
  manpower comes up for an organization. Force also 
  determines how much damage an organization can 
  do.
  
  155
  Response: Response determines how aware the 
  organization is of the charactersʼ actions. It also 
  serves as a form of Initiative—an organization with 
  high Response will respond quicker to a characterʼs 
  requests.
  Resources: Each character may add the
  Resources modiﬁer of the organization to their
  Wealth bonus (do not subtract if the Resources 
  modiﬁer is negative). If they do so, then the 
  materials or services they acquire from a purchase 
  check are technically the organizationʼs and not 
  their own.
  Also, increase or decrease the hit points of the
  organization by 5% multiplied by the organizationʼs 
  Resources modiﬁer.
  Information: Information determines how
  many skill points the organization has. An
  Information check can be used to determine if the 
  organization knows something offhand.
  Occult: Occult measures both how much practical 
  mystical knowledge the organization has, as well as 
  its occult defenses and resources.
  Inﬂuence: If the character identiﬁes himself as
  a member of the organization (and the organization 
  is known), the character applies the organizationʼs 
  Inﬂuence modiﬁer to his Reputation bonus. This 
  can actually reduce the characterʼs Reputation 
  bonus.
  HIT POINTS
  The hit points of an organization are calculated
  as follows:
  •   +1 for each individual member
  •   +5 for each member with special skills 
       (such as a character)
  •   +10 for each inﬂuential leader
  •   +20 for each major stronghold or  
       headquarters
  ORGANIZATION SKILLS & ACTIONS
  An organization has a number of skill points
  equal to four times its Information score.
  Organizations can select from the table on the 
  following page.
  In general, an organization makes skill checks
  just like a character and with similar effect. For
  example, a librarian character trying to locate an 
  obscure news article would make a Research check 
  (1d20 + the characterʼs Research skill ranks + Int 
  bonus) against DC 15. An FBI agent character 
  could make a request for his organization to do the 
  same and the GM would make a Research check 
  for the FBI (1d20 + the FBIʼs Research skill ranks 
  + Info bonus) at the same DC.
  Of course, the FBI has a very high Research
  skill and huge Info bonus. The disadvantages 
  of going through an organization instead of the 
  character making the check himself are:
  •   Requests made of an organization can be
      tracked or intercepted. 
  •   Cigarette-smoking men could nefariously
       interfere with the result of the Research    
       check.
  •   Requests take a great deal of time, often
       much longer than it would take the 
      character to do the task himself.
  
  156
  ORGANIZATION SKILLS
   
   
   
   
   
   
   
   
   
   
   Time
  Skill  
   
  Ability  Uses 
   
   
   
   
   
   
   Required
  Computer Use  
  Info  
  Hacking, computer security, programming,searches   
  8 hours
  Craft  
   
  Info  
  Building specialized equipment  
   
   
   
  48 hours
  Decipher Script  Info  
  Breaking codes, analyzing ancient tomes  
   
   
  24 hours
   
   
  or Occ 
  Demolitions  
  Resp  
  Disarming bombs  
   
   
   
   
  -
  Disguise  
  Resp  
  Arranging for disguises for the characters  
   
   
  4 hours
   
   
  or Inﬂ 
  Forgery   
  Info  
  Forging documents, IDs   
   
   
   
  8 hours
  Gather Information For  
  Door to door searches, surveys, rumor control  
   
  48 hours
   
   
  or Inﬂ 
  Intimidate 
   For  
  Gunboat diplomacy or subtle political pressure  
   
  24 hours
   
   
  or Inﬂ 
  Investigate 
   Info  
  Crime scene investigation   
   
   
   
  8 hours
   
   
  or Occ 
  Knowledge
      Arcane Lore  Occ 
   Information on occult, aliens  
   
   
   
  48 hours
      Art  
   
  Info  
  Information on art history, art world rumors   
   
  24 hours
      Behavioral Sciences 
   
   
  Info  
  Psychological analysis  
   
   
   
   
  24 hours
      Business  
  Info  
  Information on business world, business rumors  
   
  24 hours
      Civics  
  Inﬂ  
  Information on law and legislation, politics   
   
  48 hours
     Current Events  Inﬂ  
  Information on current events, scanning the news  
   
  8 hours
      Earth and Life Sciences 
   
   
  Info  
  Information on biology, botany, geology, etc.  
   
  48 hours
       History  
  Info 
   Information on history  
   
   
   
   
  48 hours
   
   
   or Occ
      Physical Sciences 
   
   
  Info  
  Information on chemistry and physics  
   
   
  48 hours
      Popular Culture 
   
   
  Inﬂ  
  Entertainment rumors and news  
   
   
   
  8 hours
      Streetwise  
  Inﬂ  
  The word on the street  
   
   
   
   
  8 hours
      Tactics  
  For  
  Strategic and tactical advice  
   
   
   
  8 hours
      Technology  
  Info 
   Information on cutting-edge technology and devices   
  12 hours    
      Theology and Philosophy 
   
   
  Occ  
  Information on religions and philosophy  
   
   
  48 hours
  Repair  
   Info  
  Repairing specialized equipment   
   
   
  1 week
  Research  
  Info  
  Digging through public records, libraries, etc.  
   
  48 hours
  Search   
  For  
  Searching an area for a runaway  
   
   
   
  24 hours
  Treat Injury  
  Reso  
  Medical treatment  
   
   
   
   
  1 week
  
  157
  Making Requests
  A character can submit a request for assistance
  just by making a telephone call. However, every 
  organization takes some time to process such 
  a request and provide aid. The organizationʼs 
  Response modiﬁer determines how quickly it 
  responds.
  If the character is in bad standing with the 
  organization, a penalty may be applied to Response 
  (usually –2 or –4). 
  Each skill check has a time requirement: add the 
  response time to the time required for the skill 
  check to work out how long it will take for the 
  characters to get the results of the skill check.
  In addition to making skill checks, an organization 
  can also perform the following actions:
  •   The organization can take 10.
  •   The organization can keep rerolling, but
      each attempt takes the normaL Response 
      time.
  •   The organization can take 20, but it
      takes 10 times longer than normal.
  REQUEST TIMES
  Request Modiﬁer  
  Time
   
  -5  
   
  One month
   
  -4 
    
  Three weeks
   
  -3  
   
  Two weeks
   
  -2  
   
  One week
   
  -1  
   
  Three days
   
   
   
  One day
   
  +1  
   
  12 hours
   
  +2 
   
   8 hours
   
  +3  
   
  4 hours
   
  +4  
   
  1 hour
   
  +5  
   
  30 minutes
   
  +6  
   
  10 minutes
   
  +7 or more 
   Instantly
  Some situations give a bonus to the Response
  modiﬁer:
  Situation  
   
   
   
  Modiﬁer
  Emergency!   
   
   
  +3
  Characters are geographically 
  distant from the organization
  Outside usual scope of activities  
  -2
  Remote area   
   
   
  -4
  Extremely isolated area  
   
  -6
  Lost   
   
   
   
  -8
  ORGANIZATION ACTIONS
  Action   
   
   
   
   
   
  Ability   
  DC  
  Time
  Minor military support (two police ofﬁcers/thugs)  
  Force   
  10  
  5 min.
  Signiﬁcant military support (police squad, assassins)  
  Force   
  12  
  10 min.
  Major military support (SWAT team, snipers)*   
  Force   
  15  
  30 min.
  Overwhelming military support (helicopter gunships)*  Force   
  20  
  8 hours
  Loan of advanced or heavy weaponry*   
   
  Force   
  15  
  24 hours
  Car rental  
   
   
   
   
   
  Response  
  5  
  1 hour
  Plane tickets to anywhere  
   
   
   
  Response  
  15  
  1 hour
  Helicopter*  
   
   
   
   
   
  Response  
  20  
  1 hour
  Aid another with Investigate, Knowledge, or Research  Information  
  5  
  24 hours
  Casting a spell*  
   
   
   
   
  Occult   
  15  
  48 hours
  Spreading rumors  
   
   
   
   
  Inﬂuence  
  10  
  48 hours
  Rumor control   
   
   
   
   
  Inﬂuence  
  15  
  24 hours
  Cover-up 
   
   
   
   
   
  Inﬂuence  
  20  
  24 hours
  *Requesting any of these too often will really annoy the organization. Also, not every organization 
  can provide these actions. Asking your local police station to cast a spell for you will get an immediate 
  response, but not the one you were asking for.
  
  158
  ORGANIZATION FEATS
  Most organizations have one feat per two
  important characters (basically, one per two player 
  characters or inﬂuential GMCs) to a maximum of 
  three for a local organization, six for a national, or 
  twelve or more feats for a massive, world-spanning 
  group.
  Arsenal
  The organization has a large stockpile of weaponry.
  Beneﬁt: The organization has a +5 bonus to Force 
  checks for requisitioning weaponry and has access 
  to military-grade or illegal gear.
  Artifact
  The organization has access to an ancient mystical 
  artifact or alien device of considerable power. The 
  organization knows a little about the artifact but has 
  not yet fathomed its full power.
  Beneﬁt: The characters can gain access to the 
  artifact if the organization makes an Occult check 
  (DC 15).
  Special: The organization may take this feat more 
  than once.
  Covert
  The organizationʼs very existence is concealed.
  Beneﬁt: The organization gives no Reputation
  increase (or decrease), but its members are “off the 
  grid” in terms of ﬁngerprints, police records, and so 
  on, which gives the characters considerably more 
  latitude when it comes to avoiding the attention of 
  the authorities.
  Emergency Response
  The organization is always on standby to help the 
  characters.
  Beneﬁt: The organization has a +5 bonus to
  Response for the purposes of determining Response 
  time.
  Fanatical Loyalty
  The organization demands absolute faith from its 
  members.
  Beneﬁt: Organization members may add the
  groupʼs Occult bonus to Will saves for the purposes 
  of resisting mind control effects.
  Financial Sway
  The organization is adept at using its ﬁnancial 
  muscle to inﬂuence other groups
  Beneﬁt: The organization may use Resources
  instead of Inﬂuence for the purposes of pulling
  political strings.
  Forensic Laboratory
  The organization has a well-equipped forensics 
  laboratory.
  Beneﬁt: The organization has a +2 equipment
  bonus to Investigate checks. If a character uses 
  the forensics lab, he gets a +4 equipment bonus to 
  Investigate and Treat Injury checks.
  Hospital
  The organization has a private medical facility.
  Beneﬁt: The organization has a +4 equipment
  bonus to Treat Injury checks.
  Library
  The organization has an extensive reference library 
  dealing with a particular subject.
  Beneﬁt: Choose a subcategory of the Knowledge 
  skill (such as Knowledge (arcane lore) or 
  Knowledge (technology)). The organization has 
  a +2 equipment bonus to that particular type of 
  Knowledge check. If a character uses the library, he 
  gets a +4 equipment bonus to that particular type of
  Knowledge check.
  Special: The organization may take this feat more 
  than once.
  Occult Library
  The organization has a comprehensive library of 
  occult texts.
  Prerequisite: Library of Knowledge (arcane lore)
  Beneﬁt: Members capable of casting arcane spells 
  are treated as having an additional +1 to their 
  Intelligence modiﬁer for the purposes of learning, 
  casting, and preparing spells.
  Research Lab
  The organization has a well-equipped research 
  laboratory
  Prerequisite: Forensic Laboratory
  Beneﬁt: The organization has access to a research 
  
  159
  laboratory, 
  which gives it 
  a +2 equipment bonus to 
  Craft, Investigate, Repair, 
  and Knowledge (technology) 
  checks. It can also produce 
  specialized equipment in half the 
  normal time.
  Secure Base
  The organizationʼs headquarters is protected by
  state of the art security systems.
  Beneﬁt: The organization gains +20 hit points and 
  the headquarters is well defended.
  Special: The organization may take this feat more 
  than once.
  Widely Known
  The organization is famous
  Beneﬁt: Members gain an additional +5 bonus 
  to Reputation, but they will also attract attention 
  wherever they go.
  DAMAGING AN ORGANIZATION
  Every organization has a number of hit points.
  This is an abstract value that measures how 
  much disruption the organization can take to its 
  structureand plans before collapsing. Losing all its 
  hit points does not mean that every single member 
  of an organization is killed—a group may be forced 
  to disperse long before it loses all its members.
  ORGANIZATION DAMAGE
  Event  
   
   
   Hit Points Lost
  Member lost or killed  
   
   1
  Leader or ofﬁcer lost or killed  
  2d6
  Major base destroyed   
   
  3d10
  Plot foiled  
   
   
   
  1d10
  
  160
  Chapter EIGHT:
  NAZIS
  The Green Falcon hung precariously by his ﬁngers 
  from the metal gantry.  Below him, the distant 
  ground was visible through the open maintenance 
  bay of the zeppelin.  Above him, the barrel of a 
  gun, held in the leather-clad hands of SS Major 
  Reinhardt Kritzinger.
  The Nazi cocked the Luger, 
  ready to ﬁre at the helpless 
  form that dangled below 
  him.  “So this is the end 
  of the famous Grünfalke.  
  Pathetic.   You will die 
  unknown, unmourned...and a failure.  The 
  delivery of the poison gas via this airship is 
  already complete.  We will release it, and the 
  prevailing winds will carry it into New York 
  City.  The death toll will be tremendous...and 
  the shock of it will completely break the spirit of 
  this mongrel nation.”
  Kritzinger grinned maniacally as he saw one of the 
  Green Falconʼs hands lose its grip and slip off the 
  gantry.
  “Youʼre forgetting something.”  The Green Falcon 
  said calmly.  “The poison gas is ﬂammable....and 
  so is hydrogen.”
  His hand came back into view, gripping a chromed 
  .45.
  The weapon spat death in the enclosed space, as 
  the Green Falcon let go of the gantry and fell, 
  still ﬁring.  Bullets ripped through the gas bags 
  all around the Nazi, and ricocheted off the metal 
  supports, throwing sparks.
  The Hindenberg erupted into a huge ball of ﬂame 
  over Lakehurst, New 
  Jersey...and the secret 
  cargo of poison was 
  consumed in the 
  conﬂagration.
  ...and what of the Green Falcon?   
  Well that is another tale....
  Perhaps no other group makes as perfect a villain 
  for pulp RPG campaigns as the Nazis.  They are 
  the embodiment of evil, and suited for any tale, 
  whether it is a straightforward tale of espionage, 
  or a far-fetched story of occult powers and super-
  science.
  Ironically, for much of the run of the pulps 
  themselves, the Nazis werenʼt featured as villains 
  that often, until late in the thirties when conﬂict 
  with them began to seem inevitable.  The earlier 
  AN IMPORTANT POINT
  This chapter is in no way an effort to downplay the very real evil represented by the Nazi ideology--
  nor does it intend disrespect to the memory of the millions killed by the Nazi regime.   It is simply an 
  examination of two-dimensional villains as portrayed in the pulp genre.  Real-life Nazis are a serious 
  subject.  Pulp Nazis are scene-chewing Evil Villains.  This chapter deals with the latter.
  
  161
  pulps avoided real-world politics, in favor of 
  featuring obviously fascist villains from made-up 
  nations.
  The Rise of the Nazis
  In the years following World War I, Germany was 
  ruled by a democratic Republic.  The Weimar 
  Republic was an unstable government, and was 
  constantly under attack from both left-wing and 
  right-wing reactionary political parties, ﬁghting to 
  shape the future of the country and wrest control 
  away from the Republic.
  Many of these reactionary organizations were 
  occult societies formed during the previous century.  
  Among these were the New Templars, the Runic 
  Order, and the Thule Society, an occult group 
  obsessed with racial purity, anti-Semitism, national 
  pride and militarism.   
  The Thule Society sponsored a miniscule political 
  party, the German Workerʼs Party -- in reality little 
  more than the strong arm of the Thules, thugs that 
  they could use against other groups. All of that 
  changed with the arrival of Adolf Hitler.  
  Hitler was born in 1889 in 
  Austria.  An undistinguished 
  student, Hitler had several 
  unsuccessful attempts to 
  become a student of art 
  in the Vienna College of 
  Fine Art, and was forced 
  to take several menial jobs 
  performing manual labor. 
  Jewish citizens were very 
  prominent in the cultivated 
  society of Vienna, and Hitler 
  saw them as blocking his 
  rightful ascendance as a great 
  artist. This anti-Semitism, 
  coupled with a growing 
  fascination with the Aryan 
  ideal of German culture, 
  would shaped Hitlerʼs 
  political opinions.
  During the First World War, Hitler served as a 
  corporal in the German army. He fought bravely, 
  being awarded the Iron Cross, and was wounded in 
  combat.  During his hospitalization, he heard of the 
  German defeat. He believed that Germany had been 
  betrayed from within.
  When he was discharged from the hospital, 
  he found himself, like many of his comrades, 
  unemployed. Like many disaffected veterans, 
  he joined one of the paramilitary,  political 
  organizations—the German Workersʼ Party.
  By 1920, the German Workersʼ Party changed 
  its name to the National Socialist German 
  Workingmenʼs Party (abbreviated as the Nazi 
  Party).  By his skill as a ﬁery orator and efﬁcient 
  organizer, Hitler became the Führer (leader) of the 
  Party in 1921. 
  The Party adopted an emblem, the swastika -- an 
  ancient symbol used by Buddhists and western 
  occultists.   Through the partyʼs newspaper, Hitler 
  ﬁercely denounced the Treaty of Versailles and the 
  socialists who had, he believed, delivered a ʻstab in 
  
  162
  the backʼ to Germany in 1918. 
  Under Hitler, the party which had begun as a 
  strong-arm group to protect the interests of the 
  Thule Society, organized its own strong-arm group 
  -- the Sturmabteilung (also known as the S.A., 
  Stormtroopers, or Brownshirts) to protect the Nazi 
  meetings and disrupt the meetings of other parties, 
  such as the Communists.
  In November 1923, Hitler and his S.A., joined 
  by  other militant reactionaries, tried to overthrow 
  the Weimar Republic. They carried 
  out a coup dʼetat in Munich, but 
  the Bavarian government 
  suppressed them. In 
  April 1924, Hitler was 
  put on trial and 
  was sentenced 
  to ﬁve yearsʼ 
  imprisonment 
  at Landsberg 
  prison, but 
  in a typical 
  display of 
  the leniency 
  the Weimar 
  Republic 
  showed to the 
  right-wing, he 
  was released after 
  serving only 9 
  months.
  While in prison, Hitler 
  laid down the basic ideas 
  behind the Nazi movement in 
  his book, Mein Kampf (My Struggle).
   Hitler divided mankind into two groups: the 
  Aryans (the master-race) and the non-Aryans 
  (the slave races). The Germans, he asserted, were 
  Aryans, and destined to rule the world.  Hitler 
  said that the Jews were the most vicious of the 
  slave races, having caused the German defeat in 
  World War I by encouraging the socialists in the 
  November Revolution in 1918 which overthrew the 
  Kaiser.
   Hitler suggested if Germans wanted their nation to 
  be strong again, they had to believe in the Führer 
  -- Hitler himself.  He would remove the Jews from 
  Germany so that they would not pollute the German 
  blood by intermarriage. Then he would replace the 
  parliamentary government by Nazi rule—the rule 
  of an elite who accepted orders from Hitler alone. 
  The Nazis would nationalize the big business, 
  provide employment for all workers, implement 
  land reforms for peasants and destroy the chains 
  placed upon the German people by the Jewish 
  capitalists. Hitler claimed that he would 
  make Germany economically self-
  sufﬁcient.  He would abolish 
  the humiliating Treaty 
  of Versailles, bring 
  about the union of 
  all Germans in a 
  single German 
  state (the Gross-
  deutschland) 
  and, in order 
  to provide 
  for additional 
  living space 
  for the 
  nourishment 
  of the future 
  generations 
  (ʻLebensraumʼ), 
  Hitler proposed 
  to conquer eastern 
  Europe.
   With a party platform 
  which appealed to many 
  Germans, the Nazis took part in the 
  national elections.  However, in times of economic 
  prosperity, the Nazis could make little headway. 
  In the election of May 1924, only 32 Nazis were 
  elected to the Reichstag. In December 1924, the 
  number dropped to 14. Despite the poor election 
  results, the Nazi Party still showed a sturdy growth 
  in these years. By 1929, the total party membership 
  was 178,000.
  The Nazis began to receive ﬁnancial support from 
  
