Top Secret S.I. - TSAC2 Agent 13 Sourcebook

Download as pdf or txt
Download as pdf or txt
You are on page 1of 100
At a glance
Powered by AI
The document discusses the adventures of Agent 13, also known as the Midnight Avenger, as he escapes from captors and deals with threats from the Invisible Empire. It provides an overview of espionage and intrigue in the 1930s.

The Midnight Avenger, also known as Agent 13, works to undermine the schemes of the Invisible Empire, a criminal organization, and free himself when captured. His training allows him to move stealthily but he struggles due to the sounds of his pulse giving him away.

Fu-Seng is the mandarin, a villain, whose goal is to reawaken an army of stone soldiers using magic circles and crystals to take control of the valley. He uses chants and gestures in his attempt.

AGENT 13 Sourcebook

Table of Contents

Introduction .............................. 2
Adventuring in the 1930s ................... 4
Character Creation ....................... 15
Playing, 1930s Style ...................... 34
1930s Adventures ......... . .............. 42
The Saga of Agent 13 ...................... 63
The World of the 1930s .......... ...... .... 74
The Curse of Fu-Seng ..................... 87

AGENT 13 is a trademark of Flint Dille and David Marconi.


Credits: TOP SECRET/S.L, PRODUCTS OF YOUR IMAGINATION,
and the TSR logo are trademarks of TSR, Inc.
Design: Ray Winninger This work is protected under the copyright laws of the United
Editing: Caroline Chase States of America. Any reproduction or other unauthorized
Cover Art: Doug Chaffee use of the material or artwork contained herein is prohibited
Interior Art: Doug Chaffee without the express written consent of TSR, Inc.
Maps: David Sutherland III IOCopyright 1988 TSR, Inc. All Rights Reserved.
Keylining: Sue Myers
Typesetting: Kim N. Janke
~TM
The Fine Print Tstl.lnc.
~OII''tOtM'' • ......noN''
Distributed to the book trade in the United States by Random TSR, Inc. TSRUKLtd.
House, Inc., and in Canada by Random House of Canada Ltd. POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CBl 4AD
Distributed to the toy and hobby trade by regional distributors. WI 53147 USA United Kingdom

Printed in U.S.A.
ISBN 0-88038-478-6
I Introduction
"Leaving so soon, my friend? Perhaps you find our sting of the shattering pane through his thick leath-
hospitality inadequate." er gloves, and the cold bite of the outside air upon
The words caught Thirteen by surprise. Until now his face. As he leapt, the pinging of ricocheting bul-
he believed his escape had been almost textbook lets filled the air around him, causing Thirteen to
perfect. All of the Midnight Avenger's instincts told doubt the wisdom of his maneuver. At least he
him that if his captors were ordinary men, or even would have the satisfaction of learning the location
extraordinary men, he would already be free. This of one of the Empire's secret strongholds before he
time, however, he was struggling against the pawns died.
of the Invisible Empire themselves. There was no After his body cleared the window, Thirteen did, in
question what had betrayed him: His training fact, discover the location of the Brotherhood out-
allowed him to remove the snap from his joints, post. Unfortunately, it was situated in an airship
and the creak from his step, but no amount of anchored over what appeared to be the Nevada des-
training could muffle the pounding of his heart or ert! Five hundred feet below he saw the desert soil
the racing of his pulse-sounds telltale enough to rushing up to greet him (*).(*).(*).
one trained in the ways of the Brotherhood. Welcome to a new world of high adventure. A
"Now, if you would be so kind as to return to your world populated by heroes and villains; gangsters
cell." and gangbusters; men of mystery and men of infa-
Thirteen did not waste an instant considering his my. A world where courage and resourcefulness
enemy's proposal. Instead, he quickly uncoiled his reign supreme. A world poised on the brink of
body like a cobra, launching a powerful fist into war!
his adversary's jaw. The blow sent the heavy figure This sourcebook, for use with the 1bp Secret/S.l. til
reeling, providing Thirteen with the perfect oppor- Roleplaying Game, is your guide to creating
tunity to deliver a crushing follow-up, which adventures set in the 1930s and 1940s. With it,
instantly thrust his foe into the realm of uncon- you can recreate everything from the exploits of
sciousness. It would take only seconds to search Eliot Ness and his Untouchables to the pulp hero-
and dispose of the man-seconds the Midnight ics of Agent 13, and more! Nearly every type of
Avenger did not have. popular adventure story set in the 1930s is cov-
Suddenly, the familiar click of Schmeisser subma- ered herein. You and your players will find adven-
chine guns sliced through the air. Thirteen counted turing in this era a refreshing change of pace from
six guns being cocked into firing position. The Jin- the 1980s of the 1bp Secret/S.I.TII boxed set. Once
das? It couldn't be. The knockout drug he had used you enter, you may never want to leave.
on them earlier should have kept them down for at This Sourcebook is divided into several chapters,
least twenty minutes. Thirteen risked a quick each with a different purpose.
glance at his watch-it had been twenty-four min- Adventuring in the 19308 provides players and
utes since he had administered the drug! He had Administrators with an overview of the adventure
one chance: the window. There was no room for stories set in the decade, and includes tips on how
error; he had to time this move perfectly. to recreate the flavor of the era in 1bp Secret/S.l.TIl

"You will come with us!" scenarios. Here you will also be introduced to the
Using the Jinda's words as his cue, Thirteen heroes, villains, supporting players, and settings
sprang into action. His leap carried him clear over that dominated the age.
the heads of the assassins, hurtling him toward the Character Creation provides expanded rules for
window behind them. The move was bold. Thirteen creating your own heroes and villains. This chap-
had no idea where the Brotherhood had taken him ter includes new skills, advantages, disadvan-
after his capture, and there was no way he could be tages, and careers appropriate to the 1930s. The
sure what lay beyond the glass. He felt the bitter new rules enable you to create g-men, film noir

2
private eyes, pulp heroes, independent adventur- The World of the 1930s offers Administrators
ers, and more. historical background information, allowing them
The Rules contains the new and revised game to inject the "feel" of the thirties into their cam-
rules necessary for recreating a 1930s setting. paigns. The chapter includes timelines, historical
Here you will find new Luck and Healing systems, notes, information on the weapons and vehicles of
rules for timed skill use enabling you to spice up the day, and notes on the people, famous and oth-
the action, instructions for incorporating fantastic erwise, who populated the era.
gadgets into your campaign, and other miscellane- The Curse of Madarin Fu-Seng is an adventure
ous details. to help get you started.
Adventure Design breaks the adventures of the Now make sure your Thompson is cocked and
era down into several distinct genres, and gives loaded, and turn the page. We're about to embark
you detailed guidelines for designing your own on a fascinating tour of the world of the 1930s!
adventures in each of them. Included with each
genre are adventure outlines, and all of the neces-
sary rules for incorporating elements of the genre
into the game.
The Saga of Agent 13 provides players and
Administrators with the necessary statistics and
background information for recreating the
AGENT 13'" adventures published by TSR.

3
iAdventuring in the 1930s
This sourcebook brings the world of the 1930s to In the thirties, the hero never had a chance to
the 1bp Secret/S.l. TIl roleplaying game. With the relax. He was always being being jumped by an
information herein, you can recreate almost any enemy assassin, flung from a moving vehicle, shot
adventure story set in the thirties. From true-to- at, dynamited, or just plain kicked around. Mod-
life gangbusters adventures set in the early part ern day homages to the adventure stories of the
of the decade to the wilder science fiction serials 1930s, such as the AGENT 13T11 series published
and pulp stories. Unlike the 1bp Secret/S.I.TII basic by TSR, have picked up on this characteristic and
set, the players are no longer confined to the roles use it to help recreate the flavor of the period.
of international espionage agents. Instead, they In practical terms, this means KEEP YOUR
can choose to play "private dicks:' mysterious ADVENTURES MOVING. If your players have a
pulp heroes, inquisitive reporters, daredevil stunt- long time to sit and think, it's probably time for
men, or any of a myriad of other protagonists that the master villain to send a team of assassins out
commonly populate adventure tales of the era. after them. If the battle with the assassins goes
The adventure stories of the 1930s are truly some- too quickly, it's time for the master villain's rivals
thing special. Most of the elements that made to show up, trade a few blows, and make off with
these stories great will already be familiar to 1bp the heroes' secretary. In the thirties, it was always
Secret/S.l. TIl Administrators: all-out action, larger- out of the frying pan and into the fire. One thing
than-life heroes, despicable villains, exotic set- leads to another.
tings. But what is it that gives these tales their One way to establish this sort of pacing is to keep
unique appeal? What makes the adventure pulps piling disasters up on the player characters, one
the much sought after collector's items they are after the next. For example, let's say the PCs are
today? What was it that unfailingly drew hordes escaping from an enemy mountain fortress. They
of children back to movie theaters each Saturday have easily overpowered their guard, and taken
afternoon to catch the latest episodes of their his weapon. As they begin to make their escape,
favorite serials? Bruno, the master villain's overly muscled hench-
Below is a discussion of some of the special ele- man, is waiting for them just around the corner.
ments common to the adventure genres of the Naturally, one of the PCs levels the captured
1930s. These elements give the decade its particu- weapon and fires at the thug. In a true thirties
lar flavor, and differentiate stories set in the 1930s adventure the heroes would discover, much to
from those of the 1980s as depicted in the 1bp their surprise, that the guard's pistol is not load-
Secret/S.l. TIl game. Administrators should try to ed! As they flee the bloodthirsty Bruno, they make
maintain this flavor in every thirties adventure their way onto an outside ledge leading to a stair-
they design. case that will take them down the mountain. Of
course, Bruno is gaining on them all the while.
The instant the first player character hits the
One Thing Leads stairs, he falls through the rickety steps, and bare·
ly manages to get a grip on the staircase before
to Another slipping through completely. The PC is now hang-
ing onto the rickety stairway for dear life, several
hundred feet above the surface of the mountain,
Perhaps the most important feature of the adven- and Bruno is laughing!
ture stories of the 1930s is their breakneck pacing. These are the sorts of situations you want to try to
The stories of the thirties are even faster paced maneuver your players into. By the end of the
than the espionage adventures of the 1bp adventure they should be asking themselves,
Secret/S.l. TIl game. Administrators should take "What's going to go wrong this time?" Be careful,
pains to reflect this fact. however, not to overdo it. Never place the players

4
in a situation they can't handle: In the example
above, for instance, the Administrator only col-
lapsed the stairway on the PC becaus~ he kne~
Character Stress
the player had a Luck point to spend m case hIS
character didn't make the REF roll to grab onto Another characteristic that sets the adventure
the stairway before plummeting down the moun- stories of the 1930s apart from their eighties coun-
tain. The trick is to make the players believe the terparts is their stress on the hero's own abilities,
situations they are facing are impossibly perilous, not those of his friends, contacts, weapons, or gad-
while actually confronting them with situations in gets. Place any weapon in the hands of Agent 13
which they have little or no chance of failure: In (or no weapon at all) and he is still more than a
the thirties, the good guys always won. match for any two heavily armed agents of the
Brotherhood. What gun the hero carries, or what
Try dropping the heroes down a live volcano, or car he drives really doesn't make much differ-
throwing them out of an airplane without para- ence. All that matters is the hero's own skill and
chutes, or both! Always leave an out, enabling ability.
them to escape their predicament (but don't tell
them about it right away!). For instance, the mas- This isn't to say that the adventure stories of the
ter villain pushes the hero out of his airplane, 1930s were not populated by fantastic weapons
right into the mouth of a live volc~~o! ~he p.lay.er and gadgets of all types-many of them were. It's
playing the hero groans and says,. Yo~ re kIddmg just that all the hardware didn't seem so impor-
me!" You smile. "Nope, but there lS a tmy ledge tant. The gadgets merely served as plot devices. In
that looks pretty safe just inside the mouth of the spy movies of the eighties, the hero always has the
volcano; if you angle your descen~ ~!ght (requiring exact gadget he needs to get out of a dangerous
a REF roll) you might just make It. situation. In pulp stories of the thirties, the hero
never had the right gadget; he was always forced
All of this will contribute to the "thrills and to improvise and use what he had in unexpected
spills" atmosphere so prevalent in thirties a~ven­ and creative ways.
ture stories. Again, be careful not to overdo It. If
you sense that your players are becoming exhaust- You can recreate this sort of atmosphere in the
ed by all of the action, move on. In any case, you game by subjecting the players to situati?ns in
should leave plenty of time for roleplaying and which their special gadgets are of no ObVIOUS use.
character interaction. You should also be prepared Have the heroes lose their weapons every once in
for some wild actions on the part of your players. a while. This will force them to rely upon their
wits for survival. Or send NPCs after them that
After they see their characters miraculou~ly sur- are better armed and armored. Then demonstrate
vive falls into live volcanos two or three tImes, the to them that they are still more than a match for
players will probably become muc~ more. confi~ent their enemies. You want the players to develop
of their abilities, and will begin domg thmgs hke confidence in their characters' abilities, and to
leaping off of skyscrapers, or trying to jump from realize that they are almost always superior to
their plane to an enemy's plane while in flight. All their enemies (after all, they are the good guys!).
of this is in the thirties spirit, and should be
encouraged. When designing adventures, however, Likewise, the heroes' NPC allies should never be
make sure that a "miraculous" action on the part too much help. It should always be up to the PCs
of the PCs will not ruin the scenario. to solve the mystery and tackle the villain them-
selves.

5
Before beginning play, the Administrator should
Absolutely select one of these three "realism" levels based upon
the type of stories he wishes to simulate. Depending
Absolute upon the level in use, some of the original Top
Secret/S.l. TIl rules may be ignored or modified, as
described in Chapter Three of this sourcebook.
Finally, the adventure stories of the thirties
depicted a world of absolutes. Everything was The three levels of "realism" are Gritty, Moder-
either good or evil, black or white. There were no ate, and Farfetched. Each is described below.
gray areas. Everyone the heroes met was either Gritty: This level simulates the real world as
an ally or an enemy; there was no in-between. closely as possible. It is basically identical to the Top
Every NPC must be measured on this scale. Secret/S.l. TIl game with all of the "Reality" rules
Everyone is either a hero or a villain. included. Gritty is used in real world gangbusters or
Superlatives are also important. Stories rarely Untouchables campaigns and adventures, or in rec-
feature "a leading electrical expert" or "a top reating film nair detective stories.
attorney?' Instead, the NPCs tend to be "the great- Moderate: This level greatly skews reality in
est electrical genius the world has ever seen" or favor the heroes, most of whom are larger-than-
"the world's finest lawyer?' life, man-among-men types. At the Moderate level,
Now that you understand the basics, let's move on heroes are able to perform amazing feats of prow-
and add a few details. ess. Science and technology far surpass anything
that actually existed in the 1930s. The Moderate
level simulates the pulps and Saturday morning
I
Realism and serials. The AGENT 13T11 series is one example of
this genre.
"Realism" Farfetched: This level only remotely resembles the
real world. Its heroes are capable of such incredible
feats that they are legends in their own time.
You should already be familiar with the concept of Strange visitors from space, vampires, giant apes in
optional "reality" rules from the Top Secret/S.l. TIl the jungle, evil galactic emperors, sorcerers, and all
boxed set. Those rules exist because combat, for sorts of other oddities inhabit the Farfetched world,
instance, in spy movies doesn't seem to work like simulating the wilder pulps and serials.
combat in real life. In movies, the hero is able to
perform amazing feats which would be impossible Try to remember the distinction between the three
in the real world. In a game, this presents a dilem- levels of "realism." Most of the material in this
ma: Some players want a "realistic" simulation of book is keyed to one level or another.
the spy movies, while others want to simulate real
life spy adventures as closely as possible. The
optional "reality" rules allow you to choose the
adventuring environment best suited to you and
Adventure
your players. Elements in the
In order to simulate the adventure stories of the
1930s, we must resort to a similar scheme. Since 1930s
this sourcebook covers a much wider variety of
possible adventuring environments than the origi- Every adventure story (or scenario in the Top
nal boxed set, we will have to define three levels Secret/S.l. TIl game) consists of four basic elements:
of realism. the hero(es), the villain(s), the supporting cast, and

6
the setting. In the adventure stories of the 1930s
each of these elements tended to be archetypal;
that is, they tended to fit into basic categories
Heroic Archetypes
which were repeated over and over again from
story to story. Mister Dedication: This character is one hun-
dred percent dedicated to his duty, whatever it
By making use of these categories or "archetypes" may be, to the complete exclusion of all else. Fam-
in your own 1930s adventures, you can go a long ily, friends, wealth, power-all are secondary to
way toward recreating the flavor of the era. For Mister Dedication's mission. In fact, his single-
this reason, some of the more common archetypes mindedness often causes others to believe that
for heroes, villains, supporting cast members, and Mister Dedication is more than a little insane.
settings are discussed below. Most of these arche-
types can be used in all three of the "reality Mister Dedication is usually warm and loving
levels" detailed above. until a possible conflict with his duty arises. At
that point, he becomes cold, quiet, and tough-as-
When designing adventures, don't feel constrained nails. His favorite line is: "A man's gotta do what
to just the archetypes. None of the lists are a man's gotta do:'
exhaustive, and each is intended to serve as a
springboard for further ideas. Remember, each of Mister Dedication makes an excellent cop, private
the archetypes was used hundreds of times in as eye, or scientist. By some accounts, the historical
many different forms. Feel free to modify them to Eliot Ness was a kind of Mister Dedication.
suit your needs. "They Done Him Wrong" (TDHW): TDHWs are
people who suffered some sort of calamity early in
their lives, and are determined to make someone
Heroes (or everyone) pay. They have a very narrow sense
of justice, usually some sort of "eye for an eye"
type code, and will never forgive, or forget, those
It isn't really fair to require the players to create who harmed them. TDHWs follow their missions
characters that fit into one of these archetypes, of vengeance to the point of obsession, though they
but you should encourage them to do so. The wide are not as single-minded as Mister Dedication
variety of archetypes detailed below, and the above.
almost infinite options for each, insure that a TDHWs are almost always loner-types, with nega-
player who sticks to the archetypes will still have tive world views. Their usual pattern is to have but
a great deal of freedom when creating his charac- one friend in the world, and the friend is constantly
ter. In any case, it is a good idea for the Adminis- trying to talk the TDHW into giving up his pursuit
trator to review all of the player characters before of vengeance. TDHWs are often well-educated, and
beginning play to make sure they fit the needs of have an ironic fondness for children, small animals,
the campaign. and other things which sharply contrast with their
Note that the list below is by no means exhaus- own grim state of mind.
tive: Many heroes from the era were actually sev- TDHWs often appear as police officers, private
eral archetypes combined together. Also, though eyes, and pulp heroes.
the emphasis in the archetype descriptions below
is on male characters (reflecting the emphasis in The All American Boy: The All American Boy
the pulps themselves), female versions of these was a star athlete in high school and college. This
archetypes are perfectly acceptable. character has the respect of both young and old.
He loves his country as much as it loves him. The
All American Boy fights for the honor of his city,
state, nation, and planet.

7
The All American Boy's trademark is his inno- one with the impression that he holds some deep,
cence, which often borders on naivete. He has an dark secret-a secret which is never revealed.
uncompromising moral code based upon the val- Like the TDHW, the Man of Mystery is a loner,
ues of honesty, justice, and fair play. The average though he may turn up to help a group of "accom-
All American Boy seems too good to be true, and plices" time and again. Although he is really a
this goodness is usually detested by the villains "good guy:' he has his detractors who believe that
they battle. anyone that mysterious must be bad news.
The All American Boy has a semi-obligatory sup- Even the Man of Mystery's personality is vague
porting cast. There is usually a small child who and impenetrable. He can adopt any of a huge
idolizes the hero, a young woman who is infatu- variety of different personae depending on his
ated with him, and the woman's wise, old father immediate needs. Some Men of Mystery are mas-
who would like nothing better than to see his ters of disguise and can adopt any appearance!
daughter married to the famous hero.
The Man of Mystery often has an arch-nemesis
All American Boys are rarely seen in adventures who knows his deep secret, though for some
with Gritty level realism, but you never know. unknown reason the villain would never reveal it.
Don't forget: The All American Boy could just as The two often trade cryptic remarks that refer to
easily be the All American Girl. the secret just before the criminal gets his come-
Guilty Millionaire: The Guilty Millionaire has uppance.
always had everything he wanted. Good, right? Messiah: These people are just too good to be
Wrong! Guilty Millionaires detest their wealth true. Everything about them is perfect. Their
because it allows them to live a life of ease while skills and abilities are almost always superior to
others suffer and starve. The Guilty Millionaire everyone else's in one way or another. They never
feels as though he owes these people something, make an incorrect decision, and have an unfailing
and will do anything he can to see that this debt is morai code which seems to provide them with the
payed. (Usually the best he can manage to do is to perfect solution to any dilemma.
dress up in some strange costume and fight street Messiahs are respected and admired by everyone
crime.) (often including their enemies). The mayor is con-
The Guilty Millionaire is intelligent, resourceful, stantly giving them the key to the city; they
and kind-hearted. With his great wealth comes repeatedly attend special conferences with the
great power. His adversaries tend to underesti- president, etc.
mate him. He seems to spend his time opening Messiahs are every bit as innocent as the All
some new wing at the local hospital or giving American Boy, but not as naive. Their one fault is
charity costume balls. Especially deadly is the they tend to sit around and mope over the fact
Guilty Millionaire/Scientist combination, which that they cannot save everyone. They see them-
tends to produce a huge arsenal of crime-fighting selves as duty-bound to use their unique powers
devices. and abilities to the benefit of mankind as a whole.
Surprisingly enough, Guilty Millionaires are Messiahs are never found in the Gritty level, and
equally present in all three of the realism levels only rarely in Moderate. Often as not the adven-
described above. tures they undertake pit them against seemingly
The Man of Mystery: Where does he come from? invincible adversaries.
Where does he go? No one knows. The Man of Adventuring Academic: The Adventuring Aca-
Mystery's motives are equally cryptic. He has a demic can best be described as a scholar who car-
habit of showing up at just the right time and ries a gun. Three-fourths of the year, he teaches at
then leaving shortly after his work is done. When some large Eastern university, but he spends the
played properly, the Man of Mystery leaves every-

8
remainder of his time out in the jungle, in the often thrusts him unwillingly into adventure.
Antarctic, or on the street fighting crime. His stu- While in these situations, he tends to say, "Oh,
dents would be surprised to learn how the profes- dear" a lot.
sor spends his free time, and the people he Bookworms are extremely lucky. Whenever they
confronts during his adventures would be equally are forced to violence (only as a last resort, of
shocked to learn of his life in academia. course) they close their eyes and lash out with
The Adventuring Academic sometimes has a short their fists. This always manages to catch the vil-
fuse but usually has the pugilistic skill to back up lain in just the right spot to send him crashing to
his temper. He often has some radical new "the- the floor.
ory:' which is, in fact, true though none of his Bookworms are meek, quiet, and easily embar-
peers accept it. In fact, none of his peers seem to rassed. The only circumstances in which they will
have much respect for him at all. not back down is when their strong moral code is
Adventuring Academics are particularly useful in challenged.
an average 1bp Secret/S.l. adventure because
TIl
Bookworms are difficult to play effectively. Don't
their scholastic backgrounds make them a font of expect your players to select this option very
arcane knowledge the Administrator might wish often.
to pass on to players.
The Nature Lover: Nature Lovers have well-
The Bookworm: The Bookworm is the exact developed senses and physical abilities. They don't
opposite of the Adventuring Academic. He feels put much trust in technology, preferring to rely on
much more comfortable when studying than at the ways of the wilderness. They seem to have a
any other time and relates to books better than to special rapport with nature, which gives them
people. But he has a strong moral code which advantages over other men. Some even have spe-

