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ROLEPLAYING SUPPLEMENT

david serban gheorghe (order #18155011)


GEARKRIEG

ROLEPLAYING SUPPLEMENT
1
Trapped!
Jack awoke to the cold shock of water on his.face. His head
spun as $he if just had a night on the town and his vision
was blurry. The ~ U U C O U Ssounds ofthe Amazonian jungle .
were oddly mufled, but audible. He briefly took comfort in
the fact that his ears were at least working properly - until
he actually started to listen to what he was hearing.
“Good morning Herr Memphis,” an all-tooTfamiliarvoice
hissed from in front of him. “It is good to see that the drug b
efects are finally wearing ofl We were worried that you
might remain unconscious and miss out on a demonstration
of Doktor Hempell b latest scientific triumph.. . ’’

Daring heroes, brutal thugs and mastermind villains


confront one another for the future of civilization as a
world-wide war rages around them. This is the world of
Gear Krieg, a roleplaying game of two-fisted pulp action
from the creators of Heavy Gear, the Jovian Chronicles, and
Tribe 8! This sourcebook features:
Extensive guidelines and tips for adventuring in the pulp-
style Modern Age;
Design notes and suggested backgrounds for both heroic
and villainous characters;
Dozens of data files on famous heroes, sidekicks, hench-
men and villains;
A headquarter generator to provide both heroes and
villains with proper housing;
New perks, flaws and superscience gadgets.

Gear Krieg: Heroes & Villains is a supplement to the Gear


Krieg Roleplaying Game.

www.dp9.com

david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)
Fiction: Heroes of the Modern Age .... 4-5 Naming Conventions ...................... 19
Sidebar: Alternate ldenteties .......... 19

Original Concept ADVENTURES ............ 6 New Perks and Flaws ..................... 20

John Bindas. Hajj Nasri Andreas. Lloyd D. Pulp Plotting 101 ................................... 7 Skill Uses ........................................ 21
Jessee. Richard Meaden. Ken Winland. Sidebar: Tactics Skill ....................... 21
Dave Graham
Danger .............................................. 8 c
Writing Sidebar: Script Immunity ................. 8 INGS OF A PULP
HERO .......22
James Maliszewski Writer Adventure Rewards .................. What Makes a Hero? ........................... 23
John Buckmaster Additional Writing Sidebar: Import. of Being Earnest ....9 Pulp Conventions ............................ 23
Scott Lette Additional Writing
Pulp Plots and Plot Elements ................ 9 Heroic Motivations .......................... 23
Tom McGrenery Additional Writing
Esteban Oceana Additional Writing
Give Me Shelter ................................ 9

Chris Upchurch Additional Writing A Penny Short and a Day Late ........ 10 Part of the Team .............................. 25
Marc-Alexandre Vezina Senior Editor The Garnemaster’s Responsibility .. 25
Wunji Lau Additional Editing
Breaking and Entering .................... 11 Heroic Archetypes ..... ...... 25
Pierre Ouellette Creative Director
Capture the Flag ............................. 11 The Hero ......................................... 25
Production The Sidekick ................................... 25
Pierre Ouellette Art DirectorlDesigner
Damsel in Distress .......................... 12 The Support Character ................... 26
Jean-Franpois Fortier Layout Artist
This Belongs in a Museum .............. 12 Heroic Campaigns .............................. 26
Kieran J Yanner Illustrator
Marc Ouellette Computer Illustrator Strangers in a Strange Land ........... 13 Independent Heroes .................
Alain Gadbois Modeler/Photographer Consulting Detectives ..................... 13 Government-Sponsored ................. 27
/Cover Photo Allies Armed Forces ........................ 27
Escort Service ................................. 13
Marcel Bastien Modeler
On the Run ...................................... 14 League of Nations ....
Administration A Friend in Need ............................. 14 Sample Heroes ................................... 28
Robert Dubois Sales & Uninvited Guess ............................. 14 The Canuck ..................................... 28
Marketing Manager
Contract Negociations .................... 15 Gunnery Sergeant Charles Recker . 30
Silhouette Chandler’s Revenge ....................... 15 Henri Maupassant ........................... 32
Gene Marcil System Designer Sidebar: Design Note . Noah Crenet ...................
Stephane I. Matis System Designer
Diplomatic Overtures ...................... 16 Tor Ulfrsteinn ................................... 34
Marc-Alexandre VezinaSystem Developer
Amnesia .......................................... 16 Nolan Malley ................................... 36
Special Thanks Missing Persons...........
Paolo Marino. Peter Anspach
Hold the Line ................................... 17 INGS OF A PULPVILLAIN ...38
The Quest ....................................... 17 Becoming a Villain ....................
What Happened? ............................ 17 Motivations Redux .......................... 39
Hazard Pay ..................................... 18 The Devil is in the Details ................40
Character Design Tools ...................... 18 Behaviors ........................................ 40
Character Types .............................. 18
Background .................................... 18 Sidebar: The Coup against FDR ..... 41

david serban gheorghe (order #18155011)


Villainous Archetypes .......................... 42 Resistance Base 8-22 ........................ 74
Produced & Published by
The Crime Lord .............................. 42 The Old House ...................

Sidebar: Pulp-era Stereotypes ........ 43 Baron Eisen's Flying Fortress .............. 78 5000 Iberville, Suite 332

Ice Station Walkurie ............................ 80 MontrBal, Quebec,


The Aristocrat .................................. 44
The Mad Scientist ...........................
The Mercenary ................................
44

45
Stalingrad Sonderkommando Base .... 82
Lord Blackstone's Redoubt ................. 84
Canada
H2H 2S6 -
All artwork02000-2002Dream Pod 9, Inc.
The Femme Fatale ................. Gear Krieg, Panzerkampfer,Silhouette and
THE TRADE ............ 86 all other names, logos and specific game
terms are 0 Dream Pod 9, Inc. All Rights
The Thug ......................................... 45 Gadgets and Devices ......................... 87 Reserved.
Sample Villains and Henchmen .. Adventure Uses ................. Gear Krieg: Heroes & Villains, Gear Krieg,
Freyja Follesdal-Ulfrsteinn ..............46 the Gear Krieg logo, Panzerkampfer and
Superscience .................................. 87
Silhouette are trademarks of Dream Pod
Lars Kiergard .................................. 48 Sidebar: The Good Side of Failure , 88 9, Inc.
Morderprimas ................................. 49 Signature Items ............. No part of this book may be reproduced
Massimo Marchand ........................ 50 Equipment ........................................... 88 without written permission from the pub-
lisher, except for short excepts for review
Maxwell Lambert ............................. 52 Weapons ............................................. 93 purposes. Any similarities to characters,
Natascha Gandossi ........................ 54 Sidebar: Weapon Notes ..................93 situations, institutions, corporations, etc.
(without satirical intent) are strictly coinci-
Shen Lo Hu ..................................... 55 Superscience Doomsday Devices ..... 94 dental. The use of the male gender through-
Dr. Hans Sonderbar ........................ 56 Index ................................................... 95 out this manual should in no way imply the
exclusion of the female gender or suggest
Wang Han ....................................... 58
that the game is intended exclusively for a
Tien Lung ........................................ 60 male audience. It is our hope that the fe-
male garners will find this book just as in-
William Haulm ................................. 62
teresting as their male counterparts.
Agent Zero ...................................... 64
Warning! Gear Krieg is a work of fiction in-
SS Julius Hagan .............................. 66 tended to be used in a game context only.
It contains elements which may be deemed

AND HEADQUARTERS 68 ........ inappropriate for younger readers. Dream


Pod 9, Inc. does not condone or encour-
age the use of violence or weapons. Pa-
The Role of Hideouts .......................... 69
rental discretion is advised.
Use in Adventures and Campaigns 69
Dream Pod 9 can also be reached through
Sidebar: Adventure Locales ........... 69 the internet. Check the recgamesmecha
and rec.games.miniatures.misc
Sidebar: Exotica ...................
newsgroups for support and information
Designing Hideouts ........................... 70 about Gear Krieg. You can also visit our
Structures ....................................... 70 World Wide Web page at http://
www.dp9.com/
Typical Components ....................... 70
Stock #DP9-513
Defenses ......................................... 70 Legal Deposit: October 2002
Other Components ......................... 71 Bibliotheque Nationale du Quebec
Sidebar: Sample Head. and Lairs .. 71 National Library of Canada

Table: Action Elements ...................71 ISBN 1-894814-53-3


Printed in Canada
The Golden Eagle ............................... 72

david serban gheorghe (order #18155011)


Nazis. He had a hard time focus-
ing, let alone remembering the se-
quence of events that had led him
once again into Colonel Kaufman's
less-than-gentle care.
"Again you amuse me, Herr Mem-
phis," Kaufman was saying. "Doktor
Hempel has often told me that I
should simply kill you with a bullet
to the brain. That has always
seemed.. .unsporting somehow. It
lacks a certain.. .I don't know what."
Kaufman then smiled his thin, ca-
daverous smile. "Besides, what
Jack awoke to the cold shock of water on his face. His head spun as if he'd would be the point in killing you
just had a night on the town and his vision was blurry. The raucous sounds before you had the opportunity to
of the Amazonian jungle were oddly muffled, but audible. He briefly took view the true inauguration of the
comfort in the fact that his hearing was at least working properly - until he Thousand Year Reich?"
actually started to listen to what he was hearing.
Jack grinned broadly. "And you said
"Good morning Herr Memphis," an all-too-familiar voice hissed from in front you had no talent for humor."
of him. "It is good to see that the drug's effects are finally wearing off. We
Tom laughed again from behind his
were worried that you might remain unconscious and miss out on a demon-
friend's back. He was joined by
stration of Doktor Hempel's latest scientific triumph."
Hempel, whose nervous high-
There was a short burst of high-pitched laughter from another direction. pitched giggle seemed incongruous
From the echoes of the voices, Jack guessed they were in a sinkhole or a with the scientist's frightening ap-
small cave or something like that. He couldn't get a good look around. His pearance. Jack's vision was still too
vantage point was too limited and the drug -whatever it was -was still in blurry to make out Kaufman's reac-
his system. tion, but he imagined it wasn't very
forgiving. Of course, Kaufman and
Jack strained to lift his head and turn in the direction of Colonel Kaufman's
Hempel never saw eye to eye on
voice. He could feel thick ropes binding him to someone behind. Tom? Yes.
anything. Kaufman was a true Nazi,
It had to be Tom, still out cold as usual. The two of them had been observ-
a devout soldier of the Fatherland,
ing Kaufman's camp from the safety of higher ground, which apparently
while Hempel, on the other hand,
hadn't been so safe after all.
was more of a mercenary, serving
"You're a real humanitarian, Kaufman," he croaked Nazism more for scientific funding
than belief in the cause itself.
Kaufman allowed himself a stage-laugh. "You see? This is precisely why I
love you Amerikaners, Herr Memphis. You have such a wonderful sense of "En o u g h ! K a uf ma n barked
"

humor - even in the face of your own demise. I sometimes wish that I through gritted teeth. "I have en-
possessed such a talent." joyed our little conversation, but I
am afraid that it will soon be at an
"I'd be happy to teach you," Jack deadpanned. "If you'd like to switch places
end -as will you and your friend."
with me, I'd gladly show you how to laugh in the face of death. I'm a very
Jack could begin to make out his
hands-on sort of teacher, you know."
surroundings - he was in a cave,
Jack heard a familiar chuckle from behind his back. Tom was awake after and there was something hanging
all. Jack still had a difficult time remembering what had happened -how by chains over them. Something
they had ended up here, tied back to back and surrounded by a horde of big.

david serban gheorghe (order #18155011)


“In just a few minutes, Herr Mem- For once, Jack had no idea what to It was now Kaufman’s turn to giggle
phis, you will make history. Your say. Kaufman continued, his expres- -and it was not a pretty sight. The
name will be forever joined with the sion almost sad. throaty laugh was quite different
triumph of German superscience.” than Hempel’s, savage and cruel.
“In this Modern Age in which we live,
“I’m honored.” so much is uncertain. It was always “Perhaps you are right, Herr Mem-
reassuring to know that I could phis. Perhaps I do have a sense of
”You should be. I do doubt your sin-
count on you and your companions humor, after all.” He suppressed
cerity, but it is of no consequence.
to turn up, as you Americans say, another giggle. “Farewell. Or per-
All that matters is that soon this cave
like a bad penny. Now that your haps I should say Adeus instead.”
- and the countryside for kilome-
death lies before me, I cannot help Without another word, Kaufman
ters around it - will be no more,
but wonder what that means for the and his entourage tromped out of
thanks to Doktor Hempel’s radio-en-
predictable world I have come to the cave.
ergetic bomb. ‘I

know. Perhaps we are entering a


Jack seethed with rage. “I can’t
Jack tried to keep his poker face new stage of history...”
believe I fell for his ‘honorable en-
but couldn’t stop his jaw from
Kaufman smiled again. “Yes. Con- emy’ line,” he muttered. “I must be
clenching. Kaufman’s twisted grin
sider that, Herr Memphis. With the the biggest fool in the world.”
grew wide, revealing his long, fang-
detonation of this bomb -and your
like teeth. “I am pleased to see you “Nah,” answered Tom from behind
death along with it -a new Atomic
recognize the significance of this his back, “you just can’t help believ-
Age may b e dawning, with the
discovery.” ing that even a bum like Kaufman
Reich as its premier power!”
has a good day now and again. No
“But you couldn’t,’’ Tom blurted.
“Don’t be so sure of that, Kaufman.” shame in that. You know it’s being
“You don’t have -“
Jack yelled back at him, desperate willing to give even a rankvillain like
“Enough radium? Is that what your to say something - and to delay Kaufman the benefit of the doubt
vaunted OSS believes? I had be- being left alone in this cave with no that makes you better than him.
lieved that your British allies might obvious means of escape. Without that kind of optimism, I don’t
have actually taught you something think we’d have been able to ac-
“Please,” the Colonel replied, “no
about intelligence gathering. A pity. complish have of what we have in
more words. They cannot possibly
There is little glory in overcoming an the past few years.”
equal the sublimity of this moment.
incompetent enemy.”
They will only spoil it in my mind. I Tom paused, and then struggled
Kaufman turned his back to Jack would rather remember you as an against his bonds. “Now, not to
and along with Hempel and his equal, a worthy opponent who pro- seem pushy, but could you maybe
guards walked further up a crude vided me with a welcome diversion quit crying in your milk and maybe
earthen ramp. He paused, then from the drudgery of warfare rather figure out how to get out of here?”
quickly turned around again to face than as a sad, pathetic man trying
the bound pair. “Believe me when I to prolong his last minutes through
say that I will miss these little chats subterfuge. You are a better man
we have had over the years. As con- than that.”
founding as your incessant escapes
Jack gaped. It wasn’t every day he
were, I did derive a certain comfort
got a compliment from his oldest
in them, as if they confirmed that the
and most nefarious rival. Then be-
world does operate according to a
latedly, he realized he was being
plan. As certain as the sunrise, Jack
toyed with, and grimaced.
Memphis would always be able to
find a way to defer his death to yet
another day.”

david serban gheorghe (order #18155011)


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david serban gheorghe (order #18155011)


addition to the other obstacles. This is
an example of one-upmanship, because
it allows the Gamemaster to reuse a plot
Pulp adventures depend heavily on a combination of creativity and one-upmanship
element and increase its difficulty in
- and Gear Krieg is no different. Creativity is easy enough to understand: pulp
doing so.
adventures thrive on new and original ways to challenge the heroes. Because so
many of the elements that make up a pulp adventure are cliched - the stalwart Of course, there are other ways to intro-
heroes, the dastardly villains, the high stakes, the dying soliloquy, etc. - it's espe- duce one-upmanship into a campaign.
cially important that the nature of these elements change each time they occur. Difficulty or hardship is not the only ele-
Consequently, Gamemasters must constantly seek out new ways to place the he- ment of pulp adventures worth increas-
roes in danger. One session, the story might take place in the rugged terrain of ing over time. As noted above, outland-
North Africa, fighting alongside brave Bedouin warriors, while in another the story ishness is another example of one-
might take place on the icy plains of Antarctica, infiltrating the Third Reich's hidden upmanship. Pulp stories have a unique
weapons factories there. presentation, one that place great stock
in style and flair. Sometimes, their plots
Of course, creativity is more than just changing the scenery. It's also about making
may be old and tired, but they're never
each instance of an element appear new and exciting. In some campaigns, for
presented without a certain panache
example, there might be a long string of adventures that all take place in occupied
that helps to elevate them above their
France or in the jungles of South America. Each of these adventures shares the
source material.
same locales and backgrounds, as well as the same basic pulp elements, What
sets one tromp through the Amazon from another? How does the Gamemaster keep Thus, the heroes don't merely battle a
his adventures distinct in the Players' minds and avoid repetition (and the boredom Nazi scientist working on a super-
that inevitably comes with it)? weapon to defeat the Allies, they battle
him in his underwater lair in the Medi-
terranean. Even better, they do so after
fighting off a battalion of zombie frog-
men e q u i p p e d with some of the
scientist's latest diabolical weaponry. If
the Gamemaster is feeling really in-
spired, he might even add radio-con-
trolled sharks or the ancient ruins of
Mycenae to the mix.

The key is that all of the elements men-


tioned are flamboyant additions or ex-
pansions of more basic elements. Any
long lasting Gear Krieg campaign will
quickly fall prey to repetitiveness if it
I
does not take advantage of both cre-
ativity and one-upmanship. This is es-
for example, the characters regularly pecially true of campaigns that deal di-
traipse through the Australian Outback rectly with the events of the Second
To some extent, this is where one-
as they battle against the evil minions World War proper. War-based stories
upmanship comes into play One-
of Lord Blackstone. The first time they quickly tend to devolve into either tac-
upmanship is another important element
did so, they contended only with the tical situations (for which the Gear Krieg
of the pulps that works very well in Gear
physical hardships and perhaps a few miniatures game is naturally well suited)
Krieg. Each time an element IS re-used
wild animals. The next time they do so, or into special operations missions, with
in an adventure or campaign, it should
the GM might consider sending a few the characters in the roles of infiltrators
not only be different, it should also be
of Blackstone's thugs against them in
deadlier or more outlandish. Suppose,

david serban gheorghe (order #18155011)


and saboteurs. Despite this, a clever dazing and temporary incapacitation. invented by gadgeteers to quickly patch
GM can keep these types of scenarios Instead of lethal injuries, arrange situ- up damaged or even mangled heroes.
fresh and exciting, if he's willing to ex- ations for the mortally wounded PC's
Emphasize to your Players the pulp con-
ercise some creativity with the basic el- body to disappear, and later reintro-
vention that both crooks and heroes will
ements that constitute them. The same duce the character to the storyline with
more often surrender in the face of over-
is doubly true of other types of adven- a some lesser but longer lasting injury
whelming odds than fight on to the last
tures, where the options are a bit and an explanation of some sort for
anaemic drop of blood. Do not punish
broader. their disappearance. Make copious use
PCs who honor the classic pulp tradi-
of the Luck Perk and Daring Dice, al-
tion of surrendering to the enemy; in-
low characters to push their strength
stead, reward them with having them
and will-power to beyond the brink, and
Pulp heroes face incredible danger ev- taken to the villain's secret HQ. Once
let them use extra experience die rolls
ery day, but very rarely came to any there, give them a chance to escape
and "brownie points" to save their PCs
serious harm during their death-defying and turn the tables on their former cap-
from certain death. Note that this pulp
adventures. A combination of clever tors. Have your NPC villains make heavy
adventure ingredient is one of reduced
tricks, fast thinking, audacious daring, use of knockout gas, bludgeons and
PC deaths, not outright immunity from
sheer luck, and plot immunity from pulp narcotic bullets to bring down our he-
death. If Players have their PCs repeat-
authors reluctant to kill a favourite char- roes. Let fisticuffs and brawling be the
edly perform reckless and thoughtless
acter saved countless heroes from preferred means of combat by the
actions, let the dice fall as they may,
seemingly sure death. agents of the villain and the heroes, by
and occasionally let such PCs die. On
allowing handguns to b e quickly
Pushed out of flying aeroplanes, being the other hand, never let a string of bad
knocked to the ground at the start of
trapped in flooded caverns, dodging a die rolls alone spell the demise of an
fighting when they are first pulled out
hail of gangster lead, pulp heroes sur- otherwise well played pulp PC hero.
by trigger-happy combatants. Providing
vived it all, with only torn shirts, ripped Other tricks to reduce the lethal effects situations where everyone knows that
stockings and mussed hair to hint at the of gun combat can be gadgets invented firing a gun is foolhardy, perhaps aboard
dangers they had faced. In a fair fight, and used by the PC pulp heroes. Allow a hydrogen-filled dirigible or inside a
the good guys never lost, being beaten bulletproof armour for those heroes who dynamite factory, is yet another trick to
by the bad guys only through over- frequently face lead-happy enemies. reduce the scale of lethality of your pulp
whelming odds, traps, hypnotism, and Allow gadgeteers to invent strange elec- RPG combats.
other cowardly and treacherous acts. trical devices that render gunpowder
It's harder for GMs to have their Play- inert within its area of effect, or personal
ers' PCs continually stare death in the force shields that will only allow slow-
moving weapons such as swords or fists An important mean to keep the Players
eye and still have these heroes regu-
to penetrate. You can also have the pulp in the proper heroic spirit it to properly
larly surviving deadly pulp RPG adven-
version of the magic healing that is com- reward them for heroic behavior. There
tures, but it can be done.
mon to fantasy games: have someone are many ways to do this, and which
Introduce cinematic rules, reducing come up with superscience devices one(s) will provide the best results de-
most wounds to simple unconscious- such as "blood regenerator," "bone pends on the individual Players; a good
ness, and minor injuries to blackouts, stappler" and "plastic flesh" that can be Gamemaster will listen to them and ad-
just the reward to best fit each person's
expectation of the game. Rewards in-
clude (but are certainly not limited to):

Contacts: They acquire the friendship of


The actual rule (page 83 of the rulebook) is a little uncleax S.I. may be invoked powerful patrons who can supply equip-
whenever there is an Opposed roll, which makes it somewhatpowe$ul. SI use must ment, access to certain places, or cut
be declared before an Opposed Skill test is made. S.I. cannot be invoked to cancel a through red tape.

david serban gheorghe (order #18155011)


The Importance of
Being Earnest AND PLOTELEMENTS
Players should recognize this pulp
This section provides many examples of pulp-style plots and plot elements to spur
convention of the hero being role-
the imagination of GMs looking for new ways to spice up their campaigns. Many of
models of bravev, honesty and in-
tegrity. They are people of action, not those listed below can easily be used in conjunction with the Random Adventure
words! Generator included on pages 175-184 of Gear Krieg: The Roleplaying Game. Oth-
ers are more "free floating" and can serve simply as inspiration to Gamemasters
PC acts of self-sacr$ce, gallantry
looking for ways to spice up plotlines they've used again and again in their games.
and daring should be encouraged
with appropriate rewards specific to This is more than a list of simple plot outlines (although it does do that as well).
the pulp game world. Instead, it focuses on the elements that make each plotline distinctive, as well as the
Players who persist in having their most common variations on those elements. In this way, the GM has a valuable
PCs pe$orm less than noble actions resource to which he can turn whenever he is at a loss about the sort of adventure
may find to their surprise NPCpulp he would like to present to his Players - right down to new and exciting ways to
heroes showing them up and getting reuse staples of the genre like "On the Run" or "Captured!" Another possible use of
all the goodies. these plots and elements is in thinking about the backgrounds of Player Characters
and NPCs, both of which might be filled with lots of exciting exploits. By using ex-
Even worse, NPC pulp villains may
try to recruit them as allies for their amples from the following section, Players and GMs can both get at least a basic
own nefarious plots! idea of the things they need to think about when they say, for example, that a par-
ticular character is a fugitive or an intrepid archaeologist who regularly visits ancient
ruins. This section is not intended as a substitute for creativity, of course, but it
should nevertheless provide plenty of food for thought.