  163
  industrialists who saw  the Nazis as an 
  anti-socialist and anti-communist tool 
  which could be used to keep the left-
  wing in check.
  Hitler strengthened his control 
  of the party by forming his 
  personal body-guard, the 
  Schutzstaffel (“Defense 
  Unit”), also known as the SS or 
  Blackshirts.
  With the Great Depression, the 
  Nazis saw their opportunity.   In 
  October 1929, the New York Stock 
  Market suddenly collapsed. American 
  investors recalled their short-term 
  loans from Germany, sending the 
  economy into a tailspin.  In early 
  1931, one of Germanyʼs three largest 
  banks collapsed. The German economy depended 
  largely on American loans. Without American 
  loans, production dropped drastically, and exports 
  dried up.  By 1932, a quarter of the working 
  population of Germany was unemployed. 
  Faced with economic hardship, the Germans 
  lost any faith they might have in the democratic 
  Republic. It was not surprising that they turned 
  to extreme parties for desperate remedies.  In the 
  general election of September 1930, the Nazis won 
  6.5 million votes, took 107 seats in the Reichstag 
  and became the second largest party in the country. 
  The Communists obtained 4.5 million votes and 
  77 seats. Although the Social Democrats remained 
  the largest party, it had lost much popularity and 
  support.
   The unpopularity of the government was shown 
  in the presidential election of April 1932. The 
  Republican coalition put forward Von Hindenburg. 
  He was re-elected with nineteen million votes. But 
  Hitler, who also entered himself for election, won 
  thirteen and a half million votes. 
  In the next six months, the government tried to 
  get a Reichstag majority by holding two elections. 
  The ﬁrst took place in July. In that election,  the 
  votes for the Nazis more than doubled. The Nazis 
  won 230 Reichstag seats and became the largest 
  single party in the Reichstag. 
  Disappointed by the results of the election, the 
  government held another in November.  However, 
  in this election, the Communists made tremendous 
  gains and won 100 seats in the Reichstag.  Many 
  inﬂuential businessmen and landlords became 
  alarmed at the spectre of a Communist Revolution 
  in Germany, and so the conservative Nationalists 
  decided that their cause could be served by 
  supporting Hitler, a staunch anti-communist.
  On January 28, 1933, Von Hindenburg invited 
  Hitler to be the Chancellor of Germany.
  It took Hitler only eighteen months to concentrate 
  all of the power into his own hands.
  The ﬁrst thing he did was to arrange for an 
  election so as to secure a pro-Nazi majority in 
  the Reichstag. To prepare for Nazi success in the 
  election, Hitler appointed party member Hermann 
  Goering as Minister of Interior of Prussia and 
  
  164
  Hitler wanted to transfer all legislative power of 
  the Reichstag to himself, but any change in the 
  Constitution required a two-thirds majority in the 
  Reichstag. Thus Hitler arrested 81 Communist 
  deputies, and bribed the Nationalist Party and 
  the Centre Party. As a result, in March 1933, the 
  Nazis outvoted the Social Democrats by 444 to 
  94 and passed the Enabling Bill which gave Hitler 
  unlimited power to draft and pass any laws without 
  the Reichstag. The German Constitution was 
  destroyed.
  Hitler wasted no time in consolidating 
  his power. The Law of Reconstruction 
  of the Reich (January 1934) abolished 
  the 
  state legislatures and 
  subordinated them 
  to the central 
  government at 
  Berlin. Trade 
  Union ofﬁces were 
  raided by the S.A. 
  and S.S. troops. 
  Soon afterward, 
  all political 
  parties except the 
  Nazi Party were 
  declared illegal.
  The time then 
  came for Hitler 
  to deal  with his 
  political rivals 
  within the party. 
  Ernst Roehm, the 
  Chief of Staff of the S.A., was Hitlerʼs 
  chief political rival. Roehm had at his 
  command 2 million Storm-troopers (S.A.). 
  This constituted a great threat to Hitlerʼs 
  political position, since he feared that The S.A. 
  might absorb the smaller German Army, leaving 
  Roehm in command of the nations entire military 
  force. Therefore, Hitler decided to get rid of Roehm 
  and the S.A.
  On 29th June, 1934. Hitler, accompanied by 
  the Schutzstaffel (SS), personally arrested Ernst 
  Roehm. During the next 24 hours 200 other senior 
  SA ofﬁcers were arrested. Many were shot as 
  ordered the S.A. and S.S. to launch assaults on the 
  anti-Nazi political parties. 
  On 27 February, the Reichstag building was 
  burned down and the Communists were falsely 
  accused of using the ﬁre as a signal for Communist 
  insurrection. In the guise of defending the country 
  from an alleged Communist Revolution, Hitler 
  asked for emergency power from President 
  Hindenburg.
  In a wave of hysteria 
  over the perceived 
  Communist 
  threat, President 
  Hindenburg 
  signed a decree 
  suspending the 
  civil liberties 
  guaranteed 
  under the 
  Constitution. 
  Henceforth, 
  the German 
  citizens had 
  no personal 
  liberty, no 
  freedom 
  of speech, 
  no freedom 
  of assembly, and no 
  freedom of expression. They were 
  subject to house searches and 
  arrest and could be tried by the 
  special Peopleʼs Courts. Hitler made 
  use of this presidential emergency 
  power to immediately arrest ﬁve thousand 
  Communist ofﬁcials.
   In the Reichstag election that followed, the Nazis 
  banned the Communist and Socialist newspapers. 
  The Nazis also made use of the radio stations to 
  broadcast propaganda. The Stormtroopers marched 
  in the streets in a show of force to inﬂuence the 
  election. Still, less than one half of the electorate 
  (43.9%) voted for Hitler, so that only with the aid 
  of the Nationalists (8%) was Hitler able to obtain a 
  bare majority in the Reichstag.
  
  165
  soon as they were captured but Hitler decided that 
  Roehm should be allowed to commit suicide but, 
  when Roehm refused, he was killed by two SS 
  men.
  The purge of the SA was kept secret until it was 
  announced by Hitler on 13th July. It was during this 
  speech that Hitler gave the purge its name:  Night 
  of the Long Knives. 
  Hitler claimed that 61 had been executed while 
  13 had been shot resisting arrest and three had 
  committed suicide. Some historians have argued 
  that as many as 400 people were killed during 
  the purge. In his speech Hitler explained why 
  he had not relied on the courts to deal with the 
  conspirators: “In this hour I was responsible for the 
  fate of the German people, and thereby I become 
  the supreme judge of the German people. I gave the 
  order to shoot the ringleaders in this treason.”
   When President Von Hindenburg died in August 
  1934, Hitler announced that he would combine in 
  himself the ofﬁces of President and Chancellor. He 
  used a combined title, Führer und Reichskangler 
  (Leader and Reich Chancellor and Supreme 
  Commander-in-Chief). Army ofﬁcers took the oath 
  of allegiance to Hitler personally. Hitlerʼs personal 
  dictatorship was now complete. The Third Reich 
  was ofﬁcially proclaimed.
  The Third Reich
  The Nazi control of Germany was absolute. 
  The entire nation was indoctrinated to the Nazi 
  ideology.  Those who did not adhere to the new 
  directives found themselves the subjects of state-
  sponsored harassment, arrest, imprisonment or 
  execution.
  Education, from kindergarten to university, was 
  geared towards the total immersion of Germanyʼs 
  youth in the tenets of the Nazi ideology.Boys 
  (10-18 years old) were sent to the Hitler Youth, 
  girls (10-18 years old) to the Hitler Maidens. 
  School textbooks were re-written along Nazi lines 
  and University professors were required to wear 
  swastika and take an oath of allegiance to Hitler.
  Dissent within Germany was handled by the secret 
  state police (Geheime Staatspolizei - abbreviated 
  to Gestapo), an organization which began as the 
  political department of the Prussian police during 
  the Weimar Republic. With Hitlerʼs rise to power, 
  Hermann Goering became the interior minister of 
  Prussia, taking over the Prussian political police 
  and naming Rudolf Diels as its executive director. 
  The suspension of civil liberties following 
  the Reichstag ﬁre in 1933 gave the Gestapo 
  complete freedom to impose “protective custody” 
  (Schutzhaft) and to prevent undesirable political 
  activities. When Goering was made Prime Minister 
  of Prussia on 11 April1933, the Gestapo was 
  separated entirely from the overall police structure.
  Heinrich Himmler eventually established SS 
  control over the political police and concentration 
  camps in all Germany, including Prussia, where, as 
  Goeringʼs deputy, he took over the Gestapo on 20 
  April,1934. 
  Although throughout Germany the concentration 
  camps came under the control of the SS, the 
  Gestapo had the power to send its victims to them 
  and could determine the prisonersʼ fate. 
  By September 1935, the famous Nuremberg Laws 
  were issued. The Laws, in effect, deprived Jews 
  of German citizenship and forbade them to marry 
  ʻAryansʼ. Jews were excluded from participation 
  in the German political and cultural life. Severe 
  hardships were inﬂicted on Jews in their daily life 
  (e.g. the need to sit in a separate part of the bus).
  As time went on, the treatment of the Jews 
  became worse and worse. They had their property 
  conﬁscated, personal liberty deprived and 
  eventually were forcibly relocated to ghettos, 
  where they were conﬁned.  The persecution grew 
  exponentially worse, and eventually the ghettos 
  were emptied into the concentration camps. It is 
  estimated that 6 million Jews perished under Nazi 
  rule during the rule of the Third Reich.
  
  166
  During the mid-thirties, the Nazis began to re-
  militarize Germany, in anticipation of their 
  planned conquest of Europe.  The plan required 
  the nulliﬁcation of the Treaty of Versailles and the 
  annexation of all German-speaking countries into 
  the Reich. Hitler then planned to conquer France 
  and Soviet Union before moving on to Britain.  
  Italy would be run as a client state, under the fascist 
  dictator Benito Mussolini.
  The ﬁrst step was to rebuild the German army, 
  which had been kept small by the terms of the 
  Treaty of Versailles.  The Nazi industrial machine 
  began to build aircraft and armor, under cover of 
  supposedly civilian projects like the development 
  of new tractors and the nationalized airline.
  Hitler announced that he would add 36 new 
  divisions to Germanyʼs Armed Forces. In 1936, 
  German soldiers marched into the demilitarized 
  Rhineland. The Treaty of Versailles was completely 
  destroyed, as neither France nor Britain lifted a 
  ﬁnger to stop the German invasion.
  As early as 1933, Hitler had been pushing for the 
  annexation of Austria. The Austrian chancellor, 
  Englebert Dollfuss, responded by outlawing the 
  Austrian Nazi Party.  The party continued to 
  operate illegally, with German support, and on July 
  25, 1934, Austrian Nazis occupied the Parliament 
  building and murdered Dollfuss.
  Dollfussʼ successor, Kurt von Schuschnigg, was 
  pressured by the Germans into making concessions, 
  which included lifting the ban on the Austrian Nazi 
  Party and the placement of pro-Nazi ministers 
  in key positions. In one ﬁnal desperate move on 
  March 9, 1938, Schuschnigg called for a popular 
  vote on Austrian independence. Hitlerʼs response to 
  this was to demand that the vote be postponed and 
  that Schuschnigg resign...and three days later, he 
  sent German troops into Austria. 
  A Nazi puppet is sworn into ofﬁce as Austriaʼs 
  Chancellor,  and the new ministry is composed 
  entirely of Nazis. France invited Italy and England 
  to examine the events, but Italy declines stating that 
  they “regard the events in Austria as the outcome 
  of a preexistent state of affairs and as the free 
  expression of the feelings and good will of the 
  Austrian people, unequivocally conﬁrmed by the 
  imposing public demonstrations with which the 
  events were greeted.”
  On March 15th, delirious crowds greeted Hitler 
  as he paraded triumphantly through Vienna, and 
  on April 10th, Hitler held his own election, and 
  99 percent of Austrians voted in favor of the 
  annexation (Anschluss).
  France and Britain protested, but weakly. British 
  Prime Minister Chamberlain claimed that Germany 
  was required to consult with England, France and 
  Italy before acting, but this demand is ignored by 
  Hitler.  Realizing the threat that Germanyʼs new 
  position placed upon Czechoslovakia (now nearly 
  surrounded by the Third Reich), Chamberlain 
  assured the Czechs that England would support 
  them. 
  However, by the fall of 1938, England, France 
  and Italy would force the Czechs into handing 
  territory over to the Germans, and by the close of 
  the decade, the Third Reichʼs invasion of the rest of 
  Czechoslovakia and invasion of Poland began the 
  Second World War (which brought the pulp era to a 
  close).
  
  167
  nazi Weapons
  The following table provides statistics for weapons 
  used by the Nazis which appear in the NPC stat 
  blocks presented later in this book.  Some of 
  this information is repeated from the Equipment 
  chapter, but is included here for ease of reference.
  Handguns 
  (Require the Personal Firearms Proﬁciency Feat)
   
   
   
   
   
      
  Range  
  Rate of   
    
            Purchase
  Weapon           Damage     Critical    Damage Type 
  Increment 
    Fire 
  Magazine Size 
  Weight DC       Restriction
  Luger P-08            2d6             20 
               Ballistic     30 ft.      
  S 
   8/32 box  Small  2 lb. 
  15 
  Lic (+1)
  Mauser C96           2d8             20              Ballistic     30 ft.      
  S 
   10 box   Small  2 lb. 
  17 
  Lic (+1)
  Walther PPK          2d4            20 
               Ballistic       30 ft.      
  S              7 box      Small    1 lb.      15           Lic (+1)
  Walther P-38         2d6             20 
               Ballistic     40 ft.      
  S 
   8 box 
     Small  1 lb. 
  16 
  Lic (+1)
  Luger P-08
  One of the worldʼs most recognizable handguns, the Luger 
  was the standard ofﬁcerʼs sidearm for the Third Reich.  The 
  9mm Luger is available with either a standard 8-round clip, or 
  a unique 32-round “snail” drum magazine.
  Mauser C96
  Also known as the “broomhandle”, due to itʼs distinctive grip, 
  the Mauser is unusual in that its magazine of 7.62mm bullets 
  is in front of the trigger guard, and not housed in the grip, as 
  is standard with most autoloaders.  The Mauser can also be 
  ﬁtted with a stock, allowing it to be ﬁred while braced against 
  the shoulder (+1 to hit).   Gamers probably know this weapon 
  best as the basis for Han Soloʼs blaster prop.
  Walther PPK
  The trademark weapon of certain superspies, the .32 PPK is a 
  small, simple and reliable autoloader with a design that dates 
  back to 1930.  It was often carried by high-ranking German 
  ofﬁcers who did not wish to carry the heavier Luger.  The 
  PPK was also the favored weapon of the Gestapo.
  Walther P-38
  This 9mm pistol was designed as a modernized, more easily 
  manufactured replacement for the Luger in 1938.   Nazi 
  agents and mad scientists on the “cutting edge” of technology 
  will be armed with the P-38.
  Longarms 
  (Require the Personal Firearms Proﬁciency Feat)
   
   
   
   
   
      
  Range  
  Rate of   
    
            Purchase
  Weapon           Damage     Critical    Damage Type 
  Increment 
    Fire 
  Magazine   Size Weight DC       Restriction
  Mauser M32          2d8             20     Ballistic 
      40 ft.      
  S,A 
   20 box     Small  2 lb. 
  18 
  Lic (+1)
  MP-38/40 
    2d6             20     Ballistic 
      50 ft.     
  S,A 
   32 box     Med  5 lb. 
  19 
  Mil (+3) 
  MPE (Erma)         2d6              20        Ballistic               40 ft.          
  S, A         32 box     Med  7 lb       17           Mil (+3)
  Gewehr 98K         2d10            20     Ballistic               90 ft.          
  S              5 box        Large  8 lb.      17           Res (+2)
  Mauser M32
  The ﬁrst widely-used true machine pistol, the 7.62mm M32 
  is an automatic ﬁre version of the C96.  The weapon is nearly 
  impossible to ﬁre without the stock in place -- without the 
  stock, the ﬁrer suffers a -8 penalty to hit.
  MP (Maschinenpistole)-38/40
  The most famous German submachinegun, the 9mm MP-
  38/40 was commonly referred to as the “Schmeisser,” 
  although Hugo Schmeisser was not on the weaponʼs design 
  team.  Originally available in late 1937 (the MP-38), and 
  1939 (the MP-40), the models are essentially identical.
  MP (Maschinenpistole)E (Erma)
  The predecessor to the MP-38, the Erma was introduced in 
  the 1920s. The 9mm MPE has a barrel jacket with long slots, 
  a 32 shot detachable box magazine entering from the left, and 
  a unique wooden pistol grip in the stock. The weapon was 
  used by the SS.
  Gewehr 98K
  The bolt-action Gewehr 98K was the standard service riﬂe 
  of the German army from 1898 to 1945, and was reputed 
  to be one of the ﬁnest military riﬂes ever produced. The 
  7.92mm weapon (use 7.62 Riﬂe ammo in the main rulebook 
  for pricing) was reliable, durable, and accurate. Fitted with a 
  scope, it could be pressed into service as a sniper riﬂe.
  
  168
  Heavy Weapons and Explosives
  (Require the Exotic Firearms Proﬁciency Feat)
   
   
   
   
   
      
  Range  
  Rate of   
    
             Purchase
  Weapon           Damage     Critical    Damage Type 
  Increment 
    Fire 
  Magazine  Size Weight DC       Restriction
  MG-13            2d8             20 
      Ballistic 
      110 ft.      
      A 
   25 box   Huge  24 lb. 
  21 
  Mil (+3)
  MG-26              2d8             20 
      Ballistic 
      100 ft. 
      A 
   30 box   Huge  21 lb. 
  21 
  Mil (+3) 
  MG-34             2d10            20             Ballistic               110 ft.                   A          Linked   Huge  26 lb     22           Mil (+3)
  MG-37T           2d10            20             Ballistic  
      100 ft. 
      A 
   Linked Huge 
   40 lb. 
  22           Mil (+3)
  Panzerfaust         10d6 *          _ 
            __     
      150 ft.        
       1             _ 
  Large        8 lb.     17          Mil (+3)
  Stielhandgranate  4d6*             _ 
      Slashing 
       10ft.      
       1             _   
  Small 
     2 lb. 
  15 
  Mil (+3)  
  *this weapon does special damage. see description.
  MG (Maschinengewehr) -13
  The MG13 was a light machinegun constructed by rebuilding 
  the old Dreyse gun left over after WW1. Used 7.92 shells (use 
  7.62 Riﬂe for ammo prices).
  MG (Maschinengewehr) -26
  A Czech weapon, where it was known as the ZB26, the 7.92 
  MG26 was used by the Nazis as a light infantry support 
  weapon. 
  MG (Maschinengewehr) -34
  The 7.92 MG34, introduced in 1934, was the mainstay of the 
  Wehrmacht until 1942, when it was replaced by the superior 
  MG42.
  MG (Maschinengewehr) -37T
  Another Czech weapon in 7.92mm, the MG37T was used by 
  the German army as a tank-mounted machinegun.
  Panzerfaust
  A hand-held, single-shot, shape-charged anti-tank weapon, 
  easily manufactured and designed to be cheap, one-use 
  weapons to be used with little training.
  When the Panzerfaust hits its target, it explodes like a grenade 
  or other explosive, dealing itʼs 10d6 points of damage 
  within a 10-foot radius (Reﬂex save DC18 for half damage).  
  Because its explosive is a shape-charge designed to penetrate 
  the armor of tanks, the Panzerfaust ignores up to 10 points 
  of hardness if it strikes a vehicle, building or object.  This 
  applies only to the object struck, not other objects within the 
  burst radius.
  Stielhandgranate
  The well-known “potato-masher” hand grenade.When the 
  Steilhandgranate explodes it delivers its 4d6 points of damage 
  within a 20-foot radius (Reﬂex save DC15 for half damage).
  Gamemasters who are fully embracing the pulp feel and 
  giving their Nazi villains access to occult powers or the high-
  tech inventions of mad scientists should feel free to make 
  use of weapons and equipment from any other supplement 
  for Modern D20 play.  Players can face minions of the Third 
  Reich armed with rocket packs, ray guns, spellbooks and 
  more.
  
