TEXT: STEVEN S. LONG
  PULP HEROES
  Volume II:
  Captain Battle
  and the Science Police
  
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero and Pulp Heroes, Volume I © 2005 by DOJ, Inc. d/b/a Hero Games. All 
  rights reserved.
  Star Hero, Justice Inc., Danger International, Danger International, Western Hero 
  © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the Canada. First printing October 2005
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHEROHPA-09
  http://www.herogames.com
  Author: Steven S. Long
  Editing & Development:  Steven S. Long
  Layout & Graphic Design:  Steven S. Long 
  (well, OK, using tools and templates devel-
  oped by Andy Mathews, and with some sug-
  gestions by Andy Mathews...)
  Illustrations:  Steven S. Long using Campaign 
  Cartographer 2 Pro from ProFantasy Soft ware 
  (try it! It’s great!)
  Everything Else:  Stev... you get the picture
  A Hero Plus Adventure for
  TABLE OF
  CONTENTS
  Captain Jim Battle  
  4
  The Science Police  
  8
     Wolfram Bennett  
  8
     Bartleby Buchanan 
  10
     Anne Flagstaff 
   
  12
     Pete Strickland  
  14
     Jubal Whitaker 
   
  16
  10¢
  30 x
  PULP HEROES
  Volume II:
  Captain Battle
  and the Science Police
  
  YOUR SECRET LEAGUE OF HEROES
  ENCODED MESSAGE!
  Attention Secret League Of Heroes 
  members! Here’s your secret message for 
  this Hero Plus Adventure. Use your secret 
  decoder ring to read it!
  This secret message stolen
  by Dr. Fang and the League
  of Crime! Mwah hah hah
  hah hah!!!
  
  CAPTAIN 
  BATTLE
  Masterminds And Madmen gives you a deadly and 
  gruesome gallery of villains for Pulp Hero, but what 
  about the heroes who oppose them? Other than 
  Randall’s Raiders, who’s out there ﬁ ghting the good 
  ﬁ ght to keep innocent people safe from crimelords, 
  invaders from Inner-Earth, mad scientists, Fiendish 
  Oriental Masterminds, and science criminals? In 
  this Hero Plus Adventure, you’ll learn the secrets 
  of one of the Pulp World’s greatest heroes — the 
  two-ﬁ sted adventurer Captain Jim Battle — and his 
  amazing comrades, the Science Police!
  CAPTAIN JIM BATTLE
  Val Char 
  Cost Roll 
  Notes
  20 
  STR 
  10 
  13- 
  Lift  400 kg; 4d6 [4]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  20 
  CON 
  20 
  13-
  20 
  BODY 20 
  13-
  18 
  INT 
  8 
  13- 
  PER Roll 13-
  18 
  EGO 
  16 
  13- 
  ECV:  6
  20 
  PRE 
  10 
  13- 
  PRE Attack:  4d6
  16 
  COM 
  3 
  12-
  8  
  PD 
  4 
   
  Total:  17 PD (9 rPD)
  8  
  ED 
  4 
   
  Total:  17 ED (9 rED)
  5  
  SPD 
  32 
   
  Phases:  3, 5, 8, 10, 12
  10 
  REC 
  4
  50 
  END 
  5
  50 
  STUN 10 
  Total Characteristics Cost:  170
  Movement: 
  Running: 
  10”/20”
   
  Swimming: 
  5”/10”
   
  Leaping: 
  5”/10”
  Cost Powers 
  END
  45 
  Master Of Th e World’s Fighting Arts:  Multip-
  ower, 45-point reserve
  2u 
  1)  Strikes:  HA +6d6; Hand-To-Hand
  Attack (-½) 
  3
  2u 
  2)  Lethal Strikes:  HKA 1d6+1 (2½d6
  with STR) 
  2
  1u 
  3)  Trained Strength:  +30 STR; Only To 
  Disarm, Escape, And Grab (-¾), No
  Figured Characteristics (-¼) 
  3
  3u 
  4)  Nerve Touch:  Energy Blast 4d6, NND 
  (defense is rigid armor protecting his
  vulnerable spots, a PD Force Field, or any 
  type of Lack Of Weakness; +1); No Range 
  (-½) 
  4
  3u 
  5)  Choking Grasp:  Energy Blast 3d6, NND 
  (defense is having rigid armor on the neck, 
  a PD Force Field, or Life Support: Self-Con-
  tained Breathing; +1), Continuous (+1); No 
  Range (-½) 
  4
  50 
  Gadgets:  Variable Power Pool (Gadget
  Pool), 40 base + 20 control cost; Focus (all 
  slots must have at least -½ worth of this
  Limitation; -½), Powers Can Only Be 
  Changed In A Laboratory (-½) 
  var
  13 
  Awe-Inspiring:  +20 PRE; Only To Make 
  Presence Attacks (-½) 
  0
  3 
  Bite Th rough Nails:    HKA 1 point, Pene-
  trating (+½); Concentration (½ DCV; -¼), 
  Extra Time (Full Phase; -½), Limited Use 
  (only works on things the character can get 
  HERO PLUS 
  ADVENTURES
  Pulp Heroes, Volume II:  
  Captain Battle and the 
  Science Police is one of 
  Hero Games’s Hero Plus 
  Adventures, a series of 
  short, no-frills, inex-
  pensive adventures in 
  PDF format. (Th is one 
  isn’t so much an adven-
  ture as a collection of 
  characters, but you get 
  the picture.) Hero Plus 
  Adventures are designed 
  to provide roughly one 
  game session’s worth of 
  entertainment, though 
  they include suggestions 
  on how to lengthen or 
  expand the scenario 
  if you want to. Th ey’re 
  written with simplicity 
  and ease of use in mind 
  so you can run them 
  with a minimum of 
  preparation.
  PRINTING
  Th e general statement 
  on the credits page not-
  withstanding, DOJ, Inc. 
  grants each purchaser of 
  Pulp Heroes, Volume II:  
  Captain Battle and the 
  Science Police permission 
  to make one (1) printed 
  copy of this adventure.
  4  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  his mouth around; -½) 
  1
  25 
  Compulsion:  Mind Control 10d6; Incanta-
  tions (orders must be loud and obvious;
  -¼), Limited Normal Range (5”; -½), 
  Requires A PRE Roll (no Active Point
  penalty; -¼) 
  5
  37 
  Cinematic Safety:  Armor (10 PD/10 ED), 
  Hardened (+¼) 
  0
  8 
  Fast:  Running +4” (10” total) 
  1
  3 
  Fast Swimmer:  Swimming +3” (5” total) 
  1
  1 
  Strong Leaper:  Leaping +1” (5” forward, 3” 
  upward) 
  1
  9 
  Preternaturally Observant:  +3 to PER
  Rolls with all Sense Groups 
  0
  3 
  Keen Ears:  Ultrasonic Perception (Hear-
  ing Group) 
  0
  5 
  Keen Eyes:  Nightvision 
  0
  2 
  Tongue Untied:  Extra Limb (tongue),
  Inherent (+¼); Only To Untie Knots (-2) 0
  1 
  Pearldiver’s Lungs:  Life Support (Extended 
  Breathing:  1 END per 30 Seconds) 
  0
  15 
  Luck Of Heroes:  Luck 3d6 
  0
   