Glory: Let the newshounds sing their they hoped to escape in the first place.
praise on the front page of city newspa- Another alternative is that the shelter is
The characters face some sort of dan-
pers. Maybe ticker-tape parades are the home or base of a completely differ-
ger, whether natural or man-made. They
held in the heroes' honor,with the mayor ent but nevertheless dangerous threat,
are currently unable to deal with the
bestowing to them the key to the city. such as a rival group of mercenaries or
danger and so seek shelter from it -
a super scientist who doesn't take kindly
For those really lucky, perhaps children any shelter they can find. Conveniently,
to intruders on his domain. A different
will begin to follow the adventures of the a place that might just serve that pur-
kind of challenge could arise if the shel-
PCs, with hero fan-clubs springing up pose comes into view. Unfortunately,it's
ter houses antagonistic but not neces-
complete with secret passwords and not quite as safe as the characters ini-
sarily sinister inhabitants, who are ini-
decoder rings! tially believed it to be, creating all man-
tially skeptical of the characters' true
ner of difficulties - and possibilities for
Power: Hand out Experience Points, intentions. Perhaps it is the hideout of a
adventure.
Daring Dice, even Destiny Points. Make Resistance cell or partisan group, who
sure the Players can improve their char- There unexpected difficulties the char- question the characters' relationship to
acters by acquiring new Skills and acters face in their would-be shelter can the Axis. In cases like this, the danger
Perks. be one of many different things. One of shifts into the social realm, in which the
the likeliest (and most common in the PCs must prove their good intentions
Toys: Reward the Players by giving
pulp tradition) is that the shelter is some- before they can take advantage of the
them access to new equipment, ve-
how actually connected to the original shelter.
hicles, etc. They could also get a new
danger the characters are fleeing. For
headquarter!
example, the old, seemingly abandoned
chateau might in fact be the secret lair
of Baron Skull, whose tender mercies

david serban gheorghe (order #18155011)


the characters' home territory or into a mail derives from a previous adventure,
AND A DAYLATE locale with which they are intimately fa- perhaps one in which the characters
miliar. Such a case might well lead to a acted dishonorably or did something
The heroes arrive in a locale, typically
more lighthearted scenario, one in which they later regretted. This approach is
one they had specifically set out to
the Player Characters have the chance likewise encouraged because it lends
reach, and discover that they have ar-
to act as the masterminds rather than weight to previous scenarios and sug-
rived too late. The villains have already
as the pawns. This kind of scenario gests continuity -an important element
been there and succeeded in doing
makes a nice change of pace from the in any successful Gear Krieg campaign.
whatever it is they intended to do. De-
more dire and brooding scenarios that
pending on the tone the GM wishes to By its very nature, blackmail scenarios
are common in some Gear Krieg cam-
convey, the villains may have done ev- involve a lot of duplicity and subterfuge.
paigns.
erything from destroy the locale and kill The villain must not only find a way to
all its inhabitants (for a very dark sce- obtain the thing he uses to blackmail the
nario) or simply stolen an important ar- characters, but he must also find a way
tifact or piece of information (for a less to keep it in his possession. If he can-
Pulp stories thrive on outlandish plots
oppressive one). In any event, the char- not do that, his entire plot will fail and
and improbable events. Having the he-
acters now find themselves in the un- he may find himself on the receiving end
roes cooperate with the villains is one
comfortable position of having failed of harsh justice meted out by the he-
such outlandish and improbable event.
before they even started! More than roes. If the GM is fond of melodrama
Of course, the question arises as to why
likely, they will use the evidence and (and what pulp campaign would be
the heroes would do such a thing. A
clues they find or are given at the origi- complete without it?), he might allow for
common pulp explanation is blackmail.
nal locale to initiate a chase. Conse- the possibility that the blackmailer can-
Through some means, a villain has
quently, this makes for an excellent start not be easily defeated. Perhaps he
come into possession of information or
to any quest-based scenarios. It nicely knows something that cannot be forgot-
an object or a person that he uses to
provides a suitable reason for the he- ten or taken awayfrom him. In fact, many
make the heroes do his bidding. Though
roes to take up a merry chase across pieces of blackmail information are nec-
they are unwilling, the heroes have no
the globe to find the evildoers who essarily intangible and cannot be re-
choice but to do as he says, lest there
bested them at the beginning. moved from the villain's possession,
be long-lasting - and unpleasant -
unless they are of a sort that requires
There are a number of possible varia- consequences. This type of scenario
corroborating evidence.
tions on this scenario that a GM can use can occur in several different ways. One
to make each instance of it distinctive. of the simplest is to base the blackmail Secret identities are good examples of
The evidence might point to the villains' on a Player Character's background or this sort of information. If Baron Eisen
having moved on to a particularly dan- (better yet) Flaws. In this way, the knows that Captain Midnight's true iden-
gerous area or locale, one that the he- Gamemaster is taking advantage of in- tity is millionaire adventurer Bruce
roes are either unfamiliar with or for formation the Player has already created Wembley-Scott, he has the means to
which they are particularly ill prepared. to use against his character. Though blackmail his nemesis. However, he
This gives the Gamemaster a good way sometimes cruel (and blackmail sce- needs proof or else the world will not
to introduce a new or unusual setting narios often are), this can show that believe Eisen's ridiculous tale. In any
into his campaign. Another possibility is there is a price to be paid for every Flaw event, superscience provides some
that the villains purposefully leave be- a character takes and that a good back- means of erasing memories or destroy-
hind false or misleading evidence in or- ground can just as easily be used ing information, but it does not always
der to set the characters up for a fall against a character as in his favor. At work. In such cases, the heroes must
later. The evidence might lead the he- the same time, many, if not most, Play- choose between giving in to blackmail
roes into a trap that has already been ers enjoy seeing their character's back- or killing their enemy in order to preserve
planted in advance, for example. It is ground form the centerpiece of an ad- their secrets - choices that are ripe with
also possible that the villains' escape venture, even if doing so is sometimes dramatic possibilities.
places the heroes in a distinct advan- to their disadvantage. Another equally
tage. Perhaps the villains have fled into satisfying possibility is that the black-

david serban gheorghe (order #18155011)


many different possibilities that a clever with Chinese Nationalists or Commu-
GM should have little difficulty creating nists, French Resistance fighters, or
This is perhaps one of the most com-
dozens of variations on this scenario. It partisans in the Balkans. In this varia-
mon and simple scenario types. It also
is, after all, one of the classics of all he- tion, there is a great deal of roleplaying,
has the most potential for variety, since as well as combat, as the characters
roic fiction, not just the pulps.
any number of variables can b e
work to win over their allies and learn to
changed to make it more interesting and respect one another's ways of doing
unusual. In outline, it involves the char- things. Indeed, this scenario can easily
acters traveling to a particular locale and Just as "Breaking and Entering" is a serve as the basis of an entire cam-
entering it for the purpose of recovering classic of heroic fiction, so too is this a paign, as the characters are inserted
some person, object, or information. classic of war fiction. That is important into a region to work as advisors and
Most often, the locale itself is danger- to bear in mind.Gear Krieg, even in its slowly become more and more involved
ous, perhaps because of its remoteness roleplaying form, is about war. The in its trials and tribulations, until, at last,
or its inhabitants. In any event, the bulk progress and development of World War they become their own. This scenario
of the scenario is taken up with navigat- II is an integral part of the Modern Age.
ing through the locale and finding the The war can and should provide lots of
ultimate goal that drew the heroes there opportunities for adventure. This sce-
in the first place. A villain's headquar- nario type involves the characters' be-
ters is a typical locale, but many others ing tasked to secure and hold a loca-
are possible, such as ancient ruins, a tion for military purposes. Perhaps they
military base, a bank, a secret labora- are sent to seize an important lookout
tory, or even the home of some wealthy point or landing strip. They might even
personality. Gamemasters looking to be sent to seize an entire island or small
add spice to this scenario can do so by peninsula. The scope of the mission
varying the locale and the goal of the depends largely on the power level of
quest. A good way to challenge the the Player Characters and the degree
Player Characters is to keep in mind how of difficulty the GM wishes to employ.
they usually resolve the challenges they Whatever the case, the scenario focuses
face. If they are more cerebral in their on the trials and tribulations of obtain-
approach, placing lots of armed guards ing the target in the face of enemy op-
in the locale might prove more a threat position. Equally important is the story
to them than lots of traps and obstacles. of holding the target, since enemy
There are plenty of other variations as troops will often make tactical retreats
well. For example, the goal of the mis- from their positions to regroup and
sion might not be the acquisition of a launch their offensive again later. Thus,
particular thing, but its desfrucfion. An- the heroes might well find themselves
other variation has the characters in in a situation in which the seizure of a
competition with other groups to obtain locale might be relatively simple but the
the same item, who might even know holding of it is the true test of their mettle.
more about the locale than they do. Al- A common variation on this scenario -
ternately, the entire mission is based on and one especially well suited to
false information.Perhaps the item is not roleplaying games- is one in which the
located in the locale the characters be- heroes must train and command an in-
lieve it to be. Perhaps it has even been digenous forces of guerrillas to seize
purposefully removed to another locale, and secure the territory. The Second
in order to trap the characters who at- World War offers lots of opportunities for
tempt to seize it. There are, in fact, so this sort of arrangement, whether it be

I1

david serban gheorghe (order #18155011)


also offers Gamemasters a chance to New York City, the adventure could very
integrate their roleplaying scenarios with well be quite comic. Indeed, a common
While not literally a damsel (in every
tactical combat, which makes it an ex- trope in protection scenarios is that the
case anyway), this scenario types in-
cellent segue for those who also enjoy person to be protected is either unco-
volves the heroes rescuing or protect-
the Gear Krieg miniatures game to in- operative or oblivious to the dangers that
ing someone who is placed in grave
troduce it into their campaigns. face them. In this case, the characters
danger In the pulps, this is quite often
must contend not only with the very real
a beautiful and naive young woman, but
threats that surround their charge, but
there is no reason to limit it to that in a
also the charge's own tendencies to
Gear Krieg scenario The Modern Age
The Player Characters find themselves place himself in danger.
is a dangerous place and ingenues are
in a location infested with an enemy or
not the only people who will run afoul
obstacle of some sort and they must
of its worst aspects Besides, Gear
work to remove them before they can
take up possession of or residence in
Krieg only takes its inspiration from the IN A MUSEUM
pulps of the past, it is not a recreation This is another variation on "Breaking
that location. In a military environment,
of them The Gamemaster should feel
this is largely indistinguishable from and Entering," but it deserves its own
free to change whatever elements he
"Capture the Flag." Consequently, this entry because it is such a commonplace
likes in order to meet his own desires
scenario type is largely reserved for of the pulp genre. In one respect or an-
and those of his Players If the stereo- other, many recent pulp-inspired mov-
more "civilian" pursuits. Classic pulp
type of an incapable and foolish young ies and novels follow this type, in which
examples include a character who in-
beauty is inappropriate to the type of
herits a home, only to find it held by un- the characters are treasure hunters or
game he wishes to play, he need not
pleasant local residents, wild animals, archaeologists seeking out ancient arti-
use it It is just as plausible to use an facts or information from the past. In
or even ghosts! Of course, in Gear Krieg
equally clueless young man or an ab-
there are no ghosts as such, but that many cases, these quests tend to take
sent-minded professor For that matter,
does not mean the Player Characters on mystical or magical characteristics,
there is no requirement that the "dam- because the objects of the quests are
will know that. Someone might be using
sel" be at all incapable It is just as religious or spiritual in nature, such as
myths and legends of monsters to cover
possible that he or she has simply run the Ark of the Covenant or the Holy Grail.
their own sinister activities. Scenarios of
into big trouble of one sort or another
this type are good ways to introduce In Gear Krieg, no such artifacts have
and now need assistance Any sce- genuinely mystical powers, but that
weird and peculiar superscience experi-
nario in which the primary goal is to
ments gone awry. The Modern Age is does not change the fact that many
rescue someone falls under this cat- people believed that they did. In times
definitely a time in which science rules
egory in one way or another of crisis and war, possession of irnpor-
the day and it does indeed offer a bet-
ter future - if used properly. Unfortu- A common variation on this theme is tant icons of religious or historical value
nately, not every use of science will be where the characters must protect a can hold great power. Hitler himself was
a proper one and not all scientists will character from harm rather than rescue very much aware of this, which is why
take the precautions they should when them In this case, the heroes act as he created a branch of the dreaded SS
undertaking their work. Consequently,a bodyguards or even chaperones The known as the Ahnenerbe, one of whose
GM could easily create several sce- degree of seriousness in this kind of missions was the recovery of ancient
narios in which the characters must scenario is quite variable If, for ex- artifacts for use in propaganda and
"clean" and area that has been ad- ample, the characters are assigned to other purposes. Rumors claim, for ex-
versely affected by superscience. Other protect an important dignitary from as- ample, that the Ahnenerbe seized the
possibilities include wild animals that sassination by enemy agents, the ad- Spear of Longinus from Austria, which
have taken up residence in an area, or venture will likely be grim and even a legend says was used by the Roman
even criminals on the run, who have little dark If, on the other hand, they centurion who pierced Christ's side at
holed up inside a seemingly abandoned must keep an eye on the precocious son the Crucifixion. In the Modern Age, the
home or estate. of an ambassador, as he wanders about heroes might well be tasked with pre-

12

david serban gheorghe (order #18155011)


venting such thefts by the Nazis or per- been encountered. In this respect, it is ters are well known as crime fighters or
petrating them themselves in the cause a good way for the Gamemaster to cre- have a reputation of being particularly
of good. ate a real challenge for his Players. Even knowledgeable about the type of crime
very experienced Player Characters can committed, they might be called in to
There are many variation to this type of
find themselves largely at a loss if the deal with it. The primary issue for the
scenario. One is that the artifact sought
GM is especially devious in planning this Gamemaster is why the Player Charac-
either does not exist or does so in an
type of adventure. ters rather than the legitimate authori-
unusual fashion. For example, the mythi-
ties must do the bulk of the investiga-
cal "Heart of Zolo" the heroes seek might There are a large number of variations
tion, or at least why the characters are
not be a large diamond at all, but in- on this basic set-up. One of the more
more successful in their investigation
stead a person in the bloodline of the common -and one very much in keep-
than the police, for example.
ancient warrior himself.This kind of turn- ing with pulp conventions-is the "cast-
about throws the characters off the trail away" scenario. In this variation, the There is almost infinite variation possible
and prevents their becoming compla- characters are not merely thrown into an for this type of scenario. The nature and
cent. Similarly, it is possible that the ar- unfamiliar environment and forced to extent of the crime provides many op-
tifact is itself dangerous. Following up contend with unknown adversaries. portunities to make each scenario very
legends of the "Stones of Fire" in Africa They are also given minimal resources, different from its predecessors. Indeed,
might lead the heroes to a uranium mine, due to a shipwreck, plane crash, or entire campaigns can be built around
whose deadly radiation could kill them. some other misfortune. In Gear Krieg, solving mysteries of one sort or another.
Yet, they must prevent the Nazis from many heroes rely heavily on their equip- It's thus little surprise that some of the
getting their hands on the uranium, lest ment and superscience gadgets. This most enduring pulp characters were
their atomic weapon experiments be- eliminates those items and forces the detectives of one sort or another.A more
come reality. There are also plenty of characters to rely solely on their own or less standard conceit of pulp stories
ways to protect the artifact, both by se- ingenuity and cleverness - a true test involves the heroes having some per-
curing them behind traps and obstacles, of a pulp hero. sonal stake in the solving of the crime.
as well as providing them with human Perhaps the murder victim is an old army
and animal defenders. If the buddy. Perhaps the item stolen is vital
Gamemaster is ever at a loss for ideas, to a character's research. Perhaps the
he can consult one of dozens of movies Another pulp favorite is the detective hero's family reputation is on the line. It's
made since the golden age of the pulps scenario in which the characters arrive even possible that the characters are
for inspiration. Many include a wide va- on the scene just as a crime of some accused of the crime and must solve
riety of deathtraps, guardians, and re- sort has been committed. The type of the crime to exonerate themselves.
versals - more than enough for any crime can vary from theft to murder to Whatever the reason, a personal stake
Gear Krieg adventure. blackmail. What is important is that the makes it vital that the Player Characters
heroes find themselves forced to solve rather than NPCs take up the investiga-
the mystery themselves without much
s assistance from the proper authorities.
tion and ensure its satisfactory conclu-
sion.
STRANGELAND
The true hallmark of this scenario is that,
The heroes find themselves in a land or in the pulp tradition at least, it is some-
situation with which they are unfamiliar. thing unexpected. The characters rarely
The conflict of this type of scenario enter the scenario specifically expect- There are basically two different types
stems from trying to come to grips with ing to be involved in a criminal investi- of Escort Service scenarios. The first is
situations and individuals that are totally gation. Instead, it springs on them by very much like "Damsel in Distress" in
alien or outside the experience of the surprise, often in the midst of some other that the characters are charged with
Player Characters. This scenario type innocuous social gathering, such as a taking a person or persons from Point A
also has the benefit of making even very high society party, scientific conference, to Point B and to keep them from harm
accomplished and Skilled characters or diplomatic meeting. This isn't a hard while they do so. Often, their charge is
contend with obstacles they have never and fast rule, of course. If the charac-

david serban gheorghe (order #18155011)


troublesome in some fashion or other, someone the heroes must find and, for undertake whatever mission their friend
whether it be because of their curiosity, one reason or another, cannot. He may asks of them. Many times, the mission
impetuousness, or bad habit of ticking well be a dangerous Axis prisoner of war is of immediate assistance to the friend,
off local crime lords by welching on their who managed to escape from a deten- such as finding the Axis spy among his
bets. In any event, the characters find tion center and is on his way back to family retainers or protecting him from
that the journey itself is far less prob- headquarters to warn his masters of the the machinations of the World Crime
lematic than dealing with the person D-Day invasion. But he may also be a League. Other times, though, the mis-
they're meant to protect. This isn't uni- reclusive scientist whose ideas hold the sion might be of a different sort, one in
versally the case. Sometimes, Escort key to preventing a Japanese invasion which the friend has a professional stake
Service scenarios really are about the of Hawaii, but whose conscience won't but not a personal one. For example, a
journey, in which case the focus should allow him to work for the military. The friend in the British Foreign Office might
be on environmental hazards and ob- important point is that the characters ask the heroes to help him resolve a dis-
stacles rather than social interaction. must piece together clues to find the pute in India or a friend in the Army Air
location of the person they seek and Corps might ask them to help retrieve
The second type has the characters
then find him before it is too late. an experimental plane that's crash
charged with delivering an important
landed in Central America.
item of some sort from Point A to Point The second variation involves the
B.The item in question could be a dip- Player Characters themselves being on Another option involves a more abstract
lomatic package, an ancient artifact, the run. In this case, the heroes must definition of "friend," such a battalion
spare parts for a superscience device escape and avoid capture by hostile of Marines caught behind enemy lines
- almost anything. All that matters is forces. As in the first variation, the rea- in the Pacific and in need of assistance.
that it's vitally important that it reach its sons for their running can be one of In this case, the heroes must help their
destination unharmed. Naturally, some- many. They may be accused of crimes "friends" by traveling to their present
one (sometimes several someones) is they didn't commit. They may have es- locale and rendering a specific sort of
out to seize it for themselves and they're caped from a prison camp and are try- aid - supplies, weapons, intelligence.
willing to d o whatever they must to ing to make their way home. They may This type of scenario is a common one
achieve their objectives. This variation simply want to avoid the media atten- in wartime and is, in fact, a staple of
often functions as a "bridge scenario" tion that hounds them whenever they war movies and related genres. Being
between others, such as after the char- make their way back home. Whatever set during World War II, Gear Krieg
acters have discovered that Resistance the reason, the characters need to keep makes a very fitting venue to include
Base B-22 needs more ammunition in a low profile until they can find a safe these scenarios. They can easily serve
three days or they'll fall before Colonel haven where those seeking them can as lead-ins to tactical combat games,
Kaufmann's cadre of rocketfruppen. The no longer find them. too, if the Players and Gamemaster are
journey is an adventure in itself, but it's so inclined.
also a segue into another scenario in
which the characters not only resupply
the base but also help defend it from "A friend in need is a friend indeed," or
the Nazis. so the saying goes. The friends of pulp The characters are traveling from one
heroes can be anything from trench locale to another or are involved in some
mates in the Great War to wealthy play- other type of activity when they acciden-
boys to the governments of mighty na- tally stumble across the secret head-
Like many of the pulp scenario ideas in tions. This scenario involves those quarters of a villain and his henchmen.
this chapter, On the Run has two dis- friends playing on the characters' sense Although the characters have no idea
tinct variations. The one involves the of loyalty to aid them in their time of precisely what the villain is up to, they're
Player Characters hunting down a fugi- need. In this case of adventure, the he- sure it's no good. Consequently, they
tive of some sort. By "fugitive," one roes' primary (and sometimes only) have no choice but to begin an investi-
should not necessarily understand a motivation is to aid their comrades. It's gation into the matter - and deal with
criminal. Rather, a fugitive is simply out of loyalty and friendship that they it. This type of scenario has a number