9
cial abilities which allow them to communicate lenge. Daredevils usually like to pit themselves
with and command animals! against their adversaries one-on-one in order to
Most Nature Lovers are loners. They were usually establish who the better man is once and for all.
isolated from civilization and technology for most Like the Messiah, they extol the virtues of fair
of their lives. Both now fascinate the Nature Lov- play.
er. Most Nature Lovers are easily enraged, espe- Daredevils are most common in the Moderate real-
cially by anyone or anything that threatens the ism level, though they can appear in Gritty and
wildlife. There is often a civilized male or female Farfetched environments as well.
in whom they are particuarly interested. The Patriot: Patriots are usually G-Men, mem-
Surprisingly enough, Nature Lovers have bers of the armed forces, or Canadian Mounties (in
appeared in stories in all three realism levels, which case, insert Canada for America in the ref-
though they are most common in Moderate and erences below). They love their country and will
Farfetched environments. sacrifice anything for its well being. Patriots have
The Inquisitive Journalist: Who, What, Where, a particularly strong hatred of traitors, spies, and
When, and Why? That's what this guy is after. saboteurs. They pursue these types with more zeal
The Inquisitive Journalist's burning curiosity is so than one would think humanly possible. They
strong that it is always getting him into trouble. spend most of their time battling Nazis, the Impe-
rial Japanese, and other enemies of the American
Fortunately, the IJ's skill and experience are usu- people.
ally more than a match for these situations. While
chiefly interested in bringing back a scoop, the One thing a Patriot can never resist is giving his
Inquisitive Journalist also has a moral code strin- adversary a lecture on the virtues of the American
gent enough to force him to take action against way of life (preferably while someone hums "The
any injustice he uncovers. The IJ knows that his Battle Hymn of the Republic" in the background).
articles can be a powerful weapon when used prop- Most Patriots possess all the characteristics the
erly. United States is supposed to stand for: courage,
honesty, loyalty, fair-mindedness, etc.
The Inquisitive Journalist is usually kind-hearted
and personable. But, at the same time, very direct Patriots almost never appear in Gritty adven-
and tough-as-nails. He almost always works for a tures.
strict (but fair) editor who functions as either a
friend or foe depending upon the situation.
Inquisitive Journalists are quite common and eas- Villains
ily integrated into almost any campaign, regard-
less of reality level. Pulp villains also seem to fit into general arche-
The Daredevil: This character is usually a stunt typal categories. The most common of these are
man, circus acrobat, or barnstorming pilot. He is detailed below. Again, don't feel as though you
completely fearless, and an absolute master at must choose one of these archetypes for every
whatever he does. There is nothing the Daredevil adventure you design; the archetypes are intended
loves more than a challenge, and for this reason, to be used as springboards for further ideas. Try to
he often ends up becoming embroiled in fantastic personalize each villain you create, giving him (or
adventures. Fortunately, he is given an opportuni- her) enough individual touches to prevent the
ty to use his unique skills to save himself in every players from recogruzing the "Generic Oriental
adventure. Mastermind" early in the adventure and allowing
them to alter their actions accordingly.
Daredevils have widely varying personalities
though they are all fascinated by danger and chal- The Gang Boss: He controls the action on the

70
east side, the west side, the south side, and menaces may be trying to sabotage the war effort
uptown. Everybody fears the Gang Boss, and in the West (in preparation for their upcoming
almost everyone who could do anything to harm invasions), questing after some sort of super-
his operation is either bought off or dead. In short, weapon that will grant their countries infinite
this is his town. power, or just attempting to wipe out the Ameri-
Gang Bosses' personalities run the gamut from can way of life. What makes the Nazis, Commu-
cowardly and incompetent to cruel and sadistic. nists, et aI, such great villains for 1930s
They always have large numbers of lieutenants, adventures is the fact that, though you may defeat
followers, underbosses, and thugs that do their them, you always know they'll be back.
dirty work for them. The Gang Boss himself is Since things in the adventure stories of the 1930s
usually very well insulated from his syndicate's tended to be either black or white, the govern-
activities and is only directly confronted at the ments of Nazi Germany, Fascist Italy, Communist
end of an adventure. Russia, and Imperial Japan were usually depicted
The interesting feature of most adventures that as completely evil. Their representatives were
feature Gang Bosses is their "You and me against most often crude, sadistic individuals with hordes
the world" flavor. When going up against a Gang of followers to back them up. Remember that any
Boss, the heroes hold none of the cards, and must Generic Nazi who does not fulfill his responsibili-
choose their allies and confidantes with care. ties must answer to the FuhrerlEmperor/Party
Chairman himself! (The Nazis, Communists, and
The Oriental Mastermind: This villain hails other factions described above, do not necessarily
from the Far East. He is a master strategist, and reflect their historical models accurately. In fact,
tends to hide behind subtle schemes and master the adventure stories of the 1930s rarely por-
plans while working toward his goals. The true trayed these groups with much accuracy at all.)
Oriental Mastermind aims at nothing short of
world domination, but lesser versions may be after The Mad Scientist: The typical Mad Scientist of
something less grandiose. The words most often the 1930s was of the "loony conqueror" variety,
used to describe Oriental Masterminds are "nefar- and many of today's popular variations on this
ious" and "insidious." theme have their roots in this past. Mad Scientists
are out to threaten the world with their latest bit
The Oriental Mastermind has a certain mysticism of super-sophisticated hardware. They prefer to
surrounding him which often astounds his ene- make their headquarters in mountain fortresses,
mies. He speaks in ancient proverbs and cryptic dark castles, or exotic jungles.
riddles whenever possible, and will usually wait to
confront his foes until a particularly dramatic The two characteristics possessed by all Mad Sci-
moment. Most Oriental Masterminds will toy with entists are their curiosity and vanity. Ironically,
their opposition a bit before this final encounter there often proves to be their downfall. Mad Scien-
by leaving a few cryptic clues and ominous warn- tists cannot stand the idea of anyone having more
ings lying about. knowledge than themselves, and will take what-
ever measures necessary to remove an individual
Oriental Masterminds work best at the Moderate with more knowledge. In such cases, they often
and Farfetched reality levels (although they can become irrational and unpredictable.
also be incorporated into Gritty adventures). They
often have strange mystic or scientific abilities Like many of the other villain archetypes, Mad
which make them formidable adversaries. Scientists rarely confront the heroes before the
adventure's climax. Instead, they have huge, over-
Generic Nazi: The Generic Nazi is a catch-all ly muscled henchmen named "Bruno" to do all
category that includes villains drawn from Fascist their dirty work for them.
Italy, Communist Russia, and Imperial Japan, as
well as from the ranks of Hitler's Germany. These Mystery Villain: This is the evil counterpart to

11
the Man of Mystery discussed above. He, too, is a level is a match for approximately three Thugs, a
total enigma; no one is sure exactly where he Moderate hero is a match for five Thugs, and a
comes from or what he is after. It is usually Farfetched hero can easily handle as many as ten
implied, though never directly stated, that the Thugs.
Mystery Villain has some sort of connection with Don't waste your time personalizing each individ-
the supernatural or fantastic. ual Thug. In most' of the adventure stories of the
Mystery Villains are unusual in that they prefer era, Thugs were described only in the most gen-
to directly challenge their adversaries. Most don't eral terms, and all seemed to possess a generic,
trust things to henchman and underlings. They "carbon copied" personality.
love to test their opponents' mettle and see their
schemes as a contest pitting their wits against
those of the heroes.
Mystery Villains are never really defeated-they
The Supporting
keep coming back forever. Typically, the Mystery
Villain seems to suffer a horrible death at the end
Cast
of each adventure, only to miraculously turn up
alive in the next. The supporting cast members in the adventure
stories of the thirties are a little less rigidly
Secret Societies: Secret Societies are entire net- defined than the heroes. Instead of specific arche-
works of villains bent on bringing some horrible typal characters, the supporting cast often fea-
Cosmic Scheme to fruition. As their name implies, tured archetypal personalities or plot functions,
Secret Societies like to conduct their operations each of which manifested itself in hundreds of dif-
clandestinely. The heroes are usually the only out- ferent guises.
siders who even know of the group's existence, and
anyone they divulge this information to won't The Love Interest: Almost EVERY adventure
believe them. The Brotherhood, from the AGENT story of the 1930s featured a romantic subplot.
13'" novels published by TSR, is an example of a The Love Interest, whether male or female, typi-
Secret Society. cally fell into one of two categories: the Hostage or
the Powerhouse. Hostages are just that -
The sheer number of followers in Secret Societies characters who exist only to give the villain some-
makes them formidable opponents. A typical Society one to capture and use against the heroes. They
is headed up by a separate maniacal villain (usually are usually frail, innocent creatures with an insa-
of the "Mystery Villain" variety). For this reason, tiable curiosity (the character flaw that allows the
Administrators should take care when designing villains to get their mitts on the hostage so often),
adventures around a Secret Society. Don't reveal too and little or no physical ability.
much about the heroes' adversaries too early. The
players should uncover the full scope of the Secret Powerhouses, on the other hand, are loud, obnox-
Society gradually, piece by piece. ious, and tough-as-nails. They often insist upon
sharing as much of the adventure as possible with
Thugs: Thugs are almost never the main villains the hero, and demand their fair share of the glory
in an adventure. They serve as followers, side- as well. A typical Powerhouse will never admit
kicks, and henchmen for the major heavy. Most that he (or she) loves the hero in question (and
villains will have at least a small number of vice versa), but everyone is aware of the pair's
Thugs to back them up. true feelings for one another anyway.
Thugs are stupid and brutish, thinking with their In general, the Love Interest is inferior to the
guns and fists, not their brains. Most Thugs are hero, whether he (or she) is of the Hostage or Pow-
tough, but nothing your average adventurer can't erhouse variety. The hero should always face the
easily handle. A typical hero at the Gritty realism adventure's toughest challenges alone.

72
Comic Relief: Comic relief characters are clumsy the right way to make them doubly effective, mak-
or inane types whose exploits add amusement and ing the situation even more humorous. Although
variety to an otherwise tense and action-packed none of the defenses work as planned, they are
adventure. Typically, the scenes in which the successful enough to repel the Brotherhood's
Comic Relief characters participate are only mar- troops long enough for Agent 13 to return and
ginally connected to the adventure proper. A Com- save the day.
ic Relief character's incompetence will rarely Typical Comic Relief characters include small
penalize a hero. children, wizened old men and women, cowardly
For example, suppose Agent 13 knows that the manservants and maids, and absent-minded pro-
evil forces of the Brotherhood are about to launch fessors.
an all-out assault on the Butterfield ranch in The Sidekick: Sidekicks are allies of the hero(es)
order to capture the rich radium deposits that lie who are not formidable enough to be heroes them-
beneath the property. Because Agent 13 has other selves. They are rarely of any real help during an
duties to perform, he orders the somewhat slow- adventure, and usually serve as plot devices. Most
witted Mr. and Mrs. Butterfield (the Comic Relief Sidekicks have an absolutely fanatical devotion to
characters) to do everything they can to fortify the hero(es), and will stand by them under any
their home and fight off the invaders for as long as circumstances. Their lack of skill, however, often
they can, while promising to return as soon as turns the Sidekick into a weapon which the vil-
possible. The Administrator then begins a humor- lains can capture and employ against the hero(es).
ous description of the Butterfields' ill-conceived
preparations, and their obviously inadequate The Sidekick category includes the "tag-along"
defense measures. When the assault comes, how- child, the friendly police commissioner, or even a
ever, the couple's feeble efforts all backfire in just loyal pet.

13
Innocents: Innocents are always a hero's greatest Even when your adventures are set in a city or
liability. These members of the supporting cast are country that is familiar to your players, try to
present only to be threatened by the Master Vil- make use of exotic or unusual locales. If you want
lain's schemes. Most innocents will help the hero to run a murder mystery set in Chicago, have the
in any way they can, but their total lack of skill players visit an exclusive nightclub, or set the
and ability makes them almost useless in an final confrontation with the villain in the mysteri-
adventuring context. ous storage rooms of the Field Museum of Natural
The Innocents in adventure stories of the 1930s History, an adventure set in California might
tended to be helpless in the extreme. The category require the heroes to climb the Sierra Madres, or
includes small children, the elderly, wildlife, prim- pursue their adversary up the Golden Gate bridge.
itive native tribes, and similar types.

The Setting
The key word that describes the setting of most
1930s adventures is "exotic:' Most 1bp
Secret/S.I.11I Administrators should already be
familiar with the use of exotic and unusual set-
tings to enhance their adventures. By now, you've
probably sent your players skiing in Switzerland,
gambling in Monte Carlo, and skin diving in the
Caribbean. Such a tactic lends greater variety to
game play, and helps instill that "aura of adven-
ture" which is present in all good roleplaying sce-
narios. Instead of running a simple murder
mystery in the heroes' home town, why not move
the entire affair to the narrow streets of Cairo, or
the sandy hills of Casablanca? Proper atmosphere
and descriptions will then give the players the
sense that they are entering a whole new world,
certainly a desirable effect.
Remember that we know a lot more about the
world in the 1980s than we knew fifty years ago.
In the thirties, there were entire regions that
remained unexplored. These provided the creators
of the pulps and serials with an opportunity to
exercise their imaginations and fill in the blanks
on the map. Consequently, you should feel free to
alter "real world" geography whenever necessary,
replacing it with your own fictitious countries,
kingdoms, islands, and lost civilizations. In this
way, your own campaign world will become as
mysterious to your players as the real world was
to the writers of the pulps and serials of the thir-
ties.

74
ICharacter Creation
Now that you know a little bit about the adven- CONSTITUTION (CON). (For descriptions of each
ture stories of the 1930s and the characters that of the primary attributes and their function, see
populated them, it's time to create your own 1930s page 5 of the Players Guide.)
heroes. The character creation system outlined
below is similar to the method used to create the
espionage agents of the 1bp Secret/S.l. boxed set.
TIl Determining Your
If you don't have a lot of experience with the char-
acter creation rules, it is probably a good idea to Character's Attributes
go back and re-read pages 5 through 60 of the
Players Guide. Gritty Characters: Attributes are determined by
a "d60 + 10" roll: Make a d60 roll-roll Id6 fol-
lowed by Idl0, reading the d6 result as the tens
Step One-Select digit and the dl0 as the ones digit. This yields a
result between 10 and 69. Then, add 10 to the
Realism Level number rolled. The end result is a number
between 20 and 79.
Roll separately for each attribute, and add all five
Before you proceed any further, your Administra- numbers together. If the total is less than 275,
tor must determine the realism level of the adven- subtract the total from 275 and distribute the dif-
ture or campaign in which your character will ference among each of the five attributes as you
participate (see Chapter One, "Realism and "Real- see fit. Each of the five attributes can be increased
ism"). Gritty, Moderate, and Farfetched characters by taking a special advantage (see below).
are all generated in a slightly different manner;
this is because the heroes of each of the three All of this should sound familiar-it's the same
levels have widely varying capabilities. Gritty system used to generate attributes in the 1bp
heroes are often tough fighters and expert marks- Secret/S.l. basic set.
TIl

men while Moderate heroes tend to possess skills Moderate Characters: Roll 2d4 followed by a
that seem beyond the real world "human limit:' dl0. Read the result of the 2d4 roll as the tens
By the same token, most Farfetched heroes are digit, and the dl0 roll as the ones digit. Then, add
literal supermen, with fantastic powers and capa- five to the result. This should produce a number
bilities. between 25 and 94.
There are special instructions on how to proceed Roll separately for each attribute, and add all five
through each of the steps below based upon the numbers together. If the total is less than 350,
realism level you've selected. subtract the total from 350 and distribute the dif-
ference among each of the five attributes as you
see fit. Make sure you record each of these attrib-
Step Two- ute scores in pencil-they may change later.
Farfetched Characters: Roll 2d4 followed by a
Character dl0. Read the result of the 2d4 roll as the tens
digit, and the dl0 roll as the ones digit. Then, add
Attributes 15 to the final result for the attribute score. This
should produce a number between 35 and 104.
Thirties heroes possess each of the five primary Roll separately for each attribute, and add all five
attributes in the 1bp Secret/S.l. boxed set:
TIl numbers together. If the total is less than 375,
STRENGTH (STR), INTELLIGENCE (lNT), subtract the total from 375 and distribute the dif-
REFLEXES (REF), WILLPOWER (WIL), and ference among each of the five attributes as you

15
see fit. Make sure you record each of these attrib- want to review pages 12-26 of the Players Guide.
ute scores in pencil-they may change later in the Gritty Characters: Gritty characters may take up
process. to six points worth of advantages, but must take
an equal number of points of disadvantages. All
advantages are selected from the table below.
Step Three- Gritty characters are never required to take any
advantages or disadvantages.
Calculate Moderate Characters: Moderate characters receive
Secondary three points of advantages for free; no diadvan-
tages need be taken. In addition, they may select
Attributes up to eight points worth of additional advantages,
but must select just as many points worth of disad-
vantages.
Each character also possesses the two secondary Farfetched Characters: Farfetched characters
attributes of the 1bp Secret/S.l. game: Move-
TIl
receive five points of advantages for free, and may
ment (MOV), and Dexterity (DE X). A character's select as many additional points worth of advan-
MOV score is the average of his REF and STR rat- tages as they wish, as long as they select an equal
ings, rounding fractions up. number of points worth of disadvantages.
A character's DEX score is the average of his REF
and !NT ratings, rounding fractions up.
Secondary attributes will playa greater role in The Advantages
adventures set in the 1930s than they do in the
1980s scenarios of the 1bp Secret/S.l. basic
TIl Below is a list of the advantages available to
game. 1930s characters. Entries printed in bold type are
new and are described below; descriptions for the
other advantages may be found in thePlayers
Step Four- Guide. Note that the costs of some of the advan-
tages that originally appeared in the basic set
Character have been altered in the table below. This altera-
tion only affects characters generated for 1930s
Background adventures.
Advantages marked with an asterisk (*) must be
approved by the Administrator before they may be
Follow the rules given on pages 8-11 of the Players purchased. Administrators should approve advan-
Guide as written. tages according to the type of campaign they'll be
running.

Step Five- Advantages


Name
Advantages and Acting Ability
Cost
2
Disadvantages Acute Hearing
Acute Smell
2
1
Acute Taste 1
The next step is buying the character's advan- Acute Thuch 1
tages and disadvantages. At this point, you may Acute Vision 2

16
Ambidexterity 2 A 3-point friend is a single individual with special
Animal Friendship 1 abilities or characteristics. This individual's game
Artistic Ability 1 statistics and attributes are determined in the
Athletic Ability 1,2 same manner as a player character's. Examples of
Attractive Appearance 1,2,3 3-point friends include a rival hero, a famous
Double-Jointed 3 explorer, a G-man, or a highly skilled private eye.
Empathy 2 4-point "friends" are organizations that consist of
Eye-Hand Coordination 3 more than one individual. The character is
Fearlessness 2 assumed to be a friend of each and every member
Friend 2,3,4· of the organization. Examples of 4-point friends
Gadget 4,6· include the police department, the press, or the
Genius 6,8· U.S. Government.
Good Balance 2
Internal Compass 1 All friends are NPCs and the Administrator must
Language Ability 2 determine their attributes, abilities, and personal-
Light Sleeper 2 ities (allowing the player as much input as the
Luck 2,4 Admin sees fit). A friend will usually do whatever
Musical Ability 1 he can to assist the hero when called upon in an
Night Vision 2 adventure, though the Administrator should take
Obscure Knowledge 2 steps to guarantee that this assistance is of lim-
Observation 3 ited usefulness. For example, a police commission-
Peripheral Vision 2 er friend may provide the hero with a clue, or
Photographic Memory 6 access to police files; the commissioner would not
Presence 3 order his men to arrest anyone at the hero's whim,
Scholar 5 or send some of his forces to accompany the hero
Scientist 5 on his adventures.
Sidekick 6· Note that this advantage may be purchased more
Sixth Sense 1,2,3 than once for heroes with more than one special
Super Advantage 3,5 friend.
Superhuman Attribute 8·
'Ibughness 1,2,3,4 Gadget (4 or 6 points)
Wealth 2,3,4 Selecting this advantage gives the character a
special gadget. Spending four points allows the
character to begin with a small or medium size
New Advantages gadget (a gun, etc). Spending six points allows the
character to begin with a large gadget (a vehicle,
for example). Complete rules for creating special
Friend (2, 3, or 4 points) gadgets are found on page 00 in the next chapter.
Characters with this advantage have a friend or Note that this advantage may be purchased more
contact who may be able to provide useful infor- than once, for heroes who wish to begin with more
mation or assistance during adventures. than one gadget.
A 2-point friend is a single individual with no spe- Genius (6 or 8 points)
cial abilities or characteristics. All this individ-
ual's attributes are at 30. Examples of 2-point A character with this advantage possesses super-
friends are a police inspector, the mayor, or a advanced scientific and mechanical knowledge.
wealthy millionaire. This advantage is usually only available to Moder-
ate and Farfetched characters.

17
Six points worth of genius means the character is he may add a level to each of two other Liberal
so brilliant he can create gadgets and items that Arts skills he possesses.
use technology which did not exist in the "real Scientist (5 points)
world" in the 1930s, but does exist in the 1980s.
Examples include: jet engines, radar, sonar, laser A character with this advantage has a mind that
beams, microwave transmitters, etc. is particularly suited to the sciences. He is usually
a master in several different scientific fields, and
Eight points worth of genius means that the char- knows something about almost every scientific
acter is so brilliant that he can create gadgets and discipline.
items that make use of technology which has nev-
er existed in the "real world." Examples include: Every time anyone with the Scientist advantage
invisibility rays, interstellar space craft, teleporta- buys a Science skill at zero level, he automatically
tion beams, and more. receives two additional Science skills at zero level
for free. In addition, every time the Scientist pur-
This advantage and its uses are described in chases an additional skill level for one of his Sci-
greater detail in the gadgetry rules found in the ence skills, he may add an additional skill level to
next chapter. each of two other Science skills he possesses.
Luck (2 or 4 points) Sidekick (6 points)
Most heroes are lucky, but anyone who possesses Characters with this advantage begin play with a
this advantage is extremely lucky. Fortune tends "Sidekick", or lesser hero who acts as their ally
to smile upon him in critical situations, granting and confidante. Sidekicks idolize their masters,
the character a powerful advantage over his and follow them with unswerving loyalty.
adversaries.
All Sidekicks are NPCs played by the Administra-
Once per play session, a character with the Luck tor. The difference between a Sidekick and a
advantage may choose to ignore the results of a Friend (see above) is that a Sidekick will actually
single dice roll (i.e., attribute check, skill chec~, accompany the hero on adventures and make an
etc.) and roll the dice again. If this second roll IS active contribution, while Friends remain behind
even less beneficial for the character, then the as advisors and researchers. Admins should take
player may use his original dice roll. Since thi~ care to insure, however, that Sidekicks are of rela-
ability may only be invoked once per play seSSIon, tively little overall value. A Sidekick may help a
it is probably a good idea to save it until the char- hero in a combat scrape or two, but he should nev-
acter faces a critical situation. er solve any of the adventure's puzzles or make
If the player spends 4 points on the Luck advan- any decisions that would do the hero's work for
tage, he may ignore up to two dice rolls per play him. Remember, too, that Sidekicks are often as
session as described above. much of a liability as an asset; they make excel-
Scholar (5 points) lent hostages for Villains and Master Criminals of
all types.
A character with this advantage has an uncanny
ability to efficiently assemble and retain knowl- Sidekick Generation: The Administrator should
edge. Scholars are usually well-read, and possess a determine all of the Sidekick's attributes, statis-
broad base of factual and theoretical knowledge. tics, and skill levels just as though he were a play-
er character. Mter completely generating the
Every time anyone with the Scholar advantage Sidekick, lower all of his attributes by a facto; of
buys a Liberal ArtslKnowledge skill at zero level, one-third. For example, you would reduce a SIde-
he automatically receives two additional Liberal kick's STR of 60 down to 40 (60-60/3 =40).
Arts skills at zero level for free. In addition, every
time the Scholar purchases an additional skill This advantage may be selected more than once
level for one of his Liberal ArtslKnowledge skills, for characters who have more than one Sidekick.