  Perks
  7 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers
  15 
  Money:  Filthy Rich
  12 
  Reputation:  adventurer, hero, and protector 
  of the innocent and helpless (throughout the 
  world) 14-, +4/+4d6
   
  Talents
  9 
  Ambidexerity (no Oﬀ  Hand penalty)
  3 
  Bump Of Direction
  6 
  Combat Luck (3 PD/3 ED)
  3 
  Eidetic Memory
  3 
  Lightning Calculator
  3 
  Lightsleep
  3 
  Perfect Pitch
  3 
  Simulate Death
  4 
  Speed Reading (x10)
  20 
  Universal Translator 13-
   
  Skills
  40 
  +4 Overall
  24 
  +3 with All Combat
  3 
  Acting 13-
  3 
  Breakfall 13-
  3 
  Combat Driving 13-
  3 
  Combat Piloting 13-
  3 
  Concealment 13-
  3 
  Contortionist 13-
  3 
  Conversation 13-
  3 
  Criminology 13-
  3 
  Deduction 13-
  3 
  Demolitions 13-
  3 
  Disguise 13-
  3 
  Electronics 13-
  3 
  Fast Draw (Small Arms) 13-
  3 
  High Society 13-
  3 
  Lipreading 13-
  3 
  Lockpicking 13-
  3 
  Mechanics 13-
  3 
  Mimicry 13-
  4 
  Navigation (Air, Land, Marine) 13-
  3 
  Paramedics 13-
  3 
  Persuasion 13-
  21 
  Power:  Gadgeteering 22-
  2 
  PS: Play Chess 11-
  10 
  Rapid Fighting (HTH, Ranged)
  3 
  Riding 13-
  3 
  Security Systems 13-
  3 
  Sleight Of Hand 13-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  8 
  Survival (Deserts, Mountains, Temperate/
  Subtropical, Tropical) 13-
  3 
  Systems Operation 13-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  7 
  TF: Common Motorized Ground Vehicles, 
  Riding Animals, Small Motorized Boats, 
  Small Planes, Two-Wheeled Motorized 
  Ground Vehicles
  10 
  Two-Weapon Fighting (Ranged)
  7 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Small Arms, Biplane Weap-
  ons
  3 
  Scholar
  2 
  1)  KS: Dr. Fang And Th e Legion Of Crime 
  13-
  2 
  2)  KS: Th e Espionage World 13-
  2 
  3)  KS: History 13-
  2 
  4)  KS: Th e Hudson City Underworld 13-
  2 
  5)  KS: Th e Law Enforcement World 13-
  2 
  6)  KS: Lost Civilizations 13-
  2 
  7)  KS: Th e New York Underworld 13-
  2 
  8)  KS: Scents And Odors 13-
  1 
  9)  KS: World Politics 11-
  1 
  10)  KS: World Religions 11-
  3 
  Scientist
  2 
  1)  SS: Anthropology 13-
  2 
  2)  SS: Astronomy 13-
  2 
  3)  SS: Biology 13-
  2 
  4)  SS: Chemistry 13-
  2 
  5)  SS: Geology 13-
  2 
  6)  SS: Medicine 13-
  2 
  7)  SS: Physics 13-
  2 
  8)  SS: Surgery 13-
  3 
  Traveler
  2 
  1)  AK: Africa 13-
  1 
  2)  AK: Canada 11-
  1 
  3)  AK: Central Asia 11-
  1 
  4)  AK: Europe 11-
  1 
  5)  AK: Th e Far East 11-
  1 
  6)  AK: India 11-
  1 
  7)  AK: Mexico, Central America, And Th e 
  Caribbean 11-
  1 
  8)  AK: Th e Near East 11-
  1 
  9)  AK: Russia 11-
  1 
  10)  AK: South America 11-
  1 
  11)  CK: Berlin 11-
  1 
  12)  CK: Cairo 11-
  1 
  13)  CK: Capetown 11-
  1 
  14)  CK: Chicago 11-
  1 
  15)  CK: Delhi 11-
  1 
  16)  CK: Hudson City 11-
  1 
  17)  CK: London 11-
  1 
  18)  CK: Moscow 11-
  5 
  Hero Plus Adventure #10
  
