From: [Guy Hoyle] at [october.com] (Guy Hoyle) Newsgroups: rec.games.frp.misc Subject: HERO: Pulp Heroic Campaign Date: 28 Mar 96 10:40:36 PULP CAMPAIGN GROUND RULES SHEET GENERAL DESCRIPTION: This is a late-Pulp Era campaign, set in June of 1938. The mysterious Thaddeus Rose assembles a secret group of allies with exceptional skills and talents (the PCs) to oppose the sinister forces converging upon San Frederico. Together, they will battle mad scientists, evil cults, mysterious conspiracies, ghastly monsters, and would-be conquerors of a world poised on the brink of war. They are more like Doc Savage or The Shadow than comic-book superheroes. IMPORTANCE OF THE PCs: Important. The PCs are the only ones capable of thwarting many of the menaces they encounter. They are often sent on missions by Thaddeus Rose, but many times the PCs are the first ones to discover the menace. CAMPAIGN TONE Morality: Good vs Bad is mostly black-and-white. Realism: Very Romantic. Outlook: Almost everything works out. Grimness: Typical action-adventure. Continuity: Mostly serial, some enforcement of campaign continuity. PHYSICAL WORLD (DESCRIPTION): This is the world of the Pulps of the late 1930's. It is the "real" world of the Great Depression, organized crime, and the looming threat of World War II, with the addition of secret conspiracies, occult menaces, weird science, alien schemes, and lost worlds. Quite often, the world will diverge from current scientific theory; the world might be hollow, for instance, or Venus might be a cloud-covered tropical jungle instead of an acidic hell. CHARACTER BUILDING GUIDELINES Starting Points for PCs: 100 points Maximum Points from Disadvantages: 100 points Maximum Points from one Disadvantage Category: 50 points Characters automatically have Characteristic Maxima Disadvantage at no point value: YES Characters can carry normal technology (weapons, vehicles, etc.) at no point cost: YES Characters can buy Vehicles & Bases with points: YES Combat Hit Locations Chart: YES Long-Term END Rules Used: NO Knockdown Rules Used: YES Critical Hits Rules Used: YES Pushing: EGO Roll +5, +1/1 Negative Characteristics (see HSA 1): YES Power Levels: Damage (DC): 6-8 Average, 10 Max Defense (PD/ED): 6-8 Average, 10 Max Powers (Active Pts): 30-40 Average, 50 Max Skill Rolls: 13- to 14- Average, 16- Max OCV (DEX + Skill Levels or Maneuvers): 9-12 Average, 13 Max DCV (DEX + Skill Levels or Maneuvers): 15-20 Average, 23 Max SPD: 2-4 Average, 5 Max Note: Characters may exceed the listed levels in ONE category by up to two levels: for instance, to 12 DC in one attack, 12 PD OR ED, 60 points in a power, one Skill at 18-, or SPD 7. CHARACTER CREATION Many currently-available Hero System sourcebooks contain a lot of information that is useful in this campaign. Rather than reproducing entire tables or sections, however, I will simply supply page references to the following works: HORROR HERO; GOLDEN AGE CHAMPIONS; DARK CHAMPIONS; and HERO SYSTEM ALMANACS 1 & 2. These are available from both James and myself. SKILLS Most skills are appropriate for the Pulp Campaign. However, the following skills deserve some comment. Also, the Base Times for Skills chart from ADVENTURER'S CLUB #23 will be used. Bribery Very useful to world travellers such as the PCs. Bugging Given the cumbersome state of electronics gear, electronic bugs will probably be about the size of a modern hand mike, with wires that can be traced to a listening post or transmitter. Alternately, Bugging can be bought as Eavesdropping, which enables the PC to find the best possible place to overhear a conversation without being seen; of course, Hearing PER rolls and Stealth or Concealment rolls will still be needed to actually listen without being seen. Computer Programming Not available. Disguise Actors and makeup artists would possess this skill; KS: Makeup Artist is a complementary skill. Languages The Language Similarity Table will be used, to enhance the flavor of the era. Martial Arts (Use the Martial Arts styles from NINJA HERO, and any real-world martial arts from THE ULTIMATE MARTIAL ARTIST) Extra Damage Classes may be purchased as long as the campaign limits are not