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430 views

Basic Pulp Corebook PDF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

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

2 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
Press. All Rights Reserved
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 3
Press. All Rights Reserved
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.

4 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
Press. All Rights Reserved
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 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
Points
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 5
Press. All Rights Reserved
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)

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 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
Aptitude
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

6 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
Press. All Rights Reserved
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 This can be delusions, paranoia, fears, disorders, or problems like
Masochism, sadism, Bi-Polar or Manic Depressive. The GM should enforce
Problems
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 7
Press. All Rights Reserved
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 This is the infamous “Brooding Suite”, Crime fighting cave, or
spooky mansion. The player has 24 hour access or owns the place
Operation 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:

“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
arePower
The only capable
has theof communicating
name very
of the Power, thesimple ideas
cost in and feelings.
legendary points,To
theask one question
Action Roll that is
successfully, the user must make an Action roll vs. the animal’s spirit.
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.

8 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
Press. All Rights Reserved
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.
Stun: Whenever the hero uses the Power, they take 1 point of bruise damage; the cost is
reduced by 1.

The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 9
Press. All Rights Reserved
Basic Pulp

Legendary Powers

Absolute Vision Adrenaline Animal Companion


Cost: 3 Cost: 5 Cost: 5
Action Roll: Insight Action Roll: Vigor Action Roll: Magnetism (only when the
Range: Personal Range: Personal Animal is to do something against it’s
This Power gives the character 360- This Power lets the hero tap into their will)
degree vision and improved vision. reserves, removing all Bruise damage and Range: Narrative
Using the Power is a simple action, and boosting their Brawn and Dynamism by This Power gives the character one
must be taken as an action. The Power +2. The difficulty of the roll is the time specific animal companion that is loyal
value is used instead of Insight for they want to be boosted (GM’s to them and with which they have a
vision rolls. discretion). If the roll is failed, the strong bond. They will do anything for
Power is burned out until the next Reel. each other, and can manage to
If the character tries to use this Power communicate...the animal will
more than twice a day, then Bruise understand the character's speech,
damage is not healed, each additional and the character will just understand
attempt causes an extra +1 to the what the animal means.
difficulty.

“UnGowa!” Mental Attack Chameleon


Cost: 3 Cost: 10 Cost: 5
Action Roll: Magnetism Action Roll: Spirit Action Roll: Insight
Range: speech Range: 45 ft’ Range: Personal
This Power gives the user the crude Mental Attack inflicts damage against a This Power lets its user change
Power to communicate with all target via the mind. The hero must appearances. Any roll succeeds, but
members of the animal kingdom. This maintain eye contact for a full round the roll provides the Target for
communication is limited to very simple (successful Spirit vs. Spirit roll). If the anyone else to make an Insight roll to
"communications" since almost all contact is kept, the Power total is notice something wrong. Mass, height,
animals are only capable of compared to the target's Spirit, doing sex, etc., cannot be changed with this
communicating very simple ideas and bruise or kill damage (heroes choice) Power, but a good enough success
feelings. To ask one question equal to the amount over, which can only means the user can make a reasonable
successfully, the user must make an be healed by time, men in white coats or try of it.
Action roll vs. the animal’s spirit. other abilities. If the attack results in
negative points, those are read as
damage on the attacker.

Claws Shroud of Darkness Flash


Adventure Cost: 4/8 Cost: 5 Cost: 6
Action Roll: None Action Roll: Spirit Action Roll: Dynamism
Range: Personal Range: 6 ft’ radius globe centered on Range: 75 ft’
This Power gives the character claws the hero This Power creates a “flash” of light
on their hands. Normal claws have a Use of this Power creates a field of that can blind an opponent. The Power
cost of 4; retractable claws have a darkness around the character. The total is compared to the target's
cost of 8. Action roll is the Target of an insight Dynamism; the number over the target
roll to see the hero or anything else in is the number of rounds the target is
the darkness. Attacks on an unseen blinded. A blinded character has their
hero are at -5 to hit. The user of the Dynamism reduced by -5.
Power can see through it.

