TEXT: The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 Press. All 
  Rights Reserved 
   
  
   Basic Pulp 
   
  Pulp Role-playing system 
  Version 1.6 
                                                                           
                                                  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  2
  Credits 
   
  Concept: J. Carpio “Dregg” 
  Written By: J. Carpio “Dregg” 
  Development: Chapter 13 Press 
  Based on the “Basic System” by Jay Libby and Dilly 
  Green Bean Games 
  Special thanks to Norbert Franz 
  “The Days of Yesteryear…” taken from Chapter 13 Press’ TM “Pulp Era”© RPG 
  Standard Disclaimer: Basic Pulp TM & © 2003 Chapter 13 Press. The author claims no interest in nor ownership of any 
  images used in the creation of game. For removal of infringing materials, please contact the Webmaster 
   
  
   Basic Pulp 
  THE DAYS OF YESTERYEAR........ 
   
  “Yes Reid, that’s just what this city needs, a modern Robin Hood.” said the 
  chief of police to millionaire newspaper mogul Britt Reid. The audience knew what they 
  were in for on that one Saturday morning in 1940. An overwhelming orchestra blaring, 
  “Flight of the Bumblebees,” as a hypnotic disk and a large, stylized hornet swirled 
  before their eyes. This was the adventures of the Green Hornet, one of the many 
  great Chapter Plays that intrigued audiences every Saturday, and had them coming 
  back for more. 
   
  Five cents was all it took for these moviegoers to be transported far away from 
  their troubles. America had just ended the Great Depression and little did these 
  people know that they would be going to war overseas to fight a man named Hitler and 
  his storm-trooping Nazi party. The cinema was America’s only true escape. By today’s 
  standards it does not sound like much, but these were simpler things for a simpler 
  time. 
   
  Saturday at the movies, a day full of cartoons, sing-a-longs (with the bouncing 
  ball), a feature film or two starring the Marx brothers, or a delightful MGM musical; 
  sounds tempting? Well most of all it was the weekly serials that brought the audience 
  running. Each week you could watch your favorite hero get him or herself out of 
  endless dangers again and again. Audiences watched Buster Crabbe as Flash Gordon fall 
  into one of Ming’s death traps and be convinced that our hero was dead, but the very 
  next week we would see that Flash had grabbed a vine on his way down saving himself 
  from almost certain doom. 
   
  Those were the serials, or often known as the cliffhangers (as they were called 
  due to the over-used theme of a hero trapped upon a high cliff and about to fall to 
  his/her doom.). Each one of a series of non-stop action-packed episodes, and each one 
  bringing the thrills and chills of the pulp novels to the big screen. 
   
  Basic Pulp will give you a chance for you and your friends to recreate the 
  intrigue, thrills, and action of the pulps and a time long forgotten. The rules are based 
  on DGBG’s Basic system, simple yet challenging to create the fast and dramatic 
  atmosphere of this fast and dramatic genre.  
   
  Did you ever wonder what it would be like to hang off the wing of a PW-9C 
  biplane going into a full tailspin, search the jungles of the Amazon for a lost city, and 
  find yourself running for your life from a tribe of hungry cannibals? Or leap the wet 
  rooftops of a dark and corrupt city with only a loaded pistol and a mask to conceal 
  your identity as the mob and the police hunt you down? So sit back and create your 
  hero, tune your imaginations to black and white and enjoy as you take a wild ride into 
  the never-ending world of the cliffhangers. 
  “Modern Robin Hood, OK Kato, we’re going to introduce the police chief and the 
  world to the Green Hornet!” (The Adventures of the Green Hornet” 1940) 
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  3
   
  
   Basic Pulp 
  Basic Pulp! 
  Welcome to the ”Pulp” edition of the Basic System. This 
  is a modification of the quick start set of basic game 
  rules by Dilly Green Bean Games. This version was 
  modified with Pulp Genre in mind, leading to wonderful 
  adventure and “Two Fisted” action. The rules are very 
  simple and cinematic in nature, and give a lot of room for 
  role-playing and action over remembering difficult rules 
  and crunchy mechanics. As with the standard Basic 
  System, you will still need the following: 
  1) Dice (twenty-sided, four six-sided, twelve-sided, 
  eight-sided, ten-sided, and a four-sided) 
  2) Pencil and Paper 
  3) A thirst for Adventure 
   
  Basic Pulp has nine basic Characteristics (a lot like the regular Basic System). We will call 
  them our Action Attributes. As in the Basic System the average human attribute is 10, 
  but since Pulp heroes are always over the top, Pulp Basic gives an extra modifier to give your 
  hero a better fighting chance. You determine your Action Attributes by rolling 3d6 and 
  then adding +2 to the roll. For each number achieved over 10 you will gain an Action Bonus. 
  So if you have a STR of 13, then your Action Bonus is +3.  When you have a stat under 10, 
  then you have a Hindrance. So if you have an INT of 7, then your Hindrance is -3.  
  For those who like to use a point-based system for creating your heroes, the following chart 
  should do quite nicely. All Action attributes start at 10 and the points are used to raise 
  them to desired levels. During point based generation one may choose to take Attributes 
  below 10 in order to gain more hero points to spend. For every 2 points of hindrance taken, 
  it translates to 1 Hero point: 
  Hero Point Based Generation 
  Points 
  Hero Level 
  Description 
  7 
  Mundane 
  This is the friendly paperboy, the mild mannered reporter, 
  or the faithful canine. 
  14 
  Sidekick 
  Every hero needs his trusty companion to fight the evils of 
  the world. This is that boy or girl in tights or the silly 
  costume ready to say “Golly Gee” at the drop of a hat. 
  21 
  Heroic 
  This is the larger than life hero, not a total superhero, but 
  what legends are made from. 
  28 
  Legendary 
  These are the Pulp Heroes of fame and fortune. Saving the 
  world is a daily job for these Eidolons, and they are usually 
  on the lips of most people and the Press. 
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  4
   
  
   Basic Pulp 
  The Action Attributes 
  Smarts 
  Your ability to deduce, problem solve, and figure out problems. 
  Spirit 
   Pure Willpower and resolve, the ability to withstand psychological effects. 
  Magnetism 
   Charm, Presence, Charisma and the ability to deal with others. 
  Dynamism 
   How agile, and dexterous you are. The ability to roll with a punch, dodge, and 
  keep after harms way. 
  Brawn 
  Physically adeptness, Muscle and Power. 
  Vigor 
  Constitution, how healthy you are, what your hero is made of.  
  Quickness 
  Movement and speed of your hero.  
  Insight 
  Perception and awareness of your hero 
  Legend 
  Reputation and character awe 
   
  Next we shall looks at your Statistics. These are combinations of your Action Attributes. 
  Your Statistics will be what your Pulp Hero will use to defend him/herself, do basic damage 
  and move around.  
  Statistics 
  Health 
  Vigor times 2. How much Kill damage you can take before Dying.  
  Stamina 
  Vigor times 3. How much Bruise damage you can take before it starts to 
  bleed or break bones.  
  Initiative 
  Initiative: Dynamism + Quickness bonuses. How well you get the jump on the 
  evil doers. 
  Muscle 
  Lift: Brawn times Brawn. This is how many pounds you can lift. 
  Punch 
  Damage for punch is equal to your Brawn Bonus in Bruise damage (minimum 
  1). 
  Kick 
  Damage for kick is equal to your Brawn Bonus +2 in Bruise damage. 
  Dash 
  This is equal to your Quickness times 2. This is how fast you can move in 
  MPH. 
  Leap 
  Brawn+Quickness/2: How many feet you can jump with a running start. 
  Legend 
  Points 
  Varies: The Legend points gained are equal to the total of hero points used 
  during generation or add up each point over 10 on each of the Action 
  Attributes and subtract one for each point under 10. 
   
  Legendary Abilities: 
  Hero’s in the Pulp Novels were gifted with natural prowess and abilities that put them apart 
  from the normals of the world. These are the abilities that make them more larger than 
  life. Each Legendary ability costs 5 legend points. Unlike Basic system, a Pulp Hero might 
  start out with more than one or two Legendary Abilities to start (in TBS these are referred 
  to as natural abilities), so the GM should not limit the starting character too much in the 
  regard. Each Hero starts his career with two free abilities. No points are spent on these 
  abilities, as they are only cinematic in nature. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  5
                                  
  
   Basic Pulp 
   
  Action Abilities (No Cost) 
   
  Shtick 
  This is some minor effect that makes your character unique. Face always in 
  shadow, never without his drink, the right tool always seems to be in reach 
  are some of the ideas for your hero’s shtick. Your Shtick should be unique 
  to your concept and add to the role-playing mystique. 
  Stunt 
  A stunt is the ability to do off the wall things during an action roll. Stunt 
  allows you to attempt things only found in movies and Pulp fiction. Rolling off 
  the floor while shooting, leaping between rooftops, being able to perform 
  tasks while falling, ect. The GM will determine the added difficulty for each 
  stunt before the roll is made. 
   