david serban gheorghe (order #18155011)


of advantages. First, it allows the GM to hat can the one offer that the other c 's
throw the Players off guard, since they innot? Why should the owners give it
For reasons unknown, the characters
were not expecting to encounter, for the heroes rather than the villains7
are attacked by a mysterious group of
example, a hidden Japanese military lis type of scenario is one based
assailants Even if the characters man-
base, in the ice fields of Alaska. Sec- ound subtlety and social interaction
age to defeat their attackers, they find
ond, it introduces an element of mys- iere can be hidden violence in the
the attacks continue and dog them
tery into the game. Why are the Japa- ackground, as the characters vie with
wherever they go The point of this sce-
nese in Alaska of all places? What do eir rivals, but it should not predomi-
nario is for the heroes to figure out the
they hope to gain? ate Sometimes, in fact, violence
nature of these attacks and how to stop
akes it more difficult for the charac-
In this type of scenario, the Player Char- them Chandler's Revenge is an ex-
rs to achieve their objectives Instead,
acters are not the only ones caught off tremely wide-open sort of scenario, one
ey must resort to a combination of
guard. The villains, too, might have no that can be used in a number of differ-
jile, cleverness, and diplomacy to win
idea what to do with the heroes. They ent ways The most common assump-
e thing they seek
may never have expected anyone to tion is that the characters have been
discover them, hidden deep in the ne of the things the Gamemaster targeted by some villain, who is deter-
jungles of the Amazon or in a safe house iould bear in mind is why characters mined to eliminate the threat they pose
on Manhattan Island. This makes for a their rivals cannot simply take the item to him at any cost This villain can be a
nice change of pace. In pulp stories, vay from those who possess it. For new one or an old one. If it is an old one,
villains are often ultra-competent and ample, if an African tribe knows the the attacks might be in revenge to a pre-
paranoid to the point of planning for ;ation of the radioactive material each vious defeat at the hands of the heroes
every possible contingency. By casting Je needs to advance its atom bomb This is a very useful tool for the GM,
the characters as Uninvited Guests in a ogram, what's to stop them from tak- since it helps to establish a sense of
villain's domain, the GM can show that J the material for themselves without continuity and the realization that past
even villains have bad days. They can ?alingwith the tribesmen? More often actions have consequences If the char-
fail to prepare and their plans can be an not, the heroes' ethical nature con- acters had previously beaten and hu-
thrown into chaos as a result. This 'ains them from acting, but what about miliated Baron Eisen to such an extent
doesn't mean the villains need be in- e villains7 Why wouldn't a team of Nazi that he loses the support of his Fuhrer,
competent or comical (though they can ientists simply kill the villagers and he has good reason to seek vengeance
be). Rather, it means that the villains will sal the material they need? The GM In addition, pulp stories thrive on se-
have to react on the spot without the ?edsan explanation of some sort Oth- quels and follow-up stories Having the
usual elaborately planned death traps wise, the negotiations ring hollow and characters attacked by an old adversary
and schemes. In this way, their confron- e easily sidestepped, thereby making (perhaps one believed to be dead) adds
tation with the Player Characters is more e adventure less successful both suspense and mystery to a cam-
primal and visceral - ingenuity against
ingenuity and resourcefulness against
resourcefulness. Design Note
The Chandler's Revenge plotline takes its namefrom the American novelist Raymond
NEGOTIATIONS
CONTRACT Chandler (1888-1959),whose hard-boiled detective Philip Marlowe is perhaps his
best known literary creation. Chandler is also well knownfor having said that, when
Someone or some group possesses he was at a loss for how to keep the plot of his story moving, he would have a bunch
something of value to the Player Char- of thugs show up and start shooting at the good guys. It did not matter why they start
acters. However, it is just as valuable to shooting: that could always be figured out later What was important was that the
some other person or group, possibly protagonists were now in mortal danger and must do something. They must react or
enemies of the characters. Those who else lose their lives. Maintaining a steady pace is very important in pulp stories and
possess the item are unwilling to simply unexpected and inexplicable violence is often a good way to kick offan adventure,
give it away with first requiring the char- since it gets the characters to think about their situation as they try tofigure out who
acters and their rivals negotiate for it. has attacked them and why.

david serban gheorghe (order #18155011)


paign, both of which are integral to the the Himalayas or proof of a Japanese blow to the head triggered the amne-
pulp sensibilities on which Gear Krieg submarine base in the Gulf of Mexico. sia, no such easy resolution is possible
is based. and more subtle (and drawn out) means
might be necessary to resolve the mat-
ter.
A common plot element of many pulp
In the midst of a world war, allies are stories is amnesia, whether it is Player
more important than ever. This adven- or non-Player Characters who suffer
ture type revolves around the Player from it. Amnesia is a powerful narrative A great many pulp stories involve the
Characters being sent as emissaries to tool that can add a great deal of mys- search for a missing person or persons.
open peaceful relations with a group, tery -and frustration -to a Gear Krieg In the a world at war, it's very easy for a
culture, or nation. In the pulp tradition, adventure. Therefore, Gamemasters person to run afoul of all sorts of dan-
the objects of the mission are the in- should use it sparingly and with the full gers, any one of which might cause
habitants of some far-off land, whose knowledge of its consequences. No them to become lost or otherwise de-
ways and society are unknown to the matter who suffers from it, amnesia in- layed. In fact, there are an almost infi-
heroes. The tension in this scenario volves one or more persons forgetting nite number of possible "missing per-
comes from learning about these some portion of their memory. The clas- sons" and an equally large number of
would-be allies and avoiding any so- sic case of amnesia is when a person causes. A few examples of missing per-
cial taboos and faux pas that might forgets everything they know, including sons are:
derail the negotiations -or worse. The their own identities. Obviously, this sort
A young heir to an immense amount
reasons for the mission can be many of amnesia is generally inappropriate for
of money;
and varied. Perhaps the Allies wish to Player Characters, since it would place
build an airstrip or refueling facility in unrealistic expectations on their Players, A spy sent deep into enemy territory;
the territory of a jungle tribe. Perhaps a who must pretend that they don't know
A diplomat on a peace mission;
Pacific island kingdom occupies a stra- who their own characters are. On the
tegic location in the war against Japan. other hand, a new character might be An explorer who ventured into the
Whatever the reason, the characters introduced into a campaign (with the wilds of Asia;
represent their government (or a fac- cooperation of the Player, of course),
A reclusive superscientist who does
tion thereof) and must establish friendly who has no idea who he is or why he is
experiments high in a mountain range;
relations to further their cause. involved in the adventure.
A fighter pilot shot down behind en-
This type of adventure can include sev- More likely than not, amnesia in a Gear
emy lines.
eral variations. One of the more obvi- Krieg adventure will be partial. For some
ous is that, like "Contract Negotiations," reason (known or unknown), a charac- These persons all qualify as "missing,"
the characters have rivals. Another op- ter has forgotten some important - even though the heir might have been
tion is that a member of their diplomatic probably vital - piece of information, kidnapped by a jealous relative while the
team is in fact a spy for their enemies such as who murdered the British am- superscientist might have run afoul of
and he intends to sabotage their efforts. bassador or the location of an Antarctic his own invention. What is important is
It's also possible the entire mission is a base. The scenario's drama stems from that the person has not been seen in
trap perpetrated by their enemies, a the efforts of the character and his com- some time and their absence is signifi-
false lead intended to draw the heroes panions to recover those memories in cant. Someone has to notice and care
into unknown territory and away from time to prevent something worse from about their disappearance for this type
support from home. On the other hand, occurring. In most cases, the cause of of adventure to work.
the diplomatic overtures might only be the amnesia plays a role as well. If, for How this sort of scenario plays out de-
a prelude to a greater level of coopera- example, a superscience device trig- pends greatly on who the missing per-
tion, one that provides the Allies with aid gered the amnesia, finding that device son is and why he is missing. If the per-
in an unexpected area, such as intelli- and using it properly becomes an im- son is a spy whose been captured by
gence about German expeditions into portant adventure goal. If, however, a the Nazis, the process of finding and

16

david serban gheorghe (order #18155011)


rescuing him will probably be much oriented than violent, even though the sesses an unstable nature that would
more action-packed and direct than if actual battle against the enemy plays prove disastrous if anyone attempted to
the person is an heiress who eloped with an important part of its climax. use it, especially the Germans. The goal
her secret lover against the wishes of of the quest then changes from obtain-
her family. Both elements color the way ing the uranium to keeping it out of the
the scenario will play out, including the Germans' hands and then erasing all
obstacles and opposition that the he- Probably the most basic of all adven- evidence of its existence. These kinds
roes will face. ture types, "the Quest" involves the of turnabouts are perfectly acceptable
Player Characters starting a grand and make nice changes of pace from
search for an item, place, or person that time to time. What is essential, though,
is very important to their cause, what- is that the Players feel that they have no
This type of scenario is largely military ever that may be. Frequently, the quest wasted their time. If the GM intends to
in its applicability. It involves the char- is a globetrotting affair that takes the turn the tables on them, he had best
acters having to, either by orders or by heroes from point A to point B to point have a good reason for doing so - and
necessity, to organize the defense of a C in an effort to gather the clues nec- a suitable replacement reward.
particular location against an attack. essary to obtain their goal. Along the
The location and the nature of the at- way, they encounter a wide variety of
tack can vary, depending the wishes opposition, from rivals to environmen-
and desires of the Gamemaster. One tal hazards to faulty information. The The characters must investigate the site
of the traditional ways this scenario can climax of such a quest involves not only of a recent tragedy of some sort. Per-
play out is for the Player Characters to achieving their goal but bringing it back haps a military base has been de-
be sent to take charge of an outnum- to their home base so that it can fulfill stroyed. Perhaps a stately mansion has
bered and demoralized band of de- its purpose. For this reason, the burned to the ground. Perhaps an air-
fenders, providing them much needed Gamemaster should take care in con- plane has crashed. In all these cases,
leadership and support. In order to sidering the ultimate goal of the quest, the destroyed location or vehicle suf-
mount a reasonable defense, the he- since the Players will not be satisfied fered an inexplicable fate. Until the di-
roes must overcome the defenders' simply with achieving it. They will want saster occurred, there was no evidence
handicaps and whip them into shape to see it affect the world in some last- that anything was going wrong or that
in time to hold back their attackers. ing way. Thus, if the heroes are seek- there was any danger of mishap. The
ing a source of uranium for the atomic purpose of this scenario then is to in-
Another classic version of this scenario
weapons program of the United States, vestigate the wreckage and determine
involves the characters being sent as
they will want to see that uranium put the cause of its destruction.
advisors to a group of more primitive
to use in fighting the Axis. If it isn't, they
defenders. By "primitive," one should In Gear Krieg, superscience gone awry
will probably feel cheated and that their
understand it in a purely technological is a common explanation for such un-
efforts were for nothing. Therefore, a
sense. That is, a band of Greek parti- fortunate events. That's why the
GM should never make the goal so im-
sans low on ammunition and materiel Gamemaster should be careful not to
pressive that its continued presence in
would qualify as primitive, just as a tribe rely on it too often. Every now and again
his campaign will do permanent dam-
of Amazonian natives might. Whatever is perfectly acceptable. Indeed. most
age to the setting.
the case, the characters enter the re-
gion and work with the locals to mount Of course, not all quests succeed -or
an effective defense against the immi- succeed in the way that the characters
nent attack. The tension of the scenario believe they might. In aforementioned
comes not just in finding ways around example, the quest might be for a steady
the technological deficiencies of the lo- source of uranium. German agents fol-
cals but also in winning their trust and lowing the same clues oppose the
cooperation. In some ways, this version Player Characters. When the characters
of the scenario is much more socially- find the uranium, they discover it pos-

david serban gheorghe (order #18155011)


Players will probably expect it, because
science gone mad is a staple of the pulp
genre. However, the overuse of this ex-
Beyond the basic character design rules, the Gear Krieg rulebook already offer
planation has many pitfalls, not the least
many hints and tips to make characters in the pulp genre. In the natural evolution
of which is boredom. Science in the
of the game line, a number of new ideas and concepts appeared, and they are
Modern Age is a force that holds the
grouped in this section. In addition to a number of new personal Perks and Flaws
power to transform the world into a uto-
(all of them inspired from the pulp stories) to add to the existing list, the text below
pia, even if, in the wrong hand, it could
provides a number of ideas and character concepts to supplement the limited
do quite the opposite. Too many tales
selection that was already listed in the rulebook. Often, the pulp hero's profession
of science gone awry and the heroes
defined him as much as his personality or appearance: the readers (and Players)
might begin to question its usefulness.
will expect a different story approach from a hard-boiled detective than from a
Moreover, an over-reliance on
daring adventurer/archeologist.
superscience as an explanation shows
a lack of creativity. Better that the GM
use Axis saboteurs or venal mobsters
than turn to superscience again and
again.

H
In order to achieve another goal, the
characters must pass through danger-
ous territory and survive. This type of
scenario is typically an adjunct to an-
other type rather than an end in itself.
For example, the characters might need
to find a rare plant found only in the
depths of the Amazon or rescue a pilot
downed on the icy plains of Antarctica.
The mission is otherwise quite straight-
forward, but the inherent unpleasant-
ness of the terrain makes it especially
difficult. The dangers the characters
face are generally natural and imper-
sonal. They have nothing to do with the
115 You can gently twist these stereotypes
to get more specialized or customized
larger focus of their mission. Rather, they Backgrounds and vocations of the he-
characters. Simply mix and match the
simply exist and must be overcome in roes can also help to explain their in-
attitude qualifier in the left column to a
order to achieve their goals. volvement in pulpish adventures. Ste-
backgroun/profession in the right col-
reotypical active professions of the
umn. The result can get pretty strange,
good guys of pulp adventures included
but in general it works! While Gear Krieg
a large number of different professions,
doesn't share the more fantastic ele-
most of them action-oriented (there
ments of the pulp era, still unique back-
were no bureaucrat heroes). The table
ground abilities and skills for layer Char-
on the right page lists a few of the pos-
acters should be encouraged. The he-
sibility - read across to see some of
roes of the pulps could be literally any-
the stereotypes of the pulp genre as a
one, as long as they stood behind truth,
whole.
justice, and fair play.

david serban gheorghe (order #18155011)


I
A stint in the Great War will provide fa- welcome attention of the press, the po-
miliarity with weapons, combat tech- lice and criminals. The Players should Alternate Identities
niques, and even how to handle air- be given a free hand to invent distinc-
Alternate Identities were a common
planes and potato peelers for a PC with tive names for their alter-egos. If they
feature in the pulp stories, especially
this type of background. Time spent in do not, they may find over-zealous the crime-$ghting ones. While itpre-
the police station, as a rookie cop, news newspaper reporters doing it for them! sents obvious securio advantages, a
hound or even as a custodian can pro- secret identity has risks and compli-
If the PC heroes are using their real
vide in-depth knowledge of police cations all of its own - which, of
names during their adventures, have
procedues, the city, underworld con- course, can be used to make the game
them attach a colorful nickname to cre-
tacts, and even how to fix a leaky fau- session much, much more interest-
ate such vibrant monikers as "Flash
cet. Running away to join the circus at ing ...
Smith," "Thunder O'Donnell" or "Wicked
an early age can give useful knowledge The mundane world will present in-
Williams". Sometimes, a professional
of acrobatics, disguise artistry, snake teresting pitfalls f o r a Character
title or even the place they were from
handling and human cannonballery. leading a double life. If they have a
provides part of the nickname; "Doc
regular nine-to-five job, their boss
As a last example, merely having sold Ravage" and "Montana Joe" are some
might become upset at the late ap-
newspapers or shined shoes as a kid examples of this naming trick. Finally,
pearances or missed days, all of
on the street corner near the city hall or epithets, little descriptive phrases such which are secretly spent fighting
local honky-tonk, and remembering the as "The Daring Crusader," "The Man of crime. The local daily newspapel; in
face or shoes of all the politicians, ce- Cobalt" or "The Impossible Flyer" can an effort to boost sales, might start a
lebrities and crime figures that bought also b e attached to the Player campaign to rid the city of these se-
papers can be a very useful background Character's name to spice it up a little. cretive vigilantes - they are as bad
for a reporter. as the mobsters themselves! The
Secret hideouts, gadgets, exotic ve-
heroS romantic partnel; best friend
hicles and more were stylistic conven- or noisy landlady could become cu-
NAMING
CONVENTIONS tions that some Players may want to in- rious about that locked room in the
clude in their charcter's conceptions. basement (the entrance to the secret
Disguises, strange names and alter
These may also have their own sepa- headquarter). Worse, an amateur
egos for the PC pulp heroes not only
rate colorful names and labels for these crime-fighter might seek a shortcut
give a touch of mystery to the adven-
items. to glory by assuming the same secret
ture, but also protect them from the un-
identity, to later reap the fame and
reward for themselves.

The villains can also use the secret


identity to their own benefit. They
Suggested Character Backgrounds could impersonate the charactel;let-
Qualifier Profession ting the blame for their numerous
Absent-Minded Professor crimes fall on the shoulders of the
Cerebral Gadgeteer hapless vigilante, simultaneously
Cigar-Chewing Veteran taking the heat off themselves and
Crime-Fighting Stage Magician getting rid of the thorn in their side.
Cynical Soldier-Of-Fortune They could also track the good gujs
Exotic Mystic to their secret headquarters, stealing
Frustrated Law Officer valuable property, equipment or in-
Gold-Digging Femme-Fatale formation - the characters cannot
Hard-Boiled Detective go complain to the police, after all..
Jaded Playboy
Last but not least, there is always the
old fashioned blackmail: do this, or
Quiet Martial Artist
else we reveal your identity to the
Troubleshooting Circus Performer
entire world.

david serban gheorghe (order #18155011)


ways, their use in a campaign is left to Human Computator (1): Possession of
the discretion of the Gamemaster, who this Perk allows the character to quickly
As presented in Gear Krieg The
knows best what is acceptable. and easily calculate mathematical equa-
RoleplayingGame, Perks and Flaws are
tions of all sorts without error. At the
entirely optional. Many Gamemasters
Gamemaster’s discretion is can grant a
may find them not only an unnecessary
+1 to certain Skill checks, such as
complication, but also an avenue for
Catlike Balance (2): The character has Computator, Navigator, or even Me-
abuse by Players. Consequently,
above average balance. He gets a + I chanical Design. lt has no downside.
Gamemasters are well advised to keep
on Acrobatics checks; the Gamemaster
a tight rein on the number and types of Linguistic Aptitude (1): The character
may agree to extend the bonus to other
Perks and Flaws he allows in his cam- has a knack for languages. Point costs
Agility-based checks, if the circum-
paign. An upper limit of 5 points of Flaws for learning new languages after char-
stances warrant it. There is no downside
(or 10 in a Cinematic game) is still rec- acter creation are reduced by one, as
to Catlike Balance.
ommended. long as the character has the opportu-
Combat Veteran (3): The character has nity to study the language for a few
At the same time, there is no question
been in combat often enough to have hours or discuss with a native speaker
that Perks and Flaws serve several very
developed a high degree of ease in com- for a few minutes.
important purposes. Firstly, they allow
bat situations. Consequently, the char-
Players to create the characters they Mechanical Aptitude (1): The character
acter gains + I on Combat Sense checks.
want to play. By choosing appropriate has a knack for mechanical tasks. He
Combat Veteran has no downside.
Perks and Flaws, Players can add the gets a +1 bonus to any action to repair
little details that differentiate one dare- Common Sense (1-4): To one degree or or maintain mechanical devices, regard-
devil adventurer from another.They pro- other, the character possesses innate less of skill level.
vide tiny bits of flavor that enable Play- good judgment and generally knows
Natural Leader (1): The character has
ers to create truly unique characters. whether a given course of action is rea-
charisma, and people tend to follow his
sonable or not. A number of times per
Secondly, they are very much in keep- lead in tense situations. Any “extra” (i.e.,
session equal to its point cost, the Player
ing with the pulp traditions on which NPCs that are not critical to the story,
of a character with Common Sense may
Gear Krieg is based. With a few notable such as bystanders) will automatically
ask the Gamemaster whether a particu-
exceptions, even the most heroic of pulp follow orders in such situations. The
lar action will have negative conse-
heroes had a weakness. The same is character also gets a +1 bonus to INF
quences before he undertakes it. This
doubly true for villains, some of whose when trying to convince groups (10 per-
Perk does not allow the Player to learn
diabolical plans could only be defeated sons or more) to follow a course of ac-
whether the action will succeed or even
by exploiting their secret Achilles heel. tion. A possible downside is that the
if it will have a positive outcome, only
Similarly, pulp heroes and villains might character might be drafted as an ad-
whether it will have any unpleasant re-
be exceptional human beings with a hoc leader, when the situation demands
percussions. It has no downside.
broad range of Skills, but even they ex- another type of response.
celled in some areas more than others. Crack Driver/Pilot (2): This is actually
True Love (5):The character has found
These areas of special aptitude form the two different Perks, each of which costs
his one true love and the affection he
basis of their styles and attitudes, both two points. Characters who possess
feels toward her is so great that it proves
of which are vital to the pulp mindset. this Perk gain either a +1 on Drive or
beneficial in a number of circumstances.
Aircraft Pilot checks, depending on
For this reason, the following is a list of First and foremost, the character gains
which version he takes. This Perk has
new Perks and Flaws to supplement a +1 on any Skill checks directly related
no downside.
those already described in Part Two of to protecting or rescuing his True Love.
the Gear Krieg: The Roleplaying Game Internal Clock (1): The character has an In general, this would not mean that the
rulebook. They give additional ways to innate sense of temporal flow and al- character gains the bonus for every
customize heroes and villains in a cam- ways know what time it is. He gets a +1 check he might make while undertak-
paign, some of which might suggest bonus to any action or undertaking that ing an adventure in which his True Love
character ideas in themselves. As al- requires great timing.

