TEXT: GAME STATISTICS
  QUICK REFERENCE GUIDE
  This bonus download is provided to offer a handy reference resource for the game statistics featured 
  in ADM3233: Pulp Villains—Lord Kongo. They have been formatted for easy printing on 8.5-inch by 
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  Permission is granted by the copyright holder to photocopy/print the contents of this 
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  2
  PULP VILLAINS: LORD KONGO
  TABLE OF CONTENTS
  Lord Kongo 
  3
  Professor Kristof Magyar, “The Beast Baron” 
  4 
   
  Henchmen 
   Van der Molen, “Colonel” Diedrick 
  5
   The Macready Gang 
  5
   Jadu 
  6 
   The Tuvana Tribe 
  6
  Creatures
   Arachnotan 
  7 
   Burrowing Monkbeetle 
  7 
   Fenris Dog Soldier 
  8
   Fenris Alpha Dog 
  8
   Fur Screamer 
  8
   Goretiger 
  9
   Sonar Kraken 
  9
  Weapons, Vehicles, and Technology
   Krag–Jørgensen M1894 Rifle (8×58R) 
  10
   The Intellect Siphon 
  10
   The Cerebral Shield 
  10
   Electro-Staff 
  11
   S.S. Eaglehorn 
  11
  
  3
  GAME STATISTICS QUICK REFERENCE GUIDE
  Lord Kongo
  Vengeance-Driven Simian Mastermind
  Attributes: Agility d10, Smarts d12+1, Spirit d8, Strength d12+3, Vigor d10
  Skills: Boating d6, Climbing d8, Driving d6, Fighting d12, Intimidation d10, Investigation d8, 
  Knowledge (Biology) d10, Knowledge (Chemistry) d10, Knowledge (Earth Science) d10, Knowledge 
  (Electronics) d10, Knowledge (Engineering) d10, Knowledge (Medicine) d10, Knowledge (Physics) 
  d10, Knowledge (Space Science) d10, Knowledge (Zoology) d10, Notice d6, Piloting d8, Repair d12, 
  Shooting d10, Stealth d6, Swimming d6, Throwing d10, Weird Science d12.
  Pace: 8; Parry: 9; Toughness: 15 (4)
  Hindrances: Arrogant, Berserk, Overconfident, Restless Mind (see below), Vengeful.
  Edges: Acrobat, Alertness, Ambidextrous, Arcane Background (Weird Science), Brawny, Brilliant 
  Scientist*, Fleet-Footed, Failsafe*, Font of Information*, Gadgeteer, Jack-of-All-Trades, Improved 
  Rapid Recharge, Killer Instinct, McGyver, Mighty Blow, Mr. Fix It, Rapid Recharge.
  Weird Science Gadgets: Brainstorm Blaster (see page 15), Concussion Grenades (Stun), Cerebral 
  Shield (see page 16), Telescopic Power Goggles (Farsight), Phosphor Grenades (Blind), Power 
  Armor Breastplate (Armor: +4 Toughness), Repulsion Grenades (Havoc)—30 Power Points.
  Special Abilities:
  Bite or Punch: Str+d6.
  Brachiation: Lord Kongo can move through trees at Pace 6.
  Fleet-Footed: Kongo rolls d10s instead of d6s when running on all fours.
  Improved Frenzy: Lord Kongo may make two fighting actions each round with  
  no penalty.
  Large: Attackers add +2 to any attack rolls directed at Lord Kongo.
  Low-light Vision: Lord Kongo ignores attack penalties for Dim and Dark lighting.
  Pounce: When forced into physical combat, Lord Kongo can pounce on his prey. He can leap 1d8” to 
  gain +4 to his attack and damage. However, his Parry is reduced by –2 until his next action.
  Unwavering: Lord Kongo get +2 to recover from being Shaken. 
  Sharp Senses: Lord Kongo’s keen senses provide him +2 to all Notice rolls.
  Size +3: Increase Toughness by +3. Kongo is 7-feet tall and 1,000 pounds.
  * Indicates a Hindrance or Edge from the Thrilling Tales core book.
  