                                Legendary Abilities (5 LP Each) 
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  6
  Ambidexterity 
  Your ability to use both hands equally. You suffer no penalty for using either 
  hand. 
  Specialist 
  This is an area you are best at. Choose a specific skill group that you are 
  naturally an expert at. Players gain a +2 to that group.  
  Marksman 
  You have the natural ability to hit the target. You gain a +5 when trying to 
  hit something with a projectile or thrown object. 
  Photographic Memory 
  The ability to remember things from experience and any medium. The GM 
  may require an Insight roll. 
  Speed Reading 
  Pretty self-explanatory and most retain 95% of what they have read.  
  Deftness 
  Your Hero gains a +4 to any actions involving Dynamism. 
  Vigorous 
  You are truly a “Man of Bronze”. You gain +15 to your Health and +4 to any 
  rolls involving your Vigor. 
  Toxic Immunity 
  You body is just naturally immune to disease and toxins. Anytime you are 
  exposed to these, you gain a +4 to resist. Can be combined with the 
  Legendary power “Ultra Senses” 
  Acute Senses 
  You are in tune with your senses. Most GMs will want you to pick a specific 
  sense. Anytime you are using those senses you gain a +4 to any rolls involving 
  them.  
  The Sight 
  You have a gift of knowing the future or getting brief flashes of what is to 
  come. This is usually used with a focus (Tarot deck, article of clothing) and 
  does require a modified insight check (GM’s discretion). 
  Mechanical 
  Aptitude 
  You are a Mechanical adept and can make anything with moving parts work 
  given time and the right tools. Even more so, you have the knack of making 
  useful items out of scraps. +4 on any attempts to fix machinery and the 
  ability to kitbash one use items (within reason) 
  Magery 
  See “Mysticism” later in this document 
  Combat Sense 
  An old soldier never dies, and never forgets how to do some damage.  
  Combat sense give your hero +5 initiative and +2 on any Insight rolls related 
  to combat. 
  Swashbuckler 
  Abilities made famous by Pirates and Musketeers.  The Legendary 
  Swashbuckling ability gives the hero a + 2 to Initiative, Insight rolls, 
  Acrobatic actions, and fencing related combat maneuvers. 
  Immortality 
  In simple terms you can live forever. There is always a catch in most cases. 
  Your GM will talk over the details of your character long life and how it can 
  come crashing down. This ability is more cinematic in nature and by default 
  
   Basic Pulp 
  you can always die by un-natural causes. 
  Aviator 
  The Sky is your home whether it is in a plane, jet pack, Zeppelin or rocket 
  ship. Aviator adds +2 to any Insight or Piloting Action rolls made in this 
  environment. 
  Quick Draw 
  More a Cinematic ability, the character never has to take a round or action 
  to pull a chosen weapon. It somehow always magically appears out of 
  nowhere. 
  Master of the Waves 
  Arg! Batten down the hatched ye land lubber! This is for characters that 
  are masters of ships and sons of the sea. The player gets to make a +2 
  Action roll to any action related to navigation, sailing, or the sea. 
  Martial Ability 
  See Two Fisted Combat later in this document 
   
  Legendary Faults: 
  As Heroes in the Pulp Novels were gifted with natural prowess and abilities, they also had a 
  dark side that made them more interesting to watch or read about. Each Fault is a cinematic 
  and narrative tool to use with or against the character to make things more interesting. 
  There are two ways to obtain faults: 
  1. Take one fault per Legendary Ability; this is the easiest way to balance out your 
  character taking the good with the bad. Or 
  2. For every Attribute below 10, the penalty is a Fault associated with the Attribute. 
   
  This can be done in combination to however the GM sees fit. As said before the faults are 
  cinematic in nature and have no true set of rules. Players can get rid of them through game 
  play only. 
  Legendary Faults 
  Addiction 
  Substance abuse, special formula that gives powers, alcohol and tobacco. 
  The GM should determine a time frame where the PC will start to crave the 
  substance and place a negative modifier to all action rolls until the 
  substance can be obtained. 
  Wanted 
  You are wanted and hunted. This can be from the police, a secret 
  organization, even from a super human bounty hunter. The GM should create 
  the Antagonists that will hunt the hero and use them at the most 
  inopportune time for the PC. 
  Psychological 
  Problems 
  This can be delusions, paranoia, fears, disorders, or problems like 
  Masochism, sadism, Bi-Polar or Manic Depressive. The GM should enforce 
  the player acts these out in game, or point the narrative in that direction. 
  Personality Quirks 
  Hero tends to be short tempered, stubborn, impulsive or cowardly.  
  Social Quirks 
  These include secret identities, being an outsider, of a race or class that is 
  oppressed or trod upon. 
  Enemies 
  As it sounds the player has someone who wants them put away or dead. For 
  each time this fault is taken, the enemy becomes that much more powerful. 
  Burdens 
  These are vows and oaths, dependants and obligations that have to be taken 
  care of by the PC.  
  Behaviors 
  Lechery, compulsive behaviors, Jealousy, kleptomania, impulsiveness  
  Physiological Defects 
  This can Include missing Limbs, impaired vision and hearing. The GM can 
  modify as necessary. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  7
   
  
   Basic Pulp 
  Benefits 
  In most all Pulp Stories our heroes has some sort of perk or benefit that aided their fight 
  for right. The ally, friend, sidekick and such were all common trappings for our heroes. 
  There were things of glamour or power as well. Wealth, contacts. Heroic Level characters 
  may roll once and Legendary Characters may roll twice on this chart. 
   
  1 
  Contacts 
  When you need information these are the people to go to. 
  Players must specify who the contact is. This may include: 
  police, military, crime lords, ghosts and more. 
  2 
  Friends 
  Roll 1d4. These is how many close friends one has. These are 
  people that can help you or be victims of your enemies.  
  3 
  Sidekick 
  These are the young wards and homeless types who pick up the 
  heroes banner and help him fight the good fight. Sidekicks are 
  rolled up like normal characters, using the sidekick point 
  allotment. 
  4 
  Wealth 
  Roll 1d12 times 1000. This is how much money you have on 
  hand. Roll 1d10 times 100 thousand. This is how much money 
  you have saved up in your vaults.  
  5 
  Ally 
  This is someone who will work with you for a common cause. The 
  Ally is created by the GM and will assist in times of great need.  
  6 
  Membership 
  Roll 1d10 for rank. You belong to some organization. The 
  higher the rank the better you are. Rank one is equal to the 
  mailroom boy. Rank ten is the head of command. 
  7 
  Base of 
  Operation 
  This is the infamous “Brooding Suite”, Crime fighting cave, or 
  spooky mansion. The player has 24 hour access or owns the place 
  or hide out. 
  8 
  Favors 
  That Police man remembers when you saved his life, the crime 
  boss still owes you one for saving his daughter, or the judge was 
  impressed how you came up with the evidence just as the jury 
  was going to put in their verdict. 
   
  Legendary Powers 
  When creating your Pulp Hero, Legendary Powers may be purchased with hero’s legendary 
  points. After character creation, legendary Powers may only be gained through experience 
  or GM’s approval. Each Power has a format that makes it for easier reading: 
   
   
   
   
   
   
   
  The Power has the name of the Power, the cost in legendary points, the Action Roll that is 
  the attribute plus any modifiers that need to be rolled to use the power. The Range: 
  Personal (self only)/ Narrative (Cinematic and Story driven effect)/ “Distance in feet”. The 
  last part is the Power is the description, which tells you what effects the power has on your 
  character and game. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  8
  “UnGowa!”  
  Cost: 3  
  Action Roll: Magnetism 
  Range: speech  
   This Power gives the user the crude Power to communicate with all members of the animal 
  kingdom. This communication is limited to very simple "communications" since almost all animals 
  are only capable of communicating very simple ideas and feelings. To ask one question 
  successfully, the user must make an Action roll vs. the animal’s spirit. 
  
   Basic Pulp 
  =============== LEGENDARY POWERS COSTS =============== 
  All Legendary abilities have point costs. The point cost for a Legendary Power must be paid 
  for when the character is created. Taking Power Limitations may reduce legendary Power 
  costs.  
  Power Limitations 
  Legendary Powers may be taken with limitations that reduce their point costs. No Power 
  may have its point cost reduced below 1. A hero may have two or more Powers that are 
  linked; in this case, they may not have their Power costs paid for individually, but only the 
  total group of Powers.  
  Activation: If the hero must accomplish some simple action to use their Power (making a 
  gesture or speaking a magic word, for example), the cost of the Power is reduced by 1. If 
  they have to do something that may not be automatically successful (concentrate on a 
  effect having to make a SPIRIT roll vs. a difficulty of 15, for example), then the cost is 
  reduced by 2. If the target must be generated every round the Power is to be used, the 
  cost is reduced by 3.  
  Activation Time: If the Hero must spend 1-2 rounds doing an action before they can use 
  the Power for the first time in a scene, the cost is reduced by 1. If they must spend 3-5 
  rounds, the cost is reduced by 2. If they must spend 6 or more rounds, the cost is reduced 
  by 3. If they have to wait a given number of rounds every time the Power is to be used, the 
  cost is reduced by 1 more. If once they initiate the Power they cannot abort it, the cost is 
  reduced by 1 again.  
  Burnout: If a hero can lose the Power for the rest of the scene by failing a die roll, the 
  cost is reduced by 1. If the Power is lost until the next Reel, the cost is reduced by another 
  1. If it is lost until the next serial, the cost is reduced by 2 more. If it is permanently lost, 
  the cost is reduced by another 2. (If a gadget is taken with permanent Burnout, then no 
  identical gadget may ever be constructed.)  
  Charges: If the hero can only use a Power 5 times in an adventure, the cost is reduced by 1. 
  If they can only use it 4 times, the cost is reduced by 2. 3 times = -3; 2 times = -4; 1 time = 
  -5.  
  Deadly: If the Power makes the Hero so vulnerable to a condition that it automatically does 
  kill damage each round, the cost is reduced by at least 3, possibly more depending on the 
  condition(s).  
  Catchall: This is a generic Limitation, meaning that the Power's duration or application is 
  reduced. Perhaps it doesn't work under certain conditions, or only under certain conditions. 
  GM's discretion.  
   
  Power Loss: If there is some sort of not-too-uncommon attack or situations that makes the 
  hero lose their Power for any amount of time. (Example: full minute, the cost is reduced by 
  2). GM's discretion.  
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  9
  Stun: Whenever the hero uses the Power, they take 1 point of bruise damage; the cost is 
  reduced by 1.  
  
   Basic Pulp 
   
  Legendary Powers 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  10
  Absolute Vision  
  Cost: 3  
  Action Roll: Insight  
  Range: Personal 
   This Power gives the character 360-
  degree vision and improved vision. 
  Using the Power is a simple action, and 
  must be taken as an action. The Power 
  value is used instead of Insight for 
  vision rolls.  
   