  1 
  19)  CK: Nairobi 11-
  1 
  20)  CK: New York City 11-
  1 
  21)  CK: Paris 11-
  1 
  22)  CK: Rome 11-
  1 
  23)  CK: San Francisco 11-
  1 
  24)  CK: Shanghai 11-
  1 
  25)  CK: Tokyo 11-
  1 
  26)  CK: Washington, D.C. 11-
  Total Powers & Skills Cost:  609
  Total Cost:  779
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  15 
  Psychological Limitation:  Pulp Hero’s 
  Burden (Common, Strong)
  10 
  Social Limitation:  Famous (Frequently, 
  Minor)
  619 
  Experience Points
  Total Disadvantage Points:  779
  Background/History:  James Battle comes from a 
  family whose members have distinguished them-
  selves as military heroes, scientists, explorers, and 
  adventurers since pre-Revolutionary War days 
  — and it looks like he just might outdo them all put 
  together. Since the day he was born in 1896 at the 
  Battle family mansion in the Piedmont region of 
  North Carolina, he’s shown signs of being destined 
  for greatness. His family did everything they could 
  to encourage and educate him, with more than 
  a few of his famous and accomplished relatives 
  devoting time and eﬀ ort to teaching him whatever 
  he wanted to know. And that basically meant every-
  thing; young Jim had a true thirst for knowledge, a 
  trait he retains to this day.
  At ﬁ rst, Jim wasn’t sure what to do with his life — 
  science? aviation? exploration? medicine? He knew he 
  wanted to help people, to use the gift s he’d been given 
  in the service of mankind, but he couldn’t ﬁ gure out 
  how. Th e Great War put an end to his confusion. He 
  was one of the ﬁ rst to sign up for service, and almost 
  from the moment he set foot in France he became a 
  war hero. To this day veterans tell countless tales of 
  the time he captured an entire brigade of Germans 
  singlehandedly, of how he saved dozens of Allied lives 
  in the Argonne Forest, of his daring espionage mis-
  sions behind enemy lines, of his time behind the stick 
  as the leader of his own group of crack airmen, the 
  Battle Escadrille. 
  When the War ended, Jim decided he should 
  put his knowledge and military experience to good 
  use wherever it was needed. All over the world there 
  were evil men committing crimes and exploiting their 
  fellow men. Someone had to stand up for the innocent 
  people who stood helpless before the might of the 
  likes of Dr. Fang — and he would be that someone. 
  He threw himself back into his studies and training, 
  amassing all the knowledge he’d need to conduct his 
  crusade. By 1925 he felt he was ready, and he showed 
  it by defeating the schemes of the so-called “Volcano 
  Master” who threatened to destroy New York City 
  with a device that could create volcanoes anywhere 
  (see Masterminds And Madmen).
  In the years that followed, Captain Battle again 
  and again put himself in harm’s way to save the world 
  from evil masterminds, crimelords, and oher threats 
  to Earth and her people. But he realized he couldn’t 
  go on doing everything by himself — more than once 
  he’d nearly come to ruin because he had no one to 
  help him. He began to keep his eyes open for experts 
  of like mind and character who’d be willing to devote 
  themselves to his cause, and when he found them he 
  recruited them for his Science Police (see below).
  Today, Captain Jim Battle is the most famous 
  adventurer in the world. In remote villages in Cen-
  tral Asia, people speak his name in awe. In the halls 
  of power in Europe and Washington, men who 
  handle the weighty aﬀ airs of the world look to him 
  for guidance and advice. Around African campﬁ res, 
  tribal elders tell stories of his exploits. And children 
  throughout America and the world read about his 
  adventures every month in the pages of his very own 
  magazine, Captain Battle and the Science Police.
  Personality/Motivation:  Jim Battle deﬁ nes the very 
  words “pulp hero.” He’s the walking, talking, breath-
  ing epitome of the heroic ideals that motivate so 
  many men and women in the oft en-chaotic world 
  of the Pulp Era. He’s devoted himself wholly to the 
  cause of defeating evil, defending the innocent and 
  helpless, and improving the world through Sci-
  ence, even to the extent of refusing to have a wife 
  or family in his life for fear that his many enemies 
  might try to strike at him through them. He hopes 
  someday to be able to lay down his sword and 
  shield and take up instead a life more ordinary, but 
  even his closest friends, the Science Police, doubt 
  he’ll ever have the chance because so many people 
  need his help.
  Quote:  “Put her down and surrender now, Fang. 
  You can never win. Good men will always stand up 
  to your evil!”
  Powers/Tactics:  Captain Battle is a highly-trained, 
  highly-experience combatant who tends to throw 
  himself into the thick of any ﬁ ght. His hand-to-
  hand combat skills are the result of years of study-
  ing the ﬁ ghting arts of the world — from Brazilian 
  capoeira to the karate, kung fu, and jujutsu of 
  the Far East. His intimate knowledge of the weak 
  points of the human body allows him to knock 
  someone out with just a touch, or apply a special 
  choke hold that brings swift  unconsciousness.
  Battle’s just as deadly at range. He’s familiar with 
  nearly every type of ﬁ rearm available in the world, 
  though he prefers to rely on his ﬁ sts and gadgets 
  instead of guns. He carries two special .45 semi-
  automatics he and Anne Flagstaﬀ  designed; they’re 
  far more accurate and deadly than other ﬁ rearms. 
  Equipped with a sort of drum magazine on top, some-
  thing like certain models of Th ompson submachine 
  gun, they have lots of ammo and a distinctive proﬁ le. 
  When they’re not in use, the magazine folds to the side 
  6  Pulp Heroes, Vol. II
  Hero System 5th Edition
  CAPTAIN 
  BATTLE
  PLOT SEEDS
  An old friend of Cap’s, 
  a member of the Battle 
  Escadrille, needs his 
  help. He and his family 
  suddenly seem to be 
  dying of a mysterious 
  disease, and the friend 
  suspects an attack by 
  an old enemy. Unfortu-
  nately, Cap’s got to rush 
  oﬀ  to Europe to broker a 
  peace between two war-
  ring Balkan nations. He 
  asks the PCs to help out 
  his friend.
  Reports are coming in 
  from all over the globe 
  — Captain Battle’s 
  turned criminal! He’s 
  attacked cruise ships 
  in the Mediterranean, 
  military expeditions 
  in India, and banks in 
  America. Th e PCs try 
  to get in touch with 
  him, but can’t. It’s up to 
  them to ﬁ nd out what’s 
  going on. Cap can’t have 
  become evil... can he?
  Cap’s just bought a big 
  plot of land up in the 
  Yukon and seems to be 
  setting up to mine. He 
  refuses to tell anyone 
  what he’s doing, or why. 
  Th e US and Canadian 
  governments have 
  gotten worried; they ask 
  the PCs to look into the 
  situation.
  
  7 
  Hero Plus Adventure #10
  so Battle can carry them in special holsters on his hips.
  Captain Battle almost always has several gadgets 
  with him at any given time, oft en concealed in special 
  pockets or the like. He favors less “ﬂ ashy” devices, 
  such as mini-grenades and gas guns, over the likes 
  of electrogoggles and energy pistols. He and the Sci-
  ence Police always wear special bulletproof clothing 
  (designed by Battle and Bartleby Buchanan) and spe-
  cial “telecommunicators” on their wrists.
  Despite his impressive array of ﬁ ghting abilities 
  and weapons, Cap’s greatest advantage in combat is 
  his lightning-swift  mind. He has an uncanny knack 
  for sizing up a situation in an instant and determin-
  ing the best tactical option — which he immediately 
  uses. Allies and opponents alike are oft en astounded 
  at his ability to use the terrain and everyday objects to 
  obtain an advantage over his foes.
  In gratitude for his many acts of heroism, the 
  governments of the world have granted Captain Battle 
  and his men international law enforcement powers. 
  In any nation on Earth, Battle can arrest a criminal 
  and make that arrest stick. Even in countries oft en 
  regarded as corrupt or evil, the name “Captain Battle” 
  carries such weight that anyone he brings in is usually 
  prosecuted to the fullest extent of the law.
  Resources:  Th anks to his personal fortune, 
  inventive genius, gift s from grateful people he’s helped, 
  and many adventures, Captain Battle has assembled 
  an arsenal of resources to help him ﬁ ght injustice 
  and evil all over the world. He maintains as his head-
  quarters the top ﬁ ve ﬂ oors of the renowned Hyperion 
  Building in the Highlands neighborhood of Hudson 
  City. “Th e Aerie,” as he and the Science Police call it, 
  contains living quarters for all of them, guest quarters 
  for visitors, a plethora of laboratories and workrooms, 
  and advanced security systems designed by Battle 
  and Anne Flagstaﬀ . In addition to the Aerie, Cap has 
  homes and work facilities at Bronceado Cay (a Carib-
  bean island he owns), his castle in the Highlands of 
  Scotland, a penthouse apartment in Paris, a mansion 
  in central North Carolina, his plantation and wildlife 
  preserve in Uganda, and a luxurious riverside manor 
  house in northwest India.
  Battle’s adventures frequently take him all over 
  the world, so he’s got plenty of ways to get where he 
  needs to go. An underground garage beneath the 
  Hyperion Building holds a ﬂ eet of automobiles suit-
  able for all kinds of city missions, many of them 
  equipped with special gadgets. At a private airstrip on 
  the Stewart River in Prince William County he keeps 
  numerous specially-designed aircraft , including his 
  famed Osprey seaplane and 
  his personal biplane, the 
  Battlebird. Next to the air-
  strip is a pier with several 
  vessels, and he maintains 
  a high-speed oceangoing 
  yacht, the Poseidon, at a 
  special dock in Pierpoint 
  reserved exclusively for his 
  use.
  Th ese Bases and 
  Vehicles are all essentially 
  plot devices, intended to get 
  Cap and the Science Police 
  into the thick of the action 
  as quickly and easily as possible, and subject to being 
  destroyed or turned against him at the GM’s whim, so 
  he doesn’t pay Character Points for them.
  Campaign Use:  Captain Battle is the very epitome 
  of the pulp hero, and should come across that way 
  in your campaign. He’s an ideal for other characters 
  to aspire to, and a strong ally they can call upon 
  when all other possibilities have been exhausted. 
  He counts anyone of noble intentions, heroic deeds, 
  and stout heart a friend, and gladly helps other 
  heroes out when he can.
  You shouldn’t have to make Cap any tougher, but 
  if for some reason you feel the need, give him more 
  Overall Skill Levels and/or raise the damage of his 
  Master Of Th e World’s Fighting Arts Multipower slots. 
  Weakening him is just a matter of stripping away Skill 
  Levels, Skills, and other abilities until he’s where you 
  want him to be. You could also get rid of his Gadget 
  Pool and de-emphasize his technical Skills, forcing 
  him to rely on the Science Police for such things.
  Captain Battle would only Hunt a hero if some-
  how tricked into thinking the hero’s evil. He’s a tena-
  cious Hunter, turning the full force of his resources 
  and intellect to the task of bringing in his man. If time 
  and circumstances permit, he usually designs one or 
  two special gadgets speciﬁ cally designed to help him 
  capture the target.
  Appearance:  Captain Battle’s chiselled good looks 
  and winning smile have been setting women’s 
  hearts aﬂ utter for years. He stands 6’3” tall and 
  weighs 230 pounds; he has a sturdy, muscular build. 
  His hair is a sandy blonde, his eyes a piercing green, 
  his face clean-shaven. He typically wears black 
  leather boots, dark jodhpurs, and a khaki “ﬁ eld 
  shirt” with multiple pockets for his various tools 
  and gadgets. He carries his two Battle 45 pistols in 
  special holsters on his hips.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45 
  +1 
  +2 
  2d6 
  1d6+1 
  24 
  14 
  Carries 
  two
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; just about anything he needs, given his wealth
  Clothing:  See Appearance
  
