DSV1200 - Airship Daedalus - Retro Pulp Adventure - hgCaSa
DSV1200 - Airship Daedalus - Retro Pulp Adventure - hgCaSa
Written by
TODD DOWNING CHAPTER ONE 3
Introduction, Setting, and
Additional Material by Roleplaying Basics
JAMES STUBBS
GAVIN DOWNING CHAPTER TWO 29
Character Creation, Skills,
Edited by Personality, Character Templates,
DAN HEINRICH and Featured NPCs
CHAPTER THREE 60
Based on the Airship Daedalus comic strip by
System, Task Resolution,
TODD DOWNING & BRIAN BEARDSLEY Combat, Damage, Healing,
And on the AEGIS Tales radio adventures by and Vehicle Combat
TODD DOWNING
www.airshipdaedalus.com CHAPTER FOUR 73
Magic, Psychic Powers
Artwork by & The Occult
BRIAN BEARDSLEY
TODD DOWNING CHAPTER FIVE 85
RYAN POTTER GM Section, Running Pulp,
Cliffhangers, Pulp Films,
Scenario Generator, and
Vintage Art from Adventure Seeds
Airboy by Charles Biro, Dick Wood & Al Camy
The Black Owl by Robert Turner & Pete Riss
The Black Terror by Richard E. Hughes & Dan Gabrielson CHAPTER SIX 99
Camilla by C. A. Winter
Captain Aero by Ed Murphy & Ray Willner Equipment, Vehicles, and Weapons
Captain Terry Thunder by Arthur Peddy
Fantomah & Tabu by Fletcher Hanks CHAPTER SEVEN 118
Haunted Thrills by Ajax-Farrell Publications
K-51 & Yarko by Will Eisner Bestiary
Käanga by Alex Blum
Patty O’Day by Adolphe Barreaux
The Phantom Eagle by Clem Weisbecker
INDEX 128
Unusual Tales by Charlton Comics
Wambi by Henry Kiefer
Wing Turner by George Tuska CHARACTER SHEET 132
Other Vintage Art & Advertisements
from Dover Publications & Getty Images VEHICLE SHEET 133
(All works in the public domain)
1
www.deep7.com / www.airshipdaedalus.com
2
CHAPTER ONE
J
ack scowled, running the toe of his boot through a mound of torn canvas. He was certain this was all
that remained of Professor Bancroft’s expedition balloon. The furnace of the African afternoon bore down
with full malevolence on the open meadow, baking the aeronauts in their flight leathers as they toured
the carnage. The air stank of hot grass, sweat and rotting meat, and two intrepid vultures perched nearby, wait-
ing for the landing party to leave them to their clean-up duties. Jack presumed the absence of a greater number
of carrion scavengers was due to the presence of the Daedalus, hovering just above the area at an altitude of
perhaps fifty feet. An aluminum chain ladder dangled from her side hatch to the grassy plain below.
Jack took the lead, lending a general oversight to the search, while Doc followed behind, prodding under
great flaps of torn balloon canvas and twisted metal. Charlie Dalton, well-tanned under his khaki infantry uni-
form, took the rear with his Winchester carbine at the ready.
Dalton was another of Jack’s compatriots during the Great War, a sharpshooter so gifted he’d been assigned
to every special mission the U.S. Army could throw at him. The thrice-decorated Cherokee called “Deadeye” had
saved Jack’s skin on more than one occasion, and it was he who Jack specifically requested to fill the position of
gunner on the Daedalus crew. Fortunately, Deadeye was as equally accurate on the pintle-mounted twin Hotch-
kiss guns as he was with the Winchester.
Jack noted the brutal slashes in the canvas through which Doc sifted. “The outer skin looks shredded. What
could have done this?”
“I think I’ve found something,” Doc offered, rising with a small leather-bound book in her hands. Jack
hurried to her as she turned it over and flipped open the cover. She gasped with the discovery. “It’s Bancroft’s
journal!”
“Lucky find,” Jack offered. He noticed Deadeye tinkering with a metal case at the far end of the wreckage.
“How’s the wireless?”
“In pieces, Cap,” came Dalton’s reply, as he revealed the ravaged torso of something Jack could only imagine
had been a human being at some point in time. “So is the radioman.”
Doc surveyed the scene, her hazel eyes darting to and fro across the mechanical and human wreckage.
Deadeye’s radio man was in three separate and distinct segments, while another two—possibly the balloon pilot
and a scout or guide, Doc surmised—were slightly more intact but still wearing far more of their interiors on the
outside than would generally be considered healthy. “Three bodies by my count, but none of them Bancroft.”
Jack scowled. “Wish we could bury them, but it’s too darn hot out here, and if Bancroft’s still alive we need
to find him.” He gave a crumpled aluminum strut a sturdy booted kick, sending the vultures frantically flapping
into the air, and waved his companions to follow him as he paced toward the Daedalus’ ladder. “And discover
what did this.”
3
Introduction What is Airship Daedalus?
I W
n the first decades of the Twentieth Century, elcome to Airship Daedalus, a roleplay-
Victorian Colonialism dies birthing the Modern ing game set in a Modern Age that never
Age—with a Great War as midwife. As a ruined was—a world in which the heroes and
Europe rebuilds from the ashes of the first mech- heroines of classic pulp novels and comics seek
anized world war, the USA, a new player on the fame, fortune and glory with a side of hair-raising
global stage, leads the remnants of the colonial adventure. It is the setting shared by the vintage-
powers by squeaky-clean example—with prohibi- style pulp comic strip and radio adventures of the
tion of liquor and two-fisted diplomacy (and really, same name, and it’s a plenty large sandbox in
who wouldn’t be quick to throw a punch without which to play. Within this book you will find the
access to a beer now and then?). But in that same means to create your own unique two-fisted pulp
dead Europe, another new power rises. Led by hero, a fictional persona that you’ll “play” in the
an English mystic named Aleister Crowley, a man game. If you are a novice roleplayer, fear not—bthe
without a country and driven by an endless hun- experience is mostly painless. If you are a veteran,
ger for occult power, this secret order is ever grow- you’re in for a treat.
ing, ever present, and willing to operate outside
the law of any nation to achieve its goal—to rule What is Pulp?
the world. It is well-organized, well-capitalized
N
and well-militarized. It is the Astrum Argentum. amed for the cheap newsprint upon which
The cult of the Silver Star. the stories and comics were printed, the
pulp era spanned the late 19th to mid-20th
In a bid to thwart this looming threat, a con-
centuries, with its heyday in the 1920s to 1940s.
sortium of American industrialists and philan-
From the first pulp novels and magazines to the
thropists led by Thomas Edison, Harvey Fires-
Sunday funny pages pages and comic books to ra-
tone and Henry Ford have formed the American
dio to the movie serials, a particularly rough and
Enterprise Group for International Security (AE-
tumble brand of fiction began to take over the na-
GIS), a network of field operatives, academics
tional consciousness. From John Carter and Alan
and special strike teams from around the globe.
Quatermain to Flash Gordon and Captain Mid-
It is their dearest hope that these small, secret
night, the pulps covered every genre of fiction—ac-
forces, when outfitted with the most advanced
tion, western, fantasy, scifi, sports, horror, crime
tools and conveyances, can intercept Silver Star
and even romance—and some of its crime-fighting
operations and maintain the precarious balance
heroes would become the archetypes of the mod-
of good and evil.
ern superhero.
As law enforcement battles the criminal ele-
Often confused with the steampunk literary
ment around the world, explorers brave lost ru-
subgenre, pulp tends toward a celebration of the
ins, reporters vie for the big scoop, cultists await
modern—of forensics over crime, science over
the return of sleeping gods, and spiritualists
savagery, or in the case of pulp fantasy, strength
converse with the dead. The struggle against the
and heart over evil mysticism—whereas steam-
encroaching darkness is everlasting, and new
punk celebrates the ornate prose and craft of the
heroes are needed to carry on the fight.
Victorian era applied to science fiction.
“Behold, Captain. Here is your shield.”
Some stalwarts of the pulp era are still with
—Thomas Edison us today—The Shadow, Tarzan, Flash Gordon,
Conan the Barbarian, The Phantom—while oth-
4
ers like The Spider, Domino Lady, Johnny Earth- Roleplaying Primer
quake and The Green Lama have remained in
I
relative obscurity. Some pulp settings, such as n the simplest of terms, roleplaying is “let’s
H.P. Lovecraft’s Cthulhu Mythos, thrive through pretend” for adults. There are no game boards,
the public domain and collaborative and deriva- no finish lines, no winners, and no losers. In-
tive works. Still influential as a creative aesthet- stead of playing pieces, players create characters
ic, pulp has molded many contemporary fran- on sheets of paper, interacting with other play-
chises as well. Indiana Jones, The Rocketeer, ers and the referee (in this case, referred to as
Sky Captain and The Mummy all draw upon the the gamemaster, or GM). The GM establishes the
power of pulp. parameters of the adventure, creating the frame-
Its hallmarks are not only found in the ar- work for an interactive story, which the players
chetypes of the courageous, square-jawed hero, flesh out through planning, teamwork, and com-
the gorgeous gal Friday, the wild jungle man or munication. Often, roleplaying games (RPGs)
the brainy scientist—but in the style of prose: use one or more types of multi-sided, or polyhe-
dral, dice. Airship Daedalus utilizes two standard
“Got a match, Buddy?” six-sided dice (2D6) or a single twelve-sided die
(1D12), depending on the desired style of play (the
Wentworth’s smile tugged at his differences are covered later in the rules). Some-
mouth corners again as he strolled to times, groups will use maps, miniature figurines,
within a single stride of the man. An old and other visual aids to help plot and visualize,
trick, this. Either a man, reaching for a but they aren’t required.
match, dipped his right hand into his Adventure games evolved from tabletop
pocket and was hampered when the at- strategy wargaming, which is itself centuries
tack was made; or, if the intent was less old. Roleplaying games originally focused on
violent, he revealed his face in the glim- medieval fantasy settings, but soon diversified
mer. to cover many genres. Roleplaying as an indus-
try has been with us for more than forty years.
Wentworth slid his left hand to his
It promotes creativity, social interaction, math
vest pocket. He gripped his cane lightly
and problem-solving skills, and is often used in
in his right ist, knob uppermost. The
special education programs or as part of gifted/
solid silver knob was round and heavy.
advanced curricula.
“I have no matches,” he said casu-
ally, ‘’but I can give you a light.”
5
Glossary of Terms D6 – The common designation for the 6-sided
die. 1D6 means a single 6-sided die, 2D6 means
Adventure Seed – A short premise used as the two 6-sided dice, and so forth.
basis for a roleplaying scenario. Usually no more NPC – Non-Player Character. Any character not
than a paragraph or two, adventure seeds are the being portrayed by a player is referred to as an
building blocks of fully fleshed-out adventures. NPC and falls to the GM to portray. NPCs include
GM – Game Master (or gamemaster). In this both allies and enemies, friends and monsters (al-
case, the referee in charge of running the game. though monsters are usually referred to as “mon-
The GM governs the interactions of the Player sters”, they are still technically NPCs).
Characters (PCs) and Non-Player Characters PC – Player Character. Any character being
(NPCs), as well as any creatures and personalities portrayed by a player other than the GM.
encountered.
RPG – Role Playing Game (alternately, Role-
Campaign – A word used to describe a long-term Playing Game or Roleplaying Game). A game
game or über-plot. A campaign is usually a num- wherein players portray various characters in an
ber of single adventures using the same charac- adventure scenario (see Scenario), usually mod-
ters and strung together in with a plot arc or goal erated by a referee of some kind (see GM).
in mind. Some campaigns may take as few as two
or three adventures, while some may last years. Scenario – A story or plot used as a guideline
for the GM to successfully moderate the game.
Character – The player’s “playing piece”. A Scenarios give the players goals to achieve, prob-
character is the imaginary personality the player lems to solve and challenges to overcome. Also
guides through the roleplaying adventure, trying referred to as an “adventure”, or together as “ad-
not to get it killed if at all possible. Characters venture scenario”. Think of it as the equivalent to
played by the players are called Player Characters, a television episode. When the scenario is over,
or PCs. Characters played by the GM are Non- the music comes up and the credits roll. See you
Player Characters, or NPCs. next week.
Character Sheet – A record of the character’s Session – The time in which the players and
vital statistics, skill profile and assorted gear. In GM meet to roleplay. A session may be sufficient
this case, the character sheet is the AEGIS File, to conclude an entire scenario; alternately, some
located in the back of the book. scenarios may take multiple sessions to com-
Combat/Melee Round – An abstraction of the plete. Campaigns almost certainly take several
time in which cinematic action occurs. In Airship sessions’ worth of play to complete.
Daedalus, a Combat Round is roughly three sec- Skill Check – The method of determining
onds within the game environment. whether a character succeeds at the use of a giv-
D – Fourth letter of the English alphabet. The en skill. Rules for the Skill Check are found in
common abbreviation for “die”, meaning the sin- the System section (page 60).
gular “dice”, not what will happen if you crash Skills – Any of several quantifiable areas of ex-
your gyro-pack. In context, the D will be preceded pertise in the character’s profile. Each skill is
by a number which indicates how many dice to tied to a predominant Stat (see Stats). Skills can
be rolled. It will also be followed by a number be learned, instinctual, or a combination there-
which indicates how many sides the dice should of. For more information on the use of skills, see
have. Airship Daedalus exclusively uses 6-sided Skills (page 34).
dice, so you will only see D6 referred to, but in
other games, D8, D10, D12, D20 and D100 are Stats – Any of the areas of raw ability listed
sometimes used. in the character’s profile, having a number of
subordinate skills tied to it. In Airship Daeda-
D6% – The method for generating a shortened lus, character Stats are: AGILITY, DEXTER-
percentile value by rolling two 6-sided dice (2D6). ITY, STRENGTH, PERCEPTION, INTELLIGENCE,
One die is nominated as the tens, and the other is WILLPOWER, ESSENCE and LUCK. For more in-
nominated the ones before rolling. Results range formation on the use of stats, see Primary Stats
from 11-16, 21-26, 31-36, 41-46, 51-56, and 61- (page 30).
66.
Target Number – The number by which the
D3 – The result of a single 6-sided die, halved success of a Skill Check is measured. The Target
(round up). 1 and 2 would result in 1, 3 and 4 Number is the sum of the Skill in question plus
would result in 2, and 5 and 6 would result in 3. the Stat it falls under. The player must roll equal
6
to or under this number on 2D6 (or 1D12, if play- lized world. Standing opposed to these forces of
ing the variant) to succeed. chaos and entropy are organizations like AEGIS,
the British MI6, and various independent groups
XPG – Deep7’s proprietary game system used
of vigilante adventurers.
to facilitate Airship Daedalus (and others). XPG
is a relatively simple, cinematic game system that Politically it is a time of transition, from the
relies on two 6-sided dice or one 12-sided die for age of colonialism to a general sense of national
randomization. It is also used in Arrowlight, identity. Yet the old ways die hard, and colonial
Shriek-X, Santa’s Soldiers, Mean Streets, Bloode powers cling tightly to their possessions. Brush
Island XPG, RADZ and Red Dwarf – The Roleplay- wars and mini-revolutions can erupt anywhere,
ing Game. at any time. It is a dangerous world in which to
find adventure, with much still unknown and un-
charted—but with enough guts and a good pis-
Basic Mechanics tol at one’s side, it’s quite possible to make one’s
mark, in style.
P
layers already familiar with Deep7’s other
XPG products will be primed to play Airship It is also a time of social revolution, as wom-
Daedalus, as all of the basic mechanics are en, having been trained in traditionally mascu-
the same. The character consists mainly of stats line occupations during the war, seek adventure
and skills. The stat and skill ratings are added alongside their male counterparts. In the US, the
together to make a Target Number. This is the Jim Crow South never occurred, as equal rights
number the player must attempt to roll equal to were stirctly enforced during post-Civil War Re-
or less than on two 6-sided dice (or one 12-sid- construction. American society and its military
ed die) to achieve success. The higher a Target have been integrated for the past three genera-
Number, the easier it is to succeed, and by greater tions, and although racism exists on a personal
degrees. This is called the “self-test” philosophy, level, it is not institutionalized on the scale of our
as opposed to rolling against an arbitrary bench- own society.
mark dictated by the GM at all times. It enables The world of Airship Daedalus is one of good
the player to take responsibility for his character’s versus evil, heroes against villains. And that dy-
own actions, thereby freeing the GM to manage namic of pulp heroism is unapologetically what
other aspects of the game. More details are found drives the game. It is not intended as a means
later in the System section (page 60). to explore playing the bad guys (although it’s cer-
tainly possible to do so). It is a celebration of four-
color, two-fisted heroism struggling against—and
The World of Airship Daedalus eventually triumphing over—evil. To that end,
I
n the wake of the Great War, a weary world players will find the text and rules slanted in fa-
comes to grips with the Modern Era. New vor of playing characters who, although probably
technologies, scientific and geographic discov- flawed, are basically good at the core.
eries, and a deeper understanding of the occult The general period of Airship Daedalus is
have led the way through the chaos. Yet, as the roughly 1920 to 1940, the time between the two
former power structures crumble, nefarious fac- World Wars, however the rules can easily expand
tions spring up in their place. Secret societies to include the wars themselves—and of course
like the Silver Star, enclaves of dark cultists, and GMs are free to select any time for their adven-
the organized criminal element from every former tures.
European colony threaten the stability of the civi-
7
Factions ver Star, their operatives are everywhere, able
to mobilize resources with the snap of a finger.
W
hat follows are short profiles of vari- Anyone with specialized knowledge is welcome
ous groups and factions an adventurer within its structure: scientists, medics, engineers,
might encounter in the world of Airship pilots, masked mystery men or plain old soldiers
Daedalus. The setting default is that most PC of fortune—everyone with serviceable skill gets a
groups will be comprised of AEGIS field opera- chance to thwart evil and defend the greater good.
tives, but there is always room for the occasional
undercover G-man, displaced British agent or AEGIS Field Contact
costumed vigilante to shake up the plot. GMs
can use the following information to flesh out AGL 5 INT 4
character backgrounds or choose NPCs to en- DEX 4 ESS 3
counter in the story. A typical representative
STR 4 INIT 10
NPC template from each faction is included for
ease of inclusion by the GM. WIL 5 SHR 5
PER 5 SAV 9
AEGIS
(pronounced EE-jiss)
Described by its
founders as “a shield
against the darkness”,
the American Enter-
prise Group for Inter-
national Security was
formed by industrial-
ists Thomas Edison, Allied Recovery
Henry Ford and Har-
vey Firestone in the Got a derelict ship in a
spring of 1920. Not minefield? A secret prototype
content with the United States government’s ef- plane that went down in the
fort to contain the postwar chaos, Edison, a de- sea? Armored truck full of
vout spiritualist, began assembling a network of gold at the bottom of a cave
field operatives—specialists in disciplines as var- system? Allied Recovery spe-
ied as mechanics and occultism and archaeolo- cializes in high-risk salvage
gy—to hold back the ever-increasing power-grab with an outstanding record
of fascists, dark mystics and cult leaders. of success no matter how bizarre the work, and
with few questions asked. The fact that they some-
While its first few years were mostly devot- times “skirt” national borders and sea boundar-
ed to espionage and various covert operations ies is simply business as usual. Allied Recovery
(while research and development of new tech- only permanently hire administrators who bring
nologies continued apace), the revelation of the in people with special skills as they are needed.
Silver Star’s super-zeppelin Luftpanzer in 1925
sent the first AEGIS combat field team into ac- Bonuses are always awarded upon successful
tion. The crew of the airship Daedalus II led by completion of a job but the risk is usually just as
Captain Jack McGraw tangled with the Luftpan- great. Anyone contacted by Allied Recovery should
zer and Silver Star forces for months, and finally not expect a cushy job behind a desk but one of
succeeded in destroying the massive ship during danger, uncertain legality and travel.
a skirmish in the Amazon. Within a year, AEGIS
recruitment had increased by a factor of 10, and Allied Recovery Administrator
a massive international force was assembled,
though the Silver Star—and Aleister Crowley— AGL 5 INT 5
were far from finished. The two organizations DEX 4 ESS 2
grapple for dominance, unabated.
STR 5 INIT 10
Because AEGIS is not an official department
WIL 4 SHR 5
within the US government, its resources are not
restricted by borders or diplomacy. Like the Sil- PER 5 SAV 9
8
Associated Press cially unwelcome in Western Europe, Great Brit-
Formed in 1846 by five New ain and North America, some Silver Star agents
York newspapers, the AP is now have infiltrated those governments at the highest
a multinational media clearing level and now wield considerable power through
house. With the adoption of the policy and political coercion.
teletype machine in 1914, this me- Silver Star agents can be found most any-
dia cooperative has offices in Eu- where, at every level of society, and because of
rope, South America and the Mid- their “spirit bond” with Crowley, none have ever
dle East, and is always in the market for a major been captured alive. The moment their security
scoop. The Reuters and Agence France-Presse is in question, agents spontaneously wither away
(AFP) agencies compete with the AP for the Eng- to skeletal remains within seconds. It is thought
lish-speaking and French-speaking international that Crowley absorbs their life essence to bolster
stories, with each agency operating dozens of of- his own, but the fact that it can occur at such
fices worldwide. Journalists can phone or wire physical distance would have fearsome implica-
in stories and are paid based on the number of tions for the level of his personal psychic power.
outlets picking it up for publication.
*It should be noted that the real Astrum Argentum
never became a proto-fascist army under Crowley’s
AP Editor direction, such contrivances merely being for the con-
venience of our setting. The real hermetic order of the
AGL 4 INT 6
Silver Star still exists to this day; it and its followers
DEX 4 ESS 2 are largely benign.
STR 3 INIT 9
WIL 6 SHR 5 Silver Star Commando
PER 5 SAV 9 AGL 5 INT 4
DEX 4 ESS 2
Astrum Argentum* STR 5 INIT 10
Formed by Aleister Crow- WIL 5 SHR 5
ley in 1907 after he was ex- PER 5 SAV 10
pelled from the Golden Dawn,
the Astrum Argentum or Sil-
ver Star is a mystical order Silver Star Cultist
dedicated to the acquisition
of knowledge and the enrich-
ment (both spiritually and materially) of its AGL 4 INT 4
leaders. Building his organization over sev- DEX 4 ESS 5
eral years, Crowley went from Europe to Asia
STR 4 INIT 8
to South America, his magnetic personality at-
tracting the disaffected and ambitious—people WIL 5 SHR 5
for whom civil law meant nothing and per- PER 4 SAV 9
sonal power was life’s greatest goal. Recruit-
ment increased in the wake of the Great War,
when many Germans, frustrated by the Treaty
of Versailles, flocked to Crowley’s banner. Ev-
erywhere he looked, Crowley found eager, angry
and often literally hungry volunteers to fill his
ever-growing mystic army, along with the sci-
entists and surplus military hardware to make
to a force to be reckoned with.
Elements of the Astrum Argentum are ac-
tive in nearly every nation around the globe,
but are especially prevalent in Eastern Europe,
South America and East Asia. Although offi-
9
Beacon Society The Black Brotherhood is made up of people
from all walks of life, every creed, color and na-
The average man on the street
tionality, and their targets tend to be high-pro-
would not believe that a group of
file—political assassinations and strategic targets
rich men and women would care
such as transportation and commerce. They are
about society beyond their fund-
extremely dangerous and prefer suicide to cap-
raisers and galas. They would be
ture.
wrong. Whether it be from altru-
ism to self-interest, this secret Black Brotherhood Cultist
society has pledged to use their
AGL 4 INT 4
fortunes to combat the ills of modern civilization.
They routinely field their own trusted people and DEX 4 ESS 4
hired operatives with tasks that might seem Byz- STR 5 INIT 9
antine to those who are even aware of their exis-
WIL 4 SHR 5
tence.
PER 5 SAV 9
There is no rhyme nor reason to who is ap-
propriated; everyone from common street thugs
to bank presidents have been used. Members
are simply referred to by a number even if they
know each other. Lately the rise of the Nazi Party Bonnet’s Brigands
in Europe and the US has been occupying their
When Stede Bonnet
attention as they work behind the scenes to sty-
returned from flying in the
mie German business expansion and investments
Lafayette Escadrille in the
through media manipulation and sabotage.
Great War, he and his fel-
low pilots found the mar-
Beacon 047 ket flooded and “a distinct
AGL 5 INT 4 lack of opportunity” in the States, so they set up
DEX 4 ESS 4 a base of operations in West End, Grand Bahama,
and became sky pirates for hire. Their stock in
STR 4 INIT 10 trade is bootlegging Caribbean rum to Florida and
WIL 4 SHR 4 the Gulf Coast, but they’ve been known to take
PER 5 SAV 8 most any job—both legal and somewhat “less-
than” legal. Gun running, courier service, aeri-
al reconnaissance and escort, as well as preying
on any ship or plane with illicit cargo—including
Black Brotherhood slaves and poached animals from South America
Very little is known of the or Africa.
Black Brotherhood other than Although his real name is lost to the US govern-
their basic existence and mo- ment archives, the talented pilot and commander
tivations. A group of interna- from Barbados chose the historical “gentleman pi-
tional terrorists, it is the Broth- rate” as his namesake, and takes it upon himself
erhood’s goal to bring about to act honorably even in the midst of illegal ac-
the return of the Old Ones, elder gods of an ex- tivities. He stands 6’5”, mocha-skinned and bald,
tradimensional origin. It has been theorized that and is often in the company of Jake-in-Irons, a
Aleister Crowley’s recent rituals have turned to- Uganda mangabey monkey rescued from a South
ward this brand of worship, full of human sac- African poacher’s cargo hold.
rifice, summoning and other dark magicks, but Bonnet’s Brigands operate out of West End,
nothing has been confirmed and the Brotherhood where the locals regard them as protectors and
are not very accessible regarding their alliances heroes. They range throughout the Caribbean re-
and operations. Much like the agents of the Silver gion and even into the Amazon interior, the US
Star, members of the Brotherhood tend to expire Gulf Coast and eastern Mexico. Their flotilla con-
shortly after their missions, so few of their num- sists of about twenty Sopwith “Baby” seaplanes,
ber have ever been taken alive. and a motorized hot air balloon flagship called
Revenge (after the historical Bonnet’s ship), along
with two Curtiss flying boats and sundry conven-
tional air- and watercraft.
10
Sky Pirate medieval armor, they are usually well-armed and
trained in all manner of combat, and thus should
AGL 5 INT 4
not be underestimated as adversaries. Relics and
DEX 5 ESS 2 artifacts they acquire are kept in a secure under-
STR 4 INIT 10 ground vault in an undisclosed location in the
Scottish Highlands.
WIL 5 SHR 5
PER 5 SAV 9 Templar Cultist
AGL 5 INT 4
DEX 4 ESS 3
Bureau of
STR 4 INIT 10
Investigation
WIL 4 SHR 4
The Bureau of Investiga-
tion (BOI) was created on July PER 5 SAV 8
26, 1908 by the US Attorney
General to handle interstate
criminal matters as a group The Devil’s Own
within the Justice Depart-
ment. The current director, J. Edgar Hoover, While the Old West might be
took over the bureau in 1924 and is working to dead, the crimes that plagued
make it a self-sufficient agency within the DOJ. it are not. The wealthy now use
Although some look askance at Hoover’s meth- lawyers instead of starting range
ods of investigation and record keeping on law wars, but making it legal doesn’t
abiding citizens, his results are hard for lawmak- make it right. And the affinity for
ers in Washington D.C. to argue with. The BOI vigilantism has not been stamped
will occasionally share resources and informa- out.
tion with another organization when the situa- Active in the rural US and Canada, The Dev-
tion demands, however anyone the Bureau en- il’s Own are a group of men and women who have
counters in the field should assume they will end been wronged by the law and shady business-
up with a file of their own in the archives. men. They are led by a man only known as The
Foreman and the only requirement for member-
G-man ship is a desire for vengeance and the ability to
locate them. The Foreman picks their targets and
AGL 5 INT 4
killing is stressed as a last resort. Instead, they
DEX 5 ESS 2 prefer hit and run cavalry tactics that hurt their
STR 4 INIT 10 opponents in the wallet, believing that, by putting
the shoe on the other foot, suffering is made more
WIL 5 SHR 5 acute and prolonged.
PER 5 SAV 9 All members wear black hoods and disperse
after raids. Nobody seems to know how they com-
municate and plan but rumors run the gamut
Cult of the Templar from smoke signals to radios. The only thing that
is known is that the police, even though there are
Not to be confused with the
more than one sympathizer amongst them, would
secret societies that trace their
love to find out.
lineage to the original Order of
the Temple (or Knights Tem-
plar), this cult is made up of his- The Foreman
torians and academics who have
AGL 5 INT 4
steeped themselves in the mythology and mysti-
cism surrounding the original order of crusader DEX 5 ESS 1
knights and will go to extreme lengths to protect STR 5 INIT 10
holy artifacts and locations from desecration by
nonbelievers and outsiders. Their sigil is the red WIL 5 SHR 5
Templar cross, and although they do not dress in PER 5 SAV 10
11
Explorer’s Club MI6
Founded as the Secret
Formally incorporated
Service Bureau in 1909,
in 1905, the Explorer’s Club
this joint effort of the War
is an exclusive fraternity “to
and Navy departments be-
unite explorers in the bonds
came the Directorate of Mil-
of good fellowship and to pro-
itary Intelligence Section 6
mote the work of exploration
during the Great War, and
by every means in its pow-
quickly grew to encompass
er”. Based in New York City
international espionage. Although MI6 is an of-
and extending official membership to men-only,
ficial department of the British government and
the club offers expedition funding, peer consult-
therefore subject to the same rules and regula-
ing and the occasional honorary membership to
tions by which all governments are bound, there
those of the fairer sex. An annual members-only
is often cause for collaboration between individual
dinner is held at the Waldorf Astoria Hotel, and
field operatives and their counterparts in allied
features entertainment and guest speakers. The
bureaus as well as international organizations
Explorer’s Club can be a worthwhile resource for
such as AEGIS.
a pending expedition, but its exclusivity prohib-
its most player characters—except the Playboy or MI6 has operatives in every allied nation and
someone with the Network Asset—from basic ac- commonwealth, in addition to several forward
cess, let alone membership. bases of operations in hostile territory. Allies of
the British Empire can depend on good treatment
* NOTE: The Explorer’s Club is made up of and solid collaboration in matters furthering the
the high-proile social elite, therefore no “rank- interests of the Crown and Commonwealth.
and-ile” NPC template is provided.
12
It should be noted that in the greater struggle Nazi Party
of good against evil, some factions will employ ele- Drawing upon the ire
ments of organized crime as sources of strategic of a disgruntled German
intelligence, as couriers, or simply as muscle. It populace in the wake of the
should also be noted that a criminal family’s ser- Treaty of Versailles, the Na-
vices are only as good as the price paid for them, tional Socialist Party, led by
and run out when the money does—or until a bet- a charismatic former corporal from the Imperial
ter offer comes along. Army, is gaining a foothold in European politics.
Mobster One high-ranking official in the party, Heinrich
Himmler, is the head of the elite SS division, and
AGL 5 INT 3
an avid occultist. He oversees operations around
DEX 5 ESS 2 the world in search of mystical artifacts, especially
STR 5 INIT 10 those with a connection to the party philosophy of
Aryan supremacy. Depending on the exact time
WIL 5 SHR 5 period being played, this faction can be of little or
PER 5 SAV 10 no consequence in the days of the post war Wei-
mar Republic, or it can be the great nemesis of
late-period campaigns, or a sliding threat scale in
National Geographic between.
Society
Founded in 1888 as a SS Commando
travel club for elite academics AGL 5 INT 4
and their well-to-do patrons, DEX 5 ESS 2
the National Geographic So-
ciety has become one of the STR 5 INIT 9
largest philanthropic organizations in the world. WIL 5 SHR 5
With a membership that has included explorers, PER 4 SAV 10
scientists, inventors, politicians and laymen
alike, the Society meets in the Cosmos Club in
Washington D.C. to converse about all matters Pinkerton Agency
of importance to its membership—from the en- Formed by Allan
vironment to issues political and philosophical. Pinkerton in 1850, the
Without exception, its elite members are well- Pinkerton National De-
traveled, and most have specialized academic tective Agency has be-
training. The Society is closely allied with AE- come the gold standard
GIS (each group having several members in of covert field operations
common) and often collaborates on larger field among many espionage
campaigns in terms of research, information- organizations. Whether infiltrating trade unions
sharing and funding. or apprehending train robbers, the Pinkertons are
among the best enforcers money can buy. As they
Society Academic are strictly freelance, they generally do not con-
AGL 4 INT 6 cern themselves with matters occult or interna-
tional unless their patron specifically hires them
DEX 4 ESS 2
for such a purpose. Pinkertons are usually tight-
STR 4 INIT 9 lipped and prefer to work alone or in assigned
WIL 5 SHR 5 units, so there is usually very little cross-pollina-
tion with other groups or organizations.
PER 5 SAV 9
Pinkerton Detective
AGL 4 INT 5
DEX 4 ESS 2
STR 4 INIT 10
WIL 5 SHR 5
PER 6 SAV 9
13
Thuggee These modern pirates are simply out to prof-
it from cargos that are then sold on the black
Originally a warrior/thief market. However, with the increasing amount of
cult in 14th century India, armaments and munitions being transported,
Thuggees roamed the wilder- any loss of a ship is a major blow and military
ness, befriending travelers weapons falling into the hands of criminals or
and earning their trust be- foreign powers is a real fear.
fore killing and robbing them
as they slept. They earned Wrecker Pirate
a reputation for trickery and AGL 5 INT 3
dishonor, inspiring the com-
mon term “thug” to mean DEX 5 ESS 2
a ruffian or criminal. Thought to have been STR 5 INIT 10
brought to heel by the British in the 1870s, WIL 5 SHR 5
some remnants of the cult have been reported in
remote areas of the subcontinent. Intelligence is PER 5 SAV 10
spotty, but the Thuggee cult is presumed to be
extremely secretive and well-hidden within the
fabric of Indian society. Individuals are crafty
and highly dangerous adversaries, and groups
should be avoided at all costs. There is even
some anecdotal evidence of group ritual sacrifice
in honor of Dakshina Kali (the Hindu goddess
Kali in her bloodthirsty warrior form). Fortu-
nately the cult seems to restrict its activities to
its native region, and is under the scrutiny of the
Central Criminal Intelligence Department.
Thug
AGL 5 INT 3
DEX 4 ESS 4
STR 5 INIT 10
WIL 4 SHR 5
PER 5 SAV 9
The Wreckers
This group of bitter
individuals are composed
of down on their luck sail-
ors, criminals, and any-
one else who might have
a beef with commercial
shipping. The Wreckers,
through an unknown indi-
vidual of wealth, have a ocean-going submarine
that they have equipped with fake masts and
emergency lights that they use to lure ships to
them at night, which they then take by threat
of force. Those crews who refuse to strike colors
and abandon ship are sunk with their ships—
and crews that do are machine gunned in their
lifeboats. The Wreckers simply can’t afford any
witnesses to live.