exceeded. Boxing, Fencing, Football, Jiu-jitsu, and Wrestling styles are commonly available. Savate is known mainly in France, but it is available to anybody who wants it. Dirty Infighting is available, but mostly known by thugs and hoodlums; most PCs will not know it unless they have a "mean streets" background. Classic Comic Book/Generic Martial Arts is not a style, but nothing prevents any character from learning its maneuvers. Pro Wrestling is in its infancy as a style. Most other styles are available if the character's background justifies it. Security Systems Mostly consisted of various kinds of locks; electrical alarms were used mainly by the wealthy. Lockpicking is more useful than this skill. Systems Operator Mainly applies to telephone and telegraph operators, radio operators, and (late in the period) radar and sonar operators. PERKS Contacts are very appropriate for this time period, and can provide valuable support and information when necessary. Scientists, the police, the Mayor, military officers, crime lieutenants, magicians, professors, gang members, and wealthy industrialists are just a few examples of the possible kinds of Contacts. Once play begins, however, the GM should determine which Contacts may be added. Favors may be taken by the PCs when first designed, but should be approved by the GM. Most Fringe Benefits appropriate to the time period are available except for "License to Kill". Followers are also traditional for Pulp-era games, serving a multitude of plot functions, most of which should be obvious. Followers may occasionally be disposable. Players should supply a rough outline to the GM, who may add his own twists to the character. The Money Perk should be purchased to reflect the character's available resources, for such things as equipment, vehicles, and bases. For an idea of the value of money in the time period, see the "Perks" section in GOLDEN AGE CHAMPIONS, p. 16. TALENTS Danger Sense, Find weakness, and Universal Translator are not available; all other Talents may be taken by characters. POWERS Power Effects may be purchased in several ways in the Pulp Campaign. There are several different types of Powers available: Extended Skills, Psychic Powers, Magic, Gadgets, and true Super Powers. Players should remember that Powers are not to be the main focus of their characters; they should not take any Powers at all if their Background doesn't justify it. If you have used more than 1/3 of your total Character Points in Real Points worth of Powers Effects, you have probably spent too many; most characters should have far fewer than that. Remember, too, that normal weapons and vehicles are available at no point cost. Psychics and Magicians are permitted to use the optional Spirit Powers rules from HERO SYSTEM ALMANAC 1, pp. 36-66) (reprinted in edited form in HORROR HERO, pp. 12-22). Extended Skills Many characters have trained so extensively that their skills resemble power effects. Most of these can be achieved by buying the appropriate Power with the Limitation "Requires Skill Roll" (-1/2). Examples of this include Invisibility which requires a successful Stealth Roll, or Mind Control which requires a Seduction Roll. Note that any situations that prevents the character from making a skill roll will prevent the use of such a power; you can't use Stealth in a brightly-lit room with alert guards, for example. HERO SYSTEM ALMANAC 2 has an extensive section on this topic in Steven S. Long's "Requires a Skill Roll" chapter (pp. 19-24), though I don't choose to use most of his variant rules modifications. DARK CHAMPIONS, pp. 30-40, also has some useful examples of this type of power. (I have heard that many of the DARK CHAMPIONS supplements such as "AN EYE FOR AN EYE have other examples, but I don't own them.) Any of the powers from NINJA HERO's Heroic and Heroic Martial Arts sections (pp. 36-44) can also be used. I prefer that you also follow their suggested limitations on point costs. Psychic Powers Psychic Powers are inborn magical abilities. They are often unreliable and stressful to use, and are subject to such things as astrological influences. HORROR HERO (pp. 42-44) has a geat section on Psychic Powers, as does