  THE SCIENCE POLICE
  WOLFRAM BENNETT
  Val Char 
  Cost Roll 
  Notes
  16 
  STR 
  6 
  12- 
  Lift  233 kg; 3d6 [3]
  16 
  DEX 
  18 
  12- 
  OCV:  5/DCV:  5
  18 
  CON 
  16 
  13-
  13 
  BODY 6 
  12-
  18 
  INT 
  8 
  13- 
  PER Roll 13-
  14 
  EGO 
  8 
  12- 
  ECV:  5
  18 
  PRE 
  8 
  13- 
  PRE Attack:  3½d6
  13 
  COM 
  2 
  12-
  6  
  PD 
  3 
   
  Total:  9 PD (3 rPD)
  6  
  ED 
  2 
   
  Total:  9 ED (3 rED)
  4  
  SPD 
  14 
   
  Phases:  3, 6, 9, 12
  7  
  REC 
  0
  36 
  END 
  0
  30 
  STUN 
  0 
  Total Characteristics Cost:  91
  Movement: 
  Running: 
  8”/16”
   
  Leaping: 
  4”/8”
   
  Swimming: 
  4”/8”
  Cost Powers 
  END
  13 
  Scrapper:  HA +4d6; Hand-To-Hand
  Attack (-½) 
  2
  4 
  Swift :  Running +2” (8” total) 
  1
  1 
  Strong Leaper:  Leaping +1” (4” forward,
  2” upward) 
  1
  2 
  Strong Swimmer:  Swimming +2” (4” total) 1
   
  Perks
  15 
  Follower:  Siegfried, a dog built on 75 Base 
  Points
  9 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers, License to Practice Medicine, 
  License to Practice Veterinary Medicine
  5 
  Money:  Well Oﬀ 
   
  Talents
  20 
  Animal Friendship
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  16 
  +2 with All Combat
  3 
  Breakfall 12-
  3 
  Climbing 12-
  3 
  Concealment 13-
  3 
  Deduction 13-
  1 
  Electronics 8-
  3 
  High Society 13-
  3 
  Mimicry 13-
  4 
  Navigation (Air, Land, Marine) 13-
  3 
  Paramedics 13-
  3 
  Persuasion 13-
  3 
  Riding 12-
  3 
  Stealth 12-
  10 
  Survival (Arctic, Desert, Mountains, Temper-
  ate/Subtropical, Tropical) 13-
  3 
  Teamwork 12-
  3 
  Tracking 13-
  8 
  TF: Common Motorized Ground Vehicles, 
  Riding Animals, Sleds, Small Motorized 
  Boats, Small Planes, Small Wind-Powered 
  Boats
  3 
  WF: Small Arms, Blades
  3 
  Scientist
  2 
  1)  SS: Anatomy 13-
  5 
  2)  SS: Biology 16-
  2 
  3)  SS: Chemistry 13-
  2 
  4)  SS: Medicine 13-
  1 
  5)  SS: Physics 11-
  2 
  6)  SS: Surgery 13-
  2 
  7)  SS: Veterinary Medicine 13-
  2 
  8)  SS: Veterinary Surgery 13-
  3 
  9)  SS: Zoology 14-
  3 
  Traveler
  2 
  1)  AK: Africa 13-
  2 
  2)  AK: Th e Arctic 13-
  2 
  3)  AK: China 13-
  2 
  4)  AK: India 13-
  2 
  5)  AK: Rocky Mountains 13-
  2 
  6)  AK: South And Central America 13-
  Total Powers & Skills Cost:  192
  Total Cost:  283
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  20 
  Psychological Limitation:  Hippocratic Oath 
  (Common, Total)
  128 
  Experience Points
  Total Disadvantage Points:  283
  Background/History:  Wolfram Bennett’s destiny 
  was set one day when he was just ﬁ ve years old. 
  He was playing in his backyard when a neighbor’s 
  vicious guard dog got loose and came aft er him. 
  It charged at him, barking and snarling, and his 
  mother screamed at him to run... but when it got 
  close, it stopped short. As he looked at it, the barks 
  turned to whines, then the whines to playful yips. 
  He walked over and patted it on the nose, and then 
  they began playing fetch.
  Wolfram, it seemed, had an uncanny knack for 
  getting along with animals. Tame or wild, ﬁ erce or 
  mild, they saw him as a friend, oft en coming at his call 
  and never fearing his approach. Th at led him to study 
  biology and veterinary medicine, and in time human 
  medicine as well. Today he’s regarded as one of the 
  world’s foremost biologists and physicians... and he 
  still has the gift  for getting along with critters.
  Personality/Motivation:  Although as an adventurer 
  he sometimes has to hurt people, at heart Wolfram 
  Bennett is a healer. He takes glory in all of God’s 
  creations and wants to see them prosper and be 
  happy. Sometimes that means he has to help stop 
  those who would oppress or hurt others, but even 
  8  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  9 
  Hero Plus Adventure #10
  then he typically tries to use the gentlest methods 
  possible.
  Quote:  “Let’s see here now... that’s not too bad. We’ll 
  patch you right up.”
  Powers/Tactics:  In addition to his skills as a doctor 
  and veterinarian, Bennett is an accomplished out-
  doorsman, able to hunt and track with the best 
  of them and accustomed to surviving in environ-
  ments from the Arctic to the Arabian Desert. He 
  doesn’t hunt for sport, only food, which sometimes 
  perplexes people who don’t share his kindhearted 
  views. 
  Despite his gentle reputation, Bennett knows how 
  to ﬁ ght, and ﬁ ght well — you don’t spend years at Jim 
  Battle’s side and not learn how to throw a hard punch 
  or shoot a gun accurately. If possible, he’ll incapacitate 
  his foes harmlessly, perhaps with a sedative from his 
  medical bag... but that’s not always possible, and he 
  rarely agonizes over it if it isn’t.
  Bennett’s accompanied nearly everywhere he 
  goes by his best friend and faithful companion, Sieg-
  fried the German shepherd (though from all signs of 
  it, Siegfried has more than a little wolf blood in his 
  recent heritage). For Siegfried, use the Guard/Combat 
  Dog on page 161 of Th e HERO System Bestiary with 
  the “Smart” template (which means he can understand 
  commands in English quite well, though of course he 
  can’t speak it back).
  Appearance:  Wolfram Bennett is a 6’1” tall, stur-
  dily-built, muscular man whose skin is usually 
  suntanned, and perhaps windburned. His hair is 
  sandy blonde with a natural wave that seems to 
  stay in place even aft er he’s been out camping for a 
  week without a comb. He usually wears dark pants, 
  a khaki ﬁ eld shirt, and tough boots.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45-S 
  +0 
  +1 
  2d6 
  1d6+1 
  10 
  10
  H&H #2 
  +0 
  +2 
  3d6 
  1d6 
  2 
  16
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; medical/veterinary bag (including various seda-
  tives); binoculars
  Clothing:  See Appearance
  