10 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
Press. All Rights Reserved
Basic Pulp

Phase Electro-Bolts Telescopic Vision


Adventure Cost: 10 Cost: 5 Cost: 2
Action Roll: Spirit Action Roll: Spirit Action Roll: Insight
Range: Person Range: 15-30/31-60/61-90 Range: Narrative
This Power lets the user become This is the Power to throw bolts of This Power lets the character see
incorporeal. They may pass through electricity. To-hit rolls are based on a what is happening to one specific
objects with a Body equal to or less throwing attack. Whenever a positive target, giving them a vision as though
than their Power total. All physical number is rolled over the target they were 10 meters away from the
attacks on the character have the number, the player has the option of target.
Power total treated as armor. The using it on damage or using 0. If they
character may make no physical use the positive bonus number, they
attacks. Characters with a low roll look take 2 points of bruise damage as stun.
like vague, misty versions of If they take the 0 damage option the
themselves. At higher rolls, the damage is cinematic
character is a nearly invisible mist.

Fear Flame Powers Wall of Fog


Cost: 5 Cost: 10 Cost: 4
Action Roll: Magnetism Action Roll: Vigor Action Roll: Spirit
Range: 45 ft’ Range: 15-30/31-60/61-90 Range: 15 ft’ radius globe around user
This is the Power to generate This Power lets the character shoot a This Power lets the character create a
irrational fear in opponents. To use the jet of fire or create a wall of fire globe of fog or smoke that blocks
Power, the Power total is compared to about them. The wall has an 8 ft’ others' view. The globe lasts for 10
the target's Spirit. If successful the radius. The Power value is the damage rounds or until dispersed. All attacks
Target always goes last in the Scene. value of the flame blast or flame wall. aimed at a target in or behind the fog
An average success put the target in The flame wall can be maintained for a are at -5 to hit. The Power value is the
fear for 1 scene. An Outstanding number of rounds equal to half the Target of Insight rolls to find
success (Target +5) scares them for 2 heroes Vigor. something in or behind the fog, though
scenes and gives them -2 to all totals, making such a roll does not cancel the
and forces them to try and run (Spirit penalty. The hero is immune to the
roll vs. 20). On an Extraordinary effects of the fog.
success (Target +10), they will either Force Field
surrender immediately, or take the Cost: 5
result points as if a mental attack was Action Roll: Vigor
made. Evil characters can kill through Range: 10 ft’ radius globe around the Growth
fear. Most characters with this Power hero Cost: 7
have some Shtick (a laugh, a scream, a The force field Power surrounds its Action Roll: Vigor
pose) associated with the Power. user in a globe of energy (the special Range: Person
effect is left to the user) that works This Power allows the user to
as if the character has on armor. The Quadruple their height (while
armor value of the force field is the remaining proportional) for a number
Flight heroes Vigor value. If the force field of rounds equal to their Vigor
Cost: 5 is destroyed, it disappears for the Attribute. When at full size, the
Action Roll: Dynamism rest of the combat. The Force Field is user's Brawn bonus is increased to
Range: Person ablative and removes one from its double the value. Their Bonus to vigor
This Power lets the character fly value each time it is struck in combat. is likewise doubled. Growth also gives a
under their own Power. The Heroes The force field retains no damage natural armor with a value of 5, and
Quickness is the speed of flight. between uses. The Power may be used doubles Heath and Stamina. All
for a number of rounds equal to the physical attacks on the grown
user's Spirit. The Force Field is character are at +5 to hit because of
immune to all gases and toxins and size.
protects the user as such.

The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13 11
Press. All Rights Reserved
Basic Pulp