18
Super Advantage (3 or 5 points)
Super Advantage may never be purchased by
itself, it must always be selected in conjunction
with another advantage.
An advantage bought in conjunction with 3 points
of Super Advantage has all of its game effects dou- Disadvantages
bled. For example, a character who purchases
Acute Taste in conjunction with Super Advantage Name Points
gets to add 40 to all INT checks involving the Addiction 2,4
taste buds; a character with Artistic Ability in Allergies 1,2,3
conjunction with Super Advantage receives + 20 Clumsiness 2
to his skill for each skill level purchased, etc. Cowardice 4
An advantage bought in conjunction with 5 points of Dependent 2,3,4
Super Advantage has all of its game effects tripled Enemy 1,2,4
(Acute Taste would allow you to add 60 to your taste Gambling 2
!NT checks, and Artistic Ability would give you Glass Jaw 4
+ 30 to your skill for each skill level purchased). Greed 3
Hearing Impairment 2,3,4
Super Advantage and the advantage it enhances Illiteracy 2
must be purchased at the same time. The advantage Lechery 2
selected in conjunction with Super Advantage may Moral Qualms 2
not have more than one listed cost (i.e., You cannot Night Blindness 2
buy Super Advantage in conjunction with Athletic Overweight 1,2,3
Ability, Attractive Appearance, Sixth Sense, etc). Phobias (1),2,(3)
Super Advantage may be purchased more than once Secret-Identity 3
in order to enhance multiple advantages. Short-Winded 3
Superhuman Attribute (8 points) Traumatic Flashbacks 2,4
Unnattractive Appearance 1,2,3
A character may never increase any of his pri- Uncouth 2,5
mary attributes above the human limit unless he Unlucky 3,5
has this advantage. The human limit is 110 at the Unmistakable Feature 1
Gritty realism level, 120 at the Moderate level, Vision Impairment 2,6
and 130 at the Farfetched level. Weird Vulnerability 8*
While fleshing out the background of a character
with the Superhuman Attribute advantage, make
sure to include some set of circumstances which New Disadvantages
would entitle the character to Superhuman abilities
(i.e., The character is an alien; the character was Glass Jaw (4 points)
exposed to bizarre radiation; the character was
given strange powers by an ancient wizard, etc.). A character with this disadvantage is particularly
susceptible to the old-fashioned "sock in the jaw."
Any blows to the head (hit location 0) with a bare
Disadvantages fist or any weapon that does bruise damage has a
50% chance of causing double damage (roll 1D10,
1-5 indicates double damage).
Disadvantages are purchased as noted in the Play-
ers Guide. Below is a list of the disadvantages

19
Secret Identity (3 points) for a limited time, a Weird Vulnerability to the
Characters with this disadvantage have an alias situation of being out of contact with water. The
and wear a mask in order to hide their true identi- Admin decides that after Ranglor is out of water
ty from the world at large. for one hour, he begins to lose 2D6 points of CON
per turn until he is dead or returns to the ocean.
Having a Secret Identity is a disadvantage
because the hero must constantly guard against 2) Captain Mystery is a hero given fantastic
those who would try to penetrate his secret. powers by a Tibetan wizard. One of the side effects
Administrators should make sure that there are of his magical powers, however, is that any contact
plenty of inquisitive reporters, curious bystanders, with the ancient wizard's mystical amulet drains
and nefarious villains out to discover exactly who the Captain's occult energy, ultimately killing
it is that lies behind the hero's mask. him. Captain Mystery has a Weird Vulnerability
to the amulet, and takes 2D6 points of CON for
Unlucky (3 or 5 points) every turn it is in contact with his skin.
Unlucky characters are particularly prone to inci-
dents of misfortune. For such characters, anything
that can go wrong often does. Step Six-Choose a
3 points of Unluck means th.e Ad~in~strat?r, once
per play session, chooses a SItuation .m ~hIch th~ Career
character is called upon to roll the dice (l.e., attrib-
ute check, skill check, etc.), and asks the player to The next step in creating a 1930s character is to
make two rolls. The player must then use the choose your hero's pre-adventuring career. The
least beneficial of these two rolls. If possible, the careers available to 1930s heroes are described
Admin should impose this penalty in a fairly criti- below in roughly the same format used to describe
cal situation: during a climactic battle, just as the the 1980s careers found in the Players Guide.
character is about to discover important clue, etc. Career packages open to Thirties heroes are:
5 points of Unlucky means the Admin imposes the Military: The character was a member of the
Unlucky penalty twice per play session. armed forces-a soldier, officer, sailor, mercenary,
Weird Vulnerability (8 points) etc.
A character with this disadvantage picks a single Professional: The character is a doctor, lawyer, politi-
object, substance, or condition which is fatal to cian, scientist, or other highly trained specialist.
him, though normally harmless to others. Athlete: The character is a sportsman, big game
Any time the character with the Weird Vulnera- hunter, football player, track star, etc.
bility is brought into contact with the fatal o~ject, Entertainer: The character is an actor, musician,
substance, or condition, he loses 2D6 CON pomts magician, etc.
per turn as though affected by poison (see th~ .
Administrators Guide, pg. 8). The exact condItions Jet-Setter: The character is a playboy, dilettante,
under which the character is affected (how close bon vivant, etc.
an object must be before it will affect the cha.rac- Worker: The character is a factory worker,
ter, the amount of time the character can be m the mechanic, farmer, welder, etc.
presence of an object or situation before taking
damage, etc.) are determined by the Admin. Academic: The character is a university professor,
explorer, archeologist, etc.
Examples of Weird Vulnerabilities
Law Enforcement Agent: The character is a police
1) King Ranglor, the last inhabitant of the sunken officer, G-Man, Canadian Mountie, Private Eye, etc.
continent of Atlantis can only survive out of water

20
Journalist: The character is a riewspaper reporter,
photographer, or correspondent.
Other: The character's previous profession is not Characters 33 years of age or older served in
covered by any of the available packages. World War I. There is a 75% chance that such a
Each of the package descriptions contains the fol- character received a combat decoration (exact
lowing information: medal is up to the Admin: Purple Heart, Silver
Star, Medal of Honor, etc).
Starting Savings: This is the formula you'll use
to determine how much money your character has Other Information: Military characters usually
in the bank at the beginning of play. keep in close contact with their former branch of
service, even after retirement. If they so choose,
Mandatory Skills: This is the minimum number they are entitled to a free 4-point Friend advan-
of skill points characters who have chosen this tage with their former branch (i.e., Army, Navy,
profession must spend in each of the seven skill Air Corps, etc).
categories. Each entry contains three numbers
separated by slashes. The first number is for Grit-
ty level characters, the second for Moderate level, Professional Career
and the third for Farfetched.
Gritty level characters begin with 30 skill points; Mandatory Skills: Mechanical-O/O/O; Combat-Of
Moderate characters begin with 40 points; and 2/5; Specialty-O/O/O; Education-10/12/13;
Farfetched characters begin with 50 points. General-617/8; Language-6/0/0; Adventure-O/2/4.
Level of Achievement: This entry provides infor- Starting Savings: $10-$100 (lDI0 x $10) for
mation which allows you to determine just how far students; $200-$2000 (2D10 x $100) for others.
your character has progressed in his chosen pro- Add 1D8 x $100 for each degree earned beyond
fession. Bachelor's Degree.
Other Information: You'll find any pertinent Level of Achievement: The character has attend-
information that is not covered by the other ed college, earning at least a Bachelor's Degree.
entries here. Such a character automatically receives one col-
lege degree (Education Skill), and need not pay
any skill points toward it. The character may buy
Military Career any additional degrees he chooses.
Other Information: None
Mandatory Skills: Mechanical-0/1/2; Combat-
10/12/14; Specialty-6/8/10; Education-O;
General-4/4/4; Language-O; Adventure-2/4/6. Athlete Career
Starting Savings: $200-$1,200 (2D6 x $100)
Level of Achievement: Characters with a Mili- Mandatory Skills: Mechanical-O/O/O; Combat-
tary background have served in the armed forces 6/8/9; Specialty-O/O/O; Education-2/3/5;
branch of their choice. You may choose to make General-l0/12/14; Language-O/O/O; Adventure-
your character any rank his age will allow: Ranks 4/6/8.
below Captain are open to characters of all ages; a Starting Savings: $10-$100 (IDI0 x $10) for
Captain must be at least 22 years old; a Major, at characters with a STR and CON both less than or
least 30; a Colonel, at least 35; and a General, at equal to 50 and the Athletic Ability advantage;
least 40. Don't forget to take into account age $100-$1000 (1d10 x $100) for all others.
modifications to attributes, advantages, and disad-

21
Level of Achievement: Characters with a STR Starting Savings: $2,000-$8,000 (2D4 x $1000)
and CON of 50 or higher and the Athletic Ability Level of Achievement: This varies widely.
advantage may be professional athletes (football,
baseball, or basketball players, prizefighters, etc). Other Information: In order to choose this
Characters with a STR and CON of 60 or higher career, the character must have purchased the
and Athletic Ability may choose to have been a Wealth advantage. A Jet Setter has the option of
medalist at the 1928 or 1932 Olympic Games in cutting his Starting Savings in half and beginning
the event of their choice. All such characters may play with ownership of a large family mansion.
add 1D8 x $100 to their Starting Savings, but
there is a 75% chance that they will be recognized
by anyone they meet on the street (and probably Worker Career
bothered for an autograph).
Other Information: None Mandatory Skills: Mechanica1-10/12/14;
Combat-4/6/7; Specialty-O/O/O; Education-O/O/O;
General-6/7/9; Language-O/O/O; Adventure-2/4/6.
-Entertainer Career Starting Savings: $200-$1200 (2d6 x $100).
Achievement: This background is for characters
Mandatory Skills: Mechanical-2/2/2; Combat- whose pre-adventuring lives saw them holding jobs
2/4/6; Specialty-O/O/O; Education-4/4/4; for which little formal education was necessary -
General-10/13/16; Language-4/4/4; Adventure- assembly line workers, tailors, barbers, etc. Most
0/2/4. such characters have honed a single set of skills to a
Starting Savings: $300-$3,000 (3D10 x $100) high level of proficiency. Though lacking in school-
for characters with one of the following advan- ing, they are usually rich in experience.
tages: Acting Ability, Artistic Ability, or Musical Other Information: Workers automatically
Ability. $10-$100 (lD10 x $10) for all others. receive anyone Mechanical or General skill at
Level of Achievement: Characters with one of level zero, at no cost in skill points.
the advantages listed above and a skill score of 50
or greater in an appropriate skill can be assumed
to have a fair amount of notoriety in their chosen Academic Career
field. There is a 75% chance that such characters
will be recognized by anyone they meet on the Mandatory Skills: Mechanical-O/O/O; Combat-
street, but these characters are entitled to add $20 0/2/4; Specialty-O/O/O; Education 12/14/15;
times their skill level in their chosen field to their General-4/6/8; Language-6/7/9.
Starting Savings.
Starting Savings: $300-$3000 (3d10 x $100)
Other Information: This package encompasses a
broad range of professions-everything from Level of Achievement: If the character has a
actors, singers, clowns, artists, stage magicians, skill score of at least 50 or higher in anyone Edu-
and writers. cation skill and is at least 25 years old, he is a
Professor (add $100 x 1D8 to starting savings).
Otherwise, he is a Lecturer/Assistant Professor.
Jet Setter Career Other Information: Characters who choose Aca-
demia as a profession automatically receiv~ the
Mandatory Skills: Mechanical-O/O/O; Combat-2I Education skill of their choice at skill level one at
4/5; Specialty-O/O/O; Education-6/8/1O; General-8/ no cost in skill points.
10/12; Language-6/6/6; Adventure-O/1/3.

22
goes, but you get to triple the character's Starting
Law Enforcement Savings.
Career Other Information: Journalists receive one free
4-point Friend advantage of their choice.
Mandatory Skills: Mechanical-O/O/O; Combat-
8/10/12; Specialty-6/7/8; Education-O/O/O;
General-6/8/10; Language-O/O/O; Adventure-2/ Other Career
4/6.
Starting Savings: $200-$1200 (2D6 x $100) Mandatory Skills: None. The only restriction is
Level of Achievement: POLICE OFFICERS-the that you may not spend more than one-fourth of
character may be any rank permitted by his age. your skill points (round fractions up) in anyone
Sergeants must be at least 25 years old, Lieuten- skill area.
ants must be at least 28 years old, Captains must Starting Savings: $200-$1200 (2D6 x $100) or
be at least 35 and Inspectors must be at least 40. Admin's choice.
Remember to take into account age modifications Level of Achievement: Admin's Choice.
to attributes, advantages, and disadvantages for
characters over 39 (see the Players Guide, pg. 9). Other Information: This career is provided for
G-MEN-As above. Agents must be at least 21 characters who do not fit in any career packages
years old, Special Agents must be at least 25. Dis- described above. Many of the specifics must be
trict Commissioners must be at least 40 years old. fleshed out by players and Administrators depend-
ing upon the exact career you are trying to simu-
Other Information: The Law Enforcement career late.
is a catch-all category that encompasses a wide
range of professions: Police Officers, G-Men, Cana-
dian Mounties, Private Eyes, etc. Police Officers
and G-Men automatically receive a free 4-point Step Seven-
Friend advantage (their former organization). Pri-
vate Eyes automatically begin play with a fur- Purchase Skills
nished office.
The next step in creating your character is to pur-
chase skills and skill levels. Use the procedure
Journalism Career outlined on pages 32-35 of the Players Guide.
Note that the skills available to heroes of the
Mandatory Skills: Mechanical-O/O/O; Combat- 1930s are different from those available to their
4/6/8; Specialty-O/O/O; Education-6/7/8; 1980s counterparts. Some of the skills from the
General-8/10/12; Language-2/2/2; Adventure-2/ basic set are not available to thirties characters,
4/6. others have been slightly modified, and many of
Starting Savings: $200-$2000 (2DI0 x $100) the skill tables contain new entries available only
Level of Achievement: All characters under 21 to characters created with this sourcebook. In
years of age are Cub Reporters (reduce starting addition, a whole new skill category, Adventure
savings by ID6 x $100). Characters over the age Skills, has been added in order to provide 1930s
of 35 may be Editors (double Starting Savings). characters with more skill options.
Any character with an INT score of 65 or greater
and the Presence advantage may choose to have
won the Pulitzer Prize. There is a 75% chance that
such a character will be recognized anywhere he

23
CLOSE COMBAT SKILLS
The Skill Tables 112Str lIN
18 Basic Melee
19 Club/AxlBlackjack STR 1/2/4 18
The specific skills available to 1930s characters in 20 Knife DEX 1/3/6 18
each of the skill categories are listed on the Skill 21 Fencing DEX 3/4/8 18
Tables below. An explanation of Skill Table 22 Spear/Staff MOV 1/3/6 18
column headings- II, Skill, Cost, and Pre- can be 23 Sword MOV 2/4/8 18
found on page 35 of the Players Guide. 24 Whip DEX 3/4/8 18
Skill names printed in bold type are new to this
sourcebook and are described below. CLOSE COMBAT FIGHTING STYLES
25 Boxing* STR 2/3/6 18
26 Oriental Martial
MECHANICAL SKILLS Arts * MOV 3/4/8 18
27 Wrestling * MOV 3/3/6 18
II SKILL An COST PRE
1 Basic 'Thol Use MOV lIN
2 Carpentry DEX 2/1/2 1 SPECIALTY SKILLS
3 Metalworking DEX 4/2/4 1
4 Construction DEX 4/2/4 2 or 3 II SKILL ATT COST PRE
5 Basic Mechanic DEX 4/2/4 1
6 Aircraft Mechanic DEX 5/3/6 5 1 Ballistics * INT 3/3/6
7 Electronics * INT 5/2/4 2 Concealment INT 2/2/4
3 Cryptography INT 2/4/8
4 Demolitions * DEX 4/2/4
COMBAT SKILLS 5 Disguise INT 3/3/6
6 Fingerprinting INT 3/3/6
7 Forgery DEX 4/4/8
II SKILL An COST PRE 8 Interrogation WIL 1/2/4
RANGED WEAPON SKILLS 9 Lockpicking DEX 4/3/6
1 Blowgun MOV 1/3/6 10 Pickpocket REF 4/3/6
2 Knife Throwing MOV 2/3/6 11 Safecracking * 1/21NT 5/4/8
3 Spear Throwing MOV 2/3/6 12 Security Systems DEX 4/3/6
4 Slingshot MOV 1/3/6 13 Shadowing WIL 2/2/4
5 Bow and Arrow DEX 2/3/6 14 Stealth MOV 2/2/4
6 Crossbow DEX 2/3/6 15 Surveillance INT 2/2/4
7 Basic Firearms 112DEX lIN 16 Survival WIL 1/214
8 Pistol DEX 2/3/6 7 17 Tracking INT 2/2/4
9 Rifle DEX 3/3/6 7
10 Submachine Gun DEX 3/4/8 7
11 Shotgun DEX 2/3/6 7 GENERAL SKILLS
12 Hand Grenade DEX 1/2/4
13 Basic Heavy Weapons 112DEX 21N II SKILL ATT COST PRE
14 Machine Gun DEX 2/3/6 13 1 Acrobatics· REF 4/4/8
15 Mortar INT 3/4/8 13 2 Acting INT 2/3/6
16 TankGun* INT 4/4/8 13 3 Animal Training WIL 2/2/4
17 Artillery INT 5/5/10 13 4 Bureaucratics INT 2/2/4

24
5 Climbing MOV 2/3/6 SCIENCE SKILLS
6 Driving/Automobile DEX 1/3/6 7 Basic Science 1/2INT 21N
7 Drivingfl'ruck DEX 1/3/6 6 8 AstronomylMathlPhy. INT 2/3/6 7
8 DrivinglMotorcycle DEX 1/3/6 9 BiologylBotany/Zoo. INT 2/3/6 7
9 DrivinglBoat DEX 1/214 10 Chemistry INT 2/3/6 7
10 Driving/Hvy. Mach. DEX 3/3/6 7 11 Engineer/CivlElec/
11 DrivingtTank DEX 5/3/6 10 Mech INT 2/3/6 7
12 Fine Arts DEX 1/3/6
13 First Aid INT 2/3/6 ADVANCED DEGREES
14 Fishing INT 1/214
15 Horsemanship MOV 2/3/6 12 Law INT 2/3/6 4
16 Hypnosis * WIL 5/3/6 13 Medicine IN 2/4/8 9
17 Lip Reading INT 3/3/6 14 Surgeon DEX 3/5/10 13
18 Mimicry INT 4/2/4
19 Musical Instruments INT 1/3/6
20 Navigation INT 4/2/4 ADVENTURE SKILLS
21 Parachuting MOV 2/3/6
22 Persuasion WIL 2/2/4 # SKILLS ATT COST PRE
23 Photography INT 1/3/6
24 Piloting/I-engine DEX 3/4/8 1 Area Knowledge INT 112/4
25 Piloting/multi-engine DEX 4/5/10 24 2 Culture Knowledge INT 112/4
26 Piloting/Airship DEX 3/4/8 24 3 Escape Artist· DEX 5/4/6
27 Radio Operator INT 1/1/2 4 Gambling WIL 2/2/4
28 Sailing DEX 1/2/4 5 Occult Knowledge· INT 2/4/8
29 Sign Language INT 4/2/4 6 Traps DEX 4/3/6
30 Skiing MOV 2/3/6
31 Sleight of Hand REF 4/3/6
32
33
Social Chameleon
Speed Reading*
INT 1/2/4
INT 3/4/8
Combat Skills
34 Stage Magic* DEX 5/5/10
35 Swimming MOV 1/3/6
36 Throwing DEX 1/2/4 24. Whip
37 Ventriloquism * INT 4/4/8
AT'I':DEX COST: 3/4/8 PRE: 18
A character with this skill can use a bullwhip in
EDUCATION SKILLS combat to damage an adversary. A successful skill
check, taking into account certain modifiers, indi-
# SKILLS ATT COST PRE cates that the whip user has struck his target.
LIBERAL ARTS SKILLS In addition, a character with Whip skill may
1 Basic Liberal Arts 1/2INT 21N employ special tactics, enabling him to achieve
2 AnthrolPsychlSoc INT 1/2/4 1 special effects. Complete rules for whips and whip
3 BusinesslEconomics INT 1/214 1 use are found in Chapter Three of this Source-
4 HistorylPoli Sci INT 1/214 1 book.
5 Lit/Journalism INT 1/2/4 1 Characters with this skill can also create their
6 PhilosophylReligion INT 1/214 1 own whips, given time and the proper materials.

25
Specialty Skills General Skills
72. Security Systems 7. Acrobatics
ATT:DEX COST: 4/3/6 PRE:- ATT:REF COST: 4/4/8 PRE:-
This skill allows characters to detect and neutral- Acrobatics skill is used to perform flips, rolls, tum-
ize security devices and systems of a technological bles, and other special maneuvers. Acrobatics has
nature, such as burglar and intruder alarms. three main effects:
'lb detect the presence of a security system, the First, acrobatic maneuvers may be used during
skilled character must spend at least one minute combat to dodge an opponent's shots or blows. In
studying the area or point guarded by the system. order to use Acrobatics skill in this manner, a
For example, detecting circuit alarms attached to character must select the Defend optiQn on his
a window or door would require the character to turn (see Players Guide, page 62). If the acrobat is
spend a minute examining the window or door attempting to avoid ranged attacks and is able to
(without opening it!). A successful skill check make a successful skill check, everyone firing at
would indicate that the alarm system is spotted. the character that turn must subtract 50 from
Deactivating an alarm or other security system their chances to hit. If the acrobat is attempting to
requires a second successful check. The Adminis- avoid close-combat attacks, he may use his Acro-
trator is encouraged to assess a negative modifier batics skill to "defend" in place of a close-combat
to the deactivator's skill score. This modifier can skill (see the Players Guide, p. 76).
range from 0 (a very simple electrical system) to Second, a character with Acrobatics skill may
- 99 (a highly complex integrated security system make an Acrobatics skill check in place of the nor-
used only by secret government agencies and mas- mal REF check in order to avoid damage from a
ter villains). This reflects the sophistication of the fall (see The Administrators Guide, p. 8).
security system. Finally, the Administrator may allow a character
The Admin always has the option of ruling that to make an Acrobatics skill check in .p lace of REF
deactivating a specific system requires special checks that determine whether or not the charac-
equipment. Likewise, the time required to deacti- ter can leap over a pit or fence, evade a falling
vate a given system is entirely at the Admin's dis- object, dodge a spike trap, etc. It is up to the
cretion (ranging from a few seconds to about an Administrator to determine the exact circum-
hour). Security Systems skill may also be used to stances under which Acrobatics can be substituted
figure out a way of bypassing a security device for a REF roll, using the guidelines above.
without deactivating it, avoiding the system alto-
gether or causing the system to confuse rather
than aid its user. 4. Bureaucratics
ATT:INT COST: 2/2/4 PRE:-
This is the ability to effectively deal with bureau-
crats and bureaucracies. A character with a the
Bureaucratics skill is often able to cut through
enormous amounts of red tape, saving precious
time and resources.

26
The Admin may require a Bureaucratics roll in
order to get passports or travel permits, to secure
the cooperation of local authorities, to get informa-
tion from the local government, or to set up an
audience with a foreign dignitary, etc. If the
Bureaucratics skill check succeeds, the amount of
time necessary to perform any of the above tasks
can be reduced by as much as four-fIfths. For
example, a character who passes a Bureaucratics
skill check can have a new passport made in just 26. Piloting/Airship
one day, a procedure that usually takes fIve days.
ATT:DEX COST: 3/4/8 PRE: 24
22. Persuasion This skill is used to pilot airships and zeppelins. It
works exactly like the piloting skills described on
p. 52 of the Players Guide.
ATI': WIL COST: 2/2/4 PRE:-
A character with this skill is able to convince
NPCs to perform certain actions that will benefIt
the persuader. A character with Persuasion skill
Adventure Skills
can also use his ability to mislead or misdirect
others.
The Admin should ask for a Persuasion roll when- 7. Area Knowledge
ever a player character is attempting to convince
an NPC to do something that is not to the NPC's ATI:INT COST: 112/4 PRE:-
direct benefIt. NPCs can't be persuaded to perform A character with this skill has an unusually thor-
dangerous or particularly laborious actions asking ough knowledge of the city, country, or region of his
an NPC to risk his life, for example. (for that you choice. Such a character is familiar with current
need the Mind Control power). Negative modifIers events in this region, has good knowledge of the
can be applied if an NPC is asked to violate a law important fIgures that live in the area, and is an
or a moral/ethical code. For example, a private eye expert in local geography, etc. Area knowledge skill
tries to persuade a police officer to allow him onto might be used to locate the best French restaraunt
the scene of a crime so he can look for clues. Since in a city, determine the stronger of two warring
the officer has been given orders to allow no one political factions in a nation, or successfully guide
access to the area, the Admin decides that the PI an exploration team through a dangerous region.
must make his Persuasion skill check with a -40
penalty. This skill may be purchased more than once by
characters familiar with more than one region,
If a player with Persuasion skill is attempting to city, or country.
mislead an NPC, a successful skill check indicates
that the target has swallowed whatever story the
persuader gave him. Negative modifIers may be 2: Culture Knowledge
applied based upon the believability of the lie:
Trying to convince someone that the world is flat
is at least -150, while trying to convince someone ATr:INT COST: 112/4 PRE:-
that you are a police officer and you have forgot- This skill gives a character complete knowledge of
ten your badge might be a -30. the customs, taboos, and history of the culture of
his choice (i.e., Mrican, Japanese, Chinese, South

27
41+
American Indian, etc.).
The Admin may require a Culture Knowledge °
Roll of 1-04
Roll of 00
175% of wager
Double wager
Quadruple wager
skill check whenever the PCs interact with an
unusual or alien civilization in order to determine
whether or not any cultural taboos were violated Finally, a character with this skill can act as an
during the conversation, etc. illegal bookmaker. Eack week such a character
will net an amount equal to his skill score divided
This skill may be purchased more than once by by 2 from his business, but must make a weekly
characters who are familiar with more than one skill check to avoid being detected by the police
culture. (with consequences determined by the Admin).