  Adrenaline  
  Cost: 5  
  Action Roll: Vigor   
  Range: Personal  
   This Power lets the hero tap into their 
  reserves, removing all Bruise damage and 
  boosting their Brawn and Dynamism by 
  +2. The difficulty of the roll is the time 
  they want to be boosted (GM’s 
  discretion). If the roll is failed, the 
  Power is burned out until the next Reel.  
  If the character tries to use this Power 
  more than twice a day, then Bruise 
  damage is not healed, each additional 
  attempt causes an extra +1 to the 
  difficulty. 
  Animal Companion  
  Cost: 5  
  Action Roll: Magnetism  (only when the 
  Animal is to do something against it’s 
  will) 
  Range: Narrative   
  This Power gives the character one 
  specific animal companion that is loyal 
  to them and with which they have a 
  strong bond. They will do anything for 
  each other, and can manage to 
  communicate...the animal will 
  understand the character's speech, 
  and the character will just understand 
  what the animal means. 
  “UnGowa!”  
  Cost: 3  
  Action Roll: Magnetism 
  Range: speech  
  This Power gives the user the crude 
  Power to communicate with all 
  members of the animal kingdom. This 
  communication is limited to very simple 
  "communications" since almost all 
  animals are only capable of 
  communicating very simple ideas and 
  feelings. To ask one question 
  successfully, the user must make an 
  Action roll vs. the animal’s spirit.  
   
  Mental Attack  
  Cost: 10 
  Action Roll: Spirit  
  Range: 45 ft’  
  Mental Attack inflicts damage against a 
  target via the mind. The hero must 
  maintain eye contact for a full round 
  (successful Spirit vs. Spirit roll). If the 
  contact is kept, the Power total is 
  compared to the target's Spirit, doing 
  bruise or kill damage (heroes choice) 
  equal to the amount over, which can only 
  be healed by time, men in white coats or 
  other abilities. If the attack results in 
  negative points, those are read as 
  damage on the attacker.  
  Chameleon  
  Cost: 5  
  Action Roll: Insight  
  Range: Personal 
  This Power lets its user change 
  appearances. Any roll succeeds, but 
  the roll provides the Target for 
  anyone else to make an Insight roll to 
  notice something wrong.  Mass, height
  sex, etc., cannot be changed with t
  Power, but a good enough success 
  means the user can make a reasonable 
  try of it.  
  , 
  his 
   
  Claws  
  Adventure Cost: 4/8  
  Action Roll: None 
  Range: Personal  
  This Power gives the character claws 
  on their hands. Normal claws have a 
  cost of 4; retractable claws have a 
  cost of 8.  
   
  Shroud of Darkness  
  Cost: 5  
  Action Roll: Spirit  
  Range: 6 ft’ radius globe centered on 
  the hero  
  Use of this Power creates a field of 
  darkness around the character. The 
  Action roll is the Target of an insight 
  roll to see the hero or anything else in 
  the darkness. Attacks on an unseen 
  hero are at -5 to hit. The user of the 
  Power can see through it.  
  Flash  
  Cost: 6 
  Action Roll: Dynamism  
  Range: 75 ft’   
  This Power creates a “flash” of light 
  that can blind an opponent. The Power 
  total is compared to the target's 
  Dynamism; the number over the target 
  is the number of rounds the target is 
  blinded. A blinded character has their 
  Dynamism reduced by -5.  
   
  
   Basic Pulp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  11
  Phase  
  Adventure Cost: 10 
  Action Roll: Spirit  
  Range: Person  
  This Power lets the user become 
  incorporeal. They may pass through 
  objects with a Body equal to or less 
  than their Power total. All physical 
  attacks on the character have the 
  Power total treated as armor. The 
  character may make no physical 
  attacks. Characters with a low roll look 
  like vague, misty versions of 
  themselves. At higher rolls, the 
  character is a nearly invisible mist.  
   
  Electro-Bolts  
  Cost: 5 
  Action Roll: Spirit 
  Range: 15-30/31-60/61-90  
  This is the Power to throw bolts of 
  electricity. To-hit rolls are based on a 
  throwing attack. Whenever a positive 
  number is rolled over the target 
  number, the player has the option of 
  using it on damage or using 0. If they 
  use the positive bonus number, they 
  take 2 points of bruise damage as stun. 
  If they take the 0 damage option the 
  damage is cinematic  
   
  Telescopic Vision  
  Cost: 2  
  Action Roll: Insight 
  Range: Narrative  
  This Power lets the character see 
  what is happening to one specific 
  target, giving them a vision as thoug
  they were 10 meters away from the 
  h 
  rget.  
   
  ta
  Fear  
  Cost: 5  
  Action Roll: Magnetism  
  Range: 45 ft’  
  This is the Power to generate 
  irrational fear in opponents. To use th
  Power, the Power total is compared t
  the target's Spirit. If successful t
  Target always goes last in the Scene. 
  An average success put the target in 
  fear for 1 scene. An Outstanding 
  success (Target +5) scares them for 2 
  scenes and gives them -2 to all totals, 
  and forces them to try and run (Spirit 
  roll vs. 20). On an Extraordinary 
  success (Target +10), they will either 
  surrender immediately, or take the 
  result points as if a mental attack was 
  made. Evil characters can kill through 
  fear. Most characters with this Power 
  have some Shtick (a laugh, a scream, a 
  pose) associated with the Power.  
  e 
  o 
  he 
  Flame Powers  
  Cost: 10  
  Action Roll: Vigor  
  Range: 15-30/31-60/61-90 
  This Power lets the character shoot a 
  jet of fire or create a wall of fire 
  about them. The wall has an 8 ft’ 
  radius. The Power value is the damage 
  value of the flame blast or flame wall. 
  The flame wall can be maintained for a 
  number of rounds equal to half the 
  heroes Vigor.  
   
  Wall of Fog  
  Cost: 4  
  Action Roll: Spirit  
  Range: 15 ft’ radius globe around user  
  This Power lets the character create a 
  globe of fog or smoke that blocks 
  others' view. The globe lasts for 10 
  rounds or until dispersed. All attacks 
  aimed at a target in or behind the fog 
  are at -5 to hit. The Power value is the 
  Target of Insight rolls to find 
  something in or behind the fog, though 
  making such a roll does not cancel the 
  penalty. The hero is immune to the 
  effects of the fog.  
   
  Flight  
  Cost: 5  
  Action Roll: Dynamism  
  Range: Person  
  This Power lets the character fly 
  under their own Power. The Heroes 
  Quickness is the speed of flight.  
   
  Force Field  
  Cost: 5  
  Action Roll: Vigor  
  Range: 10 ft’ radius globe around the 
  hero  
  The force field Power surrounds its 
  user in a globe of energy (the special 
  effect is left to the user) that works 
  as if the character has on armor. The 
  armor value of the force field is the 
  heroes Vigor value. If the force field 
  is destroyed, it disappears for the 
  rest of the combat. The Force Fiel
  ablative and removes one from its 
  value each time it is struck in combat.
  The force field retains no damage 
  between uses. The Power may be us
  for a number of rounds equal to the 
  user's Spirit. The Force Field is 
  immune to all gases and toxins and 
  protects 
  d is 
   
  ed 
  the user as such. 
  Growth  
  Cost: 7  
  Action Roll: Vigor  
  Range: Person  
  This Power allows the user to 
  Quadruple their height (while 
  remaining proportional) for a number 
  of rounds equal to their Vigor 
  Attribute. When at full size, the 
  user's Brawn bonus is increased to 
  double the value. Their Bonus to vigor 
  is likewise doubled. Growth also gives a 
  natural armor with a value of 5, and 
  doubles Heath and Stamina.  All 
  physical attacks on the grown 
  character are at +5 to hit because of 
  size.  
  
   Basic Pulp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Illusion  
  Cost: 6  
  Action Roll: Magnetism   
  Range: Narrative  
  This Power allows the user to create 
  illusion and cloud the minds of others. 
  The user's Magnetism value is the 
  target for anyone to make an insight 
  roll and see through the illusion. 
  Illusion-caused damage is only the 
  result of mental stress, and wears off 
  once the illusion has been stopped or 
  seen through.  
   
  Ice Power  
  Cost: 5  
  Action Roll: Brawn  
  Range: 15-30/31-60/61-90 
  This Power is identical to Flame 
  Powers, except that it cannot be used 
  in extremely hot conditions, and the 
  ice wall has a armor value equal to the 
  heroes Brawn value.  
   
  Invisibility  
  Cost: 5  
  Action Roll:  Spirit  
  Range: Personal  
  This Power turns the character 
  invisible in all visible spectrums. The 
  Power may be maintained for a number 
  of rounds equal to the character's 
  Spirit. The Action Roll is the Target 
  for any Insight checks are made to 
  find the character. Attacks on an 
  invisible character are at -6 if the 
  Insight roll is successful, -10 if it is 
  not. 
  Ultra Senses  
  Cost: 5 each  
  Action Value: Insight   
  Range: Personal  
  This Power allows the hero to choose 
  on of the following abilities. Let’s 
  characters hear sounds at a fair lower 
  volume and greater distance than 
  normal, or the hero has an incredibly 
  good sense of smell. The character 
  may use this ability to find hid
  characters or objects with distinctive 
  smells within 150 feet, or the Power 
  may be used on all sight-based Insight 
  rolls, and anything in range with a clear
  den 
   
  line of sight may be looked at as 
  though it were at a few inches' range.  
   
  Magnetic Personality  
  Cost: 2  
  Action Roll: Brawn  
  Range: 90 ft’  
  Magnetic Personality lets the 
  character attract or repel magnetic 
  material. If the roll is Successful, the 
  Power acts in the desired fashion; if 
  the roll is failed, the Power works, but 
  in the opposite way. The total weight 
  affected is the heroes Muscle. The 
  Power lasts equal to ½ the heroes 
  Brawn. To reverse the polarization or 
  turn the Power off early requires a 
  new roll.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mind Control  
  Cost: 10 
  Action Roll: Spirit   
  Range: 15 ft’ for initial control 
  This Power lets the user take control 
  over someone else's mind, giving them 
  verbal or telepathic commands that 
  they must act out. The target is the 
  target's Brains. The number of 
  success over the target is the value
  the duration of the control (Minimum
  1). The victim gets a Spirit roll a  - 
  levels of success to attempt to shake 
  off the co
   of 
   
  ntrol.  
  Commands that are not in the nature 
  of the victim give them an automatic 
  attempt to shake off the control. Mind 
  Control cannot be used on more than 
  one target, and does not confer the 
  Power to telepathically send 
  comm nds.  
  a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  12
  Sense Mystical  
  Cost: 2 
  Action Roll: Insight  
  Range: Narrative  
  This Power must be consciously 
  activated. Success lets the character 
  know that the item, person, or area is 
  magical and active, and will usually let 
  them identify the type and origin. The 
  Power lasts for five minutes, but may 
  be used again. If the roll is failed not 
  further attempts can be made for 24 
  hours. The target number is totally up 
  to the GM and can range from 15 –35. 
   
