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2) Outnumber them
Pulp heroes take on insurmountable odds and win. Have enemy NPCs team up
to provide stiff opposition in a contest. Three thugs with 1 Scuffling fight with
an effective rating of 3 and do 1 level of extra damage if they win.
They can only do that once (because they expend their whole ability pools on it)
but that will usually be enough.
If both sides have ability ratings of 3 or more (assuming the normal Difficulty Examples: Diamond Sal, underboss Firearms, Scuffling 2 // Professor Purley,
of 4 for both), you can skip the first three rounds and proceed immediately to head of department Observation, Science 2 // “The Wolf”, famed guerrilla
the climbing Difficulty Numbers. Firearms 1, Scuffling 1, Stealth 2, Weapons 2 // Sgt. Boulder Firearms 2,
Observation 1, Scuffling 2 // The Artful Evader Athletics 2, Cause Distraction 1,
Lowest Ability Rating Start from Difficulty Stealth 1, Thievery 2
3 5
4 6 Nemeses are the big bads. Give them a rating of 2 in anything believable based
5 7 on their background and a rating of 3 or 4 in up to two key abilities. Give them
6 8 sufficient layers of henchmen, traps, gadgets or secret passages to prevent
… etc. investigators from easily ganging up on them.
There are times you won't want to skip the opening rounds, though, when Superhumans and monsters may have abilities of up to 7, although build in
investigators are attempting different simultaneous actions. This recreates a weaknesses (like vampires' allergy to sunlight) to compensate for this.
classic pulp scene where the hero is locked in contention with his nemesis, each
matching the other move for move, trying to win before something bad happens. Examples:
Baron von Hentzau Athletics 2, Fencing 4, Firearms 3, High Society 2, Hunting
Example: Prize fighter, treasure hunter and all-round more-or-less good guy 2, Military Science 2, Scuffling 2
Sailor Steve (Scuffling 4) is going toe-to-toe against disgraced boxing champ Escaped Experiment Athletics 5, Scuffling 6, Survival 2, Terrify Peasants 2
Havana Tate (Scuffling 3) in a Singapore warehouse. Not far away, Steve's
weedy scientist pal Doctor Angstrom (Chemistry 3 but Scuffling 0) has been Extra Simple Version: Don't write down any abilities; just add the NPC's
cornered by Tate's henchman (Scuffling 1). modifier when you feel it's fitting. Modifiers: basic +1, leader + 2, nemesis +3
The Object goes here. This is the thing that everyone wants, like the Maltese Act 2 begins when the investigators find out what the thing is that they need to
Falcon or Mackenna's gold. Use this to figure out what the supporting cast of do. If it hasn't already come up, the confrontation at the end of Act 1 is a good
NPCs will be doing at any given time. time to do this with a confession from a prisoner or the last words of a dying
person. Write this under Act 2 as the trigger.
E.g. a) An envelope of incriminating photographs.
E.g. a) “Garrison told me... he had something real hot... he showed me an
b) (Plans for) a new superweapon.
envelope... he said the pictures would make him a rich man... he said--”
c) A haunted house.
b) “You'll never get into the secret underground facility, Amerikaner pig dogs!”
c) “The Key of Solomon contains many banishing magics... perhaps you’ll find what you
Also in Act 1 write down the characters. Every character or group of characters
need there.”
needs to be introduced in Act 1. The investigators don't need to meet them yet,
but their existence and involvement needs to be established before you can move If the players establish another first step in the process of playing through Act 1,
on. cross your thing out and go with theirs.
The threat goes here too – get the investigators in trouble and make sure they Act 2 can be short: if the thing they need to do is “consult the occult section at
know it. Threats with a time limit are best. the library”, then that's all they need to do. Creeping into the underground
E.g. a) Garrison's killer will get away with it. And the investigators' client won't bunker via the ventilation shaft, or by disguising themselves as guards, though, is
pay them. more involved.
b) The Nazi superweapon will be launched and London will be destroyed.
Act 3 The final confrontation gets someone – hopefully the investigators – what they
This act contains another confrontation, more serious than the first. want.
In an action adventure, this can be more dangerous enemies – if need be, the E.g. a) The client's wife tries to shoot the investigators. The client tries to stop
same enemies from Act 1 but with reinforcements. In a weird tale this will be a the investigators from hurting his wife. The investigators try to arrest the wife
new supernatural threat: either a more terrifying power you now reveal that the and not get shot.
monster has, or a new, even worse monster. b) The heroes try to get into the launch control room and stop the Nazis from
launching their new weapon.
E.g. c) The investigators, the ghost and the evil lake spirit contend for control of the
a) Heavily armed goons show up also looking for the photographs. haunted house.
b) The heroes must fight their way out of the bunker against a crack storm
trooper unit.
c) The investigators corner the ghost but before they can lay it to rest, they are
attacked by a shrieking wraithlike entity dripping with filthy water. Images
Make a list of images – coherent or fantastical as strikes your fancy.