20

david serban gheorghe (order #18155011)


has been kidnapped (although it could, extensive background in firearm use
at the GM's discretion). More likely, it might want to use his Small Arms Skill
The Skills listed in the basic rulebook
means that he gains the bonus when to identify the make of a particular
ought to be enough to cover most situ-
fighting off thugs who seek to harm her weapon, simply by its sound, in this
ations that occur during the game (and,
or when swinging across a chasm with particular case, the SA Skill would be
failing that, an Attribute test can always
her holding on to him for dear life. Again, used, but would be modified by the
be taken instead) There are times, how-
the exact interpretation is up to the Knowledge Attribute (since it relies on
ever, where the Gamemaster may want
Gamemaster. True Love has a severe the character's memory and experi-
to add more uses or details to one or
downside, specifically that a character ence) This encourages the Players to
more Skills; some groups prefer fairly
who possesses it will stop at nothing to think creatively and gives them a little
detailed combat scenes, and will de-
save his True Love - even at the cost more versatility in the game
mand it. In such a case, Skill use can
of his own life.
easily be expanded

Though each Skill refers to a particular


Attribute, this need not be an absolute
Big Mouth (-1): The character has an rule. For example, a character with an
unfortunate tendancy to say the wrong
m W 4 - 7 H - W

thing at the worst possible time. All failed


social tests are treated as Fumbles. Example: Tactics Skill
Combat Stress (-3): Though not neces- The Tactics Skill is somewhat limited to military uses at the present, which makes it
sarily a coward, the character dislikes less useful than other Skill. One way to make it more valuable is to use it to gener-
violence and is ill at ease in combat situ- ate a "bonus pool " f o r groups involved in combat.
ations. Consequently,the character suf- At the start of afight, all involved Characters having at least one level of Tactics
fers a -1 on Combat Sense checks. may contribute them to a pool ofpoints that may be shared among the group mem-
bers. These points may be freely added as a bonus to any dice roll made by any
Creepy (-2): Through his attitude and
member of the group during the combat.
body language, the character projects
a weird aura that makes people uncom- Expendedpoints will be automatically recovered at the start of the next combat, but
fortable. Consequently, the character in case some of the participants have been killed or Otherwise incapacitated, they
suffers a -1 modifier on all social tests. will not be able to contribute theirpoints. The maximum extra bonus is equal to the
maximum level of Tactics skill among the group.
Soft-Hearted (-3): The character has a
Example: Jack (Tactics z), Laura (Tactics I ) and John (no Tactics) are ambushed
personal sense of ethics that prevents
by a group of Nazi stormtrooper (among them, only the commanding NCO has
them from killing or bringing lasting harm
Tactics I ) . Their group starts with a collective bonus pool of z + I =3points they can
on another person. The character will
spend as they care. They cannot use more than z points for a given roll, though, and
also go out of his way to help people in when the last point is gone, they will not be able to use them until a new combat
distress (even though it might be a trap). starts. Their opponents have only a bonus point to use.
Speech Impediment (-1): The character The points must be allocated before the actual dice roll (a good way to keep track of
stutters, mumbles or is otherwise hard this is using glass beads or similar counters). The group should have a designated
to understand. Consequently, the char- leader during combat (possibly the character with the higher Tactics skill) and s h e
acter suffers a -1 modifier on all discus- should be in charge to decide where to spend the bonus points. Ifa character has a
sion-related tests, including social con- Tactics Specialization that applies to the situation at hand,the character's actual
versations, arguments, military commu- Skill level is considered one point highel:
nications and so on. The bonus points available through this Tacticspool can be used only for Skill tests
regarding movement or combat (for example, they cannot be used to increase the
effect of a First Aid roll, but may be used for Dodge or Throwing).

21

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david serban gheorghe (order #18155011)
All heroes need a reason for adventur-
All stories require one or more protagonists to build the plot around; the pulp genre ing. Unlike characters from more com-
just required heroes, and the rest naturally followed. This makes this type of fiction a plex genres, pulp heroes usually had
natural lead-in to a roleplaying game, which is best filled with action, surprises and very straightforward motivations.
unexpected twists to keep the Players' attention. Additionally, the straightforward
Curiosity: It might be scientific curiosity,
nature of the pulp genre makes it easy to throw wildly different types of characters
or it might be the reporter's thirst for new
together in adventuring, which allows Players to each have their own individualized
stories. Regardless, curious characters
part to play in the story.
will be easy to draw into any type of plot,
The heroes of pulp magazines were cast in a mold of courage and nobility. They if provided with a tantalizing enough
never backed down from a challenge, were always ready to risk their lives for a lead (like a half-dead victim staggering
good cause, and generally were paragons of virtue (though they could have a few through the door, clue in hand).
defaults, those were usually minor). In a sense, the heroes of the pulp genre were
Excitement: This motivation was com-
comparatively simple characters. They faced no ambiguity about good and evil; the
mon among the pulp heroes. They went
distinction between the two was always razor-sharp, both in appearance and moti-
on adventures for the sheer thrill of it,
vations. Though they might sometimes need to kill, the heroes never did so easily,
either because they were bored or be-
and the victims were always bad guys who had attacked first.
cause they were addicted to the adrena-
line rush. This type of character should
be built to take risks - get lots of Dar-
ing Dice and Destiny Points!

Idealism:This type of hero simply wants


to make the world a better place. He
(or she) is a strong believer in the val-
ues of the Free World (liberty, equality,
freedom of speech, etc.) and will try to
defend them against those who would
destroy them. This is good for war-ori-
ented stories.

Justice: The favored motivation of the


"crime fighter" (masked or not) that
populated avery common type of crime-
oriented pulp fiction. This can also be
P Though the characters, like most used for espionage stories.

people, will usually have jobs and pri- Redemption: This was not as common,
Adventurers in the pulp magazines were
vate lives, they always seem to be able since pulp heroes were not supposed
larger than life, being the strongest, the
to slip out of them to go adventuring. A to commit bad deeds, but it is possible
most athletic, the smartest, and naturally
few heroes were portrayed as being in- that the character once made a terrible
the most heroic
dependently wealthy, and were not mistake, and is trying to atone for it.
The game already recognizes this most subject to this kind of minor problems.
Player Characters will have several At- Others could invoke field trips or vaca-
tributes and Skills above the baseline, tion time and simply slip out the back
and access to tools, equipment and door. In any case, when adventure
contacts that most mortals would never called, the heroes were always ready
see in their lives to answer!

david serban gheorghe (order #18155011)


that he, being a singular example of He is part of a team that consists of sev-
human perfection, isn't affected by. eral parts. True, he is a very important
In designing pulp heroes, whether as
Player or non-Player characters, the part of that team: its leader. Neverthe-
While many pulp heroes (and, by ex-
"Doc Savage Problem" often rears its less, he is not so well Skilled that he
tension, Gear Krieg characters) are
head. This problem isn't unique to pulp doesn't need Tom's strength or Amelia's
modeled on the good Doctor, this is not
stories; it occurs in other genres as well. savvy to help him reach the conclusion
an especially good thing. It's not that
However, it is especially acute in the of his adventures. This is a much more
the Doc Savage stories are unenjoyable
genre, if only because of the over the appropriate model for creating pulp
- quite the opposite. Much like Doc
top nature of the characters and plots. heroes than Doc Savage, no matter how
himself, they are perfect examples of
The problem takes its name from per- important Doc is as the source and in-
pulp conventions in action and any
haps the most famous of all the pulp spiration for them all.
Gear Krieg Gamemaster who wishes to
characters of the 1930s and 1940s - run a long-standing campaign would
Dr. Clark Savage. be well-advised to read at least a few
of his adventures.
Created by Lester Dent, whose four-act The solution to the Doc Savage prob-
model of storytelling is an important in- The heart of the problem is that Doc is lem is inherent to the way that the game
fluence on Gear Krieg: The Roleplaying irreplaceable. He is not only the focal is written. For one, all beginning char-
Game, Doc Savage is the ultimate hero. character of the stories in which he ap- acters start with roughly the same level
He is not only a genius, holding several pears, he is also the only character who of power. Unless a new character is in-
advanced degrees that make him a doc- really matters. He excels in every field troduced into a campaign after its be-
tor several times over, he is also a per- of human endeavor and is both men- ginning, there is very little reason for
fect physical specimen of humanity,tall tally and physically far more impressive any of them to so far outstrip their com-
and well-muscled, with a perpetual tan than any of his friends or allies. In a very rades that they approach Doc Savage-
that gives him the nickname "The Man real sense, Doc doesn't need any of his like levels of indispensability. Moreover,
of Bronze." companions. He would undoubtedly the nature of character generation im-
perform just as well, if not better, if he poses a variety of restrictions on newly
Doc Savage traveled the world with his
went off on his own and undertook his created characters.
five boon companions, with whom he
adventures without companions.
served during the Great War. Though For example, it is impossible for any
they themselves were impressive indi- Doc Savage highlights a problem that single character to be good in all areas
viduals - a chemist, a lawyer, a geolo- Players and Gamemasters alike should of expertise. Likewise, any character
gist, an engineer, and an expert in elec- avoid when creating Gear Krieg heroes. whose Attributes are far above the hu-
tronics - none of them approached There is nothing wrong with a superior man norm in several areas will probably
Doc's level of brilliance, even in their own human being. All pulp heroes are, in be deficient in the area of Skills. The
fields of expertise. some ways, better than the ordinary citi- point is that the character creation sys-
zens they protect from Nazi spies and tem makes it more or less impossible to
Except for the fact that they were old
Japanese crime lords. Yet, their superi- start out as a god among men.
comrades whose friendship was forged
ority must be limited in some fashion;
in the chaos of the Great War, there is A consequence of this is that Gear Krieg
they must need the help and assistance
very little reason for Doc to associate characters are, almost of necessity, part
of others. Even though Jack Memphis,
with his companions. They are all very of a team. They will have partners and
for example, is a test pilot extraordinaire,
much inferior to him and, more times associates who aid them in their mis-
he is constantly getting into trouble that
than not, their inferiority makes them sions, since they are incapable of do-
requires the assistance of Tom or Amelia
more of an impediment than an advan- ing everything that needs to be done
or Professor Henry to overcome. Jack
tage. Doc spends a great deal of his on their own. Specialization is therefore
is neither invincible nor indispensable.
time rescuing his friends from threats the watchword of any group of Player

24

david serban gheorghe (order #18155011)


characters. It's not only a good way to
overcome the nature of the character
creation system; it's just common sense.
he heroes of the pulp genre usually followed a series of cliches. They could easily
Thus, a group might include a Great War
e placed in distinct categories, such as the Crime Fighter, the Ace Pilot, and so on.
veteran skilled in a wide variety of weap-
his makes it easier to rapidly create a new character, and it also makes the in-
ons, a superscientist with the latest gad-
ame portrayal a breeze: everyone knows what the square-jawed hero will do when
gets, a suave confidence man with a
rought before the main villain.
winning smile, and a self-taught me-
chanic who can pilot any vehicle con- :haracters in the same category share a similar background, skill set and equip-
ceived by the mind of man. Each char- lent - it is up to the Player to find the right style to truly set his character apart from
acter fills a niche and complements the II the others. It might be a signature move, a peculiar item of clothing, or a piece of
others. They are, in a very real sense, a quipment that no one else has
unit that is more powerful and flexible
than any one of the characters that
makes up the team. Unsurprisingly,they
are much more likely to succeed in their
missions and form the basis for a long
lasting campaign than a more narrowly
focused group of characters.

RESPONSIBILITY
Of course, Gear Krieg doesn't succeed
because of Players alone. The
Gamemaster also has a responsibility
to accommodate a style of play condu-
cive to teamwork and specialization.The
easiest way to do this is through diver-
sity, which is to say that the Gamemaster
should avoid creating one-note adven-
fields of science, medicine, defense and
tures that dwell on only a single aspect
technology, the Adventuress of today is
of the setting. i e heroes are men in search of adven-
a strong and tough woman who has
re No matter where they go or what
The ideal is to create scenarios that come alive in this new age of wonders
appens around them, their lust for life
possess multiple facets, typically one for and war.
anages to land them in the middle of
each member of the team. The inten-
iuble time and time again The hero
tion is to give every character something
wer simply 'goes' - he dives, leaps
to do, but having multiple facets is a
careens, flinging himself into situa-
good way to create unusual adventures A best friend, a close relative or a hero-
Ins with gusto Dedicated to his com-
as well. worshipping kid, the Sidekick is a vital
mons, the hero is almost invariably
part of any action team. Bound by blood,
iivalrous, patriotic and loyal, devoting
friendship and loyalty, he'll stand by the
mself to them and expecting similar
hero until the end comes, whatever that
?votion in return
may be. While he may come off some-
?roes don't have to be men, either times as comic relief next to the staunch
eed from the repressive social mores and stalwart square-jawed hero, the
the past, women are blazing their own Sidekick is the one who always comes
iils Joining fathers and brothers in through when the cards are down.

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While most people will not want to play
second fiddle to other Players in the
group, there's no reason the Sidekick
There are many ways to bring the characters together as a team for extended play,
cannot get as much "screen time" as
and most of them are based on the style of the campaign itself. The first chapter of
the Hero. They can pull their weight just
this sourcebook features a huge number of suggested pulp adventure plots, and
as much, it's just the style that is differ-
more can easily be created with the adventure generator found in the basic rulebook.
ent. Still, playing Sidekicks is best left
All that remains to do is to tie them up together under a general theme. The theme of
to the better roleplayers, possibly with
the campaign will also dictate what kind of support the group will have access to.
a good ear for the pulp genre and a will-
ingness to share the spotlight. The following campaign suggestions are not all that is possible, of course. They are
simply those that fit best with the world of Gear Krieg, where a war for the future of
Humanity is going on. It is quite possible to set the campaign in the years before the
war begin, and play in a more typical pulp-style game. This will open up additional
The Heroes often need specialized help themes, such as the crime-fighting league, the explorers' society, and so on.
during their adventures, and this is
where the Support Character comes in.
While not as dashing as the Hero nor as
loyal as the Sidekick, the Support Char-
acter is perhaps more useful than either
archetype. Not restricted to
superscience technicians, this arche-
type can be used for any eccentric ex-
pert, their expertise and knowledge of-
ten accompanied by some bizarre col-
lection of personality traits that serve to
highlight their unique genius.

Though usually left as a Gamemaster-


controlled NPC, the Support Character
can be played, as long as the person
controlling him accepts that their role in
the story is to provide the main charac-
ters with the skills and help they other-
wise lack. One way to handle this might
be to have one Player incarnate several This is the most free-form type of cam-
persons, from the wise old scientist that paign there is. The Characters are re-
gives them their gadget to the nervous, In this type of campaign, the heroes are
sponsible to no one but themselves.
scrawny type that becomes a fearless on their own One or more of them is
They can chose the type of adventure
daredevil once put behind the controls wealthy and can afford to supply the
they will go on to. This allows the
of an airplane. group with the tools, weapons and ve-
Gamemaster to use a large variety of
hicles they need to go on adventures
themes, the campaign's main thread
They have a headquarter or base
being the group itself. One week, they
somewhere, most likely o n the
might track down a jewel thief; the other,
sponsor's property (a private mansion
break a Nazi spy ring; the next, hunt
or lab, a penthouse in a great city, etc )
down a rare animal in the jungle of Af-
Their most likely motivation will be ex-
rica. Each adventure can be different
citement or idealism
from the previous one!

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tions not to resort to war." In the case of - Germany, Italy, and Japan - are no
the Second World War, the League has longer members of the League. This fact
The Player Characters' team is spon-
failed to live up to these high-minded hampers the teams' ability to operate,
sored by a government or government
goals. Secretary General Sean Lester but not their resolve to do so.
agency (there is some overlap with the
undertook the task of correcting the er-
League of Nation team, see further). In Axis-held areas, the teams operate
rors of the past by creating "Plenipoten-
They may or may not be actual employ- undercover, following the specific or-
tiary Teams" to act as trouble-shooters
ees - it does not really matter. They ders of the Secretary General. As they
throughout the world.
might have been hired as consultants, do elsewhere, the teams gather infor-
or they are the secret "ace in the hole" The Plenipotentiary Team is a perfect fit mation. They also coordinate with anti-
of a powerful senator that uses them to for a gaming group. It can include any Fascist rebel groups and encourage re-
solve problems that cannot be otherwise type of character, it supplies them with sistance to tyranny in whatever form
be rapidly dealt with. all the support they need, and provide they find it. Secretary General Lester
missions tailored to their abilities and has given the teams access to funds
This type of campaign is a good com-
skill levels. Teams are usually a varied and equipment in this noble mission,
promise between the independent team
collection of men and women, each as well as the full support of the League
and the fully-fledged government as-
bringing different Skills to the group. Council.
signments. The Characters still get sup-
Some are diplomats, while others are
port, assignments and protection, but
soldiers and scientists.
they have considerably more leeway to
operate. The composition of a team depends
greatly on the specific mission the Sec-
retary General has assigned it. Convinc-
ALLIESARMEDFORCES
ing Communists and Nationaliststo work
The Characters could all be soldiers in together against the Japanese in China,
one of the Allied armiesfighting the Axis for example, calls for diplomacy, while
menace. This type of campaign is per- lending aid to the French Resistance is
fect for those that want the game to fea- the domain of soldiers and rogues. The
ture lots of heavy machinery and large inhabitants of occupied nations -
guns. China, France, Poland, the Philippines
While the chain of command might - make up a disproportionate number
prove to be an unbearable burden at of these teams, as do expatriate Italians,
first, there are easy ways to free the Germans, and Japanese opposed to
team. They are likely to be placed in an their nations' policies. Americans are
independent unit that, commando-like, also commonplace, perhaps atoning for
roams the countryside to right wrongs, their country's unwillingness to join the
lend a hand to friendly soldiers in dis- League in the past.
tress, and ultimately track down the vil- They also have a number of advantages
lain (which will probably be an enemy that other type of group don't have. As
officer or scientist). diplomatic personnel, the teams may
move freely throughout the world, rely-
ing on the League's status to ensure safe
passage. In this capacity, team mem-
The Covenant of the League of Nations
bers work to gather information and
states that the organization's mission is
coordinate efforts between allied gov-
"to promote international co-operation
ernments. Of course, the main threats
and to achieve international peace and
to peace and justice in the Modern Age
security by the acceptance of obliga-

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.. - -

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david serban gheorghe (order #18155011)


...............
........................
ght Brown, golng QY

Complexion: ..........................

lace: ............... Newport News, VA

the city from the chaos of the Chinese civ and Japan’s invasi

looking to round up rowdy Marines.


no matter what kind of havoc he might wreak the dght before, when r
tional Marine. Decorated several times for his service during the First

nia to help train the influx of new wartime recruits.

lacked before they were out the door.

back in a fight.

david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)
david serban gheorghe (order #18155011)
- - ---A"

ER +I

S!kills

----- A.

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--

david serban gheorghe (order #18155011)


I

david serban gheorghe (order #18155011)


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david serban gheorghe (order #18155011)


I I

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david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)
Such a general need not be overly au-
thoritarian or cruel. He need not be cor-
rupt. In fact, he may well be a true pa-
At the heart of most exciting adventures is a villain worthy of the heroes. One of the
triot whose motivations arise from genu-
most important elements of the pulp stories on which Gear Krieg is based is the
ine concern about the well being of his
villain. His personality, goals, and methods provide not only the backdrop against
countrymen. Consequently,the general
which an adventure is set, but also cues as to how that adventure will unfold and the
may not be willing to do whatever it takes
themes it will evoke. The basics of creating pulp villains have already been dis-
to achieve his goals. He might adhere
cussed on pages 164-168 of Gear Krieg: The Roleplaying Game. Gamemasters are
to a code of honor that prevents him from
encouraged to be familiar with this introductory material before reading this chapter,
harming innocents, for instance. Yet. he
since it draws heavily on the groundwork laid there.
is a villain, because he betrayed the ci-
vilian leaders of his nation and under-
mined the values he claims to cherish.

