Basic Pulp Corebook PDF
Basic Pulp Corebook PDF
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Basic Pulp
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
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Basic Pulp
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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.
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Basic Pulp
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.
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.
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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.
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.
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
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Basic Pulp
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.
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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.
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Basic Pulp
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.
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Basic Pulp
Legendary Powers
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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.
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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
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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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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.
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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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-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
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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
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Basic Pulp
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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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:
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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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.
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).
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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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.
24 The Basic System© Dilly Green Bean Games 2003/ Basic Pulp by J. Carpio Dregg & Chapter 13
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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.
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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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
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?.
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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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
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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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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.
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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.
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