3. Escape Artist * 5. Occult Knowledge


A'IT: DEX COST: 5/4/6 PRE:- ATT:INT COST: 2/4/8 PRE:-
Characters with this skill can free themselves A character with this skill possesses special
from ropes, chains, and restraints of all sorts with knowledge of the history and practice of the
a successful skill check. The Admin is encouraged arcane arts and the objects and artifacts associ-
to assess a negative penalty to Escape Artist skill ated with such practices.
checks based upon how well the character is
bound. Ropes receive no modifier, handcuffs are Occult Knowledge skill can be used to identify a
-10, chains are - 20, a straightjacket may be particular substance or object used in the rituals
-30, etc. of voodoo, witchcraft, black magic, religious or
mystical rites. It can also be used to identify items
believed to possess strange powers as well as to
understand hidden meanings or clues in ancient
4. Gambling texts, formulas, and incantations. A one-quarter
skill check allows the user to decipher and trans-
ATT:WIL COST: 2/2/4 PRE:- late strange, ancient writings.
Characters with this skill excel at games of This skill does not enable a character to actually
chance. The Gambling skill may be used in sev- practice witchcraft, voodoo, black magic, or any
eral different ways: arcane arts. A character who properly identifies
First, a character may make a Gambling skill an occult object can, however, use that object by
check in order to obtain the results of an entire passing a second skill check.
evening's gambling. The player simply states the
amount of money he is wagering, and makes a
skill check. A failed check indicates the entire 6. Traps
wager is lost. A successful check indicates profit.
The amount returned is determined by subtract- ATI:DEX COST: 4/3/6 PRE:-
ing the skill check dice roll from the skill score
and consulting the table below: This skill functions like the Specialty skill Secu-
rity Systems, described above, but it covers primi·
Gambling Table tive traps and alarms of a non-technological
nature (covered pits, nooses, falling spikes, etc.).
Difference Money Returned
0-20 125% of wager
21-40 150% of wager

28
11. Magic Blast
Step Eight- 12. Meditation
13. Mind Control
Purchase Powers 14. Mind Reading
15. Speak With Animals
16. Super Attributes
Some 1930s heroes have capabilities that are not 17. Super Skills
available to their 1980s counterparts. Protago- 18. Teleportation
nists capable of turning invisible, breathing 19. Water Breathing
underwater, and clouding men's minds were quite
common in some of the more exotic pulp and serial V = Variable Cost, see below.
genres. Occult objects and magic-weilding villains
also filled the films and writings of this period.
Abilities such as these are known as "powers." Power
Characters created for play in both the Moderate
and Farfetched realism levels can begin play with Descriptions
one or more powers selected from the list below.
Moderate characters receive five "power points"
with which they may purchase powers; Farfetched
characters receive ten. Gritty level characters get
1. Darkness
zero points, of course. Each power listed below is
given a cost in power points that ranges from one A character with this power can generate a field of
to seven. You may select as many different powers absolute darkness around himself. The character
as you can afford. also has the ability to see in the dark (natural or
power-generated) with no penalty, allowing him to
Note that powers are unlike skills in that they do use the darkness field to put opponents at an
not have levels: You either have a power or you extreme disadvantage.
don't. There is no method for gaining new powers
after play has begun. You are stuck with the The darkness field covers a circular area with a
powers you chose while creating your character, radius in feet equal to the character's WIL score
and only those powers. divided by four (round up). When generated the
field is centered upon the power-using character
Note, too, that the use of powers is entirely option- and remains stationary thereafter. The field stays
al. The Administrator may always rule that powers up for a number of turns equal to the user's WILl
are off limits to player characters. 10 (round up).
POWER TABLE Anyone in the area of the darkness field is consid-
ered blinded, and suffers a-50 penalty to all skill
NAME COST checks that require sight (i.e., ranged attacks,
1. Darkness 3 operating machinery, first aid, etc). This penalty
2. Dispersal 5 also applies to all ranged combat that draws a line
3. Electro-Blast 6 of fire through the darkness field.
4. Fear 4 The Darkness power may only be used a number
5. Flash 3 of times per week equal to the user's WILI10
6. Flight 3 (round up).
7. Immortality 3
8. Invisibility 6
9. Invulnerability 7
10. Jumping 2

29
Fleeing characters cannot make attacks of any
2. Dispersal kind while under the effects of the Fear power.
Fear may only be used a number of times per
Characters with this ability are able to disperse week equal to the user's WILl10 (round up).
their atoms, enabling them to become insolid, like
phantoms. Such characters are still visible as Characters with the Fearlessness advantage can
faint outlines. suffer the effects of the Fear power, but they never
suffer negative modifiers to their WIL check. The
A character may only remain dispersed for a num- effect of Fear lasts only the power user's WILl5
ber of turns equal to his WILl10 (round up). Once turns, rather than minutes.
becoming solid, a character must wait at least five
turns before dispersing again.
A dispersed character can walk through walls and 5. Flash
other barriers as though they were not there. Dis-
persed characters are also completely invulnera- Characters with this power can produce a blinding
ble to physical attacks (though magic and flash that dazzles their enemies.
electricity still affect them).
The Flash power affects everyone within a 50 foot
Dispersal may only be used a number of times per radius. Characters in range are blinded, and suf-
week equal to the user's WIL/10 (round up). fer a-50 penalty to all skill checks requiring
sight (range attacks, operating machinery, fIrst
aid, etc.) for the next three turns.
3. Electro-Blast
The Flash power may only be used a number of
times per week equal to the user's WILl10 (round
Characters with this power are able to unleash a up).
powerful stream of electricity from some part of
their body (usually their hands). The Electro-blast
may be aimed as though the character was using a 6. Flight
pistol-make a REF skill check to see whether the
attack hits, applying normal ranged combat modi-
fiers. Electro-Blasts do 1dS damage to any body Characters with this power are able to fly under
area they strike. their own power at a speed of seventy miles per
hour (210 feet per turn). A flying character can
bear aloft himself and anything he could lift and
4. Fear carry on the ground.

This is the power to cause crippling fear in ene- 7. Immortality


mies up to 50 feet away. Everyone the power using
character chooses must make WIL check applying
a modifier equal to the difference between the A character with this power is effectively immor-
power-user's WIL score and the target's WIL. If tal. He is immune to disease, poison, aging, deteri-
the target's WIL check fails, he flees in terror for a oration of the body's basic systems, etc. An
number of minutes equal to the power user's WILl Immortal can be killed by violent means such as
5 (round up). For example if Doctor Voodoo (WlL of combat or being crushed under an avalanche, for
99) were using his Fear power on a thug (WlL of instance.
60), the thug would have to roll a 21 or less (60-
(99-60) = 21) or flee in terror for 10 minutes.

30
8. Invisibility 11. Magic Blast
A character with this power can turn himself This is the ability to unleash a powerful blast of
invisible. Once the power is activated, the user magical energy that does 2d10 points of CON
may remain invisible for a number of turns equal damage to anyone it strikes. The character with
to his WIL/10 (round up). Once becoming visible, a Magic Blast make a REF check in order to see if
character with this power must wait at least five the magic attack strikes its target, taking into
turns before activating the Invisibility Power account all the usual ranged combat modifiers.
again.
Invisible characters cannot be detected by normal
vision, though they can still be heard, smelled, 12. Meditation
etc. Invisible characters can only be attacked by
characters they attack first, and anyone attacking Meditation allows a character to gain complete
an Invisible opponent suffers a-50 penalty to the control of his mind and body.
appropriate skill check. An Invisible character Using Meditation requires complete concentration
automatically takes anyone he attacks by surprise and consumes at least ten minutes. A Meditating
(see thePlayers Guide, p. 64). character cannot move or take any combat action,
Invisibility may only be used a number of times and a successful attack against a Meditating char-
per week equal to the user's WIL/10 (round up). acter instantly cancels out the effects of the power.
Meditation can only be used once pe\. day. It has
the following effects:
9. Invulnerability
1. The meditating character's mind becomes clear
and calm. His INT score is temporarily increased
Invulnerable characters are somewhat immune to by an amount equal to his WIL/5 (round up) for
rifles, submachine guns, pistols, HTH blows from the purposes of all INT checks and INT-based skill
characters with a 8TR of 120 or less, and attacks checks while this power is in use (up to four
from edged weapons. Rifles, submachine guns, and hours).
pistols still do damage to Invulnerable characters,
but such damage becomes bruise damage instead 2. The character's healing is accelerated. Two
of wound damage. All other weapons (heavy points are regained per body area: one point in the
machine guns, rockets, and all clubs and non- first two hours of meditation, one point in the next
edged melee weapons) still do normal damage. two.
This is certainly illogical, but that's the way this
power worked back in the 1930s1
13. Mind Control
10. Jumping A character with this power can bend the will of
others and force them to do his bidding.
A character with this power can leap forward or Whenever the character with Mind Control
straight up a distance equal to his W1L12 (round attempts to take control of a victim, the victim is
up) in feet. There is no need for a running start allowed a WIL check to resist the power's effect.
when making such leaps, and this power has no There is a modifier to this check equal to the dif-
other restrictions. ference between the power-user's WIL and the
WIL of the victim. If this WIL check succeeds, the

31
power completely fails and cannot be attempted on
the same victim for the next twenty-four hours. If 16. Super Attributes
the WIL check fails, the victim comes under the
mental domination of the power user and will do You may spend as many power points on this
anything he commands for a time period equal to power as you wish. Each power point spent gives
the user's WIL x 2 in minutes. If, during this peri- you ten points to add to any of your attributes.
od, the power-user orders the victim to take any You may divide these ten points among as many of
action to which the victim has a particularly your attributes as you wish, or add them all to a
strong aversion (attack friends, harm self, etc.) the single attribute.
victim is entitled to another WIL check to shake
off the power's effect. If this check succeeds, Mind
Control may not be used on that victim again for 17. Super Skills
the next twenty-four hours.
This power may only be used once per day. You may spend as many power points as you wish
on this power too. Each point spent gives you two
skill points to spend on acquiring or raising any
14. Mind Reading skills you see fit.

This power enables its user to read a victim's


thoughts. In order to read another's thoughts, the 18. Te/eportation
power-user must make a successful WIL check. A
modifier equal to the target's WIL minus the A character with this power can instantly teleport
user's WIL is applied to this check. himself any distance up to his WIL score in miles.
A successful use of Mind Reading enables the user The character can only bring with him what he
to read anyone of the victim's thoughts, and could normally lift and carry.
access anyone of the victim's most distant memo- It takes ten minutes of concentration to activate
ries. There is no way to hide anything from some- the Thleportation power, during which the charac·
one who has successfully used Mind Reading upon ter cannot move or make any sort of combat
you. In essence, each use of this power provides an action.
absolutely truthful answer to one, specific ques- Thleportation may only be used a number of times
tion. per week equal to the user's WILll0 (round up).
Mind Reading may only be used a number of times
per week equal to the user's WILllO (round up).
19. Water Breathing
15. Speak With Animals Characters with this power can survive underwa·
ter for an infinite amount of time. They can still
Characters with this power can communicate with suffer from the bends and wounds suffered under·
animals as though they were humans. Although water, and they have to swim in order to get
most animals aren't capable of very detailed con- around, but they can't drown.
versation, they can often provide the power-user
with useful information. A character with the
Speak With Animals power can also convince an
animal to perform a simple task for him by mak-
ing a WIL check.

32
Other Powers
The above list of powers should not be considered
exhaustive. Administrators should feel free to
invent their own weird powers and talents to fit
the needs of their individual 1930s campaigns.
When creating new powers, make sure to give
each and every power some sort of limitation, such
as a limited usefulness, a limited number of uses,
etc. The strange powers of the 1930s heroes and
villains were never too potent.

Putting It All Step Six-Choose a Career: Pick a career, deter-


mining Starting Savings, Mandatory Skills, Level
Together of Achievement, and other pertinent data.
Step Seven-Purchase Skills: Spend skill points
Now that you've read all the rules for character to purchase skills. (Gritty characters get 30 skill
creation, let's review: points; Moderate characters, 40 points; Farfetched
characters, 50 points.) How those points are spent
Step One-Select Realism Level: The Admin depends upon the career and realism level chosen.
determines whether characters will be Gritty, Check the individual career descriptions for
Moderate, or Farfetched. details.
Step Two-Determine Attributes: Roll to deter- Step Eight-Powers: At the Moderate and Far-
mine the character's five basic attributes (STR, fetched levels, and at the Admin's discretion,
INT, REF, WIL, and CON). Add these scores and, select a power or powers.
depending on the realism level that has been
selected (and the rolls), add additional points. And that's all there is to it. You've created a thir-
ties hero. Now it's time to learn how to play the
Gritty level attributes are determined by rolling 1bp Secret/S.l. 1M game- thirties style.
1d6 and 1d10 and adding 10 points to the number
rolled to determine the base number for the attrib-
ute. The total of these rolls are added together and
subtracted from 275. The difference is then spread
among the attributes as the player sees fit. For
Moderate characters uses 2d4 and 2d10 plus 5. For
Farfetched use 2d4 and 2d10 plus 15. Moderate
characters attributes total 325 points, Farfetched
characters receive a total of 375.
Step Three-Calculate Secondary Attributes:
Add the STR and REF scores together and divide
by 2 to determine the character's MOV score.
Then, add the REF and INT scores, again dividing
by 2, to calculate the character's DEX score
Step Four-Character Background: Flesh out

33
I Playing, 1930s Style
Okay, you know a little bit about the adventure that the Hero will free himself from a simple trap,
stories of the 1930s and you know how to create but can he escape before he is killed by the ram-
1930s characters. All you need now are some paging flood?
rules. In order to recreate a situation like this in the 1bp
For the most part, the original 1bp Secret/S.l. 111 Secret/S.I.1II game you need to decide three things:
rules are applicable to adventures created with First, which attribute or skill will the character
this sourcebook. Since there are differences use in a particular situation. 'lb run and dive
between the adventure stories of the 1980s and under the door, the Hero would use his MOV
those of the 1930s, however, there are a few differ- attribute; to free himself from the trap and escape
ences in the way some actions are resolved in the the flood, he might use his Trap skill.
game. All rules additions and clarifications
detailed below are optional, but you'll find they Second, you must set a time limit-how long does
enhance your thirties adventures. the character have to perform the necessary task.
For the sake of simplicity, you should express this
Most of the rules in this chapter are keyed to the time limit in a number of 1bp Secret/S.l.lII game
Reality Level you have chosen for your campaign turns (remember, each turn represents two sec-
or adventure. This works like the reality rules of onds of real time). For example, an Admin might
the original 1bp Secret/S.I.1II boxed set. If you are rule that the Hero has three turns (six seconds) to
running a Gritty level campaign, use only the make his way to the door and crawl underneath
Gritty rules; if you are running a Moderate cam- before the trap closes, sealing him inside the
paign, use only the Moderate rules, and so forth. ancient temple forever. In the case of the flood
Reality rules from the original boxed set, unless trap, the Admin might rule that the Hero must
otherwise noted, are only applicable to Gritty free himself in five turns (ten seconds) or he will
level campaigns and adventures. find himself underwater.
Finally, you must decide how difficult it is to per-
Timed Skill and form the appropriate task in the allotted amount
of time. Give each situation a difficulty rating
Attribute Checks ranging from 10 (for a very easy task) all the way
up to 100 (for a very difficult task). Going back to
our examples, diving under the door may have a
In serials of the 1930s, the Hero managed to extri- difficulty number of 30, while escaping from a
cate himself from perilous situations just seconds trap in time to avoid the flood might be a 50.
before dire consequences occurred. He would Timed skill or attribute use works like this: Dur-
break free from his bonds, dive under a descend- ing each turn, the character being tested makes a
ing metal door seconds before it hits the ground, check against the appropriate attribute or skill
or escape from a trap just in time to escape an until the time limit is up (for example, if the time
oncoming torrential flood. limit is 3, you get three rolls). For each check that
Time plays a more crucial role in thirties adventure is successful, record the difference between the
stories than in their 1980s counterparts. You can character's success chance and the number he
recreate this sort of action in the 1bp Secret/S.l. 111 rolled on the dice (a character with a success
game by using the guidelines given below. chance of 75 who rolled a 30 would record 45).
Mter all the checks have been made, add up all of
Each of the situations noted above is an example the different numbers. If the total equals or
of timed skill or attribute use. Diving under a exceeds the difficulty number, the character suc-
descending door is no problem, the difficulty lies ceeded; otherwise, he failed.
in diving through the doorway in the limited time
before the trap closes. Likewise, there is no doubt Another option to this "nick of time" rule would

34
be to use a 1/2 or 1/", stat check for convenience.
Soliloquy
During a timed skill or attribute check, the
Admin shouldn't reveal the time limit or the diffi-
culty number to the player(s) involved. That way When playing in the Moderate and Farfetched
they'll sweat out each die roll, making the encoun- realism levels, add "Soliloquy" to the list of avail-
ter seem more exciting. Mer the situation is over able options found on page 62 of the Player's Man-
you can reveal the specifics, but if the player suc- ual. The Soliloquy option allows a character to
ceeded, make sure to adjust all the numbers down deliver a threat or moving speech. Anyone hear-
to almost the exact figures he just rolled (there's ing this speech (friend or foe) must make a WIL
nothing wrong with a little white lie here and check. If this check fails, the character can do
there). The player gets the idea that he made it nothing on that turn but stand and listen to the
just in the nick of time, like a thirties hero. soliloquy. The character delivering the soliloquy
can take no other actions in the turn, and each
For example, while visiting a gift shop in Shang- character can deliver only one soliloquy per com-
hai, Agent 13 is given an ancient Chinese puzzle bat episode. Any soliloquys being delivered in a
box as a gift. Once outside, the Midnight Avenger round are resolved before all other actions, regard-
realizes the box is ticking-there must be a bomb less of initiative scores.
hidden within. Since he is on a crowded street,
Thirteen has little choice but to try to open the Example of Soliloquy Use: The Grim Reaper is
box and disarm the bomb. battling the evil Doctor Neutron. In battle, the
Reaper delivers the following soliloquy, "You may
The Admin decides Agent 13 must use his INT to as well give up now, Neutron. Even if you succeed
open the puzzle box. The bomb is set to explode in in striking me down, my agents will hound you to
six seconds, so the time limit is 3. The puzzle box the four corners of the Earth. Vile fiends such as
is fairly sophisticated, so the Admin sets the Diffi- yourself can never hope to escape the white truth
culty Number at 50. of justice!" Neutron's WIL is 52 and he rolls a 75,
Agent 13's !NT is 90. On the fIrst turn, he rolls a meaning that the Doctor can take no action that
92, which fails, so the Admin records nothing. On turn but to stand and listen to the Grim Reaper's
the second turn, 13 rolls a 60, which succeeds. The words. This will give the Reaper's assistants valu-
Admin records a 30 (90-60 = 30). On the third turn, able time to come to the aid of their master.
13 rolls a 52 which succeeds. The Admin records a
38. The Admin stops 13 and informs him that he
has successfully opened the box in time New Weapon-Whip
(38 + 30 = 68)50). "Incredible:' he says, "that trap
had a Difficulty Number of 65. You just made it!" The Whip is unlike any other weapon in the 7bp
Try to include as many timed skill and attribute Secret/S.I. 1II game. Although Whips are covered in
check situations into your adventures as possible, the G4 File Book, the treatment here is more com-
especially when playing at the Moderate and Far- plete. In order to wield a bullwhip, one uses the
fetched levels. This will go a long way toward rec- Whip skill. A skilled character can use a whip in
reating that "thrills and spills" feel of the 1930s. four different ways:
1) The whip may be used to damage any opponent
up to five feet away. Whips do 1D4 wound damage
Combat to any target they strike.
2) The whip may be used to entangle any single
The following are new combat rules for use in opponent up to five feet away. This works like the
1930s adventures. Hold attack described on p. 77 of the Player's

35
Manual. In order to escape a whip hold, you must
make a 1/2 STR attribute check instead of a 1/2 Healing
Melee skill check. Attacks to specific parts of the
body are covered on p. 73 of the Players Guide. Gritty Level: Wound damage is healed as out-
3) A character with a whip can disarm any single lined on pp. 89-90 of the Players Guide. Bruise
opponent wielding a one-handed weapon by mak- damage is recovered at the rate of one point per
ing a successful Whip skill check with a - 25 mod- hour per body area. An additional point can be
ifier to his success chance. restored if the damage is treated by a character
with the First Aid skill (though this is a one time
4) Finally, by making a successful Whip skill bonus per wound). The rate at which CON damage
check, a wielder can use a whip to swing across a is restored is covered in the Administrators Guide.
pit or chasm that is twelve feet or less across
(assuming, of course, there is some sort of object to Moderate and Farfetched Levels: Moderate
catch the whip on and, also, that the whip is long and Farfetched level characters regain one point
enough). of wound damage per day per area as opposed to
the one point per week regained by Gritty level
characters. Bruise damage, however, is regained
at the normal rate of one point per hour per area.
Damage and
Healing Superhuman
Depending on the realism level you are using,
damage may not work exactly as it did in the Top
Strength,
Secret/S.l. TN boxed set. These changes are outlined Intelligence, and
below.
Gritty Level: At the Gritty level, damage works Reflexes
exactly as it did under the original rules. See pp.
69-71 ofthe Players Guide. Characters with the Superhuman Attribute
Moderate Level: At the Moderate level, half of advantage are allowed to raise their attributes
all wound damage is treated as bruise damage beyond the human limit (120 at the Moderate real-
(round fractions down). For example, if you are ism level, and 130 at the Farfetched level). Char-
shot for 7 points of damage, you receive four acters with Superhuman Strength, Intelligence, or
points of wound damage and three points of bruise Reflexes have special abilities which are described
damage. on the following page.
Farfetched Level: At the Farfetched level, three- Strength: Characters with Superhuman Strength
quarters of all wound damage is treated as bruise can lift enormous weights, do extra damage in
damage. If you are shot for 7 points of damage, hand-to-hand combat, and are able to smash
you receive 2 points of wound damage and 5 points through restraints and barriers with their bare
of bruise damage. hands. Each of these abilities is summarized in
the chart on the following page:
These changes are necessary because in the wilder
pulp adventures and Saturday morning serials,
bullets seem to become less and less potent. At all
three realism levels, CON damage works exactly
as it did in the Top Secret/S.l. TN boxed set.

36
Superhuman Strength Luck
Chart
Characters in the 1930s adventures use Luck
STRENGTH LIFr DAM SMASH Points in the same manner as their 1980s counter-
121-125 8001bs. +1 parts. There are, however, a few differences in the
126-130 10001bs. +2 mechanics.
131-135 15001bs. +3 plywood Gritty Level: Gritty level characters begin play
136-140 1 ton +4 with 1D6 + 1 Luck Points.
141-145 1.5 tons +5 chains
146-150 2 tons +6 Moderate Level: Moderate level characters begin
151-155 2.5 tons +7 brick walls play with 1D8 + 1 Luck Points. Unlike Gritty level
156-160 3 tons +8 characters and the characters generated for use
156-160 4 tons +9 reinforced steel with the 1bp Secret/S.l. '" boxed set, Moderate
characters should not be kept in the dark as to the
Lift: The amount the character can lift over his number of Luck points they have remaining.
head in pounds or tons as noted. Allow Moderate level characters to keep track of
their own luck. This will give players a better idea
Dam: The number of points of extra damage the what their characters are capable of, probably
strongman's blows do in hand-to-hand combat. influencing them to attempt wilder, more exotic
Add this number to the number that came up on maneuvers.
the tens digit during the character's HTH skill
check for total damage. Farfetched Level: Farfetched characters begin
play with 1D10 + 1 Luck points. They, too, should
Smash: The toughest barrier the strongman can be allowed to keep track of their own totals. In
smash through with his bare hands. Characters addition, Farfetched characters gain a new Luck
with a 8TR of 151 or greater can rip their way Point every time they roll any lucky break (any
through brick walls, while characters with a 8TR roll of 00-04) instead of just on a roll of 00. As you
of 160 or greater can tear off bank vault doors. can imagine, Farfetched characters become capa-
Intelligence: Any character with an INT rating of ble of the most amazing feats.
120 or higher has the power to perform extremely
complex mathematical calculations in his head at
lightning speed. This may not sound like much,
but you never know when it might come in handy.
Fame and Fortune
Reflexes: Characters with a REF rating of 120 or Although most Moderate and Farfetched charac-
higher are so quick they are able to dodge bullets! ters will have attributes and skill levels much
All ranged attacks against such characters suffer higher than their 1980s counterparts, Fame and
a modifier equal to the character's REF-120. For Fortune points are still distributed and used at
example, if you wanted to shoot at a character the rate outlined on pp. 17-18 of the Administra-
with a REF of 130, you would have to deduct 10 tors Guide, regardless of realism level. This has an
(130-120 = 10) from your success chance. interesting effect on game play. Moderate and Far-
fetched characters, though initially quite power-
ful, will improve more slowly than their Gritty
counterparts. This is true to the source material.
How much better was Agent 13 in The Serpentine
Assassin than he was in The Invisible Empire?
Not much.

