Raiders of the Lost Artifacts (Drivethru, Lulu) is a pulp archeology RPG from Night Owl Workshop. It uses Original D&D rules to replicate Indiana Jones style pulp adventures.
I’ve modified their character sheet to be fillable.
Raiders of the Lost Artifacts (Drivethru, Lulu) is a pulp archeology RPG from Night Owl Workshop. It uses Original D&D rules to replicate Indiana Jones style pulp adventures.
I’ve modified their character sheet to be fillable.
I’ve got an old copy of Justice Inc., the Hero System Pulp game that’s been sitting on my shelf for years. The PDF of the game recently became available, so I’m thinking about giving it another try. It’s a little crunchier than the games I usually play, but I still get a little twinge of nostalgia from the old Hero games, so I’m planning on running a few one-shots.
To prepare for my game I’ve created a fillable PDF of the character sheet. It’ll do most of the basic calculations for the characteristics and totaling up the disadvantage and skill costs.
JusticeInc-CharacterSheet_Fillable
To test it I used the sample character at the beginning of the Justice Inc. book – Derek Harrison III
JusticeInc-CharacterSheet_DerekHarrison
This is my third version of the Black Bat. This time I’ve statted up the Black Bat and friends using Hollow Earth Expedition. To match the pulp abilities of the Bat, I’ve given him a lot of extra experience for buying talents and skills.
| Archetype: Vigilante | Motivation: Justice |
| Body: 2 | Charisma: 2 |
| Dexterity: 4 | Intelligence: 4 |
| Strength: 2 | Willpower: 3 |
| Size: 0 | Initiative: 8 |
| Move: 6 | Defense: 6 |
| Perception: 7 | Stun: 2 |
Style: Health: 5
| Skill | Base | Levels | Rating | Average |
| Stealth | 4 | 4 | 8 | 4 |
| Athletics | 2 | 2 | 4 | 2 |
| Investigation | 4 | 2 | 6 | 3 |
| Crimes | 4 | 2 | 7 | 3+ |
| Intimidation | 2 | 2 | 4 | 2 |
| Firearms | 4 | 2 | 6 | 3 |
| Brawl | 2 | 2 | 4 | 2 |
| Bureaucracy | 4 | 1 | 5 | 2+ |
| Drive | 4 | 1 | 5 | 2+ |
| Science | 4 | 1 | 5 | 2+ |
| Chemistry | 4 | 1 | 6 | 3 |
Dark Vision (Custom) – Can see in near total darkness, as if it were daylight. No darkness penalties.
Fearsome
Contacts (Law Enforcement): +4 Contact Bonus
Criminal (Under Suspicion from Sgt. McGrath)
| Archetype: Criminal | Motivation: Justice |
| Body: 1 | Charisma: 4 |
| Dexterity: 3 | Intelligence: 3 |
| Strength: 1 | Willpower: 3 |
| Size: 0 | Initiative: 6 |
| Move: 4 | Defense: 4 |
| Perception: 6 | Stun: 1 |
| Style: | Health: 4 |
| Skill | Base | Levels | Rating | Average |
| Stealth | 3 | 5 | 8 | 4 |
| Disguise | 3 | 5 | 9 | 4+ |
| Con | 4 | 4 | 8 | 4 |
| Streetwise | 4 | 2 | 6 | 3 |
| Larceny | 3 | 1 | 4 | 2 |
| Drive | 3 | 1 | 4 | 2 |
| Brawl | 1 | 1 | 2 | 1 |
| Firearms | 1 | 1 | 1 | 1 |
Contacts (Criminal Underworld) +2
Criminal – Former Criminal
| Archetype: Adventurer | Motivation: Honor |
| Body: 4 | Charisma: 1 |
| Dexterity: 2 | Intelligence: 1 |
| Strength: 5 | Willpower: 2 |
| Size: 1 | Initiative: 3 |
| Move: 7 | Defense: 5 |
| Perception: 3 | Stun: 5 |
| Style: | Health: 6 |
| Skill | Base | Levels | Rating | Average |
| Brawl | 5 | 5 | 10 | 5 |
| Athletics | 5 | 3 | 8 | 4 |
| Intimidation | 1 | 3 | 4 | 2 |
| Drive | 2 | 2 | 4 | 2 |
| Melee | 2 | 2 | 4 | 2 |
Staggering Blow
| Archetype: Adventurer | Motivation: Love |
| Body: 1 | Charisma: 6 |
| Dexterity: 2 | Intelligence: 3 |
| Strength: 1 | Willpower: 3 |
| Size: 0 | Initiative: 5 |
| Move: 3 | Defense: 3 |
| Perception: 6 | Stun: 1 |
| Style: | Health: 4 |
| Skill | Base | Levels | Rating | Average |
| Con | 6 | 1 | 7 | 3+ |
| Diplomacy | 6 | 3 | 9 | 4+ |
| Empathy | 6 | 3 | 9 | 4+ |
| Investigation | 3 | 3 | 6 | 3 |
| Firearms | 2 | 2 | 4 | 2 |
| Drive | 2 | 2 | 2 | 2 |
Attractive
This is a continuation of my post on the Black Bat. Here are the stats for the same characters in OneDice Pulp. Clearly we have a lot less detail to work with, but I think I’ve still managed to capture the essence of the characters.