14
Science & Technology
T
he Modern Age is one of scientific discovery
and technological revolution. New devices Radio has overtaken the newspaper as the
and processes stream on an almost daily main source of information, and some break-
basis from the research laboratories of Edison throughs in beaming visual images from one point
and Westinghouse, and eccentric genius Nikola to another have opened the door to a rudimentary
Tesla embarks on his wildest period of develop- form of television. But while science and technol-
ment yet, operating as a Westinghouse consul- ogy continue to bestow wondrous gifts upon the
tant from his room at the Hotel New Yorker. His adventurer, these gifts are not yet available to the
patents for a tilt-rotor aeroplane and particle general public. AEGIS, the patent holders and
beam weapon have already been put to use, and national governments maintain tight controls on
his prototype radio-detector for locating vessels advanced technology and weapons.
at long distances was implemented in the Daeda-
lus II as early as 1925 (a gift from the War Depart- In the broadest terms, this is an age of blaz-
ment, and totally unbeknown to Edison, whose ing secret trails; the discovery of long buried trea-
feud with Tesla and Westinghouse has become sures and lost continents happens almost on a
legendary). daily basis—even the depths of the oceans or the
vacuum of space are fair game. In such a rap-
The DuPont and Dow chemical companies idly accelerating environment, new technologies
continue to innovate in plastics and incendiary can often seem magical, and what seems magical
compounds, and the late Vincenzo DiMarco’s gy- to even the most scientific mind will often have a
roscopic generator, battery array and dirigible de- scientific explanation behind it. All but the most
signs are core technologies of AEGIS (which the primitive jungle man will embrace the new age
US War Department has begun using as a think and all the gifts of science it brings, or risk being
tank and testing ground for elite divisions of the left behind.
armed forces).
15
Mysticism
J
ust as technology
advances unabated,
man’s knowledge of
the invisible forces of na-
ture and the mind have
reaped the benefits of de-
cades of inquiry. Spiri-
tualism and the scientific
study of psychic phenom-
enon have opened a Pan-
dora’s box of occult dis-
covery, yielding personal
clarity and empowerment
for those who can control
the forces of magic or the
psyche.
Some scholars are con-
tent to delve into the se-
crets of the occult without
actually invoking them, while others dedicate themselves to
learning their most intricate rules in order to control them
for personal use. Of course, even darker secrets are pro-
tected by ancient cults who pave the way for an extradimen-
sional invasion of elder gods. Still others have discovered
the methods to communicate with the other side, trafficking
with ghosts and spirits as their stock in trade.
Powerful mages like Aleister Crowley attract throngs of
devoted followers, while Carter the Great converses with the
spirits of the dead for the amusement of an audience. Oc-
cult scholars like Dorothy Starr delve into lost tombs while
Yarko, the master of eastern magicks, takes on organized
crime as a mystical vigilante. The forces of mysticism are as
diverse as their adherents, and the road to spiritual knowl-
edge is infinite.
Just as with the most advanced technologies, these oc-
cult secrets remain hidden from the public for their own
good—only the strongest wills and minds can handle that
which lies behind the veil, hidden from mundane eyes.
16
Lost Cities & Undersea Kingdoms
“B
etween the glint of irelight off the intricate golden surfaces of the pillars and the repeating,
pulsating, hypnotic chant emanating from within the stone walls, Jack was almost lulled into
a trance state. But when he heard a very distinct female scream, his senses returned and he
found his way along the northern wall. Within a few dozen yards, he located a segment close to a Kigelia
tree draped in vines. He grabbed hold of one and quickly pulled himself aloft, scrambling into the irst
crook where limbs met trunk. Then, with a mighty push, he swung across to the wall. Releasing the vine
at the last possible moment, Jack landed—less gracefully than he would have liked—on the outer edge
of the granite barrier, immediately falling to a prone position to look out over what was hidden within the
walls of the Luban city…”
N
o pulp setting would be complete with- It should be noted that this list is by no
out the mystery of a lost civilization to means comprehensive—it is merely a sampling, a
find or a mystical artifact to retrieve. rudimentary gazetteer of typical locations (some
From remote jungle ruins to vast empires be- historical, some fictional, some a mixture of both)
neath the waves, from lost arctic enclaves to an- typically found in pulp adventure literature. Feel
cient portals in the South Pacific, the following free to use any or all of the following, as well as
is but a glimpse at such endless possibilities for inventing your own exotic locales of mystery and
adventure. danger...
17
Angkor
The seat of the Khmer Empire from 802 AD
into the mid-14th century, the Angkor region of
French Indochina boasts over a thousand tem-
ples, from barely recognizable stones to the mag-
nificent Angkor Wat. With its merger of Hindu
and Buddhist iconography in the form of enor-
mous statues and decorative sandstone reliefs, it
is easy to see the historical significance and reach
of the Khmer culture. Because most all of Ang-
kor’s ruins are open to lush grasslands, lakes and
jungles, any number of threats may be encoun-
tered, from thieves and brigands to wild animals
to crazed cultists.
Cultist
AGL 5 INT 4
DEX 4 ESS 4
STR 4 INIT 10
WIL 4 SHR 4
PER 5 SAV 8
Anasazi
The prehistoric Pueblo peoples of the Ameri-
can southwest emerged in the 12th century BC
and left a number of impressive cliff cities be-
fore their mysterious disappearance around the
13th century AD. The eerily still settlements at
Chaco Canyon, Mesa Verde, Canyon De Chelly
and Bandelier show an impressive population
capacity and sophisticated urban planning for
such a relatively primitive society. The cliff ruins
are generally inaccessible without a local guide,
and are guarded by an order of modern Pueblo
braves, of whom many a graverobber has run
afoul.
Anasazi Guardian
AGL 5 INT 3
DEX 5 ESS 4
STR 4 INIT 10
WIL 4 SHR 4
PER 5 SAV 8
18
tion now known about the region and its people,
although the Helios was destroyed and only three
of its crew returned safely to civilization.
Atlantis
The once-mighty jewel of the Aegean Sea,
thought to have been reduced to sunken ruins
in the 10th millennium BC, Atlantis is now an
aquatic empire controlling much of the Atlan-
tic and Indian Oceans. Ruled by a charismatic
Queen Marrina from her throne in the Aegean,
Atlantis is impossible to visit without artificial
breathing apparatus. Militant and strongly de-
fended, Atlantis is not a destination for the timid,
as Atlanteans typically prefer to fight first and
talk later.
Atlantean Soldier
Inuit Hunter
AGL 5 INT 3
AGL 4 INT 3
DEX 4 ESS 4
DEX 5 ESS 3
STR 5 INIT 9
STR 5 INIT 9
WIL 4 SHR 5
WIL 5 SHR 5
PER 4 SAV 9
PER 5 SAV 10
Bálgard
Bálgardian Viking
At the top of the world, north of what the Inuit
call Umingmak Nuna, lies a green paradise, an is- AGL 5 INT 3
land heated by thermal vents, ringed by icy cliffs, DEX 4 ESS 3
and inhabited by the descendants of Viking set-
STR 5 INIT 10
tlers, cut off from the outside world for centuries.
In this region of the globe, severe arctic storms WIL 5 SHR 5
punish all but the hardiest adventurer, compases PER 5 SAV 10
are not to be trusted, and the people of Bálgard
might just as well burn interlopers at the stake
as look at them. Xenophobic and proud, Bálgar- Bálgardian Godi
dians are quick to hostility and slow to accept AGL 4 INT 4
outsiders. Their culture is dictated by a severe
order of priests known as the goðar (“go-thar”, DEX 4 ESS 4
singular goði—“go-thee”, both with a soft h), and STR 5 INIT 9
sacrifices to Thor, Freya and Odin are popular
WIL 4 SHR 5
among the populace. A 1907 expedition aboard
the French airship Helios yielded all the informa- PER 5 SAV 9
19
Band-lu Warrior
AGL 5 INT 4
DEX 5 ESS 2
STR 5 INIT 10
WIL 4 SHR 5
PER 5 SAV 9
Kro-lu Warrior
AGL 5 INT 5
DEX 5 ESS 2
STR 4 INIT 10
WIL 4 SHR 4
PER 5 SAV 8
20
Knossos
Named for King Minos, the Minoan civiliza-
tion thrived in Crete and the Aegean Islands from
2000 BC to 1450 BC. There are a number of
Minoan sites throughout the Mediterranean, but
the ancient seat of power is the palace at Knos-
sos, underneath which is said to lie the famed
labyrinth—designed by Daedalus to house the
killer Minotaur. A relatively new find, Knossos
is an international attraction for archaeologists,
historians and treasure seekers alike, but it is
monitored and maintained by the Greek govern-
ment. In addition, were someone able to locate
the labyrinth and solve a specific set of puzzles,
they might end up waking the spirit of the Mino-
taur.
Soldier
AGL 5 INT 3
DEX 5 ESS 2
STR 5 INIT 10
WIL 5 SHR 5
PER 5 SAV 10
21
Maple-White Land (aka The Lost World)
At least two waves of explorers have report-
ed the existence of a plateau somewhere in the
Amazon basin of South America where several
species of dinosaur exist alongside two warring
tribes of humanoids: savage ape-men called
Doda and primitive modern humans called Ac-
cala. The plateau, named for the men who first
discovered it, is apparently a complete primor-
dial ecosystem. Approach by air is problematic
due to thick fog, but it is accessible by climbing,
or by a hidden system of underground lava tun-
nels.
Doda Warrior
AGL 6 INT 3
DEX 4 ESS 2
STR 6 INIT 11
WIL 4 SHR 5
PER 5 SAV 10
Tabor Pirate
AGL 5 INT 3
DEX 5 ESS 2
STR 5 INIT 10
WIL 5 SHR 5
PER 5 SAV 10
22
Mwibele (aka City of Death)
Ape-Man
See listing on page 122
Pterosaur
Mohenjo-daro
A shining example of ancient technology and
urban planning, Mohenjo-daro was part of the
Harappan Civilization of the Indus Valley. Aban-
doned since 1500 BC, the city was among the
earliest and largest urban centers humanity had
to offer, boasting sophisticated sanitation sys-
tems, advanced mathematics and even dentist-
ry. Rediscovered and excavated in 1922, the city
has been a treasure trove for archaeologists, as
well as grave robbers and other criminals. Many
pose as local guides for travelers, robbing or sell-
ing them out to the local crime boss when con-
venient.
Guide/Brigand
AGL 6 INT 3
DEX 5 ESS 3
STR 4 INIT 10
WIL 5 SHR 5
PER 4 SAV 9
23
Nan Madol
A ruined city in western Micronesia, Nan
Madol was the capital of the Saudeleur dynasty
until the early 17th century. Although completely
abandoned as a political center, the ruins are in-
habited by devout native priests who will attack
unwitting travelers without hesitation. Although
stories of ancient relics or mysterious rituals per-
sist, no outsider visiting the city has returned to
tell of the experience. Much of Nan Madol sits
under 10 or more feet of water, its land remnants
sheathed in jungle foliage, and most of the sur-
rounding atolls are thick with pirates. Not an
easy place to enter, and all but impossible to es-
cape.
R’lyeh
Discovered in 1925, R’lyeh is reported to be
a “nightmare corpse-city” in the middle of the
South Pacific, close to the Point of Inaccessibili-
ty—although the coordinates given for its location
diverge by at least two degrees in two different
accounts. Rising from the ocean is “a coast-
line of mingled mud, ooze, and weedy Cyclopean
masonry which can be nothing less the tangible
substance of earth’s supreme terror”, which de-
scribes in florid terms the former mystical prison
of the elder god Cthulhu, an enormous extradi-
mensional creature with a “cuttlefish head, drag-
on body, scaly wings, and hieroglyphed pedestal”.
Apparently the crew of the ship Alert inadvertent-
ly released the monster, which escaped into the
depths of the Pacific. The island city has little to
recommend it now, save for an enclave of cultists
who watch over the ancient prison.
Cultist
AGL 4 INT 4
DEX 4 ESS 5
STR 4 INIT 9
WIL 4 SHR 4
PER 5 SAV 8
24
San Lorenzo Tenochtitlán
Collectively signifying the ancient Olmec cit-
ies of San Lorenzo, Tenochtitlán and Potrero
Nuevo, this region is located located in the south-
east portion of Mexico, in the Gulf lowlands (and
includes the coastal village and ruins of Tulum).
Known for advanced mathematics, human sac-
rifice and colossal stone effigies rivaling those of
Rapa Nui, the Olmec civilization was only “dis-
covered” in the 1800s. One of the earliest pre-
Columbian societies, the Olmec left traces of
their civilization throughout Central America,
and offer a wealth of information (and treasure)
to the intrepid explorer. Some particularly holy
structures are said to be guarded by the were-
jaguars, supernatural entities akin to the Euro-
pean werewolf legends.
Were-Jaguar
Yeti
See listing on page 124
25
Skull Island
Located off the coast of Sumatra, the fore-
bodingly named Skull Island is home to a variety
of supposedly extinct prehistoric creatures and
a native “caretaker” population. American film
producer Carl Denham returned from shooting
a picture on location there with the crew of the
merchant vessel Venture and screen newcomer
Ann Darrow, returning with a giant ape specimen
called Kong. Unfortunately the creature escaped
its bonds during a press conference and died in
a fall from the Empire State Building after being
shot repeatedly by military planes. The footage
returned by Denham’s crew shows several species
of dinosaur and prehistoric arthropod, as well as
skeletal remains of other giant apes, posing the
question of whether there is more than one of
Kong’s species remaining in the island’s closed
ecosystem. Visitors to the island will find the na-
tive populace living on the outside of a giant tim-
ber and stone wall, which exists presumably to
keep the prehistoric wildlife inside.
Pellucidar
Native Warrior
AGL 5 INT 4 The world within the Earth’s core, Pellucidar
has been explored by several expeditions who
DEX 5 ESS 2 have written about their travels and discoveries
STR 5 INIT 9 therein. An inverted mold of the surface Earth,
Pellucidar has land mass and oceans in opposite
WIL 5 SHR 5
relation and is lit and heated by an interior sun
PER 4 SAV 10 at the very center—partnered with a geostation-
ary moon. The concavity of the region offers no
Kong horizon—only the optical illusion of topographi-
cal features appearing higher until rendered in-
See listing on page 123
visible by haze and distance. The entrance to
Pellucidar is accessible through a polar opening
large enough for even a rigid airship to travel
without issue. An avian reptile race known as
the Mahar rule over enclaves of primitive stone
age peoples, using gorilla-like hominids as en-
forcers, and much like Caprona or Maple-White
Land, dinosaurs roam free.
Mahar
AGL 4 INT 4
DEX 3 ESS 6
STR 4 INIT 8
WIL 5 SHR 5
PER 4 SAV 9
Ape-Man Enforcer
See listing on page 122
26
Petra (aka The Rose City)
Grave Robber
AGL 5 INT 4
DEX 5 ESS 2
STR 5 INIT 9
Tree City
WIL 5 SHR 5
PER 4 SAV 10 Perched high in the Amazon jungle canopy
over Brazil sits an ornate city of wood, bone, and
Templar Cultist precious metals. It is simply called “home” by
the natives who live there. Ruled by the beau-
See listing on page 11 tiful queen Alanna, the Tree People claim the
area north of Manaus as their territory, watching
over ancient temples and placid tributaries of the
mighty Amazon river. Tree People hunters have
perfected the practice of throwing vine lassos as
instant snares, and they rarely miss. They have
an historical mistrust of outsiders, especially “sky
people” who fly strange aircraft higher than their
city in the treetops, yet when Captain Strato-
sphere and the crew of the Daedalus II made
contact, detente was achieved through the act
of saving Alanna’s people from the depredations
of a Silver Star ritual sacrifice. For this reason,
AEGIS personnel and Bonnet’s Brigands are now
considered welcome in Tree City.
Tree People Hunter
AGL 5 INT 4
DEX 5 ESS 3
STR 4 INIT 9
WIL 5 SHR 5
PER 4 SAV 9
27
Valley of the Kings
This valley in Egypt was the final burial place for
nobles and royalty from the 16th to the 11th century
BC. It sits on the west bank of the Nile, opposite the
ancient city of Thebes, and has become the most
important archaeological site in recent years. It
was the principal burial place of the most important
royal figures of the New Kingdom, and was where
Howard Carter and Lord Carnarvon discovered the
tomb of Tutankhamun in 1922—after which many
members of the expedition were said to have died
under mysterious circumstances, lending credence
to the “Curse of the Pharaohs”. The location is un-
der the administration of the Egyptian government
and any foreign licensees to its continued excava-
tion. Nonetheless, the area is full of grave robbers,
phony artifact merchants and desert raiders who
see foreigners as easy targets.
Desert Raider
AGL 5 INT 4
DEX 5 ESS 1
STR 5 INIT 10
WIL 5 SHR 5
PER 5 SAV 10
28
CHAPTER TWO
Character Creation
Character Generation
at a Glance
B
efore you get started, you will want to make
certain you have either a character sheet, 1) Pick an archetype or make one from scratch
scratch paper, some dice, a pencil, and a 2) 30 points in Stats
copy of this book. 3) Lifeline
• Decide on an occupation for your character 4) 30 points in Skills
based on the character archetypes (page 46), 5) INITIATIVE = total Perception and Agility
or make one of your own from scratch. 6) SHRUG = average Strength and Willpower
• Determine all seven of your primary stats 7) SAVE = total Strength and Willpower
(described below). These are Agility, Dexter- 8) Luck = 1
ity, Intelligence, Perception, Strength, Will- 9) Determine appearance
power, and Essence. You have 30 points 10) 2D6 x100 US dollars
to divide between these stats. No stat can
be higher than 6 or less than 1. Be careful
here. Everything is important. tal of Perception and Agility). Remember to
• Use the tables in the Lifeline (page 32) sec- round up when calculating averages.
tion to start fleshing out your character’s • Put 1 point in Luck.
background. This is important to the char-
• Decide on an appearance and a name for
acter’s history and will give him valuable
your character. Height, weight, eye color,
skills. All skills are stackable, so if a char-
hair color, and gender are all up to you, un-
acter receives Natural Sciences of 1 twice, he
less your GM says otherwise.
gets a total of 2 in his Natural Sciences skill.
• Determine the amount of starting money.
• Using the rules under Skills (page 34), dis-
Each character receives the equivalent of
tribute 30 points among the various skills
2D6 x100 in US dollars. This may be multi-
on your character sheet. These skills will
plied based on the character’s social status,
aid the character in succeeding at certain
and then additional funds may be added due
things. Descriptions of skills can be found
to inheritance.
in the Skill Listings section (page 35).
• Use the list of goods in the Equipment sec-
• Calculate your character’s Save (total of
tion (page 99) to buy items you may need,
Strength plus Willpower), Shrug (average of
including clothing, weapons, and food.
Strength and Willpower), and Initiative (to-
29
Primary Stats INITIATIVE is the sum of the character’s
PERCEPTION and AGILITY. INITIATIVE is a val-
T
o begin with, you will notice that the char- ue that determines how quickly your character
acter has some basic Stats (the words in responds to stimulus, or how fast he springs
large bold letters on the character sheet). into action. This concept is explained more fully
Players allocate 30 points among them, and re- in the System section beginning on page 60.
cord the result in the space allotted. Put at least
SHRUG is the average of the character’s
1 point in every Stat. No Stat may exceed 6 or be
STRENGTH and WILLPOWER. It indicates the
lower than 1.
character’s ability to ablate incoming damage.
AGILITY (AGL): General physical prowess SHRUG is detailed further in the System section
and gross motor function. It influences things beginning on page 60.
like Combat Skills, Riding and playing Batara. SAVE is the sum of the character’s
STRENGTH and WILLPOWER. It dictates how
DEXTERITY (DEX): Fine motor skill and tough and resilient the character is when faced
hand-eye coordination. It covers things like Re- with bodily harm. SAVE is detailed in the Sys-
pair and Firearms. tem section beginning on page 60.
PERCEPTION (PER): General empathic and
interactive ability, from the passive (Awareness) LUCK
to the active (Gambling, Con). A character with
All characters receive 1 extra point to place
a high PERCEPTION knows his place in the
into LUCK. LUCK is kind of a cosmic bank ac-
world and has a grasp of the psychological ex-
count or karmic value. You may use a point of
change between people.
LUCK at any time during the course of the game
STRENGTH (STR): Raw muscle. This Stat to reroll a failed skill check or Wound Save. Of
governs things like Climbing and Swimming, course, the second roll—no matter how much
and comes in handy when you have to pry open better or worse than the first—must be accept-
a locked vault with your bare hands. ed. Once used, the spent LUCK point returns at
the start of the next game session.
INTELLIGENCE (INT): Gray matter. Raw Spending a LUCK point can also be used
brainpower. A blend of instinctive knowledge to temporarily make the character capable of
and book learning. This stat covers skills like seemingly impossible or super-heroic actions.
Area Knowledge and the various Sciences. If the player spends the LUCK point at the be-
WILLPOWER (WIL): Mental and emotional ginning of a melee round, his character’s stats
stamina. This stat helps you keep your Cool or double for the duration of the round, effectively
Resist the effects of magic, fear or drugs. increasing Target Numbers for all skill checks.
This means the character can execute several
ESSENCE (ESS): The mystical, spiritual actions in a round without penalties weighing
power generated by the virtue of being a living him down, or he can be assured of performing
presence in the universe. This is the stat which one action really well. Note that LUCK only af-
powers arcane magic and protects against de- fects stats and not skill ratings. Also note that
monic attacks or spiritual warfare. If a charac- LUCK can either be used for rerolling a failed
ter’s physical body is killed, his or her Essence skill check or Wound Save, OR for doubling
can live on in the spiritual plane. If a living stats for one round, not both at the same time.
character is ever drained of Essence, he or she Using a LUCK point in a fundamentally
will begin a slow wasting process lasting STR + evil or uncharacteristic manner will get it tak-
WIL in days, at the end of which the character en away permanently. However, using a LUCK
withers away to nothingness (no Death SAVE, point in a heroic or dramatically appropriate
no possibility of resurrection). way may earn an additional LUCK point. Addi-
tional LUCK points may be earned through the
Derived Stats Lifeline. The GM should use discretion and re-
frain from handing out LUCK like party favors.
O
nce you’ve used up your points for the Pri- They should be hard to win, yet easy to lose.
mary Stats, you’ll need to determine your
character’s Derived Stats, which are listed
at the bottom of the Skill section. These Stats are
INITIATIVE, SHRUG and SAVE.
30
31
Lifeline
R
oll on the following tables for your character’s social status, the environment in which the
character was raised, the general location of that environment, and the educational back-
ground or apprenticeship of young adulthood. This does not restrict one’s occupation, but
it does give your character a few background skills. Remember, skills are stackable.
OR
Choose or roll
1D3 Environment Skills
1 Urban Bargain 1, Cultural Sciences 1, Language 1, Social 1
2 Rural Lore 1, Natural Sciences 2, Domestic Arts 1
3 Wilderness Survival 1, Stealth 1, Climbing 1, Endurance 1
Choose or roll
2D6 Location Skills
2 Subterranean Climbing 1, Stealth 1, Endurance 1, Lore 1
3 Jungle Survival 1, Climb 1, Stealth 1, Natural Sciences 1
4 Wetlands Swim 1, Natural Sciences 1, Lore 1, Survival 1
5 Plains Riding 1, Athletics 1, Pilot: Wheeled (Team) 1, Endurance 1
6 Highlands Natural Sciences 1, Climbing 1, Endurance 1, Lore 1
7 Forest Survival 1, Lore 1, Natural Sciences 1, Awareness 1
8 Lowlands Riding 1, Lore 1, Survival 1, Athletics 1
9 Coastal Swimming 1, Pilot: Sail 1, Language 1, Lore 1
10 Mountains Climbing 1, Athletics 1, Survival 1, Awareness 1
11 Desert Riding 1, Athletics 1, Endurance 1, Survival 1
12 Taiga Pilot: Wheeled (Team) 1, Endurance 1, Survival 1, Athletics 1
32
Choose or roll
2D6 Apprenticeship/Education Skills
2 Crime (4 years) Thievery 1, Streetwise 1, Con 1, Intimidate 1
3 Trade (4 years) Bargain 1, Diagnostics 1, Education 1, Language 1
4 Communications (4 years) Literary Skills 2, Photography 1, Cultural Sciences 1
5 Agriculture (4 years) Lore 1, Natural Sciences 1, Pilot: Wheeled (Team) 1,
Repair 1
6 Arts (4 years) Dance 1, Play Instrument 1, Con 1, Performance 1
7 Craft (4 years) Craft 2, Repair 1, Diagnostics 1
8 Athletic (4 years) Athletics 1, Endurance 1, Climbing 1, Swimming 1
9 Scholastic (6 years) Education 2, Language 1, Literary Skills 1, Natural Sciences 1,
Cultural Sciences 1
10 Seminary, Occult, or Shaman- Natural Sciences 1, Theoretical Sciences 1, Devotion or Arcana or
ism Training (6 years) Psionics 1, Language 1; Tribal characters get Devotion or Arcana
1, Natural Sciences 1, Lore 2
11 Military (6 years Middle Class/ Pick a military package*
Aristocracy, 4 years all others)
12 Forestry or Law Enforcement Forestry – Survival 2, Endurance 1, Stealth 1
or Merchant Marine Law Enforcement - Pilot: Wheeled (Motor) 2, Law 1, Firearms 1
(4 years)
Merchant Marine – Pilot: Sail 2, Climbing 1, Language of choice 1
*Military packages:
Army/Navy (Middle Class & Aristocracy Only): Command 1, Riding or Pilot: Sail 1, Cultural Sciences 1,
Military Sciences 1
Army (Lower Class & Poverty Only): Brawling 1, Survival 1, Cultural Sciences 1, Missile Weapon or Fire-
arms 1
Navy (Lower Class & Poverty Only): Brawling 1, Pilot: Sail 1, Cultural Sciences 1, Firearms 1
Mercenary: Martial Arts 1, Riding 1, Endurance 1, Bargain 1
Tribal Warrior: Brawling 1, Stealth 1, Missile Weapon 1, Athletics 1
1D6 Property
1 A small house or aparment
2 An upscale home, Brownstone or similar
3 A bar, cafe or nightclub
4 A family estate
5 4D6 acres of farmland
6 A boat (12 + 1D6 ft)
33
Liabilities or behavior tags may be removed
Skills
at 3 times the value of the liability. This can
N
ow that you’ve placed points in your char- only be done with the approval of the GM, and
acter’s Primary and Derived Stats, it’s generally only occurs after an event occurs in
time to decide what your character can the plot which prompts such a loss. Similar-
do. All Airship Daedalus characters have spe- ly, though even more rarely, a GM may allow
cial skills based on their chosen occupation (via a character to gain an asset which they previ-
Lifeline, pages 32-33), and start with 30 ad- ously lacked. This costs 3 times the value of
ditional skill points to put wherever the player the asset.
wishes, using the following guideline: Improving attributes (Stats) is cost-pro-
Place no more than 5 points into any indi- hibitive, and should only be used in the rarest
vidual skill. You can place up to 5 points into a circumstances, at GM discretion. Stats may be
skill that already has points in it (from Lifeline raised at a cost of the current level x 20 char-
skills), if you wish. acter points (example: raising a stat from 4 to
5 would cost 80 points, or about eight sessions
Improving Skills of play). Additionally, no stat may be raised
higher than 6 (or 2 above its starting value,
E
ach game ses- whichever is lower).
sion in which a
character par- Character Improvement
Skill
ticipates will earn her • New skill without teacher: 10 Specialization
some kind of experi-
•
M
New skill with teacher: 5 any skills in Air-
ence. A good rule
of thumb for a single • Raising skill without teacher: Next level ship Daedalus are
session (depend- times next level general in scope
ing on elapsed game (such as Awareness and
• Raising skill with teacher: Current level
time) is 10 charac- Stealth), but some can be
times current level
ter points. After the specialized further into a
GM has awarded the • Raising specialtization: ½ normal cost particular subset of a skill.
base points, she may (rounding down) Specialization is good for
decide to award addi- • Raising attribute: Current level times 20 boosting a few key skills
tional points to char- beyond their starting lim-
acters she feels over- • Removing liabilities and behavior tags: its, but comes at a cost as
came an obstacle, 3x the value plus GM approval other interests fall by the
solved a problem or wayside. Specialization is
• Gaining an asset: 3x the value plus GM completely optional, and
achieved part of the
approval. works like this:
character’s personal
quest. An additional 1. Choose a Special-
1, 2 or 3 points are ization for a particular skill and write it in pa-
normal, depending on the scale of obstacle or rentheses next to the skill listing. For instance,
problem. Missile Weapon (Throwing Knives).
New skills may be learned at a cost of 10 2. Every skill check falling under the spe-
points for a rating of 1. The cost is halved if the cialization receives a +1 bonus to the base Tar-
character has a teacher. get Number.
Existing skills may be improved using the
following rules: If the character has a teacher,
skill improvement costs the current skill level
times itself (i.e. raising a skill from 2 to 3 costs
4 points). A teacher is anyone with the skill in
question, and they can only teach the skill up
to their own level. Without a teacher the skill
costs the next level times itself (i.e. raising a
skill from 2 to 3 costs 9 points). There are no
caps on skill levels, but they obviously get more
difficult to raise as they go up.
34
3. Every skill check falling under the skill Fisticuffs (1): Skill in the gentlemanly art of fist
but outside the specialization suffers a –1 pen- fighting or “boxing”. Target area is waist-up, and
alty to the base Target Number. no tricks or cheap shots are tolerated. The num-
ber in parentheses indicates the additional point
Specialization Example cost during character creation, and at each level of
improvement later. It also becomes a damage bo-
K
ristin wants her Occultist, Ginny Blake, nus to any successful attack (lethal or nonlethal).
to be adept at Spirit Photography. Dance: Knowledge of and skill in various ethnic,
She chooses the specialization Spirit, popular, regional, folk, and social dances. Op-
writing it in next to Photography, which is tional Specializations include Ballroom Dance, Ex-
currently at 4. With a PERCEPTION of 4 and hibition/Performance Dance, Ballet, Folk Dance,
a Photography of 4, her base Target Number Ritual Dance, etc.
would be 8. If she were to possess the Pho-
tography skill alone, Ginny would be able to Dodge: The ability to move out of harm’s way.
shoot any kind of picture equally well at a Only needed if the character does not possess
Target Number of 8. However, since she has Athletics or Martial Arts (Dodge checks default to
chosen to specialize in Spirit Photography, those skills first).
Ginny has forgotten a lot of her other train-
ing. Every time she tries to shoot a ghost, Heavy Weapon: The ability to maintain and ef-
her Target Number is 9, but while trying any fectively fire large stationary and/or vehicle-
other kind of photo, the base Target Number mounted weapons. Optional specializations in-
decreases to 7. clude Artillery, Heavy Machine Gun, Harpoon/
Grapnel, etc.
L
ife in the Airship Daedalus setting is broken contact with someone capable of teaching these
up into the following skill sets, and the char- elusive disciplines. Though typically associated
acter is given a skill rating. The skill rating with the forms of the Orient, it can, however, also
key is as follows: cover a number of styles found in other parts of
1 – Beginner the world. The number in parentheses indicates
2 – Hobbyist the additional point cost during character cre-
3 – Apprentice ation, and at each level of improvement later. It
also becomes a damage bonus to any successful
4 – Professional
attack (lethal or nonlethal).
5 – Journeyman
6 – Master Melee Weapon: The ability to use swords, knives,
7 – Hero clubs and other hand-held weapons. Optional
Specializations include Sword (Western), Sword
8+ – Legend
(Eastern), Knife, Cudgel, Staff, Bullwhip, etc.
Agility skills Missile Weapon: The skill required for the use of
short, long, and composite bow weapons, cross-
Athletics: The ability to engage in vigorous bows, slings, thrown weapons and other hand-
physical exercise in the form of solo and team held ballistae for ranged combat. Optional spe-
sports. Optional specializations include Tum- cializations include Longbow, Crossbow, Sling,
bling, Acrobatics, Running, Wrestling, Football, Javelin (thrown), Dart, Blade (thrown), Bolas, etc.
Lacrosse, etc.
Pilot: Knowledge and skill in the function, op-
Brawling (1): A general fighting skill uncon- eration and maintenance of any vehicle. Must
cerned with style or flash, dirtier and more choose a vehicle type: Airship, Sail, Wheeled
primal than the refined boxing of Fisticuffs or (Team), Wheeled (Motor), Fixed-Wing, Gyro, Sub-
the exotic flair of Martial Arts. The number in mersible. Optional specializations include Bal-
parentheses indicates the additional point cost loon, Sloop, Wagon, Dirigible, Aeroplane, Chariot,
during character creation, and at each level of Gyro-Pack, Tank, Motorcycle, etc.
improvement later. It also becomes a damage
bonus to any successful attack (lethal or nonle-
thal).
35
Riding: Proficiency in riding living mounts other “sneaky” methods of crime. Optional spe-
of all kinds. Optional specializations include cializations include Pickpocket, Lockpick, Forg-
Horse, Camel, Elephant, etc. ery, Sabotage, Burglary, etc.
Craft: Ability to create and maintain works of Endurance: The level of resistance to physical
both functionality and aesthetic merit. Option- hardship such as food and water deprivation,
al specializations include Tattoo, Woodwork, weather exposure, or forced marches.
Metalwork (blacksmithing), Painting, Carpentry,
Wheelwright, Shipwright, Sculpture, etc. Strength Feat: The ability to perform amaz-
ing tricks, like bending steel bars or breaking a
Demolitions: The ability to set, detonate and pint glass over one’s own head without flinch-
defuse explosive devices commonly used in ing. GM may assign a modifier based on how
construction, mining and warfare. Optional superhuman the feat being attempted actually
Specializations include Grenades, Dynamite, is.
Nitrols, Timed, Concussion, Incendiary, Gas,
etc. (NOTE: The skill used to throw a grenade is Swimming: The ability to propel oneself
Missile Weapon—Demolitions is not needed in through a liquid medium without drowning.
the case of infantry throwing grenades in com- Basic aquatic survival included.
bat.)
Perception skills
Firearms: Skill in the operation, firing and
maintenance of modern ballistic weapons. In- Awareness: General knowledge of the subject’s
cludes use of Pistols, Rifles and Submachine own condition and whereabouts, and the lev-
Guns, any of which can be taken as an option- el of readiness to react to stimulus within the
al specialization. general vicinity. It is also valuable for search-
ing up lost or hidden items.
Mechanics: A variety of mechanical repair
techniques, covering a multitude of drive sys- Bargain: The ability to haggle or wrangle for
tems, military equipment and weapon appara- favorable terms in trade or politics.
tus. Optional Specializations include Engines,
Electrical Systems, Armor, Plumbing, Heavy Command: Use of the character’s natural lead-
Weapons, etc. ership qualities to inspire allegiance & compli-
ance in others. Note: if the character has a
Play Instrument: The ability to play one par- military rank, then “Military Rank” may be tak-
ticular type of musical device. Play Instrument en as an optional specialization, increasing the
should be selected for each different instru- Command skill within a military structure (but
ment type: Horn, Wind, Stringed, Drum, etc. decreasing it in relation to everyone else).
Optional specializations include Piano, Saxo-
phone, Trumpet, Drums, etc. Con: The ability to lie or deceive through dis-
traction, charisma, or affecting an amusing
Repair: A general ability to fix common items voice. It’s also the skill to use when trying to
such as clothing, tools and basic structures. determine if your character is being conned.
This skill is an excellent jury rig ability, but
more professional results will be possible by Diagnostics: The skill of diagnosing a mechan-
taking specific Craft skills. ical or technical problem, and of gauging gen-
eral quality of repair or workmanship.
Sleight of Hand: The ability to palm objects
and deceive the eye with subtle motions. Often Gambling: Skill at games of chance, betting
used as an aid to performance, this skill can systems, cheating, and general tricks of the
also be useful to the criminal element. trade. Gambling often goes hand in hand with
Con. Optional specializations include Cards,
Thievery: Proficiency in the skills of Pickpock- Dice, Roulette, and even strategy boardgames
eting, Lockpicking, Forgery, Forced Entry and like Chess. If you can put odds on it, it fits here.