  BARTLEBY  BUCHANAN
  Val Char 
  Cost Roll 
  Notes
  10 
  STR 
  0 
  11- 
  Lift  100 kg; 2d6 [2]
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  14 
  CON 
  8 
  12-
  12 
  BODY 4 
  11-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  13 
  EGO 
  6 
  12- 
  ECV:  4
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  12 
  COM 
  1 
  11-
  6  
  PD 
  4 
   
  Total:  9 PD (3 rPD)
  6  
  ED 
  3 
   
  Total:  9 ED (3 rED)
  4  
  SPD 
  15 
   
  Phases:  3, 6, 9, 12
  5  
  REC 
  0
  28 
  END 
  0
  24 
  STUN 
  0 
  Total Characteristics Cost:  66
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  29 
  Just A Little Somethin’ I Whipped Up In
   
  Case’a An Emergency:  RKA 2½d6,
   
  Explosion (+½), Variable Advantage (+½ 
  Advantages; +1); OAF (-1), Range Based
  On STR (-¼), 2 Charges (-1¼) 
  [2]
  30 
  Knockout Gas Grenades:  Energy Blast 6d6, 
  NND (defense is Life Support [Self-Con-
  tained Breathing or appropriate Immu-
  nity]; +1), Area Of Eﬀ ect (6” Radius; +1); 
  OAF (-1), Range Based On STR (-¼), 6 
  Charges (-¾) 
  [6]
  37 
  Gadgets:  Variable Power Pool (Gadget
  Pool), 30 base + 15 control cost; Focus (all 
  slots must have at least -½ worth of this
  Limitation; -½), Powers Can Only Be 
  Changed In A Laboratory (-½) 
  var
   
  Perks
  7 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers
  5 
  Money:  Well Oﬀ 
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  3 
  Analyze Building 12-
  3 
  Criminology 12-
  11 
  Demolitions 16-
  1 
  Electronics 8-
  2 
  Gambling (Dice Games) 12-
  2 
  KS: Circuses And Circus Life 11-
  5 
  KS: Explosives 14-
  1 
  Mechanics 8-
  3 
  Mimicry 12-
  13 
  Power:  Gadgeteering 17-
  3 
  PS: Make Fireworks 13-
  3 
  Sleight Of Hand 12-
  1 
  Systems Operation 8-
  3 
  Teamwork 12-
  5 
  TF: Common Motorized Ground Vehicles, 
  Equines, Two-Wheeled Motorized Ground 
  Vehicles
  3 
  Ventriloquism 12-
  3 
  WF: Small Arms, Grenade Launchers
  7 
  Weaponsmith (Chemical Weapons, Incendi-
  ary Weapons) 14-
  3 
  Scientist
  1 
  1)  SS: Biology 11-
  6 
  2)  SS: Inorganic Chemistry 16-
  6 
  3)  SS: Organic Chemistry 16-
  1 
  4)  SS: Geology 11-
  1 
  5)  SS: Physics 11-
  Total Powers & Skills Cost:  204
  Total Cost:  270
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  10 
  Physical Limitation:  nearsighted (needs cor-
  rective lenses or suﬀ ers double the Range 
  Modiﬁ er for Sight Group PER Rolls) (Infre-
  quently, Greatly Impairing)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  10 
  Psychological Limitation:  Th ere Are No 
  Problems Th at Can’t Be Solved Th rough 
  Th e Proper Application Of High Explosives 
  (Common, Moderate)
  115 
  Experience Points
  Total Disadvantage Points:  270
  Background/History:  Bartleby Buchanan lived 
  every child’s dream growing up:  he was raised in 
  a circus. His parents had a comedy act involving 
  ventriloquism, mimicry, and sleight of hand, skills 
  they taught their young son. But a career under 
  the big top was not to be his. One day when he 
  was a teenager he got his hands on some of the 
  circus’s ﬁ reworks, sparking his lifelong interest in 
  chemistry. He began studying any textbooks he 
  could scrounge up on the subject, and when he’d 
  exhausted them he applied for, and won, a scholar-
  ship to the University of Chicago. He was building 
  a successful career as a sort of freelance chemistry 
  consultant for big business and the government 
  when one day Captain Battle came to seek his help 
  with a case. Buchanan loved working with Cap, and 
  almost before he knew it he’d given up his business 
  to become a member of the Science Police.
  Personality/Motivation:  Buchanan is a fairly book-
  ish fellow for a Science Policeman; he can usu-
  ally be found puttering among his test tubes and 
  beakers, working on some devilish concoction or 
  other. Th ere always seems to be at least one promi-
  nent chemical stain somewhere on his clothing. 
  His aptly-chosen nickname “Boom-Boom” comes 
  from the fact that the thing he most loves to create 
  — and use — are explosives. Every time the Science 
  Police confront a major problem, he looks for a way 
  to solve it with a big ka-boom. Even when he’s not 
  working on a case, Buchanan oft en spends time 
  ﬁ ddling around with ﬁ reworks (he loves to put on 
  impromptu “shows” for his friends, the kids in some 
  10  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  11 
  Hero Plus Adventure #10
  neighborhood, or just about anyone else). He’s got 
  a penchant for “harmless” practical jokes, oft en 
  involving tiny amounts of explosives or similar 
  chemical “tricks.” His teammates tolerate his pranks 
  because his demolitions skills have so oft en saved 
  their bacon... and because most of his jokes are 
  really, really funny.
  Quote:  “Dynamite? Come on, I can do way better 
  than that!”
  Powers/Tactics:  Boom-Boom Buchanan is an 
  expert chemist and demolitionist who can whip up 
  all sorts of useful concoctions with ordinary house-
  hold chemicals — never mind the sort of supplies 
  he keeps in his labs. He usually carries a couple of 
  pre-built miniature bombs for use “in an emer-
  gency”; the Variable Advantage is typically set to 
  Armor Piercing, Penetrating, a Trigger, or expand-
  ing the size of the Explosion. For times when less 
  violent means are more appropriate, he carries a 
  brace of knockout gas grenades. He and the other 
  Science Police oft en equip themselves with special 
  gas masks he and Cap designed so they can go into 
  battle without having to worry about getting blind-
  sided by Boom-Boom’s weapons.
  Although he’s both sturdy and spry compared to 
  an average man, Boom-Boom is physically the least ﬁ t 
  of the Science Police. Sometimes he has a little trouble 
  keeping up, a fact his teammates gleefully rib him 
  about.
  Appearance:  Bartleby Buchanan is a sort of owlish-
  looking fellow with short brown hair and glasses; 
  he stands 5’8” tall and weighs about 160 pounds 
  (he’s not ﬂ abby by any means, but compared to 
  most of the other Science Policemen he doesn’t 
  look particularly muscular). Most of the time he 
  wears ordinary men’s clothes and a white labcoat; 
  when the Science Police take to the ﬁ eld he usually 
  trades the labcoat for a ﬁ eld jacket appropriate to 
  the climate. He oft en has a valise or backpack full of 
  chemicals and other supplies he uses in his work.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45-S 
  +0 
  +1 
  2d6 
  1d6+1 
  10 
  10
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; demolitions tools; various chemicals and concoc-
  tions; gas mask; spare pair of glasses
  Clothing:  See Appearance
  