  Mind Reading  
  Cost: 5  
  Action Roll: Spirit  
  Range: 75 ft’  
  This Power lets the hero read through 
  other people's thoughts. Average 
  success gives very surface thoughts 
  and emotions. Every 4 success’ gives 
  better results such as full thoughts, 
  with some context, carefully hidden 
  thoughts, or lets the character 
  rummage through the target's 
  memories. Mind Reading cannot be 
  used on more than one target and does
  not allow for projecting thought
   
  s.  
  Regeneration  
  Cost: 5  
  Action Roll: None 
  Range: Personal  
  When this Power is used, the 
  character may remove one 5 Bruis
  1 Kill wo
  e or 
  und 
  
   Basic Pulp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  13
  Sonic Wail  
  Cost: 8 
  Action Roll: Vigor + 3  
  Range: 30 ft’  
  This Power allows the hero to make a 
  sonic attack. Vigor is the action roll 
  attribute, and the damage can be 
  either bruise or kill (users choice) and 
  is determined by the number of 
  successes over the target (Min 1). The 
  target number is the victim's Vigor.  
   
  Shrinking  
  Cost: 10  
  Action Roll: Spirit  
  Range: Personal  
  This Power lets the character shrink 
  to a desired height between 1 to 1
  inches high, with proportional build. 
  They get +5 Dynamism and +5 to any 
  Stealth related activities, but -5 
  Brawn and Vigor. 
  0 
   
   
  Legendary Attribute  
  Cost: 10  
  Action Value: None  
  Range: Personal  
  This Power gives the hero one of the 
  following. 
  Double the bonus points for the chosen
  attribute. Or 
  Double the attribute when determining 
  your derived statistic. 
  This Power may be bought more than 
  once.  
   
  Displacement 
  Cost: 5  
  Action Roll: Spirit  
  Range: Personal  
  This Power lets the hero warp reality 
  to get from one place to another 
  without moving the distance in 
  between. They may displace space a 
  maximum range of their Quickness 
  Attribute. If the space they are 
  teleporting to is full, they return to 
  their starting location or die as they 
  phase their molecules with that of the 
  other object.  
   
  Dark-Vision  
  Cost: 4 
  Action Roll: Insight  
  Range: Narrative  
  This Power lets the hero see in 
  complete darkness. The character 
  takes no penalties to rolls in the dark. 
  The character is immune to the 
  effects of the Shroud of Darkness 
  Power.  
   
  Wall Crawling  
  Cost: 3  
  Action Roll: Dynamism  
  Range: Personal  
  This Power lets the hero crawl along 
  walls, ceilings, etc like that of an 
  arachnid. The Heroes are still subject 
  to gravity. Their maximum crawling 
  speed along walls is their Quickness 
  attribute.  
   
   
  Water Breathing  
  Cost: 4 
  Action Roll: None  
  Range: Personal  
  This Power lets the hero breathe 
  water like it was air.  
   
  Ghouls Touch/Vampires Bite 
  Cost: 10  
  Action Roll: Spirit   
  Range: Touch  
  This Power lets the user give Kill 
  damage with a touch. If the user can 
  touch the targets bare flesh, the 
  Power subtracts the users Spirit from 
  the target's Health and causes combat 
  damage. In addition, for each 
  successful attack, the target 
  apparently ages 20 years and loses 2 
  points from their Brawn, Dynamism, 
  and Vigor. 24 hours rest for each 
  successful attack will reduce the 
  effects one step.  
    
  X-Ray Vision  
  Adventure Cost: 5  
  Action Value: Insight  
  Range: Vision  
  This Power lets the hero look through 
  solid objects. X-Ray Vision can never 
  penetrate lead and perhaps some other 
  substances.  
   
  
   Basic Pulp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Background 
  Another important step before picking your Skills and Task Groups is the Hero’s 
  background. This is important in many ways.  
  1. It allows the GM to get a better feel for your character. This will aid in helping the 
  GM customize the Serial to better include you PC. 
  2. It allows the GM to have a “Past” to create NPC and possible dependants to aid or 
  haunt you. 
  3. It is something that will remind you of the hero’s motivations and why they are out 
  doing what they do best. 
  Simply enough, jot down a paragraph or 2 describing where your hero grew up, any 
  influential people they may have met or aspired to, and why the character is out 
  adventuring. In the background as well, you can include various skills or tasks the character 
  is good at and they can be bought as “Specializations”. 
   
  Task Groups 
  Everyone can perform a task. From the common everyday types to the ones used by our 
  heroic icons. They help us live our day to day lives and get out of tight spots from time to 
  time. In Basic Pulp we use Common Tasks & Task groups to help players and GMs create 
  over the top characters and give them the needs to get by in the dangerous world of the 
  Pulps. To determine how many points you get to distribute to your Tasks and Task groups, 
  just add your Smarts and Spirit together. Each Task and Task group costs one point per 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  14
  Special Legendary Power 
  Altered State  
  Adventure Cost: 20 
  Action Value: Spirit 
  This Power allows the hero to manifest 
  himself as an alternate being. In most 
  cases the player may want to use a 
  limitation to off set the initial cost 
  and or to give this power a on off 
  switch. Otherwise the player has to 
  make an Action Roll vs. his/her s
  to activate the change and to turn it 
  off. If no roll is made to de activate 
  the power the powers effect will last 
  for a number of rounds equal to the 
  hero’s Vigor. The Altered State power 
  gives the following: The Powers of 
  Growth, The Legendary Attribute 
  power for the Brawn, Vigor, and
  or Dynamism attributes, and The 
  Power of Regeneration. To offset this 
  the Player looses 5 off of Brains, 
  Insight, and 
  pirit 
   Spirit 
  Magnetism. 
   
  Special Legendary Power 
  Nosferatu  
  Adventure Cost: 20  
  Action Value: None   
  This Power is more of a curse in many 
  ways. The player must come up with an 
  explanation of how he or she was 
  turned to the undead world by a  
  Vampire, and choose how in manifest 
  it’s self. This power cannot be turned 
  off by the user and has some nasty 
  side effects. 
  The Player gains the powers of 
  Vampires bite, Shroud of Darkness, 
  Ungowa, Dark-Vision, and 
  Regeneration. Not to mention 
  Immortality. The restriction of this 
  can be altered from GM to GM, but can
  include Cannot walk in the sunlight, 
  cannot cross bodies of water, fear
  garlic or whatever cinematic curse the 
   of 
  GM can dream up. 
  
   Basic Pulp 
  level. So if you were to buy the Two Fisted Task Group at level two, it would cost you two 
  Points.  
  Everyone in the Serials can do simple tasks, so basic pulp starts you out in the world with a 
  couple of freebies called Common Tasks. These tasks automatically start at level one and 
  are free of cost. You may add as many points as you wish to raise them, and they do come 
  quite in handy when facing peril. 
   
  Common Tasks 
  Brawling 
  This is your raw fighting ability in unarmed combat.  
  Dynamism 
  Dodge 
  This is the ability to get out of harm’s way when someone or 
  something is about to hit you.  
  Dynamism 
  Awareness 
  This skill helps you notice the obvious and not so obvious.  
  Smarts 
  Education 
  This covers basic math, science, English, and artistic skills. 
  Stuff you learn from common knowledge and well as slight 
  formal schooling. 
  Smarts 
   
  Task Groups 
  What are Task groups? These are skill ideas and concepts, the overall category certain 
  actions and tasks fall under. They define where your abilities fit. In fiction you never really 
  had the hero name off his list of skills, he or she just did things and some how they all 
  worked out in the end. In game mechanic terms, you do not have to buy individual tasks. 
  When you take a task group, a series of tasks can be performed with in the group and only 
  the one roll needs to be made. “Science!” for example allows one to find the antidote for the 
  fatal poison, and in the next breath figure out the distance between Earth and the invading 
  Martian forces. The GM can modify each use of the task group depending on the hero’s 
  background and training. Each of the groups below is the list of some of the task groups for 
  Basic Pulp. These are not written in stone, and you may add more groups as you the GM see 
  fit.   
  Beginning level 
  The Max level in any beginning characters Task Group is your related Action Attribute /2 
   
  Specialization 
  Sometimes a hero does something that much better, or when he or she uses performs that 
  task it gets does with amazing results. This is cause by a Specialization of the task, or a 
  well-trained use of a task.  During the creation of the Heroes background the GM should 
  have the player write out a basic story outline and pick out various things that the 
  character may excel at. These special abilities/tasks can be bought as specializations, and 
  have one of the following effects (players choice): 
   
  1. Re-Roll: The hero can always re-roll once per game a Specialization attempt that is 
  failed 
  2. Modifier: All Specialization attempts get +2 to the roll 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  15
  3. Special Effect:  When a Specialization roll is successful the outcome is cinematic 
  
   Basic Pulp 
   
  Task Groups 
  Two Fisted 
  Advanced unarmed combat styles. This includes: Boxing, 
  Karate, Judo, Kung Fu and other Martial styles. 
  Dynamism 
  or Brawn 
  Vehicles 
  This Task group covers melee weapons and how proficient 
  you are in them.  
  Dynamism 
  Firearms 
  This Task group covers everything from firearms to 
  projectile weapons to laser pistols, and Bows. 
  Dynamism 
  or 
  Insight 
  Athletics 
  Choose a physical activity that your character is good at. 
  This can include sports or other body exercises. 
  Dynamism 
  or Brawn 
  Science! 
  Here is where you get your high education and trade Tasks. 
  This includes First aid, Mechanics, sciences and such.  
  Brains 
  Socialite  
  These are Tasks that help you in the social arena. This 
  includes such Tasks as Leadership, Conversation, Streetwise, 
  Interrogation and others. 
  Magnetism 
  Mystic 
  These are the Tasks that usually deal with the Occult, or 
  world of the Arcane. 
  Spirit 
  Detective 
  This Task group covers skills of deduction and problems 
  solving as well as criminology and forensics. 
  Insight 
  Weird 
  These are the Tasks that cannot be explained. 
  Varies 
  Note: All Groups can use Legend as the Action Attribute Bonus, but this must be given by 
  the GM and only under the right circumstances. 
   