What is common to both types of villains


is that their actions are totally out of pro-
I portion with their goals. Whether they
seek to advance science, protect their
country, or simply enrich themselves,
they are all united in their willingness to
act above and beyond what ordinary
people would consider reasonable.
Even if they claim otherwise, they reject
everyday morality as some inapplicable
to themselves. They exempt themselves
from the common sense understanding
dozen - or thousand - people die in of right and wrong that most people
his quest to harness the power of the possess. That's why it's generally easy
One of the most basic questions any
atom, it is a small price to pay for to recognize a pulp villain for what he is
Gamemaster needs to ask about the vil-
progress. This sort of amoral thinking is - he places himself outside the bounds
lains he uses is "What motivates them?"
a hallmark of pulp villains, especially of the law in order to achieve his ends.
Villains, especially pulp villains, are hu-
Nazis and those like them, who view
man beings, so they can have as wide Gear Krieg villains are no different and
their twisted philosophy as somehow
a range of motivations as any one else. the Gamemaster would do well to con-
improving the lot of the human race.
In many ways, they have an even wider sider the point at which an antagonist
range, since they are often willing to con- At the same time, it's perfectly possible is willing to cast aside his common hu-
sider options and alternatives that he- to imagine villains whose motivations are manity to achieve his goals. The extent
roes (or even average people) might not. genuinely noble. In these cases, their to which he is willing to do so will de-
For example, a villain might see his work range of options is probably more lim- termine a lot about how sympathetic he
as advancing the cause of science and ited than even heroes, because they appears to the characters. This is an
all other considerations are insignificant possess a strange kind of honor that important point: not all pulp villains are
to him. In fact, it's entirely possible that restricts their ability to act. For example, created equal. Some are simply nefari-
he is advancing the cause of science in a general might see the squabbling of ous. The Nazi scientist who experi-
his work. What makes him a villain is his his country's leaders as an impediment ments on concentration camp intern-
methods. A true pulp villain may indeed to its self-defense in the face of the Nazi ees is evil and the players will likely re-
have a wider range of motivations and threat. He might then consider that the quire very little convincing of this fact.
options, but that's because he probably best thing for his fellow citizens would Opposing him come naturally to he-
doesn't view what he is doing as wrong. be the establishment of a benign mili- roes, because the scientist has placed
He sees it as good in itself. If a few tary dictatorship with him as its leader. himself so far beyond the reach of law

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david serban gheorghe (order #18155011)


and morality that, in a sense, he's no way to name a villain is by combining a task has been completed after the or-
longer even human. color with a word suggesting something ders have been given. In general, even
animal, supernatural or about leader- if one or more henchmen fail miserably
The general, on the other hand, might
ship. Once this is done, build up the vil- at a given task, they will suffer a tongue
be portrayed more sympathetically. His
lain by having others refer to him in terms lashing at most and be sent out to try
goal -the protection of his fellow citi-
of terror and awe; have newspapers, the task again.
zens from Nazi tyranny - is laudable
police "wanted posters" or bragging
one that the heroes share. That he pos- Villains like to gloat and sign their evil
criminal underlings trumpet their diaboli-
sesses enough honor and decency not deeds, and as such will rarely go to
cal deeds and horrible crimes.
to harm innocents or act rashly is to his great lengths to hide their involvement
credit. At the same time, he is willing to Give the villain quirks or traits based on in a given case (the really dangerous
overthrow the democratically elected the above; a scary costume, a deep and villains are the ones that do). Often, even
leaders of his nation just to gain secu- cultured voice, a squeaking laugh, a me- undercover agents will sport tattoos or
rity in the face of the Nazis. That is un- chanical hand, etc. Such traits can be other distinctive marks identifying them
acceptable to most characters (or used in the plot to figure out what evil as members of the villain's organization.
should be), which is why the general is deeds they will commit. This trick of
Villains and henchmen dislike killing
in fact a villain rather than a hero. He is fleshing out a character can also be
heroes right away - they fear losing
nevertheless a more complex villain than used with other NPCs, whose person-
useful information, and will always at-
the scientist, because the characters alities can be filled in with the use of
tempt to take them alive whenever pos-
might see some logic in his actions. such external features. The more impor-
sible. If they must kill, they like to use
They might even agree with him that the tant the NPC, the more individual quirks
elaborate assassination plans, such as
elected leaders of the nation are badly and outward personality identifiers they
placing a venomous creature in a bed-
bungling their duties and playing right should have.
room, instead of simpler and more di-
into the hands of Hitler. Yet, the general
rect methods like concealed bombs
has clearly crossed a line that should
and sniper guns.
never be crossed and no amount of ex-
plaining the reasons behind his actions Pulp villains share a number of stereo- Villains tend to have problems with their
will turn him into a hero. typed behaviors that make little sense love life. Vanquished enemies and sup-
in the modern world. Often, their actions planted family members are never killed,
will provide an opportunity for the he- but kept imprisoned in a forgotten cell
roes to destroy them. While this makes of a dungeon, base or other lair. Villains
THE DETAILS
little sense, it fits the genre and give the tend to be attracted to people who ac-
The evil arch-villain is at the centre of good guys a chance to show off and tively oppose them; this is also valid for
every pulp adventure, and as such he provide much additional entertainment. henchmen and villainous offsprings.
needs as much details as the main char- The followings are a few of the most
Villains always accept a challenge from
acters. He (or she) must be as memo- commonly observed behaviors of the
the hero. They are generally too arro-
rable as possible. Pick a colorful back- pulp villains.
gant to turn the offer down. Likewise,
ground, a bizarre disguise or uniform,
Unless it's absolutely necessary, villains they will not wait until their back is to
and above all a unique name.
will send henchmen to deal with the the wall, but instead call off their troops
Look up names in telephone books, heroes and implement their plans (like- and henchmen to deal with the prob-
movie books, or simply make one up out wise, henchmen will first delegate the lem personally.
of random syllables strung together. For tasks to their troops and thugs before
During the final showdown, henchmen
foreign bad guys, refer to an atlas and attempting to take care of things them-
and villains alike will engage the heroes
pick. You can also slightly change or selves). Henchmen often enjoy a re-
in physical combat regardless of the sur-
steal outright the names and villains from markable degree of leeway in both their
roundings, even if the latter happen to
pulp stories and comic books. If the vil- methods and results. Most villains have
be a dangerous place like the edge of
lain is a mysterious figure, give them a the outmost confidence in their troops,
a cliff or a small bridge over molten lava.
menacing name. One quick and dirty and will not check to make sure that a

david serban gheorghe (order #18155011)


Many villains are vain and often like to ork to his henchmen. Whatever the win, certainly, but that does not mean
gloat before getting rid of their enemies; 1w, it should evolve naturally from the that easy victories will bring them much
this includes explaining the entire plot mtral concept of the villain. pleasure. The GM should construct his
or evil plans. villain’s fatal flaw in such a way that it
den so, flaws should not be an “es-
serves as a possible means of defeat-
When escaping, villains and henchmen 3pe hatch.” While they are meant to
ing him rather than a sure-fire method.
always stop to pose dramatically and 3 exploited by the characters, doing
toss off a smart one-liner. Hidden es- should require effort. Players like to
cape routes, secret gadgets and sur-
prise tricks concealed up the villain’s
sleeve all help to ensure the villain’s ul- Smedley Butler and the Coup against FOR
timate getaway. Pulp villains are rarely
truly dead despite the fact that no one President Franklin Roosevelt sufferedfrompolio, a condition he hidfrom the Ameri-
could possibly have survived the final can people with the collaboration of the media, who never explicitly broached the
subject in print or on the radio. Howevel; in 1933, Roosevelt’s polio became so
explosion/fall/crush by heavy object. By
severe that many - especially business leaders - began to worry that he could not
making sure no body is found, the GM
adequately handle the running of the government, let alone deal with the combined
can have the villain return at a later date
problems of the Great Depression and foreign enemies.
stronger than ever, usually with some
sort of explanation, no matter how im- Thus, a conspiracy was formed, with powerful business executive from corpora-
probable. Failing this, pulp villains can tions like DuPont, Goodyeal; and J.P Morgan forming its inner circle. They turned
to a Marine Corps general and decorated hero of World War I named Smedley
always have identical twins to step in
Butler to approach Roosevelt with an ultimatum: surrender the day to day gover-
after their demise in a previous adven-
nance of the United States to himself(with the backing of the conspirators) or face
ture (or maybe the dead villain was a
the prospect with a military coup, supported by veterans of the American LRgion.
look-alike decoy?). It has also been
known for other crooks to cash in on the The conspirators hoped that Roosevelt would create a new cabinet position, the De-
fame of a famous and truly dead villain, partment of General Affairs, whose secretary would be Smedley. The Department
would reverse many New Deal policies, in accordance with the wishes of Wall Street.
adopting their reputations as a cover for
For example, it would reinstate the gold standard for currency, which Roosevelt had
their own crimes.
abandoned to stabilize the American economy. In the end, Smedley would become the
real ruler of the United States, with Roosevelt reduced a jgurehead position. The
conspirators believed that the only way toprevent America’s becoming a Communist
country was to institute a Fascist governmentalong the lines of Germany or Italy, with
Equally important to a good villain is
Smedley in charge and big business giving him his orders.
his fatal flaw. All pulp villains have them.
They are another vestige of their lost In the end, the conspiracyfailed because, despite everything, Smedlq had too many
humanity, a sign that they are not quite
qualms about overthrowing the American government. Instead, he reported the plot
to Congress, which investigated the matter and put an end to it. Smedley didn’t do
as different from heroes as they might
thisfor Roosevelt, whose policies he disagreed with. He did it because he felt it was
first appear. Fatal flaws are also con-
the right - the honorable - thing to do. The idea of a soldier taking orders from
venient means for the characters to de-
business leaders to undermine democracy ran counter to his sense of integrity.
feat them - if only the can determine
the flaw. For a number of reasons, Congress and the media covered up the conspiracy. I t s an
interesting sidebar in the history of the United Stutes during the GreatDepression and
Good fatal flaws tie into the villain’s his- should provide GMs with plenty of ideasfor Gear Krieg scenarios. I t 5 certainlypos-
tory and archetype. For example, a sible that, though this coupfailed, others may be under way, perhaps with the help of
Crime Lord may have a weakness for Germany or Japan. I t s even possible that a villain of some sort might wish to make
gambling, enabling a character to wa- himself leader of the United Statesfor any one of dozens of reasons. Though it seems
ger for his life. Likewise, an Aristocrat far-fetched, it’s important to remember Smedley coup that almost was, since it pro-
may consider killing to be personally vides a much-needed tonic to those who think such a thing could never happen in a
abhorrent, always leaving such dirty
bastion of democracy. If it’s possible in America, it’s possible almost anywhere.

david serban gheorghe (order #18155011)


What follows is advice tailored for each
of the major villainous archetypes found
in Gear Krieg The Roleplaying Game as
well as templates that provide statistics
for "typical" members of each arche-
type. There are likewise notes for
customization, which should give the
GM plenty of ideas he can use or reject
according to the needs of his campaign.

The Crime Lord is probably the most


straightforward villainous archetype in
Gear Krieg, and with good reason. His
motivations are the simplest. The Crime
Lord seeks, above all else, the wealth
and power that come from controlling
illegal activities. His interests are, gen-
erally speaking, much less world-shak-
As explained at length in Gear Krieg The Roleplaying Game, pulp stories thrive on
ing than those of other types of villains.
archetypes. They're a useful shorthand that allows the author to explain the nature
They're also of the sort that's least likely
of his villain quickly without slowing down his plot. That is very important, because
to have much to do with the course of
pulp stories thrive on being fast-paced and exciting. Anything that slows down a
the war itself. They may take advantage
story, such as unnecessary exposition, is poisonous to a successful pulp adven-
of the chaos World War II is wreaking
ture. Consequently, archetypes give the GM powerful tools with which he can set
(as is the case with Massimo Marchand
the stage without having to explain every detail.
of the World Crime League), but they're
Knowing, for example, that Lord Blackstone is an Aristocrat makes it easy to get into probably not all that politically moti-
his mind and use him as a character. Certainly, he's a different type of Aristocrat, vated. Indeed, most successful Crime
say, than a dispossessed White Russian duke with dreams of defeating Stalin and Lords learn a healthy distrust for all
becoming Czar, but both share many similar characteristics: wealth, urbanity, dis- forms of government, whether authori-
dain for the "lower orders." The specific uses of these characteristics will certainly tarian or democratic. For that matter,
differ. Blackstone's disdain for the common people, for example, manifests in an most Crime Lords face even stiffer op-
intense hatred of the United States and Americans, whom he dismisses as "mon- position from Fascist governments, part
grels." The Russian duke, on the other hand, might show his contempt toward not of whose political agenda consists ex-
only the Communists but also all who do not share his love of Persian caviar and big treme "law and order" platforms.
game hunting.
In this respect, Crime Lords are often
Archetypes provide a rough framework for the GM that takes some of the workload politically agnostic, or even anarchistic.
off in creating and using villains in his campaign. Each archetype is sufficiently This isn't to suggest that Crime Lords
broad so as to give lots of opportunities for customization. That is really the key to don't see the value in discipline and a
creating memorable villains for a Gear Krieg campaign. Just as creativity and one- strict hierarchy of authority - far from it!
upmanship are useful general principles for GMs, they're also very helpful to bear in Indeed, one of the common character-
mind while creating villains. By finding new and unusual ways to warp the basic istics of all Crime Lords is their obses-
archetypes, the Gamemaster is making his game more interesting and ensuring sion with control. Crime Lords get to be
player interest. Yet, because the archetypes already provide all the basic informa- Crime Lords by bringing a wide variety
tion the GM needs, he can concentrate on making the specific examples of them all of criminal activities under their control.
the more memorable. There are probably examples of Crime

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Lords who specialize, such as those in-
volved solely in drugs or gunrunning, but Pulp Era Stereotypes
even they show an overarching desire
It’s worth mentioning that many pulp Crime Lords are horrible examples of eth-
for control. Perhaps, then, it is more ac- nic and racial stereotyping in action. The Mandarin sub-type qf Crime Lord, ”for
curate to say that Crime Lords are all example, exemplifies an unpleasant element of anti-Asian prejudice during the
alike in the grand scope of their visions. 1930s and 1940s. It’s frankly hard to read stories or watch movies from that era
They wish to control a//the criminal ac- without recognizing this unfortunate element of the popular culture. The same is
tivities in which they are interested. Thus, truefor other types of villains, which are based around misconceptions andpreju-
a Crime Lord in Burma might seek to dices about Italians, Irishmen, and other cultures that were diferent from the
dominate the world trade in opium, while mainstream of the day.
a Crime Lord in Europe might have more The dificulty in addressing this reality of the source material is twofold. On the one
interest in being the sole supplier of hand, so much of the mystique of Crime Lord characters is based around their
weaponry to resistance and partisan mysterious and exotic nature. By using a Mandarin, it is very much in keeping with
groups. pulp conventions and the dictum to be creative. After all, what GM wouldn’t rather
send his players up against the diabolical Dr Fu Manchu rather than just another
On the other hand, many Crime Lords
dull kingpin? Despite the crudity of the portrayals in the pulps, ethnic Crime Lords
do show a remarkable breadth of vision. nicely convey the exoticism that is part and parcel of the pulp esthetic. Gear
They are not content simply to control Kriegrelies on this just as much as the pulps themselves. By rejecting the use of
drugs or prostitution or illegal gambling. ethnic Crime Lords out of hand, the Gamemaster may be depriving himself of an
They want to control it all. By being the interesting and intriguing villain.
sole supplier of a wide variety of hu-
The other dificulty is one ofperspective. People living during the Igjos and 1940s
man vices, they can gain much more
didn’t think of themselves as racist. At least, very few of them did. Even the more
wealth and influence than they could well educated and open-minded people of the time saw nothing wrong with the
otherwise. In addition, Crime Lords of portrayal of Italians as gangsters or Chinese as a “yellow menace.” To them, it was
just the way things were, nothing more. Since Gear Krieg is set during those times,
each GM must ask himselfhow closely he wishes to adhere to the values and ideals
of the time. After all, this is period in which African-Americans lived in segregated
neighborhoods yet were still expected to fight and die for their country. It’s the
same time when both the American and Canadian governments intern their citizens
of Japanese ancestry yet still claim to be somehow better than the Nazis.
Of course, Gear Krieg is also set in an alternate I94OS. There are many differ-
ences from the history of the real world. A GM would be well within his rights to
assume that more than the development of science has been altered. Perhaps pub-
lic opinions and mores have changed too. Especially if the Gamemaster wishes
the Allies to be painted in the best possible light, he may decide to downplay or
even ignore the ugly elements of the time, including racism. It may not be true to
history, but then there were no walkers in 1941 either

In the end, it’s up to each Gamemaster to decide how much he wishes our modem
values and ideals to impinge upon the reality of Gear Krieg. As a general rule, it’s
probably best to avoid the most egregious stereotypical portrayals of ethnic Crime
Lords. Even i f a GM is very interested in showing the Modern Age as it was and in
emulating the pulps, there is very little to be gained by using blatantly racist stereo-
types. Moreovel; there is potentially a great deal more to be gained by showing these
characters as well-rounded individuals. There is no reason to preclude the use of the
Mandarin as a villain in a Gear Krieg adventure. However; instead ofportraying him
as villainous simply because of his ethnicity, it might be much more interesting to give
him real motivations and desires. Perhaps he turned to crime to seek revenge on the
Westernpowers that humbled China during the Boxer Rebellion.

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this sort make much more versatile vil- Crime Lords will possess vast networks ally at odds with most of its inhabitants.
lains. A Burmese opium baron is, for of minions and access to incredible This fact will often mystify the villain, who
the most part, useful only in adventures wealth. As mentioned previously, does not understand why his beneficent
set in east Asia. The same is true of Massimo Marchand of the World Crime offer of betterment is being rejected. If
gunrunners in Europe or mobsters in League is a premier example of this type his plans are foiled often enough, the
Chicago. This isn't to say that such vil- of Crime Lord, but there is plenty of room Philosopher King may even become
lains don't have a place in Gear Krieg. for others to exist. The world during the embittered, convinced that no one truly
After all, not every villain must be a Modern Age remains a large place. understand him or his plans. This only
world-spanning megalomaniac, whose Despite the inexorable march of super- makes him more dangerous.
tentacles span multiple continents. science, travel and communications are
The Plutocrat is the most extreme form
There is a time and a place for more not yet instantaneous. It is thus extraor-
of Aristocrat in that he believes the
"local" antagonists. They certainly dinarily difficult for any single individual
wealthy are best suited to rule. Unlike
make a nice change of pace from their to corner the market on any aspect of
other types of Aristocrats, the Plutocrat
more impressive counterparts. criminal endeavor. There are thus lots
does not view wealth as somehow
of opportunities for crime lords to set up
At the same time, there's no denying that "dirty." He revels in it and enjoys the
shop, especially in remote locales over-
pulp stories and Gear Krieg share a love privileges it gives him. More than likely,
looked by their more obvious competi-
for larger than life characters and the Plutocrat does not come from wealth,
tors. Crime Lords could easily ensconce
events. The bigger the better is often a having gained it for himself through ruth-
themselves in Africa or Asia without
good rule of thumb. Consequently, many less business dealings. He may be a
much difficulty and they'd be a welcome
robber baron or shipping magnate,
change from the Mafia dons and Ameri-
someone with power equal to his wealth.
can gangsters that are staples of the
pulps.

Superscience is an integral part of both


the pulp genre and the Gear Krieg set-
The Aristocrat is witty, urbane, and ex-
ting. Thus, it should come as no sur-
tremely elitist. He believes the world
prise that there are those who seek to
would be best run by "the right sort of
use Superscience not for the good of
people," by which he means people like
mankind, but to further their own dia-
himself. Impossibly wealthy and well
bolical ends. Such people are Mad Sci-
connected, the outside world may not
entists. Whether appearing as the main
even recognize the Aristocrat as a vil-
villain or as his servant, the Mad Sci-
lain at all. Instead, he appears as a
entist will be a common villain in many
prominent industrialist or political
campaigns.
leader, making the job of the charac-
ters all the more difficult. Lord Augustus If there were such a thing as an arche-
Blackstone, the traitorous British noble- type of an archetype, Dr. Frankenstein
man, is a prime example of this kind of would be it. Dr. Frankenstein toys with
villain. the boundaries of life and death, using
his advanced knowledge of biology and
Of all the villain archetypes, the Philoso-
physiology to stretch the definition of
pher King is perhaps the most genuinely
human. Gear Krieg does allow for reani-
noble. Well educated and thoughtful, he
mated corpses, and there is nothing
seeks to improve the world through his
wrong with "improved" human beings.
actions. At least that is what he believes
Indeed, the Third Reich will undoubtedly
he is doing. Being a villain, his under-
employ more than a few Mad Scientists
standing of "improving" the world is usu-
of this variety in an effort to create the

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"Nazi superman" to which their insane World War I destroyed the lives of many. Fatale is a secret villain, pulling strings
ideology is dedicated. Some of those lucky enough to escape from behind the scenes. More than a
with their lives were forever changed: few pulp heroes realized only later that
The Machine Man type of Mad Scientist
hardened, warped. Their former values the seemingly innocent young woman
is obsessed with machines, believing
did not survive the bloodbath of the who hired them was in fact the real vil-
them stronger and better suited to many
Somme or the insanity of Dieppe. When lain all along!
tasks than "crude human beings." He
they returned home, they found they
will undoubtedly outfit his henchman Femme Fatales also work well as asso-
could not return to their former lives. True
with gears to use against opponents. He ciates to other villains, either as full-
members of the "Lost Generation," the
may even use experimental robots as fledged partners or as girlfriends or
World War I Veteran decided to use his
guards. Whatever the case, the Machine molls. Because of her nature, the
talents for twisted purposes, vile mock-
Man represents the "cutting edge" of Femme Fatale often relies on others to
eries of the virtues he once upheld.
mechanical development - including function as her muscle. This is not a
devices no reputable scientist would The Old West may only be a memory to universal rule, of course. It is perfectly
ever employ. some, but it's still alive and well in the possible to imagine a pistol-packing
minds of many. New Mexico and Arizona Femme Fatale who mixes it up with the
only entered the Union a few years be- best of them. Nevertheless,GMs should
fore the outbreak of the World War I. remember the role of women in the time
Not all pulp villains need have agen- These former territories provided safe period and how that will affect the cre-
das of their own. Some of them can be havens for veterans of the Old West, ation of plausible female villains.
soldiers of fortune, willing to serve any- embittered men whose Skills as gun-
one willing to pay their exorbitant fees. fighters (or hired killers) once earned
The Mercenary archetype works espe- them respect and fear. Now, the few
cially well for the main henchman of Grizzled Gunfighter who remain ply their No evil plan can be brought to fruition
other villains. Skills to Crime Lords, Elitists, and oth- by the efforts of one person, and every
ers. Though old, they are still formidable good villain needs at least one or two
opponents, possessing equal doses of loyal henchmen to set events in motion.
weapons prowess and cunning. Assigned to menial tasks, cleaning,
performing repetitions of experiments,
and burying the corpses of tests gone
wrong, henchmen are also the first ones
The Femme Fatale is a purely female to fall when the heroes come marchmg
pulp archetype. Indeed, she uses her in. Despite all of that they continue to
gender to great advantage, playing on soldier on, knowing that sooner or later,
men's weaknesses in the face of the Fair one of these scientists will finally get it
Sex. She is always stunningly beautiful right.
and often of an exotic national heritage,
and employs honeyed words and se-
duction to achieve her goals. More of-
ten than not, the Femme Fatale is a se- TheThug is physically very powerful, but
cret villain, pulling strings from behind often lacking when it comes to planning
the scenes. or strategy. His usual method of attack
is direct confrontation. Some thugs are
The Femme Fatale is always stunningly
trained and relentlesswarriors, however.
beautiful and often of an exotic national
They use guile and planning to achieve
heritage (depending on one's point of
their ends, and are relentless in pursuit
view, of course). She employs honeyed
of their goals. They will not stop until they
words and seduction to achieve her
or the heroes have been defeated.
goals. More often than not, the Femme

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.....................

s: .Facial scar, 1ar

ployer’s wide range of enterprises, Lars is occasionally called

r at the International Restaurant allows him to

david serban gheorghe (order #18155011)


... Mechanical
hments and limbs

imates”) a r e the .- _ =IvIu


r----.VV U L I G e i i b e Leoen
ving drone“) research led by Dr. Hans Sonderbar. The project’s main goal
ibility of mechanical limb replacements for ordinary soldiers. The first
lesser primates, and as confidence in the program grew, experiments bega
ies s o f a r have shown t h a t the gorillas a r e very effective when use
even mnct nf +hrri= --<-A ’
L -

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david serban gheorghe (order #18155011)


as been crime lords. Each s ised UI ne m e mom e:

e importance, and granted Massimo the freedom to work on this idea.