  ANNE FLAGSTAFF
  Val Char 
  Cost Roll 
  Notes
  13 
  STR 
  3 
  12- 
  Lift  150 kg; 2½d6 [3]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  16 
  CON 
  12 
  12-
  13 
  BODY 6 
  12-
  18 
  INT 
  8 
  13- 
  PER Roll 13-
  14 
  EGO 
  8 
  12- 
  ECV:  5
  20 
  PRE 
  10 
  13- 
  PRE Attack:  4d6
  18 
  COM 
  4 
  13-
  6  
  PD 
  3 
   
  Total:  9 PD (3 rPD)
  6  
  ED 
  3 
   
  Total:  9 ED (3 rED)
  4  
  SPD 
  12 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  32 
  END 
  0
  30 
  STUN 
  2 
  Total Characteristics Cost:  95
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  75 
  Gadgets:  Variable Power Pool (Gadget
  Pool), 60 base + 30 control cost; Focus
  (all slots must have at least -½ worth of
  this Limitation; -½), Powers Can Only
  Be Changed In A Laboratory (-½) 
  var
   
  Perks
  7 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers
  5 
  Money:  Well Oﬀ 
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  3 
  Bugging 13-
  3 
  Combat Driving 13-
  3 
  Computer Programming 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  3 
  Deduction 13-
  7 
  Electronics 15-
  3 
  Fast Draw (Small Arms) 13-
  2 
  Gambling (Card Games) 13-
  3 
  High Society 13-
  7 
  Inventor 15-
  3 
  Mechanics 13-
  3 
  Persuasion 13-
  17 
  Power:  Gadgeteering 20-
  3 
  Riding 13-
  3 
  Security Systems 13-
  3 
  Seduction 13-
  3 
  Stealth 13-
  3 
  Systems Operation 13-
  3 
  Teamwork 13-
  5 
  TF: Common Motorized Ground Vehicles, 
  Riding Animals, Small Planes
  2 
  WF: Small Arms
  3 
  Weaponsmith (Firearms, Energy Weapons) 
  13-
  3 
  Scientist
  2 
  1)  SS: Astronomy 13-
  1 
  2)  SS: Biology 11-
  1 
  3)  SS: Chemistry 11-
  2 
  4)  SS: Electronic Engineering 13-
  2 
  5)  SS: Physics 13-
  2 
  6)  SS: Robotics 13-
  Total Powers & Skills Cost:  197
  Total Cost:  292
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  15 
  Psychological Limitation:  In Love With Cap-
  tain Battle (Common, Strong)
  142 
  Experience Points
  Total Disadvantage Points:  292
  Background/History:  Oft en known simply as “Flag” 
  to her friends, Anne Flagstaﬀ  enjoys the distinction 
  of being the only woman in the Science Police. As 
  a result she’s part colleague, part den mother, and 
  part the hard-headed voice of practicality (oft en 
  echoing Cap’s own thoughts) when “the boys” (as 
  she calls the rest of the group) come up with an 
  unusually harebrained scheme. She also has to put 
  up with the occasional wisecrack or condescending 
  comment from outside observers (never her team-
  mates — they know full well what she’s capable of) 
  and periodic bouts of overprotectiveness on the 
  part of the boys, but it’s all just part of the job. And 
  there’s no other job in the world she wants.
  Most girls grow up playing with dolls instead of 
  circuitry, so Anne’s been asked about how she became 
  an electronics wizard so many times that people all 
  over the world have read her story. Her father was the 
  famous inventor Dr. Everett Flagstaﬀ , and she grew 
  up at his knee, learning about technology almost as 
  soon as she was old enough to walk. Her natural talent 
  for the subject earned her a scholarship to Princeton, 
  where she distinguished herself with both the depth of 
  her learning and the breadth of her creativity.
  Shortly aft er she obtained her Ph.D, she acciden-
  tally got embroiled in a crisis and with the help of sev-
  eral of her inventions stopped the plans of the insidi-
  ous Dr. Felton Charn, who used a group of chemi-
  cally-mutated, radio-controlled gorillas to commit a 
  series of robberies in Philadelphia. Impressed by her 
  exploit, Captain Battle extended her an oﬀ er to join 
  the Science Police. Having enjoyed her ﬁ rst taste of 
  adventure, she accepted immediately.
  Personality/Motivation:  Flagstaﬀ  is charming, 
  pleasant-tempered, witty, vivacious, and generally 
  enjoyable to be around. Her drive to seek Justice 
  and punish evildoers has scared oﬀ  most potential 
  suitors, but even those who’ve dared to try to court 
  her have failed miserably, for she’s been in love 
  with Captain Battle for years. Battle himself is com-
  pletely oblivious to her aﬀ ections; the rest of the 
  Science Police keep the fact as a silent secret among 
  themselves.
  12  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  13 
  Hero Plus Adventure #10
  Quote:  “All right, if we cross that blue wire with the 
  red wire there, we can short out the works. Th ey’ll 
  never know what hit ’em.”
  Powers/Tactics:  Anne Flagstaﬀ  is an electronics 
  whiz, able to create devices both mundane and 
  Weird with a swift ness and precision that aston-
  ishes even experienced electronics engineers. See 
  Chapter Five of Pulp Hero for plenty of example 
  gadgets she could build with her Gadget Pool.
  In combat, Flagstaﬀ  usually hangs back, letting 
  “the boys” take the lead and playing a reserve/support 
  role. She oft en tailors her gadgets to this, favoring sen-
  sors and “utility” gadgets over big weapons. But when 
  the going gets rough, she’ll pull out her Battle 45-S or 
  a couple of her Lightning Grenades and get right into 
  the thick of things.
  Appearance:  Anne Flagstaﬀ  is a beautiful young 
  woman in her late 20s with long blonde hair usually 
  tied back in a ponytail, blue eyes, a peaches-and-
  cream complexion, and a slender, attractive ﬁ gure. 
  Much to the shock of some editorial page writers, 
  she rarely wears dresses unless she’s going to a 
  formal function (in which case she oft en knocks 
  ’em dead with her favorite backless red evening 
  gown) — instead she prefers black leather riding 
  boots, navy blue jodhpurs, and a white blouse. 
  On her right ring ﬁ nger she wears a pretty silver 
  and amethyst ring, a treasured keepsake from her 
  grandmother.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45-S 
  +0 
  +1 
  2d6 
  1d6+1 
  10 
  10
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; tools; various spare parts
  Clothing:  See Appearance
  