  4
  PULP VILLAINS: LORD KONGO
  Professor Kristof Magyar, “The Beast Baron”
  Aristocratic Superscientist
  Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4,  
  Vigor d4
  Skills: Boating d6, Driving d6, Healing d6, Intimidation d8, Knowledge (Atomic Science) d12, 
  Knowledge (Biology) d10, Knowledge (English) d10, Knowledge (Hungarian) d10, Knowledge 
  (Russian) d8, Knowledge (Zoology) d10, Notice d8, Persuasion d8, Piloting d6, Repair d6, 
  Shooting d6, Taunt d8
  Charisma: -6; Pace: 6;  
  Parry: 2; Toughness: 3 (2)
  Hindrances: Bloodthirsty, Mean, Small
  Edges: Beast Bond (Terror Zoo), Brilliant Scientist*, Connections (Hungarian Government), 
  Connections (US Government), Filthy Rich, Scholar (Atomic Science and Zoology)
  Gear: Browning High Power Model 1935 Pistol (2d6+1, AP1) (see the Thrilling Tales core book, 
  pg. 68), Custom Bulletproof Vest (Armor +2, covers torso only, negates 4 AP)
  
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  GAME STATISTICS QUICK REFERENCE GUIDE
   
  THE MACREADY GANG
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Shooting d6, 
  Streetwise d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Brass Knuckles; Bulldog Revolver or Astra 400 
  pistol (both weapons found in the Thrilling Tales core 
  book, p.68); Switchblade or Billy Club.
  Special Abilities: 
  Never Shaken: As Mooks, members of the Macready 
  Gang are never shaken. If an attack equals or 
  exceeds their Toughness, they are out of  
  the fight. 
  “Colonel” Diedrik van der Molen
  Mercenary Hunter and Tracker
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Boating d6, Driving d6, Fighting d6, Knowledge (Africa) d6, Knowledge (Battle) d6, 
  Knowledge (Hunting) d8, Notice d8, Riding d6, Shooting d12, Stealth d6, Survival d8, Swimming 
  d6, Tracking d10.
  Pace: 6; Parry: 5;  
  Toughness: 8 (2)
  Hindrances: Shellshock*, Stubborn.
  Edges: Alertness, Bring It On!*, Dead Shot, Dirty Fighter*, Dodge, Hard to Kill, Nerves of Steel, 
  Marksman, Quick Draw, Really Dirty Fighter*, Steady Hands.
  Gear: Krag–Jørgensen M1894 Rifle (see page XX), Scope, 10 Krag Speedloaders (50 rounds, see 
  page XX), Bayonet, Mauser C96 Pistol (2d6+1) (see the Thrilling Tales core book, p.68), Custom 
  Bulletproof Vest (Armor +2, covers torso only, negates 4 AP).
   
  * Indicates a Hindrance or Edge from the Thrilling Tales core book
  HENCHMEN
  
  6
  PULP VILLAINS: LORD KONGO
  Jadu
  Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d10
  Skills: Boating d8, Fighting d10, Knowledge (Battle) d6, Knowledge (English) d6, Notice d8, Repair 
  d6, Riding d6, Shooting d8, Stealth d10, Survival d8, Swimming d8, Throwing d8, Tracking d10.
  Pace: 6; Parry: 9; Toughness: 7
  Hindrances: Anemic, Loyal (to Kongo).
  Edges: Alertness, Block, Counterattack, Danger Sense, Dodge, Gadget (Electric Staff)*, Improved 
  Block, Mighty Blow, Quick, Woodsman.
  Gear: Electro-Staff (as Damage Field, see below.)
  Special Abilities:
  Inbred: Thanks to Kongo’s mental tinkering, Jadu’s Smarts and Vigor Attributes no longer suffer the 
  ill-effects of his ancestor’s inbreeding. He does, however, still suffer from the Anemic Hindrance.
  Wild Die: Jadu is considered a Henchman and as such rolls a Wild Die along with his Trait die when 
  making tests, taking the better result of the two.
  * Indicates a Hindrance or Edge from the Thrilling Tales core book.
   
  TUVANA WARRIORS
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d4
  Skills: Fighting d6, Notice d6, Survival d6, 
  Throwing d6
  Pace: 6; Parry: 5; Toughness: 5 (1)
  Hindrances: Anemic, Illiterate, Savage*
  Gear: Short Sword and Shield (40%), Spear and 
  Shield (60%), Sling or Bola (100%)
  Special Abilities: 
  Inbred: Generations of inbreeding have left the 
  Tuvana tribe with lower Smarts and Vigor 
  Attributes than standard Mooks. In addition, 
  they suffer from the Anemic Hindrance. 
  Never Shaken: As Mooks, Tuvana Warriors are never 
  shaken. If an attack equals or exceeds their 
  Toughness, they are out of the fight. 
  * Indicates a Hindrance or Edge from the Thrilling Tales core book.
  
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  GAME STATISTICS QUICK REFERENCE GUIDE
  CREATURES
   
  ARACHNOTANS
  Attributes: Agility d10, Smarts d6 (A), Spirit d6, 
  Strength d12+1, Vigor d8
  Skills: Climbing d12+2, Fighting d8, Intimidation 
  d10, Notice d6, Shooting d10, Stealth d10
  Pace: 8; Parry: 6; Toughness: 7
  Edges: Berserk, Combat Reflexes
  Special Abilities: 
  Bite/Claws: Str+d4.
  Brachiation: Arachnotans can move through trees at 
  Pace 6.
  Fleet-Footed: Arachnotans roll d10s instead of d6s 
  when running on all eight of their limbs.
  Low-light Vision: Arachnotans ignore attack 
  penalties for Dim and Dark lighting.
  Multiattack: Arachnotans can attack with up to four 
  of their claws and a bite in a single round with 
  no penalty.
  Size +1: Arachnotans stand between five and six 
  feet tall and weigh over 250 pounds, with an 
  arm span of seven feet.
  Venomous Bite (-4): Victims of an Arachnotans 
  bite must make an immediate Vigor roll at -4. 
  Failure causes death in 2d6 minutes. Success 
  causes 1 wound and Exhaustion.
  Wall Walker: Arachnotans can walk on vertical 
  surfaces at Pace 8.
   
  BURROWING MONKBEETLE
  Attributes: Agility d6, Smarts d6(A), Spirit d4, 
  Strength d6, Vigor d4
  Skills: Climbing d8, Fighting d6, Notice d6
  Pace: 4; Parry: 5; Toughness: 6 (4)
  Edges: Berserk
  Special Abilities:
  Armor +4: The Monkbeetle is covered in a hard 
  chitinous shell.
  Bite: Str+d4.
  Burrow: Pace 6. Monkbeetles can disappear and 
  reappear on the following action anywhere 
  within 6”.
  Fleet-Footed: Roll a d10 when running instead of a 
  d6.
  Size -2: Monkbeetles are typically less than a foot 
  in height.
  Small: Attackers subtract 2 from their attacks to 
  hit.
  
  8
  PULP VILLAINS: LORD KONGO
   
  FENRIS DOG SOLDIERS
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Driving d4, Fighting d10, Intimidation d6, 
  Notice d12, Shooting d8, Stealth d6, Survival d6,  
  Tracking d10
  Pace: 8; Parry: 7; Toughness: 7 (1)
  Hindrances: Loyal
  Edges: Combat Reflexes
  Gear: M1 Garand (.30) and four 8-round clips 
  (Range: 24/48/96; Damage 2d8; RoF 1; AP 2, 
  Semi-Auto), helmet (50% chance vs. head shot), 
  fatigues, survival knife (Str+d4; +1 to Survival 
  rolls)
  Special Abilities
  • Armor +1: Enhanced musculature.
  • Bite: Str+d6.
  • Fleet Footed: Dog Soldiers have a Pace of 8 and 
  roll a d10 when running.
  • Go for the Throat: Dog Soldiers instinctively go 
  for an opponent’s soft spots. With a raise on 
  its attack roll, it hits the target’s most weakly 
  armored location.
  • Low Light Vision: No penalties for dim or dark 
  lighting.
  • Sharp Senses: Dog Soldiers have an acute sense 
  of smell; they get a +2 to Notice and Tracking 
  rolls.
  • Squad Tactics: Between their meticulous training 
  with other members of their unit and the 
  natural inclination toward pack tactics of their 
  canine genetics, Dog Soldiers coordinate with 
  and fight like well-oiled machines with others 
  of their kind. Each additional Dog Soldier 
  counts as two adjacent allies for purposes of 
  determining Gang Up bonuses. Squad Tactics 
  does not allow them to exceed the standard 
  maximum Gang Up bonus of +4.
   
  ALPHA DOG SERGEANT
  The Alpha Dog Sergeant shares the same statistics as the 
  standard Dog Soldier, with the following additions:
  Skills: As Dog Soldier plus Knowledge (Battle) d6
  Edges: As Dog Soldier plus Command, Nerves of 
  Steel.
  Gear: As Dog Soldier plus Colt 1911 (.45) (Range: 
  12/24/48; Damage: 2d6+1; AP 1; Semi-Auto)
   
  FUR SCREAMER
  Attributes: Agility d8, Smarts d6(A), Spirit d4, 
  Strength d4, Vigor d4
  Skills: Climbing d8, Notice d6, Swim d6, 
  Throwing d8
  Pace: 8; Parry: 2; Toughness: 3
  Edges: Berserk
  Special Abilities:
  Bite: Str+d4.
  Brachiation: Fur Screamers can move through trees 
  at Pace 8.
  Hurl: Fur Screamers hurl stones from the branches 
  of their trees lairs. These stones cause Str+d6 
  damage if they are above their target, or Str 
  if the Fur Screamer does not have the high 
  ground. Range is 5/10/20.
  Low-light Vision: Fur Screamers ignore attack 
  penalties for Dim and Dark lighting.
  Scream: The wail of the Fur Screamer fills a 
  Medium Burst Template centered on the 
  creature. Any nonmagical crystal, glass, ceramic, 
  or porcelain objects in the area of effect are 
  instantly destroyed, exploding into thousands of 
  glistening shards.
  Characters within the Template must make 
  Vigor rolls or be Shaken. With a raise, victims 
  must make Vigor rolls at –2 and also results in a 
  –2 penalty to hearing-based Notice rolls for the 
  target until they recover from being Shaken.
  Size –1: Fur Screamers are small, approximately 
  two to three feet tall.
  
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  GAME STATISTICS QUICK REFERENCE GUIDE
   
  GORETIGER
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d12+1, Vigor d8
  Skills: Climbing d8, Fighting d8, Notice d6, 
  Stealth d8, Tracking d6
  Pace: 8; Parry: 6; Toughness: 9
  Edges: Berserk, Combat Reflexes
  Special Abilities:
  Claws/Fists: Str+d6.
  Fleet-Footed: Goretigers have a Pace of 8 and roll a 
  d10 for running.
  Low-light Vision: Goretigers ignore attack penalties 
  for Dim and Dark lighting.
  Multiattack: Goretigers can attack with their front 
  claws and both fists in a single round with no 
  penalty.
  Pounce: GoreTigers can pounce on their prey. It can 
  leap 1d6” to gain +4 to its attack and damage. 
  Its Parry is reduced by –2 until its next action 
  when performing the maneuver however.
  Size +3: GoreTigers weigh over 1,000 pounds and 
  stand over seven feet tall. 
   
  SONAR KRAKEN
  Attributes: Agility d6, Smarts d6(A), Spirit d10, 
  Strength d12+8, Vigor d12
  Skills: Fighting d10, Notice d6,  
  Stealth d6, Swimming d10
  Pace: 12; Parry: 7; Toughness: 24 (6)
  Edges: Berserk, Bring It On!*, Danger Sense, 
  Improved First Strike, Improved Sweep.
  Special Abilities:
  Aquatic: The Sonar Kraken breathes water, and can 
  swim at Pace 12.
  Fear -4: The sight of the Sonar Kraken elicits a Fear 
  check at a -4 penalty.  
  Gargantuan: Opponents get a +4 to all attack rolls.
  Size +10: The Sonar Kraken is 100 feet long over 
  200 tons in weight. Its tentacles are each over 
  20 feet long.
  Sonar: Using its namesake sonar, the eyeless Sonar 
  Kraken can “see” in complete darkness and 
  ignores all lighting penalties. The behemoth 
  cannot be surprised while underwater as it 
  immediately senses the location of any creature 
  swimming in a 24” proximity.
  Tentacles: Str+d12 Damage. A Sonar Kraken may 
  make up to four tentacle attacks each round. 
  These tentacle attacks count as Heavy Weapons. 
  On a raise, the creature has grappled the 
  victim. A grappled victim’s only possible action 
  is attempting an opposed Strength roll each 
  round to escape. Once grappled, the Sonar 
  Kraken does its Strength damage automatically 
  in crushing damage.
  A tentacle can be severed if it is dealt 24 points 
  of damage in a single attack. If the tentacle is 
  currently grappling someone, a roll of 1 on the 
  attack die indicates the grappled victim is struck 
  instead.
  Tough Hide: Armor +6. The thick hide of the Sonar 
  Kraken counts as Heavy Armor. As such, they 
  can only be hurt by Heavy Weapons.
  * Indicates a Hindrance or Edge from the Thrilling Tales core book.
  
  10
  PULP VILLAINS: LORD KONGO
  WEAPONS, VEHICLES, AND TECHNOLOGY
  Krag–Jørgensen M1894 Rifle (8×58R)
  Notes: AP 2
  • Krag Speedloaders: The unique design of the Krag–Jørgensen rifles allow for the use of 
  speedloaders that effectively dump 5 cartridges into the rifle’s magazine. Using the speedloader 
  allows 5 shots to be loaded as free action. 
  The Intellect Siphon 
  Weird Science Gadget
  The prototypes of the handheld version of the Brainstorm Chamber took several standard “ray gun” shapes. Such forms, 
  however, meant Kongo’s masterpiece weapon might at some point be out of his reach. And this would not do.
  The Brainstorm Blaster’s final form is a sleek, silver demi-gauntlet made to fit the huge wrist and hand of Lord Kongo. 
  In this way the Blaster is always ready to use, and his hands and fingers are free to tinker with his latest gadget or crush 
  his enemies to bloody pulp.
    A long, flexible titanium cable snakes its way from the rear of the demo-gauntlet, up his arm, and connects to The 
  Cerebral Shield (see pg. 13). The cable and crown transmit intellects stolen by the Brainstorm Blaster directly into Kongo’s 
  brain.
  BRAINSTORM BLASTER (WEIRD SCIENCE GADGET)
  Range
  Damage
  RoF
  AP
  MinStr
  Burst
  Weight
  Cone 
  Template
  Special
  1
  —
  d8
  Cone
  30
  Notes: Ignores Armor but not cover.
  The wielder of the Brainstorm Blaster makes a Shooting roll at +2. Anyone caught in the cone template must make an 
  opposed Spirit roll equal to or greater than the attacker’s Shooting total. Doing so means they have resisted the brain drain 
  and are unaffected.
  Those who fail suffer a permanent 1 die reduction in Smarts and all linked skills (or a permanent 2 die reduction on a 
  raise). If a victim’s Smarts is reduced to zero, their brain becomes that of a moronic child.
  Each die of Smarts stolen by the Brainstorm Blaster permanently increases Lord Kongo’s Smarts by +1 point (for 
  example, from 1d12+1 to 1d12+2). There is no upper end to this bonus point advancement.
  Range
  Damage
  RoF
  Cost
  Weight
  Shots
  Min Str
  45/90/180
  2d8
  1
  100
  11
  5
  —
  
  11
  GAME STATISTICS QUICK REFERENCE GUIDE
  The Cerebral Shield
  Weird Science Gadget
  Kongo wears a titanium Pschent upon his brow. While the crown mimics the appearance of the Double Crown of Ancient 
  Egypt, it is laced with a labyrinth of complex circuitry. This helmet protects Kongo’s ever-so-important brain, nullifying any 
  Called Shots to his cranium via a localized force field. Also, it blocks attempts at Mind Reading and Mind Control (including 
  the Puppet power).
  Electro-staff 
  Weird Science Gadget
  Anyone struck by Jadu’s Electric Staff takes Str+2d6 electrical damage (2d8 on a raise). The Staff’s wielder may also simply 
  touch an opponent (+2 to Fighting) and inflict 2d6 electrical damage only. 
  Type
  Damage
  Weight
  Cost
  Notes: 
  Staff
  Str+2d6
  10
  N/A
  Parry +1, 
  Reach 1, 2 
  hands, AP 2 
  S.S. EAGLEHORN
  Modified Commercial Freighter
  The Eaglehorn has been modified by Lord Kongo; passenger and crew accommodations have been converted into cells, 
  Moreau pens, and small experimental labs and machine shops; companionways have been widened to allow Kongo to 
  move through the vessel (at the cost of cargo space); and the coal-powered steam engines have been replaced with compact 
  versions of the Pulse Wave Regurgitating Generators that power Science City X. (This makes if possible to detect/track 
  the Eaglehorn from up to 15 miles away, if one possesses the necessary knowledge and equipment). 
  Acc/TS: 3/10
  Toughness: 15(1)
  Crew: 27 (12 Moreaus; 15 Tuvana) 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Pulp/Thrilling Tales/Savage Worlds - Thrilling Tales - Pulp Villains - Lord Kongo - Quick Reference.pdf