36
Performance: The ability to emote theatrically in Education: A learned degree of scholarly knowl-
front of an audience. This skill covers Acting, edge, Education indicates a higher level of school-
Mime, Puppetry, Singing and Speech. Optional ing than is available to the general populace.
specializations include any of the above. Some skills require a minimum Education. An
Education of 1+ indicates basic literacy in the
Photography: Skill in the capture of images on character’s native language as well as knowledge
film or plates, and knowledge of darkroom pro- of rudimentary mathematics.
cessing. Optional Specializations include Land-
scapes, Portraits, Novelty, Motion Picture, Spirit, Language: Although it is assumed a character
etc. can communicate in her native tongue, this skill
denotes proficiency in other languages. A skill
Seduction: The ability to use one’s own sex ap- rating of 2+ indicates basic literacy. Multiple lan-
peal for romantic conquest or other personal guages can be taken. Players should specify each
gain. one.
Social: Knowledge of the social order and inter- Law: Knowledge of existing law, the legal system
action with others within it, including proper and proper procedures. Requires Education 3+.
protocol, and the ability to move within various Optional specializations include Trade, Criminal,
social circles. Optional specializations include Arts, Civil, etc.
any nation or geographical region.
Literary Arts: The ability to write correspon-
Streetwise: Knowledge of urban areas and the dence, compose text or verse in an accomplished
denizens thereof, including any potential crimi- style. Also includes an aesthetic appreciation of
nal element. Optional specializations include literature and various authors throughout histo-
any city or urban area. ry. Requires Literacy (Langage 2 or Education 1).
Optional specializations include Poetry, Fiction,
Survival: Skill in staying alive in wilderness ar-
Biography, History, Essay, etc.
eas, from tracking to snaring, locating food and
water, and making shelter from available materi- Lore: Access to the common folk knowledge on
als. Optional specializations include Arctic, Des- a given subject or creature. Optional specializa-
ert, Aquatic, Jungle, etc. tions include Arcana, Undead, Natural Remedies,
Heroes & Legends, etc.
Intelligence skills
Medicine: At rating 1, the character can bind
Area Knowledge: Provides familiarity with a spe- and/or cauterize wounds, rendering basic battle-
cific geographic area, from small villages to entire field aid. At 2, create poultices and herbal rem-
provinces. The skill level directly corresponds edies. At 3, set bones and stitch wounds. At 4, the
with the size and scale of the territory, from home character is fully qualified as a doctor. At 5+, the
village to nearest large city to provincial trade character is skilled in difficult diagnosis and sur-
roads and even rural landmarks and back roads. gery. Must have Natural Sciences at 3 in order to
It usually centers on the character’s home loca- take Medicine. With the addition of Education 3,
tion, but optional specializations can be taken for the character can be licensed to practice in most
any region or city. urban areas.
Cultural Sciences: Study of the mechanics of Military Sciences: This skill covers the gamut of
culture, its mores, taboos, history and customs. military theory, tactics, deployments, drills, siege
Optional specializations include History, Herald- techniques, and battlefield strategy. It gives a
ry, Diplomacy, Etiquette, Bureaucracy, etc. character the ability to plan an attack as well as
second-guess an opponent. The successful use
Design: The ability to create and read detailed of this skill should give the PCs a bonus equal to
drawings, blueprints or plans. Optional Spe- the margin of success to the first actions of their
cializations include Electrical, Architecture, Me- maneuver/attack (see System, page 60). This
chanical, Aerospace, etc. skill is a must-have for military officers and party
Domestic Arts: Competence in a variety of day- leaders with battlefield experience.
to-day skills such as Sewing, Cooking, House- Natural Sciences: Study of the natural order and
keeping, Gardening, etc. Optional specializa- the workings of the physical world. Natural Sci-
tions include any of the above. ences is a prerequisite for both Arcana and Medi-
37
cine. Optional specializations include Astrono- and knowing the possible immediate future. The
my, Zoology, Botany, Alchemy, Physics, Animal user may ask speciic questions of the GM, the
Husbandry, Brewing/Distilling, etc. dificulty of the divination directly relective of
the complexity of the question. The greater the
Navigation: Ability to read maps and charts, margin of success, the more accurate and de-
find current location via landmarks, and project tailed the GM’s response.
travel times and directional courses. A success-
ful daily Navigation check will reduce travel time - Elementalism: The ability to alter the nat-
by 4 hours per day. ural world to the caster’s will. The user can con-
trol earth, air, ire, and water, the dificulty of the
Theoretical Sciences: The “invisible” counter- spell cast directly proportionate to the scale and
part to Natural Sciences. Includes Astrology, complexity of the effect. If desired, the player
Philosophy, Theology, Geomancy, and Arcana. may elect to specialize in any one of the basic
Optional Specializations include elements, receiving the associ-
any of the aforementioned. ated Specialization bonus and
Theoretical Sciences is a pre- penalties.
requisite for both Arcana and
Devotion. - Healing: The protective
and restorative arts. Charac-
Willpower skills ters with this skill can create
protective circles and wards,
Cool: The ability to control shield targets from incoming
one’s base impulses and project damage and even heal sickness
an air of confidence. Denotes and injury.
self-control, self-assurance,
and mental stability. See Fear - Illusion: The art of fooling
(page 72) for more. the senses. The user can mani-
fest all manner of visual, audito-
Intimidation: Inspiring fear or ry and even olfactory tricks, the
compliance in another through dificulty rising in accordance
aggressive speech or demeanor. with the scale and complexity
of the illusion in question. Gen-
Resist: Mental defense against erally speaking, if there is any
the psychological effects of reason for a person to suspect
drugs, sleep deprivation, magic, trickery, he or she will get an opposed Resist
fear or torture. See Fear (page 72) for more. check vs the illusion.
- Conjuration: The ability to manifest physi- - Summoning: The ability to call upon natu-
cal effects from nothing. A conjurer can make ob- ral and supernatural forces. Can be used in be-
jects or substances appear or disappear, the dif- nign fashion to summon animals and/or people
iculty directly in accordance with the complexity to the character’s aid or defense, or for darker
and scale of the object or substance being con- purposes—including demonic entities. Dark
jured. summoning is usually restricted to evil NPCs,
but as with Necromancy, may be available to a
- Divination: The ability to foretell the future player with GM approval.
and/or “see” other times and locations. It in-
cludes reading objects for historical impressions
as well as the ability to locate objects or people,
38
Devotion: The trained discipline of using one’s Psionics: The ability to sense the ethereal world
own Essence to ask the divine realm for mate- and/or alter the physical world with the power
rial intervention. The higher the Devotion skill, of one’s psychic Essence. A psionic character
the more likely the priest’s invocations are an- must select from the following focuses, each be-
swered without mishap. Priests (or other devout ing a separate skill: Astral, Control, Divination,
characters) may choose a specific deity from a Healing, Physical.
given pantheon, or remain a general student
of the divine. Characters with Devotion must - Astral: The ability to leave the physical
choose a divine focus: Communion, Divination, body and roam in one’s spiritual form. The dif-
Healing, Summoning, Wrath. As with Arcana, iculty of astral activities is directly proportional
multiple focuses may be to their complexity, distance
taken and improved as and duration.
separate skills.
- Control: Telepathy
- Communion: The and suggestion are but two
ability to communicate of many uses for this skill
with spiritual beings and/ which focuses on communi-
or creatures of nature. cation and control between
This includes understand- two minds. The dificulty
ing animal sounds, spirit of these abilities is directly
speak or even foreign lan- associated with their com-
guages. It is by all mea- plexity, distance and scale,
surements the power to and the target of any form
listen with one’s soul. The of psychic manipulation will
dificulty of the individual get to make an opposed Re-
prayer is directly propor- sist check.
tionate to the scale and
- Divination: Clairvoy-
complexity of the effect.
ance (future sight) and Psy-
- Divination: Like its chometry (the reading of
arcane counterpart, the objects to gain information
ability to foretell the future about their past) are just
and/or “see” other times two methods of divining the
and locations. See the list- future from spirit guides or
ing under Arcana: Divina- extrasensory ability. See
tion for more. the listing under Arcana:
Divination for more.
- Healing: Like its ar-
cane counterpart, this is - Healing: Like its ar-
the protective and restorative arts with a holy cane counterpart, this is the protective and re-
slant. See Arcana: Healing for more. storative arts with a psychic slant. See Arcana:
Healing for more.
- Summoning: Like its arcane counterpart,
this is the ability to call upon natural and super- - Physical: The psychic’s abilities are chan-
natural forces. And like arcane Summoning, the neled into physical manifestations, from control
same limits and cautions should be noted. See over one’s own bodily processes to the manifest-
Arcana: Summoning for more. ing of ectoplasm to borderline “superhuman”
physical prowess.
- Wrath: The ability to call upon a higher
power for destructive effect. Plagues of locusts, Final Note on Skill Selection
boils, pestilence or ire falling from the sky—lit-
eral divine wrath. The dificulty of the individual
I
f, for some reason, you don’t find a skill or
prayer is directly proportionate to the scale and Specialization listed here that you really want
complexity of the effect. Not commonly used by your character to have, by all means consult
PCs and heroic NPCs. with the GM and write it in.
39
Personality Animal Kinship (1): This character has a way
with animals; they tend to like her. This is not
W
hile the player makes up most of a char- a supernatural ability, and trained attack ani-
acter’s psychology on the spot, there are mals will still attack, but the character gains
a few quantifiable aspects to the char- +2 PER on all rolls dealing with animals.
acter’s personality that can serve as reminders
and clues to the player. While the purpose these Blessing (1-4): The character has been blessed
details serve is mostly in the realm of depth and by a deity or possesses some unusual magical
dimension, they also serve to balance out the ability. The more powerful the blessing, the
character in a numerical manner. There are three greater the cost. The GM has final authority
categories in the Personality section of the char- on whether a blessing is appropriate or not.
acter sheet. These are Assets, Liabilities, and Be- Examples include the ability to sense the di-
havior Tags. rection of water (1), the ability to require little
food or sleep (2), the ability to breathe under-
Assets are benefits the character possess- water (3), or the gift of 2 extra LUCK points (4).
es. They can be purely psychological or mate-
rial (which still act as a psychological benefit). Charisma (2): The character oozes self-con-
Each Asset has a point cost associated with it, fidence and sexual magnetism. Add +2 to all
based on how beneficial it is to the character. Bargain, Con, Performance, Seduction and So-
Assets must be purchased with points gained cial Target Numbers when performing a skill
from taking Liabilities or Behavior Tags. check.
Liabilities are aspects of the character that
Courage (3): The character knows no fear. She
tend to hamper his progress in life. They can
passes any normal Resist check for fear, ter-
be internal or environmental in nature. Each
ror, or encountering horrific creatures, unless
Liability has a point benefit associated with it,
boxcars are rolled, in which case she’ll imme-
based on how detrimental it is to the character.
diately gain an insanity (see Insanity, page 72)
Taking Liabilities allows the player to buy As-
and run screaming away from the source of
sets, or add points to skills. Just remember the
the fear.
5-point distribution limit on individual skills.
Also remember that the character’s personality Direction (1): The character always has a
must be roleplayed. Don’t create a character bearing on his current direction. Also adds +1
so flawed that he becomes fundamentally un- to Area Knowledge skill checks.
playable. If your fellow players can’t stand your
character, he may find a bullet mysteriously Double-Jointed (1-3): The character can pop
through his windpipe. Totally on accident, of joints out of place and contort for the purposes
course. of escape or amusement. Choose the level of
Behavior Tags are little quirks the charac- ability: Fingers and Hands (1), Arms and Legs
ter displays, from cracking knuckles to going all (2), or Spine (3).
twitchy when things get tough. Each Behavior Immunity (3): The character is immune to a
Tag is worth 1 point toward Assets or rounding specific disease, or to the effects of a specific
out skills. Again, players should use caution to toxin or drug. No Resist checks need be made
make sure the character is playable. when encountering toxins of the specific type.
It may be Yellow Fever, giving the player an
Assets edge in jungle environments. It may be alco-
Acute Sense (1-3): The character has an ex- hol, meaning the character can hold his drink
tremely heightened sense. Choose one of the better than most; or it may be a hazardous
five senses: Hearing (2), Smell (2), Sight (3), substance such as acetone or arsenic. It can
Touch (2), or Taste (1). The character receives a even be spoiled food, allowing the character to
+2 bonus to the Target Number of any Aware- survive on food that would make others ill.
ness checks when applied to the chosen sense.
You may purchase more than one Acute Sense Insight (1): The character has a mind for solv-
separately. ing problems of all sorts. The character should
be privy to inside information regarding intri-
Ambidexterity (3): The character can use ei- cate problem-solving at the GM’s discretion.
ther hand with equal proficiency. This effective-
ly negates any off-hand skill penalty.
40
Large (1-3): The character is large for his eth- group and the adventure. Consult with the GM
nicity, not just taller, but broader and thicker for the wealth appropriate to the game’s scope.
as well. He gains +1 per point cost of the As-
set to SHRUG, making him more durable than Mount (1-4): The character has either raised
others. and trained a mount, or inherited or purchased
one. The mount may be one of many species,
Linguist (2): The character is naturally flu- such as a donkey, ox or mule (1), a horse (2),
ent in picking up new languages. She suffers camel or elephant (3), or a mythical, arcane
half the normal penalty for picking out a dia- or otherworldly animal (4). Social status may
lect from the base language, rounding down. also affect what sort of animal is available as a
Learning new languages costs half the normal mount. The GM has final authority on whether
cost, rounding up. a mount is appropriate or not.
Lucky (1-2): During the course of an adven- Network (2): The character has access to cash,
ture, the character may roll 1D6 and add it to matériel and/or personnel via an interconnect-
the character’s skill or attribute for a single roll. ed web of associates. The network can be fam-
This can be used either once a session (1) or ily, guild, or simply connections made through
twice (2). bribery or intimidation. When the GM deter-
mines the availability of certain items, this As-
Marksmanship (1-3): The character has a set should weigh heavily into the equation.
knack for hitting a target at range. Gains +1
per point cost of the Asset to AGL or DEX when Perfect Memory (2): The character has an
using any sort of thrown or ranged weapon.. exceptionally good memory, able to recall de-
tails with absolute clarity. He gains +2 to all
Material Wealth (1-3): The character has prop- INT rolls involving recall of knowledge, and
erty, money or fine goods stored away for a rainy you may ask the GM for details of past events
day. There is no hard and fast scale of riches; which you as a player may have forgotten.
everything should be proportionate within the
41
Property (1-4): The character owns land that is and legendary artifacts are extremely rare. The
his own, and not held by his family or his noble. GM has final authority on whether a weapon is
The sort of land varies based on the character’s appropriate or not, and may completely refuse
social status. It may be a personal dwelling (1), any weapons of the magic or legendary kind.
a place of business (2), a large estate or farm
(3), or even a keep (4). This can be in addition Stoicism (1-3): The character possesses a
to the results of any property received through toughness and resilience to physical trauma.
Inheritance. The GM has final authority on Each point spent on Stoicism (up to 3, maxi-
whether the property is appropriate or not. mum) increases the character’s SAVE Stat by 1.
This will help keep him conscious and upright
Quick (1-3): The character is exceptionally fast, when wounded.
with lightning reflexes. Each point spent on
Quick (up to 3) provides +1 to the character’s Tinker (2): The character has an affinity for
Target Number for Initiative checks. This will jury rigging, taking things apart, and putting
help her act faster and perhaps even more often them back together again. This Asset does not
during combat situations. necessarily mean the character has any true
technical ability, but whenever he “fixes” some-
Rank (1-3): The character holds some level of thing, it tends to eke out a few more miles or
command rank in the accepted military or civil- minutes of operation. If a character with this
ian authority structure. 1 point would indicate Asset fixes a broken piece of equipment or me-
a minor officer or civic leader, 2 points would chanical apparatus, it will work at 50% effi-
indicate a mid-level officer or tribal chief, while ciency for 2D6 minutes before breaking down
3 points might denote a high-level officer or again. For a weapon, that means it only does
mayor of a mid-level city. Rank should be ap- half its WR at half its range, a vehicle goes half
propriate to the scope of the game, and is at the as fast with half its maneuverability, and that
GM’s discretion. sort of thing.
Rational (2): A character possessed with Ratio- Unshakable Code (3): Not only does the char-
nal thought has a better than average chance acter have a code of honor that they live by;
of stopping herself from making a dangerous, they are uplifted and encouraged when keeping
humiliating, or stupid mistake. Each time the to their code. Characters gain a +1 to all Tar-
character is about to be placed in danger due get Numbers that directly deal with keeping up
to the player’s own thoughtlessness, the GM their code, at the GM’s discretion. These ben-
should warn the player of the potential out- efits are only appropriate in specific occasions;
come. for example, one who has a code involving the
defense of innocents may gain the bonus to
Reputation (1-3): The character is known for rolls involving parrying strikes directed at an-
his deeds within an area appropriate to the lev- other target, but not for counter-attack rolls.
el taken. 1 indicates a single city or otherwise
local area, while 2 indicates an entire region, Unusual Talent (1-3): Perhaps the character
and 3 indicates world renown. Usually the level is an accomplished impressionist, or can guz-
of the Asset is added to the Target Number of zle a quart of vodka and remain upright. The
appropriate skill checks, such as Intimidation, more valuable the talent, the more it costs. For
Con or Perform. Other bonuses are at the GM’s instance, the ability of the character to hang
discretion. upside down and hit a bullseye with a throw-
ing blade is a fairly useful talent and therefore
Savings (2-3): The character has stashed away would cost 3 points. The ability to flip bottle
a large amount of money. He will start with caps into a hat from 10 feet away, while im-
either twice his normal starting money (2) or pressive, is nonetheless almost completely use-
triple his normal starting money (3). less in the scope of an adventure, and therefore
would be in the area of 1 point. Use common
Special Weapon (1-5): One of your character’s sense and consult with your GM.
weapons (purchased with normal funds) is spe-
cial in some manner. It may just be well made, Vehicle (1-4): The character has a vehicle of
providing a +1 to DB (1); it may be exceptionally some sort at his disposal. It may be person-
well-made, providing a +2 to DB or a +1 WA (2); al, such as a motorcycle, a small sailboat, or a
it may be indestructible or never jam (3), it may one-man balloon, or it may be much larger and
possess some magical effect (4); or it may be spacious. The character’s social status and lo-
a legendary one-of-a-kind artifact (5). Remem- cation in the world may affect what sort of vehi-
ber that magic weapons are very uncommon, cle is available. If it is a cart, there is an animal
42
to pull it available (though it is not well trained as Bloodlust (+1): A character with this liability
a mount). The larger and more useful the vehicle, is a merciless, cold blooded killer who wants
the higher the point cost. A motorcycle would be nothing more than to see his opponent dead.
1, while a war dirigible would be 4. The GM has The character will never try to subdue his op-
final authority on whether a vehicle is appropriate ponent nor spare his life if he can otherwise get
or not. away with murder.
43
Frail (+1 to +3): The character is very frail, and Obsession/Compulsion (+1 to +3): The char-
he does not take damage well. Each point of this acter must engage in a certain behavior to func-
Liability (up to 3) reduces the character’s SAVE tion normally. The points benefit is directly pro-
by 1. portionate to how invasive the behavior is. It can
be a mild compulsion to brush after every meal
Gullibility (+2): The character’s default behavior (+1), an obsession with Chinese culture (+2), or
is to believe what he’s told by the other char- compulsive lying (+3).
acters, no matter how foolish such information
is. He’s easily tricked into believing any initial Phobia (+1 to +3): Almost everyone has a mild
impression or visual image. The character must phobia, from fear of heights (acrophobia), to fear
make a successful Con check to determine if of others (xenophobia), to fear of enclosed spac-
he’s being duped, and is at –2 to any opposed es (claustrophobia), to fear of spiders (arachno-
Con checks when trying to avoid being fooled. phobia). Choose one for each selection of this
Liability and assign it a point benefit based on
Impulsiveness (+2): The character prefers ac- how invasive and severe the fear is.
tion over talk and will frequently act first and
think later. This can be especially dangerous Rude (+2): This character has failed to learn
during combat or when trying to avoid detection. many if any social niceties. She may make in-
appropriate comments, blather on about noth-
Intolerance (+1 to +3): The character will not ing in particular, and generally make a nuisance
put up with something or some type of person, of himself. She suffers a -2 penalty to all Social
from sediment in his wine (+1) to Spanish cul- checks.
ture (+2), to another religion (+3).
Small (+1 to +3): The character is either shorter
Madness (+1 to +3): The character is not entire- or more slender than average. Select the point
ly right in the head. The severity of the madness benefit based on the severity of the character’s
affects the point benefit. This may range from underweight status. The points benefit is also
a compulsion to talk to oneself (+1), occasional used as a penalty to the Target Number of any
hallucinations (+2), or even multiple personali- SAVE checks.
ties (+3).
Speech Impediment (+1 or +2): The charac-
Missing Limb (+1 to +4): The character is miss- ter has problems communicating on one of two
ing a chunk of his body that makes certain levels: He’s either possessed of a small but no-
things difficult to do. It can be as small as a ticeable slur, lisp, or strange inflection (+1), or
finger (+1), a hand (+2), mid-sized as an arm (+3) is almost completely unintelligible (+2), due to
or as large as a leg (+4). Loss of a finger or hand injury, curse or the like. Remember, things like
reduces all DEX based Skill Checks by –1 or –2 Speech Impediments must be roleplayed.
respectively (for skills requiring the use of two
hands). Characters missing arms or legs take a Ugly (+1 to +2): The character is hideous by the
–2 penalty to all AGL based skill checks. Please standards of their culture. Perhaps it is due to a
note that prosthetic replacements are often infe- large bloodshot eye, a birth deformity, a terrible
rior to the natural counterpart. scar, a bad case of warts, or a pungent odor.
Whatever the case, the character suffers a -1
Moral Restriction (+1 to +3): The character has or -2 penalty (depending on the level of the li-
a prohibition on certain behavior. It can be as ability) to PER on Seduction and Social rolls, as
mild as “not drinking” (+1), to a more moderate well as to other rolls involving the character’s
“not causing harm to others” (+2), to the extreme appearance.
“will not under any circumstances go into battle
without my lucky scarf” (+3). If the character
ever engages in the restricted behavior, he be- Behavior Tags
comes flooded with self-doubt and uses the level
of the Restriction as a Target Number penalty for All Behavior Tags have a point bonus of +1
any skill checks until the situation is resolved and should be roleplayed as much as is appro-
and the Restriction is back in place. priate at the gaming table.
Obesity (+1 to +3): The character is overweight. Argumentative: A character with this behavior
Ranges from slightly pudgy (+1) to obese (+3). tag constantly gets into arguments with other
The points benefit is also subtracted from the people. The argument has become a game to the
character’s movement in meters, as well as any character, a strategic test of wills, and the char-
Endurance checks. acter always seeks to win such contests.
44
Center of Attention: The character always has Pedagogue: This character wants to teach oth-
to be the center of attention and will quickly ers constantly. It may be a case of showing oth-
grow despondent and feel rejected if this is not ers new ways of accomplishing tasks, or it might
the case. be a matter of being sure that his way is better
than any other. The character may be inflex-
Competitive: The character always feels in ible and certain of his ways, or willing to accept
competition with friends, family, and strangers. alternatives, but he is driven by helping others
It’s almost impossible for the character to back gain insight.
down from a challenge, and he makes for a very
poor loser. Pet Peeve: Something small and stupid really
gets the character’s hackles up. It can be any
Cynicism: No matter one thing, from anoth-
how good the circum- er character’s Fidget-
stances, the cynical ing, to someone else’s
character will always Optimism. More than
be able to find the one Pet Peeve may be
black cloud to the taken. Just remember
silver lining (“That’ll not to take so many
never work. We’re that the character ends
doomed. We’re dead as up taking his own life
dogfood.”). the first time his party
members start singing
Driven: The character Romanian folk tunes.
has a task that they
have set for himself, Petty: The character is
and nothing will stop preoccupied with social
him from pursuing it trends, gossip, flaws in
for very long. This goal craftsmanship or other
could be reachable (“I will free myself from my minutia. Players may choose one specific focus
captivity”) or it might be impossible to achieve (“I of the pettiness, or may play the character as
will rid the world of evil”). generally petty..
Fallback: Someone with this behavior tag is a Procrastination: A character with this behav-
planner. He must always devise a backup plan ior tag finds it hard to complete tasks or even to
for every situation he finds himself in. This ap- start them in the first place.
plies to everything from combat to romance.
Ritual: The character has something that has
Fidgeting: The character is constantly moving become a daily habit, and must be done in prop-
some part of his body in a harmless, yet poten- er order, with proper timing. Whether the Ritual
tially distracting manner. From cracking knuck- consists of “always has a swig of whiskey before
les to hand wringing, to leg vibrating, nose- bed,” or “always has a wipe-down before putting
picking, bouncing on tiptoes, chin-rubbing, or on uniform,” the character will begin to get surly
tapping a fingernail on a canteen. if it is ever postponed or interrupted.
Low Self-Esteem: This character has a low opin- Self-Conversation: The character talks to him-
ion of himself. He constantly berates his abilities self. Whether this is out of habit or he actually
and tends to focus on his bad qualities. believes it’s the only way to be assured of intel-
ligent conversation, the character can often be
Nervous Tic: This trait manifests itself whenev- found muttering to himself as he goes about ev-
er the character comes under stress (and some- eryday tasks.
times for no apparent reason whatsoever). It is
an unconscious, automatic muscle spasm in a Superstition: Whether it’s an old one (crossing
visible part of the head or neck, like a twitchy fingers, salt over the shoulder, not walking under
eye, wiggly forehead vein, etc. a ladder) or an individual mandate (lucky mood
ring, lucky shades), the character will always go
Optimism: No matter how dire the circumstanc- out of his way to adhere to the superstition. If
es, a character possessed of this trait will always he is unable to, the character begins to doubt
become a cheerleader for the party (“Let’s go, his abilities and the GM can randomly make the
guys. We can win this one, guys. We’re only out-
player re-roll a successful Skill Check.
numbered ten-to-one, guys!”).
45
Character Archetypes
Athlete Detective
Maybe he’s a cop who worked his way up
This is the All-American kid the ladder. Maybe she’s a hard luck case with
from the college gridiron glory something to prove, running her own private
days, the champion archer, agency from a shabby office on 5th Street.
the hungry pugilist, or the Maybe this gumshoe is onto a high
master of the 3-meter dive profile case involving crazy cults
platform. Like Olympi- and human sacrifice, and maybe
an Johnny Weissmuller, nobody is gonna believe it. But
or world-record-setter once on the trail, nothing will
Stella Walsh, or Yale polo shake the detective, save for a
legend Steven “Flash” Gordon, bullet and the big sleep.
the athlete lives for any chance
to compete—to prove his or her [A variant of the Detective
mettle against a worthy op- archetype is the G-man. Work-
ponent. Whether known for ing for the government has
sporting ability or as a sideline its restrictions, but also its
to another career, the athlete is rewards. The government
the apex of the human body in agent might work for the
peak physical condition. Bureau of Investigation,
or European counterpart ICPC,
[A possible variation on the tracking down high-stakes
Athlete is the Martial Artist, thieves and violent criminals,
a character who has trained making sure they receive the
from childhood at some re- justice that awaits them. Boot-
mote facility (such as a Bud- leggers fear them. Bankrob-
dhist temple in Tibet, or a spe- bers lee at their mention. The
cialized school in South America) to become an G-man serves the interest of
effective human weapon. Martial Artists can be the government and the public
loyal allies or they can take the li- good, and will stop at nothing
on’s share of the focus. It all de- in pursuit of that goal.]
pends on how the player wishes
to play.]
Criminal
He may have picked a few locks or run packages for the syn-
dicate in his day. She may be a bloodthirsty card sharp with
an eye for the finer things. They may be one step ahead of
the law or have done their time and now offer their services
for the benefit of society. The criminal (whether former or
present) has a general range of knowledge and one or two
specializations that make him or her the best in the biz—as
long as they’re not caught with their hand in the cookie jar.
46
Entertainer Journalist
From nightclub singers to big band This reporter has a story to
leaders to stage magicians thrilling audi- write, and nothing will stop
ences around the world, the entertainer him or her from getting the
is usually central to scoop—even if it means a little
the action. From personal risk or unethical be-
the perils of screen havior from time to time. The
sweetheart Ann Darrow on Skull journalist may work for a re-
Island to the death-defying acrobatics of spected newspaper or maga-
Douglas Fairbanks or the side-splitting zine, or may freelance for that
antics of Our Gang, from the vocal vir- gossip rag nobody wants to ad-
tuosity of nightclub singer Claire Hall mit they read religiously. But
to the mysterious spectacle of Carter the basic motivation is the
the Great, entertainers come from all same: every move they make
walks of life and can add a certain serves the story, and they’ll do
flair for the dramatic (or comedic) to anything to get to the bottom
group escapades. of it and win that Pulitzer.
Explorer
The explorer comes from Mechanic
strange and hardy stock, often
This character can liter-
having been carted around
ally fix anything… with enough
the globe from an early age,
grease and sweat and canvas tape.
traveling with educator, missionary or
In fact, even if confronted with a
diplomat parents. Their first memories
totally strange new piece of equip-
are of wild safaris or mysterious temple
ment, the trained mechanic
ruins, of the world as a vast mystery waiting to
can usually diagnose the problem
be solved. The professional explorer is a beast
and jury rig a fix that will (temporar-
who cannot be contained in one place too long.
ily) eke out at least 50% performance
Wanderlust must be obeyed, and no
until properly repaired. Mechanics
dark corner of the globe is off limits.
are absolutely indispensable in the
[A possible variant of the Explor- field, as they maintain and repair
er, Scout and even Wild-Man/Wild- a team’s vehicles and gear. Treat
Woman archetypes is the Hunter. a mechanic well, and they will
Although history is rife with tales never let you down.
of the “white hunter” in Africa,
[A possible offshoot of the Me-
this profession is not limited to
chanic or Scientist archetypes is the
American or European big game
Inventor. Often ridiculed or margin-
hunters on safari. Indeed, for ev-
alized as a crackpot, the inventor
ery Allan Quatermain there are a
has become the hero of the modern
hundred native hunters who qui-
age! Armed with sketched plans
etly stalk and kill (or capture)
and some scrap, the inventor is able
their prey, whether serving
to create amazing devices and con-
their local tribe or a greater
traptions from sheer imagination.
inancial interest. Hunt-
While usually conined to a labora-
ers are fearless and
tory setting, some inventors have
know the nature of
successfully ventured into the
animals down to
ield. After all, practical testing
the inest detail—
under real-world conditions
and the bigger
is the best way to ine tune
the quarry, the
one’s work—even if one’s
better the chal-
comrades suffer the odd “nega-
lenge.]
tive result”.]
47
Merchant
Off to Egypt again to lo- Playboy/Heiress
cate that lost artifact from It is the modern age, and the new
Ramses tomb? It ought to breed of wealthy use their money to
fetch a splendid price on buy the best experiences possible.
the black market. Or, Whether financing an expedition
if dodging the authori- to a lost island or buying pas-
ties is not your cup of sage on a new airship to exotic
tea, perhaps acquiring South America, the playboy or
those ceremonial Maori heiress is always at the center
knives for the museum? of the action, always the life
They’re being sold at of the party—and if there is
auction in Aukland, and no party, one will be started
your rivals are already in short order! Some of the
on the boat-train to Cape well-to-do have spent years
Town. Armed with an ex- acquiring specialized
pert knowledge of history, knowledge in one area
artifacts and commerce, of interest or another,
the merchant can acquire so they’re not only as
most anything, anywhere, useful as their wallets.
at any time. Indeed, many wealthy
patrons have distinguished
themselves on expeditions in
their own right.
Occultist
The lure of nature’s dark
side has always been too
much to resist. Magic, psy-
chic phenomenon, the hid-
den, the unseen. This is
the realm of the occultist, Pilot
whose field of study en- Since childhood, the pi-
compasses that which the lot has dreamed of soaring
mundane world ignores—yet through the clouds, or div-
if unleashed upon the world, ing deep beneath the waves,
it would cause wholesale or pushing a motor on land
destruction. The knowl- as fast as it could possibly
edge and training of the go. Now grown and possibly
occultist is all that may armed with wartime experi-
stand in the way of the ence, this master of convey-
end of life on Earth, ances yearns for adventure in
and more is never enough. the field, eager to meet challenges
with skill and gumption. Whether
specializing in lighter-than-air,
fixed wing, automobile, cycle,
watercraft or submersible—or
taking a general interest in all
of them, the pilot is often all
that stands between fiery doom
and a harrowing escape!
48
Scholar
Knowledge is the driving Scout
force in the scholar’s life—the
The scout knows a geographi-
search for it, the acquisition
cal area more intimately than
of it, and the protection of it.
any map or chart, right down to
Equally at home buried in li-
the last blade of grass or pile of
brary tomes, lecturing a his-
stones. A scout can lead an ex-
tory class or following an
pedition around all manner of
ancient map to the dig site
dangers, whether environmen-
of a lost city, the scholar
tal, animal or human, and can
lives to pull back the cur-
track most anything through
tain of time and illuminate
the area in question. Experts
that which has remained
in wilderness survival, scouts
hidden. Whether studi-
are indispensable members of
ous, adventurous or a
a field team exploring ancient ru-
combination of quali-
ins or the entrance to the Earth’s
ties, scholars lead the
core.
push toward discovery.
And no amount of new data, no
number of unearthed artifacts,
will ever be enough for this Soldier
ravenous mind. As a veteran of foreign actions,
the soldier knows no occult
boogeyman or human sacrifice
can hold a candle to the horrors
of war. In fact, staring into the maw of
Scientist an elder god is much more benign than
Much like the schol- watching an entire company choke themselves
ar, the scientist lives for to a horrible, convulsive death from a mustard
discovery, but is usually gas attack. Soldiers may be cautious, or they
less concerned with may live for every thrilling moment
the journey as the as if it were their last. If
destination. The war taught one les-
scientist lives to son, it was how to
catalog, quan- survive in impossible
tify, and experi- circumstances—a les-
ment, yielding son the soldier now uses
new technolo- in new adventures.
gies and open- [A variant on the Soldier is the
ing more of the Sailor, a ubiquitous character type
natural world on many ocean-going voyages to
to the layman. Some lost worlds and exotic island civi-
scientists are content lizations. Sailors keep the ship in
to hide in their clut- shape, the engines running and
tered laboratories, mix- the guns ready for action. And the
ing test tubes of vari- Soldier/Sailor combination plat-
ous substances in their ter is present and accounted for in
search for the elixir the form of the Marine. Still more
that will transform specialized within those sub-cate-
mankind, while others gories are the Commando, skilled at
yearn for the challenge stealth and close-quarters combat,
of the expedition—for and the Marksman, whose ability to
soil samples and new hit a target at long distances make
species to name. him a valuable addition to any party.]
49
Wild Man/Wild Woman
Perhaps her parents’ plane crashed
in the jungle, leaving the child to be
raised by natives or even wild animals.
Perhaps he is a person of rank or so-
cial status who eschews the
double-deal-
ing ways of the
civilized world
and relies on his wits
and muscle to live the
primitive life. No mat-
ter what the specific origin, sto-
ries have long been told of the “civi-
lized” fish-out-of-water learning how
to survive jungle law. This character is
generally self-sufficient and a master of
nature, can commune with animals and
make peace with bloodthirsty natives.
Alliances with outsiders are common,
but only if the animals or native way of
life are protected.
Vigilante
Taking a page from the masked highway-
man of more romantic times, the vigilante
dresses in disguise and, instead of robbing
people, works to keep the cities safe for ordi-
nary citizens. Often armed with nothing more
than a pistol and some expert knowledge, vigi-
lantes serve the idea of the law, if not the very
letter. Content to work with—or around—law
enforcement to achieve their ends, vigilantes
will do most anything in the apprehension of
evildoers and the pursuit of justice.