  169
  NAZI Vehicles
  The chart on the following page features statistics for 
  common vehicles available to the Nazis during the 1930s.  
  Again, remember that many of the more famous vehicles 
  were only developed after the start of the war, and therefore 
  lay outside the scope of this supplement.
  GROUND VEHICLES
   
   
   
   
   
                
       Top   
                              
  Purchase
  Name                   Crew       Pass      Cargo 
  Init     Maneuver     Speed    Defense      Hardness    HP      Size    DC    Restriction
  Motorcycles       
  BMW R12 
     1              0            0lb.     +0           +2            165(16)      10                5            18         M        23       Lic (+1)
    (w/sidecar)            1              1            0lb      -1            +1            140(14)      10                5            22         L         25       Lic (+1)
  SdKfz 2                   1              1          500 lbs. -2           -2             105 (10)     10                10          25         L         30       Mil (+3)
  Cars
  Mercedes 500K  Staff Car              
                                   1              4            475lb.   -2          -1            220(22)        8                 5            34        H          37     Lic (+1)
  Mercedes 328WK Wehrmacht Kübelwagen
   
                 1              4            675lb.   -2          -2            175 (17)       8                 10          34        H          33         Mil (+3)
  Truck 
  SdKfz 7 Zugkraftwagen (Half-Track) 
               
                                   1              10          16,000lb. -4         -4            165(16)       6                10           40        H          35    Mil (+3)
   
   note:  This vehicle is armed with either a single 37mm cannon, or a quad-mount 20mm cannon.
  SdKfz 231 Schwere Panzerspähwagen 
               
                                   1              3            9,000lb.   -2         -2            175(17)       8                10           38        H          34    Mil (+3)
   
    note:  This vehicle is armed with a single 20mm cannon and a MG13
  Military Vehicles
  Panzerkampfwagen III (tracked tank)      
                                   5              0             450lb.       -4         -4            50 (5)        6                15            52        G          45   Mil (+3)
                        note:  This vehicle is armed with a single 37mm cannon and a MG34
  SturmGeschütz III  (tracked tank)      
                                   4              0             300lb.       -4         -4            70 (7)        6                20            60        G          47   Mil (+3)
                        note:  This vehicle is armed with a single 75mm cannon and a MG37T
    
  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.  Famously appeared in the “jousting” scene in The 
  Last Crusade.
  SdKfz 2
  A treaded motorcycle half-track, the Sd. Kfz. 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 itʼs excellent 
  cross-country ability allowed it to manuever in the mud-
  bogged roads and the mountainous Caucasus region. 
  Mercedes-Benz 500K Staff Car
  The ubiquitous long black convertible with Reich ﬂags 
  mounted on the forward wheel wells, used to ferry Nazi 
  ofﬁcers in style.
  Mercedes-Benz 328WK Wehrmacht Kübelwagen
  A lightly-armored all-purpose multi-terrain car for military 
  use.  Filled a similar role to the American Jeep.
  SdKfz 7 Zugkraftwagen
  A treaded half-track truck, used primarily as a weapons 
  platform for anti-aircraft and infantry support duties. The 
  most common varieties of the Zugkraftwagen were armed 
  with either a single 37mm cannon, or quad-mounted 20mm 
  cannons.
  SdKfz 231 Schwere Panzerspähwagen
  A six-wheeled truck, with a rear 4-wheel drive, used for 
  hauling and infantry support.  The Schwere Panzerspähwagen 
  was armed with a single 20mm cannon and an MG-13 on a 
  swivel mount.
  
  170
  Panzerkampfwagen III
  One of the Reichʼs famed Panzer tanks, the 
  Panzerkampfwagen III was relatively lightly armed and 
  armored, with 15mm armor and a 37mm cannon.
  SturmGeschütz . III 
  The SturmGeschütz ( Assault Gun) was designed using the 
  main hull of the Panzer III  Originaly designed as support 
  artillery weapon it was later up gunned with a massive 
  75mm cannon  and used as a tank-killer, where it was a great 
  success. 
  Vehicle Weapons
  (Require the Exotic Firearms Proﬁciency (cannons) Feat)
   
   
   
   
   
      
  Range  
  Rate of   
    
            Purchase
  Weapon           Damage     Critical    Damage Type 
  Increment 
    Fire 
  Magazine Size 
  Weight DC       Restriction
  20mm cannon        3d12             20             Ballistic 
      150 ft. 
       A 
   Linked Huge 
    * 
  * 
  *
  37mm cannon        5d12             20             Ballistic 
      150 ft. 
       S 
       1 
  Huge 
    * 
  * 
  *
  75mm cannon        10d12         20                Ballistic     150 ft. 
       S 
       1 
  Huge 
    * 
  * 
  *
  * Weight, purchase DC and restriction rating do not apply.  These weapons are part of the vehicles on which they are mounted.
  OTHER VEHICLES
   
   
   
   
   
                
       Top   
                              
  Purchase
  Name                   Crew       Pass      Cargo 
  Init     Maneuver     Speed    Defense      Hardness    HP      Size    DC    Restriction
  Aircraft       
  Junkers JU-87D-1 Stuka (divebomber)
   
                2              0            0lb.     -2            +1           400 (40)      6                  5           30         G         40         Mil (+3)
                                 note:  vehicle is armed with 2 machineguns in the wings (use MG-34) 
                                 and one 250kg bomb  (use stats for 100 blocks of C4, Modern page 124)
   Messerschmitt Bf109 (ﬁghter) 
               
   
                1              0               0lb.    -1           +1          500 (50)      6                  5           28         G         40         Mil (+3)
                                 note:  vehicle is armed with 2 machineguns in the wings (use MG-34)             
  Junkers JU-52 (transport plane)
   
                2              17        5,000lb.  -4           -4           220 (22)      6                  5           44         G         45         Mil (+3)
                                 note:  vehicle is armed with 4 MG-34s in passenger-operated emplacements (1 fore, 1 aft, 1 port, 1 starboard) 
  Zeppelin (Airship)             
   
                60          100        30,000lb.   -4         -4          275 (27)      6                  5           54         G         50         Mil (+3)
                                 note:  weapons packages vary.   If hit with an incendiary attack and a critical hit results, the hydrogen in the 
   
   
    gas bags ignite, destroying the airship and doing 6d6 burn damage to all within.       
  Naval craft      
  Type VII A U-boat
       (surface)             42         8            5,000lb    -4           -4         80(8)         6                  5           50         G         50         Mil (+3)
       (submerged)                                                  -2           -2         40(4)         8                                                  
                                 note:  vehicle is armed with a 75mm deck gun, 11 torpedoes in 4 forward tubes (use stats for 10 blocks of  
   
   
    C4,  Modern page 124 , with a range increment for ﬁring of 150)                   
  
  171
  Junkers JU-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 anti-tank weapon, 
  striking armor columns from above.
  Messerschmitt Bf109
  One of the best air superiority ﬁghters ever built, 
  the Messerschmitt was the predator of the skies.  
  The Bf109 was the Luftwaffeʼs standard single-seat 
  ﬁghter from 1935-1943  and was able to outﬁght 
  or outrun virtually all opposition.  The ﬁghter was 
  used primarily for intercept and bomber escort 
  duties.
  Junkers JU-52
  Nicknamed “Tante Ju” (Auntie Ju) by German 
  troops,  the Junkers Ju-52 was the most famous 
  transport of the Third Reich. The Ju-52 served as 
  an airliner for many nations, including the German 
  Lufthansa and eventually entered service as a troop 
  transport for the Reich. The Ju-52 was slow and 
  very lightly armed against ﬁghters, but was used 
  from the 30s right through to the end of the war.
  Zeppelin
  Nothing says “pulp Nazis” like an airship.  These 
  massive air vehicles have become iconic images.  
  During the 1930s, the German company Zeppelin 
  Luftschifftechnik constructed and operated several 
  airships as a commercial airline, travelling across 
  Europe, and eventually across the world.  Vessels 
  like the Graf Zeppelin and the Hindenberg, despite 
  being civilian vessels, were emblazoned with the 
  swastika by Hitlerʼs order, so that the graceful 
  giants could be seen as symbols of German might.   
  Even though their use during this period of history 
  was mostly civilian, GMs should feel free to throw 
  players up against military airships as well...theyʼre 
  just too cool not to use!
  Type VIIA U-boat
  Another iconic Nazi vehicle, the U-boats travelled 
  the Atlantic in predatory “wolfpacks”, harrassed 
  shipping, delivered Nazi spies onto unsuspecting 
  enemy beaches, and carried secret archeological 
  discoveries to hidden island fortresses!  There were 
  many types of U-boat -- the statistics provided 
  here correspond to the Type VIIA, provided as an 
  example.
  
  172
  NAZI ARCHETYPES 
  The pages that follow contain NPCs that represent 
  the most common archetypal uses of Nazis as 
  represented in pulp stories, cliffhanger ﬁlms and 
  modern homages.
  Nazi Soldier (Wehrmacht)
  The average Nazi rank-and-ﬁle goon, ready to 
  goose-step, seig heil and get socked in the jaw by 
  our stalwart heroes.  
  For the purposes of pulp gaming, the Wehrmacht 
  soldier is essentially the equivalent of an orc in a 
  standard fantasy game.  Heʼs there to follow orders, 
  and will ﬁght ﬁercely against any opposition, only 
  surrendering in the face of overwhelming power.
  Strong Ordinary 1 CR 1; Medium-size humanoid; 
  HD 1d8+1; HP 6; Mas 13; Init +2; Spd 30 ft; 
  Defense 13, touch 13, ﬂatfooted 11 (+0 size, +2 
  Dex, +1 class); BAB +1; Grap +3; Atk +3 melee 
  (1d4+2/19-20, knife), or +3 ranged (2d6+0, MP-
  38/40); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Third Reich; SV Fort +2, Ref +2, Will +0; AP 
  0; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 
  10, Cha 8.
     Occupation: Military (Drive, Knowledge 
  [Tactics])
     Skills: Climb +4, Drive +3, Handle 
  Animal +0, Knowledge (Current Events) 
  +3, Knowledge (Streetwise) +2, Knowledge 
  (Tactics) +3, Repair +2, Spot +1, Survival +1, 
  Swim +4
     Feats: Advanced Firearms Proﬁciency, 
  Brawl, Personal Firearms Proﬁciency
     Possessions: knife, MP-38/40; Wealth +6
  Nazi Soldier (SS)
  The Schutzstaffel represent a tougher and more 
  fanatical variety of the Nazi goon.  Use these guys 
  when you want to provide more of a challenge to 
  your player-characters.
  Tough Ordinary 1/Strong Ordinary 1 CR 2; 
  Medium-size humanoid; HD 1d10+2 plus 1d8+2; 
  HP 15; Mas 15; Init +1; Spd 30 ft; Defense 13, 
  touch 13, ﬂatfooted 12 (+0 size, +1 Dex, +2 class); 
  BAB +1; Grap +3; Atk +3 melee (1d4+2/19-20, 
  knife), or +2 ranged (2d6+0, MP-38/40); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Third Reich; SV Fort +4, 
  Ref +1, Will +1; AP 1; Rep +0; Str 14, Dex 13, Con 
  15, Int 13, Wis 12, Cha 10.
     Occupation: Military (Drive, Knowledge 
  [Tactics])
     Skills: Climb +4, Concentration +4, Craft 
  (mechanical) +2, Demolitions +2, Intimidate +3, 
  Knowledge (Tactics) +6, Search +2, Spot +3, 
  Survival +2
     Feats: Advanced Firearms Proﬁciency, Brawl, 
  Personal Firearms Proﬁciency
     Possessions: knife, MP-38/40; Wealth +6
  
  173
  Nazi Ofﬁcer
  Now weʼre getting to the true pulp 
  villains.  Use ofﬁcers as the main 
  villains for adventures featuring the 
  Third Reich.   When your player-
  characters are more powerful, use a 
  Nazi ofﬁcer as the henchman of an 
  even more powerful and insidious 
  villain!
  Dedicated Villain 3/Strong Villain 
  2/Soldier 4 CR 9; Medium-size 
  humanoid; HD 3d6+3 plus 2d8+2 plus 
  4d10+4; HP 51; Mas 13; Init +0; Spd 
  30 ft; Defense 16, touch 16, ﬂatfooted 
  16 (+0 size, +0 Dex, +6 class); BAB 
  +7; Grap +9; Atk +9 melee (1d4+2/19-
  20, knife), or +8 ranged (2d6, Luger 
  P-08); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL Third Reich; SV Fort +7, Ref +3, 
  Will +6; AP 4; Rep +1; Str 15, Dex 11, 
  Con 13, Int 16, Wis 17, Cha 14.
     Occupation: Military (Drive, 
  Knowledge [Tactics])
     Skills: Climb +3, Demolitions 
  +6, Disable Device +4, Drive +8, 
  Gather Information +4, Handle 
  Animal +3, Intimidate +8, Investigate 
  +4, Jump +7, Knowledge (Current 
  Events) +7, Knowledge (History) +8, 
  Knowledge (Tactics) +17, Knowledge 
  (Technology) +6, Listen +9, Navigate +5, Pilot +3, 
  Profession +4, Read/Write Language +2 (German, 
  English, French), Sense Motive +6, Speak 
  Language +2 (German, English, French), Spot +8, 
  Survival +6, Swim +4, Treat Injury +4
     Feats: Advanced Firearms Proﬁciency, Burst 
  Fire, Combat Expertise, Combat Martial Arts, 
  Exotic Firearms Proﬁciency (heavy machine guns), 
  Far Shot, Personal Firearms Proﬁciency, Weapon 
  Focus (Luger), Weapon Focus(MP-38/40)
     Talents (Dedicated Villain): Skill Emphasis 
  (Knowledge [Tactics]), Aware
     Talents (Strong Villain): Ignore Hardness
     Talents (Soldier): Weapon Focus, Weapon 
  Specialization, Tactical Aid
     Possessions: knife, Luger P-08; Wealth +15
  
  174
  Gestapo Goon
  This instrument of the secret state police should be 
  an omnipresent threat any time that your player-
  characters travel into areas that lie under the control 
  of the Reich.  The heroes should be watched at 
  every step, wondering when the Gestapo will strike 
  suddenly, and whisk them away to a windowless 
  interrogation room...or worse.
  Dedicated Villain 2/Tough Villain 1 CR 3; 
  Medium-size humanoid; HD 2d6+4 plus 1d10+2 
  plus 1; HP 20; Mas 15; Init +2; Spd 30 ft; Defense 
  15, touch 15, ﬂatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +1; Grap +0; Atk +0 melee (1d4+-1, 
  Pistol whip), or +3 ranged (2d4+0, Walther PPK); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Third Reich; 
  SV Fort +5, Ref +2, Will +7; AP 1; Rep +-2; Str 9, 
  Dex 14, Con 15, Int 11, Wis 16, Cha 11.
     Occupation: Law Enforcement (Gather 
  Information, Intimidate)
     Skills: Bluff +1, Drive +4, Gather Information 
  +3, Intimidate +7, Investigate +3, Knowledge 
  (Current Events) +1, Knowledge (History) +1, 
  Knowledge (Streetwise) +1, Knowledge (Tactics) 
  +3, Listen +8, Sense Motive +6, Spot +7
     Feats: Alertness, Brawl, Iron Will, Low Proﬁle, 
  Personal Firearms Proﬁciency
     Talents (Dedicated Hero): Skill Emphasis 
  (Intimidate)
     Talents (Tough Hero): Robust
     Possessions: Walther PPK; Wealth +6
  Nazi Spy
  Another iconic Nazi villain, the Spy operates as a 
  Fifth Column within a target nation, engaging in 
  espionage or sabotage on the orders of his or her 
  superiors.   Spies are tasked with stealing military 
  secrets, assassinating political targets and many 
  other dastardly deeds, unless your player-characters 
  can track them down and uncover the hidden 
  menace!
  Dedicated Villain 3/Fast Villain 2/Inﬁltrator 2 
  CR 7; Medium-size humanoid; HD 3d6+-3 plus 
  2d8+-2 plus 2d10+-2; HP 24; Mas 9; Init +1; Spd 
  30 ft; Defense 18, touch 18, ﬂatfooted 17 (+0 size, 
  +1 Dex, +7 class); BAB +4; Grap +3; Atk +3 melee 
  (1d6+-1, Sap), or +5 ranged (2d6+0, Walther P-38 
  (w/silencer)); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Third Reich; SV Fort +1, Ref +7, Will +6; AP 3; 
  Rep +-1; Str 9, Dex 13, Con 9, Int 12, Wis 18, Cha 
  8.
     Occupation: Military (Hide, Move Silently)
     Skills: Balance +3, Bluff +1, Climb +0, Disable 
  Device +2, Disguise +2, Drive +3, Escape Artist 
  +4, Gather Information +2, Hide +10, Investigate 
  +11, Jump +0, Knowledge (Streetwise) +8, 
  Knowledge (Tactics) +4, Listen +11, Move Silently 
  +11, Pilot +2, Read/Write Language +2 (German, 
  English, French), Search +3, Sense Motive +6, 
  Sleight of Hand +4, Speak Language +2 (German, 
  English, French), Spot +8, Tumble +4
     Feats: Alertness, Attentive, Combat Martial 
  Arts, Deceptive, Low Proﬁle, Personal Firearms 
  Proﬁciency, Stealthy
     Talents (Dedicated Hero): Skill Emphasis 
  (Gather Information), Empathy
     Talents (Fast Hero): Evasion
     Talents (Inﬁltrator): Sweep, Improvised 
  Implements
     Possessions: Sap, Walther P-38 (w/silencer); 
  Wealth +9
  
  175
  Nazi Temptress
  One of the stranger archetypes to develop during 
  the pulp era, and which continues to the present day 
  (for example, in  The Last Crusade  and  Hellboy), 
  is that of the Nazi Temptress: an evil agent of the 
  Third Reich who uses her feminine wiles in an 
  attempt to seduce our stalwart hero.  The archetype 
  in the pulps was often simply an excuse to engage 
  in some blatant dominatrix-themed titillation.  
  Occasionally, the Temptress is irredeemably evil, 
  serving as an example of Beauty actually being the 
  Beast.  In these cases, the allure of the character 
  is set in stark contrast to her horrible acts.  In 
  other cases, however, she can be swayed 
  (naturally, having never met the “right 
  guy”) and convinced to betray the Nazi 
  cause at a suitably dramatic moment in 
  the adventure.
  Charismatic Villain 6 CR 6; Medium-
  size humanoid; HD 6d6+0 plus 3; 
  HP 24; Mas 11; Init -1; Spd 
  30 ft; Defense 11, touch 11, 
  ﬂatfooted 12 (+0 size, -1 
  Dex, +2 class); BAB +3; 
  Grap +3; Atk +3 melee 
  (1d4+0, knife), or 
  +2 ranged (2d6+0, 
  Luger P-08); FS 5 
  ft by 5 ft; Reach 5 
  ft; SQ ; AL Third 
  Reich; SV Fort +3, 
  Ref +2, Will +5; AP 
  3; Rep +4; Str 11, Dex 
  9, Con 11, Int 14, Wis 
  16, Cha 18.
  Occupation: Dilettante 
  (Intimidate)
   Skills: Bluff +12, Diplomacy +11, Disguise +6, 
  Escape Artist +2, Gamble +5, Gather Information 
  +13, Intimidate +7, Investigate +7, Knowledge 
  (Arcane Lore) +4, Knowledge (Art) +5, Knowledge 
  (Behavioral Sciences) +8, Knowledge (Business) 
  +4, Knowledge (Civics) +4, Knowledge (Current 
  Events) +6, Knowledge (Popular Culture) +6, 
  Knowledge (Streetwise) +4, Knowledge (Theology 
  and Philosophy) +5, Listen +6, Perform +13, 
  Profession +7, Read/Write Language +4 (German, 
  English, French, Russian, Italian), Sense Motive 
  +6, Speak Language +4 (German, English, French, 
  Russian, Italian), Spot +5
     Feats: Alertness, Attentive, Deceptive, 
  Personal Firearms Proﬁciency, Point 
  Blank Shot, Toughness, Trustworthy
     Talents (Charismatic Villain): Charm, 
  Favor, Captivate
     Possessions: knife, Luger P-08; Wealth 
  +11
  
  176
  Nazi Scientist
  “Nuzzink in ze vurld can schtopp me NOW!  
  Bwah-ha-ha-ha-haaaa!!!”
  You know the type.  The Nazi scientist is 
  bent on world domination via technological 
  superiority...and, in pulp adventures, that 
  means Giant Killer Robots, Flying Saucers, 
  Secret Mind Control Devices and the ever-
  present Death Ray.
  They can be used as either the main villain 
  of an adventure, or as the research specialist 
  working for a more powerful individual.
  This archetype is built using the Mad 
  Scientist advanced class, found in the 
  Advanced Class chapter earlier in this book.
  Smart Villain 4/Mad Scientist 5 CR 9; 
  Medium-size humanoid; HD 4d6+-4 + 5d8-
  5; HP 33; Mas 8; Init +2; Spd 30 ft; Defense 
  15, touch 15, ﬂatfooted 15 (+0 size, +2 Dex, 
  +3 class); BAB +5; Grap +2; Atk +5 melee 
  (1d4+0, Pistol whip), or +7 ranged (2d6+0, 
  Walther P-38 ); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ ; AL Third Reich; SV Fort +3, Ref +6, 
  Will +4; AP 8; Rep +3; Str 10, Dex 15, Con 
  8, Int 18, Wis 13, Cha 12.
     Occupation: Academic (Knowledge [Earth and 
  Life Sciences], Knowledge [Physical Sciences], 
  Knowledge [Technology])
     Skills: Bluff +8, Computer Use +6, Craft 
  (chemical) +7, Craft (electronic) +15, Craft 
  (mechanical) +16, Craft (pharmaceutical) 
  +7, Craft (structural) +5, Decipher Script +8, 
  Demolitions +11, Disable Device +8, Drive +6, 
  Gather Information +4, Investigate +6, Jump 
  +2, Knowledge (Arcane Lore) +5, Knowledge 
  (Behavioral Sciences) +6, Knowledge (Current 
  Events) +6, Knowledge (Earth and Life Sciences) 
  +13, Knowledge (Physical Sciences) +15, 
  Knowledge (Tactics) +7, Knowledge (Technology) 
  +15, Pilot +6, Read/Write Language +2 (German, 
  English, French ), Repair +12, Research +13, Sense 
  Motive +2, Speak Language +2 (German, English, 
  French ), Spot +4, Tumble +4
     Feats: Builder (Craft [electronic], Craft 
  [mechanical]), Cautious, Combat Expertise, 
  Gearhead, Personal Firearms Proﬁciency, Studious.
   