37
50 MPH -25
Exotic Devices 70 MPH
100 MPH
-35
-40
and Gadgets 130 MPH *
170 MPH *
-50
-60
200 MPH * -70
Pulp adventure novels and Saturday morning seri- 500 MPH * -80
als are filled with weird inventions, devices, and 1000 MPH -90
doo-dads of all sorts. In thirties adventures, such Light Speed -1000
gadgets will usually be found only at the Moder-
ate and Farfetched realism levels. Characters can Damage: Any gadget that is a weapon or causes
gain access to gadgets in two ways: They can physical harm must be assigned a damage value.
begin play with a gadget by selecting the Gadget Pick one of the damage levels listed on the chart
advantage, or they can build one using their skills below and note the corresponding modifier.
and resources.
A gadget is defined as any device with unique
powers or abilities. A drug can be a gadget, as can Damage Chart
an occult artifact.
DAMAGE MODIFIER
Building Gadgets None o
1 point -5
1d4 -10
Every gadget has up to seven different attributes. 1d4 + 1 -15
A character who wishes to build a gadget must 1d6 -20
first define the object he is trying to create by 1d6 + 1 -25
assigning values to as many of these attributes as 1d8 -30
he wishes. Depending on the value assigned to 1d10 -35
each attribute, the gadget will become more and 2d6 -40
more difficult to create. Each of the seven attrib- 2d8 -45
utes is discussed below: 3d10 -50
Speed: If the gadget moves under its own power, EXP -55
the designer must assign it a speed value. Any EXP x 2* -60
gadget without a speed value must be carried or *double EXP (Explosion) damage
lifted. Typical gadgets that would have a speed All damage listed on the table above is bruise
attribute include vehicles, missiles, rocketships, damage. If you are constructing a gadget that does
and self-propelled weapons. Select one of the speed wound damage, add an additional -10.
values on the table below, and note the corres- Range: Any gadget that is capable of using its
ponding modifier on a scrap piece of paper: abilities over a distance must be assigned a range
value. This includes ranged weapons, radar (they
spot objects at a distance), long-range parabolic
Speed Table microphones, telephoto lenses, etc. Pick a value
from the table below and note the corresponding
SPEED MODIFIER modifier.
o (can't move) o
10 MPH -10
20 MPH -15

38
1 day -25
Range Table 1 week -30
1 month -35
RANGE DIST WPN MOD 1 year -40
N~ 0 0 Infinite -80
Immediate 10 0/5/10 -5
Short 180 60/90/180 -10 Once a weapon has fired all of its shots, it must be
Medium 300 60/100/300 -15
Long 1500 150/500/15000 - 20 reloaded. Gadgets that aren't weapons have a
Extreme 1 mile 1000/2000/5000 -30 duration. The duration is the amount of time the
Remote 50 miles 10/mi/20mil50mi - 50 gadget can be used before it needs routine mainte-
Worldwide 1000 miles 100/500/1000mi - 80 nance. Mter a gadget's duration has expired, a
Interplanetary Infinite Infinite -100 character must spend one entire day (or equiva-
Dist: The distance over which the gadget can use lent time spread out over several days) performing
its abilities. maintenance on the gadget before it may be used
again. For example, a car might have a duration
Wpn: The 1bp SecretIS.I.l1I game range modifiers, of one month. This means that exactly one month
if the gadget is a weapon.
after you begin driving the car, you have to stop
Uses: Every gadget must be assigned a Uses val- and spend one whole day performing basic repairs;
ue. This determines how long the gadget may be then, after driving the car for another month, you
used before it must be repaired, reloaded, etc. Pick must stop again, etc.
a Uses value from either of the two tables below. Skills and Attributes: Any gadget which per-
forms one of the functions of the five primary
attributes must be assigned a success number in
Uses Table I-Weapons this attribute (cranes must have a STR, computers
must have an !NT, etc). Any gadget which per-
NOFSHOTS MODIFIER forms the function of a skill must be assigned a
o o success number in this skill (a disguise kit may
1 -5 have the Disguise skill, while a specially muffled
2 -10 car may have the Stealth skill). The modifier for
6 -15 assigning a gadget an attribute or skill is equal to
8 -20 one half the success number assigned (giving a
16 -25 crane a STR of 150 means a modifier of -75).
32 -30 Powers: A gadget may be assigned one or more
Infinite -60 powers. The modifier for assigning a gadget a
power is equal to -10 x the cost of the power in
power points.
Uses Table 2-0ther Special Function: This is a catch-all category
Gadgets that covers any abilities the gadget may have that
do not fall under one of the other 6 attributes.
DURATION MODIFIER Each special function requires additional modifier
of - 20. For example, suppose you were trying to
1 min o concoct an antidote to poison. Being an antidote
5 min -5 isn't a power, attribute, or skill, it doesn't move,
15 min -10 and it has no range. The Admin, therefore,
1 hour -15 assesses an additional - 20 modifier. The modifier
12 hours -20 for a special function can be varied at the Admin's

39
discretion, based on the potency of the function (a the Admin. A character with a skill chance of 75
gun that turns people into newts forever might can't create a gadget with a negative modifier of'
have a special function modifier of -200). greater than -150.
If you meet all of the above criteria, you can roll to
see if you are able to create your item. If you suc-
Constructing the ceed, the gadget is yours. If you fail, all the time
Gadget and. money you spent are wasted, and you must
begm all over again. If you fail with a bad break,
After you have defined what you are trying to there was an explosion in the laboratory and your
build, and assigned any relevant attributes, you cha!acter takes ~d4 EXP (see p. 76 of the Players
Gu~de for ExplosIOn Damage description.) damage.
can now try to build the gadget. This is done by
making a normal skill check. The skill you check
against is up to the Admin; creating a vehicle
mig~t require a Mechanics check, a radio, an Elec-
Examples of Gadget
tromcs check, a weapon, an Engineering check Creation
e~. This s~ill check automatically receives a n~g­
atIve modifier equal to the total modifiers 1) ':The Falcon" wants to build a special gun
obtained by assigning the gadget attributes. There whIch shoots bullets that knock their target
are, of course, a number of other catches. unconscious, but do not kill. In game terms, this
Resources: Before you make your skill check, you means the bullets do bruise damage instead of
ha~e t~ pay $50 x the total modifier obtained by wound damage. The Falcon assigns the gun the
assIgnmg the gadget characteristics. This is to following characteristics and values: Damage of
cover research expenses, material costs, etc. For 1d8 (modifier - 30), Short range (the gun has
example, a gadget with a total modifier of - 80 range values of 60/90/180 and an additional modi-
will costs $4000. fier of -10), and 6 Uses (for a modifier of -15).
Time: In order to create a gadget, you must spend The Falcon's total modifier is -55. This means he
one uninterrupted week of designing and planning must spend $2750 on research costs. The Admin
(though this time limit can be raised or lowered by determines that the Falcon must check against his
the Admin depending upon what it is you are Engineering skill to build the gun. The Falcon's
building). On the brighter side, each day you Engineer success chance is 80, so he can build the
spend during the design and planning stage gives gun in one week by rolling a 25 or less. If he were
you an additional + 1 modifier to your skill check" to work on the gun for an additional thirty days
spending an entire year working on a gadget, ' his chance would increase to 55 or less. Note, to~,
therefore, gives you a + 365 modifier. that ~he F~lcon must .have the Genius advantage
to buIld thIS gadget smce no such weapon existed
Technological Limit: First, only characters with in the 1930s.
4 points in the Genius advantage can create items
or goods that use technology that was unavailable 2) Later, the Falcon decides to build some "hypno-
bul~ets" for his gun that do no damage, but put
in the 1930s (radar, microwave ovens, etc), and
only characters with 6 points in the Genius advan- theIr target under his mental control. He gives the
tage can create items or goods that use technology bullets a Short range (for a modifier of -10), a
that is still unavailable in the 1980s (invisibility duration of 15 min (that's how long the hypnotic
belts, teleportation machines, etc). Also, a charac- effect will last, for' a modifier of -10), and the
te~ may n~t create a gadget which has a total neg-
Hypnosis skill with a success chance of 75% (for a
atIve modifier that exceeds two times his success modifier of -37). The total modifier is -57, so the
chance in the appropriate skill, as determined by Falcon must spend $2850 on research costs. His

40
chance to build the gadget after one week of longer than one week to design the car. If he waits
research is 23%; his chance after thirty days is six months (180 days) his chance of success is 45%.
53%. The Falcon must have 6 points worth of the
Genius advantage to build the hypno-bullets,
because such technology does not even exist in the Beginning the Game
1980s.
With Gadgets
3) The Falcon decides to build himself a super-
advanced roadster. He gives the car a Speed of 100
MPH (-40 modifier), and a duration of one week Characters who selected the Gadget advantage get
(-30 modifier). The Falcon then decides that his to begin the game with a gadget already in their
car should have built-in machineguns which pop possession. This gadget costs no money, and ~eed
out of the front (lD10 damage, -35 modifier; not be built. The player should, however, deSIgn
the gadget, assign it attribute values, and tally up
Medium range, -15 modifier; 32 shots, - ~O), a~d
a special radar (remote range, - 50; Trackmg skill its modifier anyway. A 3-point Gadget advantage
entitles the character to a gadget with a total
at 50% - 25). The Falcon also decides to put a
radio o~ the car: so he can communicate with his modifier no larger than - 60. Such a gadget must
assistants (extr~me range, - 30; special function! also be relatively small and hand-held. A 6-point
communication, - 20). The car's total modifier is Gadget advantage entitles a character to a gadget
with a total modifier no larger than -110. There
-275! He must therefore, spend $13,750 on mate-
rial costs (good thing he's rich). The Admin decides are no other restrictions on 6-point gadgets.
that the Falcon must roll against his Mechanic
skill to create the car. Since his Mechanic skill
chance is only 140 it is going to take him a lot

t'~---- -

47
11930s Adventures
Now that you know how to create your own 1930s "Big City Gangbusters" genre. In this case, you
characters, and how to alter the 1bp Secret/S.l. TIl would probably advise your players to roll up G-
rules in order to give them a 1930s flavor, it's time men, law enforcement officers, reporters, and oth-
to say a few words about designing and conducting er types that might fit into a "big city" campaign;
1930s adventures and campaigns. If you are rela- a character who was raised by apes in the jungle
tively new to the Administrator trade, go back would find it difficult to operate in such campaign,
and re-read pp. 21-44 of the Administrators Guide. as would a strange alien with superpowers.
You may also want to go back and take another Another decision you must make is which of the
look at Chapter One of this sourcebook, which three realism levels you will use. Your players
outlines some of the features which lend the can't create their characters until you decide, and
adventure stories of the thirties their unique fla- designing adventures is impossible unless you
vor. When designing adventures for use with this have some idea of the PCs' capabilities. Once
sourcebook, try to feature these elements as prom- again:
inently as possible.
Gritty level adventures are those in which real-life
is mirrored as closely as possible. The "Gritty"
Adventuring in the adventure fiction of the 1930s includes "film noir"
detective films, mystery novels by Raymond Chan-
Thirties dler, Dashell Hammett, Cornel Woolrich, and oth-
ers, as well as stories of Joseph Conrad. Gritty
heroes and villains are very similar to people in
The first peculiarity you will encounter when cre- the real world. Bullets and falls kill them, and
ating adventures for use with this sourcebook is they are usually psychologically complex.
the great number of options it places at your dis- Moderate level adventures bend real-world science
posal. and psychology just a bit in order to provide a
This means you must make some decisions about more exotic and action-packed story. These stories
the nature of your campaign or adventure before often include unusual or impossible elements, but
you can begin play: What sort of campaign are you nothing too far beyond the realm of possibility.
going to run? Do you want your player characters When fantastic concepts (such as magic or supers-
to be mob-busting G-Men or "Masked Avenger" cience) appear within Moderate level stories, they
pulp heroes? Is most of the action going to take are almost always given lengthy scientific and
place in the big city or in the deep jungle? These historical rationalizations. Most of the adventure
are the sorts of questions you should answer pulps and Saturday morning serials were written
before you go any further. at the Moderate realism level. The AGENT 13T11
series published by TSR is Moderate level (though
In order to help you make these decisions, we've at times it borders on the Farfetched).
broken down and analyzed eleven of the most pop-
ular types, or genres, of 1930s adventure fiction. Farfetched level stories don't have much in com-
Read the descriptions below and decide which type mon with real world. These stories often feature
of adventure seems the most appealing to you and alien worlds, giant apes, powerful wizards, vam-
your players. Many of the genres require the play- pires, and other exotica. No rationalization is ever
ers to create certain types of heroes, and that you provided for these phenomena. The authors of
pit them against specific types of villains. After such stories aren't interested in making their
you decide which genre or genres you plan to use, adventures seem believable, or even possible; they
you will be in a better position to advise your play- merely want to tell a good story. Many of the hor-
ers as to the types of heroes they should create. ror and science fiction films and pulps of the 1930s
were Farfetched.
For example, suppose you decide that you like the

42
Below you will find descriptions of some of the minor crime bosses, and add all of the campaign's
most popular thirties genres. major locales: speakeasies, the crime boss' man-
sion the heroes' apartments, etc. Go to the library
and ~et reference books on the great cities of the
1. Gangbusters era to help you out. The city itself should be a
character in the drama. By the second or third
week of adventuring, the players should know
This is the classic campaign. The one element that their way around as though they were actual resi-
differentiates the gangbusters genre from all oth- dents ("Let's see, Lucky Louie usually hangs out
ers is the antagonist: In a Ganbusters story, the in Donovan's on the east side:').
antagonist is a huge criminal syndicate. At the
head of this syndicate there is often a villain mold-
ed in the "Gang boss" archetype described in The Heroes
Chapter One. One of the things that makes this
genre interesting is that the mob which provides Different types of heroes can inhabit a typical
the opposition is essentially immortal. The players gangbusters campaign. The obvious choices are
may win many battles, but they will never com- police officers and "G-man:' Remember, in a true
pletely eradicate the threat of organized crime. gangbusters campaign, these law-enforcement
This works quite well in a roleplaying context; a types do not have their usual advantages. A police
villain that can keep coming back forever is officer can't really ask for help while fighting the
immensely helpful to an already overworked mob because all his department superiors are on
Administrator. the take. Instead, he is usually forced to conduct
anti-organized crime activities in his spare time
and in an unofficial capacity.
The Setting
Journalists are another common choice. Such a
character might be a crusading reporter or editor
Gangbusters adventures are logically set in a big trying to crush the mob. The local paper is ner-
city (what would the mob want with Smalltown, vous about publishing the crusader's constant
USA?). If you are thinking of using a real city, harangues, but does so because the citizens
think in terms of New York, Chicago, London, or demand it. Still other possibilities include: private
Hong Kong. eyes, university professors, district att?rD;eys,
The city in a gangbusters adventure is always the wealthy businessmen, and reformed crImmals.
mob's home ground. The local syndicate controls At the Moderate and Farfetched realism level, the
everything. The police are crooked; the mayor is heroes of a gangbusters campaign might be
being blackmailed; the judges are all bought-off, masked vigilantes. The typical gang-busting vigi-
etc. The only thing that stands between the mob lante has a huge network of undercover sidekicks
and complete domination of the city are a few hon- and informants to keep him posted on mob activi-
est citizens, and the player characters. ty.
In a gangbusters-style campaign, the action tends Encourage your players to go for variety when
to remain confined to this major city. The city is generating their characters; bringing all of the
both the battleground on which the heroes will player characters together to form a group is usu-
confront the villains and the objective everyone is ally no problem in a gangbusters campaign. The
fighting for. You should take care in designing the PCs are the only residents of the city who actively
city, filling in as many details as you cB;n. ~tart oppose the mob. It usually won't take these char-
with a large map sectioned off into terrItorIes acters long to figure out who they can and cannot
which are overseen by the various syndicates and trust. In a relatively short period of time, the rebel

43
police officer out to expose his superiors ends up is tricky. You have to allow the players to win just
working with the crusading journalist and the enough minor battles provide them with the illu-
concerned district attorney. sion that they are making progress toward crush-
ing the mob, while in, fact, all they are doing is
becoming a thorn in the local mobster's side. After
The Villain all, if the players ever do manage to take out the
syndicate, the campaign has come to an end.
The major villain of the gangbusters campaign is How do you create this illusion of progress? One
the mob, but what is the mob after? Well, the mob- time-honored technique is to allow the players to
sters are basically out to accomplish two goals: slowly work their way up the "ladder" of the mob
First, they want to maintain the status quo and hierarchy. Begin with an adventure in which the
their status within the city; and second, they want heroes locate and bust a small-time bootlegger.
to take the PCs out of the picture. Since they From there, they proceed to take down the man in
begin the game in control of everything, talk of charge of the whole area, attracting the attention
expansion is pointless. The mob can only hope to of the big man on top. Next, the big man sends his
hold on to what it already has, which is never all own boys out after the PCs, but they manage to
that easy-there are always rival mobs, federal capture and convict the thugs one-by-one. By now,
agents, the one or two cops who can't be bought the heroes are after Mr. Big, who is still so well
off, and, perhaps, the occasional masked avenger insulated he is virtually untouchable, so they
to worry about. There is also the ever-present dan- have to settle for bringing down a few of Mr. Big's
ger of a split within the organization's own ranks more prominent lieutenants. At this point, the
to consider. PCs might discover that the mayor of the city is
The mob wants to see the PCs rubbed out, bumped working hand-in-hand with the crime boss. This
off, or wearing cement overshoes for more than catapults them into a series of adventures in
just the obvious, practical reasons. When the mob which they try to expose political corruption.
is involved, such confrontations usually become a So far, so good, but what do you when the heroes
question of personal honor. Mobsters can't stand have climbed all the way to the top of the ladder,
the thought that there is somebody in the city who and have only Mr. Big himself left to pursue? Now
isn't afraid of them. They often feel compelled to is the time to pull the old bait and switch. The
prove their superiority. The otherwise sheltered PCs' activities have left the mob boss weakened,
mob bosses would usually go one-on-one with the so now is a good time for a new syndicate to come
PCs in a second, if given the chance. and muscle in on his territory; or, perhaps, one of
One other thing to remember about the mob, and the mob boss' sons is disgusted with his father's
mobsters in general, is they usually operate under failure to deal with the interloping PCs and
some strange code of conduct. Most mobsters decides to take control of the organization himself.
would never dream of targeting innocent civilians Now the heroes have a new mob to start tracking
or bystanders, and mobsters rarely attack without down, and the whole process begins anew. Be care-
fair warning. If you're on their hit list, they'll find ful at this stage. If you don't give the players some
a way to let you know. sort of reward or sense of accomplishment, they
are liable to get frustrated. Perhaps the new mob
is only a shadow of the former organization; or the
Adventures local citizens are starting to look up to the PCs as
great heroes, and are beginning to take a more
active role in opposing the syndicate.
The players can never hope to stop the mob once
and for all, so what is the point in conducting
adventures? Running a good gangbuster campaign

44
A Gangbusters The Setting
Adventure
Mystery Man campaigns rarely have a single
A singer in the local speakeasy, and girlfriend of fixed setting; the adventures bounce all over the
one of the mob's small time operators, falls in love world. Most often, the heroes have some sort of
with one of the PCs and asks him to get her away headquarters or base of operations located in a
from the mob forever. Needless to say, the mobster large city. At least one adventure in every four
isn't too tickled and calls in enough old markers to will feature this city prominently. The heroes'
convince the Don to put an enormous price on the headquarters are almost always in some unusual
PC's head. locale: a large mansion, the top floor of a famous
skyscraper, a secret cave beneath the city, etc.
While the PCs are busy hiding out with the wom-
an waiting to get her out of the city, a rival mob "Exotic" is the key word when you are thinking
hears about what is going on. The rival gang about typical Mystery Man settings. These adven-
believes that the woman has detailed information tures usually take the heroes to the most unusual
on some of the other mob's activities; and, now or unsettling locations imaginable. Think of Casa-
that she is away from the mob's protection, they blanca, Arabia, Japan, South Pacific islands, the
decide to make a grab for her. Bermuda Triangle, the North Pole, China, or the
Sargasso Sea. Transporting an adventure to one of
Th make matters worse, at the behest of the mob these locations instantly lends it new life. The
boss the crooked police commissioner has trumped heroes are now in an unfamiliar, alien realm. By
up charges against the heroes in order to prevent skillfully manipulating their surroundings, you
them from leaving the area. The city is now one can now increase the sense of "adventure" and
giant deathtrap for the PCs; the larger mob has add greater variety to play, all at the same time.
assassins after them; the smaller mob is out look- In other words, if the villain of the piece needs a
ing for the woman; and the police are everywhere. huge ruby for the super-advanced raygun he is
The heroes must now get the woman away from building, why have him go after one of the gems
the city, clear their names, and deal with the emo- on display in the Field Museum in Chicago when
tional and political confusion that is sure to follow. you can move the action to the tombs of the
Ancient Incas?
Take care, however, when plotting out your adven-
2. Mystery Men tures. Tho many hops around the globe will leave
your players in a daze. Concentrate on one or two
This genre covers a lot of territory. The basic con- areas per adventure, and give the heroes some
cept is that the players take on the roles of flashy time to do a little exploring. A good exotic setting
heroes who match wits with equally flashy vil- always has a lot of potential for adventuring.
lains. The Mystery Men genre has loose bounda- Stick around and exploit this potential to its full-
ries. One week, the Mystery Men might travel to est before moving on.
Hong Kong to battle Sun-Tzu and his gang of opi-
um smugglers (a gangbusters adventure), while
the next week finds them crawling in the South The Heroes
American jungle to prevent the Man with the Iron
Hand from exploiting the hapless Azumi tribe and The heroes in a Mystery Men campaign are larger
their endless supply of gold. The AGENT 13'" nov- than life. They often have unique powers and abil-
els published by TSR are an example of a series of ities, access to extraordinary wealth or technology,
stories executed in this genre. an overwhelming physical presence, or any combi-

45
nation of the three. For these reasons, Mystery heroes is superior to the others, who function as
Men campaigns usually work best at the Moderate his aides or sidekicks.
and Farfetched realism levels. Sometimes, Mys-
tery Men wear masks to protect their true identi-
ties. Other times, the heroes are well known The Villains
public citizens who receive an enormous amount
of respect and admiration from their peers for When creating a villain for a Mystery Man adven-
their crusading crime work. ture, strive for the unusual. Take a good look at
There are a few questions you need to ask your the villainous archetypes presented in Chapter
heroes before beginning a Mystery Man campaign: One, and try to think up a few new variations of
Just how much does John Q. Public know about your own. If you are stuck for ideas, take an other-
the heroes and their activities? Do the PCs wage wise standard character and add a bizarre feature
their war on crime in secret, or do they come for- or two. Say, for example, that your adventure calls
ward to claim the responsibility for (and face the for a mad scientist and an over-muscled hench-
consequences of) their deeds? The answer to these man. Why not make the scientist a midget, and
questions will have a major impact on the tone of give his henchman a metal hand that serves as a
the campaign. powerful weapon?
If the heroes have revealed their existence to the The villains in Mystery Men adventures usually
world, you are forced to deal with the question of have grandiose goals. They are never content
public opinion. Do the local citizens look up to the with, say, controlling the illegal gambling action
heroes as ideal role-models, or are the PCs consid- across town, or making a few bucks robbing jew-
ered public enemies? A guy who puts on a mask elry stores. Instead, they are more likely to be out
and kills evil scientists might be doing the world a to rule the nation or the WORLD, or to amass the
favor, but the police might not see it that way. If largest fortune the world has ever seen. Power is
the heroes are trying to keep their activities (or usually the villain's ultimate goal-as much as
those of their costumed alter egos) under wraps, possible over as many people as possible. Yes, a
these efforts will undoubtedly expend a great deal Mystery Man villain might steal a treasure here
of time and effort. Newspapers have a hard time and there, but he usually has something nefarious
believing that the maniac who was blackmailing in mind for the money.
the city just disappeared of his own free will Another thing you should know about the villains
before he had a chance to make good on his in Mystery Men adventures is they never die. Oh
threats. sure, the heroes think they die, but the villains
Another major question you must consider is: How always come back with new, and even more insidi-
do all of the heroes fit together to form a group? ous, schemes. Always shroud a major villain's
Plain and simple "team-up" style hero groups death in mystery; that way you can invent some
were not very common in the adventure stories of sort of miraculous escape and bring him back at a
the 1930s. The heroes usually had something in later date. This saves you the work of thinking up
their background which linked them all together. a new menace every week; it brings continuity to
A story about four "masked avenger" Mystery the campaign; and it prevents your players from
Men, for example, would likely be centered around having to swallow the fact that there are really
The Four Horsemen of the Apocalypse (a group of that many evil scientists with ray guns hiding out
similarly attired and equally capable heroes), than in caves somewhere.
around The Eagle, The Whip, The Crimson Phan-
tom, and The Grim Reaper (four totally different
heroes who like to bash heads together, but other-
wise have nothing in common). Often, one of the