50
51
AGL 5
NPCs Athletics 5
Fisticuffs 6
Captain Stratosphere (Pilot) Dodge 5
Heavy Weapon 3
Like most professional pilots, “Cap- Melee Weapon 6
tain Stratosphere” Jack McGraw has an Missile Weapon 4
adventurous streak a mile wide. Fasci- Pilot: Fixed-Wing 7
nated with all forms of conveyance from Pilot: Rotor 6
a young age (especially flight), this son of Pilot: Airship 6
Scottish immigrant real estate magnates Pilot: Wheeled (Motor) 6
left his native San Francisco to serve in Riding 4
the British Royal Flying Corps at age 20, Stealth 5
becoming one of the more successful DEX 5
American aces to see action in the Great Demolitions 3
War. Firearms 5
Mechanics 3
Unfortunately one of his kills hap- Repair 4
pened to be Captain Hans Heinrich, a
STR 5
much-feared German pilot and the fian-
Climbing 4
cé of one Maria Gunnhild, a young spy Endurance 5
for the Central Powers. And hers was a Swimming 5
hate that would never be extinguished.
WIL 5
Chief among the close friendships made during that conflict Cool 5
was that of Dorothy “Doc” Starr, with whom he had a brief but Intimidation 4
passionate affair, the result of which was a daughter, Ellen (whose Resist 6
existence was kept secret from McGraw until recently). PER 5
Through his wartime and post-war afventures, McGraw ran Awareness 6
afoul of the German Kaiser, Italian fascists, and perhaps most Command 5
importantly, the Astrum Argentum—a mystical society with deep Diagnostics 4
Gambling 4
pockets and horrifying ambitions.
Seduction 4
Highly regarded in most circles as an adept pilot, daring ad- Social 4
venturer and stalwart champion of the good, Captain Stratosphere Streetwise 3
is the kind of character who can end up saving a group’s bacon Survival 6
(should their bacon require saving). He is known around the world INT 3
as a celebrity and has several toys, model aircraft and trading Cultural Sciences 4
cards featuring his likeness and/or endorsement. Domestic Arts 3
Education 4
Language: Latin 4
Language: Greek 3
Language: Spanish 3
Language: German 3
Language: French 3
Language: Arabic 3
Language: Mandarin 2
Language: Tree People 2
Lore 5
Navigation 6
Military Sciences 5
Natural Sciences 4
ESS 2
LUCK 3
INIT 10
SHR 5
SAV 10
Gear: Flight leathers, boots,
goggles, Army belt, (2) .45 au-
tomatic pistols, survival knife
52
Doc Starr (Scientist/Occult Expert)
Born to a pair of lecturing
AGL 3
scholars, Dorothy Brown never
Athletics 4
lacked for an education. Any Brawling 3
subject she studied would in- Dodge 6
evitably gain her parents’ sup- Melee Weapon 4
port. Her classroom was the Missile Weapon 4
world, her teachers the various Pilot: Rotor 4
foreign cultures her parents in- Pilot: Airship 3
teracted with. Pilot: Wheeled (Motor) 4
Riding 6
A gifted linguist by the age Stealth 6
of ten, Dorothy went on to com-
DEX 5
plete a Bachelors degree in Me-
Firearms 4
dieval History before joining the
Mechanics 3
Red Cross at 18 to serve in the Repair 3
Great War.
STR 3
While most nurses were all Climbing 4
but forbidden near the front, Endurance 4
Dorothy worked with a gifted battlefield surgeon, Colonel Dirk Swimming 4
Starr, assisting him on several dangerous missions to fetch wound- WIL 5
ed soldiers from the jaws of death, sometimes even performing Cool 5
emergency surgery in the trenches. She met and shared a brief Resist 5
romance with the dashing Captain Jack McGraw when he found
PER 5
himself wounded in her field hospital, but she eventually married Awareness 7
Col. Starr, completing her MD when they returned to the States Command 3
after the war. Diagnostics 5
Losing her husband to Silver Star assassins caused her to focus Gambling 2
on the occult—both as a coping mechanism and as a way to carry Seduction 5
Social 6
on Col. Starr’s work in the fight against the Astrum Argentum. She
Streetwise 4
was instrumental in the organization of AEGIS, and personally re- Survival 2
cruited the crew of the Daedalus.
INT 5
Dorothy “Doc” Starr is a whip-smart, dedicated team member Cultural Sciences 6
who will go the extra mile for her crew, from patching wounds to Domestic Arts 5
providing occult knowledge. She can be a valuable asset to any Education 6
mission. Language: Latin 4
Language: Greek 4
Language: German 3
Language: French 4
Lore 6
Medicine 6
Natural Sciences 5
Theoretical Sciences 4
ESS 4
Arcana: Divination 4
Arcana: Healing 4
LUCK 2
INIT 8
SHR 4
SAV 8
Gear: Flight leathers, boots,
goggles, Army belt, .38 re-
volver, survival knife, lode-
stone (glows in proximity to
mystical energy)
53
Rivets (Mechanic)
Brooklyn-born Carl Holloway
AGL 4
is built like a fireplug and has Athletics 4
all the personality of a bulldog. Dodge 3
But that didn’t stop him from be- Fisticuffs 3
coming a self-taught mechanical Heavy Weapon 4
prodigy and earning the nickname Melee Weapon 3
“Rivets” while serving with the Missile Weapon 2
American Expeditionary Force on Pilot: Boat 3
the Western Front. The turning Pilot: Rotor 3
point in his life was when he was Pilot: Airship 3
Pilot: Wheeled (Motor) 4
assigned as the plane mechanic to
Stealth 2
one Captain Jack McGraw.
DEX 5
Rivets became close friends Craft: Armor 3
with Captain McGraw, a young Craft: Gunsmith 3
ace pilot who never failed to bring Firearms 3
his plane back to the airfield, al- Mechanics 6
beit riddled with bullet holes. The Repair 5
two shared many wartime adven- STR 5
tures before drifting apart when Climbing 3
they were finally sent home from Endurance 5
the front. Swimming 2
Fortunately, Rivets was among the first technicians drafted into WIL 5
the service of AEGIS, recruited by Dorothy Starr for Edison’s Dae- Cool 3
dalus project. Never one to avoid speaking his mind, Rivets made Resist 4
several modifications and improvements to the battery array and PER 4
drive system of the experimental dirigible Daedalus II, increasing Awareness 4
both her top speed and energy efficiency. Command 2
Con 4
Rivets currently serves aboard the Daedalus as chief mechan- Diagnostics 6
ic and all-around Mr. Fix-it. When he’s not in the engine room Gambling 4
tinkering with various bits and pieces, he can usually be found Social 2
complaining to Captain McGraw on the bridge, or snoring at high Streetwise 5
volume in his bunk. Survival 5
INT 5
Area Knowledge
(Brooklyn) 6
Design 5
Domestic Arts 3
Education 4
Language: French 2
Lore 3
Natural Sciences 4
Theoretical Sciences 3
ESS 2
LUCK 2
INIT 8
SHR 5
SAV 10
Gear: Coveralls, boots, gog-
gles, Army belt, cap, survival
knife, toolkit
54
Deadeye (Scout)
A native of South
AGL 5
Carolina, young Chero- Athletics 5
kee adventurer Charlie Dodge 6
Dalton joined the Ameri- Martial Arts 4
can Expeditionary Force Heavy Weapon 5
to serve on the Western Melee Weapon 3
Front, quickly distin- Missile Weapon 5
guishing himself as a Pilot: Airship 3
crack shot and earning Pilot: Wheeled (Motor) 4
his nickname. The top Riding 5
Stealth 2
brass assigned him ev-
ery suicide sniper mis- DEX 6
sion they could think of, Craft: Gunsmith 4
and he carried out every Firearms 5 (Rifles 7)
one without mishap. His Mechanics 3
Repair 5
performance led to sev-
eral medals, including a Distinguished Service Cross, a Silver Star STR 3
and the French Légion d’honneur and Croix de Guerre. Climbing 5
Endurance 5
Sergeant Dalton met Captain Jack McGraw while on leave in Swimming 4
Paris, and the two became fast friends over a marathon poker game.
WIL 5
After the two mustered out of the service, Dalton followed McGraw
Cool 4
on several adventures through Europe, including a harrowing es- Resist 5
cape from growing fascist forces in Italy.
PER 5
Upon his return to the States, Dalton re-entered the Army and Awareness 6
taught special forces marksmanship for two years before being re- Command 2
cruited to AEGIS by Captain McGraw. Diagnostics 4
Gambling 3
Deadeye serves as the ship’s gunner on the Daedalus II. He is
Social 3
a master marksman and trick shot, known for his surgical accu- Streetwise 4
racy on targets at extreme range. His favorite rifles are an M1903 Survival 6
Springfield with scope, and a model 1873 Winchester short repeat-
INT 4
ing rifle for closer work.
Area Knowledge
(Charleston SC) 6
Domestic Arts 4
Education 3
Language: Cherokee 4
Language: French 3
Lore 4
Natural Sciences 4
Theoretical Sciences 4
ESS 2
LUCK 2
INIT 10
SHR 4
SAV 8
Gear: Fatigues, boots, gog-
gles, Army belt, cap, survival
knife, Springfield sniper rifle,
Winchester short rifle
55
Duke (Soldier)
Dashing English Lieuten-
AGL 5
nant Edward Willis was as- Athletics 3
signed special duty at the Dodge 4
Western Front, carrying out Fisticuffs 4
covert reconnaissance and Heavy Weapon 5
sabotage for Allied forces. He Melee Weapon 4
fell in with American pilot Jack Missile Weapon 3
McGraw and his mechan- Pilot: Boat 4
ic Carl Holloway, as well as Pilot: Rotor 4
sharpshooter Charlie Dalton Pilot: Airship 3
Pilot: Wheeled (Motor) 5
and battlefield medic Dorothy
Stealth 4
Brown (later Starr), the group
becoming fast friends over the DEX 5
course of the war. Craft: Gunsmith 2
Firearms 4
Duke, as he became known Mechanics 4
by the American soldiers at Repair 4
the front (owing to his posh STR 3
accent), soon gained a repu- Climbing 4
tation as an expert munitions Endurance 5
and explosives man. In addi- Swimming 5
tion, he was able to use his knowledge of radio to engage in covert
WIL 5
surveillance of enemy positions. Unfortunately, he was wounded Cool 5
during the Battle of the Somme, taking shrapnel in the head—a Resist 5
wound which would affect his balance ever afterward, sending him
PER 5
into occasional fits of vertigo.
Awareness 6
He remained in close contact with his American surgeon, Colo- Command 4
nel Dirk Starr, and his fiancee-turned-wife, Dorothy Starr, after Con 3
the war, becoming an early recruit for the AEGIS foundation and Diagnostics 5
Edison’s Daedalus project. Gambling 3
Social 5
Duke is the co-pilot, communications officer and demolitions Streetwise 2
man aboard the Daedalus II, bringing his vast knowledge of muni- Survival 4
tions and the latest sensor technology to bear against the acolytes
INT 6
of evil. Domestic Arts 3
Education 5
Language: German 3
Language: French 4
Lore 4
Natural Sciences 5
Navigation 5
ESS 1
LUCK 2
INIT 10
SHR 4
SAV 8
Gear: Khakis, boots, goggles,
Army belt, cap, survival
knife, .38 revolcer, demoli-
tion kit
56
Maria Blutig (Occultist)
Smoldering and devious AGL 5
with a hint of megalomania, Athletics 3
Maria Gunnhild was all but Dodge 4
unknown prior to serving Martial Arts 3
the Central Powers as a spy Heavy Weapon 2
in Allied territory during Melee Weapon 3
the Great War. Under the Missile Weapon 3
alias Eva Freitag, she got a Pilot: Airship 2
Pilot: Winged 3
job serving drinks at a can-
Pilot: Wheeled (Motor) 3
teen frequented by Ameri-
Stealth 4
can and British soldiers,
serving drinks and getting DEX 3
intel through pillow talk. Firearms 2 (Pistols 3)
Repair 2
Driven to avenge the
STR 3
death of her pilot fiancé at Climbing 2
the hands of Captain Jack Endurance 3
McGraw, Maria adopted the Swimming 3
surname Blutig (“Bloody”)
WIL 4
and soon found herself at-
Cool 5
tracted to the self-empow- Resist 5
ering magicks of international bad boy Aleister Crowley. Crowley
soon saw her potential as a student of the dark arts and elevated PER 5
Awareness 5
her to the rank of Commander in the military arm of the Astrum
Command 5
Argentum. Con 3
Maria possesses deep knowledge of ancient Egyptian and Su- Diagnostics 2
merian magicks, and has been known to siphon the essence of her Social 4
victims to regenerate her vitality after particularly “costly” spells. Streetwise 6
Survival 4
She commands the forces aboard the super-zeppelin Luftpan-
INT 4
zer, serving Crowley’s ambitions, scouring the globe for artifacts of
Education 4
power. Maria is a capable pilot, and is usually flanked by at least
Language: Cherokee 4
two Silver Star commandos. She is a tenacious enemy who should Language: French 3
not be underestimated. And like all good pulp villains, she has a Lore 4
knack for turning up at the most inconvenient times. Natural Sciences 4
Navigation 3
Theoretical Sciences 4
ESS 6
Arcana: Illusion 4
Arcana: Necromancy 4
LUCK 2
INIT 10
SHR 4
SAV 7
Gear: Silver Star fatigues,
boots, belt, cap, survival
knife, Mauser 9mm pistol,
Egyptian cobra staff (arcane
focus = +1 Essence for all
spellcasting)
57
Captain Ecke (Pilot)
Jonas Ecke (pronounced
AGL 5
YO-nas ECK-eh) was born in Athletics 2
Bavaria and was a Naval offi- Dodge 3
cer prior to serving as a cap- Fisticuffs 5
tain in the Kaiser’s airship Heavy Weapon 6
fleet during the Great War. Melee Weapon 4
Missile Weapon 4
He is old-fashioned, patri-
Pilot: Boat 5
otic and pragmatic, and seeks Pilot: Rotor 5
nothing more than stability Pilot: Airship 6
and order. And when that or- Pilot: Wheeled (Motor) 5
der did not come about under Stealth 4
the efforts of the Central Pow-
DEX 4
ers, he fell in with his fellow Craft: Sailmaking 3
disaffected German military in Firearms 5
serving the Astrum Argentum. Mechanics 5
Captain Ecke is, first and foremost, a facilitator. He is un- Repair 5
dogmatic in his approach to carrying out the orders of Herr Crow- STR 4
ley and Crowley’s right hand, Maria Blutig. When conflict can be Climbing 4
avoided, he does so; but when cornered, he is a fearsome opponent. Endurance 5
An aerial battle veteran who never lost a ship during the war, Ecke Swimming 5
is a master tactician and will always seek victory in the noblest WIL 5
possible way. He gives quarter when an enemy surrenders and is Cool 5
known for humane treatment of prisoners. His old German mili- Resist 5
tary honor very much informs his character to this day. PER 6
And it is this honor which Maria Blutig, she-wolf of the Silver Awareness 5
Star, often finds herself at loggerheads. Ecke knows deep down Command 6
Diagnostics 5
that his methods of operation do not mesh with the narcissistic,
Social 4
proto-fascist style of Crowley and Blutig, and he probably senses Streetwise 1
an eventual parting of ways. But until then, he is content to receive Survival 6
respect and admiration for his impressive service record and for
INT 5
inspiring those under his command.
Domestic Arts 3
Education 5
Language: English 5
Language: French 3
Lore 4
Military Sciences 6
Natural Sciences 5
Navigation 5
ESS 1
LUCK 1
INIT 11
SHR 5
SAV 9
Gear: Silver Star fatigues,
coat, boots, belt, cap, surviv-
al knife, Mauser 9mm pistol
58
Aleister Crowley (Occultist)
English-born seeker of oc- AGL 3
cult power and self-designat- Athletics 4
ed “Great Beast” of society, Dodge 4
Crowley began dabbling in the Martial Arts 5
dark arts in University, where Heavy Weapon 2
he found a natural affinity Melee Weapon 5
for commanding extradimen- Missile Weapon 5
tional forces and a love for the Pilot: Wheeled (Motor) 5
Stealth 5
fame and adoration it brought
him. DEX 4
Firearms 3 (Pistols 5)
He is a skilled mountain- Repair 2
eer and explorer, and a devotee
of Egyptian magic. He holds STR 3
Climbing 6
personal power as his primary
Endurance 5
objective, and attempts to ac- Swimming 5
quire ever more through use of
ancient artifacts and demonic WIL 4
Cool 6
summoning. He sees all oth-
Resist 6
ers as lesser beings, once re-
marking the women for his sex PER 5
rituals “should be brought round to the back, like the milk”. Awareness 6
Command 7
Infamous for his inproprieties and shadowed by MI6 and the Con 5
BOI, Crowley has been deported from France, Spain, Netherlands Diagnostics 4
and Great Britain. A master orator, he is a man without a nation, Social 6
skulking from country to country, attracting the disaffected with Streetwise 6
promises of wealth, power and respect—all things lacking in post- Survival 5
war Europe. INT 5
Well-funded and operating from a network of secret bases Education 7
Language: Latin 6
throughout the world, and with recruiting headquarters in Italy,
Language: French 4
Crowley and his dark army pose an existential threat to order and
Language: German 4
civilization. He is the kind of pulp villain who always escapes just Language: Hebrew 5
prior to capture or defeat, only to reappear later, ratcheting the Language: Arabic 4
stakes ever higher... Language: Sanskrit 3
Language: Greek 3
Lore 7
Natural Sciences 6
Theoretical Sciences 6
ESS 6
Arcana: Summoning 6
Arcana: Necromancy 6
LUCK 2
INIT 8
SHR 4
SAV 7
Gear: Traveling clothes, cer-
emonial knife, Mauser 9mm
pistol, jeweled Babylonian
staff (arcane focus = +2 Es-
sence for all spellcasting)
59
CHAPTER THREE
System
T
he XPG system provides both ease of play characters, leaving them free to strategize and
and depth of character. The principles use their abilities to the fullest, while the GM is
are identical to those mechanics found in left to concentrate more on the adventure.
games like Arrowlight, Bloode Island XPG, RADZ,
Santa’s Soldiers and Red Dwarf. While experi-
enced XPG players may see some minor setting- Character Abilities
specific tweaks here and there, nothing should
A
character is an amalgam of numeric val-
be unintuitive or difficult to grasp. ues, consisting primarily of stats and skills.
On the character sheet, stats are the prime
Spirit of Play entries in all caps: AGILITY (AGL), DEXTERITY
(DEX), STRENGTH (STR), PERCEPTION (PER),
I
t should be stated that the spirit of the Air- INTELLIGENCE (INT), WILLPOWER (WIL), and
ship Daedalus setting and system is couched POWER (POW). Descriptions of the individual
in “cinematic grittiness”. What that means is Stats are listed on page 30. The stat rating repre-
that, while adventures may be full of sweeping sents the character’s raw talent in that attribute.
heroism and larger-than-life deeds, the effects
Skills fall under the stat most appropriate to
of actions are presented in a relatively realistic
their use. A skill’s rating represents the charac-
manner. A single sword blow to an enemy’s skull
ter’s competence in that discipline. The higher
can end his life. The same hero who is one day
the skill rating (and thus the Target Number),the
raiding tombs and slaying monsters may later
greater chance one has for success.
bleed to death while brigands loot his belongings.
Most importantly, Airship Daedalus seeks to let
the players take more responsibility for their
60
Skill Checks Cooperation
I I
nevitably, the time will come when the player n some cases, players may wish to combine
or GM will want to test the abilities of the char- their characters’ efforts to achieve something
acter. In such instances, a skill check is re- beyond the abilities of a single person. Play-
quired. Under most mundane circumstances, it is ers should nominate a single character as the
not necessary for a player to make skill checks— “anchor” (usually the character with the greatest
indeed a good GM knows when a skill check is ability in whatever is being attempted). Each ad-
appropriate. Things like walking, eating, dress- ditional character assisting the anchor character
ing and basic interactions are usually “gimmes”. adds +1 to the Target Number for the skill check
Note the absence of the Breathing skill, for exam- in question. Note that only characters with at
ple. In most instances, the GM need only be satis- least a rating of 1 in the skill being attempted
fied that the character has a basic competency in may assist the anchor character.
a given skill—the fewer dice rolled, the faster play Cooperation may be used for any skill check
moves along. However, when the character is do- where it makes sense for multiple characters
ing things out of the ordinary, testing his abilities, to collaborate. Feats of strength, performance,
a skill check is definitely called for. socializing, research, magic and prayers are all
To make a skill check, add the rating of the ap- good examples. Passive or reactive skill checks
propriate skill to the rating of the governing at- like Resist, Endurance and Awareness (unless
tribute (i.e. AGL + Riding) and roll 2D6, trying for being used to actively search) are generally not
a result equal to or less than the Target Number. applicable to cooperation.
In most cases, a simple success is satisfactory. In
others, a greater success margin may be required Opposed Checks
(see Difficulty and Opposed Checks)
O
ccasionally, someone may not want the
Dificulty character to succeed in a skill check, for
whatever reason. In such cases, the chal-
O
ccasionally, the GM may want to add an el- lenger makes a skill check in opposition to the
ement of difficulty with which to challenge character attempting a skill. The character with
the characters. The GM assigns a difficulty the highest success margin wins the check and
to the skill check in question, and the player sub- succeeds in her chosen action. This is especially
tracts it from the Target Number before rolling the common in combat and magic/psionics.
skill check.
Unskilled Checks
Preparation
S
ometimes a player may wish his character
T
he player may aid his character in succeed- to attempt an action for which he has no
ing at a given skill check by preparing— applicable skill. In such cases, the player
spending extra time to study, aim, balance treats the character as having a skill rating of
or otherwise maximize the chances for success. 0, adding it to the stat rating as normal to de-
For each round spent in preparation, the player termine the Target Number. In game terms, the
gains +1 to the character’s Target Number, up to a character is relying on his raw talent to overcome
maximum of +3. . the lack of training.
A
natural result of 2 (“snake eyes”) is always
Dificulty Guidelines
a critical success, whether the character
Extremely Easy/Point Blank Range: +2 has a skill rating or not. A natural result
Easy/Very Close Range: +1 of 12 (“boxcars”) is always a critical failure or
Average/Close Range: 0 botch, no matter how high the skill rating.
Difficult/Medium Range: -1
Very Difficult/Long Range: -2
Extremely Difficult/Extreme Range: -3
61
Critical Success 2. For each subsequent action beyond the first,
the character applies a –3 penalty to each Target
O
n a critical success, double the normal Number. This penalty is cumulative, so a sec-
success margin. For instance, if the Tar- ond action would be –3, a third would be –6, etc.
get Number was 5, a roll of 2 would usu- This penalty is in addition to any Target Number
ally have a success margin of 3. In the case of a modifiers due to environment or Wound Status
critical success, the margin of 3 is doubled, for a (see page 65).
success margin of 6. This makes it possible for
low-skilled characters to achieve some relative-
Play is conducted thusly:
ly spectacular success (in spell effects, damage
or scholastic results), and makes highly-skilled • GM calls for melee rounds.
characters capable of devastating results. • All players make initiative check by rolling
against their INITIATIVE rating.
Critical Failure, or Botch • Player with highest success margin may act
first. Actions are resolved immediately.
O
n a critical failure or botch, the character
fails the skill test in some appropriately • Play continues in descending order of initia-
spectacular way. Specific results are up tive success.
to the GM, and may include possible injury to • When all primary actions for the round have
the character. It should not, generally speaking, been resolved, play returns to the first player,
directly result in the character’s death. who may act again (if declaired at the start
of the round) at –3 from all target numbers.
Combat Basics The process repeats in this manner until all
actions have been resolved.
M
artial conflict in Airship Daedalus is bro- • GM calls for a new melee round.
ken down into segments called melee
• A critical success on initiative (in addition
rounds. Each melee round is the equiva-
to doubling the success margin) means the
lent of about five seconds within the adventure,
character gets +1 to all target numbers for
although it takes longer than that to determine
the round (and most likely goes first in play
what happens around the game table. Each
order).
player gets one action per melee round. Multiple
actions are possible with the following restric- • A botch on initiative means the character
tions: goes dead last in the play order and suffers
a –1 on all target numbers for the round.
1. The player must declare the total number of
intended actions on his own turn during the first
pass through the play order.
62
Holding Actions Surprise
A I
player may choose to hold his action until f a character succeeds in surprising another
later in the play order so as to react to (opposed rolls: Stealth vs. Awareness), the
events as they happen. In such a case, sneaking party gets one free combat action be-
the player must state the act is being taken fore melee rounds officially begin. The surprised
during the current turn. Normally, a character party gets no dodge, and may only parry if they
whose action has been held performs his action can see their attackers and have parry-capable
after the other actions in the turn. However the implements ready, but may perform actions as
character may also rush his action to get the normal once combat rounds begin.
drop on the opponents.
Attacking
What Counts as an Action?
W
hen attacking an opponent, the player
• Attacking or attempting an active skill rolls against the character’s target num-
check, including magic & psionics ber in whichever combat skill is being
• Dodging tested. The opponent then has three choices:
• Dropping to a kneeling or prone position 1. Stand there and get hit.
• Rising to a kneeling or standing position 2. Dodge out of the way.
• Drawing or reading a weapon 3. Parry the attack.
• Moving the character’s AGILITY in yards/ Option 1 obviously doesn’t cost anything on the
meters opponent’s part, but can get nasty when it comes
time to determine damage. Option 2 costs an
What Doesn’t Count as an Action? action (meaning all subsequent actions are at a
cumulative –2 to any target number), but clears
• Passive or Reactive skill checks, like Re- the opponent from danger. Option 3 doesn’t cost
sist, Endurance or GM-mandated Aware- anything—the check is made against the char-
ness checks acter’s appropriate combat skill, but requires a
• Parrying shield or weapon with which to parry the blow.
A
character dodges by using any unarmed
A
player may rush his character’s action out
combat skill, or physical skills like Ath-
of turn sequence in the following manner:
letics or even Dance. Make an opposed
Player declares the character is rushing check against the attacker. If the dodging char-
the action. acter gets more successes, the attack is avoided.
• The rushing character subtracts 1 from the As another option, a character may make a full
appropriate target number for every point of dodge—ducking, weaving and generally providing
difference between himself and the opponent a difficult target to hit. To do this, a dodge check
going first in order to go simultaneously with is made on the character’s first action. No other
the opponent; -1 additional to go ahead of actions may be taken for the rest of the round.
the opponent in the turn sequence. The upside is that the success margin from the
character’s dodge are subtracted from every in-
• Interrupted characters may also rush their coming attack that round. Dodging happens re-
actions to counter the interrupter. actively; the player doesn’t have to wait for his
• If a bidding war ensues, the character who is own turn to declare the character is dodging. It
reduced to a target number of 1 first is the is perhaps the only instance where a player can
loser. take an action out of turn (without rushing).
• If both opponents are reduced to the same
target number, both actions are considered Parrying
simultaneous.
P
arrying works just like any other skill, only
in context one is using a shield or weapon
to deflect the blow. Make an opposed check
63
against the attacker and subtract any margin of Combat Skill Bonus
success from the attacker’s margin of success.
A
If the parrying character gets a greater success ll non-ranged combat skills (Brawling,
margin than the attacker, the blow is completely Fisticuffs, Martial Arts) are rated accord-
deflected. ing to their complexity. Add this to the
damage as well.
Damage Overview
Hit Location
I
f the attacker is successful, subtract the de-
U
fender’s margin from the attacker’s and mul- nless the shot was called to a specific lo-
tiply the result by the weapon rating (WR) cation, melee attacks default to the torso
of the weapon being used. No need to roll ran- and ranged attacks hit a random loca-
domly; the damage is a direct result of the preci- tion. Consult the hit location area on the char-
sion of the hit and the weapon acter sheet to determine the
being used. If the weapon has location hit.
a damage bonus (DB) listed, Targeting Modiiers to
add that to the damage re- Called Shots Armor
sult. If the weapon is a melee
I
(non-ranged) weapon, add the Torso: 0 (default target) f the target is wearing cloth-
attacker’s STRENGTH to any Arms, Legs: -1 ing with an armor value (AV)
damage. Head, Hands, Feet: -2 in the location hit, subtract
its value from the damage.
If the defender is wearing any
clothing with an armor value
(AV), subtract the AV from the damage. Finally, Armor
apply the remaining damage to the character’s Reduction
SHRUG.
I
f the damage exceeds the armor value in a
given location, the armor in that location is
Damage reduced in value by 1. This symbolizes the
T
o determine damage, compare the success gradual weakening of protection as armor con-
margins of the attacker and defender. If tinues to take hits.
the attacker has a greater margin of suc-
cess, the defender is hit. Subtract any success Wounds
margin the defender has in his attempt to parry
I
or dodge from the attacker’s margin. Any suc- f the net damage result is less than SHRUG,
cess margin the attacker has left over is multi- the character takes no wounds. If the dam-
plied by the WR of the weapon being used. The age result is equal to or greater than SHRUG,
result is the damage applied to the defender. the character suffers 1 wound, and should mark
the appropriate box in the Wound Status area
Treat unarmed combat attacks as WR1. Treat of the character sheet. If the damage result is
the attacker’s STRENGTH as a damage bonus. equal to or greater than twice SHRUG, the char-
acter suffers 2 wounds, and so forth. See Wound
Damage Bonus Status for more information. Wound Levels are
cumulative, so if the character is Moderately
A
lways add the Damage Bonus (DB) of the Wounded (Moderate Wound) and takes an ad-
weapon, if any. ditional Wound, the character is then Seriously
Wounded (Serious Wound).
W A
hen factoring damage with close com- character who takes a Wound must make
bat weapons like fists, feet, swords, a SAVE to keep from passing out due to
axes and such, always include the at- pain, shock and/or blood loss. Roll vs
tacker’s STRENGTH rating as an addition to the SAVE to keep the character functional, bearing
base damage. in mind any penalties from current wound sta-
tus on subsequent actions.
64
Knockdown, the character is resting
Death and Wound Status and not trying to travel
or engage in combat or
Dismember- 1. SCATHED: The character feels euphoric strenuous activity (in
ment and slightly fatigued; however, there are which case the healing
no Wound Penalties at this level. rate is cut in half: i.e.
A
character who
2. LIGHT: The character has some mild one Wound Level every
takes net dam-
cuts, abrasions, and bruises. At this lev- two weeks).
age (i.e. damage
that penetrates any ar- el, the character has a –1 Wound Pen-
mor and is applied to alty. Non-Lethal
SHRUG) in excess of his 3. MODERATE: The character has broken
Damage
SAVE is knocked down
A
bones, bleeding wounds, and may be in character may
and suffers an addition- shock. At this level, the character has a choose to knock
al –1 from all actions un- –2 Wound Penalty. an opponent out
til the next round. Dam- rather than killing him.
4. SERIOUS: Things are not going quite
age in excess of 2x SAVE To do so, the player
well at this point. The character has in-
means the location hit simply states the intent
ternal bleeding, shattered bones, and
is severed or crushed to stun or KO, and must
has gone into shock. At this point, the
beyond the capacity of have a blunt instrument
character will possibly fall unconscious
mortal medicine. More- suitable for the task. It
and has a –3 Wound Penalty.
over, if the SAVE fails, need not be the busi-
the character dies out- 5. GRIEVOUS: The character is so badly
ness end of a weapon—
right from severe trau- wounded that taking an action at this
a sword pommel, fist,
ma and wound shock. If point is nearly impossible. He is in a
boot or beer mug will do
the location hit was the dazed stupor and is fighting hard to
just fine. Roll the attack
head, the character is remain conscious and cognizant of his
as normal, and have the
killed immediately with surroundings. At this level, the charac-
target character make
no SAVE. ter has a –4 Wound Penalty.
an opposed SAVE. If the
6. MORTAL: The character is not only un- SAVE wins, the target
Stabilization conscious, but is in danger of dying. At character suffers a non-
this level, the character has a –5 Wound damaging bonk on the
C
haracters with a Penalty. head and is still awake
Moderate Wound
7. DEAD: The character is effectively dead. (and likely not happy).
(or greater) will
If the character gets to this point, there If the attack is success-
worsen through bleed-
are no Target Number penalties, because ful, the target character
ing, infection and trau-
there is no character left to perform any slumps unconscious to
ma if not stabilized. A
action. The dead may be reanimated the ground for the at-
successful SAVE must
with magic, or resurrected with prayer. tacker’s success margin
be made at the begin-
If reanimated, the character is no longer in minutes. Remember
ning of each day (includ-
the player’s to control. that a knock-out must
ing Wound Penalties), or
be done by targeting
the character worsens
the head, a –2 difficulty.
by one wound level. A
This targeting modifier can be negated by a suc-
wounded character may be stabilized with suc-
cessful surprise (if the target is not moving at
cessful Medicine skill use, or by occult means.
the time of attack), or by two rounds of prepara-
All attempts to heal or stabilize the wounded
tion.
character are subject to the difficulty modifier
associated with her current wound status.
Entanglement
Healing
E
ntangling an opponent’s weapon or body
is done in the same manner as other op-
N
atural healing occurs at the rate of one
posed checks. The attacker must have
Wound Level per week. This rate can
an implement suitable for entanglement, and
be accelerated magically or by divine in-
must target the opponent’s weapon or body
tervention, or by supplementation with herbal
part (factoring any targeting modifiers into his
remedies and natural concoctions. It assumes
65
skill check). The opponent must parry or dodge Running Fire
aside, making the appropriate opposed check. If
A
the attacker has a greater margin, the body part character performing a basic combat move
or weapon is entangled. On the entangled party’s (AGILITY in yards/meters) may attempt
turn, the character may attempt to break the en- running fire, snapping off a single ranged
tanglement by a Strength Feat, Athletics, or Com- attack. The penalty for running fire is -1 to the
bat Skill check (which the attacker must oppose combat Skill’s Target Number in addition to any
with his own Combat Skill in order to hold on). penalties to called shots or automatic fire.
G S
rappling an opponent is similar to the rules ome weapons allow automatic fire. This is
on entanglement, except in this case the usually in the form of either a three-round
attacker is entangling the opponent’s body burst or full auto (where the goal is to hose
with his own (and not with a weapon). The at- down an area with a hail of bullets). A three-
tacker makes an opposed check; the defender may round burst applies a -1 penalty to the combat
parry or dodge. If the attacker wins, the defender Skill’s Target Number, hits a single location, and
is grappled, effectively pinned or restrained. A does three separate applications of damage. A
grappled character can do nothing until he breaks character may fire full auto at -3 to hit, emptying
the hold by making an opposed check on his own up to 50% of the weapon’s magazine. If the attack
turn. Strength Feat, Athletics, or most any Com- is successful, roll 1D6 for every 10 rounds fired.
bat Skill is appropriate. The result is the number of hits to be distributed
The attacker may declare the intent to wound among targets as the shooter wishes, each at the
in the grapple attempt, whether by strangling, same success margin.
squeezing the torso, torquing limbs or the like. In
this case the attacker adds his Combat Skill bo- Shields
nus and STR together, applying the sum as dam-
S
hields are useful for parrying or blocking
age to the defender. Damage is only applied if the
damage that was meant for the character.
grapple is successful, and because it is assumed
Every shield is rated for a number of “hits”
the grappler has close contact with the body of his
based on its size and material, and provides the
target, the defender’s armor is bypassed. The de-
user with a +1 to his Target Number for the par-
fender makes appropriate SAVEs as normal.
ry. If used to block an attack without attempt to
parry (as in the case of most ranged weapons),
Ranged Attacks its hit rating is used as a temporary boost to the
normal AV of the location hit—and the shield is
A
ranged attack is made in the same way as in
close combat. The ranged attacker makes then reduced by one hit. When used in a suc-
a skill check (Missile Weapons or Firearms cessful parry, the shield directs the entire incom-
are the skills most commonly used). If the de- ing blow away from the character, and takes no
fender knows an attack is coming, he may dodge, hits to its structure. If the parry matches the at-
or in some very special circumstances, parry the tacker’s margin, the damage doesn’t get through
incoming missile (only an option if the character to the defender, however the shield takes a hit.
has Martial Arts). Some missiles can be parried If the parry is unsuccessful, the shield is said
or blocked with shields. Firearms cannot be par- to have deflected part of the damage away from
ried. Refer to the Difficulty section on page 61 for the user (subtract shield’s value from incoming
range/targeting modifiers. damage before reducing the shield by 1 hit). If
the user botches a parry attempt with a shield, it
A modern firearm takes 2 actions to reload and is assumed to have been split or otherwise made
fire: useless.