Strong 2, Clever 2, Quick 3
Health 6, Defence 9, Move 30
Skills Sneaky 2, Shooting 1, Bruiser 2, Investigation 1
Talent Dark Vision
Strong 1, Clever 3, Quick 3
Health 3, Defence 9, Move 30
Skills Disguise 8, Shooting 1, Bruiser 1, Drive 1, Dodgy 1
Talent Doppleganger (+6 to disguise)
Strong 3, Clever 1, Quick 3
Health 9, Defence 9, Move 30
Skills Drive 2, Bruiser 4, Intimidate 2
Talent Martial Artist (+2 to Bruiser)
Strong 1, Clever 3, Quick 3
Health 3, Defence 9, Move 30
Skills Investigation 1, Perception 1, Negotiate 1, Sneaky 1, Psychology 1, Research 1
Talent Contacts
Next, I’m going to get a little ambitious and try to create the same characters in a more complex system – Hero Games’ Justice Inc.
I’ve been trying to replicate some old pulp characters in various RPG systems. My main goal is to get familiar with a few game systems I’ve only had a chance to skim. My plan is to try creating the same characters in a few different systems.
It also gives me the excuse to read a little deeper into the pulp literature, especially some of the more obscure figures.
I’m going to start off with a character I like, along with the system I’m most familiar with:
The Black Bat, as generated in Spirit of the Century.
The Black Bat is a somewhat obscure figure, despite the fact he had 60+ stories. He came a little later than some of the more famous heroes. He first appeared in Black Book Stories in 1939, and ran to 1953.
With his black costume, cape, and, obviously, the name, he seems very similar to Batman. His origin, however, is lot closer to the Batman villain Two-Face.
In the first story, “Brand of the Black Bat”, Anthony “Tony” Quinn is a successful, incorruptible district attorney. During the trial of a gangster, an assassin hurls acid in Quinn’s face, scarring his face and blinding him.
A mysterious woman offers him a secret operation to replace his eyes, and restore his sight. It succeeds, not only restoring his sight, but gives him the ability to see in the dark. He continues to pose as a blind man, donning the mask and cape to become what the second book – “Murder Calls the Black Bat” describes:
He had become a Nemesis, a dark blot of shadow soon feared by every man who lived by violence or by his wits, and now was a scourge of the underworld of crime.
Like many pulp heroes, the Bat has loyal companions. First, his loyal valet, and former con man Silk Kirby.
“And Silk had become invaluable to Quinn, since not only was he a reformed burglar whose loyalty to Tony Quinn now approached fanaticism, but he was also an ex-confidence man, glib as the best in that racket.”
Daniels, Norman A.. The Black Bat Omnibus Volume 1 (Annotated) Altus Press.
He also had the aid of the bruiser Butch O’Leary. A brawny, but dim ex-boxer who was one of Quinn’s most loyal companions.