46
Adventures A Mystery Man
Adventure
The typical Mystery Man adventure is a simple
goal-oriented affair: The villain wants something
he can't have, and the heroes must stop him. Dr. Sin, a Chinese sorcerer-warlord, is out to
These sorts of adventures are easy to implement reclaim the seal of Wing-Po, an ancient artifact
possessed by his ancestors which is reputed to
in a roleplaying game. The players have a set of
clear-cut goals, meaning they are unlikely to bestow upon its wielder fantastic, mystical
throw the Admin any "curves" and head off in powers. Sin believes the seal is buried beneath a
ruined Tibetan monastery. Before he can travel to
unanticipated directions. A good adventure of this the monastery, he must raise the funds to mount
type has the following elements:
an expedition. In order to do so, he subjects a num-
First, there has to be a mystery. Don't let the ber of his thugs to an ancient ritual which height-
heroes know what the villain is after (or even who ens their physical abilities, turning them into the
the villain is) too quickly. Present them with a fabled "invisible assassins." Sin then sends these
series of bizarre circumstances and then let them thugs out to rob the banks in the heroes' home
try to figure out what is going on for themselves. city.
Play might start with a series of inexplicable mur-
ders. It is now up to the heroes to use their investi- The adventure opens with the heroes confronting
this series of seemingly impossible robberies. At
gative abilities to figure out that the victims were
all slain by the nefarious Dr. Sin in order to extract some of the banks, the vault doors have been torn
a rare chemical from their brains which he needs off their hinges, in others, the money has been
to develop a new strain of the Bubonic plague. taken without the vaults ever being opened, etc.
Eventually, they trace the crimes back to Sin, and
Secondly, these sorts of adventures must have follow him to Tibet.
plenty of action. You want to test the characters'
At the adventure's climax, the heroes must pene-
abilities as well as the players. This means com- trate the ruined temple (which holds plenty of
bat, skill checks, etc. Some tips on giving combat
and other die rolling situations the 1930s flavor secrets of its own) and confront Sin and the Invisi-
ble Assassins, hopefully preventing them from
have already been discussed (Chapter One and
Chapter Four). Remember, there is such a thing as using the seal to go forth and wreak havoc on the
"roll-playing" (as opposed to roleplaying). Tho unsuspecting Earth.
many die rolls and not enough opportunities for
direct player involvement is one way to bore your
players but quick. 3. Jungle
Finally, Mystery Man adventures must have a
good, strong climax. There has to be a final Adventures
encounter between the heroes and the villain(s), in
which the protagonist and the antagonist trade As their name implies, Jungle Adventures are set
soliloquies and lumps. Make this scene as dramat- in the jungle, typically the Mrican jungle. Rain
ic as possible, and try to drag it out a little longer forests, bush country, and veldts are exotic set-
than the players expect. Suppose, for example, the tings with a built-in sense of adventure. This unu-
heroes have just pushed Dr. Sin off a cliff. Just sual atmosphere gives stories in this genre a
after the Grim Reaper says to his sidekick, "Well completely different feel from the "big city" flavor
that's the end of him:' a hand suddenly clutches at that is at least partially essential to each of the
his ankle, and the good Doctor hauls himself up ten other genres described here.
from the, uh, vine he used to arrest his fall!

47
didn't know the terrain, weren't sympathetic to
The Setting the local wildlife, and didn't know the jungle's
secrets. However, there are examples where the
The jungle is a different world holding many opposite was true, and the heroes were. on enemy
secrets from civilization. Drive this point home by territory, forcing them to overcome theIr foe's nat-
populating the region with bizarre native tribes, ural advantages.
unusual flora and fauna, and long-forgotten
shrines and temples. When creating the cultures
indigenous to your jungle, be creative and throw The Heroes
in lots of details, always remembering to include a
touch of the exotic. Address topics like: What do The first thing you have to decide about the jungle
the tribesmen wear? What physical traits do all hero is whether he is indigenous to the area or an
members of the tribe possess (tall, short, strong, outsider. Indigenous characters are usually friend-
fast)? What is the language of the tribe like? What ly tribesman or "man raised by apes" types. Out-
special rituals does the tribe observe? siders might be explorers, scientists, big game
Likewise, you should make up all sorts of little hunters, or doctors.
details about the behavior of the local animals- You also have to decide just how much the heroes
what is a jungle story without animals? For exam- know about the area. Indigenous types know the
ple, you might decide that the elephants always jungle like the back of their hand, while outsiders
gather together on N otumi Ridge just before mayor may not. Both of these questions will have
dawn, and then march as a group down to the an enormous impact on play.
local watering hole. You don't have to base these
details on actual zoological facts (though you are
encouraged to do so if you have the time and The Villains
resources), just go ahead and make the~ up- ~he
writers of the pulps and Saturday mornmg serIals
usually did. The same questions that were applicable for
heroes must also be answered for villains. An
Just as the "big city" should become a character indigenous menace is usually the leader of an evil
in a well run "Gangbusters" campaign, so should tribe. He is ultimately concerned with ruling the
the jungle be in a Jungle adventure. Make entire jungle. These sorts of campaigns resemble a
detailed maps and allow the players to explore. "Gangbusters" situation in grass skirts: The vil-
There are basically two types of terrain in a typi- lainous tribe which controls everything is out to
cal jungle campaign: familiar ground and the mys- maintain the status quo and eliminate the crusad-
terious frontier ("where no human feet have ever ing PCs. Another option is that the villains are
trod"). Familiar ground is the land that is well the eternal marauders; they are out to subjugate
known to the local population (though it may not the lands overseen by the PCs and their allies in a
be so familiar to outsiders). The mysterious friendly tribe.
frontier is terrain even the natives have yet to
explore. There are usually fears or taboos associ- Outsider villains have some ulterior motive for
ated with this region which give it an obvious use- penetrating the jungle -an Oriental Mastermind
fulness in adventure design. or a Generic Nazi is never really interested in rul-
ing over what amounts to several thousand square
Another important question that will influence a miles of grass. U slially, there is some secret hid-
campaign or adventure is: Who controls the jun- den deep within the jungle that the villain is
gle? In most of the jungle stories from the 1930s, after: a lost city of gold, an ancient magical arti-
the good guys controlled the environm~nt, .and it fact, a rich gem-mine, etc. Sometimes these vil-
was often their greatest weapon. The vIllams lains are simply out to commit more mundane

48
crimes (poaching and strip-mining come to mind). Elephant 220 80 60 3d6
In any case, outsiders usually have one or more Chimpanzee 50 70 65 1 pt
indigenous allies (evil tribes, tribal outcasts, what- Ape 75 70 65 1d6
ever). 40 Foot Ape 500 150 40 5d6
Killer Ape 90 80 75 1d6
Insect Swarm * NA 50 NA 1d4
Adventures Piranha * NA 70 80 1d8
*The insect and pirhana listings represent a group
One of the basic ideas behind the Jungle Story of such animals. The entire group makes one
genre is that the good guys (the player characters) attack per turn (the insect swarm automatically
are the protectors or guardians of the jungle. Most hits). Under normal circumstances you can't kill a
adventures, therefore, concern a threat to the swarm; you must drive it off or escape.
area's well-being. Obvious things to threaten
include the jungle itself (a power-mad Nazi who
wants to clear out a huge section of the rain forest A Jungle Adventure
in order to build a rocket platform), and the politi-
cal stability of the region (the indigenous menace An evil Nazi scientist has come across some cryp-
who wants to rule all of the jungle). tic references to a tribe of "Falcon Men" hidden
A more subtle source of adventure is the jungle's deep within the jungle. The Falcon Men are
isolation. Part of the magic of the jungle is the fact reputed to have profound surgical skills, and an
that it is so isolated from civilization. If its secrets unimaginably vast treasure. The Nazis decide
were to be revealed to the world (a mad scientist that if they can uncover these lost surgical tech-
dicovering the hidden Valley of Rubies, for exam- niques they could engineer an army of super-
ple) there is no telling what the consequences soldiers, so they arrive in the jungle and begin
might be. searching. Eventually, they decide the tribe must
be located in the mysterious Forbidden Lands.
Before they can mount an expedition, however, the
The Animals Nazis must take care of Good Tribe A, which will
prevent them from entering the Forbidden Lands
You can't have a Jungle campaign without lots of at all costs (entering this area violates one of
animals. The list of critters found in the 1bp Tribe Ns strictest cultural taboos).
Secret/S.l. TIl boxed set is inadequate when it In order to get rid of Tribe A, the Nazi scientist
comes to recreating the jungle. Here is a more designs a powerful sonic device which agitates the
complete selection. You might want to review the wildlife in the region, causing local predators to
animal rules found on p. 9 of the Administrators attack the tribesmen. Then, using the Evil Chief-
Guide. tain of Tribe B as their pawn, the Nazis manage to
convince the evil tribesmen that the wildlife has
ANIMAL EXAMPLES been disrupted by a heresy committed by Tribe A.
ANIMAL CON MOV COM DAM POI The players and their allies in Tribe A must fight
off the animals and the members of Tribe B and get
Bear 95 90 65 1d8 to the bottom of the mystery. At the adventure's
Lion 90 120 65 1d8 climax, the heroes must convince their Tribe A
Leopard/Jaguar 80 170 70 1d8 allies to allow them to enter the Forbidden Lands in
Cheetah 75 250 70 1d6 order to squelch the Nazi plot, penetrate the
Hippopotamus 160 80 40 1d6 unknown terrain, discover the true secret of the
Rhinoceros 180 120 65 3d6 Falcon Men, and smash the Nazi menace.

49
Legendary Lost Worlds are created by pulling a
4. Lost Civilizations mythical civilization out of Earth's legends, and
plopping it down in the "real" world. The heroes
may discover the lost continent of Atlantis, the
In this genre, the heroes take on the roles of valley of Shangri-La, the Seven Cities of Gold, the
intrepid explorers or hapless travelers. Your first land of Lemuria, the forests of the fairies and lep-
adventure should have the PCs stumble across an rechauns, the citadels of Shamballa, or any num-
entire culture unknown to the world at large, and ber of other possibilities. Legendary lost worlds
decide to stay a while and look around. can be as technologically advanced as you wish
(Le., they could fight with rayguns in Atlantis).
The Setting Finally race alterations are lost civilizations in
which the inhabitants have powers or abilities
that somehow differ from those of normal men.
Of course, the most important element of the set- Perhaps the inhabitants of the civilization are
ting is the lost world the heroes discover. The first aliens from another world who crash-landed on
thing you have to decide is the exact location of the Earth and decided to keep themselves isolated
this world. Obviously, lost civilizations are located so as not to upset the delicate evolution of man.
in isolated, out-of-the-way places (or else they Another possibility is that the lost colony consists
wouldn't be lost}-an isolated valley, an uncharted of "altered" or "changed" humans who split off
island, Antarctic, or the center of the Earth are from society, which had always regarded them as
good examples. The area you choose should be freaks.
exotic and very difficult to reach.
Mter you decide upon a location, it's time to cre-
ate the lost culture itself. It is important that you The Heroes
take the players out of reality and give them the
sense that they are entering another world. Make The possibilities for heroes of a Lost World cam-
the Lost World as strange, interesting, andjust paign are almost limitless. One characteristic
plain different as you possibly can. The pulp writ- shared by all the protagonists of this genre is a
ers used three time honored techniques to accom- burning curiosity. Without this trait, it is unlikely
plish this goal: time warps, legends, and race the heroes would have approached the lost civili-
alterations. zation in the first place.
Time warp Lost Worlds are those in which the lost Typically, at least one of the heroes is a famous
culture is simply a period of Earth's history that scientist or explorer, explaining how the group
has been temporally displaced. At the center of came to be in such an out-of-the-way locale. Often,
the Earth for example, the heroes might discover the scientist will postulate the existence of the
a huge city that was established by Genghis Lost World, his colleagues will call him a fool, and
Khan's son hundreds of years ago. Shortly after he will fund his own expedition to go out and
the city was built, there was a disaster which iso- prove them wrong. There is also usually a less
lated it from the surface. Since that time, there brainy, "man of action" in the group, and a female
has been no technological advancement in the (the scientists' daughter?) who serves as the man
underworld. For all practical purposes, a tiny slice of action's love interest.
of Mongol China has survived intact for centuries.
As another example, the heroes may come across
an uncharted volcanic island on which a series of
geothermic vents have kept the entire area in the
age of the dinosaurs.

50
tler variations: For example, the scientist might
The Villains want to stick around and study the culture; enter-
ing the lost world might expose the PCs to a dis-
As in the Jungle campaign, the first step is to ease which will be fatal should they ever choose to
decide whether the villains are indigenous to the leave the area. If all else fails, simply strand the
lost civilization or outsiders. Indigenous villains PCs!
are usually determined to take the lost civiliza-
tion's special technologies or abilities and use
them to conquer the PCs' world. These sorts and A Lost World Adventure
their followers are often the evil outcasts of a
benevolent Utopian society. These outcasts feel While traveling in a primitive submarine off the
the lost civilization has somehow been slighted by coast of Japan, the heroes are caught in a tsunami
the outer world, and hope to seize enough power to and swept under the ocean into a huge airpocket
launch a counter-campaign. at the center of the Earth. Inhabiting this airpock-
Outsider villains most often want access to the et, they find a Japanese warlord named Fujigara
lost civilization's secrets. They hope to use this and his army of followers. The ancestors of these
information to gain power in the outer world. Out- people were washed into the airpocket in the fif-
siders often have one or more indigenous charac- teenth century by a tsunami exactly like the one
ters that serve as their allies. . that brought down the heroes (a phenomenon
In any case, there is bound to be someone within these people call the "Red Rain"). Since that time,
the isolated civilization who views the presence of they have built up a vast civilization resembling
the PCs as a threat (at least initially). that of ancient Japan: clans, samurai, warlords,
geishas, ninja, etc. Over the years, however, the
under-dwellers have made some startling techni-
Adventures cal advancements in the medical sciences. Most of
the inhabitants of the Lost World live to be two
hundred years old, and a few have evolved
Adventures in Lost World campaigns always have fantastic mental powers.
two objectives: to stop the villains from accom-
plishing their goals, and to explore the strange When the heroes arrive, they will be greeted
new civilization. The descriptions of the typical enthusiastically by Fujigara and his noble court,
Lost World villains given above should suggest a though the court is currently in shambles. Lately,
number of goal-oriented adventures. 1b give these the henge (giant crabs which reside just outside
adventures a true Lost World flavor, you must the settlement) have begun to attack and kill the
intersperse enough of the culture and mores of the under-dwellers with increasing frequency. The
alien civilization into the mix to give the players court is not quite sure what to do about this prob-
the sensation that they are exploring new territo- lem. One of the more militant clan leaders, Soga,
ry. Keep inventing new customs and territories claims that he saw a group of unknown humans
within the lost world. agitating the beasts. Soga's theory is that another
race living in the underworld is planning to attack
Finally, no Lost World adventure is complete with- the inhabitants of the lost world and take over
out offering some excuse for the PCs to stick their territories. He is convinced that the PCs are
around until the next adventure. One common spies for this race and urges that they be executed
tactic is for the otherwise kindly inhabitants of immediately.
the Lost World to threaten the PCs with death
should they ever decide to leave. This is to prevent Soga is partially correct. There is another race of
them from revealing the existence of the lost civi- beings in the underworld. These are the "Lava
lization to the world at large. There are also sub- Men." The Lava Men normally reside in caverns

51
buried beneath the ocean floor, but recent volcanic large city, government research facility, or industri-
activity sealed off their homes forever. They are al complex. These two areas are usually physically
now forced to compete with the Japanese culture isolated from each other, but the characters fre-
for territory. As part of their plan to eliminate the quently cross back and forth between them.
Japanese, the Lava Men are driving the henge
over the barrier into the Japanese territory.
The PCs must now aid Fujigara in getting to the The Heroes
bottom of what is going on, and in dealing with
the Lava Men. Halfway through the adventure, The Heroes in Western adventures always hail
however, Soga will mount an attempted coup, and from the old west portion of the environment.
a clan war will erupt. He has managed to convince They are usually young ranch hands, wealthy
a sizeable portion of the population that his spy ranch owners, Indians, or cowhands. The heroes
theory is correct and that the the crab attacks will are often at a slight technological disadvantage
not stop until Fujigara is deposed and the PCs are compared to the villains. The good guys prefer to
killed. fight with the weapons of the old west (six-guns,
There is also the problem of the PCs getting home. whips, knives, and tomahawks), while their mod-
The "Red Rain" occurs on three consecutive days ern day opponents might be packing tommy guns,
every ten years. Unless they are able to repair or grenades.
their submarine and "ride" the tsunami once Except for the heroes, most of the other inhabit-
again, they will be stuck in the inner world for ants of the old west frontier are weak and down-
quite a while. trodden. They are present in the story primarily to
be saved by the protagonists. The Western heroes
are the protectors of their people, just as the
5. Westerns heroes of Jungle Adventures are the guardians of
the jungle.
In general, Western adventures work best at the
Westerns set in the 1930s? Well, yes: In the thir- Moderate realism level. At the Moderate level, the
ties pulps and serials "westerns" set in the con- heroes often wear masks and have fanciful names
temporary era were fairly common. These stories such as "the Eagle:' or "El Diable."
usually combined cowboys, Indians, and sixguns
with automobiles, tommy guns, and radios -a
very peculiar mix. The Villains
The Setting The antagonists in Western adventures are usu-
ally, inhabitants of the modern day portion of the
environment. Typically, the old west area is set up
The stories in this genre draw much of their inter- as a realm of innocence which the evil residents of
est from their strange combination of old west and the modern realm are out to plunder. The villains
contemporary situations. For this reason, it is vital of Western adventures are typically interested in
that you have some locations appropriate to the old relatively straightforward, like wealth. The source
west and some locations appropriate to the modern of this wealth is usually located somewhere in the
age in each and every adventure. Old west loca- "miniature" old west.
tions are ranch houses, one-avenue towns, mesas,
abandoned mines, ghost-towns, Indian encamp- Wealthy businessmen and corporate figureheads
ments, and saloons. Located just a short distance make excellent Western villains, as do mad scien-
away from the miniature old west is typically a tists and gangsters.

52
and injuring the miners. He then plants evidence
Adventures indicating that there is an ancient Indian curse on
the land, and even goes so far as to send out a
Designing a Western adventure is generally a two- thug to pose as the terrifying "ghost" of a dead
step process. First, decide exactly what it is in the Indian chieftain.
old west environment that the villain is after. The players, who may be ranchero neighbors of
Some typical targets are a seemingly run-down Ellie Jean or even some of the miners she hires,
gold mine, the rich mineral deposits beneath a must then get to the bottom of the mystery, expose
family ranch, treasure hidden out in the hills by the fake ghost, and run Murdock out of business.
outlaws long ago, or some mystical artifact in an
ancient Indian burial mound.
Next, decide how the villain plans to accomplish
his goals. The villains in these Westerns rarely
6. Armed Forces
involve themselves directly in the action. Instead,
they have huge hordes of thugs, spies, and sabo- In this genre, the players become members of a
teurs to do their dirty work for them, and they branch of the armed forces. Thgether they then
typically have some sort of ingenious scheme to tackle a series of fiendish menaces. The Armed
accomplish their aims. For example, suppose that Forces genre is a variation on the Mystery Men
J.K. Wainwright, a wealthy investor, wants to buy archetype described above.
some ranch lands owned by a railroad company in
order to access the huge radium deposits beneath
them. In a typical Western, Wainwright would The Setting
hire a group of thugs to infiltrate the railroad's
employee unions. The thugs would make working Since all of the players are members of the armed
conditions difficult and do everything they could forces, the adventures must be set in a locale
to foster disputes between labor and management where military personnel are likely to be present.
in hopes of driving the railroad into financial diffi- Typical choices include: large cities, military
culties. Wainwright would then step in and offer bases, and military academies. Give these settings
to buy the entire line (at a substantially reduced a bit of an exotic touch. Don't station your heroes
price, of course). at a military base in Connecticut, for example,
when you can station them in Hawaii or the Phil-
ippines. Likewise, in a campaign that is set in a
A Western Adventure big city, tailor your adventures around its more
interesting or unique areas: Chinatown, the sky-
Arthur Allen Murdock, owner of the famous Mur- scraper district, the night clubs, museums, or any
dock Corporation wants to get his hands on an old unique monuments.
gold mine that lies out in the foothills. The mine
is thought to be depleted, but Murdock's geologists
discovered that there is actually a rich new vein The Heroes
that runs straight through an untapped sector. He
offers to buy the mine from Ellie Jean Oakley, its The first thing you have to do is select which
owner, but Ellie Jean won't sell because she has branch of the service the heroes are members of.
just raised enough money to begin working it Most stories in this genre focused on the more
again. Infuriated, Murdock hatches his plot. interesting or unusual choices: the Coast Guard,
Mter Ellie Jean and her laborers begin working the Marines ("Devil Dogs"), the Army Air Corps,
the mine, Murdock starts disrupting the business the Canadian Mounties, the French Foreign

53
Legion, etc. The heroes usually comprise a special
"elite unit" within their branch of service, with a Adventures
typical hero group consisting of one officer and
several enlisted men. If you wish, all of the heroes One of the advantages of playing in the Armed
may be officers, or they may all be enlisted men; Forces genre is that you always have some control
but there is almost always one character who is at over the players' actions. If necessary, you can
least nominally superior to the others. However, step in and have their superiors order them to do
the superior character never "pulls rank": The whatever you like. This makes beginning an
other heroes are his closest friends and he gives adventure particularly easy.
them almost unrestricted freedom, taking their Most Armed Forces adventures begin with the
advice and opinions into consideration.
heroes being given a special mission. This assign-
The heroes are usually somewhat isolated from ment usually isolates them from their military
the rest of the military, and they are rarely drawn branch. There is also more to the assignment than
from the highest military ranks. It is uncommon meets the eye. The problem the heroes are ordered
for a superior who is outside the group of protago- to solve is usually just a front for the master vil-
nists to simply step in and start ordering them lain's activities.
around. On the downside, it is equally uncommon
Try to work as much action as possible into these
for the heroes to go to their superiors requesting scenarios, and give the heroes plenty of time to
assistance. make patriotic speeches!

The Villains An Armed Forces


The villain in an Armed Forces adventure is typi- Adventure
cally a representative of an enemy power or he is
very similar to the villains of the Mystery Men The heroes are members of The French Foreign
genre described above. Legion's special "Dixieme Battalion:' The adven-
The enemy power villain is usually out to cripple ture opens with the heroes being assigned by their
somebody's defense effort. Adventures of this sort superiors to travel to Morocco to crush a huge
are similar to those of the Espionage genre drug-smuggling ring that stretches to the United
States and Europe.
described below, save that the villain is usually a
more fanciful character. These villains tend to The drug smuggling ring, run by the insidious Dr.
enact schemes that are much larger in scope than Lightning, is actually a cover. The drugs are
those of their Espionage counterparts. A typical unimportant-the Doctor is really smuggling mili·
enemy power adversary might be trying to ground tary secrets which he secures allover the world.
one of a nation's air bases by developing a weather Lightning's clients send couriers to make their
control machine that will blanket the base in requests, and the Doctor sends some of his opera-
heavy fog, he might attempt to launch a coup tives out to retrieve the information, which is then
d'etat against the nation's leaders. sent back with the courier.
The "Mystery Men" villains are described above. In the adventure's climax, the heroes uncover this
Remember to give them a flare for the unusual. scheme and find out that one of their superiors in
Good choices for Armed Forces adventures are the Foreign Legion is one of Dr. Lightning's top
Mad Scientists, Oriental masterminds, and Mys- operatives.
tery Villains.