Massimo’s natural charisma helped again, but even this was not enough.
to ensure things worked properly, he would need to speak directly to

r 2 struck, and Massimo sensed an openin ations of the w


e to create the international syndicate. I-

mblems inherent with such a large organisation of C

his dedication may turn into megalomania.

david serban gheorghe (order #18155011)


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david serban gheorghe (order #18155011)


.........................

tinctive Marks: .............................. IlUtlG

to be the pinnacle of Amer

Hollywood starlets. However, behind his rich and famous lif

s his immense inheritance to his father’s oil business. Samson Lambe

the Germans, he recruited his first source, a young W


partment. Since then, under the cover of his high society
,ban fifty moles in the &
minor Hollywood movie :;tars and members of European

ionage ami 1 l o X G llv d e a of the evil pUPpose they i

IIu dsmisses every account of Nazi barbarity as mere communist prop


s of anyone who attempts to point out the true Rature of the Third Reich.
neae comm
come a true

52
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..-

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. -
we him the chance to

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.r

david serban gheorghe (order #18155011)


~ - -

- -

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david serban gheorghe (order #18155011)


Date: ...............

U&ive Marks: .. S

a reputation for more than the quality of its CIles. archeologists

nt the lavishly decorated dining rooms or tosE


most interesting person in the place is the proprisuva,.v--D ----.

his power will draw


as the hea.dqua*rS
ofitable opwrtunities to him. The restaurmt, quM lucrative in and of itself, Serves
'e of smugling, gambling, prostitution and drug trafficking.
Wang Han lives by a stmx morai GUUF~
n@ai police would surely label him a C
utes or offer imp0

, propriety m d intemty. The de r traditional va

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Who exactly this person

. ..

david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)
...... 1.00bLU L

.........
..................Mainz, liermany
: . Cybernetic eye and arm,
side. Scars on right cheek.

l l G IUGCII - _"
"IA"-""- LlU, AI" -r -___

grabbing arms and cap guns. Because of this obsession, he didn't do overly well a
de it into his chosen faculty of Mechanical Engineering at university.
ity, his marks improved drasticdlY. Hans w a , ~finally able to build
building them from scraps he found. He completed his ba
his stu&es. He eventually gained his Doctorate in Mechan
w&s innovative; Hans proposed that it would be possible to augment a human bc9ng with mechanical
perhaps even replace lost limbs.

("Living Drone") program to test


done on gorillas. The augmentat
changes. The beasts lo
While the gorillas would on their masters, it wa
rge, and they soon ordere ing of these Morderprim

tests that one of the animals w


lost, and his right arm severely led to keep on wo
more than ever, he ie
due to cost conc

attack, Hans has been quite

the program to go
it can be done. If his

david serban gheorghe (order #18155011)


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david serban gheorghe (order #18155011)
Vehicles can also provide mobile adven-
ture locations for pulp heroes on the
move. Rather than just being a means
Pulp heroes and villains were sometimes as well known for their bases and hidden
to get from here to there, the means of
lairs as they were for their exploits. Gear Krieg heroes and villains are no different.
transport can be the main setting for ad-
In fact, hideouts and headquarters are probably an important part of most long-
venture. The Orient Express, a sleek
lasting campaign. This is especially true of heroes, who need a base from which to
millionaire’s yacht, huge helium-filled
operate - even if they typically engage in globetrotting adventures that take them
dirigibles, rusting tramp freighters, trim
from New York to Cairo to Shanghai. At the end of the day, even heroes need a
speedboats, baroque aerial aircraft car-
place to call home.
riers, and elegant ocean liners can all
Villains need headquarters even more desperately. A villain’s lair is more than his be the scene for claustrophobic pulp
home; it’s an expression of who he is and what he values. For example, a villain action.
who has constructed a mountaintop stronghold is probably an aloof and arrogant
A great deal can happen on such a
sort, who prefers to keep his distance from the actions of his underlings. A villain
movable feast of a setting, with the ad-
who maintains a base right near the front lines of a war zone might also be arro-
vantage of using such a limited location
gant but he’s hardly aloof. Rather, he is likely over-confident and bellicose, the sort
being that it constrains the number of
of individual who likes to take matters into his own hands rather than trusting them
choices available to the PCs, making the
to his minions. Mind you, a good Gamemaster will sometimes play against type
action and adventure easier to control
and create villainous strongholds that run counter to expectations but, even so, it’s
by the GM.
important to remember that a villain’s personality should color the type of head-
quarters he adopts.

Adventure locales
The following observations and de-
sign notes are primarily intendedfor
lairs but can also be used for any
place where an important adventure
plot point occurs. Indeed, all such
locales should be memorable in their
own way - why set the gangsters’
ambush in an empty warehouse when
the encounter can take place in an
old abandoned theater;complete with
gilded decorations, rotting curtains
(to slide from the half-collapsed bal-
cony) and partially emptiedfloor?

pulp adventures conclude with an as- Each adventure locale should have
CAMPAIGNS sault on the villain’s lair, fighting the both an interesting theme andplenty
henchmen who guard it, and overcom- of dkcor elements that can be used
An important consideration IS that hide-
ing its many deathtraps before facing in the course of the game.
outs and bases are adventuring locales.
the mastermind himself. Consequently,
They are intended not merely as back-
a villain’s hideout should be inherently
ground color; they are the places where
interesting. It should be the kind of place
heroic or villainous deeds take place.
that could easily become the focus of
In running a Gear Krieg adventure, the
an adventure, even if it is not.
Gamemaster will usually set a great deal
of its action within a stronghold Many

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ancient Maya city overgrown by the
jungle, a valley hidden in a mountain
range, or a great estate in the country-
Pulp heroes are always traveling to the farthest comers of the earth in pursuit of
adventure. Though their mission can begin across town, often something will occur side. Though the characters are un-
(a pursuit, a clue or other lead) that will take them to some far and exotic place, likely to play tourist (they have a vile
filled with wondeifiul views and new dangers. In many cases, this is like traveling plot to foil, after all), it is usually a good
back in time, visiting locales where the sights and smells have remained much the idea to be plentiful with the general
same for an untold number of years. setting description, if only to set the
stage properly.
One does not have to travel to Afrika or the Middle East to get a touch of the exotic,
though. There are many places, in the heartland of America or within the cities of Main Room: The main control room,
old Europe, that canfuljill the same needs: be it a neighborhood (Chinatown, Little bridge or throne room of the villain's lair
Italy), a Hollywood studio lot, ancient ruins or old buildings. usually doubles as his primary interro-
gation chamber as well. Even if a dedi-
cated room exists for the latter purpose,
newly caught heroes will first be brought
here to face the villain (usually, giving
them a good idea of what the latter is
Both headquarters and lairs are fairly large, and their design and actual construc-
up to and where they need to go to de-
tion is largely outside the scope of the game. They are mostly sets and stages where
feat him and his fiendish plans).
the characters can play out the drama of the adventure, and as such their construc-
tion relies much more on the needs of the story than the budget of the villain. This is Cells: Captured enemies are often
more of a boon than an inconvenience, really: it allows both Gamemasters and Play- placed in the same cell or cell block,
ers to indulge in more fantastic designs, rather than be constrained by the limited the key(s) to which are available to all
budget of the characters. Convenient explanations (an inheritance, a secret bene- guards and officers. This, of course, is
factor, government grants, etc.) can usually be found to explain who paid for that a matter of convenience to the guards.
splendid office filled with gadgets and located in the penthouse area of the Empire Few pulp villains, being naturally arro-
State Building gant, overestimate the heroes and their
resourcefulness. Most cells feature ex-
tectural elements; that is, items that can posed pipes or thin walls that allow the
be used by the characters to move the use of Morse code, and have access to
When building the headquarter or lair,
story in interesting ways. This can in- the ventilation system.
care must be taken to ensure that it will
clude (but need not be limited to) furni-
maximize the style and game opportu- Hallways and Corridors: Lair hallways
ture, items scattered about, structural
nity. Sure, the architecture might not and passages always feature alcoves
elements, etc. (see the table on next
make total sense - who would place a or protruding structural supports that
page). Let your imagination run wild,
door that open midway up a wall? - can be used for cover in afirefight. They
and if it runs a little short, try looking at
but as long as the place has a look of will be well lit when the characters is led
floor plans and pictures of interior de-
its own, it will remain a memorable mile- through them by the guards, but dark
cor in magazines or in books on famous
stone in the campaign. The first thing to and shadowy when they attempt to es-
buildings. Other RPG supplements can
do is to decide what the main purpose cape. Corridors are generally wide
also be mined for maps of buildings and
of the structure is: the heroes' headquar- enough to take two people walking
other interesting structures; simply
ters will need more description than the abreast.
adapt the physical descriptions to the
villain's secret base, which will in turn
1930~-1940~.
need to be filled with henchmen, sol-
diers and hard data (wall thickness, door
lock complexity, etc.). Traps: These are generally found only
Grandiose Setting: Lairs are generally in abandoned locations or in the back
It is important to furnish the headquar-
located in sweeping vistas, such as an entrance of the villain's lair. They can
ters and lairs with action-oriented archi-

david serban gheorghe (order #18155011)


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include traditional items such as trap


doors, bottomless pits, hidden mecha- Sample Headquartersand lairs
nisms that drop heavy objects, etc. The
Thefollowing pages features a small but hopefully representative sample of head-
only thing to remember is that the trap quarters and lairs. They can be dropped “as is” in most campaigns, or be used as
must have a way out! The Gamemaster inspirations for more individualized constructs.
is trying to get the adrenaline flowing,
Each description is divided in several sub-section. Thefirst one is an overview of
not kill off the characters before they can
the place and the people within. Structure describes the physical look and game
meet with the person behind all their
properties of the lail: This includes its appearance, interesting game-related fea-
recent troubles.
tures, wall thicknesdtoughness, etc. Alternate Uses describe other ways to use the
Weapon Emplacements: Many lairs fea- sample, by changing the setting, function or ownership.
ture external defense mounts equipped
with cannons, rockets and other, more cessively dangerous It can be a small Dangerous Items: Experimental
experimental weapons. These are often maintenance hatch on the top side of superscience machinery, monstrous
concealed, especially if the lair itself is the ship, an old chimney, or maybe a pets, or hazardous lair physical feature
supposed to b e a secret location. In natural cavern underneath the castle are rarely, if ever, placed behind sturdy
general, gun turrets and other defensive safety devices such as handrails or thick
Maintenance Corridors and Ventilation
weapons can rotate far enough to fire walls Likewise, lava, vats of hazardous
Ducts: These are usually large enough
directly inward, or at least at each other. chemicals and other open-air pools are
to crawl through If this is not the case,
The smaller guns are often losely at- not covered when not in use This, of
the shaft is at least wide enough to ad-
tached to their base, and can b e car- course, is to place the Heroes in peril
mit the smallest member of the heroes’
ried off by a strong hero. when they fight the thugs and hench-
team, or a bright pet Exit points, such
men, and to provide a convenient way
as external panels and ventilation
to dispose of the villain at the end of the
screens, are fastened with the least
climatic fight sequence Besides, lairs
Access: Even the most impenetrable lair amount of screws or nails as possible,
look much more grandiose without ugly
has at least one weakness or access and almost never require tools to open
and cumbersome safety equipment.
point, though getting to it is often ex-

Item Made of Found In Suggested Action Use


Balcony Stone, Wood, Metal Anywhere Throw Thugs Over, Collapse During Fight
BoxlCrate Metal/Wood Anywhere Jump From, Hide, Makeshift Projectile
Bridge Wood, Metal, Stone Caves, Factories,Secret Bases Throw Thugs Over, Collapse During Fight
Chandelier Wood, Cast Iron Castle, Mansion Swing From, Makeshift Projectile
Chem. Labware Glass, Plastic, Metal Labs, Factories Projectiles, Exploding Ambiance
Conveyor Belt MetaVRubber Factories,Secret Bases Access/Escape, Fight Scene
Door Various Anywhere Hidden Passage, Block Pursuers
Drape Fabrics Anywhere Slide Down, Blind/Capture Opponent, Hide
Ladder Wood, Metal, Rope Factories,Caves, Secret Bases Change Floor, Hand-To-Hand Combat
Machinery Metal/Hydraulics Factories, Labs, Secret Bases Death Traps
Ramp Concrete, Rock Loading Docks, Hangars, Factories Slide Down, Send Items Toward Pursuing Thugs
Shaft Metal, Rock Elevator, Cave, Secret Base Make Villain Plumet, Access to Forbidden Floors
Stair Wood, Metal, Concrete, Etc Anywhere Change Floor, Hand-To-Hand Combat
Tools Metal, Wood Factories,Labs, Supply Areas Makeshift Weapons
Tunnel Metal, Rock Cave, Secret Base, Sewer Access to ForbiddenAreas, Escape Route
Vat, Chemical Metal Factories,Labs, Secret Bases Death Traps

david serban gheorghe (order #18155011)


The Golden Eagle is the greatest cre- The Eagle's interior is a maze of beams Hughes' Folly: the Golden Eagle was
ation of the American genius, Dr. and support structures, all drilled with intended to be the first of a line of mega-
Reginald Swift. Accompanied by his many holes to make the structure as light aircraft that would revolutionarize com-
sextet of heroic companions and twenty as possible. Aluminium and the strange mercial air travel. Howard Hughes sunk
ace pilots known as "Swift'sStrikers,"the carbon-based material discovered by a considerable amount of money into the
good doctor uses this giant flying wing the Doctor are used everywhere. They project, and was mortified when the
to travel across occupied Europe to fight are fairly sturdy; should afirefight break plane disappeared somewhere over the
against Nazi tyranny. Operating under out in the ship, the walls and bulkheads Pacific during its maiden, around-the-
the banner of the OSS, Swift and his are considered to have Armor 60 (Per- world flight.
companions work with resistance and sonal scale). The outer skin is more frag-
The ship ran into engine difficulties and
partisan groups to defeat the Axis and ile, and has Armor 30.
crashlanded on a remote island in the
its diabolical agents.
The living areas of the ship are concen- Pacific that is part of a small archi-
The Eagle is huge - approximately the trated in the center wing section, though pelago. The local primitive tribe has
size of a football field -with eight en- narrow passageways provide in-flight begun adoring it as their god, with the
gines driving counter-rotating pusher access to the engines. The bulk of the ship's cargo as bounty from the sky.
propellers. Dr. Swift has discovered a lower deck is taken up by the hangar, They will be very reluctant to let anyone
unique non-metallic alloy with incredible main landing gear well and several cab- near it, and any attempt to remove it will
properties while experimenting with car- ins and storage areas. The upper floor, be met with hostility at first. Of course,
bon paper and, with the help of his close accessible through a pair of stairs, holds while noble adventurers might have the
friend, Howard Hughes, used it to build the roomy cockpit, a radio room, a navi- patience to explain the nature of the air-
the Eagle. This material makes the air- gation room and a meeting/planning craft, it is unlikely the Imperial force sail-
craft virtually invisible to radar. Four area equipped with an observatory. Dr. ing toward the archipelago will share the
huge fans built into the body of the ve- Swift has a small office at the backthat same humanistic view.
hicle allow it to hover and therefore re- can be isolated with a drape.
C-147 Skylifter: The aircraft is a revolu-
moves the need for a prepared runway
The aircraft is only lightly armed - it is tionary prototype developed by a group
to land. The Eagle also burns hydrogen
too ponderous to risk in battle, and rely of engineers from the major American
as fuel, so it can be refueled in the field
on stealth to avoid attacks. Two banks aircraft companies. If successful, it is
so long as it has a source of water and
of four 30mm cannons are placed in the intended to become the U.S. Army Air
plenty of electrical power.
roots of the wing for strafing attacks. Force's heavy lift airplane, capable of
When operating in the field, Swift lands Each wing sports two observatory taking walkers, tanks and troops over-
the Eagle in a convenient locale and bubbles, one on top and one on the seas and land them right at the Nazis'
,
conceals it with a huge camouflage net. bottom, that can be equipped with a doorstep. Naturally, the Axis got wind
He and his men then set out with his heavy machinegun. Likewise, the main of the ambitious project, and they want
armored roadster and two unique walk- observatory can mount a pair of to make sure the craft never gets off the
ers to achieve whatever objective Presi- rnachineguns as well. ground - or that if it does, it will either
dent Roosevelt has asked of him. To crash or be captured right away.
The ship can fly at speed of up to 480
date, Swift and his companions have
kph and has a flight range of nearly 2000
been involved in no fewer than a dozen
km. Heavy duty landing gear allows it
separate actions against the forces of
to settle down anywhere its hover fans
the Axis. With the entry of the United
can take it. Twin pontoons make the
States into the war, there is every rea-
Eagle entirely amphibious; each can
son to believe they will see even more
also be detached and used as a speed
excitement - perhaps even in the Pa-
boat (see rulebook), though the ship
cific, as the full extent of the Japanese
cannot float without both of them at-
Empire's perfidy becomes apparent.
tached to its hull.