Illusion Ice Power Invisibility


Cost: 6 Cost: 5 Cost: 5
Action Roll: Magnetism Action Roll: Brawn Action Roll: Spirit
Range: Narrative Range: 15-30/31-60/61-90 Range: Personal
This Power allows the user to create This Power is identical to Flame This Power turns the character
illusion and cloud the minds of others. Powers, except that it cannot be used invisible in all visible spectrums. The
The user's Magnetism value is the in extremely hot conditions, and the Power may be maintained for a number
target for anyone to make an insight ice wall has a armor value equal to the of rounds equal to the character's
roll and see through the illusion. heroes Brawn value. Spirit. The Action Roll is the Target
Illusion-caused damage is only the for any Insight checks are made to
result of mental stress, and wears off find the character. Attacks on an
once the illusion has been stopped or invisible character are at -6 if the
seen through. Insight roll is successful, -10 if it is
Ultra Senses not.
Cost: 5 each
Action Value: Insight
Range: Personal
This Power allows the hero to choose Magnetic Personality
on of the following abilities. Let’s Cost: 2
characters hear sounds at a fair lower Action Roll: Brawn
Mind Control
volume and greater distance than Range: 90 ft’
Cost: 10
normal, or the hero has an incredibly Magnetic Personality lets the
Action Roll: Spirit
good sense of smell. The character character attract or repel magnetic
Range: 15 ft’ for initial control
may use this ability to find hidden material. If the roll is Successful, the
This Power lets the user take control
characters or objects with distinctive Power acts in the desired fashion; if
over someone else's mind, giving them
smells within 150 feet, or the Power the roll is failed, the Power works, but
verbal or telepathic commands that
may be used on all sight-based Insight in the opposite way. The total weight
they must act out. The target is the
rolls, and anything in range with a clear affected is the heroes Muscle. The
target's Brains. The number of
line of sight may be looked at as Power lasts equal to ½ the heroes
success over the target is the value of
though it were at a few inches' range. Brawn. To reverse the polarization or
the duration of the control (Minimum
turn the Power off early requires a
1). The victim gets a Spirit roll a -
new roll.
levels of success to attempt to shake
off the control.
Commands that are not in the nature
Sense Mystical
of the victim give them an automatic
Cost: 2
attempt to shake off the control. Mind Mind Reading
Action Roll: Insight
Control cannot be used on more than Cost: 5
Range: Narrative
one target, and does not confer the Action Roll: Spirit
This Power must be consciously
Power to telepathically send Range: 75 ft’
activated. Success lets the character
commands. This Power lets the hero read through
know that the item, person, or area is
other people's thoughts. Average
magical and active, and will usually let
success gives very surface thoughts
them identify the type and origin. The
and emotions. Every 4 success’ gives
Power lasts for five minutes, but may
Regeneration better results such as full thoughts,
be used again. If the roll is failed not
Cost: 5 with some context, carefully hidden
further attempts can be made for 24
Action Roll: None thoughts, or lets the character
hours. The target number is totally up
Range: Personal rummage through the target's
to the GM and can range from 15 –35.
When this Power is used, the memories. Mind Reading cannot be
character may remove one 5 Bruise or used on more than one target and does
1 Kill wound not allow for projecting thoughts.

12 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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Basic Pulp

Sonic Wail Shrinking Legendary Attribute


Cost: 8 Cost: 10 Cost: 10
Action Roll: Vigor + 3 Action Roll: Spirit Action Value: None
Range: 30 ft’ Range: Personal Range: Personal
This Power allows the hero to make a This Power lets the character shrink This Power gives the hero one of the
sonic attack. Vigor is the action roll to a desired height between 1 to 10 following.
attribute, and the damage can be inches high, with proportional build. Double the bonus points for the chosen
either bruise or kill (users choice) and They get +5 Dynamism and +5 to any attribute. Or
is determined by the number of Stealth related activities, but -5 Double the attribute when determining
successes over the target (Min 1). The Brawn and Vigor. your derived statistic.
target number is the victim's Vigor. This Power may be bought more than
once.

Dark-Vision
Displacement Cost: 4 Wall Crawling
Cost: 5 Action Roll: Insight Cost: 3
Action Roll: Spirit Range: Narrative Action Roll: Dynamism
Range: Personal This Power lets the hero see in Range: Personal
This Power lets the hero warp reality complete darkness. The character This Power lets the hero crawl along
to get from one place to another takes no penalties to rolls in the dark. walls, ceilings, etc like that of an
without moving the distance in The character is immune to the arachnid. The Heroes are still subject
between. They may displace space a effects of the Shroud of Darkness to gravity. Their maximum crawling
maximum range of their Quickness Power. speed along walls is their Quickness
Attribute. If the space they are attribute.
teleporting to is full, they return to
their starting location or die as they
phase their molecules with that of the
other object.

Ghouls Touch/Vampires Bite


Cost: 10
Action Roll: Spirit
Range: Touch
Water Breathing This Power lets the user give Kill
Cost: 4 damage with a touch. If the user can X-Ray Vision
Action Roll: None touch the targets bare flesh, the Adventure Cost: 5
Range: Personal Power subtracts the users Spirit from Action Value: Insight
This Power lets the hero breathe the target's Health and causes combat Range: Vision
water like it was air. damage. In addition, for each This Power lets the hero look through
successful attack, the target solid objects. X-Ray Vision can never
apparently ages 20 years and loses 2 penetrate lead and perhaps some other
points from their Brawn, Dynamism, substances.
and Vigor. 24 hours rest for each
successful attack will reduce the
effects one step.