  Talents (Smart Villain): Savant (Craft 
  [mechanical]), Plan
  Talents (Mad Scientist): Weird Science (4/3/2), 
  Scientiﬁc Improvisation, Inspiration
     
  Possessions: Walther P-38 ; Wealth +12
   
  
  177
  Nazi Sorcerer
  Hitlerʼs obsession with the occult is a matter of 
  historical record--even the Nazi party itself began 
  as the political arm of an occult society, the Thule 
  Gesellschaft.  In 1935,  Heinrich Himmler founded 
  the Studiengesellschaft fur Geistesurgeschichte 
  Deutches Ahnenerbe (Society for Research into the 
  Spiritual Roots of Germanyʼs Ancestral Heritage), 
  known simply as the Ahnenerbe.  The ofﬁcial 
  purpose of the organization was to travel the world 
  searching for evidence of the ancient Aryans.   
  Records exist that indicate that the Ahnenerbe also 
  studied the occult sciences.
  The Nazi Sorcerer is an operative of the Ahnenerbe, 
  well-versed in magical practices (most likely based 
  on the Nordic runes or other Germanic sources).
   Smart Villain 6/Mage 3 CR 9; Medium-size 
  humanoid; HD 6d6+12 plus 3d6+6; HP 50; Mas 15; 
  Init +2; Spd 30 ft; Defense 16, touch 16, ﬂatfooted 
  14 (+0 size, +2 Dex, +4 class); BAB +4; Grap 
  +3; Atk +3 melee (1d4+-1, knife), or +6 ranged 
  (2d6+0, Luger P-08); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ ; AL Third Reich; SV Fort +5, Ref +5, Will +9; 
  AP 4; Rep +3; Str 9, Dex 14, Con 15, Int 18, Wis 
  13, Cha 10.
  Occupation: Shadow Scholar (Decipher Script, 
  Knowledge [Arcane Lore], Read/Write Language)
     
  Skills: Bluff +2, Concentration +5, Craft 
  (chemical) +13, Craft (electronic) +8, Craft 
  (mechanical) +7, Craft (pharmaceutical) +11, 
  Decipher Script +16, Demolitions +6, Disable 
  Device +6, Disguise +2, Forgery +10, Gather 
  Information +7, Investigate +17, Knowledge 
  (Arcane Lore) +23, Knowledge (Behavioral 
  Sciences) +8, Knowledge (Current Events) 
  +7, Knowledge (Earth and Life Sciences) +7, 
  Knowledge (History) +10, Knowledge (Physical 
  Sciences) +8, Knowledge (Tactics) +8, Knowledge 
  (Technology) +13, Knowledge (Theology and 
  Philosophy) +8, Navigate +6, Profession +6, Read/
  Write Language +6 (German, English, French, 
  Latin, Hebrew, Arabic, Sanskrit), Research +17, 
  Search +9, Sense Motive +3, Speak Language +6 
  (German, English, French, Latin, Hebrew, Arabic, 
  Sanskrit), Spellcraft +5, Use Magic Device +1
   Feats: , Attentive, Combat Martial Arts, 
  Deceptive, Educated (Knowledge [Arcane Lore], 
  Knowledge [Technology]), Heighten Power, Iron 
  Will, Meticulous, Personal Firearms Proﬁciency, 
  Studious
     Talents (Smart Villain): Savant (Knowledge 
  [Arcane Lore]), Plan, Exploit Weakness
     Talents (Mage): Arcane Skills, Arcane Spells 
  (Daze, Detect Magical Aura, Light, Read Magic, 
  Magic Missle, Sleep, True Strike, Invisibility, 
  Protection from Bullets), Summon Familiar, Scribe 
  Scroll
     
  Possessions: knife, Luger P-08; Wealth +10
  
  178
  Take That, FRITZ! 
  (Nazi Plot Ideas)
  The Nazis make excellent villains for use in your 
  pulp campaign adventures, largely because of the 
  expectations of the players.   You say “pulp” to the 
  average gamer, and you can be sure that he or she 
  is anticipating landing a solid right hook on the jaw 
  of a vile Nazi, while saving New York City from 
  certain destruction.
  You should be careful not to over-use the Third 
  Reich, however.  They lose their effectiveness as 
  villains if the players start to suffer from “Nazi 
  Fatigue.”  
  Remember that during the 1930s, the Reich was 
  involved in a build-up to war readiness.  Nazi 
  operations should be largely covert...Gamemasters 
  shouldnʼt have Nazi troops travelling via rocket-
  pack to invade the United States, unless youʼre 
  intending for your campaign to veer in alternate 
  history...which is not to say that there isnʼt fun to 
  be had with that sort of campaign.  Just be sure that 
  your players are aware thatʼs what youʼre going for.  
  After all, the baseline pulp campaign is assumed to 
  take place in at least a close approximation of the 
  real world.  Donʼt stretch your playerʼs suspension 
  of disbelief unless youʼve been up front about your 
  intentions from the beginning.
  Espionage Adventures
  The style of adventure that keeps its feet most 
  ﬁrmly in the real-world soil, espionage adventures 
  either pit your player characters against the secret 
  machinations of Nazi agents within another nation, 
  or conversely send the player-characters in to 
  inﬁltrate the Reich itself.
  The most time-honored of these plot ideas is where 
  the heroes must stop Nazi spies.  The plot line 
  usually goes along these lines:  Nazi agents have 
  stolen the plans for some super-secret military 
  technology (it always seems to be either plans 
  for a prototype aircraft or a bomb-sight for some 
  reason), and the player-characters must catch the 
  spies before they can successfully smuggle the 
  technology out of the country.
  A variation on this is the discovery that a Nazi 
  agent is operating in a position of power.  The 
  player-characters are armed with the knowledge 
  that the agent exists, but are unaware of the agentʼs 
  identity.  The adventure focuses on uncovering 
  the spy.  This sort of adventure is more suited to 
  campaigns that are less fantastic and more realistic 
  in feel.
  Espionage adventures can be set within the Reich 
  as well, with player-characters sent in to steal 
  secret plans themselves (turning the standard plot 
  described above on its ear).   Adventures within 
  the Reich should be frought with the danger of 
  discovery -- player-characters should be hunted by 
  agents of the Gestapo every step of the way.
  Another iteration of the inﬁltration plot has the 
  player-characters travelling into the Reich to rescue 
  someone from the grip of the Nazis.  Perhaps a 
  Jewish scientist held against his will and forced 
  to work on a doomsday weapon, or an American 
  spy who has been captured by the Gestapo...either 
  way the player-characters must ﬁnd their way into 
  Germany, avoid capture themselves, and participate 
  in a break-out.   
  Enjoyably, these sorts of missions almost always 
  seem to feature the prisoner being held in some 
  Bavarian castle, which provides the Gamemaster 
  with the perfect opportunity to run the pulp 
  RPG equivalent of a standard “dungeon-crawl” 
  adventure!
  Military Adventures
  Generally speaking, open conﬂict with the Nazis 
  doesnʼt really occur until the start of the Second 
  World War, which marks the end of the pulp 
  era.  Given that, there isnʼt much opportunity for 
  adventures featuring military action against the 
  Reich.
  Pulp magazines of the time got around this by 
  cooking up wars with thinly-veiled ﬁctional 
  fascists, or by setting military action during the 
  First World War (for example, G-8 and His Flying 
  Aces).  
  
  179
  However, there is nothing preventing Gamemasters 
  from engaging in secret military escapades:  after 
  all, the Flying Tigers engaged in war with Japan 
  long before the United States ofﬁcially followed 
  suit.   A campaign featuring the player-characters 
  as a private mercenary unit ﬁghting on the side of 
  freedom and right (something along the line of Sky 
  Captainʼs Flying Legion) could easily engage the 
  Nazis.  Combat could occur on secret island bases, 
  military expeditions deep in the jungle...anywhere 
  were a “little war” could be fought without 
  attracting the attention of the rest of the world.
  Fantastic Adventures
  Most pulp campaigns, however, are going to 
  contain elements of the fantastic.  Itʼs fun, after all, 
  and one of the things that attracts gamers to the 
  style of play.  Primarily, there are two directions 
  that a GM can take when adding elements of the 
  fantastic:  Science Fiction and the Supernatural 
  (although enterprising GMs can combine the two 
  for some truly mind-boggling concepts!)
  Science Fictional elements usually take the form 
  of technological advances (either already in the 
  possession of the Nazis, under development by 
  Nazi mad scientists, or the subject of Nazi theft).  
  Historically, the Nazis spent a great deal of 
  time and money investigating and devloping 
  new technologies (the V-1 and V-2 Rockets, 
  for example), so the introduction of fantastic 
  technology is not as far a stretch as it would be 
  otherwise.   It is a relatively small leap from the V-
  2 to Nazi spacecraft, after all.
  German atomic research is another great idea to 
  spring upon player-characters, since they have the 
  beneﬁt of historical hindsight to know how close 
  the Reich was to developing nuclear weapons, and 
  what would have happened had they done so before 
  the U.S.
  Even more fantastic, yet still based in historical 
  fact, is the idea of a German heat ray.  After the 
  end of World War II, American investigators found 
  papers discussing the possibility of deploying a 
  solar mirror in orbit, which could focus the sunʼs 
  rays upon ground targets like a child cooking ants 
  with a magnifying glass.    Discovering secret Nazi 
  plans to build such a device, and destroying it, 
  would make a suitably exciting adventure for any 
  hero.
  The Nazi fascination with Antarctica also can 
  provide Gamemasters with fodder for adventures.  
  Claimed by Germany in the 1930s, and christened 
  
  180
  Neuschwabenland (New Swabia), the South 
  Pole has long been the subject of conspiracy 
  theories about the Reichʼs activities there.   
  Perhaps your player-characters can discover 
  Nazi efforts to ﬁnd the long-rumored 
  entrance into the Hollow Earth, where 
  representatives of the Third Reich hope 
  to form an alliance with the subterranean 
  empire that rules the World Below.   Can 
  your heroes stop the alliance before dinosaur-
  mounted troops come spilling out of the New 
  York City subways?
  The Reich was equally interested in Tibet, 
  believing it to be one of the homes of the 
  original Aryans.  Ernst Schäffer, a German 
  hunter and biologist, participated in two 
  expeditions to Tibet, in 1934 and 1936. The 
  Ahnenerbe sponsored him to lead a third 
  expedition in 1938.  
  Their mission was to make contact with the 
  Aryan forefathers in Shambhala and Agharti 
  (two hidden subterranean cities said to exist 
  beneath the Himalayas). The cities were said 
  to be the guardians of secret occult powers 
  and super-science, and the missions sought 
  their aid in harnessing those powers for the 
  Nazi cause.   
  According to the stories, groups of Tibetans 
  purportedly came back to Germany and 
  started lodges known as “the Society of 
  Green Men.”   It doesnʼt take much effort 
  on the part of the Gamemaster to work these 
  rumors into plots involving super-science, 
  the occult, or both.   
  The plot ideas even get jucier when you take into 
  account that of the two hidden cities, Shambhalla 
  (also known as Shangri-la) was associated 
  with higher cosmic powers, while Agharti was 
  associated with more primal energies.  Itʼs easy 
  to place them in the roles of a “good” hidden city 
  and an “evil” one.   Perhaps the Society of Green 
  Men are Agharti Adepts aiding the Reich, and 
  the player-characters have to discover the hidden 
  city of Shambhalla and ask for their assistance in 
  combating their ancient rivals.
  Of course, todayʼs gamers are more than familiar 
  with the concept of the Nazis looking for 
  supernatural assistance, thanks to the Indiana Jones 
  ﬁlms.
  Whereas the search for the Ark of the Covenant 
  never was an actual Nazi archaeological project, 
  the Reich did actively search for the Holy Grail and 
  acquired the Spear of Destiny.
  The Holy Grail, the cup supposedly used at the Last 
  
  181
  Supper, and which is said to have caught Christʼs 
  blood as it fell from the cross, was the subject of 
  a search by Nazi archaeologist Otto Rahn.    Rahn 
  believed that the Grail had been carried to the 
  South of France by the Cathars in the 13th century.   
  Rahn received a commission in the SS from 
  Himmler himself, and searched for the Grail, before 
  inexplicably resigning his commission in 1939 and 
  disappearing.   What had he discovered, and what 
  happened to him?
  The Spear of Destiny is the spear of the Roman 
  centurian Cassius Longinus, who is said to have 
  used it to pierce the side of Christ.  Legend has 
  it that the Spear made whomever possessed it 
  invincible.   Stories are told of it passing down 
  through history, in the possession of such men as 
  Louis IX of France, Charlemagne and Napoleon.  
  A spear, either the actual Spear of Destiny or a 
  false relic (depending upon who you listen to), 
  was on display at the Vienna Hofmuseum, and was 
  conﬁscated by the Nazis after their annexation of 
  Austria.
  It was shipped via an armored SS train to 
  Nuremberg on October 13th, 1938, where it 
  remained for six years in St. Catherineʼs Church 
  before being moved to an underground vault for 
  protection. Some stories say that the Spear was 
  taken to the SS Castle at Wewelsberg.
  During the ﬁnal days of the war in Europe, the 
  United States 7th Army took possession of the 
  Spear in the name of the United States government. 
  Within 90 minutes of the United States capturing 
  the Spear, Adolf Hitler committed suicide. The 
  Spear was returned to the Royal House of Hapsburg 
  shortly thereafter, where it now rests, once again, in 
  the Vienna Hofmuseum.   (Although rumors persist 
  that the Spear is a copy, with the true Spear either 
  being kept by the United States, or perhaps by 
  agents of the Reich).
  Gamemasters looking to play on this particular 
  theme can have Ahnenerbe-sponsored 
  archaeological expeditions to the far corners of the 
  globe: Egypt, Africa, South America; searching 
  for anything from occult artifacts to Lost Cities.  
  This allows adventures which cross the lines into 
  standard pulp genres like jungle stories, fortune 
  hunting, or Lost Worlds.
  Which leaves us with another standard Nazi 
  adventure plot, wherein the forces of the Third 
  Reich dabble in Things That Man Was Not Meant 
  to Know.
  Obviously, the Nazi Sorcerer is the best archetype 
  to use for such adventures, but an occult angle 
  can be added to almost any other variety of plot.  
  Perhaps Nazi agents are looking to steal the copy 
  of the Necronomicon held in the library collection 
  of a small New England university.  Or perhaps 
  a Nazi scientiﬁc experiment causes some kind of 
  dimensional rift, and Things Even Worse Than 
  Nazis come through.
  Plots involving the Nazis meddling with this sort 
  of power should be marked by an unbelieving 
  arrogance.  At no point should a Nazi villain ever 
  assume that he is in over his head.  The ﬁrm belief 
  in their status as the Master Race should be the 
  villainʼs achilles heel in these situations (and, in 
  some cases, the very cause of the danger in the ﬁrst 
  place!).
  Gamemasters can also mix the Nazis with 
  traditional supernatural pulp elements, such as 
  mummies, werewolves, ghosts and vampires.  
  See the Hellboy graphic novel series (and ﬁlm) 
  for suggestions on methods for doing this.   The 
  sudden realization that the SS ofﬁcer whom theyʼve 
  been facing is actually a sorcerous vampire should 
  be enough to put pause to even the most headstrong 
  hero!
  
  182
  Chapter Nine:
  Thugee
  INTRODUCTION
  They strangle unsuspecting travelers on dark 
  country roads.  They glide though New Yorkʼs 
  glittering streets clinging to shadows, carrying fear 
  and death in their yellow scarves.  They dance and 
  debauch, brutal thugs masking their villainy 
  behind a façade of ancient mysticism. 
  They are the Thugee, a cult of 
  murders whose history and myth 
  stretch back to the time of 
  Herodotus.  They terrorized 
  Indiaʼs roadways for at least 
  six hundred years.  Each 
  year they killed travelers 
  by the tens of thousands.  
  Eventually a single man 
  stood up to them, ferreted 
  them out of the dark 
  places, and hung them 
  high for all to see.  
  The British Empire hung 
  thousands of Thugee in the 
  period between 1830 and 1850.  
  Thousands more ﬂed rather than pay for 
  their crimes.  By the end of the 19th century the 
  terrible cult vanished from India.  In the ﬁctional 
  world of the pulps, though, the cult persisted into 
  the modern world.  Charismatic conmen use its 
  rituals to disguise their sinister schemes.  Remnants 
  of the original Thugee continue their murderous 
  rites.  Rebels and terrorists hide their very  modern 
  ambitions under the strangling cord and the pick-
  axe.
  Do you dare oppose them?  Or will you too fall 
  to a cunning smile and a swiftly applied yellow 
  strangling cord?
  The Thugee
  The historic Thugeeʼs saga reads like something 
  out of an adventure novel.  It has shining heroes, 
  villains so vile they barely qualify as human, and 
  a nasty intersection between religious fervor and 
  material interest.  Its sensational and scandalous 
  nature inspired several best sellers, not to 
  mention a judicial campaign reaching into 
  Indiaʼs darkest shadows. 
  In many ways, the Thugee provided 
  the model writers used to create cults 
  in pulp ﬁction.  They organized 
  themselves into hereditary 
  gangs.  These gangs operated 
  in secret and communicated 
  among themselves using 
  a indecipherable cant.  
  When not engaged in their 
  murderous deeds Thugee 
  lived ordinary lives, had 
  families, and contributed to their 
  communities.  In other words, they 
  were everything we imagine 
  a secret society to be: lethal, 
  organized, and completely 
  invisible to the outside world.
  In the real world it took 
  a man of remarkable 
  dedication to bring them 
  down.  In the world of the 
  pulps 
  it will take more than that: 
  it will take courage, determination, and a ﬁstful of 
  bullets.
  The English word “thug” comes from the Hindu 
  word thag, meaning a cheater or a thief.  In general 
  use a thug is a rufﬁan, a tough who does what his 
  
  183
  betters tell him.  Gangsters employ thugs to beat 
  people to a pulp.  Smarmy business men with 
  connections to gangsters hire these slope-browed 
  simians to intimidate weak-willed customers.  
  Originally, though, the word described something 
  far more dangerous than a class of criminal bottom 
  feeders.  Thugs terrorized India for centuries, 
  murdering travelers and stealing the property.  
  Thugee, their system of beliefs and practices, 
  organized a network of assassins, informers, 
  merchants, and politicians unrivaled in human 
  history.  This network turned religious murder 
  into a proﬁtable enterprise, capable of literally 
  mustering an army and ignoring authorities until 
  one man ﬁnally brought them to justice.
  This section starts by describing the historical 
  Thugee cult and its grizzly end.  It then goes on 
  to describe three different ﬁctional versions of the 
  Thugee.  The ﬁrst outlines a loosely organized 
  group of psychotic killers under the command of 
  a criminal mastermind.  The second suggests a 
  possible continuation of the original Thugee cult, 
  assuming their goddess actually interceded to 
  protect a her followers.  The third outlines a hybrid 
  between these two approaches, describing a rebel 
  fascist organization structured using the ideas of the 
  original Thugee cult.
  All four of the Thugee cults described below 
  use the Organisation Rules from Mongoose 
  Publishingʼs OGL Horror (which are presented 
  again in Chapter Seven).  The attributes for the 
  historical Thugee cult represents the authorʼs best 
  guess as to the Thugeeʼs actual capabilities; the 
  other three derive from the cult creation method 
  outlined in Chapter Seven.
  The Historical Thugee
  The Indian “thugs” came to the attention of the East 
  India Company during the 1820s through Captain 
  William Sleemanʼs Herculean efforts.  This young 
  British captain boldly assaulted a centuries old 
  institution of murder and robbery without consent 
  from the local authorities.  Ignoring centuries of 
  Company policy he interfered in local affairs, 
  hunted down bandits, and eventually changed life 
  for Indians throughout the sub-continent.
  The organization Captain Sleeman destroyed 
  operated throughout India.  Princes and kings 
  gave it tacit assistance in return for vast wealth.  
  Its members, both Hindu and Muslim, engaged 
  in wholesale murder during the summer months 
  then returned to their ordinary lives.  They passed 
  the cultʼs wealth and its terrible secrets to their 
  children, indoctrinating their sons in murder before 
  their eighteenth birthday.
  Descriptors:
  Ancient Occasional Opponent (3 Descriptors): 
  Greedy*, Murderous, Scattered
  *required by Ancient designation
  Attributes:
  The historical cult might possess the following 
  attributes:
  Hit Points: 14,000
  Force: 30 (+10)
  Response: 10 (+0)
  Resources: 24 (+7)
  Information:  20 (+5)
  Occult: 10 (+0)
  Inﬂuence: 20 (+5)
  Skills: Disguise (Inf) +15, Forgery (Info) +15, 
  Gather Information (For) +20, Intimidate (For) 
  +20, Knowledge (Current Events) (Inﬂ) +15, 
  Knowledge (Streetwise) (Info) +15, Research 
  (Info) +15, Search (For) +20
  Feats: Arsenal, Covert, Secure Base x4
  Descriptor Modiﬁers: +2 bonus to Resource 
  checks, operatives add +10 to Intimidate checks, 
  DR 7/- against organizational attacks.
  Quick Description:
  The Thugee cult uses murder to further its greed 
  