  PETE  STRICKLAND
  Val Char 
  Cost Roll 
  Notes
  13 
  STR 
  3 
  12- 
  Lift  150 kg; 2½d6 [3]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  15 
  CON 
  10 
  12-
  13 
  BODY 6 
  12-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  12 
  EGO 
  4 
  11- 
  ECV:  4
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  12 
  COM 
  1 
  11-
  5  
  PD 
  2 
   
  Total:  8 PD (3 rPD)
  5  
  ED 
  2 
   
  Total:  8 ED (3 rED)
  4  
  SPD 
  12 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  30 
  END 
  0
  30 
  STUN 
  2 
  Total Characteristics Cost:  76
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  I Can Handle Any Plane You Got:  +10
  DEX; Only For Flying (-1) 
  0
  10 
  I Can Handle Any Plane You Got:  +2
  SPD; Only For Flying (-1) 
  0
  6 
  Working Th e Controls:  Aid Flight 2d6,
  Trigger (+¼); Only Works On Plane
  Strickland’s Currently Flying (-1),
  Requires A Combat Driving Roll (-½),
  4 Charges (-1), Costs Endurance (-½) 
  2
   
  Perks
  7 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers
  5 
  Money:  Well Oﬀ 
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  14 
  Hotshot Pilot
  4 
  Lightning Reﬂ exes:  +4 to act ﬁ rst when 
  ﬂ ying
   
  Skills
  8 
  +1 with All Combat
  5 
  Aerobatics 14-
  5 
  Combat Piloting 14-
  1 
  Electronics 8-
  3 
  KS: Airplanes 12-
  3 
  KS: Th e Aviation World 12-
  1 
  KS: History 8-
  2 
  KS: Literature And Poetry 11-
  3 
  Mechanics 12-
  2 
  Navigation (Air) 12-
  2 
  PS: Play Chess 11-
  3 
  Seduction 12-
  3 
  Sleight Of Hand 13-
  3 
  Stealth 13-
  3 
  Systems Operation 12-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  4 
  TF: Common Motorized Ground Vehicles, 
  Balloons & Zeppelins, Small Planes
  3 
  WF: Small Arms, Biplane Weapons
  3 
  Scientist
  2 
  1)  SS: Aviation Engineering 12-
  1 
  2)  SS: Meteorology 11-
  1 
  3)  SS: Physics 11-
  1 
  4)  SS: Rocketry 11-
  Total Powers & Skills Cost:  137
  Total Cost:  213
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  5 
  Rivalry:  Professional (with other pilots, to 
  prove who’s best)
  73 
  Experience Points
  Total Disadvantage Points:  213
  Background/History:  Pete Strickland is one of Jim 
  Battle’s oldest friends — he lied about his age to 
  join the American Expeditionary Force in the 
  Great War and became a member of the Battle 
  Escadrille thanks to his top-notch talent for ﬂ ying. 
  He’s known to have saved Battle’s life on at least two 
  occasions during the War, and the other members 
  of the Science Police sometimes get the idea that 
  they had other, even deadlier, adventures they don’t 
  like to talk about. When Battle set out to form the 
  Science Police, Pete was the ﬁ rst person he thought 
  of — and Pete, or “Ace” as his friends call him, was 
  happy to leave his job as a test pilot behind for even 
  more exciting escapades.
  In his spare time, Ace likes to read poetry (espe-
  cially Frost and Yeats) and play chess. He and Cap play 
  a running series of chess games, taking turns specify-
  ing the conditions of the game (playing with only 
  pawns, while hanging upside down using steel pieces 
  and a magnetic board, blindfolded, no queens...). Aft er 
  years of this, the count of victories remains neck-and-
  neck, with each of them leading from time to time.
  Personality/Motivation:  In contrast to the stereo-
  typical barnstormer, Strickland isn’t a thrillseeker 
  or daredevil — he loves to ﬂ y simply for the sake 
  of being up in the sky, one with the birds, going 
  wherever he wants. He doesn’t take foolish risks 
  or clown around when he’s in the air; ﬂ ying can be 
  dangerous, and he intends to keep doing it as long 
  as he can, not end his life in some meaningless 
  stunt. Only competing with another pilot can drive 
  him to the sorts of aerobatics most pilots love to 
  indulge in.
  Quote:  “Better strap yourself in — this is gonna get 
  worse before it gets better, but I can get us through 
  it.”
  Powers/Tactics:  Ace is a clever and cautious com-
  batant — he learned how to ﬁ ght in the trenches of 
  the Great War before becoming part of the Esca-
  drille, so if possible he approaches a battle from 
  diﬀ erent angles, studying the opponent as much as 
  possible before committing himself. He can recog-
  nize a good opportunity and knows how to seize 
  14  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  15 
  Hero Plus Adventure #10
  one when it comes along, but in his experience 
  you’re more likely to make your own opportunity 
  by using your head and your intuition than you are 
  by charging into the thick of things. 
  Appearance:  Pete Strickland’s got dark hair, friendly 
  blue eyes, and most of the time an infectious smile 
  on his face; he’s 5’9” tall and weighs about 170 
  pounds with an athletic build. He usually wears 
  leather shoes, khaki pants, a shirt, and his old 
  leather jacket with the Battle Escadrille’s spear-
  wielding eagle patch on the shoulder. When he 
  takes to the air he puts on an aviator’s goggles and 
  leather helmet.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45-S 
  +0 
  +1 
  2d6 
  1d6+1 
  10 
  10
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; mecahnics’ tools; his favorite compass that his dad 
  gave him
  Clothing:  See Appearance
  
  JUBAL WHITAKER
  Val Char 
  Cost Roll 
  Notes
  18 
  STR 
  8 
  13- 
  Lift  300 kg; 3½d6 [4]
  17 
  DEX 
  21 
  12- 
  OCV:  6/DCV:  6
  18 
  CON 
  16 
  13-
  16 
  BODY 12 
  12-
  19 
  INT 
  9 
  13- 
  PER Roll 13-
  12 
  EGO 
  4 
  11- 
  ECV:  4
  18 
  PRE 
  8 
  13- 
  PRE Attack:  3½d6
  10 
  COM 
  0 
  11-
  8  
  PD 
  4 
   