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legend
1 Cabin
2 Wheel Well Housina
3 Ladders to Upper Floor
4 Storage
5 Main Hanaar
6 Rear Access Ramp
7 Cockoit
a Navigation Room
9 Radio Room
10 Meetino Room
11 Observatory Dais
12 Dr. Swift's Office

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CllAPTEK AND HEAT:
FOUR:HIDEOUTS

spartan but clean, with straw mat- hangar pulls double duty as a class-
tresses on the floor, gun racks on the room and vehicle study area. The land-
Hidden deep in the thick forests of
wall and one or two beaten-up radio ing area outside is used to practice
southern France, this complex looks like
sets used to listen to German commu- vehicular maneuvers, and includes a
abandoned fortifications from the first
nications. few beaten-up cars and walkers to work
world war, both from the air and from
with.
nearby Old, thick trees surround the The base features a modern medical
place, and creeper vines cover most of ward where grievously wounded parti- The Villain's Lair: There is no reason the
the buildings The paths are dusty and sans can be brought to hide while they base cannot be used as a model for an
sometimes half-blocked by overgrown heal. In addition to a small operating enemy forward base. It has the same
bushes The concrete of the casemate theather, the ward houses a selection features, but each building houses 2d6
and its attached parade ground is of drugs and medicinal compounds, all enemy soldiers in various states of readi-
stained and pitted Most maps mark the smuggled in bit by bit by visitors. There ness (those in the barracks are likely to
place as a modern ruin is also a well-equipped machine shop, rest or sleep; those in the command
able to produce basic weaponry and center will be on guard)
Yet in reality, the various buildings only
ammunition.They can also manufacture
seem abandoned -they really hide a
mechanical replacement parts for com-
full-blown base used to strike at Nazi
bat vehicles (including walkers), but
interests This is one of the main bases
more delicate components such as Generators
of operation of the Resistance in the
computators are too complex for the lim- Machine Shop
South of France Needless to say, im-
ited tool selection. Technicians Barrack
mense efforts are deployed to keep the
Briefing Room
base a well-kept secret only the most The command center is built in a stur-
Command Center
trusted agents are aware of its exist- dier way and can resist most small arms
Armory
ence, and the operating staff perma- fire. It houses a cramped briefing room Warehouse
nently lives on site with benches and a mapboard, and a Medical Ward
well-stocked armory with several rifles, Garage
The base has no true perimeter, as a
submachineguns, and other useful ac- Hangar
barbed wire fence might attract the at-
cessories. Landing Area
tention of a bored German soldier pass-
ing by the area Instead, a series of look- Auxiliary Generator
outs take turns in concealed watch Mess Hall
posts hidden among the larger trees Barracks
Jungle Base M-17: The base has the
Wires are laid along the ground to a sta-
exact same purpose, but is located
tus board within the command center,
somewhere in Asia instead. The build-
allowing the men to discreetly signal any
ings are built on stilts and are made of a
enemy activity in time for a base shut-
tough local bamboo. The vegetation
down (or evacuation)
surrounding the base is a thick jungle,
with many trees partially covering up the
landing zone (they are pulled back with
heavy ropes when helodynes are ex-
With the exception of the main hangar,
pected).
which is built out of pitted concrete and
made to resemble an abandoned case- Spy Training Camp: This secret loca-
mate, the rest of the base is composed tion is where all the Allied (or even Axis)
of low wooden buildings, many half- spies are trained. It is likely located in
covered with vegetation and darkened the British countryside, or outside a
by years of apparent neglect. The inte- New England village. The machine
riors are completely different, however: shops turn out many gadgets, while the

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FOUR:
CHAPTER HIDFOUTS
AND HEAT)

skylights on the third floor; lightbulbs, that will make the smugglers rich, likely
many covered with makeshift stolen from people in need. This type of
The British Special Operations Execu-
lampshades, and used to illuminate the activity would make them a target for the
tive operates a secret forward base con-
place. Power comes through illegal taps Germans; maybe the crime boss has an
cealed in an old warehouse complex in
in the basements of nearby buildings: agreement with the local Werrnacht
Paris. Codenamed the Old House, the
their use is rotated to avoid drawing at- commander, in return for a modest cut?
SOE uses it as a headquarters, store-
tention. Excessive use of electricity, MP
house for special equipment, arms and
such as tests of superscience equip-
armor, and as a detention area for im-
ment in the basement, is frowned upon
Basement legend
portant prisoners. 1 Storage
but may be acceptable in dire circum-
Access to the place is through a net- stances. 2 Utility Room
work of tunnels connecting the Metro 3 Secret Room
All bedrooms except one contains mul- 4 Workshop
and the old catacombs under the city,
tiple bunks, about half of which are gen- 5 Storage
as well as the sewers leading to the
erally occupied at any given time by an 6 Stairs
Seine. All of them emerge in the base-
exhausted partisan. Men and women 7 Storage
ment, under the stairs. There is no other
are separated, but they must share the
access to the compound -the build-
single bathroom, a plain, leaky place Main Floor legend
ing is walled in on all sides by older
with one rusty shower and cracked toi- 1 Foyer
buildings. There are concealed hatches
let. The bedrooms surround the com- 2 Abandoned Office
in the roof of the third floor for emer- 3 Bedroom
mon area, which houses tables or
gency escape; all are boobytrapped, in 4 Bedroom
chairs, depending on the time of day.
case someone attempts to open them 5 Kitchen
from above. The Old House, despite its rougher side, 6 Mess Hall/Commons
does have some useful facilities. One 7 Bedroom
Like Base 8-22, the outmost efforts are
of the bedrooms has a single bed and 8 Bedroom
made to keep the existence of this
a desk, and is used for visiting VIPs or 9 Bathroom
safehouse a complete secret. Lookouts
couples. The basement features, in ad-
are placed in the access tunnels, and
dition to extensive food and supplies Upper Floor legend
the password changes daily. There is
storage, a workshop equipped with a Study
also a generic password (“I’m looking
fairly complete selection of tools. A se- Storage
for a Safehouse”), for those agents who
cret door leads to a very well concealed Lounge
have been out of contact for a long time.
room that can be used as an ultimate Library
Unlike the daily password, the generic Stairs
hiding place if need be. The third floor
one will not grant access directly but Gymnraining Room
houses most of the amenities: a tiny
will summon additional soldiers and
lounge with three chairs for private con-
officers who will attempt to authenticate
versations; a librairy filled with a selec-
the newcomer(s).
tion of teaching and research texts, with
some classical novels; a study, which is
normally used by the radio operators;
and a large empty attic-like room that is
Despite many attempts to make the
used as a gym.
place more comfortable, its original pur-
pose comes through. The walls are old
masonery, hastily covered with white
paint. The floors are bare concrete in the
Smuggler’s Den: The Old House’s se-
basement, and made of wooden planks
cluded location makes it a perfect lair
in the upper landings. There are no win-
for the criminally-minded. The storage
dows, except for a couple of small dusty
rooms are filled with black market items

david serban gheorghe (order #18155011)


Upper Floor

Main Floor

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of Eisen's special alloy, protecting the should the Fortress be forced to ditch
complex structure of support beams in the ocean.
and hydrogen lifting cells that lie be-
The feared Flying Fortress is a vast Zep-
neath. The alloy has proven impervious
pelin aircraft carrier built by the infamous
Baron Friederich von Eisen. While out- to most plane-carried weapons, and
even some light tank guns. The only Hunt for the Gray Siegfrid: The Siegfrid
wardly similar to Germany's other
weak spots on the surface are the flight was to be Count Zeppelin's ultimate tri-
LuffForfresses(see Luft Krieg Compan-
cockpit and the main bridge, but both umph, a personal revenge against na-
ion for more details on these flying
are small and protected by gun batter- ture for the calamities that befell his pre-
battleships), Eisen's ship is a very dif-
ies. It is likely that the only way to de- vious giant dirigibles. When the ship was
ferent beast, in a class all of its own.
stroy the ship is from the inside, either launched just before the start of the war,
Manned by his handpicked and chemi- by setting explosives or overloading one it was hailed as the pride of the Third
cally altered Hiflerjugend (a derivative of von Eisen's superscience creations. Reich, which used it as a propaganda
of the same process used to create zom- tool. When the conflict started, the
Motive power comes from a large num-
bie troops), the Fortress has terrorized Luftwaffe demanded that the Siegfridbe
ber of engine pods scattered all over
Europe for months. Despite the best ef- turned over to them. The ship's captain,
the superstructure and the leading edge
forts of the Royal Air Force and their unbeknownst to most, was resolutely
of the ship. The Fortress can easily lose
American reinforcements, the Zeppelin anti-Nazi, and he, along with a small
has proven all but invulnerable to con- up to half of them with only a slight re-
retinue of loyal officers, mutinied and
ventional attacks, leading many to sus- duction in speed. The lateral pods can
took off with the vessel. Now, every air
pect that Eisen has developed some rotate in the vertical plane to provide
force in Europe IS looking for them
remarkable means to protect it. Those additional lifting power if need be; this
is normally used to increase take-off
suspicions are correct: deep within the
speeds, but could also compensate (at
mountains of Norway, Eisen unearthed
a very rare material he calls the "Bone least temporarily) for the loss of some Orientable Engine Pod
lifting cells. Armored Hull
of the Frost Giants." Alloyed with steel
in a special superscience foundry, this Most of the interior of the Fortress is filled Radar System
material becomes a metal that is both with the lifting cells, with maintenance Bridge
incredibly strong and easily shapeable, catwalks and stairs crisscrossing the Vertical Stabilizer
giving the Nazi genius the means to 6 Landing Gear/Aircraft Bay Housing
space beneath. All the engines can be
fashion all manner of frightful devices. accessed from the inside, and there are U-boat
Main Propulsion Unit
ladders to get into the landing gear wells
At present, aboard his floating labora- von Eisen's Laboratory
and lower aircraft bays (the latter con-
tory, the Baron is developing mechani- Secondary Engine Pod
tains two fighter planes apiece). The
cal battle-suits with which he hopes to Anti-Aircraft Gun Turret
only doors are those that isolate the
outfit his personal guards, so that he Flight Cockpit
Baron's laboratories at the back of the
might create a fighting force worthy of
ship. Some intelligence agents, based
his Fuhrer. He occasionally participate
in raids on British cities to replenish sup- on pictures, have theorized that the en-

plies and acquire test subjects for some tire rear section can detach and fly off
on its own, though there are no proof of
of his most extreme experiments.
this.

The bottom of the hull is markedly dif-


ferent from the rest of the vehicle. That
The silvery-gray hull of the ship shines is because it is in fact the lower section
dully in the Sun, making the red Nazi of a miniature U-boat that can detach
flags painted on the stabilizers stand from the main craft to perform missions
out The outer skin is clad in thin sheet of its own or be used as an escape raft,

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4
" I

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ice and snow just waiting to fall down
on the unwary. The ground is also un-
The Nazis have built a super secret U- The Lost City of Kurazuma: The base is
stable, and shifts in the ice cover some-
boat base under the ice pack in Antarc- located on a volcanic mountain plateau
times open pits right where they are least
tica. A strange crystal was discovered in the deep jungles of South America.
expected. The German garrison is
in a deep fissure under the ice by Thule The ancient inhabitants that built the city
aware of this, and they only lose one or
Gesellschaft explorers. This crystal pos- that now lies in ruins above the crevasse
two men per month now.
sessed great potential as an energy once worshipped the power crystals; it
source and was exploited by a Jewish Surface access to the base is through a is quite possible that experiments with
genius scientist who has been forced metal shaft that has been sunk at one them, ir even simple continued expo-
to work for the SS, coerced by threats end of a corridor; there is always a sen- sure, doomed their civilization and
to his family and friends. try on duty there. A deep crevice goes caused it to disappear. This alternate
all the way to the open sea and is the version is the same, though the walls are
Using the crystal as a power source, the
main entrance to the base; this is where volcanic rocks and the glacial exits (IO)
Kriegsmarine has built the new type
the U-boats come to dock, after some now leads to vast undergroud lava
XXVlll U-boat that has almost no need
tricky navigation. A cavern has been pools
to surface since it can use its abun-
dug and reinforced to the side of the
dance of electricity to make oxygen for
crevice to form a sturdy hangar where
the men and no need of diesel engines.
technicians can work on the submarines
These U-boats are seriously dangerous
without interruptions. Entrance Crevasse
to the allied convoys since they are vir-
Hangar
tually immune to all methods of detect- A series of small sheet metal buildings
Storage
ing them. Fortunately,the Germans have have been erected in the more stable
Medical Bay
only managed to build three of them, caverns to provide housing for the men. Galley
since the crystal needed to power them Large metal girders have been erected Barracks
is extremely rare. These Type XXVIII U- to serve as support columns for the ceil- Power Generators
boats operate from the secret Antarctic ing, which has been weakened by the Command Center
base called Ice Station Walkurie. warmth generated by the installations. Surface Exit
Though they are stable at the moment, Glacial Exit
0 further heat or shock might dislodge one
or more of them.
The base is located in a region of
densely packed ice that has proven to The base is also connected to a series

be fairly stable. It is completely invisible of deep caverns in the ice, but few ven-
from the air - most of the base is lo- ture there because of the constant risk
cated within the ice itself. It can be found of collapses. It is in these caverns that
by a team on foot if they have a fairly the crystals have been found, and sur-
good idea of what they are looking for, vey teams are sent time and again to

but they will need specialized equip- look for more (usually, with little results
and many casualties).
ment (supplies, dog sleds or some
superscience equivalent) to reach the No one really knows how far the cav-
remote region. erns extend, or whether they are con-
The area around the base is ominous- nected to the surface at other points. It

looking, the horizon filled with white is possible that somewhere the cavern
desolation as far as the eye can see; is open to the sea.
there is no sound, saves from the vicous
howling of the frigid wind. The place is
also treacherous, with large blocks of

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locked at all times except twice a day 's but keep the guard posts. This
SONDERKOMMANDO
BASE for food service (a generous name for mple factory can be anywhere; maybe
the organic broth that is given out in needs to be raided to acquire a new
In a small satellite of the German en-
meager portions). 'ototype - or perhaps the heroes are
campment near the Axis-held parts of
e defenders.
the ruined city of Stalingrad, an insane The hangar contains an experimental
German doctor works on turning Soviet twin-rotor Focke-Wulf cargo helodyne
POWs into mindlessly aggressive that is used to ferry the prisoners to and legend
-~
Sonderkommando (chemical zombie from the camp. When it is needeed, the 1 Off ices
warriors). These infernal troops are cre- mechanics wheel it out onto the central 2 Officer Mess
ated here in the camp and stored in the plaza for take-off. It is too slow and frag- 3 WeaDon Storaae
barracks until they can be used in the ile to serve in combat, and as such is 4 Hangar w/\n/orkshop
urban warfare that holds the Stalingrad unarmed. 5 Guard Post
-
battle in its icy grip. 6 Barrack
There is a three-story tall watchtower at
7 Laboratory
Once there are enough Kommandoes each corner of the camp. It is made of
ready, they are bound with heavy chains metal girder with a ladder in the middle,
a Watchtower

and herded (with generous applications but the top platform is armored with
of cattleprods and bayonets) aboard a sheet metal (Armor 30, Personal scale).
transport of some kind. They are then It also has a thin roof to ward off rain. A
taken to the edge of the Soviet-held ter- weapon mount is bolted to each side of
ritory, where they are given one last in- the platform, so that the heavy
jection and sent on their way, like hid- machinegun can be brought to bear in
eous anthropomorphic nerve gas, any direction (it takes about one turn to
against the Red Army. switch the facing of the gun).

The camp has a fairly anonymous look, Prisoner Camp: The double barbed
with low buildings of sheet metal and wire fence is not to keep enemy troops
wood scattered about the encamp- out, but to keep prisoners in. A dusty
ment. Being in German-held territory, it patrol road surrounds the perimeter and
features little in the way of fortifications is constantly walked by armed patrols
or other defenses. The chainlink fence flanked with vicious dogs (possibly
is mostly present to keep curious sol- augmented with mechanical attach-
diers out, and any escaped ments). The central plaza is actually an
Sonderkommando in. At most, an ar- assembly area where the prisoners are
mored half-track will be parked on the taken each morning for a head count
central plaza as a security feature. and punishments for the previous day's
transgressions. The watchtowers' guns
The barracks are all the same and fea-
point inward.
ture little in the way of creature comforts.
This is where the prisoners are locked Industrial Area: Replace the open cen-
in before being taken to the laboratory tral plaza with a two-story tall factory
for "processing." The walls are made of building. The barracks become storage
thin, ill-fitting sheet metal that does little buildings, and the officers' mess be-
to keep the cold Russian wind out. Only comes the cafeteria and employees'
the door is made of sturdy timber, pad- service building. Remove the watchtow-

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mxs the stairs are made of marble. The en- Hospital: The mansion is an hospital for
REDOUBT tire mansion speaks of old wealth, war veterans. It can be located almost
Augustus Hugo William Hawkridge, cunnigly managed over the years, and anywhere -casualties were high on all
Sixth Earl of Blackstone, is a well-known great wordly tastes. sides. Characters can be taken there
figure in the social circles of upper Brit- once wounded, or perhaps they have
Over the years, a number of buildings
ish soceity. He ISalso as diabolical a to visit the place to interview a soldier
and structures were added to the prop-
villain as any in these troubled times A about the strange machine that wiped
erty, ostensibly to make the place more
British lord with a noble lineage stretch- out his squad.
self-reliant. As part of his "war efforts,"
ing back to the Glorious Revolution of Lord Blackstone has had a small medi-
1688, Blackstone is also one of the cal ward built on the lawn near the man-
Third Reich's most effective agents sion. Few people seem to notice that the
Guard Post
Using the vast resources of his Com- convalescing soldiers (all of them blond
Warehouse
monwealth-wide businesses, he works with blue eyes) never seems to get bet-
Generator Bunker
behind the scenes to weaken both Brit- ter, nor do they look to be in much pain
Motor Pool
ain and the United States, hoping he can despite their heavy casts.
Autogyro Hangar
bring about the ultimate victory of Ger- The domestics' quarters, located behind Security Bunker
many in the ongoing conflict He be- the mansion, have been turned into bar- Machine Shop
lieves himself to be a British patriot, and racks for Blackstone's private security Auxiliary Generator
he sees Germany as an ally, not an en- force. The nearby great gazebo is used Training Building
emy Indeed, he shares Hitler's insane as a training facility where Thuggee as- Operation Building
beliefs in racial superiority and envisions sassins, hired from Blackstone's con- Barracks
a "better world" in which the combined tacts in India, practice their deadly skills. Medical Ward
might of the British Empire and the Third Machine shops, generators, and other Blackstone Mansion
Reich rule over "lesser peoples" with an buildings ensure that the mansion is Mess Hall
iron fist entirely self-sufficient. If any problem
The Blackstone family owns a number crops up, an autogyro is concealed in
of properties across England and Eu- the hangar, always ready for flight; a
rope, one of which is a mid-sized re- narrow tunnel link the latter to a secret
doubt in a remote corner of the British panel in Blackstone's office.

countryside Lord Blackstone likes to


use it as a place to work on some of his
more outlandish plans, since it far away
College:The stately old mansion houses
from prying eyes No doubt, the man-
a modern private college. The tranquil
sion and its comfort also help
setting and extensive support facilities
makes this place a perfect location for
e
quiet scientific researches. There are
The main structure of the estate is the plenty of young undergrads to help out

mansion itself, a stately building with two with the menial parts of the work, and

wings and three floors. Though the ex- many of them are skilled workers and

terior is fairly plain, the interior is loaded researchers of their own. It is rumored

with elegant carvings, thick imported that many of the tenured professors are
actually well-connected and experi-
carpets, hard wood furnitures and other
creature comforts. Heavy brass locks enced adventurers; they do go on a lot

are placed on the thick oak doors, and of field trips and symposiums in foreign
countries.

david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)
david serban gheorghe (order #18155011)
Clues: some gadgets will provide clues
for locating and defeating the villains.
Equipment, be it in the form of a weapon, tool or accessory, has always been an They can be used to subtly guide the
essential storytelling plot device. Whether it is used for atmosphere, style, to aug- Players' actions and put them back on
ment a character's already considerable abilities or simply as the main excuse for track. A chemical sniffer can provide a
an adventure, a well-placed and well-designed accoutrement always adds depth useful trail. Detective powder reveals fin-
and complexity to otherwise mundane human interactions. gerprints, shoe prints and other marks,
no matter how faint.
Historically, an incredible diversity of gadgets were invented and used by pulp
heroes and villains in the magazines and serials. These are often used for inspira- Drama: items can b e used by the
tion by the Modern Age's superscience engineers and brilliant inventors. While the Gamemaster to provide drama, for ex-
governments and large companies will look into almost anything that might be of ample when a damaged lifesaving de-
use, they tend to concentrate most of their development efforts into items that can vice has to be repaired in a race against
be reliably mass-produced. However, private inventors and laboratories, along time The classic example of the dramatic
with government secret program researchers, have much more leeway, but they gadget is the ubiquitous Red Digital
will often be restricted to making a limited production run, or a one-of-a-kind de- Readout that always clearly accurately
vice that cannot be replaced and must be kept secure at all times! counts down to the last second of the
heroes' efforts to halt it in Gear Krieg, a
standard clock face might be more in
keeping with the period, but the idea is
always the same

s
Superscience items generally differ from
their more mundane counterparts, being
more powerful, smaller or otherwise more
advanced, yet unpredictable in practice.
They are also generally impossible to
understand without very specialized
training or knowledge, and are often the
is not that it does anything in particular, equivalent of the "magic items" common
but that everyone wants it for one reason in fantasy settings, both in terms of style
Beyond their use to create ambiance and
style, gadgets are very handy tools in
or another. A perfect example of a and use. Mad scientists and advanced
McGuffin is the mysterious briefcase in research labs are the equivalent of rna-
planning and plotting pulp RPG adven-
the movie "Pulp Fiction." gicians, possessed of knowledge and
tures They can be used in a number of
ways, all of which can be combined with Safety: an item that can be used by abilities beyond the understandingof the
one another or just used on its own Player Characters to neutralizethe efforts (relatively) simple-minded heroes. The
of villains trying to kill them in deathtraps devices themselves are often clunky,
McGuffin:a word coined by movie direc-
and other cliffhanger situations.An elec- odd-looking, and almost always have
tor Alfred Hitchcock to describe an item
tronic master key, concealed in the lin- unforeseen side effects.
that is used to kick off adventures It can
ing of a boot, opens a cell door. A tiny Most pulp inventions did have some
be anything, really, and does not even
vial of acid, thrown on the master control basis in scientific fact; pulp authors, al-
have to be functional A lead-lined brief-
panel, destroys the circuit that powers a ways tried to keep just enough believ-
case filled with a rare radioactive ore has
death ray. A special refractive glass in ability in the stories to keep the audi-
to be taken back from the Nazi, a price-
the hero's apartment windows makes him ence intrigued by the real-world possi-
less piece of jewelry that marks its bearer
appear slightly off his actual position, bilities of their hero's fictional gadgetry.
as the rightful leader of a forgotten jungle
throwing off the aim of a rifle-armed Such items only require the flimsiest of
tribe is another The key to the McGuffin
would-be assassin.

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technical explanations for their work- The player must define a specific set of
ings; they are effectively magical de- conditions for the item to be replaced,
It is not unusual for a pulp character to
vices, and the fun is in not asking too e.g. "1 have to go visit Dr. Ziggy in Ne-
be partially defined by his equipment;
many questions Pulp logic is based on braska," or "I need two days and some
indeed, it is often equipment that rounds
leaps of faith, if liquid nitrogen freezes watchmaker's tools." The conditions are
out and distinguishes a character. A
things, and water guns shoot liquid, then subject to GM approval, and should not
daring pilot might never be far from his
according to pulp logic, one can of be so easy to meet that the player can
customized airplane; the adventurer al-
course have a gun that shoots liquid ni- carelessly throw his signature item away
ways carries a pair of well-maintained
trogen, thus creating a "freeze gun." on a regular basis. 2 Character Points.
heavy revolvers with special, hand-cast
On the other hand, many p u l p "lucky" ammunition; the villain is never Hey, I Know You: Normally, a signature
superscience items are items in real- seen without his sinister breathing mask; item provides a balance of good and
world use today, for instance, the Elec- and so on. For better or worse, a char- bad recognition. With this Perk, the item
tric Master Key presented on page 90 acter can often be identified or distin- is now widely recognized as a famous
is derived from a real-world piece of guished by recognition of his personal "good guy" icon, which can open many
equipment, and is "superscience" only equipment; sometimes this leads to free doors on the player's home ground and
because of its game-world availability drinks in a bar, and at other times it leads sometimes even in enemy territory. Add
forty years before its real-world incep- to unpleasant surprises in one's hotel +1 to the character's INF when dealing
tion One can gain inspiration for new room. During character creation, the with friendly or neutral NPCs. There's no
pieces of Gear Krieg equipment by sim- Player may select one possession or additional downside to this Perk; the
ply looking around any shopping mall's piece of equipment that will become his same people who hate the character still
gadget store Imagine what odd uses a character's "signature item." If the player hate him just as much. 2 Character
superhero battling high-tech Nazis desires, he can pay Character Points for Points.
might have for a keychain that responds Perks for use with his signature item.
It's a Part of Me: Using this item is sec-
to a whistle, paste that turns rock-hard
Warranty Plan: The character has a ond nature to the character. Fumbles
under light of a specific wavelength,
spare, or can repair the device, or knows that occur when using this item are ig-
colored contact lenses, or even (admit-
someone who can. If the signature item nored (they count as a result of 1). 3
tedly, some extra creativity might be re-
is lost or damaged, it can be replaced. Character Points.
quired for this one) a computator-con-
trolled "digital pet." Unconventional Usage:] The character
gains a +3 bonus to use the item for a
specific task. The task should be lim-
The Good Side of Failure ited in scope, and should be something

The Gamemaster is the one that decides ifthe gadget will always work as intended that normal skill with the item doesn't
in all situations and conditions. An item does not always have to work properly, cover. For instance, for a gun, "shoot-
especially if it makes the adventure too easy or if it ruins a plot. On the other hand, ing people in the head" is both too broad
the pulp stories were notorious for their inventive use of strange devices. A one- and covered by standard gun training,
shot, capacitor driven lightning gun, hidden in a lighter or other innocuous item, but "using my customized gun as a
can be used for assassination - but it can also be used to destroy the ballroom's thrown weapon" fits nicely. 4 Character
main chandeliel; plunging the room into darkness and allowing the wielder to es- Points.