  184
  and desire for goods.  
  They have a decentralized 
  structure but the leaders 
  know each other fairly well.
  Extended Description:
  Herodotus mentioned a 
  people known for strangling 
  their victims in his Histories, 
  written in the ﬁfth century 
  BCE.  Nineteen hundred 
  years later, in the 14th 
  century CE, a “Thug” 
  ﬁnanced a mercenary army 
  to repel an Afghani invasion 
  in northern India.    Four 
  hundred years after that, the 
  British suddenly took an 
  interest in the unexplained disappearance of 40,000 
  people every year from Indiaʼs roads.  They found, 
  to their horror, a loosely organized group capable 
  of murdering everyone in a caravan or plucking one 
  traveler out of a crowd and killing him.
  The thugs participated in a cult called “Thugee”.  
  In theory the cult worshiped Kali in her aspect 
  as goddess of destruction.  Hindus and Muslimʼs 
  participated in the cult, despite the obvious 
  religious conﬂict between monotheistic beliefs and 
  Kali worship.  
  Practically speaking, though, Thugee and the 
  thugs were a family business.  Fathers and uncles 
  inducted young men into the practice early then 
  passed on their positions as they retired.  They 
  disposed of their ill-gotten gains though centuries 
  old channels, funding kingdoms and armies 
  throughout the sub-continent.
  Thugs lived ordinary lives during most of the 
  year; many became respected members of 
  their communities.  They practiced trades, ran 
  businesses, raised families: all of the things 
  expected of normal citizens.  However, they also 
  took long “trips” into India every year.  For three or 
  more months they stalked the countryside in search 
  of the proper targets.
  Selecting a target required careful consultation of 
  omens and proper ritual practice.  It also involved 
  an element of practical assessment.  The thugs 
  rarely moved unless they outnumbered their target 
  by at least three to one.  Reliable accounts describe 
  them murdering caravans of 100 or more, so they 
  obviously traveled in groups of at least 300 at 
  times.
  Thugs did not attack their foes in screaming waves, 
  waving knives and shooting guns.  Instead they 
  joined their victims as fellow travelers.  They could 
  journey with a potential victim for months, usually 
  posing as guards or entertainers, before ﬁnding 
  the perfect moment to strike.  When that moment 
  came they attacked on a pre-arranged signal.  Two 
  thugs held the target, kicking him repeatedly in 
  the genitals as a distraction, while a senior thug 
  strangled him with a yellow scarf.
  After completing their rituals and burying the 
  bodies in unmarked graves, the thugs disposed 
  of the victimsʼ possessions by selling them to 
  established governments.  This inﬂux of wealth 
  supported several of the larger central Indian states, 
  giving the thugs somewhere to hide while they 
  prepared to resume their ordinary lives.
  Among themselves the thugs spoke a secret 
  language.  Although clearly of Hindi origin, this 
  language differed from its root language enough 
  
  185
  to prevent casual interception.  Even so, they did 
  not speak it in public, reserving it instead for their 
  planning sessions and communications within the 
  cult while not out seeking victims.
  The Thugee cult continued almost unopposed until 
  1820.  In that year a captain in the British Army, 
  one William Sleeman, discovered their existence.  
  For the next twenty years he hunted down thugs 
  wherever he could ﬁnd them.  He might not have 
  succeeded, but early in his operation he captured 
  several cult leaders. The kind of person willing to 
  casually murder hundreds of innocents also, to the 
  good captainʼs beneﬁt, will also usually turn on his 
  compatriots in return for considerations.  These 
  leaders helped Captain Sleeman round up and hang 
  thousands of their fellow thugs despite sometimes 
  stiff local opposition.
  For all practical purposes the cult ceased to exist 
  by 1840, though the East India Company continued 
  to issue regulations about they into the middle of 
  the 19th century.  Captain Sleemanʼs exploits and 
  the confessions of several Thugee leaders became 
  best-selling novels after suffering various degrees 
  of ﬁctionalization.  The real events were, after all, 
  almost too much for an educated readership to 
  believe.
  Characters
  Any campaign involving the historical 
  Thugee cult should touch upon at least the 
  following characters:
  Ameer Ali (Male Human Charismatic 
  Hero 5/Fast Hero 4): Ameer Ali, a Thugee 
  member and leader, confessed to over six 
  hundred killings during his years as a cult 
  member.  His recorded, then ﬁctionalized, 
  confessions became the basis for “The 
  Confessions of a Thug”, an instant best-
  seller in 19th century Britian.  Charming, 
  sophisticated, and intelligent, his complete 
  lack of moral compunctions about murder 
  or betrayal fascinated readers for almost one 
  hundred years. Characters might encounter 
  him in any one of a number of disguises or 
  meet him after his capture in their quest to destroy 
  the Thugee.
  Captain William Sleeman (Male Human, 
  Dedicated 7): Mr. Sleeman came to India as a 
  police ofﬁcer and left a Major-General after a 
  twenty year campaign against the Thugee.  At the 
  start of his career he is a well-built, intelligent 
  young man ﬁred by high ideals and a sense 
  of righteousness.  By the end he suffers from 
  the dehabilitating effects of living in a tropical 
  environment for two decades, though he still 
  carries himself with great dignity.  Characters who 
  encounter rhim early in his career will ﬁnd him 
  accessible and charming as he tries to recruit them 
  to his cause.  Later in his career Mr. Sleemanʼs wife 
  smoothes over his hard edges and occasional bouts 
  of temper as he nears the end of his long quest.
  Feringeea (Male Human, Charismatic 9): This 
  magnetic young man styled himself as the “Prince 
  of the Thugee”.  Charming and educated, he almost 
  escaped Captain Sleeman but turned himself in 
  after Sleeman took his mother, wife, and children 
  into custody.  His assistance proved invaluable as 
  he turned over thug leaders all over the Indian sub-
  continent.  
  
  186
  Adventure Seeds and Plot Hooks
  The historical Thugee might appear in any number 
  of stories:
  1) Characters in a historical campaign could 
  become involved with Captain Sleeman 
  during his early days as a policeman.  His 
  fanatical devotion to changing India will put 
  him at odds with the Company executives, 
  the local authorities, and the Thugee 
  themselves. 
  2) In the later part of his campaign Sleeman 
  becomes a very public and important 
  ﬁgure.  The characters may ﬁnd themselves 
  assigned to protect him as the Thugee, 
  practiced deceivers and assassins, make a 
  ﬁnal effort to remove their opponent. 
  3) Indian characters may take on the role 
  of Thugee defending their ancient and 
  honorable calling from interference by 
  the colonial powers.  In between bouts 
  of murder they will have to defend their 
  leaders, mislead the authorities, and perhaps 
  even assassinate the meddling Englishman 
  who brought all of this about.
  The Thugee Cult of Personality
  After the destruction of the historical thugs English 
  and Indian conmen began to use its rituals and 
  traditions as a cover.  They took popular accounts 
  of the Thugee, mixed it with their own agendas, 
  and produced an amalgam of East and West even 
  more terrifying than the original.
  The cult below follows one such hybridization 
  to its logical conclusion.  It describes the efforts 
  of an English conman (Duncan Turnbull) to 
  cover his crimes under the aeigis of a long dead 
  cult.  His ability to manipulate the weak-minded 
  lower-classes, along with his absolute belief in his 
  personal superiority, lend this cult a hard pulp edge.
  Descriptors:
  Modern Important Opponent (5 Descriptors): 
  Cell, European, Fearsome, Greedy, Murderous*
  *Required by Modern designation
  Attributes:
  Hit Points: 3,100
  Force: 17 (+3)
  Response: 12 (+1)
  Resources: 21 (+5)
  Information: 10 (+0)
  Occult: 8 (-1)
  Inﬂuence: 14 (+2)
  Skills: Craft (Info) +10, Disguise (Inf) +12, 
  Forgery (Info) +10, Search (For)  +13
  Feats: Covert, Financial Sway, Secure Base x2
  Descriptor Modiﬁers: Organization never 
  appears to have more than 1/10th its actual size, 
  Organization reduces time of Knowledge (Popular 
  Culture, Tactics) by 1/2, +2 to Resources checks, 
  Organization operativesʼ add its Inﬂuence modiﬁer 
  bonus to their Gather Information skill checks, 
  Organization operativesʼ add its Force modiﬁer 
  bonus to their Intimidate skill checks
  Quick Description:
  The “Thugee” use popular fear of their name 
  and outright murder to bully people into handing 
  over their material wealth.  They have a highly 
  decentralized structure in which each leader only 
  knows one other leader.  The “Grand Priest” knows 
  all of the cells but none of their leaders know him 
  by his real name or face.
  Extended Description:
  In 1892 Duncan Turnbull went to the bar in 
  London for the third time.  The charges of criminal 
  misconduct, fraud, and murder were enough to 
  insure his speedy removal from society.  Then, in 
  a daring move assisted by three accomplishes, he 
  escaped from prison on the date of his sentencing.  
  On the run and beyond the law he cooked up a 
  grand scheme.
  After leaving his accomplices where the authorities 
  could ﬁnd them Duncan vanished.  A year later, 
  rumors circulated though the underworld of coves 
  showing up in shadowed alleyways.  Though dead 
  bodies, especially those of young men, appeared 
  
  187
  daily, something about these new murders caught 
  peopleʼs attention.  Each young man had a yellow 
  scarf wrapped around his neck.  Each one also had 
  his head smashed in by something big, heavy, and 
  sharp.
  At ﬁrst the authorities ignored the threat.  After 
  all, dozens of madmen and anarchists used the 
  yellow scarves every year in a vain hope to confuse 
  investigations.  Two years into the crime spree, 
  though, a group of constables turned up dead.  
  Their strangled and mutilated bodies, posed in 
  mockery of some ancient Indian sexual text, incited 
  public outrage and belated ofﬁcial action.  
  Scotland Yard took four weeks to track down 
  and apprehend the criminals.  The investigation 
  lead them though sordid opium dens, the Thames 
  warehouses, and into Londonʼs darkest heart.  In 
  a stunning raid they captured twelve men and a 
  vast assortment of Indian paraphernalia.  Under 
  interrogation the men claimed descent from the 
  original Thugee cult, long though exterminated.  
  They even produced papers proving the claim, 
  though these papers later proved to be forgeries.
  The investigators closed the case after the raid and 
  confessions.  They ﬁled it away as a bit of left over 
  business from the British Empireʼs early years.  A 
  month later, rumors again surfaced of more men 
  and women murdered by strangulation.  Close 
  investigation, though, revealed no foundation to the 
  accusations.
  A decade later, in New York, the cult surfaced 
  again.  This time the aggressive New York Police 
  Department had its hands full with gang wars, turf 
  battles between political factions, and the constant 
  pressure of new immigrants from Europe and Asia.  
  Since it looked like one group of odd-colored 
  men murder other odd-colored men, their captains 
  decided to ignore it.
  The streets of New York proved a fertile place for 
  the burgeoning cult.  It recruited men from the 
  lowest rungs of society, gave them wealth, and 
  taught them to kill.  Eventually cells began to grow 
  in other cities, some as far west as Chicago.
  Duncan Turnbull becomes William Sleeman
  The new Thugee came into being when Duncan 
  Turnbull vanished.  He decided, at the spur of the 
  moment, to re-invent himself.  Using his skills as 
  a conﬁdence man and actor, along with things he 
  learned reading trashy novels in jail, he created a 
  new persona “Mr. William Sleeman, Importer.”  In 
  order to ﬁnance this change he contracted a number 
  of down and out Indian criminals.  To make his 
  story more believable he provided the men with 
  false documents “proving” their descent from the 
  ancient Thugee families.
  Upon this ﬂimsy foundation “William Sleeman” 
  built an international criminal empire.  
  Independently organized cells of thugs murdered 
  travelers, tourists, and immigrants in vast numbers.  
  They would travel to a new city or burrough each 
  season, murder and rob, then return home to their 
  cover-lives as upright citizens.  All of the stolen 
  goods moved though Sleemanʼs import business, 
  effectively laundering them while simultaneously 
  tying the enterprise into the local business 
  community.
  When Sleeman lost the ﬁrst cell he relocated from 
  
  188
  the familiar environs of London to New York City.  
  There he found a seething immigrant population, 
  an inattentive police force, and lax import/export 
  laws.  In short, nearly perfect ground for his efforts.  
  Disaffected men, cut off from their traditional 
  moral and ethical authorities, happily signed on 
  with his “thugs” in an attempt to make something 
  of themselves.
  Cult Members
  The cult recruits members exclusively from 
  the lowest of the low.  Cell leaders seek out the 
  unenfranchised, the newly arrived, and those who 
  have potential but cannot quite make it on their 
  own.  They set these men up with legitimate, if 
  low earning, businesses.  They give them language 
  training.  They help them to put their children into 
  schools and schedule medical care for those who 
  need it.
  In return the cell inducts them into the business.  
  The new members learn a secret language made of 
  up “Indian sounding” words that has no real rhyme 
  or reason.  One week every three months they go 
  on a trip to an out of town location where they 
  watch older cult members stalk, strangle, and rob 
  anyone who looks like a good target.  Once they 
  have participated in enough murders the cult leader 
  inducts them into the society.
  No cult member knows much about the other cells.  
  The cell leader, an appointed position, only sees 
  their leader once per year and then on a day chosen 
  by the “Grand Leader”.  Loot is left in large blind 
  drops, from which it mysteriously vanishes within a 
  few days.
  When not actively engaged in their murderous trade 
  the cult members live ordinary lives.  Most own 
  small shops specializing in the garment trade or 
  groceries.  None acknowledge other cult members 
  on the street, though they meet once a month to 
  perform stylized rituals to the Dark Goddess Kali.
  Unlike the real Thugee this cult does not select 
  its targets though an elaborate system of omen-
  reading.  Instead they use purely pragmatic criteria 
  for selecting victims.  Their newfound faith and 
  techniques cannot cover over their lowly origins.
  Cult Environs
  The cult does not maintain a central base of 
  operations.  When in their “normal” lives the cult 
  members dwell and work in small shops.  When 
  on the road they stay in cheap hotels and boarding 
  houses.
  Cult Encounters
  Though it would be convenient cult members do 
  not wander around in Indian turbans with necklaces 
  of human skulls around their necks.  They dress 
  conservatively, either in the well-tended clothes of 
  a factory worker or the middle of the road shirt and 
  jacket of successful businessmen.  They present a 
  friendly, even cooperative, face until they lull the 
  target.
  When the target feels perfectly safe they strike.  
  One member attempts a choking attack from the 
  rear while at least one other distracts the target by 
  pummeling him.  If the target breaks free the thugs 
  ﬂee by the fastest possible route.
  Characters
  Any campaign involving the Thugee cult of 
  personality might encounter the following 
  characters:
  Duncan Turnbull aka William Sleeman (Male 
  Human Charismatic 10): Mr. Sleeman openly 
  immigrated to the United States in 1896, bringing 
  with him an active import business specializing in 
  ﬁne artifacts from around the world.  His constant 
  supply and cheap prices made him an instant 
  favorite with the cash conscious but status climbing 
  upper-middle class and criminal elements.  The 
  more established old money families continued to 
  use their own dealers.  Within a year he built up 
  four cells, and has since established another dozen 
  scattered throughout the states.  He then hires 
  pawn-brokers and locals to pick up the stolen goods 
  and sells the loot in cities far away from where they 
  were ﬁrst nicked.
  In person Duncanʼs almost hypnotic voice and 
  aura of conﬁdence lure people into a hazy daze 
  
  189
  from which they emerge after several hours.  His 
  ﬂashing dark eyes and sardonic wit put even the 
  most hardened investigators at ease, even when he 
  directs his mockery towards them.  Connections 
  in the upper reaches of government and society 
  prevent any serious investigation of his activities, 
  even if he were revealed as a Thugee strangler.  
  Jericho Ameer (Male Human Charismatic 4): 
  Jericho came to this country poor, tired, and sick.  
  His “uncle” Mr. Sleeman took him in, gave him 
  a job, and eventually elevated him to a position 
  of respect.  Now Jericho runs a cell in Cleveland 
  Ohio.  His mostly Polish and Eastern European 
  cell hunts in Chicago, Toledo, and occasionally 
  Philadelphia.
  Miriam (Female Human Dedicated 2): Miriam 
  came to the United States with her husband.  Now 
  he runs a small business in New York, reﬁtting 
  rich-menʼs shoes.  Though she does not like the 
  way they look at her, she does appreciate how 
  much money her clients lay down when they come 
  into the back room for ﬁttings.  However she has 
  become very concerned about her husband.  His 
  constant black moods get even worse after he 
  comes back from his visits to Chicago or New 
  York in search of good shoe leather.  She has 
  started to ask the other local wives for help and 
  may eventually go to the local parish priest even 
  though she is Muslim.
  Adventure Seeds and Plot Hooks
  The cult of personality could easily become 
  a main campaign villain.  Cleaning out a cell 
  could take an entire adventure; defeating Duncan 
  himself would tax even the most psychopathic 
  adventurers.
  1. The characters encounter a Thugee 
  group while traveling between two other 
  adventure sites.  The Thugee attack them 
  in the middle of the night, leaving one 
  or more of the characterʼs in critical 
  condition.  This brutal introduction to the 
  Thugee could spark a long (or short) set 
  of adventures in which our heroes search 
  out their foes, only to discover they have 
  vanished back into the darkness. 
  2. One of the characterʼs long-standing 
  friends dies while on a business trip.  Some 
  time later, in another part of the US, the 
  characterʼs see a signature item (e.g. a 
  unique engraved pen or broach) for sale in a 
  pawn shop window.  The shop owner is not 
  a cult member but he bought the item in a 
  lot from Sleeman Imports. 
  3. The characters begin to do business with 
  Mr. Sleeman or one of his representatives, 
  selling items of dubious providence to 
  the importer in return for good cash.  
  Eventually a crusading police ofﬁcer comes 
  to speak with them, inquiring about their 
  activities.  The ofﬁcerʼs investigation, 
  though brushing up against the charactersʼ 
  activities, really focuses on Sleemanʼs 
  import/export business and its connection 
  to a small ring of murderers the policeman 
  uncovered.
  