HERO SYSTEM ALMANAC 1, pp. 8-11. Note that most Psychic Powers should top out at 30 active points each; also, Psychics can only use EGO*5 active points worth of powers at a time (instead of the INT/10 # of spells recommended in HH). The Spirit Powers can be considered Psychic Powers. Magic Magic differs from psychic abilities in that Magic can be learned; it is not an innate ability, though many psychics go on to learn magic. There are four types of spells in this campaign: Ritual Magic (often miscalled Black Magic), Ceremonial Magic (similarly miscalled White Magic), Alchemy, and Magic-Wielding (which I prefer to call Thaumaturgy). Please use the Magic rules for the Pulp era in HORROR HERO, pp. 33-41, with the following modifications: Wizards may use up to INT*5 in Active Points worth of spells simultaneously instead of INT/10 # of spells. Wizards may buy extra INT with the Limitation, "Only to Increase Spell Capacity" (-1/2). In other words, this INT does not affect INT-based Skill or PER rolls. Gadgets These include any equipment that the character has to pay points for, be they amulets, batarangs, specially-designed guns, etc. All Gadgets must buy the Focus Limitation, but beyond that there are few guidelines. Gadgets must obey the campaign's Power Level restrictions. Weapon-like Gadgets require appropriate Weapon Familiarities to be used without an OCV penalty. Super(Natural) Powers Some beings possess powers and abilities far beyond those of mortal men. The powers could be natural for his race if the being is not human; they could be of a mystical origin or scientific origin as well. Some examples of superbeings include a conveniently-humanoid alien stranded on Earth, a boy given magical powers by a godlike being, or the survivor of a one-in-a-million lab accident. VEHICLES, WEAPONS, and NORMAL EQUIPMENT Please use the tables in HORROR HERO, pp. 142-143, and GOLDEN AGE CHAMPIONS, pp. 71-76, for vehicles, equipment, and weapons appropriate to the time period. The section "Golden Age versus Modern Day" in GOLDEN AGE CHAMPIONS (p. 13) gives another useful perspective on Pulp-era technology. Please do not buy any items not available before the current year, 1938 (duh!). Use the Encumbrance chart (HERO SYSTEM RULEBOOK, p. 250) to determine how much equipment you can carry. You must have an appropriate Weapon Familiarity to use an ordinary weapon without a penalty. PACKAGE DEALS The use of Package Deals is encouraged but not required. However, PCs should study the following Packages if they plan on playing one of the following types of characters. HORROR HERO, pp. 51-60: Policeman, Soldier, Intelligence Agent, Aviator, Sailor, Scientist, Inventor, Bounty Hunter, Reporter, Doctor, Private Investigator, Occult Investigator, Psychic, Sorceror, Magic-Wielder (Thaumaturge). Many of these archetypes are slanted toward a horror campaign; while horror plays a part in this campaign, many of the darker elements are not appropriate. GOLDEN AGE CHAMPIONS, pp. 17-18: Policeman, Police Detective, Private Investigator, FBI Special Agent. Military Package Deals, pp. 22-23: Enlisted Man, Non-Commissioned Officer, Warrant Officer, Non-Commissioned Officer; see also the sections on Military Rank and Military Occupation Skills, pp. 25-27. Bear in mind that the US won't be entering the war until December of 1941, if history repeats itself. CHARACTER BIO Please provide the following information about your character. This adventure starts in June of 1938, so you might want to find out about the major historical events of the last couple of decades to get a feel for the time period. The real-world timelines in GOLDEN AGE CHAMPIONS (pp. 47-50) should be very helpful. HORROR HERO has a good overview of the time period on pp. 144-145. Player's Name: Character Name: Secret ID (if appropriate): Group Affiliations: PHYSICAL DESCRIPTION: Age:_____ Sex: M / F Height:_____ Weight or Build:__________ Skin:__________Hair :__________ Distinguishing Features: Appearance: Outward Attitude: Ambitions/Goals: Routine Activities: Financial Status: Friends/Family (if none, what happened to them?): Enemies (and why): Physical Problems: Psychological Quirks & Problems: BACKGROUND: