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ROLEPLAYING SUPPLEMENT
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.. . ’’
www.dp9.com
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
Sidebar: Pulp-era Stereotypes ........ 43 Baron Eisen's Flying Fortress .............. 78 5000 Iberville, Suite 332
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
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.
, .. IT
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
I1
12
16
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.
20
21
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!
24
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.
26
27
28
Complexion: ..........................
the city from the chaos of the Chinese civ and Japan’s invasi
back in a fight.
ER +I
S!kills
----- A.
33
37
39
42
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.
43
44
45
I 49
52
I
I 53
55
- -
I 57
U&ive Marks: .. S
58 I
. ..
.........
..................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.
the program to go
it can be done. If his
67
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
69
72
73
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
74
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
Main Floor
77
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.
78
79
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
80
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-
82
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.
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.
87
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
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
:
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
93
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
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Pulp Plotting 7