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Basic Pulp

Special Legendary Power Special Legendary Power


Altered State Nosferatu
Adventure Cost: 20 Adventure Cost: 20
Action Value: Spirit Action Value: None
This Power allows the hero to manifest This Power is more of a curse in many
himself as an alternate being. In most ways. The player must come up with an
cases the player may want to use a explanation of how he or she was
limitation to off set the initial cost turned to the undead world by a
and or to give this power a on off Vampire, and choose how in manifest
switch. Otherwise the player has to it’s self. This power cannot be turned
make an Action Roll vs. his/her spirit off by the user and has some nasty
to activate the change and to turn it side effects.
off. If no roll is made to de activate The Player gains the powers of
the power the powers effect will last Vampires bite, Shroud of Darkness,
for a number of rounds equal to the Ungowa, Dark-Vision, and
hero’s Vigor. The Altered State power Regeneration. Not to mention
gives the following: The Powers of Immortality. The restriction of this
Growth, The Legendary Attribute can be altered from GM to GM, but can
power for the Brawn, Vigor, and Spirit include Cannot walk in the sunlight,
or Dynamism attributes, and The cannot cross bodies of water, fear of
Power of Regeneration. To offset this garlic or whatever cinematic curse the
the Player looses 5 off of Brains, GM can dream up.
Insight, and Magnetism.

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

14 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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 Dynamism
something is about to hit you.
Awareness This skill helps you notice the obvious and not so obvious. Smarts
Education This covers basic math, science, English, and artistic skills. Smarts
Stuff you learn from common knowledge and well as slight
formal schooling.

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
3. Special Effect: When a Specialization roll is successful the outcome is cinematic

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Basic Pulp

Task Groups
Advanced unarmed combat styles. This includes: Boxing,
Two Fisted Dynamism
Karate, Judo, Kung Fu and other Martial styles.
or Brawn
This Task group covers melee weapons and how proficient
Vehicles Dynamism
you are in them.
This Task group covers everything from firearms to
Firearms Dynamism
projectile weapons to laser pistols, and Bows.
or
Insight
Choose a physical activity that your character is good at.
Athletics Dynamism
This can include sports or other body exercises.
or Brawn
Science! Here is where you get your high education and trade Tasks. Brains
This includes First aid, Mechanics, sciences and such.
Socialite These are Tasks that help you in the social arena. This Magnetism
includes such Tasks as Leadership, Conversation, Streetwise,
Interrogation and others.
Mystic These are the Tasks that usually deal with the Occult, or Spirit
world of the Arcane.
Detective This Task group covers skills of deduction and problems Insight
solving as well as criminology and forensics.
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.

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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.
Heroic: 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.
Extraordinary: 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.
Outstanding: 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.
Average: 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

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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).

18 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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 18 0 Torso N/A $20
Vest
Chain Mail 21 -1 Torso/ N/A Varies
Arms/
Legs
Plate Mail 18 -2 Torso/ N/A Varies
Arms/
Legs
Storm 26 -1 Full Body Immune to N/A
Foundation Electricity
Polymer Armor
Martian Battle 45 -3 Full Body Has Legendary N/A
Armor Power of
Invisibility

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.

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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 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

20 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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.

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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.

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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…

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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.

24 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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.

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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.

Weapon Damage Range Ammo FR # Hands Special Cost

Colt Detective 2d6 50 6 2 1


Smith and 3d6 65 6 2 1
Wesson Model 10
Browning Baby 2d6 40 7 3 1
.25
Luger P-08 3d6 70 6 2 1
Colt M1911A1 4d6 75 6 2 2
Mauser Model 3d6 120 20/32 3/10/32 2
1932
Thompson 4d6 175 30 3/12/30 2
M1921 M1

26 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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- 6d6 350 20/30 3/12/30 2 Tends to
1928 Jam
Ithica Auto 8d6 20 10 2 2 Knock Down
Burglar
.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?.

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

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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.

28 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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

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Basic Pulp

Random Vehicle Hit Chart


Roll Location DM HD Result

1 Right Front 0 -5 Blowout, -2 Maneuver


Tire
2 Left Front 0 -5 Blowout, -2 Maneuver
Tire
3 Right Back 0 -5 Blowout, -2 Maneuver
Tire
4 Left Back 0 -5 Blowout, -2 Maneuver
Tire
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
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.

30 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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 2000 Increase one stat by one, Gain Skill
points=to Smarts Bonus+1, Roll
(Champion) Class HD
3 3000 Gain Skill points=to Smarts
Bonus+1, Roll Class HD, Gain
(Superman) Legendary Ability or 5 Legend
points
4 4000 Increase one stat by one, Gain Skill
points=to Smarts Bonus+1, Roll
(Icon) Class HD

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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
Daredevil: Pulling off a creative or death defying stunt

32 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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.

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