  Total:  11 PD (3 rPD)
  6  
  ED 
  2 
   
  Total:  9 ED (3 rED)
  4  
  SPD 
  13 
   
  Phases:  3, 6, 9, 12
  8  
  REC 
  0
  36 
  END 
  0
  32 
  STUN 
  0 
  Total Characteristics Cost:  97
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  Pick You Up And Shake You Until
  You’re Sick And Dizzy:  Drain DEX and
  CON 2d6, two Characteristics simultane-
  ously (+½); Extra Time (Full Phase; -½), 
  Must Follow Grab (-½) 
  3
  15 
  Piledriver:  HA +4½d6; Hand-To-Hand 
  Attack (-½) 
  2
   
  Perks
  7 
  Fringe Beneﬁ ts:  International Driver’s 
  License, Passport, International Police 
  Powers
  5 
  Money:  Well Oﬀ 
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  16 
  Universal Translator 13-; Exposure Required 
  (see text; -¼)
   
  Skills
  8 
  +1 with All Combat
  3 
  Concealment 13-
  1 
  Electronics 8-
  2 
  Forgery (Art Objects) 13-
  2 
  Gambling (Card Games) 13-
  1 
  High Society 8-
  2 
  Lockpicking 12-; Antique Locks Only (-½)
  1 
  Mechanics 8-
  2 
  Navigation (Land) 13-
  3 
  PS: How To Dig, And Dig Well 13-
  2 
  Security Systems 13-; Low-Tech Systems 
  Only (-½)
  3 
  Stealth 12-
  8 
  Survival (Deserts, Mountains, Temperate/
  Subtropical, Tropical) 13-
  1 
  Systems Operation 8-
  3 
  Teamwork 12-
  3 
  Trading 13-
  5 
  TF: Common Motorized Ground Vehicles, 
  Riding Animals, Two-Wheeled Motorized 
  Ground Vehicles
  4 
  WF: Common Melee Weapons, Small Arms
  3 
  Scholar
  2 
  1)  KS: Art And Antiquities Market 13-
  2 
  2)  KS: Art History 13-
  3 
  3)  KS: History 14-
  5 
  4)  KS: Scripture 16-
  3 
  Scientist
  5 
  1)  SS: Anthropology 16-
  5 
  2)  SS: Archaeology 16-
  1 
  3)  SS: Biology 11-
  1 
  4)  SS: Chemistry 11-
  2 
  5)  SS: Geology 13-
  3 
  6)  SS: Paleoanthropology 13-
  3 
  7)  SS: Paleontology 13-
  1 
  8)  SS: Physics 11-
  3 
  Traveler
  2 
  1)  AK: Africa 13-
  2 
  2)  AK: Central Asia 13-
  2 
  3)  AK: China 13-
  2 
  4)  AK: Europe 13-
  2 
  5)  AK: India 13-
  2 
  6)  AK: Th e Mediterranean 13-
  2 
  7)  AK: Mexico And Central America 13-
  2 
  8)  AK: Th e Near East 13-
  2 
  9)  AK: Russia 13-
  2 
  10)  AK: South America 13-
  Total Powers & Skills Cost:  180
  Total Cost:  277
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  Th e Skymaster 8- (As Pow, Capture/
  Kill)
  10 
  Hunted:  various masterminds, cults, and the 
  like 8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  10 
  Psychological Limitation:  Fascinated By Th e 
  Past And Its Peoples (Common, Moderate)
  132 
  Experience Points
  Total Disadvantage Points:  277
  Background/History:  Th e discovery of Tutankha-
  men’s tomb in November, 1922 showed history 
  major Jubal Whitaker just what he wanted to do 
  with his life. Fascinated by the thought of digging 
  up new history — perhaps even making history 
  himself, the way Carter and Carnarvon did — he 
  started signing on with archaeological digs in the 
  summertime while ﬁ nishing his Ph.D. By the late 
  Twenties he’d developed almost as strong a reputa-
  tion as an “adventuring archaeologist” as the famed 
  Steven “Carolina” Caldwell. In 1930, when Captain 
  Battle became embroiled in the so-called “Case of 
  the Golden Mummy,” he needed an expert to help 
  him out, and Whitaker, who was nearby on a dig in 
  the Levant, was the ideal choice. Th e two of them 
  worked together so well that Battle oﬀ ered Whita-
  ker a spot on the Science Police... and Jubal, seeing 
  the chance at last to make history, accepted.
  Personality/Motivation:  Jubal Whitaker is a hearty, 
  friendly soul to those who treat him well... and an 
  implacable, angry foe to anyone who tries to hurt 
  him, his friends, or innocent people. His comrades 
  can tell he’s about to explode and use his trademark 
  “pick you up by your lapels and shake you until 
  16  Pulp Heroes, Vol. II
  Hero System 5th Edition
  
  17 
  Hero Plus Adventure #10
  you’re sick and dizzy” move because the vein above 
  his right eye starts to twitch and his eyes sort of 
  seem to bulge out.
  When he speaks, Whitaker is prone to quot-
  ing Scripture, always seeming to know just the right 
  verse to make a solemn (or sarcastic) comment about 
  the situation (one of the beneﬁ ts of growing up in a 
  devout Southern Baptist home). When he and Battle 
  talk to one another, they’re oft en prone to speaking in 
  historical allusions, sometimes leaving the rest of the 
  Science Police baﬄ  ed by references such as, “Let’s ﬁ ght 
  them like Fritigern did at Adrianople.”
  Quote:  “A friend loveth at all times, and a brother is 
  born for adversity.”
  Powers/Tactics:  Compared to most members of 
  his profession, Jubal Whitaker is big, tall, tough, 
  brawny, and always ready for a ﬁ ght. He’s not one to 
  back down in the face of bandits, brigands, tomb-
  looters, or rival Nazi diggers. He prefers to ﬁ ght 
  with his ﬁ sts, but has no objection to drawing his 
  gun and shooting it out if he must.
  Whitaker is a student of languages both ancient 
  and modern, with a knack for speaking and reading 
  them. Given suﬃ  cient exposure — at least a full page 
  of text and an hour to study it, or listening to someone 
  speak it for about ﬁ ve minutes — he can ﬁ gure out 
  how to speak, read, and write just about any language.
  In his many years of exploring tombs, catacombs, 
  and ruins, Whitaker’s become an expert at detect-
  ing and avoiding traps of all sorts, and at picking old 
  locks. He doesn’t know a thing about modern burglar 
  alarms, safes, or the like, but when it comes to avoid-
  ing deadfalls and dart traps, there’s no one better.
  Appearance:  Jubal Whitaker is a broad-shouldered, 
  brown-haired white man, 6’1” tall and weighing 
  about 210 pounds. In the ﬁ eld, he usually wears 
  work boots, sturdy pants, a ﬁ eld shirt, and a pith 
  helmet, with his gun in a holster on his hip if it’s a 
  dangerous area. Back in the city, he adopts slightly 
  nicer clothing, but he’s not one for getting dressed 
  up — he fusses when the Science Police has to 
  attend some formal function.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Battle 45-S 
  +0 
  +1 
  2d6 
  1d6+1 
  10 
  10
  Armor
  Bulletproof clothing (6 PD/6 ED), Activation Roll 12-
  Gear:  Television wristwatch; archaeologist’s tools; notepad; pencil; fountain pen
  Clothing:  See Appearance
  
SOURCE: textdata/thevault/Hero Games/5th Edition/Pulp Hero - Captain Battle & The Science Police.pdf