54
spectators around. (The heroes' occupation is con-
7. DAREDEVILS nected with the entertainment or sporting indus-
tries) Fans make great hostages for the master
villain, and roleplaying encounters between the
In the Daredevils genre, the players become heroes and their adoring public should be amus-
death-defying stuntmen, acrobats, race car driv- ing.
ers, or stunt fliers. What sets this genre apart
from all the others is that many of thrills experi-
enced by the protagonists come in non-
adventuring situations. The climax of a story
The Heroes
might be some fantastically dangerous stunt that
has nothing to do with the antagonist. The heroes are always at the forefront of a Dare-
devils story, more so than in any other genre
described in this chapter. The typical daredevil is
The Setting just that-someone who is so obsessed with danger
and excitement that no stunt is too foolhardy, and
no menace too dangerous. Daredevils are com-
The setting depends upon the type of heroes you pletely without fear, and they like to prove this
have. Stuntmen belong in Hollywood or at some fact to themselves over and over again by attempt-
remote filming location; acrobats might be travel- ing feats that few other mortals would dare.
ing with a circus; race car drivers might be tour- Ninety-five percent of all the heroes in this genre
ing on the pro circuit; stunt fliers should be are of the Daredevil archetype described in Chap-
touring with an air show, etc. The only thing com- ter One.
mon to almost every setting in the Daredevil gen-
re is that there are usually lots of fans and Daredevils are found in many different occupa-

55
tions, the first step in planning a Daredevils cam- A complex acrobat stunt, for example, might
paign or adventure is to choose the occupation require a series of Acrobatics skill rolls. A big race
that appeals most to you and your players. This might be resolved like a chase.
will have an understandably large impact on eve- Another must in a good Daredevils adventure is a
rything else that follows.
chance for the heroes to use their professional
In general all of the player characters will have abilities in an adventuring context. If the heroes
the same occupation (Le., all stuntmen, all race are all high-flying circus acrobats, for instance,
car drivers, etc). This is because all the stories there might be a situation where they have to use
written in this genre used this convention, and for makeshift trapezes to cross a stream of boiling oil
a good reason: One important aspect of Daredevils with which the villain has surrounded his house.
adventures is the friendly rivalry that forms If the heroes are race car drivers, there is always a
between the various heroes. The protagonists all big car chase during the climax, etc.
have a great deal of respect for one another, but at Aerial Rules
the same time, they are constantly trying to
upstage each other and break each other's records. Here are a few guidelines for handling action in the
air in 1bp Secret/S.l. game. Stunt flying cam-
TIl

paigns will find these rules particularly useful.


,
The Villains Acceleration: In level flight, propeller-driven
aircraft accelerate at 1% of Maximum Speed (Max
The villains of the Daredevils genre resemble the Spd) per turn. This can be increased to 10% of Max
sort of antagonists you would encounter in a Mys- Spd by diving at least 100'. Prop-driven aircraft
tery Men campaign (Mad Scientist with a nefari- can't accelerate and climb at the same time-they
ous scheme to seize power), or the villains must lose 10% of Max Spd if they climb more than
commonly found in the Westerns (evil rich guy out 100'. Jet aircraft accelerate up to 10% of Max Spd
to make money by ruining the PCs' circus). speed in level flight or climb. This can be doubled
in a dive.
One villainous group deserves special mention,
however, are the Rival Villains. Rival Villains are Deceleration: In a single turn, aircraft in level
members of the heroes' own profession. In addition flight can decelerate by as much as 1% of Max
to accomplishing the usual dastardly goals, Rival Spd. They can lose up to 10% of Max Spd in a sin-
Villains are also out to upstage and humiliate the gle turn by climbing 100' or more.
heroes in a professional capacity. Thus, a hero Maneuvering: Helicopters turn and use special
group made up of stunt fliers, for example, might maneuvers like automobiles. All other aircraft turn
be plagued by an evil stunt flier who believes that very gradually in a two second 1bp Secret/S.l. TIl
he does not get enough respect within the profes- game turn-up to 15 degrees to the right or left if
sion. In addition to blackmailing the heroes' the pilot makes a Driving check. If the check is
employer, the evil flier is also out to prove that he unsuccessful, the aircraft turns only 5 degrees.
is a better pilot than they are, etc.

Adventures
. A Daredevils
Adventure
A good Daredevils adventure provides many of its
thrills in non-adventuring situations. Most adven- The heroes are stunt fliers for the Red Devils Fly-
tures feature a big race or a dangerous stunt that ing Circus. The villains are rival stunt fliers who
no one has ever done before. Try to design little fly with the Aces. The Aces and the Red Devils
systems for resolving these situations in the game. always seem to appear on the same bill. At each

56
city along the stunt flying circuit, the Aces carry
out a bizarre robbery using their flight skill. Each The Heroes
time, they frame a member of the Red Devils for
their crime. They're all spies; that's obvious enough. The only
As the adventure progresses, the heroes must thing you have to decide is which country or orga-
uncover the Aces' scheme and prove their inno- nization the PCs will be working for.
cence. At the same time, the Aces are constantly A simple way to create a spy character with a
goading the heroes and trying to upstage them. strong 1930s flavor is to select one of the hero
One of the Aces regularly incorporates the amaz- archetypes from Chapter One while selecting the
ingly dangerous "triple-stall roll" into his routine same sort of abilities and skills you would pur-
(only six men have ever done this and lived!). The chase in a regular 1bp Secret/S.l. adventure.
TIl

heroes can't really consider themselves successful Thus, the Man of Mystery becomes an agent who
unless they match this feat, or even complete the prefers to be known only by his code name, and
never before attempted "quadruple-stall roll." Of keeps his true motivations and background a
course, the Aces will sabotage the heroes' planes secret from one and all.
before the big day if given the chance.

The Villains
8. Espionage The villain of an Espionage adventure is generally
a fanatical agent of one of the enemy of the U.S.:
This genre should be familiar to players of the 1bp Germany, Italy, Japan, or Soviet Russia. (Yes, Rus-
Secret/S.l. game. In fact, some elements of the
TIl
sia was an allied power during World War II, but
spy films and novels of the 1980s actually arose the pulps and serials are filled with stories in
out of the pulp stories of the 1930s. which the antagonists are Soviet communists.)
Typically, the antagonist is cruel, sadistic, and
completely devoid of scruples. He will torture,
The Setting double-cross, backstab, do anything, to accomplish
his goals. Th remain within the pulp spirit, demon-
The setting of an Espionage adventure should be strate this cruelty whenever possible, but always
romantic and exotic. Geographically, the 1930s handle these situations with taste; graphic
locations that are particularly appealing are simi- descriptions of violence are never necessary.
lar to those of the 1980s: Germany, China, USSR, One other common characteristic of the typical
Japan, Italy, etc. 1930s Espionage villain is a certain amount of
In most Espionage adventures, the heroes will be stupidity. Typically, the advantage which allows
called upon to enter enemy territory. This sets the heroes to emerge victorious, is their ability to
Espionage adventures apart from the adventures outwit the opposition. The villains often control
of the other genres described in this book. Mystery more manpower and resources, but are unable to
Men usually have the police or local authorities to use them effectively.
fall back on if they are in trouble. Spies, on the
other hand, are always on their own. This situa-
tion sets the tone of the adventure, and should be Adventures
played up as much as possible. The players should
realize they are alone, and should constantly be Most Espionage adventures revolve around the
concerned with hiding their actions from those transfer of information. One side has some blue-
around them.

57
print, plan, microfilm, photograph, or repo~ t~e
other side wants. Everything else is complIcatIon
and plot device. One special characteristic of the
9. Science Fiction
Espionage genre deserving mentio~ here ~s that
combat and action are more scarce m EspIOnage Straight Science Fiction stories were common dur-
stories than in most other genres. Instead, a pre- ing the age of the pulps. Even stories not executed
mium is placed on suspense and character iD:terB:c- in the "science fiction" genre, as detailed below,
tion. Encourage player characters to use theIr wItS often had SF elements (especially Mystery Men
and charm to accomplish goals rather than using and Lost Civilization adventures). In fact, the dif-
guns and fists. Instead of setting up a situation in ference between an SF story and a story classified
which the heroes must break into the German in one of the other genres is often vague.
embassy and steal important information, force For the purposes of thirties adventures, we'll
them to make a deal with one of the embassy define "Science Fiction" as a genre which features
employees for it. space aliens. You are better off following the
guidelines for one of the other genres when
designing adventures that merely feature
An Espionage fantastic technology or inventions.
Adventure
The Setting
The heroes are assigned to keep tabs on the Ger-
man Ambassador to the United States who the The first thing you have to decide is whether the
Americans suspect of conducting espionage activi-
action will be set on Earth or on some alien world.
tes in the USA. They are told he will be boarding
Numerous examples of both can be found in pulps
a German luxury liner to pass stolen information and Saturday morning serials.
to General Rudolf von Tropp, a top Nazi leader,
also aboard the ship. Adventures set on Earth can take place anywhere.
The big city works well, as does a rural country
Once on-board, they meet Rudy Armbruster, a
setting. Although less common in this genre than
trusted friend and fellow operative, who happens
in others, the standard exotic settings (the North
to be vacationing on the ship. Armbruster, of
Pole, Tibet, Arabia, etc.) are also recommended.
course, agrees to help the heroes carry out their
mission. Alien worlds present their own advantages and
disadvantages. One good thing about setting an
Eventually, the PCs learn that the Ger~an .
adventure off in the stars is that the Administra-
Ambassador isn't the spy-Armbruster IS. This
tor has a whole new world to create and populate.
brings about all sorts of complications. Of course,
If you think it would be exciting to run an adve~­
Armbruster tells the ruthless General von Tropp
ture in which the PCs must cross an ocean of aCId,
and his lackeys the PCs' true identities, which
you can go ahead and put one on the ~a:p. Creat-
leads to a series of assassination attempts.
Armbruster also tries to lead the heroes into one ing your own world also allows y.ou to mJect ~ .
sense of wonder into the proceedmgs. In addItIon
or more ambushes.
to foiling the schemes of the villain, the PCs are
At the adventure's climax, von Tropp and likely to be interested in exploring their strange,
Armbruster plant a powerful explosive aboard the new surroundings. See the "Setting" entry in the
ship, hoping to cover their escape from the newly Lost World genre for more details.
enlightened PCs.
On the other hand, everything cited as an advan-
tage above can also be a disadvantag~. De~igning
an alien world culture takes a lot of tIme; mexpe-

58
rienced Admins may have trouble with the need to
design new rules-(for example, what are the rules The Villains
for crossing a sea of acid, anyway?). Another draw-
back to setting the campaign in an alien environ- The generic Science Fiction villain is the power-
ment is that you are forced to decide how the PCs mad alien emperor who is out to dominate the
will get there (assuming they aren't aliens them- cosmos. Usually, the adventure begins when he
selves). spots a small blue planet located in the Sol system
If you go for an alien setting, you can make your of the Milky Way Galaxy. These evil emperor
job easier by segmenting the alien realm off into types have huge armies, space armadas, advisors,
separate, smaller kingdoms, realms, or territories. and champions to back them up. They rarely take
That way, you can design the world section by sec- a direct role in the action until the big climactic
tion, as you need it. This approach allows you to confrontation with the heroes (which doesn't come
keep interjecting variety into the campaign-the about for several encounters).
heroes can travel from the realm of the Plant Peo- Only slightly less popular as a villain is the mili-
ple on the city of the Electro Volts, and back to the taristic alien race out to conquer all. In this case,
Crystal Palaces of the Emperor, etc. it is hard to single out anyone alien as the major
villain-the whole race is evil. This sort of opposi-
tion is much less likely to draft a subtle scheme in
The Heroes order to achieve their conquest. Their preferred
method is to step in and flex their muscles, elimi-
Most of the heroes in alien stories of the 1930s nating all who dare oppose them.
were surprisingly normal. There weren't many Don't discount the possibility of making humans
masked avenger types running around. Typically, the villains of the piece, casting the aliens in the
the hero is brought into conflict with the aliens, or role of benevolent innocents. This is a twist that
spirited off to the alien world against his will. He pulp writers would pull every once in a while.
does tend, however, to be a man of action. Arche- Imagine, for example, a mad scientist on Earth
types that work well here are Mr. Dedication, the who discovers a peaceful alien world on which
All American Boy, the Adventuring Academic, powerful "magna-crystals" grow in abundance.
and the Patriot. Naturally, the scientist builds a rocket ship to tra-
The heroes in a Science Fiction story are usually vel to the alien world and steal the crystals. The
the only members of their race who stand against heroes then discover the scientist's plans and fol-
the villains. Human heroes might have one or two low him in order to prevent the fiend from getting
allies among the aliens, but no Earthlings will his hands on the crystals.
fight at their side. Just as the heroes of Jungle
adventures become the guardians of the jungle,
these heroes usually turn out to be the protectors Adventures
of their race-often the race's final hope. Human
adventurers might be the only thing standing in The classic Science Fiction adventure is the alien
the way of the planet's enslavement at the hands invasion. These stories are generally cast in one of
of the evil intergalactic dictator. Alien heroes two molds: the Dastardly Scheme and the All-out
might be their race's last chance to free itself from Attack.
some power-mad tyrant, etc. In Dastardly Scheme stories, the major villain
invents some fiendish plan for subjugating the
Earth. Instead of simply coming down and blast-
ing everything with his powerful magna-lasers,
Emperor Thrak might begin replacing the world's

59
major leaders with robots. Once enough of the
robots are in position he can come down and seize
power easily.
10. Horror
All-out Attack stories feature villains who show Horror adventures pit the heroes against the
up with military might and begin conquering eve- forces of the supernatural. These stories were com-
rything in sight. These adventures feature a lot of mon in the pulps and feature films of the 1930s;
combat, and often progress like wars ("If we can and, if played properly, make for immensely enter-
only keep the Invisible Invaders away from the taining 1bp Secret/S.l. TIl adventures.
capital long enough for the Air Corps to arrive!").
The method the heroes use to combat the plot or
invasion depends upon the setting you've chosen. The Setting
They might remain on Earth and fight off the
attackers, or they may head straight for the inva- The major settings for Horror adventures depend
sion's source to cause as much trouble as they can. on the villain(s) you choose. If your players are
battling a Mummy, chances are part of the adven-
ture will take place in Egypt; if a Vampire is the
A Science Fiction culprit, Eastern Europe immediately comes to
Adventure mind; if the major menace is an Unspeakable Hor-
ror, you should set the adventure in a small town
in New England, and so on.
The evil galactic criminal Lord Megaron and his
subjugated minions, the octopoid Kubadesh, are Atmosphere is an important factor in a well-run
orbiting the Earth in a huge invisible satellite. Horror adventure. You must pay close attention to
Megaron wants to capture the Earth so he can the locations you visit during play to insure that
enslave its inhabitants and use it as base of opera- they set the proper mood. When the Mummy slays
tions from which he will launch a cosmic armada. his first victim, he should silently strangle a uni-
versity professor in a dark study at night while a
Megaron's plan is to secretly slip incredibly storm rages; diving through a supermarket win-
advanced technology to the Nazis and speed along dow in broad daylight and cutting down house-
the rapidly brewing Second World War. With his wives just isn't appropriate. Old castles, Indian
technological gifts, Germany should succeed in burial mounds, ancient libraries, and isolated
taking over the world. Megaron has already ruins are all good Horror settings.
placed "hypno-disks" on all the top Nazi leaders,
so once the Germans are in control he will come
forward and seize power. The Heroes
The adventure begins when the heroes (in this
case, government agents) are sent to Germany to Stories in the Horror genre have the widest varie-
check out espionage reports of incredibly rapid ty of protagonists. University reporters,journal-
technological advances. They will eventually ists, vampire-hunters, ghost-busters, army
uncover Megaron's scheme and the location of his officers, and psychic experimentators all make
hidden satellite. The heroes must then enter The excellent heroes. In addition, the "masked aveng-
villain's domain and defeat him, possibly by strik- er" and super-powered heroes of the day often
ing an alliance with the conquered Kubadesh. came across the occasional vampire or werewolf as
well.

60
In Horror stories, the NPCs are unusually
important- the horror has to be demonstrated on Horror Menaces
somebody, and if every adventure opened with a
werewolf carving up one of the PCs there would be Here are Top Secret/S.l. 111 game stats for some
nobody left to stop the horror. This means you common Horror villains:
must throw a few "victims" into mix, characters
who are only present to be slain. Handling this VAMPIRE (human form)
situation properly is an art. It is vital that you STR INT REF WIL CON MOV DEX
confuse the players about which characters are 140 90 75 40 80 108 83
going to be killed off and which are going to live.
Advantages: Acute Hearing (2), Acute Vision (2),
Animal Friendship (1), Empathy (2), Night Vision
The Villains (2), Presence (3), Sixth Sense (1)
Disadvantages: Addiction (blood) (4), Phobias (3),
Most Horror villains are familiar to you- Weird Vulnerabilities (8)
vampires, werewolves, and so on-so there's no Skills: Basic Melee, Shadowing (2), Stealth (2)
need to go over them again here. Choose one of the
traditional menaces presented at the end of this Powers: Invulnerability, Mind Control
description, or invent your own "Unspeakable Special: A vampire cannot be harmed by ANY
Horror" or "Beast That Walks." normal physical attacks (guns, fists, anything). A
wooden stake in the vampire's heart instantly
kills it. This requires a successful attack to body
Adventures area 2. Sunlight does 2d10 points of CON damage
to the creature per turn. A crucifix does 1d4 points
There are two ways you can go with horror: of damage to any area struck.
spooky or campy. In spooky stories you try to put Vampires have 3-point phobias to garlic, crosses,
the players on edge. The easiest way to accomplish and running water.
this is through the creative use of atmosphere (see
above). Selecting the right atmosphere for your Anyone bitten by a vampire takes 3d10 CON dam-
events is crucial to making them "scary." Another age per bite and remembers nothing of the experi-
tactic is surprise. People are startled by surprises. ence. Anyone who dies due to a vampire bite
Maybe the horror lies a little closer to home than becomes a vampire.
the heroes think, or the situation is not exactly as VAMPIRE (bat form)
it seems. Same stats as above, only substitute the Flight
In Campy adventures the menace is supernatural power for Mind Control. Bats are small-anyone
only for flavor. In play, they "feel" like Mystery targeting a vampire in bat form suffers a -15
Men stories, but the evil Dr. Sin has been replaced modifier to his success chance.
by the bloodthirsty Count Straad. Campy Horror
scenarios are effective because menaces are chal- WEREWOLF
lenging opponents which force the players to use STR INT REF WIL CON MOV DEX
their abilities to the fullest. 120 60 85 40 70 103 73
Advantages: Acute Hearing (2), Acute Smell (1),
Acute Vision (2), Animal Friendship (1), Good Bal-
ance (2), Night Vision (2), Presence (3), Sixth
Sense (2), Stamina (2)

61
Disadvantages: Phobias (3), Unattractive
Appearance (3), Weird Vulnerabilities (8) 11. Whodunits
Skills: Acrobatics (0), Tracking (3), Stealth (2)
Special: Werewolves are not harmed by normal Whodunits are stories in which the players take
physical attacks; only silver weapons do any on the roles of detectives and solve a murder or
harm. some other complex mystery. Unlike most of the
other genres described, the Whodunits of the
Werewolves bite for Id6 damage and claw for Id4. 1980s have remained almost completely unchang-
Anyone bitten by a werewolf turns into a werewolf ed from those of the 1930s. In general, a Whodunit
unless he passes a WIL check with a -10 modi- adventure is a cerebral exercise on the part of the
fier. players. Given very little information in the form
Werewolves have 3-point phobias to silver and of clues, they must deduce a great deal, and ulti-
fire. mately reconstruct an entire sequence of events.
The wereworlfhas the above stats only in wolf A detailed analysis of the Whodunit genre is
form. When they revert back to human form they pointless, since the stories would not work if they
have normal human stats. were to follow clearcut patterns like those of most
of the other genres described; the players would
THEMUMMY quickly discover the patterns and breeze their way
through the mysteries.
STR INT REF WIL CON MOV DEX
140 10 30 40 140 85 20 The best advice for setting up a good, challenging
mystery is to go out and read a few mystery novels
Advantages: Presence (3), 'lbughness (3)
and borrow as much as you can. Entire plots can
Disadvantages: Phobia (fire) (2), Unattractive be transplanted into the game.
Appearance (3)
The emphasis in most Whodunit adventures is on
Skills: Basic Melee (1), Stealth (0) the characters. Make sure to flesh out the NPCs in
Powers: Immortality your mysteries as much as possible. The heroes
will undoubtedly want to question each of these
FRANKENSTEIN'S MONSTER participants in detail. As long as the characters
have consistent, well-planned personalities and
STR INT REF WIL CON MOV DEX goals, you can plant subtle clues in their speeches
140 30 30 60 140 85 30 in the form of slip-ups, lies, and rumors.
Advantages: Presence (3), 'lbughness (3) Also note that most mysteries involve very little
Disadvantages: Phobia (fire) (2), Unattractive combat. The action, if any, usually comes at the
Appearance (3) end of the adventure, when the guilty parties are
revealed. Remember that the emphasis in these
Skills: Basic Melee (1), Stealth (0), Tracking (0) scenarios is on problem-solving.

62
IThe AGENT 13 Saga
m

AGENT 13T11 novels are a good source of material Eventually, Itsu's followers realized their new god
for adventuring, 1930s style. Agent 13 inhabits a was flawed. They turned on him and chased him
fascinating universe of secret societies, deadly back to to Lemuria. His angry ex-followers
assassins, and arcane ceremonies, a universe descended on the ancient kingdom and, in their
which is readily adaptable to a roleplaying format. rage, burned it to the ground.
In this chapter you will find the information you Despite the devastation, the secrets of Lemurian
need to set adventures in this universe, allowing civilization were preserved in the Crystals of Uru,
you to recreate the Midnight Avenger's struggles which survive to this day. The Crystals are said to
against the mysterious Brotherhood. contain the knowledge of the universe, separated
The AGENT 13T11 saga is an example of a "Mys- into three disciplines-Science, Religion, and Poli-
tery Men" campaign (see Chapter 4-Adventure tics.
Design) conducted at the Moderate realism level. Unaware that Itsu had brought about Lemuria's
If you decide to run an AGENT 13 campaign, you demise, the Great Fathers (the patriarchs of
have two options: You can either allow the players Lemuria) entrusted him to protect one of the crys-
to take on the roles of the characters from the nov- tals, with Brother-Du-Lac and Sharu (high-
els (Agent 13, Maggie Darr, Bennie the Eye, and ranking Brotherhood members who survived the
Ray Furnow would all make acceptable player destruction of Lemuria) as guardians for the other
characters), or you can have them generate new two crystals. Thgether they were to guide the fate
characters to fight at Agent 13's side (remember, of mankind, but Itsu was unable to hide his true
the Midnight Avenger has secret allies and accom- nature for long.
plices all over the world).
Gradually, his delight in violence and perverse
pleasures began to surface. Sharu, devoted to
The Brotherhood Lemurian principles of goodness, love, and beauty,
opposed Itsu. Brother-Du-Lac became a mediating
force between the two.
The chief antagonist in the AGENT 13 saga is a In order to sway the balance of power, Itsu used
mysterious organization known only as the Broth- strong mind control potions on Brother-du-Lac. It
erhood. The Brotherhood is an excellent example was during this period of time, mankind was
of the "Secret Society" archetype discussed back plunged into the Dark Ages and Itsu was able to
in Chapter 1. It is comprised of hundreds of invisi- release great evil into the world. Eventually,
ble agents and assassins scattered about the globe. Sharu freed Brother-Du-Lac from Itsu's control,
The Brotherhood was founded thousands of years secreting him in a monastery for protection. The
ago in the once great civilization of Lemuria. At balance of power was restored and the world
the time of its inception, the organization was a began to experience a revival of hope and enlight-
source of goodness. In the early days, thousands of enment.
the organization's members scattered across the But Itsu was not so easily thwarted. He began
globe, performing actions they deemed necessary kidnapping children with special talents and abili-
to steer mankind's evolution toward harmony and ties from all over the world, evaluating and rank-
righteousness. ing them according to their intellectual and
One of the Lemurians, Itsu, abandoned the heav- physical prowess. Gradually, these rankings devel-
enly world of Lemuria and entered the world of oped an elaborate hierarchy with multiple levels
primitive humans. Due to his great knowledge, and purposes.
the savage humans came to believe he was a god. Itsu created levels-or orders-called Bishops,
Itsu named himself the Hand Sinister, and estab- Knights, and Rooks. Followers from these orders
lished an empire, with himself as king and deity. were trained in politics, their mission to infiltrate

63
and control the political institutions of the world. only the U.S., but a major portion of the planet.
Another group within Itsu's hierarchy was the 2) Control of Important Figures: Itsu has found
Order of Serpentine Assassins, also called the Jin- that the easiest way to manipulate world affairs is
das, a secret cult of ruthless killers. to control world leaders by bringing them under
At Itsu's command, the Jindas infiltrated the mon- the influence of the Brotherhood. This is how the
astery where Brother-Du-Lac was kept. Rather organization starts most of the world's wars and
than have Brother-Du-Lac and his crystal fall into wreaks widespread havoc. For instance, in 1937,
Itsu's hands, Sharu killed Brother-Du-Lac and Adolf Hitler in Germany, Benito Mussolini in Ita-
disappeared. The whereabouts of Sharu and the ly, and General 'Ibjo in Japan are all pawns of the
two crystals remains a mystery. Invisible Empire. In addition to political figures,
the Brotherhood is interested in scientists, philos-
There are some who believe that Ray Furnow, one ophers, religious figures, and civil leaders.
of Agent 13's accomplices, is actually Sharu in
disguise. If Agent 13 himself suspects this, he The methods the Brotherhood uses to gain control
hasn't let on. over these figures are diverse. The organization's
favorite tactic is to place a loyal agent close to the
Since those days, Itsu and the Brotherhood have figure, and wait until the agent becomes the tar-
been hatching a plot to accomplish their ultimate get's closest friend and advisor. Other methods of
objective-complete global domination. Nearly control include blackmail, coercion, hypnosis, and
every major war and catastrophe of the last thou- mind control. The Brotherhood has even been
sand years has been spurred on by Brotherhood known to capture important figures and replace
interference. Now, in 1937, the final pieces of them with disguised agents.
Itsu's plot are beginning to come together.
3) Control of Technology: Itsu and the Brother-
hood are interested in controlling the world's tech-
nology. The organization wants to control as many
Goals of the world's important scientific discoveries as
possible, while keeping these discoveries out of the
In order to achieve this global domination, Itsu hands of others. In the first two AGENT 13 nov-
and the Brotherhood have adopted a number of els, Itsu and his followers were bent on capturing
minor or secondary goals (detailed below). These Doctor David Fischer and his revolutionary "light-
make excellent springboards for adventures. ning gun."
1) Political Domination: One approach the At times, the Brotherhood will attempt to "leak"
Brotherhood has taken in order to conquer the the secrets behind powerful weaponry and defense
world is the chiseling away of nations one-by-one. systems to the world at large, in hopes of causing
Itsu is always looking to expand his power base havoc.
into new countries, especially those with political
or military might. It wouldn't be unusual for the 4) Control of Mystical Technology: In addition
Brotherhood to plot and fund a coup anywhere in to the Crystals of Uru, a number of other powerful
the world. The first two AGENT 13 novels con-
Tl1 ancient relics have survived to the present day.
cern attempts to seize control ofthe United States. These powerful items would, of course, be of enor-
mous interest to Itsu and his followers.
When conducting an operation such as this, Itsu
chooses his targets with care. There is usually
something more to the plan than gaining control Organization
of the nation. Itsu tried to gain control of the Unit-
ed States, for example, because he could then keep
it out of the war he was starting in Europe. If his The Brotherhood consists of hundreds of "invisible
plan had succeeded, he would have controlled not agents" Itsu has scattered all across the world.