  190
  The Thugee: 
  Ancient Survivors
  The body of knowledge called Thugee supposedly 
  came as a revelation from the goddess Kali.  She 
  gave her chosen people the right and obligation 
  to murder, knowledge of how to do so safely, and 
  the ability to read omens which would guide them 
  to suitable targets.  Such knowledge should have 
  protected them from a mundane extermination 
  campaign, even one launched by the much lauded 
  British Rajah.
  Divine knowledge did indeed protect this version 
  of the Thugee survivors.  In fact, Mr. Sleemanʼs 
  campaign successfully destroyed the heretics 
  and unbelievers who infested their cult over the 
  centuries.  With the detritus gone the chosen ones 
  can now renew their vows in secrecy.
  Descriptors:
  Ancient Occasional Opponent (3 Descriptors): 
  Centered, Murderous, Prideful*
  *Required by Ancient designation
  Attributes:
  Hit Points: 4,000
  Force: 18 (+4)
  Response: 12 (+1)
  Resources: 18 (+4)
  Information: 14 (+2)
  Occult: 20 (+5)
  Inﬂuence: 10 (+0)
  Skills: Decipher Script (Occ) +12, Disguise (Inf) 
  +10, Forgery (Info) +16, Knowledge (Arcane Lore) 
  (Occ) +19, Search (For) +18
  Feats: Artifact, Covert, Fanatical Loyalty, Library 
  (Arcane Lore), Secure Base
  Descriptor Modiﬁers: Organization cannot hide 
  its size. It heals damage at twice the normal rate, 
  Organization operativesʼ add its Force modiﬁer 
  bonus to their Intimidate skill checks, +2 to Occult 
  checks
  Quick Description
  Kali saved the families of the current Thugee from 
  the maelstrom ignited by Mr. Sleeman in his one-
  man quest to make India more European.  In awe 
  and celebration they worship her in the way she 
  commanded: each man murdering one stranger 
  each year and each woman maintaining the façade 
  of an ordinary life.  The Thugee High Priest comes 
  from the family who received Kaliʼs vision in 1820. 
  The other cult members obey without question or 
  hesitation.
  Extended Description
  In the beginning Black Kali chose from among the 
  people those who could worship her as she desired.  
  To these men she taught the art of reading omens, 
  the skills of the strangling cord, and the words 
  which none other could hear.  Her chosen children 
  did as their goddess commanded and all was good.
  Over thousands of years, though, her children 
  lost their way.  Many fell into decadent practices, 
  murdering without recourse to the proper rituals.  
  They lost the knowledge of true omens, instead 
  taking every turn of a leaf or sudden shower as a 
  sign from the goddess herself.  Some became no 
  better than common thieves, killing for their own 
  glory rather than the goddesses.
  Eventually Black Kali stretched forth her 
  hands.  With one taloned ﬁst she grasped a an 
  Englishmanʼs heart.  With another she smote the 
  pretenderʼs minds, making them blind to their oaths 
  of loyally.  With a third she opened the eyes of the 
  last remaining man of faith.  To this last man she 
  gave a list of names; the names of Thugee who 
  might be brought to see the light.
  As the Englisman slaughtered his way though the 
  false Thugee, the faithful man (named Dhuliji 
  Lahiri) raced ahead to save those who the goddess 
  named.  He drew the faithful into the deep jungle 
  where they lived in a small village while the ﬁres 
  burned out.
  The Thugee emerged from seclusion once the 
  British turned their attention to other matters.  
  Mr. Lahiri caused them to scatter throughout 
  the country under an injunction to commit no 
  crimes for the next decade.  They established new 
  identities, business, and families.  Some emigrated 
  to Europe; others stayed in their homeland or went 
  
  191
  east to the Americas.
  In 1860 the Thugee resumed their murderous 
  ways.  Quietly, in groups of no more than thirty, 
  they gathered to hear Lahiriʼs instructions.  Once 
  properly motivated they stalked the roadways, 
  selecting targets using the ancient omens and 
  murdering them in the old ways.
  Three generations of strangers have come into the 
  business since those fateful ﬁrst days.  The group 
  maintains its emotional fervor and discipline, 
  though some of the fourth generation may fall to 
  greedʼs temptation.  After all, each strangler group 
  possesses the accumulated wealth of thousands of 
  victims; a fat target for an ambitious man.
  In order to avoid the failure of the ﬁrst cults, the 
  High Priest maintains iron control over group 
  activities.  He declares the hunts, disposes of the 
  loot, and determines who will advance or fall from 
  grace.  The later sentence carries with it deadly 
  repercussions.  After all, those who turn against the 
  goddess cannot be allowed to live.
  The Thugee communicate among themselves using 
  a variation on the language spoken by the fallen 
  cult.  They also send messages, even telegrams, in 
  this elaborate code.
  Cult Members
  All members of the ancient survivors come from 
  the families who survived Sleemanʼs purge.  Each 
  proudly traces their linage back to a single man 
  chosen by the goddess herself for deliverance.  
  In the intervening decades the cultʼs spread from its 
  mountain fastness has necessitated some thinning 
  of the chosen bloodlines.  Once a thug moves out 
  into the world the High Priest expects him to marry 
  local and raise his family as a part of the growing 
  cult.  Females must petition the High Priest for 
  permission to marry; males may marry whomever 
  their father selects for them.
  The High Priest also chooses and sends a local 
  groupʼs leader from among the members of his 
  family.  This allows him to retain central control 
  and maintains orthodoxy.  It also angers many of 
  the younger thugs, especially those who live in the 
  United States or Europe.
  Cult Environs
  Cult members do not jeopardize their cover by 
  storing cult materials in their homes.  A home 
  invasion or legitimate search of such a place will 
  turn up nothing of importance.
  However, the local cult members all pay to support 
  a small, secluded shrine to Kali.  The shrine 
  will always be at least thirty miles from any cult 
  memberʼs home.  Here they gather once a season 
  to receive messages from the grand temple and the 
  High Priest, to perform their secret rituals, and to 
  bask in Kaliʼs glory.  Failure to attend a meeting 
  results in the local leader disciplining the member 
  either by verbal reprimand or by killing one of his 
  family members.
  The local shrines communicate with the main 
  shrine in India via special couriers.  These couriers 
  carry messages to the shrines, leaving them at 
  times when no cult member is in attendance.  Each 
  courier receives extensive training in subterfuge 
  and conditioning to resist questioning.  Should he 
  be captured he will try to destroy his messages 
  before ending his own life.
  The Thugee built their primary temple on the site of 
  the village Kali reveled to them.  Isolated by jungle 
  and mountains, it functions as an impenetrable 
  fortress for them to retreat into in times of need.  
  The lavish temple itself houses almost one hundred 
  thugs; the village supports another three hundred.  
  The couriers and local leaders come from the 
  families living in the temple, so as to insure their 
  loyalty to the higher cause.
  Cult Encounters
  The ancient survivors engage in ritual murder 
  rather than whole-sale banditry.  They use the same 
  tactics as the historical Thugee (strangulation and 
  mass attacks from surprise) and make liberal use of 
  their ability to bluff and confuse targets.
  
  192
  Characters
  Any campaign involving the ancient survivors 
  should include some or all of the following 
  characters:
  Dhuliji Lahiri (Male Human Fast 4/Dedicated 
  4/Charismatic 6): The now ancient Dhuliji Lahiri 
  still presides over the reformed Thugee cult from 
  the jungle-bound temple in India.  He communes 
  with his goddess daily, though he does not always 
  share the results of his visions.  His withered frame 
  and lank white hair speak to the decades of his 
  service to his goddess.  The immense strength with 
  which he can turn a strangling cord manifestly 
  demonstrates her favor.  The other thugs worship 
  him almost as much as they do their goddess.
  James Sinha (Male Human Strong 2): James 
  grew up in New York City.  He played with 
  men who now make their livings as gangsters, 
  conﬁdence men, shop keepers, and factory workers 
  as a boy.  As a man, the contract 
  between their growing wealth 
  and his cult mandated simple 
  lifestyle galls him.  Why should 
  a strapping young man like 
  himself, blessed with good looks 
  and the wits God gave a man, 
  live in poverty while sending 
  riches to some old man back in 
  the old country?  His questions 
  resonate with the new generation 
  of Thugee even as their elders try 
  to teach them the ways of the cord 
  and pick-axe.
  Ajita Lahiri (Female Human 
  Charismatic 6): Even though 
  mocha-skinned Ajita comes from 
  the direct line of the High Priest 
  she cannot inherit a position of 
  power in the cult.  By tradition 
  she should have married, settled 
  down, and built a cover identity 
  for some local cult leader.  Instead 
  the smoky-eyed beauty talked her 
  father into making her a courier.  
  So she travels the world, amusing 
  her self with the businessmen 
  she meets, and delivers messages to out of the way 
  towns where she cannot show her face.  Fortunately 
  her skills as disguise and deception match her 
  arresting looks and charm.
  Adventure Seeds and Plot Hooks
  The ancient survivors might become a major 
  campaign villain but they work best as a shadowy 
  threat.  Characters encountering them might not 
  even realize they are anything more than a slightly 
  exotic street gang. Only later, when the cult plays 
  its hand, should they begin to realize it might be 
  even more sinister than they initially imagined.
  Some examples of this kind of story include:
  1. Low level characters operating in New 
  York (or another large city) might encounter 
  James Sinha as he breaks away from the 
  main Thugee cult.  His group of young, 
  
  193
  dissatisﬁed thugs apply their murderous 
  methods to local crime.  Just as the 
  characters close in on them, the elder thugs 
  remove the younger entirely, leaving behind 
  their strangled bodies and a vast sum of 
  money as reparation. 
  2. One of the male characters might encounter 
  Ajita during her travels.  Their interlude 
  together at ﬁrst seems like a throw-away 
  scene.  A little later, the character ﬁnds 
  himself under attack by assassins of Indian 
  descent.  It turns out the High Priest is well 
  aware of his daughters activities and prefers 
  to “silence” men she spends time with. 
  3. In a game with some occult overtones the 
  characters may become involved with one 
  of the ritual murders.  After all, the Thugee 
  murder as a form of worship, an act which 
  could call forth dark powers.  Occult 
  investigators might be dragged from murder 
  site to murder site until they eventually 
  uncover the cultʼs methods of operations. 
  4. The cult kidnaps one of the charactersʼ 
  close friends or family members (usually 
  a beautiful woman or girl) as a special 
  sacriﬁce.  In order to get her back the 
  characters can race the kidnappers, fail 
  to catch them at a port, and then travel to 
  India in order to save her before the time of 
  sacriﬁce.  Eventually they wind up trekking 
  though the jungle and storming the main 
  temple.
  The Thugee:
  Insurgent Fighters
  Historically the Thugee avoid direct interference 
  in politics.  However, the British intrusion of their 
  morality into Indian affairs inevitably lead to a 
  backlash against them.  In this case, even though 
  the Thugee themselves vanished a number of 
  patriotic men recreated the cult with the expressed 
  purpose of driving the British from the sub-
  continent. 
  These thugs us the old methods of deception 
  and strangulation to rid their homeland of the 
  oppressive outsiders.  Their carefully target 
  murders serve to destabilize and terrify the foreign 
  population.  The British respond by increasing their 
  security and applying even more pressure, leading 
  to an ever escalating cycle of violence from which 
  neither side will back down.
  Descriptors:
  Modern Occasional Opponent (3 Descriptors): 
  Indian, Intimidation, Murder*
  *Required by Modern designation
  Attributes:
  Hit Points: 5,000
  Force: 20 (+5)
  Response: 14 (+2)
  Resources: 10 (+0)
  Information: 16 (+3)
  Occult: 10 (+0)
  Inﬂuence: 12 (+1) 
  Skills: Decipher Script (Info) +11, Demolitions 
  (Resp) +10, Disguise (Resp) +10, Forgery (Info) 
  +11, Gather Information (For) +13, Knowledge 
  (Civics) (Inﬂ) +9, Knowledge (Tactics) (For) +13, 
  Search (For) +13
  Feats: Arsenal, Emergency Response, Fanatical 
  Loyalty, Widely Known
  Descriptor Modiﬁers: Organization reduces time 
  of Knowledge (Behavioral Sciences) and Search 
  by 1/2, Organization operativesʼ add its Inﬂuence 
  modiﬁer bonus to their Gather Information skill 
  checks, Organization operativesʼ add its Force 
  modiﬁer bonus to their Intimidate skill checks
  
  194
  Quick Description
  A nationalist Indian cult that masks political 
  ambitions under the cover of a famous belief 
  system.  They use the fear of the Thugee and 
  carefully executed assassinations to achieve 
  their goals.
  Extended Description
  Mr. Sleeman unleashed a tide of change when 
  he destroyed the Thugee.  His obsession 
  catalyzed a shift in British policy from 
  accommodation and trade to outright political 
  and military domination.  The Indian Rajah 
  responded in a typically incoherent fashion.  
  Some capitulated, others accommodated, 
  a rare few resisted but quickly fell to the 
  superior coordination and ﬁrepower brought 
  to bear on them.
  The duty of resistance therefore fell to the 
  common men.  Indians of many castes decried 
  their domination by outsiders with no respect for 
  their ancient ways.  Most simply complained.  A 
  few took up arms, leading doomed rebellions.  
  The smartest reached back into recent history for 
  inspiration.
  This inspiration came in the form of several popular 
  novels released in Britain during and after Mr. 
  Sleemanʼs efforts.  They detailed a complicated, 
  dangerous secret cult with brutally effective 
  methods.  These murderers slaughtered Indians 
  by the thousands for centuries without being 
  discovered.  Their methods, properly updated, 
  would undoubtedly work just as well in the modern 
  world.
  From this initial idea sprang one of the most 
  effective resistance and terrorist organizations 
  ever imagined.  Operatives working in coordinated 
  teams began a wholesale slaughter of British 
  ofﬁcials and foreign civilians.  The murders 
  used the strangling cords and spoke in gibberish, 
  but only as a smoke screen to cover the modern 
  methods of mayhem they espoused.  Many openly 
  admitted their membership, using the terror 
  inspired by the popular history to force otherwise 
  unwilling collaborators into the fold.
  By the turn of the century this highly organized 
  society of killers works on a steady agenda.  They 
  assault government ofﬁcials, civilian contractors, 
  and travelers in large numbers.  Captured 
  operatives are murdered in their prison cells, left 
  dangling from the ceiling on yellow silk scarves.  
  Local community members who talk to the 
  authorities usually vanish, or suffer in anguish as 
  some beloved family member vanishes in their 
  place.
  The thugee network fuels its efforts with robbery 
  and murder for hire.  The surprisingly public 
  contacts ﬂaunt their afﬁliations, selling stolen 
  good almost openly though away from the British 
  Rajahʼs military force.  Most of these public 
  contacts truly know little of the organization; they 
  receive their funds and pass messages though dead 
  drops of various sorts.
  Cult Members
  The modern insurgency gets its members from 
  those who wish to overthrow the British rule 
  of India.  Anarchists, communist, patriots, and 
  psychotics all ﬁnd a place among them.  They come 
  from many castes and places, bound together in 
  common cause.
  
  195
  The insurgency members never engage in their 
  crimes near their own homes.  Taking a page from 
  the thugs old techniques, they always travel a 
  considerable distance before executing a mission.  
  This distance helps to shield them from detection, 
  as well as making it more difﬁcult to trace them if 
  they somehow get caught.
  When home they maintain a façade of normal 
  activity.  Almost all of the “cultists” work as 
  seasonal laborers, giving them an excuse to travel 
  frequently and maintain a low-proﬁle lifestyle 
  suitable to their needs.  Most do not have families, 
  as the risks they take exacts a heavy toll on their 
  time and livelihoods. 
  The insurgency leadership works at a fever pitch.  
  Most have abandoned their ordinary lives, instead 
  choosing to live in secluded jungle villages.  From 
  these locations they send out tactical leaders who 
  “activate” a local group then lead it to its target.
  Cult Environs
  The cult can strike anywhere.  Unlike the real 
  Thugee, they engage in mass assaults and direct 
  attacks, though they also use the tried and true 
  ruses that made the Thugee so famous.
  The individual members live simply, usually in 
  single room huts in the slums surrounding large 
  cities.  The command lives just as meanly but stays 
  in isolated jungle villages where the authorities 
  rarely venture.  These villages hold no more than 
  forty men and a handful of women kept on for their 
  services.
  Cult Encounters
  Characters can encounter this group in one of 
  three ways: as a screaming horde of insurgents, as 
  traditional thugee, and as assassins in the night.
  The insurgent thugee operations involve large 
  groups of semi-literate Indians whipped into a 
  pseudo-religious frenzy.  A single thugee leader 
  uses religious iconography and hokey rituals to 
  convience a large group of angry men that they are 
  Kaliʼs chosen.  After a suitable period the leader 
  unleashes this mob in an orgy of violence directed 
  at any forigners in the area.  He then vanishes back 
  into the jungles until he reappears somewhere else 
  to start the cycle all over again.
  Traditional thugee thievery supports this cycle with 
  both funds and materials.  Bands of operatives 
  wander Indiaʼs lonely back-country roads looking 
  for travelers to waylay.  They prefer to target 
  Europeans but will happily murder natives as well.  
  These operatives use the traditional methods but 
  supplement them with ﬁrearms, chemical weapons, 
  and explosives.
  The assassins also adopt modern methods but with 
  a far more lethal intent.  These thugee come out of 
  the jungle and usually strike under the cover of a 
  screaming horde.  As the authorities try to deal with 
  the chaos caused by a sudden uprising the assassins 
  sneak in and strike with surgical skill.  They 
  murder leaders, plant false documents, destroy 
  hardened targets, and generally wreak havoc in 
  the government infrastructure.  These thugee also 
  take responsibility for murdering any captured 
  operatives and will commit suicide rather than 
  accept capture.
  Characters
  Encounters with the modern insurgents could 
  involve any one of the following characters:
  Devendara Pattanayak (Human Male Tough 3): 
  By day ebon-skinned Devendara works in a stone 
  quarry, cutting out stone blocks that will eventually 
  become tables and sculptures for the British 
  authorities.  At night he engages in wrestling 
  matches and other sports in an attempt to work 
  out his frustrations.  He also attends meetings of 
  an ancient society, the cult of the Thugee, where a 
  masked priest leads the congregation in chanting 
  and prayers to the goddess Kali.  When the time 
  comes he will take up the stranglerʼs noose and 
  help set things right.  Fortunately the time will 
  come soon.
  Boli Verma (Human Male Charismatic 6): Soft 
  spoken and intense, Boli easily passes himself off 
  as a deal in rare goods and occasional middleman 
  for individuals in search of an elegant beauty for 
  
  196
  the evening.  His soft voice becomes strident, 
  even commanding, when it issues from behind the 
  elaborate mask he wears at the secret meetings.  
  There he allows his oratory skills free reign, 
  cajoling and inﬂaming the simple men who come 
  to hear him speak.  When the time is right he will 
  unleash his hounds then disappear back into the 
  jungle from whence he came.
  Hidhan Nagchaudhuri (Human Male Fast 
  8/Inﬂitrator 4): Working as a house servant, 
  especially one skilled in the ﬁne art of being 
  unobtrusive, allows Hidhan to scout out his targets 
  long before the covering riots begin.  His precise 
  English and gentle manners put the targets at their 
  ease while his keen mind plans out the details of 
  their demise.  His only weakness is his addiction to 
  challenge; he cannot resist a little extra fun while 
  on the way out from an assignment.
  Adventure Seeds and Plot Hooks
  Although masquerading as a religious organization 
  the modern insurgents are nothing more than 
  anarchists and provocateurs.  Characters might 
  encounter them in any of the following ways: 
  1. They could simply stumble across one of 
  the meetings or a hidden village.  The thugs 
  immediately respond with lethal force, even 
  before the characters discover anything.  
  Characters being what they are they will 
  probably escape, leading to an escalating 
  series of dramatic encounters culminating in 
  the destruction of one or both groups.
  2. The characters take a contract to protect 
  a British magistrate as he travels from 
  one Indian province to another.  Naturally 
  the thugs attack, leading to a long chase 
  sequence though jungles and mountains and 
  a dramatic last minute rescue.
  3. 
  Characters engaged 
  in other business wake up 
  to ﬁnd the city burning 
  down with them in it.  Mobs 
  screaming “Kali, Kali, 
  Kali” race around, dragging 
  foreigners out of their beds 
  and strangling them in 
  public.  The characters can 
  choose to cower like beaten 
  dogs or attempt to stop the 
  madness.  Meanwhile a group 
  of assassins cuts though the 
  government quarter like a bad 
  wind, leaving bodies and ﬁres 
  in their wake.
  
  197
  Thugee Feats and F/X
  The Thugee, in all of their incarnations, rely on 
  stealth and subterfuge to carry out their nefarious 
  purposes.  Their success, or failure, depends on 
  split second timing and the ability to communicate 
  with one another secretly using plain language.
  Some of the cultʼs incarnations possess additional, 
  dangerous powers conferred upon them by their 
  goddess.  These powers, represented as F/X in d20 
  Modern, enhance their ability to detect prey and 
  elude capture.
  NEW Feats 
  All versions of the Thugee and similar cults might 
  grant their followers access to several special feats 
  described below.
  Cant
  You can speak and read a secret or forbidden 
  language.
  Prerequisite: None
  Beneﬁt: When you select this feat you select one 
  cult or occult society.  You can communicate with 
  other members of the cult who also have this feat 
  using a secret language that others do not know.  
  Those overhearing your conversation cannot 
  decipher it, though they may record it for later 
  decoding.  Decoding a conversation requires a 
  Decipher Script skill check (DC 25).
  Special: You must be a member of the cult whose 
  cant you wish to select.
  Coordinated Strike
  You can coordinate your sneak attacks with others 
  who have the same gift.
  Prerequisite: Evasion
  Beneﬁt: When two or more characters with 
  this feat attack the same target they are always 
  considered to be ﬂanking even if they are not 
  directly opposite one another.
  Normal: The ability to perform a sneak attack is 
  evaluated on an attacker by attacker basis. 
  Special: A Fast Hero may select Coordinated Strike 
  as one of his bonus feats.
  From Behind
  When your target is completely unaware of your 
  presence you can strike deadly blows.
  Prerequisite: Stealthy
  Beneﬁt: You gain a +1 bonus to attack and a bonus 
  equal to your Intelligence modiﬁer to damage when 
  making a melee attack against a target during the 
  surprise round.  
  Special: A Fast Hero may select Coordinated Strike 
  as one of his bonus feats.
  Knee and Cord
  You have mastered the art of strangling.
  Prerequisite: +3 base attack bonus
  Beneﬁt: When you succeed in a grappling attack 
  and use a strangling cord you automatically inﬂict 
  an additional +1d6 damage.
  Reading
  You know the tells separating marks from hawks.
  Prerequisite: Wis 13+
  Beneﬁt: As a standard action select one target 
  within visual range.  You and the target make 
  a contested Diplomacy vs. Bluff check.  If you 
  succeed you may ascertain one of the following 
  pieces of information: the targetʼs CR, his skills, 
  one skill rank of your choice, or one of his 
  attributes.  This ability does not allow you to 
  determine the targetʼs special attacks or special 
  qualities.
  Special: A Charismatic Hero may select Reading as 
  one of his bonus feats.
  