Also, a device that fails to do what its designer intended can still be useful in other
ways. For example, if a character is about to use his newly-acquired mind-control
gun to take over the villain's min, ruining the adventure, the GM can make the Atomic Car: some of the most prominent
attempt an automatic failure; later on, though, the hero may get a chance to dis- physicians in the world have theorized
cover that the gun also works to calm guard dogs, attract bats, or do something that the energy of the atom may one day
else that wasn't obvious before, but which is suddenly of great value in a given be harnessed to provide nearly unlim-
circumstance. In this way, the players still get to have f i n and use their toys without
necessarily ruining a well-laid out adventure.

88

david serban gheorghe (order #18155011)


ited power. Many whisper that there has
been at least limited success in the field:
shadowy, fast vehicles with bizarre fins
and superior performances have been
spotted.

The Atomic Car is powered by the de-


cay of a piece of radioactive ore in a
mini-reactor located in an armored,
lead-lined housing. The reactor provides old equal to (2+number of uses that can detect a particular smell up to a
electricity to powerful electric motors day); if failed or Fumbled, a psychologi- block away. The device also gives a
that drive the wheels silently. Apart from cal quirk (paranoia, phobia, megaloma- +1 modifier to any Notice or Percep-
some water for cooling and an occa- nia, etc.) appears. Needless to say, the tion test involving the sense of smell.
sional maintenance stop, the car does Brain Cap is a favorite of mad scientists
Dehydration Ray: work into radar de-
not need fuel - Deployment Range is everywhere
vices and microwaves led to a num-
unlimited for a full year, and the car
ber of individual "radar gun" projects.
moves up to 60 kph faster at top speed
Some of these coupled the radar wave
than an equivalent-sized, unmodified
generator with a frequency impulsor
car. A tuned hydraulic, computator-
mount dialed to water, creating a ray
driven suspension cancels the effects
gun that literally boiled away moisture
of the reactor's weight and inertia, main-
without affecting anything else. The
taining the vehicle's original maneuver-
Dehydratation Ray is treated as a
abiIity.
weapon using the "Small Arms" Skill.
Each car is likely to be a one-of-a-kind In addition, any spotting or attack
creation; it can be a government proto- within or passing through its Arc of
type, the work of a mad genius, or the Attack and range is subject to an ad-
preferred means of transportation of a ditional -1 modifier due to the 'haze'
vigilante, masked crimefighter. What- effect created by boiling atmospheric
ever its nature, it will attract a lot of un- moisture in the beam.
wanted attention.
Detective Powder: This handy investi-
Brain Cap: Looking somewhat like an gative tool takes the form of tiny vials
alien apparatus from a cheap Saturday filled with colored dust of various
morning serial, the Brain Cap is a heavy shades, housed in a small leather wal-
metal device studded with magnets, let. Each vial contains a special reac-
Tesla coils and other items of dubious tant tailor-made for a specific type of
origins. When placed upon a person's surface or material; when carefully
head, the alternating fields generated spread over a small area, the powder
by the cap stimulate the neurons in the will reveal any foreign element such
brain, providing a short term boost in as fingerprint, boot print, hair, scuff
intelligence and creativity (+2 bonus to mark, etc. This provides a +2 bonus
any Creativity or Knowledge tests). The Chemical Tracking Device: A virtual "lab to Notice or Perception tests involv-
device requires much power and cool- in a can," this item allows the user to ing such clues. Each vial contains
ing machinery, and cannot be easily track down a quarry by following the enough powder to cover a one-foot
transported out of the lab. Each use chemical trail left behind. It can also be square area and requires a day to pre-
takes ld6+10 minutes to set up and used to identify the presence of drugs, pare (each detective has his own per-
perform; it is not recommended to use explosive, poison or any other chemi- sonal - and often secret -formula).
it more than once a day. If this is the cal compound. Once properly cali- The basic kit contains enough for two
case, make a PSY test versus a Thresh- brated (which requires I d 6 minutes), it uses (not all will be suitable).

david serban gheorghe (order #18155011)


I ' pattern is etched on the disk; when it
rotates, the visual effect, combined with
the small wave emitter placed within the
ring, put people in a trance state, mak-
ing them susceptible to commands. The
affected victims will not do anything that
would harm them (one cannot order a
mesmerized person to jump off a
bridge), but casual orders will be fol-
lowed without questions (open the door;
forget we passed through here; tell me
the name of the man who delivered this;
etc.).

Electric Master Key: this tiny device is very loud noise. High sensitivity circuits To operate the device, an Opposed Skill
composed of a number of rods and pins give a + I bonus to PER, but only for test is made between the wearer's Influ-
that are magnetically controlled from hearing tests. Give bonus to Medical ence Attribute and the intended victim's
within the handle. When inserted in a when used by doctors. Willpower. The Margin of Success indi-
lock, the rods and pins seek to fill the cates how many one-sentence com-
Gas-Gun: this pistol-like device projects
space available, activating the tumblers mand can be given before the target
a stream of compressed gas toward its
one by one until the lock opens. While shakes off the effect of the ring. A Draw
target. Thanks to the special shape of
the master key cannot open everything, means the target is not affected, but
the nozzle and the power of the tiny
it gives a +2 bonus to any Locksmith neither do they notice what happened.
compressor, the stream can travel sev-
Skill tests. A Failure means the ring has no effect
eral meters before breaking up into a
but the target is suspicious; on a
meter-wide cloud. Though a number of
Fumble, the target becomes aware of
payloads can be used, the most com-
the control attempt.
mon one is a sleep-inducing gas.
Hypo-Gun: this device can inject a vari-
Hypno-Ring: this curious and extremely
ety of poisons and drugs through the
rare device is a thick ring with a revolv-
skin by using compressed air. While it
ing metal disk on top. A special spiral

Electronic Stethoscope: boost sounds,


include an automatic cutoff system that
immediately blocks the wearer's hear-
ing when he is subjected to a sudden,

david serban gheorghe (order #18155011)


must be placed in contact with the per- plate is included to protect the wearer's Metal-RottingGas: This complex chemi-
son or animal being injected, the gun is eyes. The Field requires constant minute cal compound attacks the molecular
powerful enough to do its job through adjustments and care must be taken bonds within metals, reducing them to
fabrics and thin leather (any kind of ar- when moving with it; the suit is treated finely-grained dust in a matter of min-
mor block the injection). Though hypo- as a weapon and require one Action per utes. It can be used as a load for gas
guns usually are somewhat pistol- round to use. Any spotting or attack guns or grenades, or used to fill small
shaped, they can take a number of within two meters of the wearer is sub- glass pellets (which are easily conceal-
forms, such as a tiny, palm-concealed ject to an additional -3 modifier.The field able). The gas acts on most metal, dis-
device. has otherwise no effect, beyond some solving them at a rate of l d 6 cm per turn;
constant small static discharges. it does not affect living flesh. Many he-
roes like to keep a pellet concealed up
Magneto-tractors: A by-product of the
their sleeve, ready to burn through hand-
researches conducted at Menlo Park,
cuffs or a cell lock.
this strange device is composed of a
set of ankle and wrist bracelets, from Micro-modulator: This device adds a
each of which a thick coiled power cord soothing carrier wave to sound, making
emerges to connect to a bulky back- a voice (or song, or music) more pleas-
pack that emits a constant low humming ant to the ear. First developed to com-
sound. The bracelets are linked to one pensate for the poor quality of radio
another by powerful yet focused mag- broadcasts, it has since found a more
netic fields powered by the coil located sinister use. When activated, it provides
in the backpack. By interacting with the a +2 bonus to any Influence tests; it also
Earth's magnetic field, the bracelets pro- gives a +2 bonus in an Opposed Skill
vide an anchor and support to any ef- test to detect a lie. In general, the de-
forts involving brute strength -at least vice is built into a normal looking radio
until the power lasts! This translates into microphone, or a hand-held device of
a +3 modifier to any Build or Strength some kind.
tests. Make a PSY test versus aThresh-
Plastic Flesh: Studies in the new and
old equal to (2+nurnber of uses since
upcoming field of polymers and plas-
last recharge) each time it is used; if
tics have yielded some fairly strange
failed or Fumbled, the device shuts
substances. "Plastic flesh" is the nick-
down. The downside includes the afore-
name given to a family of organic plas-
mentioned power loss and an unfortu-
tics that can be attached to living flesh
nate tendency to attract stray small
and removed without harm. Though
metallic objects.
there are obvious medical applications,
Invisibility Suit: An offshoot of the Rus-
sians' work with Tesla technology, the
Scattering Field generates an extremely
low-voltage electrical field that bend
light within a certain radius around it.
Though this does not afford true invis-
ibility (as the designers had originally
hoped), it does make everything in the
near vicinity much more difficult to see
clearly, and therefore harder to target.
The Invisibility Suit is made of heavy
canvas, with the Field emitters attached
to it with heavy rivets: a helmet with face-

david serban gheorghe (order #18155011)


Speed Compound XH-22: The product

:
of a small, privately owned experimen-
I- tal lab, this strange mixture accelerates
the chemical reactions in the human
body to superhuman rates, allowing a
person to move and reacts at incred-
ible speeds. Unfortunately,it is very hard
to make, and each dose requires exten-
sive preparation and refinement by a
dedicated chemist: as such, it is impos-
sible to buy and must be made to order,
the fabrication process is still too costly banged a little too hard (roll a die when
taking one full week per dose.
and complex to make more than small the device is dropped or hit, adding +2
quantities. In the meantime, some spies if this is during a combat or other tense The compound requires (1dG+BUI) min-
have received samples, using it to aug- situation: the pocket radar ceases to utes to take effect and last for (1d6-FIT)
ment their already considerable dis- function on a result of 6). hours (minimum one hour). During that
guise skills. A palm-sized ball of plastic time, the person moves ten times as fast
Sonar Goggles: this bulky pair of
flesh is enough to provide a +2 modifier as a normal human being (if AGI tests
goggles has no opening for the eyes,
to any attempt at Disguise. The sub- are called for, add 10 to the character's
relying instead on sound waves to cre-
stance can also be used to correct mi- usual Agility Attribute). Once the effect
ate a picture on small phosphor screens.
nor defects in a person's appearance, wears off, the character will be ex-
While the quality of the resulting images
providing a +1 bonus to Grooming tests. hausted and suffer the effect of a Deep
is extremely poor (-2 to any Perception
Wound until they can get a full eight
Pocket Radar: a highly miniaturized ver- or Notice tests that involve small details)
hours of uninterrupted sleep.
sion of the new detection device fielded and only display the outlines of objects
by the British, this handheld pocket ra- (one cannot read or see color with this), Wrist-Radio: This is a small hand-free
dar is used to detect movement and the goggles let the wearer see as in plain radio set. It can be used to communi-
items in low-visibility situations. The daylight, even in pitch darkness. Dogs cate with a unit on the same frequency
pocket radar cancels the negative modi- and other animals are bothered by the up to 2 km away (though it can receive
fiers due to low lighting or fog condi- ultrasounds used by the device, and messages from more powerful transmit-
tions, for any Notice or Perception tests. some sonar-using animals such as bats ters up to the latter's maximum range).
The downside of the pocket radar is its may attack or collide with the wearer. The casing is made of brushed metal
fragility: the tiny vacuum tubes are prone and is extremely light (30 g) and sturdy.
the shattering if the item is dropped or A tiny battery powers it, and is good for
about two days (two hours with constant
usel.

li-
I -

92

david serban gheorghe (order #18155011)


X-Ray Monocle: thanks to advanced
glass-making techniques, an X-ray re- I I
active screen has been embedded
within a seemingly ordinary monocle
(albeit one with a heavy frame). When
skillfully used with a radium wand (a
small, pencil-like device that can be hid- I

den in a cane or umbrella), the wearer


can see through doors, clothes and thin
walls. Metal objects appear in stark con-
trast; thick metal constructs, such as a
safe or a massive desk. will block vision.

L-N2 Gun: a British invention, this de-


vice carries a reservoir of liquid nitro-
gen which can be used to hose down a
large area, in much the same manner
as a flamethrower, or squirted in thin
high pressure streams at specific tar-
gets. Most inorganic materials, particu-
Brigade, although their "capacity" is lim- battle lines to thaw out roads and rails
larly metals and armor, become ex-
ited to what the trucks themselves can and to freeze rivers to ensure uninter-
tremely brittle and are prone to shatter
carry. rupted supply lines. Often, heat rays
under stress (such as weapons fire) af-
were also used to turn frozen farmland
ter being "frozen" to -150QC or below Lightning-Gun: this is a high powered
into a muddy morass that the Germans
until they "thaw" again. Against people taser-like device built on the frame of a
would have to fumble across under a
(and other objects with a high water regular gun. It shares the same stats,
withering hail of fire from prepared Rus-
content) these weapons can instantly except that the DM is considered to be
freeze targets rock solid, or at least an equivalent Electric Intensity (see the
cause severe cold burns. The original Electricity rules in the rulebook).
intent of these "weapons" however was
Metal Fists:These are non-descript (but Manual Action: Some weapon types
civil defense as fire fighting tools since
somewhat bulky) leather gloves that (bolt action, pump action, lever ac-
the liquefied nitrogen attacks two of the
contain special alloy plates along the tion) require conscious thought on
three sides of the Fire Triangle, denying
knuckles. When a contact on top of the the user's part, and so chambering a
the fire both the heat and oxygen it new round for them requires an Ac-
glove is triggered, a tiny battery ener-
needs to continue burning. tion. In other words, when you use a
gizes the alloy and makes it rigid. This
The "pistol" version is approximately the provides a +2 bonus to the wearer's UD. Lee- En$eld, for example, you only
get a shot per round, while a revolver
size of a submachinegun and carries
Thermal Rays: Russian scientists were allows you to shoot twice. Reload-
enough liquid nitrogen in its detachable
also fascinated by the immense defen- ing (inserting a new magazine, for
thermos bottle reservoir for 5 stream
sive potential of Russia's harsh tempera- example) is a separate, ofen much
shots. The "rifle" sized version comes slower action covering one turn or
tures, and started to work on technologi-
with twin insulated backpack tanks ca- more. This is an actual clar$cation
cal means to control heat for defensive
pable of 100 streaming shots or hosing of the existing rules.
purposes. The result was a series of
down a 10 meter radius 4 times. Vehicu-
special "thermal rays," capable of gen- Shotguns: these now get a flat + I at
lar sized versions have also been built
erating localized heat and cold zones. short range only for each shotgun-
for some of the trucks in the London Fire
These were used mostly behind the

93

david serban gheorghe (order #18155011)


sian positions. Thermal Rays can
change the terrain type of 1 square MU
per hour.

DOOMSDAY
DEVICES
Superscience devices are a staple of the
pulp genre; what good is a villain with-
out a Doomsday machine of some kind?
These take on a variety of forms and
purposes, but almost all are intended
to create destruction on a massive scale
in order to terrorize people into submis-
sion. Fortunately for the heroes, the
machines often have failings, weak
spots or other limitations that provides
spot (pulp-style doomsday devices a/- and tanks. It, however, quite easy to set
them with the time and means to destroy
ways have a weak spot or self-destruct the power coils to an overload state,
them before they can cause harm to the
function). wherein the pulse generated will be fed
Free World.
back into the device, literally shaking it
The text below showcases two possible
Game-wise, the doomsday devices are (violently) to pieces within I d 6 minutes.
doomsday devices. Naturally, many
most often a prop or McGuffin to
more are possible. A quick way to gen- Weather Control Device: At present
kickstart the adventure, rather than an
erate one such machine is to take a stan- there are only two of these machines
actual piece of equipment. Its effects are
dard equipment piece and scale it up a known to be in existence, and the pos-
just too terrible to be used directly
hundred or thousand folds. Both its ef- sibility of a third is speculative. These
against the characters, and serve mostly
fects and weak point will normally be devices are comprised of a large fixed
to provide a stick to motivate the heroes
fairly evident. radio dish (aimed directly upwards into
into taking action. Occasionally, they
the sky), several room-sized vacuum
can have some local effects, such as Earthquake Triggering Machine: This
tube arrays for processing power, a few
the instant faults created by the earth- bulky device is about the size of a me-
kilometers of heavy duty power cables
quake machine below. A city-wide mind dium-sized house. lt cannot be moved,
and a power source sufficient to light
control device, activated at low power, being solidly attached to spikes and
up a small town. The heat produced by
might be used to create mindless troop- antennae buried deep into the ground.
all of these systems is sufficient to keep
ers out of the local citizens, who in turn When activated, the powerful coils lo-
a medieval stone castle warm in winter.
will attack the heroes with whatever tools cated under the central dome create a
A platoon of engineer/scientists is
they have on hand. resonance pulse that is channeled deep
needed maintain these systems before,
within the ground. By carefully adjust-
Doomsday machines are a great oppor- during and after operation. Everything
ing the decay rate of the pulse, earth-
tunity for scientist characters to shine. can be dismantled and loaded into box-
quakes and tremors can be generated
While the more action-oriented charac- cars for rail transport should the opera-
up to 500 kilometers away, twice a day.
ter types, such as the Pilot or the Ad- tion need to be moved.
Each quake is powerful enough to rip
venturer, normally get all the fun, in this
open fault lines deep enough to swal- Controlling the weather is a lengthy op-
case the Scientist is the one that has to
low a car or walker whole (make a Pilot- eration and can only be maintained for
figure out what the device is, what does
ing or Driving tests versus a Threshold a relatively short time window, after
it do, where it is located, how can the
of 4 to avoid falling in). which the device needs to be taken off-
heroes protect themselves from its ef-
line for extensive maintenance checks,
fects, and so on. The Scientist will also The device is heavily armored to pre-
recalibration and tube replacement. For
be the one to find the machine's weak vent its destruction by enemy bombers

94

david serban gheorghe (order #18155011)


Action Elements Table 71 Ice Station Walkurie 80 Tactics Skill 21
Agent Zero 64 Independent Heroes 26 Thermal Rays 93
Allies Armed Forces 27 Invisibility Suit 91 Thug the 45
Alternate ldenteties 19 60
Archetypes Heroic 25
Archetypes Villainous 42 Lars Kiergard 48
Aristocrat the 44 League of Nations 27 Ulfrsteinn. Tor 34
Atomic Car 88 Lightning Gun 93
L N2 Gun 93
Villain 39

Baron Eisens Flying Fortress


18
78 Mad Scientist the 44 w
Behaviors Villains 40 Magneto tractors 91 Wang Han 58

Brain Cap 89 Malley Nolan 36 Weapons 93


Massimo Marchand 50 Weather Control Device 94
C
Canuck the 28 Maupassant Henri 32 William Haulm 62
Maxwell Lambert 52 Wrist Radio 92
Character Design Tools 18
Chemical Tracking Device 8 McGuffin 87
Clues 87 Mercenary the 45
X-Ray Monocle.......................... ............_......
... .......93
Components Hideouts 70 Metal Fists 93
Crenet Noah 33 Metal Rotting Gas 91
Crime Lord the 42 Micro modulator 91
Morderprimas 49
Motivations Villains 39
Danger 8
Defenses Hideouts 70 IT--
DehydrationRay 89 Naming Conventions 19
Designing Hideouts 70 Natascha Gandossi 54
Detective Powder 89
Doc Problem the 24
Doomsday Devices 94 Old House, the 76
One-Upmanship 7
Drama 87

Earthquake Triggering Machine 94 Perks 20

Electric Master Key 90 Plastic Flesh 91

Electronic Stethoscope 90 Plots 9


Pocket Radar 92
Equipment 88
Exotica 70 Pulp Conventions 23

-
Pulp Plotting 7

Femme Fatale the 45


rw-
Recker, Gunnery Sergeant Charles 30
Flaws 20
Flaws Villains 41 Redoubt Lord Blackstones 84
Resistance Base B 22 74
Rewards Adventure 8
CY
Gadgets 87
Gas Gun 90 Sample Heroes 28

Golden Eagle the 72 Script Immunity 8

Government Sponsored 27 Shen Lo Hu 55


Sidekick the 25
TT Signature Items 88
Hagan SS Julius 66 Skill Uses 21
Henchman the 45 Sonar Goggles 92
Hero the 23 25 Sonderbar Dr Hans 56
Heroic Campaigns 26 Speed Compound XH-22 92
Heroic Motivations 23 Stalingrad Sonderkommando Base 82
Hideouts 69 Stereotypes 43
Hypno-Ring 90 Structures 70
Hypo-Gun 90 Superscience 87
Support Character the 26

david serban gheorghe (order #18155011)


david serban gheorghe (order #18155011)

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