“…a tremendous hulk of a man who had attracted Tony Quinn’s notice during a bank robbery when Butch had leaped at a machine-gun armed thug who was in the act of mowing down a score of bystanders. Quinn had known at once that Butch was a man he could trust”
Daniels, Norman A.. The Black Bat Omnibus Volume 1 (Annotated) . Altus Press.
The Bat’s last assistant and love interest was Carol Baldwin, the woman who arranged the operation to restore Tony Quinn’s sight. :
“She was Tony Quinn’s dream of feminine perfection come true. She, alone, had given him back his sight and restored his peace of mind. Her own father had been shot by a criminal. …. It was the healthy corneas from his eyes that had been transplanted in Tony Quinn’s. And her father’s dying wish had been that she in some way ally herself with forces that opposed crime. For this reason she had become Tony Quinn’s capable and trusted assistant.”
Daniels, Norman A.. The Black Bat Omnibus Volume 1 (Annotated) Altus Press.
I’ve been playing with the OneDice Pulp system by Cakebread & Walton
OneDice is a light, simple system in which everything that happens is resolved by a single roll of one six-sided die. (hence the name). There are a couple of OneDice books available for various genres.
SystemI won’t go into too much detail on the rules, but they’re pretty light and can probably be picked up quickly.
Characters have 3 Abilities – Strong, Clever, and Quick (Weird is an additional choice for super-powered characters). You get 7 points to assign to each item.
Health, Defense, and Move are all calculated from the Abilities
There’s a list of skills. Players can assign 6 points to various skills.
There’s a list of talents – exceptional abilities – that the players can choose from.
Running the game is pretty simple – when undertaking the action, you roll a single six sided die and adds his appropriate ability score and skill level. If you equal or exceed the difficulty level of the task, you succeed. If you’re competing against someone else, your opponent will make a similar roll. The high value is the winner.
The GM’s section starts off with the standard “What is Pulp?” intro. It’s short, just a few pages, but does hit all of the high points of the pulp genre. It’s probably not great for people new to pulp, but it’s a decent overview.
The rest of the section contains more practical GM material, discussing how to set up hazards, assign experience, run chases, and a few other optional rules. There’s also a list of monsters and other opponents, and a list of 1930’s style vehicles.
The Pulp Earth chapter is list of possible settings for pulp games. Essentially it’s just a list of possible places and locations for adventures. All of the usual suspects are here – the South Seas, Antarctica, Lost Worlds, Hollow Earth, etc. Each location has a few sentences describing possible scenario ideas for each, none of it in any great detail. If you know pulp, nothing here is new, but it’s probably a good resource for newer GMs.
Most of the book is geared towards a 1930’s Hero Pulp style of game, but they do provide a few alternate worlds (“skins”, as the book put it). Each has a list of creatures, equipment, and some alternate rules. Note that all of these are short, only a few pages each.
There’s a Horror section with detailed Sanity Rules and a list of monsters.
There’s a Science Fiction section with some new skills and creatures. It aims to replicate Buck Rodgers\Flash Gordon style science fiction.
The Sword & Sorcery section – essentially just a list of monsters. It briefly names a few fictional kingdoms, but it’s nothing you couldn’t make up on the spot.
Basically, I’m favor of this book. It’s clearly written, and the rules, though very light, are pretty logical and easy to remember. Though none of the setting information is detailed in any way, there are a lot of stats for monsters, characters, and vehicles ready to go. I wouldn’t run a long term campaign with OneDice, but I think it’s great for quick games and one-shots.
One other plus for me – the book is small (6 x9″), and only 100 pages. It’s easy to throw it in a a bag and run it as a one shot. It’s also nice not to need any special dice.
The last part of the Tips & Tricks chapter discusses a number of topics, all related to keeping a pulp tone in a game. It’s a little too wide-ranging to talk about in any detail, but some of the following ideas are discussed:
All of it is good well-thought advice to “Keep it Pulpy“, as they put it. Once again, this whole chapter makes the book a must buy, purely for this chapter.
The heart of the Spirit of the Century (SOTC) book, and I think the best reason to pick this up, is the chapter on how to run a pulp adventure. It’s geared to SOTC, but the ideas and advice would work in any pulp game. This chapter – “Tips and Tricks” – justifies the purchase of this book for any pulp GM.