  198
  Thugee F/X
   Faithful Thugee can, at the Games Masterʼs 
  option, become Acolytes.  The goddess Kali grants 
  her Acolytes the following additional spells: Hand 
  of the Goddess and Ritual Dedication.
  Hand of the Goddess
  Conjuration
  Level: Acolyte 3; Components: V, S, M; Casting 
  Time: Attack action; Range: Touch; Target: One 
  creature; Duration: 1 round/level; Saving Throw: 
  Will negates; Spell Resistance: Yes
  When an acolyte invokes the hand of the goddess 
  he calls upon Kaliʼs own might to assist him in 
  his attack.  Any one medium size or smaller target 
  he touches (with a touch attack) within a number 
  of rounds equal to his acolyte level enters into a 
  grappling contest with an invisible foe.  The foe 
  possesses unlimited hit points, a base attack bonus 
  equal to the acolytes, and Strength equal to the 
  acolytes level + his Wisdom.   The two continue to 
  grapple until the spellʼs duration elapses.
  Ritual Dedication
  Illusion
  Level: Acolyte 2; Components: V, S, M; 
  Casting Time: 1 hour; Range: Touch; Area: 
  30 ft. emanation from touched point; Duration: 
  Permanent; Saving Throw: None; Spell 
  Resistance: No
  Kali gives her servants the ability to conceal their 
  crimes.  The ritual dedication creates a subtle 
  illusion, serving to turn aside those who would 
  discover the murders committed by her devotes.  
  After slaughtering his targets the acolyte must pray 
  for Kaliʼs blessing for one hour.  
  Once complete, the spell creates an illusion which 
  masks the crimeʼs traces.  Increase the DC of any 
  Investigation, Research, or Search skill check to 
  investigate the crime by the acolyteʼs Wisdom 
  modiﬁer.  Spells and psionic abilities attempting to 
  probe the action fail if the caster fails to beat a DC 
  equal to the acolyteʼs level +10 on a caster level 
  check.
  SAMPLE CHARACTERS
  The following characters appear in the Thug cults.
  Thug (Human Charismatic Hero 1/Fast Hero 
  1): CR 2; Medium human; HD 1d6+2 plus 1d8+2; 
  hp: 11; Mas 14; Init +0; Spd 30 ft.; Defense 13, 
  touch 13, ﬂat-footed 13; BAB: +0; Grap +1; Atk +1 
  melee garrote grapple (1d4+1); Full Atk +1 melee 
  garrote grapple (1d4+1); FS 5 ft. by 5 ft.; Reach 5 
  ft.; AL LE; SV Fort +3, Ref +2, Will +0; AP 1; Rep 
  2; Str 12, Dex 10, Con 14, Int 9, Wis 11, Cha 13
  Skills: Bluff +8, Diplomacy +6, Disguise +7, 
  Gather Information +5, Move Silently +4, Perform 
  (any one) +5, Profession +4
  Feats: Cant, Deceptive
  Talents (Charismatic): Fast Talk
  Talents (Fast): Evasion
  Possessions: Garrote, normal clothes
  A lowly beginning thug does not yet understand 
  the subtle art of strangulation or the skills used by 
  his betters to select their marks.  His role is to work 
  under the direction of more experienced murderers, 
  slowly building his skills until he can one day wield 
  the noose himself.  To that end he cultivates the art 
  of deception and studies the methods employed by 
  his betters.
  Thugs are the lowest rank in all four of the Thugee 
  cults described in Chapter 1.  They will run away 
  rather than ﬁght an armed and aware opponent.
  
  199
  Thug Strangler (Human Charismatic Hero 3/
  Fast Hero 2): CR 5; Medium human; HD 3d6+6 
  plus 2d8+4; hp: 27; Mas 14; Init +0; Spd 30 ft.; 
  Defense 15, touch 15, ﬂat-footed 15; BAB: +3; 
  Grap +4; Atk +4 melee garrote grapple (1d4); Full 
  Atk +4 melee garrote grapple (1d4); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL LE;  SV Fort +4, Ref +4, Will 
  +2; AP 1; Rep 2; Str 12, Dex 10, Con 14, Int 9, Wis 
  12, Cha 14
  Skills: Bluff +13, Diplomacy +13, Disguise +10, 
  Gather Information +10, Hide +6, Move Silently 
  +6, Perform (any one) +8, Profession +7
  Feats: Cant, Coordinated Attack, Deceptive, 
  Stealthy, Trustworthy
  Talents (Charismatic): Fast Talk, Dazzle
  Talents (Fast): Evasion
  Possessions: garrote, normal clothes
  When a Thug ﬁnally participates in enough murders 
  he becomes a strangler.  The stranglers act under 
  the direction of the group leader, separating targets 
  from the masses in order to murder them in a quick 
  and effective fashion.  Each strangler specializes 
  in lulling his victim into a sense of security, then 
  striking from surprise with the assistance of others.
  The historical and ancient survival thugee will not 
  attack unless there is one strangler and at least two 
  thugs for each target.  The other two cults, being 
  less cautious in their evil, may attack with lesser 
  odds.
  Although a strangler is a respected member of the 
  thug community he still has a long way to go in 
  honing and developing his skills.
  Thug Leader (Human Charismatic Hero 5/Fast 
  Hero 4): CR 8; Medium human; 
  HD 5d6+10 plus 4d8+8; hp: 42; Mas 14; Init +0; 
  Spd 40 ft.; Defense 17, touch 17, ﬂat-footed 17; 
  BAB: +5; Grap +6; Atk +6 melee garrote grapple 
  (1d4+1);  Full Atk +6 melee garrote grapple 
  (1d4+1); FS 5 ft. by 5 ft.; Reach 5 ft.; AL LE; SV 
  Fort +6, Ref +5, Will +5; AP 1; Rep 4; Str 12, Dex 
  10, Con 14, Int 9, Wis 13, Cha 14
  Skills: Bluff +17, Diplomacy +17, Disguise +12, 
  Gather Information +12, Hide +10, Move Silently 
  +10, Perform (any one) +12, Profession +9
  Feats: Cant, Coordinated Attack, Deceptive, 
  From Behind, Knee and Cord, Iron Will, Reading, 
  Stealthy, Trustworthy
  Talents (Charismatic): Charm, Dazzle, Fast Talk
  Talents (Fast): Evasion, Increase Speed
  Possessions: garrote, normal clothes
  The Thugee cell leaders mix deception and 
  psychosis into a deadly brew.  These charming 
  killers can hold a polite conversation on nearly any 
  topic, engage in intimacies, and then strangle their 
  companion without hesitation.  They watch over the 
  stranglers and young thugs, guiding their charges in 
  the ancient ways of the Thugee.
  When not out murdering people the thug leader 
  plays a vital role in his local community.  His 
  charisma and organizational skills make him a 
  logical choice for ofﬁcial roles like local sheriff, 
  judge, or even mayor.  The leader will not break 
  his cover while in normal life, though he will use 
  whatever power he wields to thwart investigations 
  into the Thugee.
  Historically the average Thugee leader did not 
  prove to be very loyal.  When confronted with their 
  crimes he agreed to corporate in return for a pardon 
  or reduced sentence.  It seems that the kind of man 
  who can murder without compunction might not 
  possess the highest moral or ethical qualities.
  
  200
  Acolyte of Kali (Human Charismatic Hero 2/
  Dedicated Hero 3/Acolyte 5): CR 10; Medium 
  human; HD 2d6+2 plus 3d6+3 plus 5d8+5; hp: 45; 
  Mas 13; Init +0; Spd 30 ft.;
  Defense 16, touch 16, ﬂat-footed 16; BAB: +6; 
  Grap +7; Atk +7 melee garrote grapple (1d4+1); 
  Full Atk +7/+1 melee garrote grapple (1d4+1); FS 
  5 ft. by 5 ft.; Reach 5 ft.;
  SQ Divine skills, divine spells, rebuke undead, 
  combat casting; AL LE; SV Fort +9, Ref +4, Will 
  +8; AP 1; Rep 6; Str 12, Dex 10, Con 13, Int 10, 
  Wis 14, Cha 14
  Acolyte Spells  Prepared (5/5/4/2, save DC 12+ 
  spell level): 0 – detect magical aura x2, read magic 
  x2, virtue; 1st – command x2, cure light wounds, 
  shield of faith x2 ; 2nd –augury, hand of the 
  goddess x2, ritual dedication; 3rd – animate dead, 
  bestow curse
  Skills: Bluff +9, Concentration +9, Diplomacy 
  +9, Disguise +4, Gather Information +9, Handle 
  Animal +7, Knowledge (arcane lore) +8, 
  Knowledge 
  (theology and 
  philosophy) 
  +8, Listen 
  +8, Perform 
  +7, Read/
  Write (Hindi, 
  Sanskrit), 
  Sense Motive 
  +6, Speak 
  Language 
  (Hindi, 
  Sanskrit), 
  Spellcraft +7
  Feats: 
  Alertness, 
  Archaic 
  Weapon 
  Proﬁciency, 
  Cant, 
  Deceptive, 
  Educated, 
  Knee and 
  Cord, 
  Reading, Trustworthy, Educated
  Talents (Charismatic): Fast Talk
  Talents (Dedicated): Empathy, Improved Aid 
  Another
  Possessions: ceremonial robes, garrote, holy 
  symbol
  Historically, the leaders of the Thugee 
  demonstrated many skills including the ability to 
  hide up to ten thousand murders a year.  However, 
  in the pulps the greatest of the Thugee wield an 
  even more sinister power: magic itself.  They use 
  the secrets taught them by Black Kali to hide their 
  crimes and dominate anyone in their way.
  An acolyte of kali does not go on the long murder 
  pilgrimages.  Instead he squats in a hidden temple, 
  issuing orders to the thugs under his command.  
  
  201
  Chapter TEN:
  Random  Adventure 
  Generator
  The pages that follow feature a series of tables 
  which can be used by a GM to randomly generate 
  the outline of an adventure, from plot, to locations, 
  to action scenes, and more.  It is based on a Master 
  Plot Formula that was used by Lester Dent, the 
  creator of Doc Savage.  The italicized sections are 
  quotations directly from Dentʼs formula.
  Dent advocated 
  the division of 
  a pulp story 
  into four 
  sections, 
  which weʼll 
  call Acts.  He 
  then broke 
  each Act 
  down into the 
  elements that 
  he felt were 
  necessary to 
  feature within 
  that section.   
  Our random 
  adventure 
  generator 
  will work 
  the same 
  way.   For 
  each section, 
  there will be 
  a number 
  of variables 
  which a GM can determine via the tables presented, 
  and when completed, the generator will create a 
  full outline of the adventure, ready to be ﬂeshed out 
  with statted NPCs, and waiting for victims....er...I 
  mean eager players.
   
  Hereʼs how it starts:
   1. A DIFFERENT MURDER METHOD FOR 
  VILLAIN TO USE
   2. A DIFFERENT THING FOR VILLAIN TO BE 
  SEEKING
   3. A DIFFERENT LOCALE
   4. A MENACE WHICH IS TO HANG 
  LIKE A CLOUD OVER HERO
   One of these DIFFERENT 
  things would be 
  nice, two better, 
  three swell.  
  Weʼll 
  combine 
  these 
  suggestions 
  into three 
  elements, 
  which are 
  determined 
  before you start 
  laying out the 
  adventure itself.  
  The three 
  elements are:
  1) The Villain 
  (who is it?)
  2) The Fiendish Plot (what is the Villain doing?)
  3) The main Location. (Where does this occur?)
  Each element is arrived at by rolling on the tables 
  that begin on the next page.
  
  202
  Table 1: The Villain
  D% Roll  
  Result
  01-04  
   
  Gangster
  05-09  
   
  Occultist
  10-13  
   
  Murderer
  14-17  
   
  Supernatural Threat
  18-21  
   
  Communist
  22-25  
   
  Cult Leader
  26-29  
   
  Ruler of Lost Civilization
  30-33  
   
  Mad Scientist
  34-37  
   
  Wicked Foreigner
  38-41  
   
  Thief
  42-45  
   
  Assassin
  46-49  
   
  Femme Fatale
  50-53  
   
  Crooked Cop
  54-57  
   
  Dictator
  58-61  
   
  Nazi
  62-65  
   
  Business Magnate
  66-69  
   
  Crime Lord
  70-73  
   
  Pirate
  74-77  
   
  Anarchist 
   
  78-81  
   
  Society Swell
  82-85  
   
  Crooked Politician
  86-88  
   
  Alien Invader
  89-93  
   
  Mastermind
  94-97  
   
  Nemesis
  98-00  
   
  Roll Twice and Combine
  Gangster:  One of the many members of organized 
  crime gangs that plagued the period.
  Occultist:  A villain with an interest or skill in Oc-
  cult matters (whether magic is real or fake is up to 
  the GM).
  Murderer:  Someone who has killed another per-
  son--this individual may not have been a “Villain” 
  prior to this event, and may not ﬁt the classical 
  villain modes--best used in murder mystery adven-
  tures.
  Supernatural Threat:  A ghost, a mummy, a vam-
  pire, etc.  (The GM will have to determine whether 
  or not the supernatural exists, or whether this is a 
  “scooby doo” mystery)
  Communist:  Used almost interchangeably with 
  Nazis in latter pulps.  An evil member of the Inter-
  national Communist Conspiracy, looking to subvert 
  and conquer freedom-loving countries.
  Cult Leader:  The mad leader of a group of fanat-
  ics.
  Ruler of Lost Civilization:  Anything ranging from a 
  descendant of Genghis Khan trying to re-assert the Mon-
  gol Horde, to a Witch Doctor who rules a hidden African 
  Tribe.
  Mad Scientist:  “They called me Mad at the Uni-
  versity!”   They were right.
  Wicked Foreigner:  Historically speaking, these 
  were almost always Oriental (q.v. Fu Manchu), but 
  any foreign culture will do.
  Thief:  A villain who specializes in burglary and 
  other forms of theft.
  Assassin:  An individual whose business is killing. 
  Not a simple murderer, but a professional.
  Femme Fatale:  You knew she was trouble when 
  you got a look at those gams....
  
  203
  Crooked Cop:  A man who has turned his back on 
  his oath to uphold the law.
  Dictator: The power-hungry despotic ruler of a 
  nation.
  Nazi:  Evil Fascist.  The classic pulp villain.  I hate 
  these guys.
  Business Magnate:  Capitalist gone wrong.
  Crime Lord:  The ruler of a vast criminal empire, 
  not neccesarily connected to “classical” organized 
  crime.
  Pirate:  One who steals from (and using) vehicles, 
  whether on sea, land, or in the air.
  Anarchist:  Madman dedicated to the overthrow of 
  civilization.
  Society Swell:   A member of the upper class, in-
  cluding the rich and famous.
  Crooked Politician:  Power-mad and sticking it to 
  the little guy.
  Alien Invader:   Either the actual invaders them-
  selves, or their earth-bound servant trying to bring 
  about the invasion.
  Mastermind:  The pinnacle of the criminal class.
  Nemesis:  If the main hero (or team if there is no 
  main hero) has a nemesis, they re-appear.  If none 
  exists, create one--a dark reﬂection of the the hero, 
  Moriarty to Holmes...The Joker to Batman.
  Roll Twice and Combine:  GMs can either com-
  bine both rolls in a single villain, or feature more 
  than one villain.
  
  204
  Table 2: The Fiendish Plot, Part 1
  D% Roll  
  Result
  01-04  
   
  Manipulate
  05-09  
   
  Sell
  10-13  
   
  Acquire
  14-17  
   
  Kill
  18-21  
   
  Control
  22-25  
   
  Steal
  26-29  
   
  Create
  30-33  
   
  Hunt
  34-37  
   
  Terrorize
  38-41  
   
  Inﬁltrate
  42-45  
   
  Overthrow
  46-49  
   
  Obliterate
  50-53  
   
  Ransom
  54-57  
   
  Blackmail
  58-61  
   
  Hijack
  62-65  
   
  Bomb
  66-69  
   
  Smuggle
  70-73  
   
  Murder
  74-77  
   
  Rob
  78-81  
   
  Attack
  82-85  
   
  Rule
  86-88  
   
  Take
  89-93  
   
  Destroy
  94-97  
   
  Extort
  98-00  
   
  Roll Twice and Combine
  Table 3: The Fiendish Plot, Part 2
  D% Roll  
  Result
  01-04  
   
  Monster
  05-09  
   
  Building
  10-13  
   
  People
  14-17  
   
  A Country
  18-21  
   
  Treasure
  22-25  
   
  An Enemy
  26-29  
   
  An Object
  30-33  
   
  An Invention
  34-37  
   
  A Woman
  38-41  
   
  A Man
  42-45  
   
  The Hero (or team)
  46-49  
   
  Money
  50-53  
   
  A City
  54-57  
   
  The World
  58-61  
   
  A Vehicle
  62-65  
   
  A Business
  66-69  
   
  A Lost World
  70-73  
   
  Jewels
  74-77  
   
  A Ruler
  78-81  
   
  Someone famous
  82-85  
   
  A rival
  86-88  
   
  The Law
  89-93  
   
  Innocent Victims
  94-97  
   
  Heroʼs Friends or Family
  98-00  
   
  Roll Twice and Combine
  To determine the Fiendish Plot, roll once on Table 
  2 and once on Table 3, and combine the results.  A 
  result of 98-00 on either table can be interpreted as 
  either a second roll on both tables, or just one, as 
  the GM sees ﬁt.
  For example:  A roll of 16 and 44 would yield the 
  result: “Kill The Hero.”  The villain has decided 
  that his plans would work much better without the 
  hero in the way.   A roll of 48 and 67 would gener-
  ate: “Obliterate A Lost World.”  The villain has 
  decided to destroy a hidden island or secret city.  
  Why?
  On occasion, the rolls may not make sense. (“Bomb 
  Jewels,” for example)  The GM is encouraged to 
  think the result through anyway.  The pulps, after 
  all, were known for bizarre stories.  Perhaps the 
  villain plans to build a bomb using diamonds, the 
  hardest substance known to man?  What for?
  
  205
  Table 4: Main Location
  D% Roll  
  Result
  01-04  
   
  City: The Docks
  05-09  
   
  Far-off Jungle
  10-13  
   
  Asian Country
  14-17  
   
  European Country
  18-21  
   
  Third-World Country
  22-25  
   
  City: slums
  26-29  
   
  City: Chinatown
  30-33  
   
  Desert
  34-37  
   
  At Sea
  38-41  
   
  Lost City
  42-45  
   
  Secret Base
  46-49  
   
  City: Entertainment District
  50-53  
   
  City: Warehouses
  54-57  
   
  In the Air
  58-61  
   
  City: Tenderloin District
  62-65  
   
  Farmland
  66-69  
   
  Forest
  70-73  
   
  Another City
  74-77  
   
  Cross-country (train, etc)
  78-81  
   
  City: University
  82-85  
   
  City: Government
  86-88  
   
  City: Museums
  89-93  
   
  City: Skyscrapers
  94-97  
   
  Arctic/Antarctic
  98-00  
   
  Roll Twice and Combine
  The assumption made on this table is that the GM 
  is playing a generic Hero Pulp campaign, where 
  the PCs are based in a big city (usually New York).  
  Pulp campaigns set elsewhere (Lost Worlds, etc.) 
  should have locations determined by the GM.
  EXAMPLE OF ADVENTURE SET-UP:
  Rolling for all three elements, I get:
  63:  Business Magnate
  87, 16: Take A Country
  38:  Lost City.
  Thinking about it for a moment, I come up with an 
  idea for a William Randolph Hearst-style tycoon, 
  who is trying to take over a small, oil-rich desert 
  nation, looking for an artifact in a Lost City in the 
  desert sands to do it!  Heʼs looking for the fabled 
  Scimitar of Al-Azif, and if he ﬁnds it, he will have 
  a legitimate claim to the throne of Qurania! If 
  he gains control over the country, its people are 
  doomed to a life of slavery...can the heroes stop 
  him?
  ANOTHER EXAMPLE:
  Rolling for all three elements, I get:
  00:  Roll Twice and Combine.  I get a 85, 22, which 
  gives me Crooked Politician and Cult Leader, 
  which I decide to combine into a single villain.
  63, 81: Bomb Someone Famous
  47:  City: Entertainment District
  Wow--this is a juicy one!   This one unfolds in my 
  mind, giving me the idea of a District Attorney who 
  is secretly the head of a Cult called the Red Hand.  
  The Red Hand has decided that Americaʼs troubles 
  are due to their worship of false idols, and so have 
  decided to plant a bomb at the gala premiere of a 
  movie--which will wipe out most of the screen stars 
  of the time, who will be in attendance. 
  
  206
  THE FIRST ACT
  Now that youʼve got the set-up, we move to the 
  ﬁrst act of the adventure.   Letʼs see what Lester 
  Dent has to say about the ﬁrst act:
  First line, or as near thereto as possible, 
  introduce the hero and swat him with a ﬁstful of 
  trouble. 
  Weʼll call this the hook--what gets the PCs 
  involved.  Weʼll have a table for that.
  Introduce ALL the other characters as soon as 
  possible. Bring them on in action.
  For this, weʼll move to another table which will 
  give us the supporting characters that will feature in 
  the adventure.
  Heroʼs endevours land him in an actual physical 
  conﬂict
  Now we get to the good stuff.  Weʼll create the ﬁrst 
  action sequence, using a table designed speciﬁcally 
  for that.
  Near the end of ﬁrst 1500 words, there is a 
  complete surprise twist in the plot development.
  And to mark the end of the act, we add a twist in 
  the plot which spins us into the second act.  You 
  guessed it, weʼve got a plot twist table.
  