• 1 to swap magazines (assumes pre-loaded Shields can be repaired as long as they still
clips or speed loaders for revolvers) have at least 1 hit left, at a cost to be determined
• 1 to aim and fire by location and availability of materials and
craftspeople.
Without a pre-loaded clip or speed loader, a
character can load one round per second into a
clip or cylinder.
66
Weapon Saves Even though dinosaurs and elder gods may
have awesome potential values, their skill levels
I
f the attacker gets a critical success on a strike are generally not as high as mortals who spend
where his opponent is parrying with a weapon every waking hour studying how to master tasks.
with equal or lesser WR value, he may force the A dinosaur with Animal Combat 4 or 5 is about
defender to make a weapon save. The defender as hard as they come. It is not their practiced
must roll 1D6 equal to or less than the WR of the skill, but their raw, natural abilities that make
weapon, or it is broken, split, shattered, crushed them formidable.
or otherwise destroyed. Some magical weapons Defense value (DEF) is derived from the same
are immune to weapon saves, and some combat factors as ATT, however there is room to err on
skills include entangling moves meant to force the the side of a higher Athletics skill or a defensive
opponent into having to make a weapon save. bonus due to a given martial art. Do not factor
armor into the DEF score. That is handled sepa-
Scale rately. The same guidelines for determining ATT
apply here. If the opponent has a different de-
W
hen a character attempts to strike a tar-
fense against magic or psionics, write the second
get much larger or smaller than himself, a
set of numbers next to the primary set so they are
modifier to hit is assessed. This may be a
handy. Otherwise, just use the same numbers.
–1 in the case of human-to-small animal, or +1 for
human-to-automobile. Distance will compound SHRUG is determined as normal. A large bird
or cancel out various modifiers. On the surface, likely has SHRUG 1 or 2, while a gorilla may have
this would seem to indicate that one would do less SHRUG 5 or 6. Any important weapons, powers
damage to a small target and more damage to a or other gear can be listed as appropriate, but in
large target as a result, however the Wound val- general this method is meant to be as clean and
ues, SAVE values and STRENGTH caps offset the streamlined as possible for the GM’s ease of use.
apparent increase or decrease in damage. Be sure to add in any STR bonus to the weapon
damage listings.
Mass Combat Add in the armor/hit location table as per the
Airship Daedalus character sheet, and you’re
T
o address the occasions when the GM sim- ready to go. Keep in mind that the INT/ATT/DEF
ply needs a handful of ravenous beasties or values represent the entire group of baddies as
bloodthirsty natives to make things difficult one entity.
for the party, the normal stats for most anything
in the Airship Daedalus world can be rendered No SAVE? No SAVE. SAVE is for player char-
down into a few important values: acters and important opponents, not random
pawns. Here’s how this works:
Initiative (INIT) is derived as normal. If you
don’t already have full character stats and are 1. Determine INITIATIVE as per usual.
just generating grunts for slaughter, simply put 2. Allow the PCs to square off with opponents
in the values you wish, keeping in mind the abili- and take their actions.
ties of the player characters and the threat level
3. Any damage that gets through to an oppo-
you wish to deliver. In most cases, a 6 value is
nent exceeding his SHRUG value is knocked
sufficient for low-level opponents. To give PCs a
down. Be sure to factor any armor worn by
challenge, begin by boosting the value by one (7).
the opponent.
If the grunts are especially quick or well-trained,
values of 8 or even 9 are appropriate. 4. Any damage 2x SHRUG value or greater is
an automatic incapacitation and 3x is an
Attack value (ATT) is derived from the primary
effective kill. The individual opponent may
offensive stat, either AGL or STR, combined with
not be technically dead, but he is out of the
the primary offensive skill. Again, follow the exam-
fight and defenseless.
ple of INIT to determine the offensive capabilities
of the grunt. Most humanoids of a professional You’ll want any important NPCs to retain their
level will be in the 6 to 8 range. Especially quick full stats. For simplicity’s sake, you can keep
or nimble opponents will have a value of 9. Some track of the basic attack and defense values
large or supernatural creatures (dinosaurs, elder alongside your ravening hordes, but when the ar-
gods, etc) will have values of 10 or greater. row fodder has been dealt with, you’ll want the
big baddie to be a fully fleshed individual. You
can either have important NPCs act according to
67
their own INIT values, or you can lump them in Vehicle Combat
with everyone else—the advantage to this meth-
V
od is obviously the simplicity of having only one ehicles in Airship Daedalus might be air-
INIT roll per round. The level of detail or simplic- ships, carriages, sailboats, tanks, or one
ity is ultimately up to you. of a myriad other vehicles. Each vehicle is
rated for Speed (SPD), Maneuverability (MAN),
Variants of these same rules can be used for
Hull (HUL), Armor Value (AV) and weapon data
simplifying large-scale battles in which the PCs
(WA/WR/DB) by type. When piloting a vehicle,
participate. For example, if a PC is attached
add the ship’s SPD or MAN to the character’s ap-
to a military unit, the unit can be given INIT/
plicable skill. The HUL rating acts somewhat like
ATT/DEF/SHRUG values just like cannon-fod-
the vehicle’s SHRUG.
der (which is effectively what they are). The PC
can either act on his own, or fully engage with For vehicle combat, players roll Initiative as
the soldiers, adding his Command skill to the normal. A character may perform one of the fol-
INIT, ATT, and DEF of the unit. If a PC acts on lowing actions for each combat action he has de-
his own, he may be targeted individually by any clared: Close with or pull away from an enemy
combatant. If part of a unit, a PC is generally not vehicle; take evasive action; use a vehicle’s weap-
allowed to be targeted separately, having many on. However, due to vehicle speed in some areas,
bodies moving in military precision around him. each round may take longer than in traditional
combat. For example, combat between airships
In the case of mass combat, a military unit
or sailing vessels can take a great deal of time,
functions as a single combatant. As it fights,
and each round may last a full minute or longer.
it may take “wounds” that indicate damage to
The GM can set the pace for the combat round.
individuals within (that reflects upon the over-
all health of the unit). Use the standard Wound
Status scale to determine damage to the group, Close or Pull Away
including Wound penalties. This is an abstract
T
he pilot must make a SPD roll to determine
concept that mandates in the midst of battle,
whether it closes with or pulls away from
one is not counting individuals, but rather fo-
the opponent craft. Add the SPD rating to
cusing on the overall integrity of the group. If the
the character’s Pilot skill and make a Pilot skill
unit is “killed,” it may mean functionally rather
check. The vehicle closes or draws away up to
than literally, and the PC is always treated as a
the margin of success in grids. Depending on the
distinct entity in terms of damage and Wounds
scale of vehicle combat, a grid can be as small
in such a case. GMs use discretion.
as 10 feet or as large as 150 feet. Decide the
appropriate scale ahead of time using the follow-
ing general guidelines: small vehicles such as
mounts or motorcycles – 10 feet; medium craft
68
(sailboats, airplanes) – 40 feet; large craft (battle- Collision and Ramming
ships, zeppelins) – 100 feet. GMs may use their
I
discretion if the scales are significantly different. f two vehicles collide with each other, both ve-
hicles take damage. Use the vehicle’s HUL as
Evasive Action the WR. For the multiplier, use each vessel’s
current speed in grids for the amount of damage
A
vehicle may take evasive action to avoid be- done to the other vessel.
ing hit, in much the same way a full dodge
works in melee combat. The pilot adds the Vehicle Damage
MAN rating of the craft to his Pilot skill, and the
J
margin of success becomes a penalty to the op- ust as in personal combat, figure vehi-
posed roll for any incoming attack that combat cle damage by subtracting the defending
round. If the pilot takes evasive action, he may craft’s margin of success (for evasive ac-
not fire any vehicle weaponry that round, relying tion, if any) from the attacking craft’s margin
instead on any pintle or turret gunners, or other of success (for any successful weapon shots),
crew for defense. and multiply by the weapon rating (WR) of the
weapon used. Apply the result to the defending
Weapons vehicle’s HUL rating.
If the damage result
M
ost vehicle Armor Values of Common is less than the ve-
weapons are Materials hicle’s HUL, no dam-
cannons, ma-
Car Door AV8 age is taken. If the
chine guns, or other
Cast Iron AV10 damage result is more
weapons generally oper-
than HUL, 1 dam-
ated by gunners. Still, Cement AV10 age level is taken. If
some vehicles have Cinderblock AV12 the damage result is
pilot-operated weap-
Engine Block AV16 more than twice HUL,
ons. The other vehicle
Leather AV2 2 damage levels are
must be in range of the
taken, etc. Damage
weapon. Add the WA to Paper AV0 Penalties are applied
the character’s skill for Phonebook AV4 to the craft’s SPD and
the appropriate weapon
Rawhide AV4 MAN ratings, as well
roll. If multiple cannons
as to the WA rating
are being fired, a single Steel, Medium AV8
of any vehicle-linked
roll may be made at the Steel, Thick AV12 weapons.
GM’s discretion (using
Steel, Thin AV6
the Command rating of
the lead gunner), with Stone, Brick AV8
the total damage multi- Window AV1
plied by the number of Wood AV5
weapons fired.
Normal Clothing AV0
69
Vehicle Damage Repairing Damaged Vehicles
R
1. Shaken: The vehicle is jostled by impact. epairing a damaged vehicle is much like
No Damage Penalty. healing a wounded character. The person
doing the repairing makes a Mechanics
2. Lightly Damaged: Cosmetic hull damage, skill check at the Damage Penalty required by
rigging/struts weakened. –1 Damage Pen- the craft’s current Damage Level. Each addi-
alty. tional character assisting the first reduces the
3. Moderately Damaged: Hull breach, pos- penalty by 1.
sible leaks and/or small fires. –2 Damage If the Mechanics check is successful, the vehi-
Penalty. cle is repaired one Damage Level. If the Mechan-
4. Severely Damaged: Serious hull breach, ics check is unsuccessful, the craft will remain
rigging/struts broken, main mast/axle/ just as damaged as before. If the Mechanics
airbag cracked. -3 Damage Penalty. check is a critical success, the vehicle improves
5. Disabled: All locomotive systems are seri- an extra Damage Level (in addition to the normal
ously damaged and there are several fires one). If the Mechanics check is a critical failure,
and hull breaches throughout. The vehicle the vehicle automatically downgrades one level
is effectively hamstrung. –4 Damage Pen- (if a Drifting Hulk already, the vehicle is effective-
alty. ly Destroyed). Successful Mechanics checks will
upgrade the vehicle’s condition by one level each
6. Drifting Hulk: Any and all locomotive (but only at a maximum rate of one level per day.
systems destroyed, hull breached beyond
normal repair. SPD and MAN drop to zero.
–5 Damage Penalty (to anything left).
7. Destroyed: The vehicle breaks apart and
either sinks, falls or scatters in pieces (de-
pending on vehicle type). Anyone on board
is flung away from the craft 1D6 x 10
feet (taking an automatic wound level)
and must make a successful Dodge
skill check to avoid taking an addition-
al wound level for every 10 yards traveled
in the vehicle destruction and/or fallen.
70
Other Hazards Falling
D C
eath at the hands of a wild animal or haracters will often find themselves in
flesh-eating ghoul certainly isn’t the only precarious situations, but nothing can be
way an adventurous character can suffer more dangerous than falling from a high
injuries. Throughout the course of a campaign, place and hitting solid ground (unless you count
the characters will undoubtedly experience haz- that extradimensional elder god that hasn’t eaten
ards such as fire, falling from great heights, in several days). A falling character suffers the
drowning, etc. following wounds based on the distance fallen:
Distance Damage
Fire
1-5 meters 1
A
ny fire large enough to do appreciable 6-10 meters 2
damage to its surrounding environment 11-20 meters 3
causes the character to make an Endur-
21-30 meters 4
ance check or take 1 wound for every round ex-
posed to it. Extremely hot fire may require the 31-40 meters 5
character to make such Endurance checks at a 41-50 meters 6
penalty. 51+ meters 7
Of course, SHRUG and SAVE will factor into any injury.
Drowning and Suffocation
System Options
A
character can hold his breath for 1 minute.
For each minute after the first, the charac-
P
ter must make an Endurance Check, at a layers who want a more “familiar” single-die
cumulative -1 penalty. Once failed, the charac- experience may opt to use 1D12 in place of
ter falls unconscious and suffers one wound per the usual 2D6 randomizer. A result of 12
minute until removed from the cause of suffoca- is a critical failure, and a result of 1 is critical
tion and revived. success. Instead of the odds pyramid in the 2D6
randomizer, the 1D12 will yield a linear result.
71
Fear Fear Factor
G
ranted, most characters 1D6* REACTION
are of the seasoned, 1 The character loses Initiative and freezes in place for 1 round, unable to
move or take off ensive actions. The character can defend at -1 and may be
hardy variety, used to moved by others, but cannot make any active skill checks.
stressful situations like com-
2 The character drops whatever he is holding (weapons included) and at-
bat, encounters with unearthly tempts to flee. The character cannot perform any other actions until safely
horrors and the occult. Howev- away from the scene.
er, there are some things even 3 The character runs off in a random direction, potentially into an object,
structure or the source of the terror itself. The character can only run, and
the most seasoned and hardy may not perform any other actions until safely away from the scene.
adventurer never gets used to. 4 The character loses Initiative and control of his bodily functions, and is -3
For these situations, the GM to any social skill checks (Cool, Seduction, Command, Bargain, Social, etc)
may require a fear check. until a change of clothes is acquired.
5 The character falls unconscious for 1D3 rounds. The character can be
A fear check works like any moved, but cannot take any actions.
other skill check. When the 6 The character suffers a complete breakdown and should roll on the Insan-
character initially encounters ity Table to determine the results.
the source of terror, be it a * Or use margin of failure to determine result.
monster, the din of bloody bat-
tle or some other menace, the
character makes a Cool or Re-
Insanity Table
sist skill check to maintain his 3D6 INSANITY EFFECT & DURATION
composure and avoid freezing 3 Melancholy Feels morose and unhappy. 1D6 days
up (or some other undesirable 4 Craving Craves a food or activity of the player’s choice. 1D6 days
effect; see Fear Factor table
5 Shellshock The character is catatonic, nervous and cannot take ag-
for more). If the character suc- gressive action, opting to cower in the safest location pos-
ceeds, no ill effects occur from sible. 1D6 days
the fear. If unsuccessful, the 6 Whining Cannot help but whine whenever he speaks more than a
few words. 1D6 days
player can either roll randomly
on the Fear Factor table or use 7 Folk Tunes GM writes the player a note consisting of a word or phrase.
Whenever spoken by the other players, the character
the margin of failure to deter- breaks into a jaunty folk tune. 1D6 days.
mine the level of detrimental 8 Rash Breaks out in an irritating rash, causing severe itching
effect. In addition, the GM may and -1 to all AGL and DEX skill checks. 1D6 days
assign a modifier to the source 9 Hiccups Has persisiten hiccups, making it impossible to concen-
of the fear based on the rela- trate or engage in any sort of stealthy activity. -1 to Stealth,
Social, Intimidation & Seduction checks. 1D6 days
tive horror it conveys.
10 Giggles GM writes the player a note consisting of a word or phrase.
On a critical success, the Whenever spoken by the other players, the character
breaks into giggles. 1D6 days
character should gain a sort of
11 Bad Has terrible indigestion/heartburn. -1 to all AGL and DEX
immunity against that partic- Stomach skill checks. 1D6 days
ular type of horror (i.e. if a crit-
12 Loss of Complete loss of directional sense. -1 to all PER, INT,
ical success is made against Bearings AGL skill checks and Initiative. 2D6 x 2 hours
the fear brought by a rampag- 13 Anger Becomes irritable and downright hostile. May physically
ing dinosaur, the character is attack anyone who invades his personal space. 1D3 days
unlikely to suffer fear related 14 Hoarding Believes others are stealing rations or treasure, and must
to dinosaurs in the future, at therefore hoard her own. 1D6 days
the GM’s discretion, of course). 15 Voices Hears voices in own head, and will often talk back to them.
2D6 days
Conversely, on a botched fear 16 Mania The character is full of energy, excitable, thrilled to be alive
check, the character may suff and keen to share it. 2D6 days
er a temporary or permanent 17 Hallucinations Sees a persistent illusion (GM’s discretion). 1D3 days
insanity as a result of the fear. 18 Phobia The character gains a Phobia of the CM’s choice. Perma-
At the GM’s discretion, a char- nent
acter who botches a fear check (A larger version of the Insanity Table can be found in Arrowlight Second Edition,
may be directed to the Insanity page 42, in case players and GMs want more eclectic results to choose from.)
Table on the next page to ac-
quire a random effect.
72
CHAPTER FOUR
Magic, Psychic Powers Purchasing Powers
& The Occult
T
here is no additional cost for spells,
prayers or psionics beyond the purchase
P
laying an “occult” character in a pulp set-
ting can be a challenge, but hopefully a re- of the grimoire in question. A character
warding one. Whether you’re a masked vig- who purchases a grimoire has access to all the
ilante with psychic powers like The Shadow, or a spells within it. Most grimoires include a rudi-
professional magician wielding arcane spells like mentary 9 to 12 spells (give or take), and new
Mandrake, Kardak, Zatara, Yarko and the like, spells may be discovered and learned through-
this section will help you command your charac- out a character’s adventuring career.
ter’s mystical abilities. A character may have as many powers avail-
Simply put, mystical abilities in Airship Dae- able or “in mind” as her INT rating. If a player
dalus are like any other learned skill, with a wants more than the character’s INT rating, a
couple notable differences. First, the individual power from “in mind” must be discarded for
spell, prayer or power is governed by a discipline each new power added. New grimoires may be
(Arcana: Divination, Devotion: Wrath, Psionics: purchased with experience points and can only
Control, etc), and does not count as a separate be changed out between game sessions.
skill. Second, a spell, prayer or power has a DIF-
FICULTY (DIFF) associated with it. This sym- Using Powers
bolizes the inherent cost of bending the physi-
U
sing a magic spell, prayer or psionic pow-
cal world to one’s psychic will, whether through
er is accomplished like any other skill:
prayer, thought or magic incantations.
the occult discipline rating is added to
73
the ESSENCE stat to get the target number, mi- Death Touch
nus the spell, prayer or power DIFF. Roll equal to DIFF: 4
or below the target number for success. This spell uses a mystically charged touch to
cause physical damage. It requires a short invo-
Saving vs Powers cation, and does WR3 damage. The caster must
physically touch the target for the effect to go off.
O
ccult powers of any kind take one of two (C)
forms: Corporeal and Non-Corporeal.
Distracting Vision
Powers labeled (C) are corporeal and if the
DIFF: 2
target sees the power take effect, he will get the
This spell causes a brief vision to appear in the
chance to dodge using Athletics, Dodge or Martial
corner of a target’s eye, distracting him at a criti-
Arts as an opposed check.
cal moment, reducing his INITIATIVE by 1 for a
Non-Corporeal (N) powers allow the target to round. 20 yard range. (N)
attempt Resist as an opposed check. In both
Energy Wave
cases, the character with the greatest margin of
DIFF: 4
success wins. Even if a Dodge or Resist check is
This spell creates a mystically-charged 3-foot
ultimately not enough to avoid the occult power
wide wave of disruptive energy, sweeping in a
in question, the margin of a successful Dodge or
straight line from the caster for 20 yards, strik-
Resist check will reduce the caster’s net margin
ing all in the range (all targets in range may at-
by that amount.
tempt to dodge, and each must beat the caster’s
margin of success). WR3 (C)
Arcane Grimoires
Freeze
T
he following are basic grimoires by type of DIFF: 2
magic (see skill descriptions, pages 38-39). This spell causes a target within 20 yards to
The magic user receives access to all spells freeze in place for a moment. A single action is
in the grimoire, but may only have the number of prevented with a successful roll—the target may
spells “in mind” indicated by INT rating. In ad- be prevented from defending himself from an at-
dition to spells “in mind” characters using magic tack, or he may be prevented from making an
are able to cast spells from a grimoire at an ad- attack that round. (C)
ditional -1 to the spell’s DIFF. Levitate
- Conjuration - DIFF: 2
This spell causes a target of up to 300 pounds
Armor to rise up to 20 feet vertically and 100 feet later-
DIFF: 3 ally. It lasts for 1 minute, and the target (which
This spell creates an energy bubble with a 10- may be the caster) is in control of how high they
foot radius around the caster, protecting himself float. (C)
and those in his immediate vicinity. This bubble
has AV3, and it lasts for a minute. (C) Mystic Blast
DIFF: 3
Dispel This spell creates a sphere of mystic energy
DIFF: 2 that is then thrown at a single target, dealing
The margin of success in casting this spell is WR3 damage. Range: 20 yards. (C)
added to the difficulty of all spells (of any gri-
moire) currently in use within 20 yards of the Refuge
caster, even spells which have already been suc- DIFF: 2
cessfully cast and have durations lasting longer This creates an immobile sphere of protection
than “instant.” If the added difficulty would have that works like armor. This requires a 5-round
prevented the spell from going off, the spell’s du- ritual to cast. The spell lasts for 5 minutes, and
ration is ended and any non-instant effects are provides AV6. (C)
negated. It may also be used to counter a spell Shift
that was cast within the same round, provided DIFF: 2
it occurs on the same initiative as the countered This spell teleports 10 pounds of isolated (free
spell (the caster may hold her action until the ini- standing) matter a maximum of 10 yards, provid-
tiative of the individual she wishes to counter). ed both locations are visible to the caster. Suc-
(N) cess margin multiplies both weight and range.
(N)
74
Spectral Sword focus item, a two-handed motion, a short incan-
DIFF: 3 tation, and two rounds to cast. The vision is of a
This spell hardens mystic energy into the shape single event up to a week in the future, not of all
of a one-handed melee weapon (caster’s choice), events within that time, but the vision is revealed
crackling with eldritch energies. The spell’s suc- to the caster in a single round. (N)
cess margin becomes the weapon’s WR, and un-
Read Soul
like most spells, it gains a bonus from the us-
DIFF: 1
er’s Strength, but not the caster’s Essence. The
This spell enables the caster to learn about
sword lasts for one minute and is subject to the
the target. For each margin of success, the cast-
user’s Melee Weapon skill. (C)
er may learn the answer to one general yes/no
Wall of Protection question about the target, his personality, his
DIFF: 2 goals, and/or his beliefs. The answers will be
Th is spell creates a 10 x 10-foot barrier at the vague and general, but multiple castings can al-
caster’s location. Living and undead matter can- low more specific information to be gleaned. The
not penetrate this barrier, but inanimate matter target must be within 20 yards. (N)
can if it can penetrate AV1. Lasts 1 minute. (C)
Scrying
- Divination - DIFF: 2
This spell enables the caster to see an area
Fog Divination that is up to 20 miles from his current location,
DIFF: 2 and whatever is occurring in that location at that
This margin of success in casting this spell is moment. It lasts as long as the caster maintains
added to the difficulty of all Divination spells cur- concentration, but he is unaware of his own sur-
rently in use within 20 yards of the caster, even roundings as long as he casts the spell. (N)
spells that have already been successfully cast.
If the added difficulty would have prevented the
spell from going off, the spell is negated.
It may also be used to counter a Divination spell
that was cast within the same round, provided it
occurs on the same initiative as the countered
spell (the caster may hold their action until the
initiative of the individual they wish to counter).
(N)
Locate
DIFF: 1
This spell enables the caster to sense where a
target is located. They must be within 10 miles,
and the magician must know specifically what
the target is that they are looking for—if they are
looking for an individual, they must know his
name. Alternately, it can be used to locate where
one left their wallet or keys. (N)
Post-cognition
DIFF: 1
This spell allows the caster to see up to one
month into the past, gaining information from an
item, place, or person. This may be cast on a per-
son, an item, or a location, allowing the caster to
see a single event of importance from within the
past month. This spell requires a focus item and
takes two rounds to cast. The vision is revealed
to the caster in a single round. (N)
Precognition
DIFF: 2
This spell allows the caster to see up to one
week into the future. This spell requires a generic
75
Veil Freeze
DIFF: 2 DIFF 2
This spell makes it difficult to see the target, This spell enables the user to freeze all water
which must be touched by the caster at the time within a 10-foot radius to become solid ice. The
of casting. An Awareness roll must be made to see ice will melt as normal. (N)
the target of this spell, vs the margin of success
Ice Wall
of the casting of the spell. The target may be an
DIFF: 3
object or a living being, and the effect lasts for a
This spell creates a wall of ice 10 feet x 10 feet.
minute. (N)
The wall has AV5 for the purposes of trying to
- Elementalism - break through, and the spell lasts for one min-
ute. It may be summoned anywhere within 20
Change State yards. (C)
DIFF: 2
This spell allows the cast- Fireball
er to briefly alter her body’s DIFF: 3
cellular structure into any This spell creates a WR3
basic element (earth, air, = success margin fireball
fire, water). Lasts 1 round that is thrown at the tar-
or until another action is get. It has a range of 20
taken whichever is quick- yards, line-of-sight. (C)
er. (N) Fire Wall
Chill Wind DIFF: 4
DIFF: 2 This spell creates a wall
This spell creates a pow- of flame 10 feet x 10 feet.
erful gust of chilling wind Living and undead matter
filled with shards of ice cannot penetrate this wall,
that does the success mar- and it has AV3 for the pur-
gin x WR2 and hits a target poses of attacks trying to
within 20 yards. (C) break through. Touching
the wall deals 1D6 x WR2
Counter Elements damage. Lasts for one
DIFF: 2 minute. It may be sum-
The margin of success in moned anywhere within
casting this spell is added 20 yards. (C)
to the difficulty of all Ele-
mental spells currently in Stone Wall
use within 20 yards of the DIFF: 4
caster, even spells which This spell creates a wall
have already been suc- of stone 10 feet x 10 feet.
cessfully cast. If the added difficulty would have The wall has AV8 for the purposes of trying to
prevented the spell from going off, the spell is ne- break through, and the spell lasts for one min-
gated. ute. It may be summoned anywhere within 20
It may also be used to counter an Elemental yards. (C)
spell that was cast within the same round, pro- Water Breathing
vided it occurs on the same initiative as the coun- DIFF: 2
tered spell (the caster may hold their action until The target of this spell—either the caster or an
the initiative of the individual they wish the coun- individual touched by the magician—is capable
ter). (N) of breathing water for one hour. (N)
Fly
- Healing -
DIFF: 2
The target of this spell—either the caster or an Amplify Strength
individual touched by the caster—is capable of DIFF: 2
flying. They can fly up to 15 mph, up to 50 feet This spell temporarily raises the target’s STR
into the air, and lasts for one hour. This requires by +1 for one minute. The range is touch, and
a minute ritual, a spell focus, a two-handed ges- don’t forget to apply the altered STR to SAVE and
ture, and a short incantation. (N) SHRUG, as appropriate. (N)
76
Cooling Touch minutes to cast, and requires a drawn circle, an
DIFF: 1 incantation, a two-handed focus, and a rare spell
This dissipates stun damage from a single tar- focus. (N)
get, healing the success margin in stun damage. Rend
(N) DIFF: 2
Counter Healing This spell causes a body to tear itself open,
DIFF: 2 dealing success margin x WR2 in damage. Lim-
The margin of success in casting this spell is ited to touch range. (N)
added to the difficulty of all Healing spells cur- Rest
rently in use within 20 yards of the caster, even DIFF: 1
spells which have already been successfully This spell causes a single target to fall into a
cast. If the added difficulty normal sleep for one min-
would have prevented the ute. If the target is already
spell from going off, the in need of sleep, she may
spell is negated. remain sleeping longer if
It may also be used to she is not disturbed. The
counter a Healing spell target will awaken if some-
that was cast within the thing occurs that would
same round, provided it normally wake her. The
occurs on the same initia- target must be within 20
tive as the countered spell yards. (N)
(the caster may hold their
action until the initiative - Illusion -
of the individual they wish
Banshee Scream
the counter). (N)
DIFF: 4
Healing This spell creates an
DIFF: 2 auditory illusion of a hor-
This dissipates wound rible wailing; the source
damage from a single tar- of the sound can move at
get, healing success mar- the caster’s command. The
gin in wound damage. wailing can even be direct-
Range is touch. (N) ed toward a specific target,
Mend who will take WR2 stun
DIFF: 2 damage, vs target’s Resist
This spell reattaches roll. This lasts for one min-
severed tissue. The spell ute. (N)
must be cast within one hour of the limb being Disguise
severed. It requires a single word, a single hand DIFF: 2
motion, and a spell focus, as well as the severed This spell enables the caster to alter his ap-
limb. The range is limited to touch. (N) pearance or the appearance of someone else
Purify Toxins by touch. This is entirely a human-scale visual
DIFF: 2 change, thus tactile or auditory investigation (or
This spell purifies poisons and impurities from a successful Resist check) may reveal the illu-
a beverage or food, or even from a weapon blade. sion. This spell lasts for one hour, and requires a
It affects all within a 10-foot diameter circle, three-minute ritual. (N)
which the caster must draw. This requires a Dispel Illusion
one-minute ritual, a simple incantation, a two- DIFF: 2
handed motion, and a spell focus. (N) The margin of success in casting this spell is
Regeneration added to the difficulty of all Illusory spells cur-
DIFF: 3 rently in use within 20 yards of the caster, even
This spell allows a target to regenerate lost spells which have already been successfully cast.
tissue over the course of three days. The ritual If the added difficulty would have prevented the
must begin within three hours of the limb or tis- spell from going off, the spell is negated.
sue being lost or destroyed. The ritual takes 15
77
It may also be used to counter a Illusory spell - Necromancy -
that was cast within the same round, provided
it occurs on the same initiative as the countered Communion with the Dead
spell (the caster may hold their action until the DIFF: 2
initiative of the individual they wish the counter). This spell allows the caster to commune with
(N) a dead spirit and ask questions of them. A face
must be carved onto the exterior of a container
False Fire and a body part of the target deceased individual
DIFF: 3 must be placed within it. The dead person’s voice
This spell creates a crackling ball of fire in the will come from the container, and the caster will
caster’s hands. It can either provide light within be able to speak with them for an hour before the
20 yards, or it can be hurled at a target within spell expires. In addition to the creation of the
20 yards, dealing success margin x WR2 in stun container, a short incantation and two rounds of
damage. The fire lasts for one minute. (C) ritual must be completed. (N)
Invisibility Control Undead
DIFF: 4 DIFF: 2
This spell allows the caster (or another target This spell allows a caster to control the mind
being touched) to turn invisible for a minute. of an undead creature. Any potentially suicidal
Attempting to strike the invisible target is a -4 command, or one which would cause him to hurt
penalty. The spell lasts until a combat action is someone close to him will give him an additional
taken. (N) Resist roll. This spell lasts for a minute, and the
Phantasmal Face undead target must be within 20 yards.
DIFF: 2 Create Undead
This spell creates an illusionary face on a wall, DIFF: 2
mirror, or other flat surface, which can speak This spell transforms a recently deceased per-
any words the caster desires during the dura- son into a walking corpse. The undead creature
tion, provided it has the caster’s full attention. will follow the creator’s commands as long as he
It can appear within 20 yards, and it will last for continues to feed it what it requires. A botched
one minute. (N) roll can create an uncontrolled ghoul. This spell
Alter Taste requires a one-minute ritual, a short incanta-
DIFF: 1 tion, a focus item, and an investment of one ES-
This spell allows the caster to alter the target’s SENCE into the corpse, which regenerates at the
olfactory senses, being made to smell or taste rate of 1 per 48 hours. The undead creature has
something other than the real thing. This lasts Combat values of ATT 7 / DEF 7 with SHRUG 4,
for one minute. (N) SAVE 8, INIT 0. (N)
Spectral Guard Dispel Dead
DIFF: 4 DIFF: 2
This spell creates an illusory guard (any gener- The margin of success in casting this spell is
ally human or animal form) that will follow the added to the difficulty of all Necromancy spells
caster’s basic directions, generally to watch over currently in use within 20 yards of the caster,
a particular area and vocalize loudly should an even spells which have already been successfully
intruder appear. This guard lasts for eight hours, cast. If the added difficulty would have prevent-
and requires a 30-minute-long ritual to create. It ed the spell from going off, the spell is negated.
has no combat value (N) Multiple castings of this spell do not have cu-
mulative effect. It also may be used to counter a
Whispers
Necromancy spell that was cast within the same
DIFF: 1
round, provided it occurs on the same initiative
This spell allows the caster to create the sound
as the countered spell (the caster may hold their
of their voice whispering quietly up to 20 yards
action until the initiative of the individual they
away. It can be used to “whisper” to someone
wish the counter). (N)
across the room, without others hearing what
they are saying. This can last up to one minute, Drain Essence
and the site of the whisperer cannot move dur- DIFF: 3
ing that time—if the person they are speaking to This spell transfers one point of Essence from
moves (or vice versa), they will no longer hear the the target to the caster, and allows the caster to
whisper. (N) use it for himself. This spell lasts for one hour,
78
and its range is touch. If the target’s ESSENCE Transfer Essence
is reduced to 0 by this spell, and they die while DIFF: 2
in this state, the drained ESSENCE will stay with This spell transfers one point of ESSENCE from
the caster for a day before dissipating, and the the caster to the target, and allows the target to
dead victim will likely rise as a ghoul or other use it for himself. This spell lasts for one hour,
form of undead. (N) and its range is touch. If the caster’s ESSENCE
Ghost Shield is reduced to 0 and he dies while in this state,
DIFF: 2 that ESSENCE remains with the target for a day
This spell creates an aura around a target that before dissipating, and the caster will likely rise
strikes out at those who attack her. The spell as a ghoul or other undead.
uses the caster’s successes from her original
- Summoning -
casting to determine damage. It is a WR1 attack,
and it lasts for one minute. The target must be Banish Entity
within 10 feet when the spell is cast. (N) DIFF: 3
This spell returns an extradimentional entity to
Peace
its place of origin. This is an opposed roll against
DIFF: 4
the target’s Resist and is all or nothing. Only a
This spell permanently puts a corpse or spir-
casting success with a margin greater than the
it to rest, discontinuing any necromantic spell
target’s Resist check will banish the target. (N)
currently in effect on the target, and preventing
future animation. The duration is instant. This Control Person
cannot work on an undead creature unless it is DIFF: 3
currently in an inanimate This spell allows a cast-
state. (N) er to control the mind of
a human. Any potentially
Reanimation
suicidal command or one
DIFF: 3
that would cause him to
This spell will cause a
hurt someone close to him
long-dead corpse or skel-
will give him an additional
eton to rise and obey the
Resist roll. This spell lasts
orders of the caster. They
for one minute, and must
have WILL 1 and INT 1,
target a human within 20
while their physical stats
yards. (N)
are based on the state of
the body. The body will Counter Summoning
stay active for two hours, DIFF: 2
after which point it will The margin of success in
collapse. This requires a casting this spell is added
focus, a seven-minute rit- to the difficulty of all Sum-
ual, a two-handed motion, moning spells currently in
a short incantation, and a use within 20 yards of the
circle drawn around the caster, even spells which
target to be raised. (N) have already been suc-
cessfully cast. If the added
Spy
difficulty would have pre-
DIFF: 4
vented the spell from going
This allows the caster
off, the spell is negated.
to create, animate, and
It may also be used to
control a small golem from mud and wood. This
counter a Summoning spell that was cast within
small winged creature can fly and will obey the
the same round, provided it occurs on the same
mental commands of its creator. The caster can
initiative as the countered spell (the caster may
see through the golem’s eyes, though while he is
hold their action until the initiative of the indi-
doing so, he is unaware of his own surroundings.
vidual they wish the counter). (N)
It has AGL 2, and effectively STR 1 and DEX 1.