  Lights, Camera, Action! 
  The Basic Pulp is real basic. Whenever you take an action it’s referred to as a Scene. Each 
  Scene lasts about five or six seconds. Most actions are a given, you should not have to make 
  a roll if you are doing something that aids the story, or is just plain cool. When doing 
  something that is difficult, this may warrant an Action Roll. An Action Roll is a test of your 
  hero’s ability to affect the scene, or use his abilities to make a difference. Or if someone is 
  acting against you, the hero needs to roll his or her twenty-sided dice and take Action.  
  An Action Roll uses this formula:  Action Attribute Bonus/Hindrance + Skill/Task Group 
  Level + 1d20 
  Whoever rolls higher gets the advantage. Sometimes the GM needs to set a target for the 
  hero to shoot for. If this is the case the following chart should be sufficient to challenge 
  even the most Legendary Hero. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  16
   
  
   Basic Pulp 
   
   
   
   
  Target Numbers 
   
  Target Levels 
  10 
  Easy  
  15 
  Challenging 
  20 
  Difficult  
  25 
  Very Difficult  
  30 
  Heroic 
  35 
  Legendary (This is what this game is all about) 
  40 
  God Like 
   
  How well you roll on an Action Roll also adds a twist to the success. This again is a purely 
  cinematic effect to the story, but great rolls should not go unsung. 
  H
  Heerrooiicc: The highest level of success one can gain, the Director should describe the action 
  as it being aided by the gods, make it really theatrical. 
  EExxttrraaoorrddiinnaarryy: These actions should not go without more than honorable mention. These are 
  the actions that define the true pulp adventurer, breathtaking and to the point.  
  O
  Ouuttssttaannddiinngg: Deed’s done in the nick of time, jumping onto the moving truck, and just 
  hanging on. An Outstanding action may have not knocked the villain to his demise, but he 
  knows you’re there. 
  AAvveerraaggee: This kind of action never will make the crowds jump in their seats, but hey no one’s 
  perfect. 
  On the chart below it shows how much over the Target number you roll and it according 
  success level. 
   
  Success Levels 
   
  Success Levels 
  0 
  Average 
  5 
  Outstanding 
  10 
  Extraordinary  
  15 
  Heroic 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  17
   
  
   Basic Pulp 
  Open Ended Rolls and The “Climax!” 
  Whenever a natural 20 is rolled during an Action Roll, this is considered a “Climax”.  
  If your Hero rolls a “Climax” he rolls his dice again, if the target number is reached again 
  the GM should apply one of the following effects (and if another natural 20 is rolled, you 
  get to roll again): 
  Heroic Monolog: All the action around the PC comes to a stand still as they take one turn to 
  listen to the hero as he rattles off some inspiring speech. All friendly to the PC gets at +1 
  to all rolls next round. 
  Cinematic Close up: The Story suddenly turns in the characters direction and the world 
  seems to bend in the will of the hero. The action taken will become the most important thing 
  for that round. 
  Dramatic Twist: The Action takes makes the story change to something for the better or 
  worse, but it will reveal the one thing that the PC was searching for and could not find. 
  “Look, Uncle Samuel dropped dead, but in the lining of his coat was the map to the sunken 
  city!” 
  Over the top Carnage: During combat the Hero either mops the floor with all thugs and 
  unimportant combatants, or does x2 damage to any major Villain or combatant. 
   
  Rule of One and “Danger!” 
  As a Natural 20 brings you a “Climax”, a natural 1 on a Action Roll brings you “Danger”. As 
  with a Climax, you re-roll the dice and add the new roll. If this roll is over the Attribute you 
  failed on the danger does nothing, but if it is under the GM can create a nasty situation to 
  use against you. 
  Lady Luck 
  Our last Pulp mechanic in Basic Pulp is Lady Luck. Whenever the chips are down, the Pulp 
  Hero can call on fate to help along his actions. If the character fails a roll or wishes to try 
  and change the outcome of a scene, he or she can invoke Lady Luck. Mechanics wise the GM 
  will flip a coin and the player will call Heads or Tails, if the side comes up that the player 
  called, the player can re roll the dice or try to convince the GM that the Scene would be 
  better ran in anther direction. Heroes can invoke Lady Luck once every session or can earn 
  rolls by doing over the top actions (GM’s discretion)  
  Armor 
  Basic Pulp assumes players will use some type of armor to protect themselves from harm. 
  There are many types of armor, which have a function and cover specific areas of the body. 
  Lets look at the make up of armor in Basic Pulp. 
  -Shrug: How much damage the armor can take before you receive damage. Each time the 
  damage goes over the Shrug rating, the Shrug rating is reduced by that much. So if Doc 
  Storm gets shot with a rifle and he is wearing a vest that offers 10 Shrug and the damage 
  is 13, then the Shrug is reduced to 7 (Shrug (10)-Damage (13)=3 damage and Shrug 
  reduced to 7). 
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  18
   
  
   Basic Pulp 
  -Max Move: Armor can sometimes limit your Movement. This number represents that 
  maximum Dynamism bonus one can use with this specific type of armor. 
  -Location: What part of the body the armor protects.  
  -Special: Any special properties that the Armor might have. 
  -Cost: How much an item costs. 
   
  Armor Examples 
  Type 
  Shrug 
  Max Move 
  Location 
  Special 
  Cost 
  Leather 
  13 
  0 
  Full Body 
  N/A 
  $5 
  Bullet Proof 
  Vest 
  18 
  0 
  Torso 
  N/A 
  $20 
  Chain Mail 
  21 
  -1 
  Torso/ 
  Arms/ 
  Legs 
  N/A 
  Varies 
  Plate Mail 
  18 
  -2 
  Torso/ 
  Arms/ 
  Legs 
  N/A 
  Varies 
  Storm 
  Foundation 
  Polymer Armor 
  26 
  -1 
  Full Body 
  Immune to 
  Electricity 
  N/A 
  Martian Battle 
  Armor 
  45 
  -3 
  Full Body 
  Has Legendary 
  Power of 
  Invisibility 
  N/A 
   
   
  TWO-FISTED: Art of Martial Prowess 
  The Cinematic Fighting Ability 
  As with any discipline, Martial Arts is a long, hard process at the end of which your Hero 
  obtains harmony of mind and body, and the ability to toss Nazis off  Zeppelins with a mere 
  punch or kick. During Character Generation you will want to choose your Stunts and Shticks  
  a bit differently. For example martial Stunts might be as such: Acrobatics, Wire Fu, 
  Dancing Feet. Martial Schick’s can be: Drunken Master, Animal Kung Fu, and Monkey Paw… 
  ECT. This will set the theme and the player can add the cosmetic touches with these. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  19
   
  
   Basic Pulp 
  Next you will want to choose a Martial Legendary Ability (note you may not have more than 
  one Combat Legendary Ability at character generation) 
   
  Disciple of the East: From the hidden temples of Tibet, to the Shoulin Monasteries of 
  China the Disciple of the East is a well-trained weapon. Perfect in body and soul, living in 
  harmony with nature and his fellow man. The DoE can be the Inscrutable Oriental from the 
  Far East, the American abroad who has traveled to the land of Jade and learned true 
  discipline, or it can be the person who in his training for perfection learned to turn his mind 
  into a fine honed weapon. The DoE can use his inner peace and discipline to cause damage 
  and even death to those who would cause a disruption in harmony. The DoE gains a pool of 
  bonus points equal to your Task Level in “Two Fisted” to break up in anyway seen fit. So if 
  the Task Level were +5, the DoE’s dynamic bonus would be 5. He could use it to add +2 to hit 
  then +2 to Defense and a +1 to damage or mix it up anyway he likes as long as no more than 
  half goes into any one maneuver. 
   
  Joe Palooka: The Joe Palooka style of fighting is that of the streets, the good old 
  fashioned dirty fighting, filled with rabbit punches, kidney strikes, and behind your back 
  blows. Joe Palookas are not as in tune with their bodies as the DoEs, but driven by hate, 
  anger, or just some emotion that bring up strength and endurance. The Joe Palooka can 
  make a Spirit Action Roll (against a Difficulty of the opponents Spirit) how much rolled over 
  the target, the Joe Palooka gets that bonus to Damage. This ability can be used once a 
  round. 
   
  The Pugilist:  The west’s version of the Martial artist was the Pugilist, this “Two Fisted” 
  sort is a master of bare knuckled fighting, and can put one of those Eastern types in their 
  place with the dance of feet and a shower of fists. Where the Pugilist excels is in placing a 
  quick strike and causing intense pain. The Pugilist like his eastern counterpart can take a 
  number equal to his Task level in “Two Fisted” and divide it up into either Initiative or 
  Damage, except the Pugilist has no limit to how many points he can put into either. 
   
  Master of Blades: In the Pulp’s there is always that one adventurous combatant, the 
  Swashbuckler, the Scimitar wielding Thuggie Cultist, and the well trained knife fighting 
  assassin are all Masters of their Blades and their art. A MoB uses his blades as an extension 
  of his body, almost creating a dance of his martial prowess. As with the other Legendary 
  Ability the MoB can divide his Group Task level amongst his or her hit or defense rolls when 
  using a bladed weapon. A MoB is more likely to strike an opponent many times with accuracy, 
  than do massive damage with his weapons. 
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  20
  The Step is choosing the “Two Fisted” Task group. No matter what style or legendary 
  fighting ability is taken (if you don’t have a combat Legendary Ability, you can still have 
  “Two Fisted”, you just cannot access the features of the combat LA) your character has the 
  following. 
  * Regardless of the character's experience level, you always get half the number of your 
  current Skill Group Level as a bonus to Kick and Punch damage. (So, if your martial artist 
  character has Two Fisted +8, their Punch and Kick damage is automatically increased by +4. 
  Always round fractions down! Note: If your character has Two-Fisted +9, his damage bonus 
  
   Basic Pulp 
  is still +4. Action Attributes are not changed due to Two-Fisted.) 
  * For every increment of +4 in the Two-Fisted Skill Group, your character can attack one 
  more additional opponent in the same turn without penalties. 
   
  From Skill Group Level 5 and every 5 levels onward, the character is allowed to select a 
  Cinematic Martial Ability (CMA).  
          
  o Skin of Steel: The Hero manifests a force of will around his person that acts as a 
  natural armor and gives a natural “Shrug” of 15 when wearing no armor. This natural 
  armor can appear in many shapes and forms, from shiny metal skin to an aura of 
  flame surrounding the user. Skin of Steel cannot be used on others, and when the 
  Hero is wearing any other form of armor protection the ability cannot manifest. The 
  Skin of Steel is a Discipline and must be concentrated on to activate. Each round 
  (Including the round it is activated) the character needs to make a Spirit Action 
  Roll Vs. a Difficulty of 15. Failure means that the ability does not manifest that 
  round. A Climax (natural 20) means the power is good for the scene and no further 
  roll is needed. A Danger (Natural 1) means the Hero cannot use the ability for the 
  rest of the scene. 
  o Blind Fighting: Hero can react in combat as if his sight was unhindered, No penalty. 
  If hero is put in a situation where the other senses are impaired (Smell, Taste, 
  Hearing), the Hero gets a –1 to attack per sense lost. 
  o Read Moves: For each round studying your opponent and not attacking in combat, you 
  get a +2 to your attack roll Max Bonus cannot exceed your Task Group level. 
  o Claws of the Tiger: Years of training and toughening of the hands or nails have 
  turned the hero's hands into deadly blade like weapons. This does not mean the hero 
  has sharp nails, but it can manifest it's self as such. Claws of the Tiger allow making 
  an Armor piercing attack vs. your opponent making their shrug only half its value 
  (round down). The ability does require some concentration and the attack is made at 
  -2 to the Action Roll. 
  o Balance of the Crane: This ability allows the Hero to take no penalty to fighting 
  when fighting in tight-wire situations or where balance is a matter of life and death. 
  It also gives a +4 to any Balance related Action Roll. Jaguar’s Speed: Hero gets a +4 
  Bonus to any feats of Speed and Initiative roll 
  o Jaguar’s Speed: The Hero has fine-tuned his muscles and body in order to increase 
  agility and speed. The Hero gains a +4 Bonus to any feats of Speed and Initiative roll 
  and always seems to recover from any Dynamism related failures (allows 1 re-roll on 
  a normal failure) 
  o Lion’s Courage: +4 to defense vs. any fear or Magnetism attack against your hero, 
  and your character is less likely to be shocked by horrific events. 
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  21
   
  
   Basic Pulp 
  Mysticism: The Magical Arts 
  Dynamic Spell Casting 
  Some would say that magic stems from every living being, while others would claim it comes 
  from within, or even passed down through divine channels. Magic in the pulps never really 
  had rhyme or reason to it, it just seemed to work and affect the world in quite the way the 
  author intended. To simulate magic of the pulps we broke it down to a few simple ways to 
  simulate this. You may pick Legendary powers to give the effect of magic spells by choosing 
  the appropriate powers to give the magical feel you want for your character. The other 
  method is more of a dynamic task based system that allows you to treat magic in a more 
  unpredictable nature and narrows down the field a bit when creating your character. To 
  create your Pulp spell slinger you will need to follow the steps below. 
   
  First you will want to choose a Mystical Legendary Ability (note you may not have more than 
  one Combat Legendary Ability at character generation) 
   
  Prestidigitator: “Sim Sim Sala Bim!” and “Abra-kadabra” are amongst the many catch 
  phrases and mantras of the Prestidigitator. These are the masters of stage magic and slight 
  of hand, hypnotism and escape. Some say their magic is done with mirrors and smoke, while 
  others know the true secrets of these arcane masters. Prestidigitators get their powers 
  from a pocket dimension, known to some as Arcadia land of the Fae. With access to the 
  magical realm, the Prestidigitator can make things seem to disappear, re-appear, and can use 
  charms and glamours to fool almost anyone who watches them. The Prestidigitator must 
  make a Mystic Task Action Roll vs. a difficulty based on the magic performed. Success 
  means the trick went off without a hitch (any glamour or charm of course gets to be 
  resisted), failure means no effect at all. A Climax gives the Prestidigitator the desired 
  effect and even adds to it’s outcome (GM’s discretion), a roll of Danger allows the GM to 
  play one Faerie trick on the caster as the spells effect, and the Fae can be nasty folk. 
   
  Occultist: Some magicians learn their arts from dusty old tomes, or by pulling down the 
  powers of the old ones. The Occultist is just that sort of spell caster. The Occultist can 
  start off either as a worshiper of a greater power, or in possession of tomes of great 
  magical knowledge. When the Occultist cast a spell it does not have always have an 
  instantaneous effect, most occultist must spend a great amount of time preparing for a 
  spell and then finally casting it. An Occultist has 2 advantages: 
   
  1. A +2 to any research Action rolls or to finding components to aid in casting. 
  2. An Occultist can join with others of the same faith/knowledge to help in casting 
  (others can add their “Spirit” bonus to the casting of the spell if a ritual is 
  preformed) 
   
  Most spells have a difficulty from 15 to 25, but an Occultist can try and get off a spell 
  quicker if they try to rush the ritual, but this will add a minimum of +5 and up to the 
  difficulty of the spell. Failure means the spell does not go off. A Climax gives the caster a 
  larger than life effect, and a Danger roll brings the wrath of the old ones or a backfire on 
  the spell. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  22
   
  
   Basic Pulp 
  Magi: The Magi is the Sorcerer of fantasy Pulps and fiction. The Magi draws his power 
  from years of training from an Arch Magi and then sets off into the world to learn more 
  about the art only to take on his own apprentice when he is old. The Magi is a chosen 
  individual, the reason and background is up the GM and player (Dragon Blooded, Born with 
  the mark, comes from a family of Magi), but should give an explanation why the PC has such 
  powers under his belt. The Magi will have a focus that is crucial to his or her ability, and if 
  lost or destroyed it can take sometimes years to make or regain another. The Focus can be 
  anything from a Mystical amulet to an oaken staff. The Magi works a little different than 
  the other Mystical artists, as the PC does not use the Mystic Task to Make action Rolls, but 
  each spell is based off the corresponding Action Attribute. 
   
  Spirit 
  Temptation, mind control 
  Magnetism 
   Charm, Glamours, and suggestion 
  Dynamism 
   Haste, Tempus Fugit 
  Brawn 
  Strength, force, impact 
  Vigor 
  Weakness, Heath, healing  
  Quickness 
  Movement and speed of your hero.  
  Insight 
  Divination 
  A failed roll means the spell did not go off, a Climax gives the Spell a Cinematic kick or 
  double outcome on damage, and a Danger roll means the spell backfired and cause a friendly 
  party harm (including the caster). 
   
  Spells, Damage, and Effect: 
  The Amount of damage and the effect of the spell on the world around your hero depends 
  on the success level on what you reach in a Action Roll. You can use the chart below as a 
  good rule of thumb, or to calculate on the fly total Level in Mystic + Spirit Bonus   
  for every 5 points the spells effect level goes up one and a D6 of damage is done. Example 
  Xian Xu the ancient Chinese wizard has a Mystic of 8 and a Spirit of 15 so 8+5 = 13 (round 
  down 12) so the damage Xian Xu can do is 3D6 and his level of Mystical Success would be 
   
  Mystical Success  
  Damage 
  0 
  Effective 
  1D6 
  5 
  Desired 
  2D6 
  10 
  Intense 
  3D6 
  15 
  Encompassing 
  4D6 
  20 
  Engulfing 
  5D6 
  For success over 20 add an additional die of damage for every 5 points over… 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  23
   
  
   Basic Pulp 
  Antagonists: Thugs, Henchmen, and Cronies 
  One of the stapes of the Pulp hero was the antagonist, not just the major baddie, but the 
  henchmen, cronies, and back street criminals hired by the Anti-Heroes and Villains. In Basic 
  Pulp you would design the major Villain like you would the hero with a full set of Attributes 
  and Legendary abilities. The question is what about the evil minions, surly long shore man, 
  and the infamous Nazis the Pulp heroes like to mop the floor with. 
  There will be times when a Pulp hero will need to be confronted by the non friendly types, 
  and those that the GM will need to send after the pc’s in order to drive the story. In most 
  RPG’s it is necessary to take the time and go through the process of creating a whole 
  character just to have the players mop the floor with them a scene or two later. The whole 
  point of this section is to create a disposable adversary, an opponent who comes on the 
  scene and gives the players a nice target, and some times puts them to the test. 
  Basic Pulp uses a simplified set of statistics and attributes to make the opposition a lot 
  easier to throw on the table. With the simple Threat system you can choose the level of 
  “Antagonist” and be on your way with the story. 
   
  Action Attributes: 
  Antagonists need not have all complicated Attributes of the player characters, just the 
  ones that are going to matter most. No adding of skill + stat, the GM just has to roll the 
  D20 and add it to the Attribute and you have your outcome. 
   
  Moxie: This is the defense of the Antagonist, the roll can be made to evade in combat and 
  use with Vigor to avoid a knockout. This is also added to the base of 10 to figure out the 
  Antagonists Shrug. Also Moxie is used for determining defense against Spirit attacks by 
  adding the number to a D20 roll. 
  Battle: This is used for the combat Action Rolls for the extras, no matter if it is fists or 
  brandishing a huge pistol. 
  Cleverness: This attribute covers the use of skills and other non-combat actions and tasks. 
  Dash: This is similar to the Action Attribute of the same name. Bonus +10 x 2 equals the 
  antagonist’s movement, and the Bonus can be used to make rolls involving movement. 
   