  207
  Table 5: The Hook
  D% Roll  
  Result
  01-11  
   
  Solicitation
  12-20  
   
  Dead Body
  21-30  
   
  Disaster
  31-42  
   
  Attack
  43-56  
   
  Bizarre Occurance
  57-65  
   
  News
  66-77  
   
  Friend in Need
  78-90  
   
  Up To Our Necks
  91-96  
   
  Roll Twice
  97-00  
   
  Other
  Solicitation:  The simplest of plot hooks--an NPC 
  (unknown to the characters) comes to the characters 
  and asks for their help.
  Dead Body:  The characters encounter a corpse, 
  which has some clue on it regarding the Fiendish 
  Plot.
  Disaster:  A horrible disaster occurs, somehow re-
  lated to the Fiendish Plot, and draws the characterʼs 
  attention.
  Attack:  An attack occurs (on someone other than 
  the characters), somehow related to the Fiendish 
  Plot.
  Bizarre Occurance: A strange, inexplicable event 
  happens, somehow related to the Fiendish Plot.  In 
  the tradition of the pulps, the more outlandish and 
  bizarre, the better---an early test of the Villainʼs 
  new ray cannon, for example, turns the sky over the 
  city a brilliant green for 10 minutes at Noon.
  News:  The characters read a story in the paper, 
  or hear a story on the radio, that is related to the 
  Fiendish Plot.
  Friend in Need:  Similar to the Solicitation hook, except 
  that the NPC is a friend of the characters.  The NPC 
  comes to the characters for help.
  Up To Our Necks:  In media res:  The characters 
  are involved in the plot from the starting gun.  They 
  are attacked, or implicated in a crime, or the victim 
  of a theft, or somehow made to suffer in a manner 
  that is directly related to the Fiendish Plot.
  Roll Twice: Roll twice on the Hook Table, and 
  combine the results.
  Other: A Hook not represented on this table, cre-
  ated by the GM.
  
  208
  Table 6: Supporting Characters
  D% Roll  
  Descriptor 
   
  Descriptor 
   
  Type
  01-04  
   
  Big 
   
   
   
  Neat 
   
   
   
  Entertainer 
  05-09  
   
  Ugly  
   
   
  Unlucky 
   
   
  Pilot 
  10-13  
   
  Shifty  
   
   
  Menacing 
   
   
  Soldier
  14-17  
   
  Secretive 
   
   
  Weak-willed  
   
  Politician
  18-21  
   
  Strong  
   
   
  Foreign 
   
   
  Contact
  22-25  
   
  Small  
   
   
  Rich 
   
   
   
  Business Owner
  26-29  
   
  Trustworthy 
   
   
  Small-time 
   
   
  Guide
  30-33  
   
  Helpless 
   
   
  Ambitious 
   
   
  Servant
  34-37  
   
  Quirky  
   
   
  Skilled  
   
   
  Socialite
  38-41  
   
  Troublesome  
   
  Helpful 
   
   
  Scientist
  42-45  
   
  Smart  
   
   
  Feisty  
   
   
  Doctor
  46-49  
   
  Charming 
   
   
  Wild  
   
   
  Criminal
  50-53  
   
  Strong-willed  
   
  All-American  
   
  Investigator
  54-57  
   
  Famous 
   
   
  Hard-boiled 
   
   
  Spouse
  58-61  
   
  Sloppy  
   
   
  Distinctive 
   
   
  Expert
  62-65  
   
  Dense  
   
   
  Professional 
   
   
  Informant
  66-69  
   
  Cold 
   
   
   
  Young  
   
   
  Vehicle Operator
  70-73  
   
  Impulsive 
   
   
  Violent  
   
   
  Thug
  74-77  
   
  Clumsy 
   
   
  Urban  
   
   
  Fanatic
  78-81  
   
  Lucky  
   
   
  Amateur 
   
   
  Academician
  82-85  
   
  Dangerous 
   
   
  Old 
   
   
   
  Assistant
  86-88  
   
  Agile  
   
   
  Native  
   
   
  Worker
  89-93  
   
  Beautiful 
   
   
  Evil 
   
   
   
  Henchman
  94-97  
   
  Weak  
   
   
  Odd 
   
   
   
  Occultist
  98-00  
   
  Talented 
   
   
  Ordinary 
   
   
  Kid
  The above table gives you the featured support-
  ing characters for the adventure.  Note that unless 
  otherwise speciﬁed, featured characters are always 
  Heroic characters, rather than Ordinary.
  First roll 2d4 for the number of featured supporting 
  characters that will appear in the adventure.  Then, 
  for each character, roll three times on Table 6.  This 
  will give you two descriptors and a type, which 
  will give you a concept for the NPC.  Then, using 
  the standard modern D20 rules, generate the NPCʼs 
  stats.
  EXAMPLES:
  I need the featured supporting characters for an 
  adventure.  I roll for the number of supporting char-
  acters and get a 3.
  For the ﬁrst Supporting Character, I roll three 
  percentile rolls, and get: 58, 94, 61, which gives me 
  a “Sloppy, Odd Expert.”   I envision an unkempt 
  inventor of strange devices...someone who can help 
  the characters, if they can get past his strangeness.
  For the second Supporting Character, I roll a 00, 
  72, and 06, which gives me a “Talented, Violent 
  Pilot.”  Even though this does not specify that this 
  character is the villainʼs henchman, I decide that 
  the idea of a bloodthirsty air ace is just too perfect a 
  henchman to ignore.
  For the last Supporting Character, I roll a 18, 52, 
  and 66, which results in a “Strong, All-American 
  Vehicle Operator,” who I decide will be a pilot and 
  owner of a small cargo airline, who is being victim-
  ized by the villain and his henchman.
  
  209
  Table 7: Action Sequence Type
  D20 Roll  
  Result
  1-4 
   
   
  Chase, foot or mount
  5-10 
   
   
  Chase, vehicle
  11-14  
   
  Fight, unarmed
  15-20  
   
  Fight, Armed
  Table 8: Action Sequence Participants
  D20 Roll  
  Result
  1-6 
   
   
  Few (1-2 per PC)
  7-15 
   
   
  Some (3-4 per PC)
  16-20  
   
  Lots (5+ per PC)
  Table 9: Action Sequence Setting
  D20 Roll Result
  1 
   
  Nautical setting (ship, docks, etc.)
  2 
   
  Natural Setting (park , jungle, etc.) 
  3 
   
  Rooftops
  4 
   
  City Street 
  5 
   
  Residential Setting
  6 
   
  Entertainment Setting (theatre,  
   
   
  stadium, nightclub, etc.)
  7 
   
  Church/temple/other religious
  8 
   
  Business Setting (ofﬁce, factory,  
   
   
  warehouse, street market, etc.)
  9 
   
  Transportational Setting (airport, 
   
   
  train station, or even on trains or planes)
  10 
   
  Educational (museum, college, etc.)
  11 
   
  Civic setting (post ofﬁce, city hall)
  12 
   
  Slum or Rough neighborhood
  13 
   
  “Middle of Nowhere”
  14 
   
  Secret/hidden location 
  15 
   
  Headquarters (PCs or others)
  16 
   
  Military setting (base, etc.)
  17 
   
  Restaurant
  18 
   
  Laboratory
  19 
   
  Landmark
  20 
   
  Unusual setting (underwater, in 
   
   
  space, underground, etc.)
  Table 10: Complications
  D20 Roll  
  Result
  1-5 
   
   
  Bystanders
  6-10 
   
   
  Environment
  11-15  
   
  Props
  16-20  
   
  New Sequence
  Every action sequence is comprised of four ele-
  ments: Type, Participants, Setting, and Complica-
  tions.   Using the provided tables, roll a d20, check 
  the result, and assemble your action sequence!
  The results are fairly self-explanatory, with the 
  exception of the Complications:
  Bystanders:  The action sequence will feature non-
  participants who will get in the way.
  Environment:  The environment in which the se-
  quence occurs causes difﬁculties (examples include 
  rain, dangerous surroundings, hazardous condi-
  tions). All combatants should be taking penalties on 
  their actions due to this.
  Props:  The sequence features elements of the set-
  ting which can be used by the participants during 
  the sequence (examples would include metal rods 
  at a foundry, or trash cans in a street chase, etc.).
  New Sequence:  The original action sequence will 
  lead immediately into another sequence--re-roll this 
  new sequence from the beginning.  It is possible to 
  have a linked chain of multiple sequences!
  
  210
  EXAMPLES:
  Rolling on the Action Sequence Tables, I get: 9, 15, 
  13, 13.   This gives me “Chase, vehicle”, “Some 
  Particpants,” “Middle of Nowhere” and “Props.”   
  Mulling it over, I decide that the characters are go-
  ing to be chased by three carloads of the villainʼs 
  minions along deserted back-country roads.  There 
  are numerous obstacles which will appear during 
  the chase, which can be used to try to force the 
  other drivers into crashing (fallen trees, slow-mov-
  ing wagons, etc.).
  Giving it another try, I roll 17, 6, 18, 10: “Fight, 
  armed,” “Few Participants,” “Laboratory” and “En-
  vironment.”   I decide that the PCs are going to be 
  attacked by the Henchman and a handful of min-
  ions, while in an inventorʼs lab.  The place is ﬁlled 
  with sparking electrical machinery, which will 
  cause electrical damage to anyone falling into it!
  For our last example, I roll 15, 17, 15, 20:  “Fight, 
  armed,” “Lots of Participants,” “Headquarters” and 
  “New Sequence.”  Rolling for the new sequence, 
  I get 3, 7, 3, 6: “Chase, foot or mounted,” “Some 
  participants,” “Rooftops” and “Environment.”   
  This one looks like a corker!   How about this:  A 
  horde of the villainʼs minions attach the PCʼs own 
  headquarters, eventually leading to a  rain-slicked 
  rooftop chase as either the minions or the PCs are 
  trying to beat a hasty retreat!
  
  211
  Table 4: Plot Twist
  D20 Roll  
  Result
  1-2 
   
   
  Betrayal!
  3-9 
   
   
  New Location
  10 
   
   
  Greater Villain
  11-13  
   
  Hidden Plot
  14-15  
   
  Reversal!
  16-18  
   
  Bizarre Occurance
  19 
   
   
  Deus Ex Machina
  20 
   
   
  Other
  Betrayal!:  An NPC changes his or her allegiance 
  in a dramatic fashion.
  New Location:  Roll again on the Location Table 
  (Table 4).  The plot will move to that location at the 
  beginning of the next act.
  Greater Villain:  The villain of the adven-
  ture is actually a henchman of an even 
  greater villain.  Re-roll on Table 1 
  to reveal the new threat.
  Hidden Plot:  The 
  supposed plot is actu-
  ally a smokescreen 
  for the villainʼs true 
  purpose.  Re-roll the 
  Fiendish Plot on tables 
  2 and 3.
  Reversal!:  Events 
  shift, leading to a 
  direct reversal of the 
  PCʼs fortunes.  If they 
  are working with the 
  police, they suddenly 
  become implicated in 
  the crime.  If they are 
  following clues, the 
  trail goes cold.  This 
  works both ways, how-
  ever.  If they are losing, 
  they suddenly start to 
  win.
  Bizarre Occurance:  Similar to the Hook of the 
  same name.  Something weird happens, without ap-
  parent explanation.
  Deus Ex Machina:  Help comes from some im-
  probable source, not hinted at all previously.  This 
  can apply to the villain as well--he just happens to 
  have a underwater breathing invention when heʼs 
  apparently drowned, etc.
  Other: Any twist that the GMʼs evil little mind can 
  come up with.
  
  212
  THE SECOND ACT:
  Once youʼve generated the First Act, itʼs time to 
  move on to the second.  Hereʼs what Lester Dent 
  says about it:
  Hero, being heroic, struggles, and his struggles 
  lead up to another physical conﬂict, and a 
  surprising plot twist.
   
  Using the previously provided tables, generate 
  another action sequence and another plot twist.
  THE THIRD ACT:
  Same as the above.  As Lester Dent says:
  Hero makes some headway, and corners the 
  villain or somebody in physical conﬂict.
  A surprising plot twist, in which the hero 
  preferably gets it in the neck bad, to end the 
  act.
  The difference here is that the action sequence 
  should directly involve the Villain, and the plot 
  twist generated at the end of the Act should 
  negatively affect the PCs.
  THE FOURTH ACT:
  Now youʼre ready for the climax.   Thereʼs really 
  nothing left to do at this point that can be generated 
  by random rolls.  Everything at this point is up to 
  the actions of the PCs.
  In Dentʼs words:
  The hero extricates himself using HIS OWN 
  SKILL, training or brawn.
  The mysteries remaining--one big one held 
  over to this point will help grip interest--are 
  cleared up in course of ﬁnal conﬂict as hero 
  takes the situation in hand.
  Thatʼs it you should have a rough outline now for 
  a pulp adventure.  Just generate the NPCs, and off 
  you go!
  EXAMPLE ADVENTURE OUTLINES:
  EXAMPLE ONE:
  Villain: (59) Nazi
  Fiendish Plot: (13, 18) Acquire Treasure
  Location:(07) Far-off Jungle
  Act 1:    
  The Hook: (90) Up To Our Necks
  Supporting Characters: Three of them:  
  (00,04,33) Talented Neat Servant, (42,38,03) Smart 
  Helpful Entertainer, (23,92, 40) Small Evil Scien-
  tist, (62, 85,67) Dense Old Vehicle Operator.
  Action Sequence (18,15,6,4) Fight, armed, Some 
  particpants, Nightclub, Bystanders
  Plot Twist:  (7) New Location (given the nightclub 
  ﬁght, I decide to have the adventure start in the 
  PCʼs home city, and then shift to the previously-
  rolled jungle location here).
  Act 2:
  Action Sequence (15,13,1,11)Fight, armed, Some 
  partipants, Nautical Setting, Props.
  Plot Twist: (7) New Location (European Country)
  Act 3:
  Action Sequence (19,20, 18,10) Fight, armed, Lots 
  of particpants, Laboratory, Environment.
  Plot Twist: (2) Betrayal!
  Act 4:  Climax.
  So, looking at the results at left, hereʼs what I come 
  up with:   The Naziʼs are looking for a legendary 
  artifact.  No, not the headpiece to the Staff of Ra.  
  The Jewel of Zinj, which is said to be a phenominal 
  source of power.  However, it is said to be located 
  in the temple at the center of the Lost City of Zinj.
  The PCs are at a nightclub, watching the beauti-
  ful singer, Elaine Nightengale, perform.  Suddenly 
  shots ring out as a group of Nazi secret agents 
  attack, led by a hideous dwarf!  The PCs ﬁght them 
  off, with the help of Carstairs, Elaineʼs fastidious 
  ex-army servant, but not before they snatch a neck-
  lace from around Elaineʼs neck!   Elaine says that 
  the necklace was a gift from her dead father, who 
  was an archeologist.  The medallion was supposed-
  
  213
  ly a map to the Lost City of Zinj!    Elaine is able to 
  recreate the map from memory, and the PCs (with 
  Elaine and Carstairs in tow) head off to the jungle 
  nation of Mubullah.
  In Mubullah, the PCs are taken upriver by a senile 
  old river boat captain.   Along the way, they come 
  under attack by hostile natives, trying to prevent 
  them from reaching Zinj.   They ﬁnally reach the 
  lost city, only to discover the jewel missing (Iʼll 
  probably throw another action sequence in here, 
  too...lots of Indiana Jones-style traps and such).  
  They ﬁnd a dead Nazi (killed by the natives), who 
  has a telegram on him, revealing that the dwarf is a 
  scientist working for the Nazis, and will be experi-
  menting on the jewel at his lab in Berlin!
  The PCs then travel to the heart of the Third Reich, 
  and assault the laboratory of Herr Doktor Liebeno-
  hne...a deformed dwarf spared by the Nazis purely 
  because of his brilliance, which is as twisted as his 
  body.   The ﬁght takes place in Liebenohneʼs labo-
  ratory, ﬁlled with experimental weapons and other 
  inventions.  Suddenly, just as things are reaching a 
  climax, Carstairs betrays the PCs!  He was a Nazi 
  agent all along!
  Can the PCʼs defeat Carstairs and Liebenohne, get 
  the Jewel of Zinj, and get out of Berlin with Elaine 
  before the Gestapo closes in?   
  Gosh, I sure hope so....
  EXAMPLE TWO:
  Villain: (30) Mad Scientist
  Fiendish Plot: (16, 50) Kill A City
  Location:(89) City: Skyscrapers
  Act 1:    
  The Hook: (44) Bizarre Occurrance
  Supporting Characters: Four of them:  
  (71, 56, 50) Impulsive, Hard-boiled Investigator; 
  (32, 69, 41) Helpless, Young Scientist; (99. 43, 
  100) Talented, Feisty Kid and (05, 59, 90) Ugly, 
  Distinctive Henchman.
  Action Sequence (20, 3 4, 2) Armed Fight, Few 
  Participants, City Street, Bystanders.
  Plot Twist:  (12) Hidden Plot.  The reroll results in 
  (02, 15) Manipulate a Country.
  Act 2:
  Action Sequence (7, 5, 19, 6) Vehicle Chase, Few 
  participants, Landmark setting, Enviromental com-
  plications.
  Plot Twist: (7) New Location (In the Air)
  Act 3:
  Action Sequence (14, 16, 15, 9) Fight unarmed, 
  Lots of participants, Headquarters setting, Enviro-
  mental complications.
  Plot Twist: (1) Betrayal!
  Act 4:  Climax.
  Taking a look at the results of the rolls this time 
  around, I develop the following ideas:
  A Mad Scientist is using a disintegrator ray to 
  destroy buildings in the city.  His goal , although 
  apparently one of simple destruction, is instead to 
  manipulate the US Government into giving a valu-
  able contract for defense developments.
  The story begins with the disappearance of an 
  entire ofﬁce building in the middle of the night.  
  The PCs investigate, and during their investigation, 
  encounter Jenny Jenkins, a brassy reporter look-
  ing into the story.   Together, the heroes and the 
  reporter discover evidence that the building was 
  vaporized, by some sort of disintegrator.   During 
  the investigation, a sniper starts shooting at the PCs 
  (a hired thug employed by the villain to raise the 
  stakes of the gambit)!  The villains main henchman, 
  Albrecht (a giant of a man, like Lothar in The Rock-
  eteer) will be seen, but escape.
  The PCs and Jenny go to the uptown laboratory 
  of a scientist -- the young and beautiful Raven 
  Sinclair -- to get an expert opinion on the sort of 
  weapon being used.  They arrive in time to see 
  Ms. Sinclair in the presence of Albrecht!  When 
  the PCs are spotted, Albrecht will pick up Raven, 
  throw her into a nearby horse-drawn carriage, and 
  speed into the lanes of Central Park!   The PCs give 
  
  214
  chase -- the only other carraige nearby is driven by 
  Mickey, a feisty 12-year-old with the horsemanship 
  skills of a jockey!.   The chase is on, through the 
  winding paths of Central Park, trying to avoid trees, 
  bystanders, etc.
  At the last moment, Albrecht grabs Raven, and 
  leaps from his carriage onto a rope ladder which 
  dangles from the open hatch of an airship, silently 
  hovering over the park!
  The PCs will have to follow -- and, on board the 
  zeppelin, they discover the true villain is, in fact, 
  Raven Sinclair herself!    She used her invention in 
  an effort to inﬂuence the War Department to give 
  her a contract to create inventions to defend against 
  her own attack!   
  The PCs will have to ﬁght their way off the airship 
  -- being careful not to ignite the hydrogen with 
  weapons ﬁre -- and bring the beautiful but deadly 
  Ms. Sinclair to justice!
  
  215
  Afterword
  There you have it.   The core rules for playing pulp campaigns using the d20 
  Modern rules system.
  THRILLING TALES was created with a simple goal in mind 
  -- to launch a regularly-supported pulp RPG:  Something that 
  hadnʼt been done before.  Previous pulp games had come and 
  gone, victim to the niche interest that drove them:  popular 
  with pulp fans and game designers, not so much with the gam-
  ing audience at large.   So, pulp gamersʼ shelves were 
  ﬁlled with valiant attempts -- some which only ever 
  managed to release a rulebook, some which managed 
  one or two support releases, before fading into obscu-
  rity.
  Two years after its launch, THRILLING TALES  
  has suceeded beyond my hopes.  Every month, new 
  material for the game has been released in PDF 
  format via online stores like RPGNow.com, and now 
  weʼve collected that output into two Omnibus Edi-
  tions for print -- the one that you now hold, and the 
  Adventure Omnibus.
  Weʼre not stopping here.   Every month, weʼll con-
  tinue to release new THRILLING TALES material 
  -- new adventures (including licensed d20 adaptations 
  of Hero Gamesʼ  PULP HERO adventures), new 
  Advanced Classes, and new supplements.   Our “Se-
  cret Squadron” subscription membership allows pulp 
  gamers to receive these releases automatically, sent 
  to their in-boxes every month.   More print versions 
  are planned as well.
  Pulp is back, baby -- and weʼre not going anywhere.
   
   
   
   
   
  -Gareth-Michael Skarka
   
   
    
   
   
   Adamant Entertainment
  
SOURCE: textdata/thevault/Thrilling Tales/Thrilling Tales Omnibus Edition.pdf