The golem lasts for one day, and its creation re- Matter Shift
quires a Craft roll, a three-hour ritual, a drawn DIFF: 2
circle into which the golem is placed, a few drops This spell teleports 10 pounds of isolated (free
of the caster’s blood, and a short incantation. (N) standing) matter a maximum of 10 yards, provid-
79
ed both locations are visible to the caster. Suc- and it must take no more time than a single ac-
cess margin multiplies both weight and range. tion. Lasts for one minute, and affects any target
(N) within 20 yards. (N)
Spirit Transference Breathe Water
DIFF: 3 DIFF: 2
This spell moves 1 point of a stat, skill or per- The target of this invocation—either the caster
sonality attribute into an inanimate object, which or an individual touched by the priest—is capa-
becomes the vessel for said element until used ble of breathing water for one hour. Requires a
by anyone with ESSENCE. For instance, 1 point one-minute ritual, a single-hand motion, and a
of STRENGTH imparted into a belt buckle would short supplication. (N)
grant the wearer a one-time STR bonus of +1. Divine Communion
1 point of Pilot: Fixed Wing skill imparted into DIFF: 3
a badge grants the wearer a one-time bonus of This prayer allows a priest a short audience
+1 to that skill. Personality attributes (Assets, Li- with their deity, if it chooses to answer. For up
abilities and Behavior Tags) also have a one-time to one minute, the priest may speak directly with
use. Stats transferred regenerate at 1 point per his deity, though he is not guaranteed any par-
48 hours. Skills do not regenerate. (N) ticular response. This prayer requires a short
Summon Person supplication, a holy symbol, a two-handed mo-
DIFF: 2 tion, and an extra round spent in prayer. (N)
The caster can summon a human to his loca- Holy Terror
tion. If the caster knows the specific name of a DIFF: 1
target (their whole name), then he can target that The supplicant takes on a demonic image (-3 to
individual. If he does not, then the closest hu- Fear check), horrifying those who behold him. (N)
man can be summoned instead. The spell target
is teleported to the magician, within a circle the Divine Wings
caster must draw. (N) DIFF: 3
The supplicant is able to rise into the air. She
Teleport can fly up to 120 feet vertically (unlimited range
DIFF: 2 laterally), for up to one minute. Ritual requires
The caster can teleport himself and any objects two rounds of preparation. (N)
worn on his person to any spot within line of
sight. (N) Sense Entity
DIFF: 1
Ward Against Humans This prayer allows the devotee to sense super-
DIFF: 1 natural entities within a 20yd radius. Lasts for
The caster can hold a human at bay and pre- 1 minute. (N)
vent him from taking any aggressive action. If the
target is attacked, they may make another Resist Banish Entity
check. This lasts for one minute. (N) This prayer allows the devotee to banish a
supernatural entity from the immediate vicin-
Devotional Prayers ity and/or to its place of origin. Prayer range is
20yd radius, effects are instant. The target entity
T
he following are basic prayer books by type gets a Resist check. (N)
of deity (see skill descriptions, pages 38-39).
The devotee receives access to all prayers - Divination -
in the holy book, but may only have the number Select from Arcane spell list as prayers.
of prayers “in mind” indicated by INT rating. In
addition to prayers “in mind” characters using - Healing -
Devotion are able to chant prayers from a holy Select from Arcane spell list as prayers.
book at an additional -1 to the prayer’s DIFF.
- Summoning -
- Communion - Select from Arcane spell list as prayers.
Divine Command
DIFF: 2
This prayer forces a sentient target to obey a
short command. This command must not threat-
en the life of the target or those close to them,
80
- Wrath - Psychic Powers
Leather Skin
T
DIFF: 4 he following are basic powers by type of
This prayer provides the supplicant or some- psionic focus (see skill descriptions, pages
one being touched by the supplicant with a thick 38-39). The psychic receives access to all
leathery skin. This skin lasts for a minute, and powers in the focus, but may only start with the
has AV6. (N) number of powers “in mind” indicated by INT rat-
ing. Additional powers may be purchased with
Protection Circle character experience points between play ses-
DIFF: 3 sions (cost is power DIFF), and unlike Arcana
This prayer, which requires a 10-foot radius and Devotion, may exceed INT rating
circle to be drawn, creates an armored sphere of
protection of AV3. The prayer lasts for one min- - Astral -
ute, and and affects all targets within the circle. Astral Projection
Holy Storm DIFF: 2
DIFF: 3 This power allows the user to leave his body
The priest summons a cone of wind, rain and and travel anywhere on the material or spiritual
lightning from himself toward the target area of planes in the local area. The power lasts for the
10ft, up to 20 yards away. The micro-storm does user’s WIL + success margin in minutes, and the
WR3 damage, in two consecutive applications of user’s body lies unconscious and vulnerable dur-
the original success margin. Targets may at- ing that time. The users astral form is invisible
tempt to Dodge both. (C) except to powers, prayers and spells that detect,
Plague of Vermin summon or control entities, and the astral form
DIFF: 2 is vulnerable to such forms of control, summon-
The priest summons a swarm of locusts or ing or banishment. (N)
other vermin (frogs, rats, wasps, etc) that fill Incorporeality
a 10-foot radius within 20 yards. They remain DIFF: 2
there for one round, at which point they behave This power allows the user to become tempo-
as normal animals and rarily incorporeal,
will likely flee the area. transforming the
While invoked, the physical body into
swarm has the follow- an astral form still
ing combat values: ATT anchored to the ma-
3 / DEF 5, SHRUG 3, terial plane. The
SAVE 7, INIT 7. Only user remains vis-
area affect weapons ible, but ghostlike
(gas, fire, etc) will have and able to float a
a detrimental effect on few inches off the
the swarm. (C) ground and phase
Holy Strength through walls,
DIFF: 2 doors and other sol-
Holy strength guides id objects. Physical
the supplicant’s blow attacks will not af-
with devastating effect fect the user in this
(or it can be granted to state, however mag-
another being touched by the supplicant). The ic and other psionic
target of the prayer gains +2 to their Strength for powers can. Power lasts for user’s WIL + success
the purposes of combat. Duration: 1 minute. (N) margin in minutes. (N)
81
even attack (which can be dodged but not par- Sense Astral
ried). Physical attacks will not affect the user, DIFF: 1
but magic, prayers and psionic powers can. (N) This power allows the user to sense the exis-
Astral Teleport tence and general whereabouts of any entity on
DIFF: 3 the astral/ethereal plane in the local vicinity.
This power allows the user’s astral body to 20yd radius. Lasts 1 minute. (N)
travel almost instantly anywhere in the world via
- Control -
shortcuts in the astral plane. The user must al-
ready be in Astral Body form in order to invoke Cloud Minds
the power. The effect lasts for the user’s WIL + DIFF: 3
success margin in minutes, and travel time is 1 This power acts on all targets in a 20yd radius,
round. (N) both cloaking the user and creating an oppres-
sive sensation in the general vicinity. Affected
Astral Ally
targets lose Initiative in combat and are at -3 to
DIFF: 2
all actions against the psychic. Lasts 1 minute.
This power allows the user to briefly summon
(N)
a creature from the astral plane to his defense or
aid. Lasts for user’s WIL in rounds unless dis- Create Fear
missed or killed (creature is vulnerable to physi- DIFF: 2
cal attacks and occult powers). Combat value This power creates an unreasonable fear in the
is as follows: ATT 7 / DEF 7, WR 2, SHRUG 3, target, causing an immediate Fear check. (Use
SAVE 7. Success margin can be used to enhance Fear Factor Table on page 72 based on the mar-
combat values for the life of the creature. (N) gin of success.) Effect is instant. (N)
Astral Recovery Alter Appearance
DIFF: 1 DIFF: 3
This short trance allows accelerated heal- This power enables the user to alter his ap-
ing (so long as the user is conscious to invoke pearance or the appearance of someone else by
the power to start with). The 1-minute trance touch. Anyone encountering the power is allowed
causes the user’s astral body to leave the physi- a Resist check to try to see through the disguise.
cal body, where it aids the physical body in heal- The power lasts as long as the user concentrates.
ing 1 wound level damage, but is also vulnerable The disguise ceases the moment the user triggers
to magic, divine and/or psionic attack. (N) a different power or makes an active skill check.
(N)
Astral Force
DIFF: 3 Mind Control
This power allows the user to force an oppo- DIFF: 3
nent’s astral body from their physical body, This power allows basic control over a sentient
thereby making it vulnerable to occult powers target’s conscious mind, forcing it to follow sim-
that affect the astral realm. The power is an op- ple commands as long as the user concentrates.
posed check - if successful, the target’s astral The target cannot be forced to take suicidal or
body is forced onto the ethereal plane for the self-harmful action, and the effect ceases the
user’s WIL + success margin in minutes, while moment the user triggers a different power or
the target’s physical body falls unconscious. The makes an active skill check (N)
target’s astral form will reunite with the physical Remote Minion
body when the power terminates, and the target DIFF: 3
will retain all mamory of their astral adventure. This power compels a target to fulfill a simple
(N) task set forth by the user, regardless of time or
Astral Prison distance. The task cannot include outright self-
DIFF: 4 harm. Once the command is implanted, the tar-
This power creates a special prison zone within get will get 1 Resist check per day to break the
the astral plane, locking the target’s astral body mental programming. The power ceases when
in confinement for user’s WIL + success margin the mission is fulfilled or the target makes a suc-
in hours. The target’s astral body must already cessful Resist check (opposed roll with the user’s
be separated from their body and in the local vi- original psychic power check). (N)
cinity. (N)
82
Telepathy Locate
DIFF: 1 DIFF: 1
This power allows silent, mental communica- This spell enables the user to sense where a
tion between the user and a unshielded sen- target is located. They must be within 10 miles,
tient target. The user can choose with each use and the psychic must know specifically what the
whether to assert two-way communication or target is that they are looking for—if they are
merely receive thoughts from the target. Lasts looking for an individual, they must know his
up to the user’s WIL in minutes. Target gets a name. Alternately, it can be used to locate where
passive Resist check, but if the check is unsuc- one left their wallet or keys. (N)
cessful, they will have no clue that telepathy is
Post-cognition
in use. (N)
DIFF: 1
Shield Mind This spell allows the user to see up to one
DIFF: 1 month into the past, gaining information from
This power shields the user from Telepathy, an item, place, or person. This may be used on
Mind Control and other ac- a person, an item, or a lo-
tive forms of mental ma- cation, allowing the caster
nipulation. It also cloaks to see a single event of im-
the user from abilities that portance from within the
detect mental processes. past month. The vision is
Remains in effect until an- revealed to the caster in a
other active skill is taken. single round. (N)
(N)
Precognition
Manifest Ally DIFF: 2
DIFF: 2 This power allows the
This power allows the user to see up to one week
user to briefly summon into the future. Power
a creature from the as- takes two rounds to in-
tral plane to his defense voke. The vision is of a
or aid. Lasts for user’s single event up to a week
WIL in rounds unless dis- in the future, not of all
missed or killed (creature events within that time,
is vulnerable to physical but the vision is revealed
attacks and occult pow- to the user in a single
ers). Combat value is as round. (N)
follows: ATT 7 / DEF 7,
Read Soul
WR 2, SHRUG 3, SAVE
DIFF: 1
7. Success margin can be
This power enables the
used to enhance combat
caster to learn about the
values for the life of the
target. For each margin
creature. (N)
of success, the caster may learn the answer to
- Divination - one general yes/no question about the target,
his personality, his goals, and/or his beliefs. The
Telepathy answers will be vague and general, but multiple
DIFF: 1 uses can allow more specific information to be
This power allows silent, mental communica- gleaned. The target must be within 20 yards. (N)
tion between the user and a unshielded sentient
target within 20 yards (line of sight unnecessary). Scrying
The user can choose with each use whether to DIFF: 2
assert two-way communication or merely receive This power enables the user to see an area that
thoughts from the target. Lasts up to the user’s is up to 20 miles from his current location, and
WIL in minutes. Target gets a passive Resist whatever is occurring in that location at that
check, but if the check is unsuccessful, they will moment. It lasts as long as the user maintains
have no clue that telepathy is in use. (N) concentration, but he is unaware of his own sur-
roundings as long as he uses the power. (N)
83
Veil fest a small amount of the element from the sur-
DIFF: 2 rounding area. The element follows the direct
This spell makes it difficult to see the target, will of the user, floating within a 20yd radius,
which must be touched by the caster at the time under doors and through keyholes. (C)
of casting. An Awareness roll must be made to Kinetic Weapon
see the target of this spell, vs the success mar- DIFF: 3
gin of the casting of the spell. The target may be This power allows the user to transform ex-
an object or a living being, and the effect lasts isting elements or substances manifested by
for a minute. Success margin can also add to the Pyrokinesis power into weaponized forms.
any Stealth target Range 20yds, affects
numbers during the all targets within a
power’s duration. 10ft radius. WR3 +
(N) success margin. (C)
- Healing - Bodily Control
Trance State DIFF: 2
DIFF: 1 This power allows
This power puts the user to tempo-
the user into a deep rarily shut down the
state of mental and trauma responses in
physical stasis. his body for user’s
Lasts up to user’s WIL + success mar-
WIL + success mar- gin in minutes. For
gin in hours, during the duration of the
which time normal power, user ignores
healing is acceler- Wound Status penal-
ated by 3x. (N) ties, SAVEs, Fear checks and cannot be knocked
unconscious. All penalties are accounted for
Choose additional powers from Arcane: Healing and applied when the power wears off. (N)
spell list except Counter Healing.
Skill Boost
- Physical - DIFF: 3
This power allows the user to temporarily im-
Telekinesis
prove focus and concentration, using success
DIFF: 2
margin as a point pool to add to target numbers
This power allows the user to mentally manip-
for the following round. (N)
ulate up to his WIL in pounds, up to 20 yards
in line of sight. Objects thrown at targets in this
way have a WR of the user’s WIL/2 (rounded Creating New Powers
up), and can be dodged. (C)
W
e have endeavored to provide a good
Ectoplasm mix and balance of occult powers in
DIFF: 2 this rulebook to allow players to cre-
The user manifests a tendril of viscous, ethe- ate fun and engaging pulp characters. Creat-
real tissue from their body, which can be con- ing new powers from scratch is generally outside
trolled mentally to act as a prehensile limb, the scope of the game. However, we fully under-
sensor or weapon. Maximum range of the ec- stand that some players will not be satisfied with
toplasm is the user’s WIL + success margin in the sampling provided, and may want to design
yards (needs not be line of sight), can seep under their own powers. In that case, we recommend
doors or through keyholes. When solidified into working with your GM to come up with the rel-
a weapon, the user treats it as a normal weap- evant details, duration, DIFF, etc. The spell &
on (governed by the appropriate weapon skill) prayer creation tables in Arrowlight 2nd Edition
whose WR is user’s ESS/2 (rounded up). Power are an excellent resource for such endeavors.
lasts for initial success margin in minutes. (C)
Psychokinesis
DIFF: 2
The user must select an element or substance
to control. The power allows the user to mani-
84
CHAPTER FIVE
Punching Adventure in the Face A Foundation of Trust
A A
s stated in Chapter One, pulp adventure large part of the relationship between
is a genre full of globetrotting intrigue, ex- players and GM is basic trust. In a per-
ploration and derring-do. Given a basic fect group, players should not have to
plot and some moderately interesting charac- worry about the GM throwing insurmountable
ters, it shouldn’t be too difficult to crank up the traps, creatures or situations their way. Play-
thrills. ers should never have to worry that the GM will
This section is geared toward the GM, and arbitrarily kill their characters (nor should they
includes pointers on how to maintain the right expect leniency if the character does something
balance of story, character and action in a pulp stupid). Conversely, a GM should be able to
setting. trust that players will not cheat, unreasonably
subvert other characters or question every rul-
ing or description. Roleplaying is ideally a coop-
The Head Honcho erative experience, not a competitive one. For a
T
he title of Game Master is one of distinc- competitive gaming experience, we heartily rec-
tion. It can strike fear into the hearts of ommend classic board games such as Monopoly
players (or laughter, depending on how and Scrabble, as well as any number of table-
good you skills are and your personal style). It top wargames currently on the market. When it
is often the most thankless job in the game, and comes down to it, players will continue to show
simultaneously the most rewarding on a person- up week after week because the GM is good and
al level. A GM is the master storyteller, referee, the players have fun playing in the story.
babysitter, judge, jury, and executioner, and a Ideally, the GM should have read the book in
single word can cause players to freeze in ter- its entirety before running a game. In addition,
ror or gaze in rapt attention. The GM in a group the GM should know the rules fairly well in or-
usually has a flair for the dramatic, as well as der to assist others in character creation and
tendencies toward megalomania (not always a run a smooth campaign. It is also important to
bad thing). A GM must be able to tell an immer- know the rules so that you know when to break
sive story and be a fair and just arbiter of rules, them.
maintaining enough credibility to be able to say,
“because I said so,” and keep the respect of the Assembling a Crew
players. In our experience, game masters tend to
F
make the best players because they know how irst and foremost, who is populating your
difficult game mastering can be. If everyone in story? Here is your first and best opportu-
the group runs a single game, they will under- nity to exercise your own creative license
stand and will consequently be more attentive, in regard to the tale you wish to tell. What kind
conscientious players. of character mix do you want in your game? Is it
to be a group made entirely of Vigilantes (like an
early Justice Society)? Or is everyone a special-
85
ist on an experimental airship? Is your adven- An important caution to GMs is to strive for bal-
ture set in the jungles of a lost land, and thus ance. Do not play favorites if at all possible. Play-
only Scouts, Scientists and Wild characters will ers will understand if the explorer is the focus of
do? one quest, as long as the GM remembers that the
kidnapped brother of the journalist must be res-
Feel free to guide the players in their character
cued and the native village needs reinforcements
concepts, to make sure it jibes with your story
from the soldier and his cohorts. Don’t let the
and what you hope to accomplish with it. Not all
characters start off too powerful, or there will be
character types will mesh with every story and
no challenge. Then again, they should be above-
pulp subgenre, so it’s up to you to establish your
average enough to be called heroes.
parameters at the outset.
When it comes to the adventure itself, balance
Driving the Story the challenge with the reward. Don’t put the
characters through the meat grinder only to have
O
nce you have your players, launch right them discover an empty vault (unless it’s part
into the action. It can be as simple as of your scenario and there is a greater reward
a shootout in a Shanghai nightclub that down the road). Likewise, don’t shower them
ends up bringing the characters together, or it with riches for wandering into a pirate encamp-
could be a more intricate domino effect of cir- ment and kicking over a few tables. Make them
cumstances leading to the characters’ recruit- earn the rewards of an adventure or they will get
ment by AEGIS. Perhaps one of the characters fat and lazy and you will develop a reputation
was held captive by a cult and holds the key to for being an easy GM. We’ve heard of people be-
thwarting a dark summoning ritual, or a world- ing described by their game mastering abilities
renowned scientist, mortally wounded, hands a (she’s a tough GM, he runs a mean adventure).
secret file off to one of the characters before ex- The adjectives one should seek are “fair” and
piring. Don’t be afraid to cull from your favorite “immersive,” over “tough” or “easy”.
adventure movies, books, television shows, com-
ics and old time radio for ideas – there’s about Maintaining the Illusion
a century’s worth of material out there to help
T
you. he key to an immersive adventure is the
maintaining of illusion; immersing the
Once the narrative is underway, don’t skimp
player in the fantastic story you have cre-
on the action.
ated. As designers, we’ve labored hard to give the
GM and players a rich, deep world and resourc-
Character Development es, but even that is only half the job. Now you as
the game master must take these resources and
T
he reason one plays an RPG is the same
reason one plays any other game or reads craft the plot of the story you wish to tell. Such
a book or watches a film: escape. The RPG flavor largely depends on the individual taste
as an art form is pure active escapist entertain- of the GM and the group. As younger players,
ment, and what allows for that escape is the me- many of us were enthralled by hack-and-slash
dium of the player character (PC). Now, although dungeon crawl adventures, and as we matured
the GM’s escape is much broader in spectrum, as persons and as players, we graduated to more
the player’s escape is in the minutiae of a situ- literate fare (although a good ol’ “Monty Haul”
ation. As the GM, you can help players define dungeon crawl can still be a lot of fun, and has
their characters, giving them backgrounds and plenty of precedent in a pulp setting). Is your
relationships appropriate to your story. Perhaps group into roleplaying interpersonal conflict?
two characters are related in some way, through Going after grave robbers in the desert? Slaying
blood or a shared history. Perhaps their par- a dinosaur? Something in between or all of the
ents were victims of a heinous crime which in- above? Feed your group’s strengths while trying
spired them to right wrongs and fight evil. Help to open some minds at the same time.
the players find motivations for their characters. If you’re stuck for a story idea, draw from
Is the character driven by greed, revenge, lust, the player characters and their backgrounds.
nationalism or religious zeal? Is the character a Construct a quest for one or two of them and
young neophyte, green and impressionable, or figure out what will motivate the others to go
is she a hardened veteran who can mentor the along. Adopt a literary technique when describ-
younger characters and help them stay alive? ing events: “There is a distant crack of a rifle
and you feel the sudden splitting of flesh as the
86
bullet enters your leg—6 points” sounds much One option is to use pre-written adventures.
better than, “let’s see, that’s 2 successes times In addition to Airship Daedalus-spe-
weapon rating 3, six points to the… left leg.” cific scenarios, many products of this
Give your inner Anthony Hopkins type exist for other fantasy settings
center stage and put voices and can easily be converted for use.
and mannerisms to Another option is to use the Air-
the non-player char- ship Daedalus Scenario Genera-
acters (NPCs) with tor (page 93), which gives enter-
whom you populate prising game masters a place to
an adventure. start.
You can do a lot with
ambiance, from allow- Running Pulp
ing each player to bring
W
a character-specific prop e hesitate to label
(an eyepatch, a talisman, pulp a “genre”,
an unlit pipe to chomp on, when it includes
etc.) to putting on some ap- so many subgenres within
propriate music. For the it; more accurately pulp
Airship Daedalus setting, we can be called a liter-
highly recommend any sym- ary style or movement,
phonic classical music, ear- a way of construct-
ly jazz or dance band music ing stories that reflect
from the ‘20s and ‘30s, or movie the times in which they
soundtracks. The right music were originally written. Robert
can really lend to the atmosphere E. Howard’s Conan stories are sword &
of an Airship Daedalus game. sorcery or dark fantasy, but they are pulp. Flash
Gordon is space opera, but the story, characters
Adventures & Campaigns and setting are undeniably pulp. Stories featur-
ing The Shadow are crime thrillers, but they are
D
epending upon your players’ desires and/ classic pulp.
or schedules, there are a couple different So what does it mean to run a pulp game?
ways of approaching an Airship Daedalus First, one must understand the basic “rules” of
game. If player availability is tight and meet- the style. Once the rules are understood, they
ing times scarce, you might consider self-con- can be broken as needed. We recommend mas-
tained “one-shot” game sessions, which typically ter pulp author Lester Dent’s Pulp Paper Master
consist of a complete story, much like a televi- Fiction Plot for further reading, should enterpris-
sion episode or single movie. If player demand ing GMs wish to further their skill in crafting
is greater (and availability warrants), you can truly pulpy scenarios. In essence, the following
make the investment of time and effort to design are hallmarks of the pulp story:
a campaign, with individual sessions becoming
the “episodes” in a much larger plot arc. The hero is good. He or she can be flawed to
a certain extent, but we are not telling a mod-
ern anti-hero story. The protagonist(s) in a pulp
Designing Adventures campaign must possess an innate goodness
T
alented writers with a flair for plot and sto- and unshakable nobility of character, no mat-
ry should find it easy to create epic tales of ter their quirks, flaws or the situations they find
adventure for their players. If this is you, themselves in.
congratulations and more power to you. How- The villain is bad. A pulp antagonist worth
ever these GMs are the exception rather than his or her salt will be diabolical, insane and/or
the rule. Most players and GMs have jobs and/ capable of terrible deeds, from the acquisition
or families and mundane responsibilities, and of power or money to mass murder. And most
therefore don’t have a lot of time to craft intri- importantly, the villain’s deeds must impact the
cate, epic sagas. It is therefore no shame to use hero’s life in some way, either through direct ac-
all the resources at hand. tion or through leverage over friends and family
or the lives of fellow citizens.
87
From there we can break down story elements hold onto it—as indigenous peoples suffered and
and plot points. Shortly after the hero(es) are in- bristled under their rule.
troduced, the villain makes an entrance—either
Yet at the same time, women and people of col-
through a direct altercation with the hero(es) or
or made great strides in art, science, education,
through taking action that the protagonists hear
business and social justice. As such, feel free to
about. The hero(es) may be drafted into service
disregard the precedent of ignorance and embrace
through any combination of material reward, in-
diversity as much as you wish—for while stereo-
tellectual curiosity, civic or national pride, or basic
typing may have been the rule, the exceptions are
human altruism. From there, the game is afoot,
out there: in Señorita Rio, the Latina stuntwoman-
and it will get worse and worse for the characters
turned-superspy; in Domino Lady, the .45-wield-
until the villain is finally overcome.
ing vigilante; in Lion-Man, the African scientist-
Which brings us to perhaps the most important adventurer; and eventually in Jimmy Woo, the
rule aside from the basic moral makeup of the Chinese-American FBI agent. In other words, you
hero and villain—pulp stories may be formulaic, can take the good, leave the bad, and still retain
escapist entertainment, but they are at their core the vintage flavor of the pulps.
morality tales. And that means that good must al-
ways triumph over evil. Such triumph may come The Cliffhanger
in many flavors and degrees, and it may come at
I
the expense (or total sacrifice) of the hero(es), but n addition to the “good guys are good, bad guys
it ultimately must happen. That being said, it is are bad” rule of pulp adventure, there is an-
absolutely acceptable to allow the villain to make other trope which is nearly universal—the cliff-
a last minute escape to fight another day, but only hanger. A plot device that creates tension and trig-
after his nefarious plot has been thwarted for the gers the reader’s (or viewer’s) need to find out what
present time. The only condition under which the happens next, pulp magazine stories and movie
villain can be allowed to triumph over the whole- serials often employed the cliffhanger as a means
some heroism of the protagonists is as a prelude of transition between chapters. The hero, at the
to later defeat—perhaps by different heroes, but wheel of a runaway car, plunges over the moun-
such inevitability cannot be stressed enough. tainside, the vehicle exploding in a fiery spectacle
There simply isn’t a lot of gray area in the moral on the rocks below. The audience in the darkened
scale of the pulp story. They were written for the theater collectively gasps in horror, only to return
enjoyment of the masses in a simpler time, and the following week to see how the hero leaped from
that means the good guys always win in the end... the car at the last possible second—perhaps liter-
whenever said “end” might be. ally hanging from the cliff.
While the story structure of the pulp tale may One way to incorporate this device into your
be more or less set in stone, there are some areas campaigns is to specifically write in circumstanc-
where flexibility can be an asset. Putting aside es where the PCs are placed in dire peril and ap-
the alternate history of the Airship Daedalus set- pear to be doomed at the endpoint of a session.
ting, the original pulps and Golden Age comics Roleplaying sessions can often end after a denoue-
were often full of racist, sexist stereotypes which ment in a “down-time” or rest period between ac-
are no longer culturally acceptable. In the case tion, but if you end a session in the midst of that
of the adventure pulps, the protagonist is almost action, moments before certain death, players are
always a Caucasian male in an exotic location, more likely to want to return to complete the ad-
using his superior wits and brawn to defeat—or venture.
rescue—a person or persons of inferior qualities. The other way of including the cliffhanger into
Asian characters were predominantly written as a scenario is simply through the standard use of
“Yellow Menace” stereotypes, as either villains or LUCK points. As noted in the rules of play, LUCK
servants, while their art and culture was appropri- can be used to re-roll a failed check or double a
ated by the west as exotic and mysterious. Black character’s Stats for one round. But instead of
characters were written either as tribal savages or using the LUCK point to rewrite play history, use
as ignorant sidekicks for comic relief. These sto- it in the context of explaining how the character
ries were created in a time of racial segregation got out of the mess he or she was in. If the player
and glass ceilings, often during wartime or under can work the re-roll result into a clever explana-
threat of war, when the most effective propaganda tion of harrowing escape from fate, consider re-
was to dehumanize an enemy to the point of cari- warding with an additional LUCK point.
cature. It was a time when white Europeans laid
claim to most of the world—and were fighting to
88
Pulp Films for Inspiration
A
s with several of our roleplaying settings, we like to compile A Note About
lists of films and other media appropriate to the given genre, Superheroes
to inspire the GM and players. This is by no means a compre-
hensive list—it is merely a springboard for your own research and
viewing pleasure.
A lthough there is but a
thin thread of differ-
ence between a charac-
At the Earth’s Core (1976) - Although set in the Victorian period ter like The Shadow and a
and saddled with cheesy effects and Doug McClure, it remains the character like Batman, we
only film adaptation of the Edgar Rice Burroughs’ serialized 1914 have not gone into great
novel. A British inventor and his American financier tunnel through detail regarding the su-
the Earth with an experimental “mole machine” and wind up in the perhero pulp comics and
world of Pellucidar, where the telepathic Mahar rule over their prim- serials here. The reason
itive human thralls, and dinosaurs roam free. Worth watching, if is twofold: first, this is not
only for Pellucidar’s place of honor in the pantheon of pulp. Also technically a superhero set-
starring Peter Cushing and Hammer scream queen Caroline Munro. ting, and although one can
Directed by Kevin Connor. choose to play a masked
vigilante, Airship Daedalus
The Call of Cthulhu (2005) - A relatively faithful adaptation of the aims to be more general in
H.P. Lovecraft story, made to look like a silent film from the 1920s. its approach to pulp ad-
With its compelling plot and vintage look, this is a must-see for pulp venture; second, many of
horror inspiration. Francis Wayland Thurston inherits an ancient the superheroes we know
statuette and the mystery that goes with it, including a journey to now—Superman, Batman,
the mysterious island city of R’lyeh, where the elder god Cthulhu Captain America, Wonder
remains imprisoned. The sailors on the expedition accidentally re- Woman, The Flash, Green
lease this ancient terror upon the world—and thus a new brand of Lantern and more—tran-
horror is born. Starring Matt Foyer and John Bolen. Directed by scended the pulp era and
Andrew Leman. were brought into modern
settings, while The Shadow
Dick Tracy (1990) - Based on the 1931 comic strip by Chester pretty much stayed put in
Gould, this film pulls from six decades of radio dramas, movie se- the 1930s. Superheroes are
rials, at least three earlier feature films and a host of live-action most definitely a product of
and animated television shows for inspiration. The four-color comic the pulps, but they are the
comes to life with Oscar Award winning makeup and art direction, breakout stars, while most
as Warren Beatty directs, produces and stars in the story of the pulp characters remain
iconic pulp detective taking on a crazy bunch of mob villains. The happily “vintage niche”.
all-star cast includes Al Pacino, Madonna, Dustin Hoffman and
You’ll find nods to Flash
many others.
Gordon and The Phantom
Doc Savage: The Man of Bronze (1975) - A campy 1970s take here, but no detail on your
on Lester Dent’s classic pulp character, this film is nonetheless the favorite Justice League
only adaptation to make it to the big screen. Produced and directed characters. In general, we
by George Pal (of War of the Worlds fame) and starring Ron Ely, the recommend the old serials,
movie is little more than a cheesy retelling of the character’s early radio shows, comic strips,
history. The 1934 radio serial and most of the comic book adapta- the occasional animated
tions are much more palatable. cartoon (the Fleischer Su-
perman cartoons are won-
Flash Gordon (1936) - Based on the Alex Raymond comic strip derful), and sometimes
and the radio drama that followed, the original 13-chapter movie (as with Captain America:
serial follows college athlete Flash Gordon, scientist Alexis Zarkov, The First Avenger), one of
and perpetual damsel in distress Dale Arden as they journey to the the blockbuster reboots—
rogue planet Mongo. Together they thwart the evil machinations of which in Cap’s case is 99%
Emperor Ming the Merciless. The 1980 feature film is campy fun set in the WWII period and
but not classic pulp science fiction like the originals. Matinee idol runs like a great pulp story.
Buster Crabbe would reprise the title role in two more serials, Flash
Gordon’s Trip to Mars (1938) and Flash Gordon Conquers the Uni-
89
verse (1940)—as well as portraying the equally Jungle Jim (1937) - Based on the comic strip
iconic Tarzan and Buck Rogers. by Alex Raymond (of Flash Gordon fame) and
Don Moore, this 12-part Universal Pictures serial
Hell’s Angels (1930) - Infamous for its then- follows the adventures of “Jungle” Jim Bradley,
astronomical budget, Howard Hughes’ directorial an American hunter and adventurer—whom the
debut features a pretty typical romantic triangle comics and radio shows based in Asia, but for
story that seems lifted from 1927’s Wings, but is whom Africa was the destination in this story.
really about the extravagant and beautifully shot It’s a race between two safaris to see who can
aerial action sequences. At one point during the save the girl, or kill her and take her inheritance.
filming, Hughes employed the largest civilian air Starring Grant Withers and Betty Jane Rhodes.
force in the world. The zeppelin fight sequence Jungle Jim would continue on in no fewer than
alone is worth the viewing. Starring Ben Lyon, sixteen B-movies, all set in Africa and starring
James Hall, and platinum blond beauty Jean Johnny Weissmuller (Tarzan). The radio dra-
Harlow in her first starring role. mas are highly recommended as they keep to the
character’s original setting.
High Road to China (1983) - Set in the 1920s,
this film spans eight countries and includes all King Kong (1933) - A film crew takes their
manner of aerial and ground-based adventure, unknown starlet to an exotic island to shoot a
culminating in a fight to defend Chinese peasants movie, but return with the Eighth Wonder of the
from an invading warlord. Having had to turn World, a colossal ape named Kong. Though re-
down the role of Indiana Jones due to scheduling made and spun off multiple times, it’s hard to
conflicts with his television show, Tom Selleck at go wrong with the original—a tropical lost world
last got to don the leather jacket and indulge in full of angry natives and hungry dinosaurs, a
some high-flying, two-fisted period pulp adven- giant gorilla who falls in love with the beautiful
ture. Also starring Bess Armstrong and Wilford actress, and mayhem through Manhattan, cul-
Brimley. Directed by Brian G. Hutton, with a minating in a fight with military planes atop the
soaring score by John Barry. Empire State Building. Starring Fay Wray and
Robert Armstrong. Directed by Merian Cooper
Island at the Top of the World (1974) - An
and Ernest Schoedsack with special effects by
underrated Disney adventure classic in the vein
Willis O’Brien. The sequel, Son of Kong (1933), is
of 20,000 Leagues Under the Sea or Swiss Fam-
a good follow-up. The 1976 remake is passable if
ily Robinson, this film follows an expedition deep
uninspired and well out-of-period, but the 2005
into the arctic, where an anthropologist, an
Peter Jackson remake, though burdened with a
English lord, a French airship captain, and an
long running time due to interminable chase and
Inuit guide encounter a lost Viking civilization.
fight sequences, maintains a beautiful (and pe-
Although set comparatively early in the Airship
riod) aesthetic.
Daedalus timeline, it reads as a perfect setup for
later expeditions. Starring David Harman, Don- The Land That Time Forgot (1975) - Though
ald Sinden, Jacques Marin and Mako. Directed hampered by dated special effects and some ham-
by Robert Stevenson. my acting, this film was surprisingly the first to
adapt the original Edgar Rice Burroughs story to
John Carter (2012) - Based on the century-old
film. During the Great War, German U-boat U-33
novels by pulp-maestro Edgar Rice Burroughs,
discovers an uncharted island full of dinosaurs
the film is a relatively faithful adaptaition of A
and primitive humans. A sequel, The People That
Princess of Mars. A former Civil War soldier finds
Time Forgot (1977), is of equal production value
himself transported to Barsoom, where he has
and ‘70s cheese starring Doug McClure. A 2009
superhuman abilities due to Mars’ lower grav-
TV movie starring C. Thomas Howell moved the
ity. He encounters four-armed aliens, giant sky
location of Caspak to the Bermuda Triangle.
galleons, and the beautiful Dejah Thoris, who is
embroiled in her own civil war. Harpooned by The League of Extraordinary Gentlemen
Disney before it was even released, the film has (2003) - Adapted from the Alan Moore graphic
found favor among pulp fans for its treatment novel, this film follows a team of famous Victo-
of the source material and the epic presenta- rian literary characters on the trail of a diabolical
tion. Starring Taylor Kitsch and Lynn Collins, madman bent on casting the world into perpetual
supported by several great character actors from war. Some steampunk flourishes aside, the film
Willem Defoe to Thomas Haden Church to Sa- moves like a pulp roleplaying campaign, and is
mantha Morton to James Purefoy. Directed by probably the most faithful portrayal of Verne’s
Andrew Stanton.
90
Captain Nemo in any film. Starring Sean Con- Raiders of the Lost Ark (1981) - The first and
nery as the aging Allan Quatermain. best of the Indiana Jones franchise by George Lu-
cas and Steven Spielberg, this film introduced a
The Lost World (1960) - Remarkably faith- character inspired by the classic pulp serials who
ful to the original material. Originally adapted would become a major pop culture icon—spawn-
for the silent screen in 1925, Irwin Allen’s Cin- ing multiple sequels, a television series, comic
emaScope 1960 production of Sir Arthur Conan books and videogames. Played by Harrison Ford,
Doyle’s adventure masterpiece would become the archaeology professor Henry “Indiana” Jones
definitive vision of the Professor Challenger ex- travels from South America to Nepal to Egypt
pedition to Maple-White Land until a flurry of TV on the trail of the Ark of the Covenant, which
movies and series were made in the 1990s and Nazi agents want for their own nefarious purpos-
2000s. Starring Claude Rains, Michael Rennie es. Also starring Karen Allen and John Rhys-
and Jill St. John. Davies. Indiana Jones and the Temple of Doom
(1984) merges slapstick comedy with extremely
The Masked Marvel (1943) - No relation to the
dark themes, as this prequel follows Indy’s fight
Centaur Publications and Marvel Comics char-
against the Thuggee cult in India. Indiana Jones
acters. A superspy in a mask and fedora fights
and the Last Crusade (1989) introduces Dr. Hen-
Japanese agents in this 12-episode espionage se-
ry Jones Sr., Indy’s father, played by Sean Con-
rial from Republic Pictures. Thematically similar
nery. The Joneses travel from Italy to Germany
to Will Eisner’s The Spirit comic property, with
to Palestine to locate the Holy Grail, with Nazi
the twist that the hero’s secret identity remains
agents hot on their trail. A short-lived TV series
unknown to the audience until the final chapter.
with high production value called The Young Indi-
Critically considered to be one of Republic’s finest
ana Jones Chronicles (1992) is well worth seeking
serials. Starring William Forrest, Louise Currie
out for historical touchstones. We maintain the
and Johnny Arthur. Directed by Spencer Gordon
fourth movie does not in fact exist.
Bennet.
The Rocketeer (1991) - Based on the modern
The Mummy (1999) - Director Stephen Som-
classic comic book series by the late Dave Ste-
mers took a classic Universal Studios horror
vens. Talented young pilot Cliff Secord and his
franchise and reinvented it with style, humor and
airplane mechanic pal Peevy stumble upon a top
plenty of two-fisted pulp action. Two British ar-
secret rocket pack designed by Howard Hughes.
chaeologists and an American soldier of fortune
Dogged by G-men, Nazi agents and the mob, Cliff
accidentally awaken the mummy of an evil Egyp-
uses the jetpack to become a masked (or helmet-
tian priest and must deal with grave robbers and
ed), flying hero and save his girlfriend Jenny from
mysterious desert raiders as well. Starring Bren-
the clutches of the vile Neville Sinclair. Starring
dan Fraser and Rachel Weisz. Two sequels, The
Billy Campbell, Jennifer Connelly, Alan Arkin
Mummy Returns (2001) and The Mummy: Tomb of
and Timothy Dalton. Directed by Joe Johnston.
the Dragon Emperor (2008), don’t equal the first,
but have their moments (including airship travel Secret Agent X-9 (1937) - Based on the long-
and a battle in Shangri-La, respectively). This running comic strip by Dashiell Hammett and
franchise also launched The Scorpion King pulp Alex Raymond. The 12-episode serial follows
fantasy franchise. the titular X-9 as he trails the stolen Belgravian
crown jewels to an international gang of thieves
The Phantom (1996) - Made before superhero
led by the mysterious “Brenda”. High seas hi-
films began to get respect, this adaptation of the
jinks ensue! Starring Scott Kolk, Jean Rogers
comic strip by Lee Falk is full of things every pulp
and a young Lon Chaney Jr. Directed by Ford
fan loves: tropical island setting, costumed vigi-
Beebe and Cliff Smith.
lante with a secret cave lair, female sky pirates
and plenty of derring-do. Fun-filled adventure Secret of the Incas (1954) - Charleton Heston
romp starring Billy Zane, Kristy Swanson, Treat plays Harry Steele, the fedora-and-leather-jack-
Williams, James Remar, and Catherine Zeta- et-wearing treasure hunter who set the style for
Jones. Directed by Simon Wincer. The 1943 15- Indiana Jones three decades later. Harry braves
part serial is a quality production starring Tom a shady archaeologist, an Iron Curtain refugee
Tyler in the title role, protecting a treasure-seek- and the perils of the Peruvian wilderness to dis-
ing expedition from a bad bunch of hired crimi- cover the lost treasure within an ancient Incan
nals under the command of international scoun- tomb. Also starring Robert Young and Nicole
drel Singapore Smith. Maurey. Directed by Jerry Hopper.
91
The Shadow (1994) - Originally the narrat- Tarzan the Ape Man (1932) - Olympic swim-
ing character on the 1930 series Radio Detective mer Johnny Weismuller’s first in a long run
Hour, The Shadow became one of the first and playing the iconic Edgar Rice Burroughs char-
most popular cross-marketed properties of the acter. A trader and his daughter search for the
20th century. As the character gained public lost Graveyard of the Elephants, but discover
recognition, merchandise and media followed— the titular wild man communing with animals
pulp novels, magazines, comics, toys, films and and swinging through the trees of Darkest Af-
eventually videogames. The 1994 film starring rica. Too many sequels, remakes, reboots and
Alec Baldwin and directed by Russell Mulcahy knockoffs to list.
(Highlander) spins the origin tale of Lamont Cran-
ston and his transformation into The Shadow. The Whisperer in Darkness (2011) - The fol-
With his gal Friday, Margo Lane, our hero bat- low-up to The Call of Cthulhu (2005), this film
tles a telepathic villain with a prototype atomic updates the art direction and vintage style to the
bomb. Also starring Penelope Ann Miller, John early talkie period, the way it would have looked
Lone, Peter Boyle, Ian McKellen, Tim Curry and if the H.P. Lovecraft story had been made into a
Jonathan Winters. The films from the 1930s are movie in the same year as its 1931 publication.
worth checking out, as is the 1940 movie serial. Albert Wilmarth, a professor of folklore at Mis-
katonic University, stumbles upon the plot of
Sky Captain & The World of Tomorrow an otherworldly invasion and must flee into the
(2004) - Writer/director Kerry Conran’s retro- New England countryside, hopefully keeping his
futurist pulp adventure comes to vivid life in this sanity intact. Starring Stephen Blackeheart,
tale of reporter Polly Perkins and mercenary pi- Autumn Wendel and Matt Lagan. Directed by
lot Joe Sullivan as they take on the robot army of Sean Branney.
a crazed German scientist. From the skies over
New York to the serenity of Shangri-La, from the Wings (1927) - The first recipient of the Acad-
bridge of a British air carrier to the depths of emy Award for Best Picture, this silent film
the ocean, to the island labo- classic boasts dazzling aerial
ratory of Dr. Totenkopf, Joe stunt work, WWI battle se-
and Polly must flee animal quences, exploding hydrogen
experiments and rescue their observation balloons and the
friend Dex before the evil doc- requisite love triangle sub-
tor’s doomsday plan comes to plot (which feels better ex-
fruition. Starring Jude Law, ecuted here than in Hell’s
Gwyneth Paltrow, Giovanni Angels). A film about the pe-
Ribisi, Angelina Jolie and a riod, made during the period.
digitally-resurrected Sir Lau- Starring Clara Bow, Buddy
rence Olivier as the villain. Rogers, Richard Arlen and a
young Gary Cooper. Directed
The Spiders (1919) - A ce- by William A. Wellman and
lebrity sportsman adventurer Harry d’Abbadie d’Arrast (un-
takes off on an expedition credited).
for lost Inca treasure, com-
peting with bandits, the ele- Zeppelin (1971) - Adven-
ments and a cultish interna- turous WWI spy yarn star-
tional crime syndicate called ring Michael York as a British
Die Spinnen (“The Spiders”). agent of German blood who
This two-part silent serial is sent behind enemy lines as
feature written and directed a double agent and saboteur.
by the great Fritz Lang is an He finds himself on the maid-
almost perfect template for en voyage of a powerful new
pulp adventure: the athletic zeppelin prototype headed for
hero, the mysterious femme Scotland, and must sort out
fatale, the damsel in distress and a multination- where his ultimate loyalties lie. Also starring
al game of cat and mouse. Starring Carl de Vogt, Elke Sommer. Directed by Etienne Perier.
Ressel Orla and Lil Dagover (The Cabinet of Dr.
Caligari).
92
I
n addition to the above, there are numer- fist turned sharpshooter and war hero. Ace of
ous films set during WWI, some of which Aces (1933) tells the story of a sculptor shamed
feel much like pulp adventure tales. The by his girlfriend into enlisting in the Air Corps
Dawn Patrol (1938) finds Errol Flynn behind the where he becomes a feared combat pilot.
stick of a fighter plane, while Flyboys (2006) is
As we mentioned before, there are simply far
a somewhat loose adaptation of the Lafayette
too many films to go into, but hopefully the
Escadrille story starring James Franco. The
above will help you along your journey.
German film The Red Baron (2008) is a some-
what tighter biopic of the infamous Ace, The Af-
rican Queen (1951) has Humphrey Bogart and
Final Thoughts
Katharine Hepburn fleeing German forces on
Y
ou’ve got the game, you’ve got some
a jungle river boat, and The Blue Max (1966) snacks, and you’ve got the table. You’ve
has George Peppard as a German pilot trying got a handful of friends who are ready to
to win approval and enemy kills. The Fighting become two-fisted pulp heroes for an evening.
69th (1940) sends James Cagney to the Western You’ve got some great ideas for a campaign and
Front, while Aces High (1976) puts an untrained support materials in the form of the comic strip
Malcolm McDowell in the sky, and The Sand and radio adventures. You can use the XPG
Pebbles (1966) sets Steve McQueen against the rules as presented, or convert to your system
backdrop of US Naval missions in 1920s rev- of choice. Whatever you do, and wherever you
olutionary China. Sergeant York (1941) has go in the world of Airship Daedalus, HAVE FUN.
Gary Cooper playing the real Alvin York, a paci-
AIRSHIP DAEDALUS
SCENARIO GENERATOR
T
o construct an adventure seed, simply roll 2D6 for the basic plot (table on page 94), then
fill in the bracketed elements by rolling 3D6 in each appropriate column on the table below.
Column [A] is a list of descriptors. Column [B] refers to types of people. Column [C] is a list
of locations. Column [D] lists various objects. Column [E] is a list of possible story catalysts. If the
results are not satisfactory, feel free to re-roll or choose from the lists to find something appropriate
for the tale you have in mind. The basic plots can be strung together to form a longer narrative.
93
Basic Plots
2D6 PLOT
2 The group is contacted by a [A] [B] for the purpose of finding a rare [D] allegedly hidden in
a [C] and returning it to a specific [C], but progress is hampered by [E].
3 A(n) [A] [B] shows up in the group’s headquarters with a sorry tale. During an encounter
with [E], the patron’s relative, a(n) [A] [B], was abducted by a(n) [A] [B] and held in [C] for
ransom. The group is tasked with delivering a ransom of [D] and escorting the prisoner
home. Of course, the kidnappers may try a double-cross...
4 The group is contacted by a(n) [A] [B] from a government agency to look into [E] at a [C] in
a remote location. When the group arrives, they encounter [E] keeping [D] from a(n) [A]
[B] and must decide whether to help or fight.
5 The group is hired by a(n) [A] [B] to enter the family [C], which is long abandoned and
reportedly haunted, to recover an important [D] with great sentimental value. Before they
can leave, the encounter [E] (or echoes of it), which caused the haunting in the first place.
6 While exploring an exotic locale, the group is set upon by [E], which compromises their
search for a legendary [D], and they find themselves trapped in a [C]. They have to con-
vince the local [A] [B] to help them escape, or will have to contend with [E].
7 The ghost of a(n) [A] [B] shows up at the group headquarters, warning of a terrible [E]
caused by [A] [B] who is searching for a magical [D]. But the ghost has hidden it safely in
a [C]. All the group has to do is recover it while avoiding their adversary’s [E].
8 [E] causes one of the group to become trapped in an remote [C]. Can the rest of the group
save their friend from the [A] [B] mastermind? First they must discover a special [D] to
help thwart the [E] that threatens all of their lives...
9 A(n) [A] [B] comes to one of the group members with a [D], saying that a(n) [A] [B] is after
him/her and that the item needs to be safely delivered to a [C] in another country. The
person tells the group member that his/her malefactor will not stop, and has [E] at his/
her disposal.
10 After wrecking their transport in a wild jungle location, the group stumbles upon an aban-
doned [C] containing [D]. Can they find their way back through hostile [E] and a(n) [A] [B]
who has designs on the object carried by the group?
11 A remote [C] in an unexplored land where [E] are encountered around every turn holds a
powerful [D]. This item has great value as it can control [E]. Can the group find the unex-
plored land and retrieve the item, or will their nemesis, a(n) [A] [B] get there first?
12 A(n) [A] [B] from a player character’s past delivers a mysterious [D] which he/she claims
was found in a remote [C]. In reality it belongs to a(n) [A] [B] with [E] at his/her disposal,
and will not cease harassing the group until it is returned.
94
Adventure Seeds gram is delivered to the player character later,
from his or her friend. It states simply, “Gare
I
n addition to the Scenario Generator, we’ve Montparnasse”. Some detective work will reveal
also assembled a selection of adventure seeds Gare Montparnasse is one of several train sta-
to get you started quickly. These are not de- tions in the greater Paris area, and 224 is prob-
tailed scenarios—they are quick sketches. You ably a locker there.
simply fill in the blanks, jot down some notes
If the group checks locker 224 at Gare Mont-
and get some bad guys ready. Each of these
parnasse, they will find a notepad with scribbled
seeds is meant to be played in a single session
notes referring to the “Lazarus Tome” and a list
(or at least as a contained episode), but can eas-
of coordinates. There is no reference to what the
ily be adapted to connect and overlap to become
“Lazarus Tome” might actually be, but odds are
the backbone of a longer campaign.
it has something to do with resurrection of the
dead. The group is also being tailed by Silver
Castaways Star agents who want to retrieve the artifact for
their own nefarious purposes.
The story begins when the party finds them-
selves washed up on the shore of a tropical is- The party must shake the enemy agents and
land paradise... or is it? Salvaging what they arrange passage to the coordinate location,
can from their vehicle’s wreckage, the group somewhere in the mountains of Romania. In the
must find or build shelter, locate food and water, ruins of an old castle, they will find the Lazarus
and contend with local pirates, bloodthirsty na- Tome guarded by a nest of vampires, with a few
tives and/or legendary creatures thought long ghouls thrown in for good measure. A running
extinct. gunfight through the castle between the party
and the agents, vampires and ghouls will culmi-
To make matters worse, a sinister group (Sil-
nate in a skin-of-their-teeth escape as the castle
ver Star, Black Brotherhood, etc) has set up a
erupts in flames. The tome can either be lost in
base at the far end of the island, where they are
the fire, or retrieved for safe storage with AEGIS.
harvesting or processing some natural resource
for export to the black market, perhaps exploit-
ing native laborers to do so. The Golden City
The group must thwart the evil faction and Long ago, at the height of Babylon’s political
steal a vehicle to escape, pursued by enemies might, a glorious city of trade was constructed
and pirates in a climactic battle. deep in the Nile Valley of Africa. Decorated with
intricate carvings and statues of gold and ivory,
The Lazarus Tome gem-encrusted trimming and tapestries of silk,
Akun was a sterling achievement in Babylonian
An old friend of one of the group turns up art, culture and military might. Trade from all
dead in a Parisian hotel room. The place has over Africa and the Near East came through the
been ransacked, and no clues as to the killer’s cobbled streets: fur, gold, diamonds, slaves, ivo-
identity can be found. The hotel manager slides ry… no commodity was impossible to find.
an envelope to one of the party. A small key
The Golden City stood for five centuries, then
stamped with the numbers 224 is inside. A tele-
suddenly disappeared. Some say it was de-
stroyed by God or Egyptians, while others think
a great quake leveled its golden spires. What-
ever the case, Akun was swallowed up by the
jungle and pushed into the darkness of legend.
An AEGIS field team has been dispatched to
search for Akun and locate the rumored artifact
of power within, but the team has not returned,
nor have they been heard from in three months.
The player group is sent to find out what hap-
pened to the previous team and, if possible,
complete their mission. Ahmed El-Hashem is an
AEGIS contact in Cairo and a dealer in rare an-
tiquities. Sir Harold Graves of the Royal Archae-
95
ological Society is an expert on African history. ty stumbles upon a herd of 1D6 stegosaurs
Between the two of them, the group gets some grazing on the tropical foliage. The dinosaurs
clues as to when the previous group was here, spooked, they begin to stampede through the
where they went, and who followed them. A se- forest trail, and the group realizes they’re not
cret society like the Silver Star of Black Brother- attacking; they’re being chased by a rampag-
hood would surely be interested in the Golden ing tyrannosaur.
City and its secrets...
If the group runs for cover in the jungle, they
If the group ventures down the Nile, they will will find themselves scooped up in primitive
eventually come upon the vine-covered ruins of net snares. The tyrannosaur takes an in-
Akun, and in the center of the town, a temple terest, and tries to bite at the high-hanging
to Ishtar, containing a large scroll with golden, group, losing its balance and dropping into a
gem-encrusted handles. A good occultist will deep pit trap onto a floor of sharpened stakes.
identify the Cuneiform script as being a prayer
The group is taken down by their captors,
for divine wrath. Just as our heroes are about to
primitive humanoids (use Ape-Man stats) and
make their getaway, a squad of Silver Star com-
taken to their village. There they encounter
mandos gets the drop on them and orders them
Mildred Blackburn, who has been rescued
to hand over the scroll. The group will have to
and deified by her captors as a goddess who
fight their way out of the city and back to their
fell from the sky during the big storm two
vehicle. The river itself is full of angry hippos
nights previous. There is a third storm brew-
and crocodiles, and if the scroll is dropped, there
will be little hope of locating it. Good luck!
96
rectly into the storm on another white-knuckle In the center of the fortress, El Capitain shows
ride, where they are blown back into the modern the party down a flight of stone stairs to a beau-
world... or somewhere else completely (depend- tiful cave which has been embellished with mo-
ing on where you want to take your group next). siacs and fine masonry. At the center of the cave
is a pool of clear blue-green water. The Spaniard
Los Conquistadores indicates this water is what has made their lon-
gevity possible, although they have lost actual
Tracking the movements of a Silver Star min- count of the years. He will demonstrate by giv-
ing operation in the Amazon, the group follows ing any of the wounded party members a drink
an agent deep into the Colombian jungle where of the water, which will immediately stabilize the
he suddenly turns up dead. Although the body character and heal 1 wound level per hour.
spontaneously decays (as per usual with Silver
This resource is clearly one that should not fall
Star agents), the group finds an old map scrawled
into enemy hands, and the group will prepare
on hide, which a Spanish (or Portuguese at -2)
to get back to civilization and send more scien-
Language check will verify points to something
tists and field agents to the jungle fort. Before
the author calls Pozo de la Vida, or “Well of Life”.
they can leave, an attack by 20 Silver Star com-
The jungle here is far too dense to survey by mandos with machine guns and tri-tanks erupts
air—the group will have to follow the river by from the jungle, and the group must help fight
boat or through the jungle on foot (which is not them off. In gratitude, El Capitan will send the
recommended). Be sure to require a few Endur- party on its way with a flask of the miracle water,
ance checks vs heat stroke or fever. worth 20 sips. The group returns to civilization
The group knows it’s being tracked, either by and instructs AEGIS to send personnel and re-
natives or by some other party. Their trip along sources to the site, only to be told days later that
one of the many tributaries of the Amazon river nobody has been able to find it. They did find a
is fraught with hazards from crocodiles to pis- ruined fort at the end of one tributary, but the
cene humanoids, and culminates when they find floor of the main courtyard had collapsed into
themselves confronted by a high stone battle- a sinkhole below. They found some evidence of
ment across the waterway and a small strip of 16th century Spanish military items like match-
shore on either bank. Men in ancient Spanish lock muskets and salinet helmets, but not even
clothing and armor shout warnings from the skeletal remains were found there.
B
top of the wall. If threatened, the strangely etween the Scenario Gen-
dressed soldiers will fire a volley of muskets erator and these Adventure
(ATT value 10). Anyone who fails to dodge Seeds, we hope you can get
or fall prone will end up taking a musket your group started on a heroic
ball hit (WR4). campaign of adventure and
Sneaking into the walled compound mystery!
is by far the best strategy, which can Be sure to
be accomplished by abducting one check airship-
or two of the scouts in the outlying daedalus.com
jungle, then impersonating them and deep7.com
returning with “prisoners”. for supplements,
Once the party is inside, the additional adven-
conquistador known as El tures and game sup-
Capitan will actually take port, and check out
a more diplomatic tack the comic strip and
with them, asking if they radio episodes for still
are the reinforcements more ideas.
sent from Cartagena.
GMs and players can also
Apparently, these
share adventure reports on
men were sent to for-
the Airship Daedalus Face-
tify their position back in
book page, a public resource.
1511 and were never relieved.
We hope very much that you en-
But how is it possible they are still
joy your time playing in the world
alive?
of Airship Daedalus!
97
98
CHAPTER SIX
EQUIPMENT JACKETS
Flight Jacket (sheepskin) $22 AV3
A
s stated earlier, Airship Daedalus is intended
Flight Jacket (long) $34 AV2
to be played in the timeline between the two
world wars. To that end, we have geared the Fur Coat $50
prices to be generally reflective of the post WWI pe- Fur Stole $20
riod through the 1920’s. Although comprehensive, Lab Coat $5
there is sure to be the occasional item missing. Use Leather $20 AV2
your best judgement (and the internet) when dealing
Raincoat $20
with things that aren’t on this list.
Sportcoat $7
Prices given are for standard quality. For custom-
designed or high-quality products, multiply the cost Wool Cloak $10 AV1
x2. For superior style, quality and elegance, multi- Safari Coat $8 AV1
ply x3.
ACCESSORIES
CLOTHING Belt Pouch $.50
Bandana $.50 Combat Boots $4 AV2
Baseball Cap $1 Flight Cap $6 AV2
Belt $1 Goggles $1
Boots $10 Riding Crop $1.50 DB+1
Bowtie $1 Web Belt $1.50
Gloves $1.50
PROTECTIVE CLOTHING
Hat $5
Chaps $10 AV3
Denim jeans $7
Combat Helmet $12 AV6
Lingerie $5
Gas Mask $5
Necktie $1
Leather Pants $15 AV2
Pants $5
Pith Helmet $10 AV4
Scarf $3
Shirt $3
Shoes $7
Silk Stockings $1
Skirt $7
Spats $2
Suit $40
Suspenders $1.50
Sweater $5
Tap Shoes $10
Tuxedo $100
99
GEAR
Backpack $4 AV3 Newspaper $.10
Binoculars $6 Radio set $7+
Camera (new) $6 Shoeshine $.05
Camera (old) $3 Soap $.10
Canned Food $.10 ea. Sports Ticket $.50
Canteen $.50 Telegram $.02 /word
Chain, heavy $1 per ft. Telephone Call $.05 + long
distance charges
Chain, medium $.50 per ft.
Chain, small $.25 per ft. HEALTH CARE
Cigarette Case $3 AV6 First Aid Kit $.50
Film Plates $.05 Hospital Room $2 /day
Folding Shovel $1.75 Housecall $5
Grappling Hook $3 WR2 Office Visit $3
Holster $1.25 Prescription $1+
Ladies Clutch $2 Surgery $100+
Ladies’ Purse $4
Lighter $1.50
TRANSPORTATION
Mess Kit $.50
Air Fare (one-way) Local $10
Pickaxe $2
State $20
Rope $.10 per ft.
National $40+
Shovel $2.50
International*
Umbrella $3
Airship Passage** $400+
Walking Cane $5 WR2
Cab Fare $.05 /mile
Horse $75
RENT/HOUSING
Limo Service $2 /hour
Apartment $20/month
Limousine $500+
Flop House $.50+ /night
New Roadster $400
Hotel $1+ /night (or see AUTO-
House (buy) $600 /room MOBILES)
Mansion (buy) $2,000 /room New Sedan $200
(or see AUTO-
Posh Hotel $4+ /night MOBILES)
Ship Passage Short $5
MISCELLANY
Atlantic $20
Book $.10+
International
Cafe Meal $.25 $50+
Candy Bar $.05 Subway/Cablecar $.05
Cigarettes $.20 Train Fare Local $.50
Cigar $.10 - $.75 State $5-10
Coca-Cola $.05 National $50
Cup of Coffee $.10 * International commercial air travel remains
Fine Meal $2+ rare and expensive until the late 1930s. Trav-
el by ocean liner is the most common form of
Gum $.05 international travel, but there are commecial
Liquor illegal in US, airship lines, and of course the party may have
price varies access to their own transportation.
Mah-Jongg Set $3+ ** Travel by commercial airship is primarily for
long/international distances.
Movie $.10
100
AUTOMOBILES
101
MOTORCYCLES
102
AIRCRAFT
T
here is a vast array of military surplus air-
craft available on the postwar market, at a
wide range of prices and various levels of
quality. While there are far too many to detail in
this volume, we have included a sampling of vari-
ous types of craft across the main time period of
the 1920s & 1930s. We have not included prices,
and caution that Game Masters should use their
discretion when allowing PCs to purchase per- 1923 Cierva C.6 Autogyro
sonal aircraft. Most aircraft will be assigned to Spanish aerospace pioneer Juan de la Cierva fi-
characters depending on the requirements of a nally struck gold with his sixth autogyro design,
specific mission. Note: weapon ranges are in feet yielding a craft with superior speed and maneu-
unless otherwise speciied. verability for its time, in addition to the benefits
of vertical takeoff and landing. Crew: 1-2 Range
250 miles
SPD 4 MAN 3 HUL 6
Weapons: optional mount for 1 heavy weapon
103
1932 Curtiss A-8
Beating out the Fokker XA-7 for the military con-
tract, this robust all-metal craft is the leading
1915 Sopwith Admiralty 8200 Type edge of air fighter technology. Crew: 2 Range:
Sopwith Aviation built this seaplane (known as 480 miles.
the “Baby”) for the Royal Army during the war. It
SPD 5 MAN 4 HUL 8
has proved a popular craft in civilian and foreign
military service ever since. Crew: 1 Range: 225 Weapons: 4× forward-firing 7.62 mm Browning
miles machine guns mounted in the wheel fairings; 1×
SPD 2 MAN 3 HUL 6 7.62 mm machine gun mounted in the observer’s
cockpit for rear defense
Weapons: 1× .303 Lewis Gun
WA 0 WR 4 DB +2
WA 0 WR 4 DB +2
RANGE: 4500 AMMO: 250 belt x4
RANGE: 2600 AMMO: 47 drum
WA 0 WR 4 DB +2
RANGE: 2600 AMMO: 47 drum
RANGE: 4500 AMMO: 250 belt x6 RANGE: 4500 AMMO: 250 belt x5
WA 0 WR 4 DB +2
RANGE: 2600 AMMO: 47 drum x2
104
1934 Bellanca 77-140 Bomber
American-built and deployed in small numbers
by the Colombian Air Force, this versatile and
robust aircraft offers an array of options, from 1931 Vickers 161
floats (77-320 model) to fully armed combat load- An unusual British interceptor aircraft, the 161
outs. Crew: 2 (pilot & gunner) Passengers: 4 (2 has a Bristol Jupiter VIIF 9-cylinder radial push-
in the 77-320) Range: 700 miles. er engine and provides a stable gun platform for
SPD 4 MAN 4 HUL 8 aerial skirmishes. Crew: 1 Range: 250 miles
Weapons: 2× .30 caliber machine guns SPD 2 MAN 3 HUL 8
WA 0 WR 4 DB +2 Weapons: 1× 37 mm Coventry Ordnance Works
RANGE: 6500 AMMO: 250 belt x2 automatic cannon
WA 0 WR 7 DB +3
RANGE: 4,500 yds AMMO: 5 clip
105
1929 Dornier Do X Flying Boat
This German-built passenger aircraft is the larg-
est, most powerful airplane of its time. Capable
of carrying lots of people over long distances, the
Do X is a true engineering marvel. Crew: 10-14
Passengers: 66-100 Range: 1056 miles.
SPD 4 MAN 2 HUL 11 1931 Buhl A-1 Autogyro
Making use of the first practical “pusher” engine
in an autogyro design, this 2-man light recon
craft has excellent speed and maneuverability,
as well as vertical takeoff and landing capability.
Range: 320 miles.
SPD 3 MAN 4 HUL 5
106
1925 AEGIS LR-2
The first of the AEGIS light reconaissance air- 1929 R100
ships, the Daedalus II made use of Vincenzo Di- The Airship Guarantee Company of Great Britain
Marco’s original design, incorporating some tech- built this dirigible as part of the postwar Imperial
nological improvements by Edison, Firestone, Airship Scheme, in an effort to better connect the
Ford and the US Army, including helium for lift far corners of the Empire via passenger airship
and a prototype radio detector for scanning ships service. Its six Rolls-Royce Condor IIIB 12 cylin-
and aircraft. Crew: 1-6 Range: 18,720 miles (10 der engines can push it to speeds of 81.5 mph.
days at cruising speed of 78 mph) Crew: 37 Passengers: 100 Range: 4,095 miles
Note: The Daedalus II had only one crew and was decommis- with 3 tons payload.
sioned in 1926, but we’ve included it here in case GMs need
to use it in a mission. SPD 3 MAN 1 HUL 11
SPD 3 MAN 3 HUL 10
Weapons: 2× Hotchkiss guns (top mount)
WA 0 WR 5* DB +2
RANGE: 12400 AMMO: 30 drum x2
* See weapon stats on page 114
1929 R101
The Royal Airship Works of Great Britain manu-
factured this mammoth rigid airship as the rival
and sister ship to the R100. Longer and slow-
er than the R100 overall, the R101 plies the air
lanes from Britain to India and back. Crew: 15-42
Passengers: 120 Range: 4,000 miles
1927 AEGIS LR-3 SPD 2 MAN 1 HUL 11
Improving upon the DiMarco/Edison Dae-
dalus I & II light reconaissance airship de-
signs, the LR-3 Daedalus class airship is
small, sturdy and maneuverable, and capable
of a top speed of 100 mph. Full specs are in-
cluded on page 134. Crew: 1-6 Range: 18,720
miles (10 days at cruising speed of 78 mph)
SPD 3 MAN 3 HUL 12
Weapons: 2× Hotchkiss guns (top mount); 2×
Browning 7.62 mm machine guns (front facing
1929 ZMC-2
mount, manned or fire-linked from pilot con-
The Zeppelin Metal Clad dirigible was built by
trols)
the Aircraft Development Corporation of Detroit
WA 0 WR 5* DB +2 for the US Navy. Although devoid of an internal
RANGE: 12400 AMMO: 30 drum x2 structure (its nickname was “the tin blimp”), the
* See weapon stats on page 114 metal skin of the craft was enough to meet the
WA 0 WR 4 DB +2 criteria of “rigid airship”. At 148 ft in length and
with a top speed of only 69 mph, the ZMC-2 is a
RANGE: 1400 AMMO: 250 belt x2 small but reliable workhorse. Crew: 3 Range:
676 miles.
SPD 2 MAN 2 HUL 8
107
SUBMERSIBLES
108
OTHER VEHICLES
T
hese craft are often encountered in the
course of field operations and are not gen-
erally available on the open market. For
that reason, no prices are given.
109
1926 Ford Land-Ship
Part troop tranport, part recreational vehicle,
part boat, this expired military contract was 1929 Silver Star Spider-Class Tank
brought to AEGIS by Henry Ford, and immedi- All-terrain armor and a fearsome profile. Top
ately put into service. Length: 48 ft 8 in. Beam: 8 Speed: 30 mph Range: 150 miles.
ft 10 in. Draft:8 ft. Powerplant: deisel / electric. SPD 1 MAN 3 HUL 15 AV 10
Top Speed: 65 mph land; 7 knots (8 mph) water.
Crew: 2 Passengers: 20 Range: 310 miles land; Weapons: 1× 7.7 cm FK 16 cannon; 1× 7.92 mm
80 miles water MG 15 machine gun
SPD 2 / 0 MAN 0 HUL 14 AV 6 WA 0 WR 7 DB +2
1922 Mono-Wheel
A fringe technology in the 19th century, the mono-
wheel design has become popular among daredevil
cyclists and even the military. Some armored op-
tions are available to military and AEGIS personnel.
Stats are unarmored/armored. Top Speed: 95/50
mph. Crew: 1 Range: 150/110 miles
SPD 2/1 MAN 1/0 HUL 4/12 AV 0/6
Weapons: None/1× heavy weapon mount
110
1927 Silver Star SSK2 Carrier “Luftpanzer II” 1928 AEGIS HC-12 Heavy Carrier
This massive supercarrier is bristling with weap- Built from the stolen specs for the SSK2, the
ons and loaded for a fight. Crew: 60 Passengers: Heracles-Class heavy carrier is the result of sev-
60 Loadout: 6 fighters, 4 gyro-skiffs Range: eral iterations of design improvements, includ-
18,000 miles (10 days at cruising speed of 75 mph) ing a photovoltaic exoskin and an additional set
of wings (with 3 engines each) for more power,
SPD 2 MAN 0 HUL 20 lift and speed). Crew: 60 Passengers: 60 Load-
Weapons: 12× 7.7 cm FK 16 cannons (6 per side); out: 6 fighters, 20 gyro-packs Range: 20,400
32× 7.92 mm MG 15 machine guns (16 per side) miles (10 days at cruising speed of 85 mph)
WA 0 WR 7 DB +2 SPD 2 MAN 1 HUL 18
RANGE: 30,000 AMMO: 20 x12 Weapons: 12× 75 mm Howitzers (6 per side); 32×
WA 0 WR 4 DB 0 Browning 7.62 mm machine guns (16 per side)
RANGE: 6000 AMMO: 75 mag x32 WA 0 WR 7 DB +3
RANGE: 28,800 AMMO: 20 x12
WA 0 WR 4 DB +2
RANGE: 4500 AMMO: 250 belt
111
WEAPONS Colt .45 (automatic)
$30 / $9
Weapon Accuracy (WA): Some weapons are bet- WA 0 WR 4 DB +2
ter balanced than others. Add this number to the
Target Number to hit with this weapon. RANGE: 150 AMMO: 6
Weapon Rating (WR): This number is the mini- Colt .38 Special (revolver)
mum STRENGTH needed to wield it effectively $24 / $2
and serves as the damage rating. Characters
with a STR less than the WR of the weapon wield WA 0 WR 3 DB 0
it at a penalty of –1 per point of difference. RANGE: 150 AMMO: 6
112
Winchester Model 1897 (shotgun) $30 / $5
Tesla Electric Carbine (rile) $* WA 0 WR 4* DB +1
WA 0 WR 4** DB +1
RANGE: 120 AMMO: 5
RANGE: 500 AMMO: 12 / battery pack
*The shotgun has a WR of +1 for one-half range
* This weapon is restricted technology, available or less; -1 WR for more than one-half range.
only to AEGIS and other elite units.