  Legendary Abilities/Powers/Faults: Like the Heroes antagonists sometimes have a 
  Legendary Abilities, Powers and Faults that can aid or hinder them. Henchmen and Cronies 
  will have Legendary points to spend on such abilities. The GM on the fly or in design can 
  easily assign these. The GM of course will have to counter them with equal or more points in 
  Faults. Thugs gain no Legendary abilities or powers, as they are the true disposables in 
  combat. 
   
  Antagonists “Threat Levels” 
  In Basic Pulp pitting your Heroes against thugs and toughs is really simple. First figure out 
  how much of the Heroes skills should be put to the test. If you just want the baddies to 
  drop like fly’s then throw out some Thugs, if you want the Heroes to have to take some sort 
  of precautions, then a bunch of Henchmen will be in order. Of course if the Heroes should 
  not walk out with out a few holes, then the Cronies are a great tool for the GM. 
  Below are the threat levels of Antagonists in Basic Pulp and what damage they can do. 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  24
   
  
   Basic Pulp 
  Type                Level          Moxie     Battle    Cleverness      Dash     Legendary Points 
  Thugs           Low Threat       +3          +4              +2               +2                 N/A 
  Henchmen   Med. Threat       +5          +6              +4               +4                 5-10 
  Cronies        High Threat       +7          +8              +6               +6                10-15 
   
  Vitality: 
  Antagonists take bruises just like the Heroes except that they do not get to theatrically 
  bounce back or get to come back in the next Serial. In most cases Thugs can be taken out 
  with one swing, Henchmen need a few poundings and Cronies live up to their names.  
  Simply enough whenever an antagonist takes damage (Kill or Bruise) fill in a box, when all 
  boxes are filled the antagonist is out of the picture. The negatives subtract from the roll 
  when the series of boxes are reached. 
   
  Threat Level                                    Boxes  
  Thugs                                             ����� 
     
  Henchmen                              ����� ����� 
                                                                        -1 
  Cronies                          ����� ����� ����� 
                     -1            -2 
   
   
   
  Weapons 
  What would a Role Playing game be without Weapons, the tools of mass destruction 
  and the best part of any combat scene. Basic Pulp lists some of the Era’s most 
  common weapons for your use to bash up some evil mastermind or take out a horde 
  of Nazi’s. 
  Melee Weapon Terms 
  -Damage: Dice based. Melee weapons add/subtract your Attribute 
  Bonus/Hindrance to your damage. So if you have a STR of 13, then you’d gain a +3 
  to the final damage. 
  -Number of hands: How many hands it takes to use this weapon.  
  -Special: Any special qualities that the weapon might have.  
  -Cost: How much an item costs. 
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  25
   
  
   Basic Pulp 
  Melee Weapon 
  Damage 
  # Hands 
  Special 
  Cost 
  Knife 
  1d6 
  1 
   
   
  Short Sword 
  2d6 
  1 
   
   
  Medium Sword 
  3d6 
  1 
   
   
  Large Sword 
  5d6 
  2 
   
   
  Hand Axe 
  2d6 
  1 
   
   
  Medium Axe 
  3d6 
  2 
   
   
  Large Axe 
  4d6 
  2 
   
   
  Mace 
  4d6 
  1 
   
   
  Whip 
  1d6 
  1 
   
   
  Spear 
  3d6 
  2 
   
   
  Staff 
  4d6 
  2 
   
   
  Katana 
  5d6 
  2 
   
   
   
  Shooting Weapon Terms 
  As with Melee weapons, firearms and the kind have similar statistics 
  -Damage: Dice Based. 
  -Range: How far the weapon can shoot. 
  -Ammo: How much ammunition the weapon has in a clip and such. 
  -Firing Rate (FR): How many rounds can be fired in one turn. When firing more 
  than one round players roll the damage times the number of rounds fired.  So if a 
  rifle fires three rounds, then the damage would be 6d6 times three. 
  -Number of hands: How many hands it takes to use the weapon. 
  -Special: Any special qualities that the weapon might have.  
  -Cost: How much an item costs. 
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  26
  Weapon 
  Damage Range 
  Ammo 
  FR 
  # Hands 
  Special 
  Cost 
  Colt Detective 
  2d6 
  50 
  6 
  2 
  1 
   
   
  Smith and 
  Wesson Model 10 
  3d6 
  65 
  6 
  2 
  1 
   
   
  Browning Baby 
  .25 
  2d6 
  40 
  7 
  3 
  1 
   
   
  Luger P-08 
  3d6 
  70 
  6 
  2 
  1 
   
   
  Colt M1911A1 
  4d6 
  75 
  6 
  2 
  2 
   
   
  Mauser Model 
  1932 
  3d6 
  120 
  20/32 3/10/32 
  2 
   
   
  Thompson 
  M1921 M1 
  4d6 
  175 
  30 
  3/12/30 
  2 
   
   
  
   Basic Pulp 
  M1921 M1 
  Le-Enfield 303 
  6d6 
  1000 
  10 
  3 
  2 
   
   
  M1 Garand 
  8d6 
  2000 
  4 
  2 
  2 
   
   
  M1 Springfield 
  10d6 
  2500 
  12 
  3 
  2 
   
   
  Thompson M-
  1928 
  6d6 
  350 
  20/30 3/12/30 
  2 
  Tends to 
  Jam 
   
  Ithica Auto 
  Burglar 
  8d6 
  20 
  10 
  2 
  2 
  Knock Down 
   
  .50 M2HB 
  10d6 
  800 
  Belt 
  8/24 
  2 
  Used with 
  Tripod 
   
   
  Taking Damage 
  When locked in combat, you’re not always going to hit where you want to. Sometimes if you 
  hit them, it doesn’t matter where. Let’s look at some quick terms. 
  -Location: Where you hit. 
  -Damage Modifier (or DM): Does a hit to this location do more damage than other 
  locations? Indeed it does 
  -Hit Modifier (HM): What penalties to you get when trying to hit the specific locations?. 
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  27
  Roll 1d20 
  Location 
  DM HM 
  1 
  Head 
  X2 
  -6 
  2 
  Neck 
  X2 
  -6 
  3-5 
  Chest 
   
  0 
  6-8 
  Torso 
   
  0 
  9 
  Right Upper Arm 
   
  -3 
  10 
  Right Lower Arm 
   
  -3 
  11 
  Right Hand 
   
  -4 
  12 
  Left Upper Arm 
   
  -3 
  13 
  Left Lower Arm 
   
  -3 
  14 
  Left Hand 
   
  -4 
  15 
  Left Upper Leg 
   
  -3 
  16 
  Right Upper Leg 
   
  -3 
  17 
  Right Lower Leg 
   
  -3 
  18 
  Left Lower Leg 
   
  -3 
  19 
  Right Foot 
   
  -4 
  20 
  Left Foot 
   
  -4 
  
   Basic Pulp 
  Damage 
  In any RPG you are bound to get hurt. Any damage done by a fist or a fall less than ten feet 
  only does Bruise Damage. Any damage done by a weapon, vehicle, or a fall from more than 
  ten feet does Kill Damage. When you run out of Stamina you begin to take damage to your 
  Health. When your Health reaches zero you are down for the count, but not dead. Once 
  your Health reaches negative equal to your Vigor you die. At zero Health you are in need 
  of serious medical care without s doubt. Without medical attention, players will take one 
  point of damage each hour until they reach their Death level. Using First Aid and Paramedic 
  abilities can quickly put a stop to this. Only someone with Science! can stabilize someone 
  who is under zero Health. Anyone who is bleeding from an injury takes one point of damage 
  each scene until the bleeding has stopped.  
  The Knockout Rules 
  When a player takes enough stun damage that it goes over their Stamina, then they must 
  make an Vigor save or be knocked out cold. You calculate the save like this: Roll 1d20 plus 
  the number of points over your Stamina. If the results are more than your Vigor you 
  are out cold for 1d6 Scenes (Lady Luck can alter this). So if Mr. Enigma gets hit for 15 
  points of stun damage and he only has 10 points left, he’d roll 1d20, add 5 from that and 
  look at his Vigor. Mr. Enigma has an Vigor of 12. He rolls a 16 plus 5, and that leaves him out 
  cold. If he had rolled anything lower than a 8 and he could still be standing. 1d20 + damage 
  over Stamina Points= Vigor save difficulty level. 
   
   
  Healing 
  Healing is important your hero, it means 
  he can fight evil yet another day. 
  Sometimes you will have a mystic spell 
  from an arcane tome, or the Doc just 
  made you one of his futuristic healing 
  potions. These can exist in the Pulps, bit 
  in most cases your hero will be healing 
  the old fashion way. Players heal their 
  Vigor bonus per day. With medical 
  attention (meaning in hospital stay) they 
  gain their Vigor bonus times two per 
  day. Anytime damage is done to one area 
  that goes over 15 points of damage 
  there is a good chance of being scarred. 
  For each day that an injury goes without 
  medical care that area will become 
  scarred and the player will lose -1 
  Magnetism per day until treated.  
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  28
   
   
  
   Basic Pulp 
  Death in the Pulps 
   
  To put it simply, death was a plot devise that was barely used. It was far and in 
  between that a character died, or was put out of action for long. Death was kind of unheard 
  of, especially when all the Deus Ex Machina was going on. It is suggested that you try and 
  not kill off PC’s too regularly in the game, Pulp heroes are made of the tough stuff, and 
  usually get out of most situations. If you have a player acting stupidly, and plays with death 
  two often, well let the train run over him... he deserved it, but it would not be very pulp like 
  if the hero kept dying in stories.  
   
  The Chase! 
  Vehicle rules can be pretty simple. In future “Plug Ins” we will cover Car Chases and Dog 
  fighting in greater detail. First lets look at the general Vehicle statistics. 
  -Weight: Like it says, the weight of the car in pounds. 
   