It starts out describing how set up a Pickup Game – a quickly organized game, where you don’t know what adventure you’ll be running or how many players you’ll have beforehand. Then it describes the various approaches of running a Pickup Game. The following are just a summary of the approaches:
This method all of the story beats you’d find in a pulp adventure – Endangering the Characters, Certain Doom, Twists, etc. with a description and several examples of each. The idea is that the GM would create or improvise each of these things, and tie them all together at the end.
In comparison, the Aspected Pickup game is a lot more loose. Instead of working out a plot beforehand, the GM sets up Decision Points – dramatic moments where the players are forced to make a choice. These would be based on the aspects of the characters. For example, if a character had a Secret Identity aspect, the GM might put the player in a position where they had to risk revealing their identity to save a friend from mortal peril. This method has the advantage of pulling in players to the action. It will require a lot more improvisation on the part of the GM.
First, you set up the hook – the thing everyone in the story interested in. In movie fan lingo, they would call this a McGuffin. Next, you decide what NPCs are after the item, and what they’re willing to do to get it.
That’s it. They cover this in more detail, and tell you how to flesh out the plot, but that is the basic structure.
What do I use?
When I’ve run my SOTC games, I’ve generally been using a combination of Aspected and Dynamic styles. I usually have a few hooks and NPC’s prepared, but I also have scenes designed to test the players specific abilities and aspects. The first method – Structured, seems a little too railroad for my taste.
The basic concept is that the players are all members of the Century Club, a global organization with chapters around the world. Publicly, it’s a group of rich adventurers and explorers. Secretly, it’s controlled by the Centurions, a group of exceptional individuals who here all born on January 1st, 1901. Most of the players are expected to be Centurions. The background hints at other, more powerful kinds of Centurions, and a mysterious ancient linage to the club itself, but the details are left to the GM.
![05_Brass-Crew[1]](https://pulpgamer.wordpress.com/wp-content/uploads/2017/12/05_brass-crew1.jpg?w=634)
Comic fans familiar with Warren Ellis’s work might have heard of this idea before. Many of his characters in his Authority and Planetary comics had the same trait. They were called Century Babies in his work, but the basic idea was similar. The pulp characters Ellis introduced in Planetary #1 are pretty much perfect Spirit of the Century characters.
The Century Club concept makes a good starting point for a pulp campaign. If you’re just starting out with pulp, I think I’d recommend it. I’ll admit, that though I’ve been running Spirit for the last few years, I’ve never used it. If you’ve got a good handle of the pulp archetypes and stories, it’s not absolutely necessary.
My go-to system for pulp adventures is Evil Hat’s Spirit of the Century. It’s based on their FATE system.
If you’re not used to FATE, it can be a big adjustment form more traditional role-playing games. It’s a much more narrative system, better suited to simulating genres and quick play than more mechanical systems.
The advantage to this is that it’s a lot easier to set up a quick encounter by using the aspects feature in FATE.
Aspects are just a quick means to describe a property of a place or person. This applies to everything in the game, including the PCs. Aspects can be physical, mental, or just genre-based. Anything that would affect the story.
If i need a band of cultists quickly, I can just say they have the aspects Fanatical Cultists, Protect Idol at All Costs, and Can only Fight in Packs. That’s all the information I need to run an encounter. (there are some other stats, but they’re quite simple to make up)
I can create a place quickly, by just listing a bunch of aspects – Shadowy Corners, Rickety Stairs, Crates of Weird Artifacts, etc.
I won’t go into details of how it all works, but the aspects aren’t just for flavor, they have an actual mechanical effect in the game. There’s a good intro at https://fate-srd.com/
The full Spirit of the Century rule set is at http://www.faterpg.com/dl/sotc-srd.html
The nice thing about SOTC is that it’s ridiculously easy to make up a scenario quickly. It’s specifically designed for “pick-up” play, so you can run a game with little preparation.
On the con side: FATE can take some getting used to, and it helps to have the special FATE dice, though ordinary six sided dice can be used.
SOTC is currently out of print as a paper version, but the PDF and E-book versions are still available.