** Living target(s) hit must make Stun SAVE or
fall unconscious for 1D6 rounds.
113
HEAVY WEAPONS
114
M1918 BAR $180 / $4
Lewis Gun .303 $175 / $9 WA 0 WR 4 DB +1
WA 0 WR 4 DB +2
RANGE: 4500 AMMO: 20 box mag
RANGE: 2600 AMMO: 47 drum
115
MELEE WEAPONS SWORDS, ETC.
Baseball Bat $3
WA +1 WR 1 DB +1
Bottle $N/A
WA 0 WR 1 DB 0
Medieval Sword $150
Brass Knuckles $3
WA 0 WR 3 DB 0
WA 0 WR 1 DB +1
Cleaver $2
WA 0 WR 1 DB +1
Cutlass $75
Club $5
WA +1 WR 3 DB +1
WA 0 WR 2 DB 0
Chain $2
WA 0 WR 2 DB +1
Rapier $200
Chair $N/A WA +3 WR 2 DB +0
WA -1 WR 2 DB 0
Fire Axe $3
WA 0 WR 3 DB 0
War Saber $200
Hatchet $4
WA 0 WR 3 DB +1
WA 0 WR 1 DB +2
Nightstick $4
Battle Axe $150
WA 0 WR 1 DB +1
WA 0 WR 3 DB 0
Small Knife $2
WA 0 WR 1 DB +2
Switchblade $5
WA 0 WR 1 DB +2
116
Dagger $50
WA +1 WR 1 DB +1
Grenade $5-$10
WA 0 WR 4 (frag) DB +1
WA 0 WR Stun Save (gas) DB 0
WA 0 WR 3* (incendiary) DB +2
Trench Knife $25
WA 0 WR 1 DB +2 RANGE: STR x 20 ft
Radius effect of 5 yards. Targeted characters may make an
This weapon doubles as Brass Knuckles for opposed roll to dodge as normal.
punching (WR 1, DB +1). * Use Flamethrower rules (page 113).
Any time a fumble is rolled on the throwing of a grenade, the
MISSILE WEAPONS player should roll on the Grenade Mishap Table
117
CHAPTER SEVEN
BESTIARY
N
o pulp setting would be complete without Bat, giant
a collection of wild animals, prehistoric
monstrosities and demonic threats to put COM 9
the characters’ lives in jeopardy. Here you will WR 3
find listings and stats for everything from African SHRUG 4
wildlife to otherworldly creatures, and even a few WOUNDS 4
dinosaurs for good measure. While we’ve made Special Abilities: Flight, echolocation, bite.
an effort to include a range of creatures found in
epic pulp adventure tales, there is just no way to
Bat, swarm
fit all of them in this single volume. Later vol-
umes will include flora and fauna specific to the COM 10 WR 1 SHRUG 3 WOUNDS 2
supplement’s topic and setting details. Special Abilities: Flight, coordinated attack,
echolocation. Although individuals may be killed,
The creatures herein are listed with their per-
only area effect weapons will fully neutralize a
tinent combat statistics, including a combined
swarm.
combat (COM) rating, damage potential (as WR
+ STRENGTH BONUS in parentheses), SHRUG,
WOUNDS and any special abilities they might
Bear
have.
COM 7
GMs should feel free to adjust a creature’s
WR 3 (+6)
stats based on the threat value needed for the
SHRUG 6 (+AV1) = 7
scenario and the player characters.
WOUNDS 6
Special Abilities:
WILD ANIMALS Natural AV1, claws,
bite.
Bird, raptor
COM 8
Aligator/Crocodile WR 2 (+1)
COM 6 (7 in water) SHRUG 3
WR 4 (+4) WOUNDS 2
SHRUG 5 (+AV2) = 7 Special Abilities:
WOUNDS 5 Flight. Stats also apply
Special Abilities: Natural AV2, tail, bite. to parrots.
118
Camel Goat, wild
COM 7 COM 6
WR 2 (+6) WR 2 (+3)
SHRUG 5 SHRUG 3
WOUNDS 7 WOUNDS 4
Special Abilities: Special Abilities:
Tough, tenacious. Agile, quick.
High endourance.
Damage comes from
powerful kicks, tram-
pling or biting. Gorilla
COM 9
Cattle, wild WR 2 (+5)
Includes bison, wildebeest, water buffalo, musk SHRUG 6
ox and the like. WOUNDS 6
COM 8 Special Abilities:
WR 2 (+5) Double-fisted attack
SHRUG 4 (makes 2 simultaneous
WOUNDS 6 attacks on the same
Special Abilities: Tough, tenacious. Damage target.
comes from powerful kicks, trampling or goring.
Dolphin/Porpoise Hippopotomus
COM 8 COM 7
WR 2 (+3) WR 3 (+6)
SHRUG 5 SHRUG 6
WOUNDS 4 WOUNDS 7
Special Abilities: Special Abilities:
Swimming, echolo- Swim, charge, bite,
cation, intelligent, trample.
gregarious.
Eel
COM 7
WR 2 (+2)
SHRUG 3
WOUNDS 3
Special Abilities:
Swim, bite. Can strike
and fade. Hiding in
reef dens provides a
natural AV4 when attacked..
Elephant
Horse, wild
COM 8 Includes donkey, mule and zebra.
WR 3 (+10)
SHRUG 6 COM 9
WOUNDS 8 WR 2 (+5)
Special Abilities: SHRUG 3
Swim, trample, charge, WOUNDS 7
tusk-strike, trunk-strike. Special Abilities: +2 Awareness. Swim, charge,
bite, trample.
119
Hyena
COM 7
WR 2 (+4)
SHRUG 4
WOUNDS 5
Special Abilities:
Stealth (-2 to human Awareness checks), pack
attack (always encountered in groups of at least Panther
1D6+1). Includes jaguar, leopard, cheetah, cougar and
other smaller wild felines.
Lion/Tiger COM 7
COM 8 WR 2 (+4)
WR 3 (+4) SHRUG 4
SHRUG 5 WOUNDS 5
WOUNDS 5 Special Abilities: Camouflage, stealth (-2 to
Special Abilities: human Awareness checks), bite, claw.
Camouflage, stealth
(-2 to human Awareness Rhinoceros
checks), charge, bite, claw. COM 10
WR 2 (+7)
Monkey SHRUG 5 (+AV2) = 7
COM 8 WOUNDS 8
WR 1 (+2) Special Abilities: Charge,
SHRUG 3 trample, kick-attack, horn-
WOUNDS 4 attack.
Special Abilities:
Intelligent, tenacious, claw, bite.
Octopus
Shark, large
COM 8
WR 1 (+4) COM 10
SHRUG 3 WR 3 (+5)
WOUNDS 4 SHRUG 4 (+AV2) = 6
Special Abilities: Camouflage, intelligent, tena- WOUNDS 7
cious, fast (-1 to hit unless entangled). Suc- Special Abilities:
cessful attack entangles target. A successful Fast (-1 to hit). Attracted to unusual sound
Strength Feat skill check (or base STR check) patterns and blood in the water. Feeding frenzy
vs. the animal’s COM check is required to break may bring 1D6 x 5 additional individuals.
free. Defensive ink cloud makes animal a total
of -4 to hit when escaping (-1 underwater, -1
fast, -2 ink = -4). Shark, small
COM 9
WR 3 (+4)
SHRUG 3 (+AV2) = 5
WOUNDS 5
Special Abilities:
Fast (-1 to hit). Attracted to unusual sound
patterns and blood in the water. Feeding frenzy
may bring 1D6 x 5 additional individuals.
120
Snake, constrictor Swarm, insects / arachnids
COM 7 COM 8
WR 2 (+3) WR 1 (+3)
SHRUG 3 SHRUG 1
WOUNDS 4 WOUNDS 1
Special Abilities: Special Abilities:
Successful attack Damage bonus is for toxic bite / sting. Small
automatically entangles (-2 to hit). Swarm can only be harmed by area-
victim. A successful Strength Feat skill check effect weapons and powers.
(or base STR check) vs. the animal’s COM check
is required to break free.
Snake, venomous
COM 7
WR 1 (+5)
SHRUG 3
WOUNDS 3 Swarm, rats / mice
Special Abilities:
COM 9
Successful strike
WR 1 (+2)
delivers venom to target
SHRUG 1
(reflected in the +5 damage bonus). After suc-
WOUNDS 1
cessful strike, the target must make and En-
Special Abilities:
durance check once every hour or downgrade 1
Damage bonus is for infectious bite. Small
wound level, unless the poison is neutralized or
(-2 to hit). Swarm can only be harmed by area-
removed. Successful Lore, Natural Sciences and
effect weapons and powers.
Medicine checks and 1 hour to create an anti-
dote.
Whale, baleen
Squid, giant
COM 9
COM 10 WR 2 (+6)
WR 3 (+4) SHRUG 6
SHRUG 5 WOUNDS 10
WOUNDS 7 Special Abilities:
Special Abilities: Swim, charge, tail strike, echolocation.
Tenacious, fast (-1 to hit unless entangled). Suc-
cessful attack entangles target. A successful
Whale, toothed
Strength Feat skill check (or base STR check)
vs. the animal’s COM check is required to break COM 10
free. Defensive ink cloud makes animal a total WR 3 (+5)
of -4 to hit when escaping (-1 underwater, -1 SHRUG 5
fast, -2 ink = -4). WOUNDS 8
Special Abilities:
Stingray Swim, bite, charge, tail strike, echolocation.
COM 6
WR 3 (+4) Wolf
SHRUG 3 Includes coyotes, dingoes, jackals and other wild
WOUNDS 4 canines.
Special Abilities:
COM 7
Successful strike delivers poisoned barb to target
WR 2 (+3)
(reflected in the +4 damage bonus). After suc-
SHRUG 4
cessful strike, the target must make and En-
WOUNDS 5
durance check once every hour or downgrade
Special Abilities:
1 wound level, unless the barb and poison are
Camouflage, stealth
neutralized or removed. Successful Lore, Natu-
(-2 to human Awareness
ral Sciences and Medicine checks and 1 hour to
checks), bite.
create an antidote.
121
LEGENDARY CREATURES
Animal, giant
Generally the GM can stat giant animals based
on their normal attributes adding modifiers
for size in the WR (+STR bonus), SHRUG and
WOUNDS categories. Stats may vary depend-
ing on exactly how giant your giant creature is.
See the following legendary creatures listings for
ecamples.
Scorpion, giant
COM 8
WR 2 (+5)
SHRUG 3 (+AV3) = 6
WOUNDS 7
Special Abilities: Ape-Man
Claw, bite, venom A species of hominid somewhere between goril-
sting. Successful las and Neanderthals on the evolutionary tree.
tail strike deliv- Their number is unknown, but can be found in
ers venom to target the deepest jungles of Sub-Saharan Africa.
(reflected in the +5 COM 10
damage bonus). After successful strike, the WR 1 (+4)
target must make and Endurance check once SHRUG 4
every hour or downgrade 1 wound level, unless WOUNDS 5
the poison is neutralized or removed. Success- Special Abilities: Underdeveloped nervous
ful Lore, Natural Sciences and Medicine checks systems make these creatures less vulnerable to
and 1 hour to create an antidote. pain and shock. Suffer no wound penalties.
Spider, giant
COM 8
WR 2 (+4)
SHRUG 3 (+AV2) = 5
WOUNDS 7
Special Abilities: Leg strike, venom bite, web
entangle. Successful bite delivers venom to
target (reflected in the +4 damage bonus). After
successful strike, the target must make and
Endurance check once every hour or downgrade
1 wound level, unless the poison is neutralized
or removed. Successful Lore, Natural Sciences
and Medicine checks and 1 hour to create an
antidote.
Crab, giant
COM 9 Brontosaur
WR 3 (+4)
COM 5
SHRUG 4 (+AV4) = 8
WR 4 (+10)
WOUNDS 7
SHRUG 8
Special Abilities: Claw strike. Successful
WOUNDS 10
attack automatically entangles victim. A suc-
Special Abilities: Trample. Underdeveloped
cessful Strength Feat skill check (or base STR
nervous systems make these creatures less
check) vs. the animal’s COM check is required
vulnerable to pain and shock. Suffer no wound
to break free.
penalties.
122
Kong
This prehistoric ape
creature stands 25’
tall and is indigenous
to Skull Island in the
Indian Ocean. The
island is home to many
prehistoric throwbacks
and giant arthropods,
El Diablo del Mar walled in by native
Legend holds that a giant octopus called El caretakers who ap-
Diablo del Mar (“the sea devil”) has been terror- pease these creatures
izing sailors and wrecking ships in the vicinity with human sacriice.
of Cuba, Haiti and Puerto Rico since the golden
COM 12
age of piracy there. Whether the legend is true
WR 3 (+10)
or whether the current Sea Devil is merely a
SHRUG 8
descendant of the original, the threat it poses to
WOUNDS 12
divers and shipping is very real.
Special Abilities:
COM 11 Superior climbing
WR 3 (+8) skill. Immune to fear
SHRUG 5 or anything that would
WOUNDS 12 require a Resist check.
Special Abilities: See Octopus.
El Draco Grande
There is a legend among the natives and explor-
ers of the Amazon river basin and the inland
Caribbean jungles of a giant anaconda the Span-
ish named El Draco Grande (“the great dragon”).
This 30-foot long serpent lives in the trees and Mammoth/Mastodon
brackish waters of the lush, tropical jungle, using These prehistoric relatives of the elephant were
stealth and strength to ensnare its victims and thought extinct, but the occasional specimen has
crush them before devouring their bodies whole. been catalogued in various primeval locales. The
El Draco Grande can guard the secret of an an- mammoth is slightly larger and covered in a thick
cient temple or golden city, or can just be used to coat of fur. Its stats are listed irst.
terrorize the player characters. COM 8 / 8
COM 10 WR 4 (+10) / 3 (+10)
WR 3 (+4) SHRUG 6 (+AV2) = 8 / 6
SHRUG 4 WOUNDS 9 / 8
WOUNDS 8 Special Abilities: Swim, trample, charge,
Special Abilities: Use constrictor rules with the tusk-strike, trunk-strike.
stats listed here.
123
Pterosaur
Old Flathead Supposedly extinct, these lying reptiles can
This crocodile slides and twists through the still be found circling the skies above ruined cit-
coastal waters and steamy jungles of the Ca- ies, lost worlds and steamy tropical jungles.
ribbean, terrorizing native villages and inland
COM 10
explorers. He bears the scars of a thousand
WR 3 (+6)
attempts to either slay him or fend him off. His
SHRUG 4
reported size tops 22 feet and 1.5 tons. Those
WOUNDS 6
adventurous souls who have seen him and lived
Special Abilities: Flight. Underdeveloped
to tell the tale call him Old Flathead. He can
nervous systems make these creatures less
guard coastal shipwrecks or lay in wait of prey
vulnerable to pain and shock. Suffer no
in any small lagoon or saltwater inlet.
wound penalties.
COM 7 (10 in water)
WR 4 (+6)
SHRUG 6
WOUNDS 7
Special Abilities: Use standard aligator/croco-
dile rules with the stats listed here.
Piscine Humanoid
Also known as “gill man” or “ish man”, these
cryptozoological specimens can be found in the
dark, brackish waters of the Amazon basin.
COM 11
WR 1 (+4)
SHRUG 4
WOUNDS 5
Special Abilities: Swim,
slash, bite. Stealth (-2
to human Awareness
checks). Sasquatch/Yeti
The Sasquatch species of hominid is native to
the thick evergreen forests of the Paciic North-
western US, and its Yeti cousin to the mountain-
ous regions of Asia. Usually solitary, sometimes
encountered in groups of up to six.
COM 11
WR 2 (+5)
SHRUG 5
WOUNDS 6
Special Abilities: Underdeveloped nervous
systems make these creatures less vulnerable to
pain and shock. Suffer no wound penalties.
124
SUPERNATURAL CREATURES
Generally speaking, the creatures listed here
are of a mystical, occult or otherwise paranor-
mal origin. As such, most cannot be harmed (or
at the very least not permanently destroyed) via
conventional means.
Demon
These minions of hell
come in a variety of
shapes, sizes and abili-
Stegosaur ties. The stats here
This supposedly-extinct dinosaur might be an are for a mid-level,
herbivore, but it comes with armor plates and a rank-and-ile demon.
tail full of spikes for defense. These creatures GMs may make great-
are social and iercely territorial. NOTE: GMs can er or lesser demons
use these stats for any similar-scale armored by tailoring the stats
herbivorous dinosaur (triceratops, styracosaur, accordingly.
ankylosaur, etc.). COM 10
COM 7 WR 3 (+6)
WR 3 (+8) SHRUG 6
SHRUG 6 WOUNDS 6
WOUNDS 8 Special Abilities:
Special Abilities: Charge, tail-strike. Underde- Depending on
veloped nervous systems make these creatures the needs of the GM,
less vulnerable to pain and shock. Suffer no demons may only be
wound penalties. affected by mystical/di-
vine weapons or occult
powers.
Ghost
Tyrannosaur
This entity is the spirit of a dead person, trapped
Another sup-
on the Earthly plane, often conined to a speciic
posedly-extinct
structure or area.
dinosaur, T-Rex
is the apex COM 8
predator of any WR N/A
prehistoric lost SHRUG
world. NOTE: These N/A
stats can be used WOUNDS N/A
for any large carni- Special Abilities:
vore. Using aquatic Cannot directly
descriptions, they can harm mortal
also be used to cover beings, but can
plesiosaurs and other cause Fear checks
water-dwelling primeval predators. (from -1 to -4
depending on the
COM 13
particular mani-
WR 4 (+10)
festation). Ghosts
SHRUG 8
may only be af-
WOUNDS 10
fected by mystical/
Special Abilities: Charge, bite, kick-strike.
divine weapons or
Underdeveloped nervous systems make these
occult powers.
creatures less vulnerable to pain and shock.
Suffer no wound penalties.
125
Ghoul Manitou
A ravenous animated North American ab-
corpse, driven to feast on original peoples have
the lesh of living beings. ancient traditions of
COM 7 the manitou, pow-
WR 3 (+2) erful nature spirits
SHRUG 4 which can take most
WOUNDS 5 any form.
Special Abilities: Ghouls COM 10
ignore wound penalties WR 3 (+6)
and can only be truly killed SHRUG 6
by total immolation, frag- WOUNDS 10
mentation or by killing Special Abilities:
the brain. Ghouls do not Manitou are primal
transfer their undead state nature spirits and can-
to their victims. The term not be truly destroyed
“zombie” has begun to be by conventional means.
used interchangeably They are only vulner-
with ghouls as well as the able to mystical/di-
Voodoo creatures, despite vine weapons or occult
the former being dead powers and ignore wound
and the latter being alive. penalties.
Golem Mummy
Originating from Hebraic Many
lore, the golem can be world cul-
made from any material tures have
and magically instruct- practiced
ed to fulill almost any mummiication,
mission. but reanimated
COM 8 mummies are
WR 3 (+6) mainly found in
SHRUG 6 Egypt, with the
WOUNDS N/A occasional speci-
Special Abilities: Golems men popping up
are magically created, and in China or South
as such, cannot be truly America.
destroyed by conventional COM 11
means. They are only vul- WR 2 (+5)
nerable to mystical/divine SHRUG 5
weapons or occult pow- WOUNDS 6
ers and ignore wound Special Abilities: Mummies are magically cre-
penalties. ated, and as such, cannot be truly destroyed by
conventional means. They are only vulnerable
to mystical/divine weapons or occult powers
and ignore wound penalties.
126
Vampire
Although found in every culture
around the world, the terminol-
ogy and catalogued attributes
of this creature are
based on the East-
ern European specimen.
COM 10
Werewolf
WR 3 (+5)
Lycanthropes are found
SHRUG 6
throughout the world,
WOUNDS N/A
from the were-
Special Abilities:
jaguar of the
Can transform into
Amazon to the
mist, a swarm of
were-shark of
rats or a single
Polynesia.
bat. Cannot be
These stats
seen in reflective
are speciic to
surfaces. Vampires
the Eurasian
are created by other vampires,
werewolf.
and cannot be harmed by
conventional means. They re- COM 11
generate by sleeping in coffins during the day. WR 1 (+4)
Religious symbols, crosses, holy water, and SHRUG 4
garlic will hold them at bay, a wooden stake WOUNDS 5
of any kind through the heart will immobilize Special Abilities: Claw attack, bite attack.
them, and decapitation with the head and body Stealth (-2 to human Awareness checks). Re-
separated by long distance will keep them from generates 1 wound per hour. Wolfsbane will
regenerating, but only complete immolation hold a werewolf at bay, and wounds made with
will destroy them permanently. A vampire will silver-tipped weapons negate regenration.
ignite on contact with natural sunlight, and Lycanthropes can either change at will or
be completely engulfed in flame by the end of only when triggered by the full moon, depend-
the second round exposed. Four rounds of ing on GM’s requirements for the story.
exposure to sunlight is enough to completely
destroy the creature.
Zombie
From the Haitian Voodoo tradition, a zombie is a
human who has been put in a state of catatonia
and servility, a barely-living slave for the cre-
ator.
COM 6
WR 1 (+4)
SHRUG 4
WOUNDS 5
Special Abilities: The “zombi” (or more com-
monly “zombie”) is created by a Voodoo priest
or bokor, who keeps the subject in a state of
waking death, enslaved to do the bokor’s will.
The only way to break the spell is to kill the
zombie (via any normal means), kill the
bokor, or destroy the vessel in which the
bokor keeps the zombie’s mortal soul.
Because of their extreme state of mind
control, zombies suffer no wound pen-
alties.
127
1929 Chyeranovskii BICh-7A 106 Automatic Fire 66
Index 1929 Dornier Do X Flying Boat 106 Automobiles 101
1929 R100 107
1929 R101 107 B
Symbols 1929 Silver Star Spider-Class Tank 110
1929 ZMC-2 107 Bálgard 19
7.7 cm FK 16 115 1931 Buhl A-1 Autogyro 106 Baseball Bat 116
75mm Pack Howitzer M1 115 1931 Curtiss F9C Sparrowhawk 105 Basic Mechanics 7
1900 Plunger-Class Submarine 1931 Vickers 161 105 Basic Plots 94
108 1932 Curtiss A-8 104 Bat, giant 118
1904 Viper-Class Submarine 108 1933 Curtiss T-32 Condor II 104 Bat, swarm 118
1905 B-Class Submarine 108 1933 Goodyear-Zeppelin ZRS Dirigible Battle Axe 116
1906 Octopus-Class Submarine 106 Beacon Society 10
108 1934 Bellanca 77-140 Bomber 105 Bear 118
1915 Sopwith Admiralty 8200 Behavior Tags 44
Type 104 A BESTIARY 118
1917 Sopwith Camel 105 Bird, raptor 118
1918 Mercedes Tri-Tank 110 ACCESSORIES 99 Black Brotherhood 10
1920 Martin NBS-1/MB-2 105 Adventures & Campaigns 87 Blackjack 116
1922 Brough Superior SS80 102 Adventure Seeds 95 Blow Gun 117
1922 Mono-Wheel 110 AEGIS 8 Bonnet’s Brigands 10
1922 US Navy J-Class Blimp 106 AGILITY 30 Bottle 116
1923 Aeromarine 75 103 Agility skills 35 Brass Knuckles 116
1923 Boeing PW-9 103 AIRCRAFT 103 Brontosaur 122
1923 Cierva C.6 Autogyro 103 Airship Daedalus Scenario Generator Browning .25 112
1923 Farman F.121 Jabiru 106 93 Browning 1919 7.62 115
1924 Indian Chief 102 Alanna 27 Browning Auto-5 112
1924 Powered Balloon 109 Aleister Crowley 59 Bureau of Investigation 11
1925 AEGIS “Dugdale” Electric Aligator/Crocodile 118
Cycle 102 Allied Recovery 8 C
1925 AEGIS LR-2 107 Anasazi 18
1925 Aero A-11 103 Angkor 18 Call of Cthulhu, he 89
1925 Curtiss F6C-1 103 Animal, giant 122 Camel 119
1925 Triumph Model P 102 Ape-Man of the Congo 122 Caprona 20
1926 Douglas XA-2 104 Arcane Grimoires 74 Captain Ecke 58
1926 Ford Land-Ship 110 Armor 64 Captain Stratosphere 52
1926 Harley-Davidson JD 102 Armor Reduction 64 Caspak 20
1926 Lir-Class Submarine 108 Armor Values of Common Materials Cattle, wild 119
1926 Soviet CCCP-X2 Airship 111 69 Chain 116
1927 AEGIS AS-4 Dirigible 109 Asian Sword 116 Chair 116
1927 AEGIS LR-3 107 Assembling a Crew 85 Character Abilities 60
1927 Silver Star SSG-1 Gyro-Skif Assets 40 Character Archetypes 46
109 Associated Press 9 Character Creation 29
1927 Silver Star SSK2 Carrier Astral 81 Character Development 86
“Lutpanzer II” 111 Astrum Argentum 9 Character Generation at a Glance
1928 AEGIS HC-12 Heavy Carrier Athlete 46 29
111 Atlantis 19 Character Improvement 34
1928 AEGIS Sky Car 110 Attacking 63 Chauchat 8mm Lebel 115
1928 Holloway GP2 Gyro-Pack At the Earth’s Core 89 Chevrolet Phaeton 101
109 Austin 7 Roadster 101 Cleaver 116
1929 AEGIS JP10 Jet Pack 109 Clihanger, he 88
128
Close or Pull Away 68 El Diablo del Mar 123 Healing 65, 76, 80, 84
CLOTHING 99 El Draco Grande 123 HEALTH CARE 100
Club 116 Elementalism 76 Heavy Flame hrower 115
Collision and Ramming 69 Elephant 119 HEAVY WEAPONS 114
Colt .38 Special 112 Enield .380 112 Hell’s Angels 90
Colt .45 112 Entanglement 65 High Road to China 90
Combat Basics 62 Entertainer 47 Hippopotomus 119
Combat Skill Bonus 64 EQUIPMENT 99 Hit Location 64
Communion 80 ESSENCE 30 Holding Actions 63
Conjuration 74 Essence skills 38 Horse, wild 119
Control 82 Evasive Action 69 Hotchkiss M1914 114
Cooperation 61 Explorer 47 Hyena 120
Crab, giant 122 Explorer’s Club 12
Creating New Powers 84 I
Criminal 46 F
Critical Failure, or Botch 62 Illusion 77
Critical Success 62 Factions 8 Improving Skills 34
Crossbow 117 Falling 71 INITIATIVE 30
Cult of the Templar 11 Fear 72 Insanity Table 72
Cutlass 116 Fear Factor 72 INTELLIGENCE 30
Final Note on Skill Selection 39 Intelligence skills 37
D Final houghts 93 Introduction 4
Fire 71 Iron Pipe 116
Dagger 117 Firearms 112 Island at the Top of the World 90
Damage 64 Fire Axe 116 Ivor Johnson .22 112
Damage Bonus 64 Flash Gordon 89
Damage Overview 64 Ford Model T 101 J
Deadeye 55 Foundation of Trust, A 85
Demon 125 French Foreign JACKETS 99
Derived Stats 30 Legion 12 John Carter 90
Designing Adventures 87 Journalist 47
Detective 46 G Jungle Jim 90
Devil’s Own, he 11
Devotional Prayers 80 Gardner 2-Barrel .30 114 K
DEXTERITY 30 Gatling Gun 114
Dexterity skills 36 GEAR 100 King Kong 90
Dick Tracy 89 Ghost 125 King Solomon’s Mines 20
Diiculty 61 Ghoul 126 Knockdown, Death and Dismem-
Diiculty Guidelines 61 Glossary of Terms 6 berment 65
Divination 75, 80, 83 Goat, wild 119 Knossos 21
Doc Savage: he Man of Bronze 89 Golem 126 Kong 26, 123
Doc Starr 53 Gorilla 119
Dodging 63 Grappling 66 L
Dolphin/Porpoise 119 Grenade 117
Driving the Story 86 GRENADE MISHAP TABLE 117 Land hat Time Forgot, he 90
Drowning and Sufocation 71 League of Extraordinary Gentlemen,
Duke 56 H he 90
LEGENDARY CREATURES 122
E Harpoon Gun 115 Lewis Gun .303 115
Hatchet 116 Liabilities 43
Eel 119 Head Honcho, he 85 Lifeline 32
129
Lincoln Island 22 O R
Lincoln L-series 101
Lion/Tiger 120 Occultist 48 Raiders of the Lost Ark 91
Longbow 117 Octopus 120 Ranged Attacks 66
Lost Cities & Undersea Kingdoms Old Flathead 124 Rapier 116
17 Opposed Checks 61 RENT/HOUSING 100
LUCK 30 Other Hazards 71 Repairing Damaged Vehicles 70
OTHER VEHICLES 109 Rhinoceros 120
M Rivets 54
P R’lyeh 24
M1918 BAR 115 Rocketeer, he 91
Mace 116 Packard 426 Runabout 101 Roleplaying Primer 5
Madsen 7.62mm 114 Packard Convertible Sedan 101 Running Fire 66
Magic, Psychic Powers & he Occult Panther 120 Running Pulp 87
73 Parabellum MG14 114 Rushing Actions 63
Maintaining the Illusion 86 Parrying 63
Mammoth/Mastodon 123 S
Manitou 126
Maple-White Land 22 San Lorenzo Tenochtitlán
Maria Blutig 57 25
Mark I Flamethrower 113 Sasquatch/Yeti 124
Masked Marvel, he 91 SAVE 30, 64
Mass Combat 67 Saving vs Powers 74
Maxim 1885 7.6mm 114 Scale 67
Mechanic 47 Scholar 49
Medieval Sword 116 Science & Technology 15
Melee Weapons 116 Scientist 49
Merchant 48 Scorpion, giant 122
MI6 12 Scout 49
Minotaur 21 Secret Agent X-9 91
MISCELLANY 100 Secret of the Incas 91
MISSILE WEAPONS 117 Pellucidar 26 Shadow, he 92
Mob, he 12 PERCEPTION 30 Shambhala 25
Mohenjo-daro 23 Perception skills 36 Shangri-La 25
Monkey 120 Personality 40 Shark, large 120
MOTORCYCLES 102 Petra 27 Shark, small 120
Mummy 5, 91, 126 Phantom, he 91 Shields 66
Mummy, he 91 Physical 84 Shovel 116
Mwibele 23 Pilot 48 SHRUG 30
Mysticism 16 Pinkerton Agency 13 Silver Star 9
Piscine Humanoid 124 Skill Checks 61
N Playboy/Heiress 48 Skill Listings 35
Preparation 61 Skills 34
Nan Madol 24 Primary Stats 30 Skill Specialization 34
National Geographic Society 13 PROTECTIVE CLOTHING 99 Skull Island 26
Nazi Party 13 Psychic Powers 81 Sky Captain & he World of Tomor-
Necromancy 78 Pterosaur 124 row 92
Nightstick 116 Pulp Films for Inspiration 89 Small Knife 116
Non-Lethal Damage 65 Punching Adventure in the Face 85 Smith & Wesson .38 112
Note About Superheroes, A 89 Purchasing Powers 73 Snake, constrictor 121
NPCs 52 Snake Eyes & Boxcars 61
130
Snake, venomous 121 Vehicle Combat 68 What is Pulp? 4
Soldier 49 Vehicle Damage 69, 70 Whip 116
Spear 116 Vickers .50 114 Whisperer in Darkness, he 92
Specialization Example 35 Vickers .303 114 WILD ANIMALS 118
Spider, giant 122 Vigilante 50 Wild Man/Wild Woman 50
Spiders, he 92 Villar Perosa 9mm 114 WILLPOWER 30
Spirit of Play 60 Willpower skills 38
Springield M1899 Carbine 112 W Winchester 12-gauge 113
Springield M1903 112 Winchester Carbine 113
Squid, giant 121 Walther P38 113 Winchester Model 1897 113
Stabilization 65 Walther PPK 113 Winchester Repeating Rile 113
Stegosaur 125 War Saber 116 Wings 92
Stingray 121 Weapons 69, 112 Wolf 121
STRENGTH 30 Weapon Saves 67 World of Airship Daedalus, he 7
STRENGTH Bonus 64 Webley .32 113 Wounds 64
Strength skills 36 Werewolf 127 Wound Status 65
SUBMERSIBLES 108 Whale, baleen 121 Wrath 81
Summoning 79, 80 Whale, toothed 121 Wreckers, he 14
Surprise 63 What Counts as an Action? 63
Swarm, insects / arachnids 121 What Doesn’t Count as an Action? 63 Z
Swarm, rats / mice 121 What is Airship Daedalus? 4
Switchblade 116 Zombie 127
Sword Cane 116
SWORDS, ETC. 116
System 60
System Options 71
Unskilled Checks 61
Using Powers 73
131
A.E.G.I.S. FIELD AGENT PERSONNEL FILE
AGL PER
Athletics Awareness
Brawling (1) Bargain
Fisticuffs (1) Command
Dance Con
Dodge Diagnostics
Heavy Weapon Gambling
Martial Arts (2) Performance
Melee Weapon Photography
Missile Weapon Seduction
Pilot: Social
Riding Streetwise
Stealth Survival
NAME
INT
OCCUPATION Area Knowledge:
AGE SEX Cultural Sciences
Design
HEIGHT WEIGHT
Domestic Arts
EYES HAIR DEX Education
CHR. PTS LUCK Craft Language:
Demolitions Law
Firearms Literary Arts
Mechanics Lore
STR
Climbing
Endurance
Strength Feat WIL
Swimming Cool
Intimidation
Resist
ESS
ESS Resist
Intimidation
Swimming Cool
Strength Feat WIL
Endurance
Climbing
STR
NAME NAME
TYPE TYPE
Thievery
ITEM WA WR RNG DB AMMO Navigation
CREW CREW
Sleight of Hand Natural Sciences
Repair Military Sciences
VEHICLE DAMAGE VEHICLE DAMAGE
Play Instrument: Medicine
SPD 1. Shaken SPD 1. Shaken
Mechanics Lore(-1)
MAN 2. Light (-1) MAN 2. Light
MONEY & VALUABLES:
3. Moderate (-2) Firearms Literary (-2)
3. Moderate Arts
HUL HUL
4. Severe (-3) Demolitions Law (-3)
4. Severe
AV PTS
CHR. LUCK Craft
AV Language:
5. Disabled (-4) 5. Disabled (-4)
EYES 6. DriftingHAIR
Hulk (-5) DEX Education
6. Drifting Hulk (-5)
7. Destroyed Domestic Arts
7. Destroyed
HEIGHT WEIGHT
Design
WEAPON
AGE WA WR RNG
SEX DB AMMO WEAPON WA WRCultural
RNG Sciences
DB AMMO
Stealth Survival
Riding Streetwise
Pilot: Social
Missile Weapon Seduction
Melee Weapon Photography
Martial Arts (2) Performance
NOTES / CARGO: Heavy Weapon
NOTES / CARGO: Gambling
Dodge Diagnostics
Dance Con
Fisticuffs (1) Command
Brawling (1) Bargain
Athletics Awareness
AGL PER