  -Maneuver: Vehicles can only react at certain rates. So just because you have a high 
  Dynamism, doesn’t mean that the vehicle can react as fast as you. The number in the 
  Maneuver box represents the max Dynamism bonus. So if Joe has Dynamism of 10 and his 
  Sedan only has Maneuver of 3, then the max bonus he can get is 3. After that he runs risk 
  of flipping it. 
  -Passengers: How many people can safely fit inside. 
  -Speed: How fast the vehicle moves in MPH 
  -Body(Armor): just like it works in the armor section. 
  -Steel: The material toughness of the vehicle. How much damage it can take, works just 
  like Hit Points. 
  -Weapons: Any weapons that might be built in. 
  -Extras: Other cool things that have been placed in the vehicle. Like radios, radar guns and 
  so on.  
   
   
   
  Basic Vehicles 
  Vehicle 
  Maneuver Passengers 
  Speed 
  Body Steel 
  Cost 
  Sedan 
  4 
  5 
  110 
  5 
  300 
   
  Van 
  3 
  8 
  120 
  8 
  350 
   
  Truck 
  3 
  2/4 
  120 
  10 
  300 
   
  Motorcycle 
  5 
  1/2 
  100 
  5 
  50 
   
  Bi Plane 
  4 
  2 
  150 
  7 
  200 
   
  Cargo Plane 
  2 
  10 
  600 
  5 
  800 
   
  Rocket Pack 
  6 
  1 
  200 
  5 
  50 
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  29
   
  
   Basic Pulp 
   
  Random Vehicle Hit Chart 
  Roll 
  Location DM HD 
  Result 
  1 
  Right Front 
  Tire 
  0 
  -5 
  Blowout, -2 Maneuver 
  2 
  Left Front 
  Tire 
  0 
  -5 
  Blowout, -2 Maneuver 
  3 
  Right Back 
  Tire 
  0 
  -5 
  Blowout, -2 Maneuver 
  4 
  Left Back 
  Tire 
  0 
  -5 
  Blowout, -2 Maneuver 
  5-9 
  Front 
  X2 
  +2 
   
  10-12 
  Right Side 
  0 
  +2 
   
  13-15 
  Left Side 
  0 
  +2 
   
  16-19 
  Back 
  0 
  +2 
   
  20 
  Engine 
  X3 
  -3 
  Vehicle shuts down 
    
   
  Heroic Advancement 
  As most RPG’s have character classes or templates. Basic Pulp uses a familiar level based 
  advancement method. Even though It seems close to what another system uses in 
  advancement, this method works a bit like being cast in a film. At the end of a campaign or 
  Serial, the GM rates your performance and role in the story. Depending on how much of an 
  impact you made, you are rewarded in kind. 
  -Role: The Part the Hero played in the Serial or Campaign.  
  -HB: Health Bonus. What type of dice you roll for extra health each level. 
  -Description: Examples of what the character does in the serial to gain his experience 
   
   
   
  Role Chart 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  30
  Role 
  HB 
  Description 
  Major Hero 
  1d10 
  This is the over the top character, the one who takes charge in the story 
  and brings the other PC’s to inspired glory. There can only be 1 major hero in 
  any given Serial.  
  Action Hero 
  1d8 
  Not as bold as the hero in the spotlight, but just as impressive. These 
  Characters are the ones who ride up with the major hero and make a name 
  for themselves. There is no limit to action heroes, but they should earn it. 
  Supporting Cast 
  1d6 
  These are the quiet heroes, the ones that stay in the background and man 
  the radio, or fire the gun from the distance. Basically for any player who 
  rather look at your comics during a session than play attention. 
  
   Basic Pulp 
   
  Experience  
  Experience allows players to better their characters. When using Experience Levels, 
  players must earn a certain number Experience Points before they can go up in level and 
  improve themselves.  
  -Level: As it says, what level you are. The higher the level the better. Just to sound 
  impressive each level has a title. 
  -Experience Points (XP): These are the points you have earned. So to go from level one to 
  level two you need 2000 XP. Players start out at Level Zero. 
  -Level Up Bonus: Players may increase a stat by one point every two levels. They also gain 
  Skill Points equal to their INT Bonus+1. If they do not have an INT bonus, then the player 
  gains one SP. At every 3 levels they earn a new legendary ability or 5 Legend Points for new 
  powers. 
   
   
   
  Quick XP Chart 
  Level 
  Experience Points 
  Level Up Bonus 
  1 (Hero) 
  1000 
  Gain Skill Points=to Smarts 
  Bonus+1, Roll Class HD 
  2 
  (Champion) 
  2000 
  Increase one stat by one, Gain Skill 
  points=to Smarts Bonus+1, Roll 
  Class HD 
  3 
  (Superman) 
  3000 
  Gain Skill points=to Smarts 
  Bonus+1, Roll Class HD, Gain 
  Legendary Ability or 5 Legend 
  points 
  4 
  (Icon) 
  4000 
  Increase one stat by one, Gain Skill 
  points=to Smarts Bonus+1, Roll 
  Class HD 
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  31
   
  
   Basic Pulp 
  Gaining Experience 
  Experience Points are usually based on the serial or campaign. In general for the Basic Pulp, 
  we determine XP in the following ways: 
  -Divide Hit Points by 2= XP 
  -Scale XP with awesome actions with values 10 to 50. Award 10 to 50 XP. 
  -Award XP for teamwork. Hand out anywhere from 10 to 20 XP. 
  -Everyone who games really well and is not disruptive, hand out 10 XP. 
  -You can pretty much hand out XP for anything. It’s always up to the GM.  
   
  Player Experience 
  1. Good Role-playing: This is the core of player xp, without good role-playing a GM’s 
  world is just a dead husk. Yes it is the GM’s duty to create an exciting and interesting 
  world, but it is the players’ duty to role play well in order to give their characters life. Poor 
  role-playing should not be rewarded, but if you feel you must give them something 5 or 10 
  points will suffice, on the other hand brilliant action packed characters should get a very 
  high XP rating of from 50-100 points. 
   
  2. Improvisation: Being an important part of playing the character, a player who can 
  improvise well can actually help the plot along. In the pulp genre, random events and 
  occurrences were common, and it’s wonderful when the players can react and flow with the 
  new direction. A rating of 10 to 50 points should be awarded for basic improvisation, but 
  the player who can actually help develop the story should get a rating of 50 - 75 xp. 
   
  3. Attention and Attendance: A player should be rewarded if he pays attention, and 
  makes it to game regularly and on time. It is the bane of the GM when he has to repeat 
  things, because a player is too busy on the phone, talking (and therefore distracting other 
  players), reading comic books, etc. Missing a game or showing up late can have a bad effect 
  on the feeling of continuity. So a reward in this category should be given to those who make 
  an effort to keep up with the GM. 
   
   
  Stereotype Experience 
   
  The Stereotype of your character is as important to the plot as story element. In 
  the pulp novels, the heroes were usually set stereotypes that identified them in the 
  storyline. The GM should reward the PC if he/ she acts out the Character according to its 
  Stereotype boundaries. If Sgt. Fox tries to cure the common cold, its noble but not his 
  field of expertise, just as if Doc. Storm tries to shoot down the mob with a Tommy gun, it 
  just shouldn't be. A rating of 10 to 50 xp should be rewarded for players who remain true 
  to their template. 
   
   
  Examples of reward conditions: 
   
  Athlete: Competing and winning a Sport or athletic event 
  Vigilante: Bringing the Bad guy to Justice 
  Gangster: Getting contraband past the authorities 
  Battling Leatherneck: Planning and executing a successful mission 
  Socialite: Making a successful deal or contact 
  Mystical: Successful dealings with the occult 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  32
  Daredevil: Pulling off a creative or death defying stunt 
  
   Basic Pulp 
  Treasure Hunter: Retrieving or getting a lead on an Ancient Artifact 
  Fly-Boy: Doing a successful Air related or airplane Stunt or rescue 
  Gumshoe: Solving or getting clue on a case 
  Inventor: Creating or modifying a gadget 
  Wild man: Taming or communicating with a wild animal or surviving a natural hazard 
  Secret Agent: Stopping an enemy agent or group 
  Soldier of Fortune: Successful completion of a mercenary mission 
   
   
  Character Experience 
  The last kind of xp that can be given is Character xp. This, like the others is given when the 
  character not the player does something interesting. The difference between the two is 
  simple, while the player controls the character, the character is a different entity with 
  different skills, thoughts, and mannerisms, and should be played so. Xp should be given for... 
   
  1. Staying in Character: Most players will do things like, use information that they 
  don't have, use skills that the player has in the real world but that his character doesn’t, 
  and say things that would not come out of their character’s mouth. The player who stays in 
  character helps the game along. Players who remain in character should be rewarded for 
  this. 
   
  2. Good Soliloquy: Last but not least, the next best thing to a great action is a great 
  line. A catchy cliché, a well placed word, or a stunning soliloquy. These catch phrases can 
  make a game and the character more memorable. Xp should be given to any player who wows 
  the Director or other players with a snazzy retort. 
   
  Gaining New Legendary Abilities and Powers 
  To gain new Legendary Abilities a Hero must Quest, Search, or invent a way to gain the 
  newfound abilities and or powers. In both cases use the cost as a guideline for how many 
  months of study and practice the Hero will need (in the case of some Legendary Abilities 
  and Powers years, GM’s discretion) to learn to use the ability/power properly. If the GM 
  approves the new Power or Ability, the player can buy the ability/power at normal cost.  
   
  Raising Action Attributes 
  To raise a Action Attribute after character generation is almost as simple as buying it in 
  the 1st place.  You either gain an additional +1 to one Action Attribute every 4 levels or you 
  may use XP to raise one. To Raise the AA after character generation you take the new Level 
  in XP and that is the cost in Experience. It might sound a bit expensive, but it allows for you 
  to gain your Attributes in a semi realistic nature. 
  Hollywood method: You may allow your players to spend ½ the amount in XP if they buy the 
  increase in Attribute before the next Serial, this gives the coming back to the screen 
  bigger and better feel to your campaigns. 
   
   
   
   
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  33
   
  
   Basic Pulp 
  The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 
  Press. All Rights Reserved 
  34
   
  
SOURCE: textdata/thevault/Basic Pulp/Basic Pulp Corebook.pdf