Also write down a twist here – the first step was correct, but some information E.g. creaking floorboards, library, distant traffic, heavy rain, blind statue,
was missing. boiling lake.
E.g. Scribble them near the middle where the four acts meet, so that they're there
a) The photographs show the investigators' client paying off a judge! Was hiring when you need them during the session.
them just a ruse of some kind?
b) Unbeknownst to the prisoner earlier, the weapon has been completed and is Locations
ready to launch from a site ten miles away. Write down one evocative location for each act. If the investigators don't go to
c) The ghost drives people away to protect them from possession by the evil them, never mind, go with the flow. Rejoin the dots as you go along. The Object
spirit that rises from the lake every full moon. is the central, unmovable fact of the adventure.
Act 4
Two things go here: the final confrontation and, optionally, the revelation.
If you include it, the revelation goes first and explains any dangling threads from
the twist.
E. g. a) The client's wife found out Garrison was going to blackmail him. She And from there… play to find out what happens.
shot Garrison and took the photos.
Act 1 Act 2
Object: An envelope of incriminating photographs. We'll never find out who killed Garrison unless we find the photographs he took last night.
Threat: Garrison's killer will get away with it. And the investigators' client won't
pay them. Trigger: “Garrison told me... he had something real hot... he showed me an envelope... he
said the pictures would make him a rich man...”
Characters: Garrison, a dead lawyer
Client – Jim Tucker, Garrison’s partner. Doesn’t know about the photos.
Helen Tucker (Jim’s wife – he mentions he has to get home to see her)
The Mob – Garrison was prosecuting Sammy “Bones” Luciano in a civil
suit.
Confrontation: Mobster thugs have been watching Jim Tucker and know Location: Garrison’s cabin out by the lake
he’s hired the investigators. They tell the investigators not to take the
case.
Location: PI’s office, crummy pool hall Images: a witness shot just before you arrive,
bottle-green suit
Revelation: Helen Tucker found out Garrison was going to blackmail her husband. She
Confrontation: Heavily armed goons show up also looking for the photographs. shot Garrison and took the photos.
Twist: The photographs show the Jim Tucker paying off a judge! Was hiring Confrontation: Helen Tucker tries to shoot the investigators. Jim tries to stop the
them just a ruse of some kind? investigators from hurting his wife. The investigators try to arrest Helen and not get shot.
Location: Car chase on the twisting dirt road back to town Location: Jim Tucker’s big fancy house
Act 1 Act 2
Object: (Plans for) a new superweapon. We'll never steal the Nazi superweapon plans unless we gain access to the
Threat: The Nazi superweapon will be launched and London will be underground bunker
destroyed.
Trigger: “You'll never get into the secret underground facility, Amerikaner pig
Characters: dogs!”.”
“The Wolf”, too-cool resistance fighter who meets the heroes and points
them towards the German base where plans probably are.
German soldiers, basic
Doctor Guildenstern – genius scientist, leader
Colonel Fleischer – unit commander, nemesis (previous foe of one or Location: disused coal mine leading to secret bunker
more heroes?)
Confrontation: The heroes must fight their way out of the bunker against Confrontation: The heroes try to get into the launch control room and stop the
a crack storm trooper unit. Nazis from launching their new weapon.
Twist: Unbeknownst to the prisoner earlier, the weapon has been Location: launch pad on a mountain plateau
completed and is ready to launch from a site ten miles away.
Act 1 Act 2
Object: A haunted house.
Threat: The inheritor of the house will die by the next full moon if the We'll never find out how to lay the ghost to rest without consulting the occult books
haunting isn't dealt with. at the creepy library.
Characters:
Stephen Govan – investigator’s friend, inherited the Lake House
Ghost of Mary Latimer – haunting the place, Spooky Powers 6
Trigger: Initial exorcism fails – usual laying to rest procedures won’t work on this ghost!
The Lake Wraith – not seen yet. Tales of murder and horror about the
Consult local wise woman: “The Key of Solomon contains many banishing magics...
lake in local legend. Spooky Powers 7, possesses house owner and makes perhaps you’ll find what you need there.”
them commit suicide.
Confrontation:
The ghost – drives the investigators out, throwing objects at them,
terrifying them etc.
Location: The Lake House, a stately and decrepit pile next to a big dark Location: the creepy library (ask the players where…)
lake
Images: guttering candles, silent library, cobwebs,
Act 3 slanting eaves, rattling teacup, muddy water, Act 4
soft green glow, sounds of weeping far away,
Confrontation: The investigators corner the ghost but before they can lay it to Revelation: The banishing ritual for the lake spirit is in the Key of Solomon
rest, they are attacked by a shrieking wraithlike entity dripping with filthy water. (Occult contest versus the Lake Wraith’s Spooky Powers).
Twist: The ghost of Mary drives people away to protect them from possession by Confrontation: The investigators, the ghost and the evil lake spirit contend for
the evil spirit that rises from the lake every full moon. control of the haunted house.