64
These agents are usually well hidden-only a
small handful of people are aware of their true
nature. Brotherhood agents can be found in every
nation on Earth and in all walks of life: paper-
boys, prime ministers, opera singers, scientists,
mobsters, movie stars. The talons of the Invisible
Empire can be found anywhere.
At the top of the Brotherhood hierarchy, of course,
is Itsu, the Hand Sinister.

ITSU-The Hand Sinister


STR INT REF WIL CON MOV DEX
20 180 40 110 60 30 110
BROTHERHOOD AGENTS
Sex Male
Race Lemurian Pawn
Occupation Ruler of the Brotherhood STR INT REF WIL CON MOV DEX
Age 3000+ 55 55 55 60 50 55 55
Advantages: Empathy (2), Fearlessness (2), Advantages: None
Obscure Knowledge (3), Observation (3), Presence Disadvantages: Enemy (Agent 13) (2)
(3), Sixth Sense (3), Thughness (4)
Significant Skills: Basic Firearms, Pistol (0), Rifle
Disadvantages: Enemy (Agent13) (2), Unattractive (0), Submachine gun (0), Basic Melee, Oriental
Appearance (3), Unmistakable Feature (walking Martial Arts (0), Stealth (0), Driving Auto (0), 2
skeleton) (1) other General skills at level zero.
Skills: Basic Melee, Fine Arts (5), First Aide (5),
Hypnosis (3), Basic Liberal Arts, AnthrolPsych/Soc Knight
(5), BusinesslEconomics (5), History IPoli Sci (5),
STR INT REF WIL CON MOV DEX
Lit/Journalism (5), PhilosophylReligion (5), Basic 60 60 60 65 60 60 60
Science, AstronomylMathlPhysics (5), Biology/
Botany/Zoology (5), Chemistry (5), Engineer (5), Advantages: None
Law (5), Medicine (5), Surgeon (5), Most Languag- Disadvantages: Enemy (Agent 13) (2)
es (5), Occult Knowledge (5)
Significant Skills: same as pawn, only one of the
Powers: Meditation, Mind Control, Mind Reading, combat skills is at level one, one specialty skill at
Longevity (ltsu has a modified form of the Immor- level 0, one general skill at level one, two general
tality power. Because of an arcane mixture he skills at level zero, Area Knowledge(O)
drank long ago, the Hand Sinister is extremely
long-lived. He is already over 3000 years old. The Knights generally oversee a small number of
problem is Itsu continued to age over these 3000 pawns, and command less important mi~sions.
years. His flesh dried up long ago, and he now
looks like a mummified corpse). Typical Bishop
Of course, Itsu rarely takes a direct role in the STR INT REF WIL CON MOV DEX
Brotherhood's affairs. Instead, he delegates 65 65 65 70 65 65 65
responsibilities to his subordinates, while remain- Advantages: Fearlessness (2)
ing in his hidden shrine and hatching new plots. Disadvantages: Enemy (Agent 13) (2)
Below Itsu in the hierarchy is the main body of

65
Significant Skills: same as Knight, only one com- Jinda-Dii
bat skill is at level two, one combat skill is at level STR INT REF WIL CON MOV DEX
one, two specialty skills at level one, two general 80 99 110 110 80 95 105
skills at level one, three general skills at level
zero, two language skills at level one, one educa- Sex Male
tion skill at level one, Area Knowledge (1) Race Unknown
Age Unknown
Bishops are in charge of most Brotherhood opera-
tions. They usually supervise a small number of Advantages: Acute Hearing (2), Acute Smell (1),
knights who, in turn, lead a small number of Acute Taste (1), Acute 'Ibuch (1), Acute Vision (2),
pawns. Ambidexterity (2), Athletic Ability (2), Empathy
(2), Eye-hand Coordination (3), Fearlessness (2),
Rook Good Balance (2), Internal Compass (1), Light
Sleeper (2), Night Vision (2), Observation (3),
STR INT REF WIL CON MOV DEX Peripheral Vision (2), Photographic Memory (6),
70 70 70 75 70 70 70 Presence (3), Sixth Sense (3), Stamina (2), 'Ibugh-
Advantages: Fearlessness (2), Presence (3) ness (3)
Disadvantages: Enemy (Agent 13) (2) Disadvantages: Enemy (Agent 13) (2)
Significant Skills: same as Bishop, only two com- Skills: Knife Throwing (4), Basic Firearms, Pistol
bat skills are at level two, two combat skills are at (4), Rifle (4), Submachine gun (4), Basic Melee,
level one, one specialty skill is at level two, two Oriental Martial Arts (5), Wrestling (5), Climbing
specialty skills are at level one, four general skills (4), Driving/Auto (5), First Aid (5), Lip Reading (4),
at level one, 2 general skills at level zero, four Mimicry (2), Piloting (4), Concealment (5), Dis-
language skills at level one, two education skills guise (5), Forgery (4), Interrogation (3), Lockpick-
at level two, Area Knowledge(3), and two adven- ing (5), Shadowing (5), Stealth (5), Surveillance (5),
ture skills at level one. Survival (4), Tracking (5), Hypnosis (3), Security
Rooks usually command the Brotherhood's most Systems (4), Traps (4)
important missions. They typically oversee a vast Powers: Meditation, Mind Reading
number of bishops, knights, and pawns.
Upon induction, all agents of the Brotherhood are The Jinda-Dii is a wise, old man and one of the
given a number. This number is tattooed onto the most experienced assassins in the world. He is one
palms of their hands as part of a mystic ritual. of the Brotherhood's most highly-trained opera-
The number can only be seen by someone peering tives and answers only to Itsu himself. It is
through a "Seer Stone" (see below). All Brother- unlikely that the Jinda-Dii will take a direct role
hood agents of Rook rank have a Seer Stone. in many adventures; he operates behind the
scenes. Before pitting your players against him,
THE SERPENTINE ASSASSINS make sure to take a look at his stats! Are you sure
The Serpentine Assassins, also known as the Jin- they're ready?
das, are the Brotherhood's elite killers. The most The rest of the Jindas are divided into four groups:
physically promising specimens recruited as the Jindai-Hai, the Jinda-Nuul, the Jinda-Gaan,
pawns are turned over to the Jinda-Dii, the mas- and the Jinda-Gol. The Jinda-Hai are the lowest
ter of Jindas, who gives them the special instruc- level assassins, not much more than street thugs.
tion and training which grants them unique The Brotherhood maintains hundreds of expenda-
abilities. ble Jinda Hai. The Jinda-Nuul are assassins spe-
cially trained in stealthy killing, excelling at
poison craft and traps. The Jinda-Gaan are
experts in persuasion, torture, and mutilation.

66
Jinda-Gaan are usually sent out to kill victims the Advantages: Athletic Ability (1), Fearlessness (2),
Brotherhood wishes to make examples of. The Observation (3), Sixth Sense (1)
Jinda-Gol are the elite of the Brotherhood assas- Disadvantages: Enemy (Agent 13) (2)
sins. Each and every one of the Jinda-Gol is per-
sonally trained by the Jinda-Dii himself. Skills: Basic Firearms, Pistol (0), Rifle (0), Subma-
chine gun (0), Basic Melee, Oriental Martial Arts
Before going on a mission, a Jinda is forced to (0), Shadowing (0), Stealth (0), Driving/Auto (0)
drink a mystical potion known as mantha. Man-
tha blocks out all of the Jinda's surface thoughts, Jinda-Nuul
save those that directly concern his mission. This
allows the Jinda to pursue his quarry with an STR INT REF WIL CON MOV DEX
inhuman single-mindedness. Mantha has another 65 60 60 65 60 63 60
unique ability: It causes the Jinda to burst into Advantages: Athletic Ability (1), Fearlessness (2),
flames if he is killed, completely destroying the Obscure Knowledge (3), Observation (3), Sixth
assassin's corpse and any clues it may have held. Sense (1), 'lbughness (1)
This makes it impossible for law enforcement
agencies to track down any Jindas who might fail Disadvantages: Enemy (Agent 13) (2)
in their missions. Skills: Blowgun (1), Basic Firearms, Pistol (1),
Rifle (1), Submachine gun (0), Basic Melee, Orien-
Jinda-Hai tal Martial Arts (1), Concealment (0), Disguise (0),
STR INT REF WIL CON MOV DEX Lockpicking (1), Shadowing (0), Stealth (0), Track-
55 40 55 65 60 55 -48 ing (1), Driving/Auto (0)

67
Jinda-Gaan THE NEPHILIM
STR INT REF WIL CON MOV DEX The Nephilim are a race of giants created by the
75 40 60 65 70 68 50 Brotherhood. Mter Itsu seized control of the
Advantages: Athletic Ability (1), Fearlessness (2), Brotherhood and turned the organization down
Observation (3), Sixth Sense (1), 'Ibughness (3) the path of evil, many of the N ephilim were hyp-
notized or lobotomized into pursuing the Invisible
Disadvantages: Enemy (Agent 13) (2) Empire's new goals.
Skills: Basic Firearms, Pistol (2), Rifle (2), Subma- All of the original N ephilim are dead, but their
chine gun (1), Basic Melee, Oriental Martial Arts descendants survive. The Brotherhood still uses
(2), Concealment (0), Lockpicking (1), Interroga- these creatures as guardians and hired muscle.
tion (3), Shadowing (0), Stealth (0), Tracking (1),
Driving/Auto (2) Typical Nephilim
Jinda-Gol STR INT REF WIL CON MOV DEX
140 30 40 40 120 85 35
STR INT REF WIL CON MOV DEX
80 70 80 75 70 80 75 Advantages: Super Characteristics (8), 'Ibughness (3)
Advantages: Acute Hearing (2), Acute Smell (1), Disadvantages: Unattractive Appearance (2),
Acute Taste (1), Acute Vision (2), Athletic Ability Unmistakable Feature (1)
(2), Empathy (2), Eye-hand Coordination (3), Fear- Significant Skills: Basic Firearms, Pistol (0), Sub-
lessness (2), Good Balance (2), Internal Compass machine gun (0), Basic Melee, Boxing (0), Wres-
(1), Night Vision (2), Observation (3), Sixth Sense tling (1), 1 general skill at level zero.
(3), 'Ibughness (2)
Disadvantages: Enemy (Agent 13) (2)
Skills: Basic Firearms, Pistol (3), Rifle (3), Subma- Agent 13
chine gun (3), Basic Melee, Oriental Martial Arts
(3), Wrestling (3), Concealment (3), Disguise (3), Agent 13 grew up with the name Tredekka.
Lockpicking (3), Security Systems (3), Shadowing Orphaned at an early age, Tredekka was recruited
(3), Stealth (3), Surveillance (3), Tracking (3), by the Brotherhood, and transferred to the Jinda-
Driving/Auto (3), Area Knowledge (3), Escape Art- Dii for training. Agent 13 was the best pupil the
ist (3), Traps (3) Jinda master ever had. Mter having completed
Powers: Meditation, Mind Reading only the initial stages of his training, Tredekka
proved himself to be the best Jinda in the entire
The Jinda-Hai usually operate in groups of four or organization.
five, while the other Jinda groups work alone or in Initially, Itsu was pleased with Agent 13's prog-
pairs. When a group of Jindas is after a target, the ress, but his pleasure soon transformed into hor-
Brotherhood usually hires a local mob thug to act ror. Soon after he was named Jinda-GoI, 13
as a guide. These hirelings, called "pointers:' are realized the Brotherhood's true goals, and discov-
useful in drawing off heat. If anything goes wrong ered what the organization really stood for. He
with an assassination attempt, mantha will incin- decided to flee. On the day he escaped the Brother-
erate the Jindas if they are wounded, and the hood's hidden shrine, 13 vowed to wage war
police will be left with the pointer. In most cases, against the minions of the Invisible Empire, a war
the authorities will then assume that the assassi- he was prepared to fight to the death. Since that
nation attempt was connected with the mob, and day, he has killed scores of Brotherhood agents,
the pointer takes the fall. and foiled dozens of Itsu's nefarious schemes.

68
AGENT 13 (a.k.a. TREDEKKA) Long ago, 13 swore an oath which he calls the
STR INT REF WIL CON MOV DEX "code of death." This code allows Agent 13 to kill
100 80 110 110 80 105 95 only in three circumstances: if his victim is a
member of the Brotherhood; if his victim is in
Sex Male league with the Brotherhood; or if his own life is
Race Caucasian threatened. Thirteen holds this oath sacred, and
Occupation Midnight Avenger will die before willingly violating it.
Age Unknown
Advantages: Acute Hearing (2), Acute Smell (1),
Acute Taste (1), Acute Vision (2), Ambidexterity Headquarters
(2), Athletic Ability (2), Attractive Appearance (3),
Empathy (2), Eye-hand Coordination (3), Fearless- Agent 13 has a number of special hideouts in vari-
ness (2), Good Balance (2), Internal Compass (1), ous places around the world. These safehouses are
Light Sleeper (2), Night Vision (2), Observation located where they are unlikely to be exposed (the
(3), Peripheral Vision (2), Photographic Memory "non-existent" thirteenth floor of a building or in
(6), Sixth Sense (3), 'lbughness (3) an undiscovered shipwreck, for example). For
Disadvantages: Enemy (Brotherhood) (4), Moral gaming purposes, assume 13 has a headquarters
Qualm (code of death) (2) in every major city your players find themselves.
A typical hideout has the following features:
Skills: Basic Firearms, Pistol (4), Rifle (4), Subma-
chine gun (4), Basic Melee, Knife Throwing (4), Concealed Entrances: Access to 13's safehouse
Oriental Martial Arts (5), Wrestling (4), Conceal- is usually gained through hidden or concealed
ment (4), Cryptography (3), Disguise (5), doorways (i.e., secret doors, revolving panels, dis-
Fingerprinting (4), Lockpicking (5), Security Sys- guised entranceways, etc.). Anyone attempting to
tems (5), Shadowing (4), Stealth (4), Surveillance spot one of these hidden entryways has a - 30
(4), Survival (4), Tracking (5), Acting (4), Climbing modifier to his chance.
(4), Driving/All (5), First Aid (5), Hypnosis (2), Lip Hidden Disguise Kit and Arsenal: Agent 13's
Reading (3), Mimicry (2), Parachuting (3), Piloting/ headquarters serve as storehouses for weaponry of
All (5), Ventriloquism (4), Basic Liberal Arts, all types. A typical arsenal might contain a dozen
Basic Science, Chemistry (1), Acrobatics (3), Area pistols, three or four rifles and submachine guns,
Knowledge (4), Detective (4), Escape Artist (4), twenty-four grenades, and a single heavy weapon.
Traps (4) Most of the headquarters also contain a practice
Powers: Meditation, Mind Reading firing range. In addition, Thirteen maintains a full
disguise kit in each of the safehouses. If he uses
this kit when preparing a disguise, he receives a
Methods special + 10 modifier to his skill number.
Garage: Most of the headquarters contain
Agent 13 is a master of disguise, able to assume hydraulic facilities for housing and concealing
almost any identity in moments. He rarely shows Agent 13's Lagonda roadsters. In addition, most of
his true face, preferring to spend his time in one of the safehouses contain everything Agent 13 needs
his many aliases. It should come as no surprise to conduct basic auto repairs and maintenance.
that 13 is fond of subtlety: He's not the type of Research Equipment: The safehouses are
hero who rushes into a situation with bullets blaz- stocked with maps, charts, and reference books. If
ing and fists flying. Instead, he likes to go in 13 is able to consult one of these libraries while
undercover and carefully examine his opposition, searching for information, he receives a + 10
hoping to find a method of defeating his adversary bonus to his INT.
that calls for the least amount of direct action.

69
Special Equipment: Most of Agent 13's hideouts
house special equipment, such as: autogyros, Maggie Darr
speed boats, diving suits, fighter planes, science
labs, etc. STR INT REF WIL CON MOV DEX
Alarms and Security Devices: Agent 13 has 40 65 60 70 40 50 63
equipped his safehouses with some of the most Sex Female
sophisticated alarm systems imaginable. Anyone Race Caucasian
attempting to use the Security Systems skill Occupation Agent 13's confidante
against one of Agent 13's dwellings suffers a - 60 Age Unknown
modifier to his success chance. Advantages: Attractive Appearance (3), Sensuali-
ty (2)

Agent 13'5 Disadvantages: Enemy (Brotherhood) (2)


Skills: Basic Firearms, Pistol (1), Rifle (1), Subma-
Accomplices chine gun (1), Basic Melee, Knife (0), Oriental
Martial Arts (1), Disguise (2), Shadowing (1),
Stealth (1), Surveillance (1), Driving/Auto (1)
Over the years, Agent 13 has recruited a number
of accomplices to join him in his war against the Maggie is the step-daughter of a Chicago Alder-
Brotherhood. Some of his more important aides man named McGarrity. While still a young girl,
are described below: Maggie became engaged to slick, young Jimmy

70
Lasatti. What she didn't know was that Lasatti
was actually a small-time mobster.
One night, while Maggie and Lasatti were out on
t~e town, they were attacked by a group of Lasat-
Ray Furnow is Agent 13's mysterious Chinese
b's gangland rivals. Mter killing Lasatti, one of assistant and technical advisor. He helps Agent 13
the the assailants, a man nicknamed "Waxface" construct the gadgets and technological wonders
claimed Maggie for his own. Waxface chained ' he employs in his war against the Brotherhood.
Maggie to a pipe in his cellar, where she spent the Ray comes and goes as he pleases, and his appear-
next several months. During her lengthy stay, ances are unexpected and puzzling. It is not
Maggie was the victim of malnutrition vermin uncommon for Furnow to appear to die at the end
and Waxface's constant abuse. ' , of one adventure, only to reappear, good as new at
the beginning of the next. '
During one of his nightly visits to the cellar Wax-
face fell into a drunken stupor, allowing Maggie to Ray jokingly claims to be on the run from a thou-
escape. Before leaving the cellar however, Maggie sand different wives, many of whom seem to have
slew her captor, and shortly after her escape borne him sons and daughters who often show up
began hunting down every one of the mobst~rs at opportune moments to assist their father and
responsible for her ordeal. Mter she killed the last his friends. Furnow has sworn to kill only in self-
of her tormentors, Maggie found herself alone and defense. Consequently, he will never create a gad-
on the run from the syndicate. get or weapon of a lethal nature.
Short~y thereafter, she met Agent 13, who helped
her hIde from her pursuers. The instant they met,
~aggie saw something special in Agent 13, and
Benny the Eye
SInce that day she has stuck to him like glue.
Thirteen has trained her as one of his assistants STR INT REF WIL CON MOV DEX
and she has joined his war against the Brother- ' 55 50 50 65 50 53 50
hood. Sex Male
Race Caucasian
Occupation Assistant to Agent 13
RayFurnow Age Unknown
Advantages: Observation (3)
STR INT REF WIL CON MOV DEX Disadvantages: Enemy (Brotherhood) (2)
55 99 70 70 55 63 85
Skills: Basic Firearms, Pistol (0), Submachine gun
Sex Male (0), Basic Melee, Boxing (0), Concealment (3) Dis-
Race Chinese guise (0), Shadowing (3), Stealth (3), Surveill~nce
Occupation Aide to Agent 13 (4), Tracking (0), Driving/Auto (0), Area Knowl-
Age Unknown edge (3)
Advantages: Bilingual Background (2), Fearless- Be~ny the Eye is another of Agent 13's many
ness (2), Genius (4), Scientist (3) assIstants and confidantes. Benny is an expert in
Disadvatages: Enemy (Brotherhood) (2), Moral gathering information from the streets. His nonde-
Qualm (2) script physical appearance and familiarity with
Skills: Basic Thol Use, Basic Mechanic (4) Elec- the street lifestyle allow him to blend in with the
tronics (4), Basic Melee, Oriental Martial 'Arts (1) street crowd in order to make observations. Agent
Ballistics (1), Cryptography (3), Security Systems' 13 has a great deal of respect for Benny's skills
(3), Driving/Auto (1), First Aid (1), Basic Liberal and there is no one he would rather assign to t~il
a suspect or track down a lead.

71
China White Gadgets from the
STR INT REF WIL CON MOV DEX
60 70 65 60 60 63 68
World of Agent 13
Sex Female Below are some of the more exotic devices and
Race Caucasian artifacts from the AGENT 13T11 novels.
Occupation None
Age Unknown
Advantages: Attractive Appearance (3), Musical Agent 73's Equipment
Ability (1), Sensuality (2)
Disadvantages: Enemy (Brotherhood) (2) Special Ring: When Agent 13 strikes his ring
against a hard surface, there is a bright magne-
Skills: Basic Firearms, Pistol (1), Submachine gun sium flash which causes the ring to glow white
(1), Basic Melee, Oriental Martial Arts (1), Dis- hot. Thirteen uses this to brand the "13" symbol
guise (0), Stealth (0), Driving/Auto (1), Fine Arts on the ring into the forehead of his victims, to tell
(0), First Aid (0), Musical Instrument (2), Persua- the Brotherhood of his presence. Agent 13 can also
sion (0) use the ring's magnesium flare to blind his ene-
China White first met Agent 13 shortly after they mies, as though he had the Flash power. The ring
were recruited for membership in the Brother- will function three times before it must be
hood. As a final training exercise, all female "recharged:' a process that takes about fifteen
Brotherhood agents are assigned a male agent to minutes.
seduce. The penalty for failure is disfigurement. If Agent 13's ring also sports a small needle which
the female is successful, the male must undergo a pops out whenever the ring's signet is twisted. The
ritual of endurance out in the desert. China was needle is capable of delivering a powerful poison.
assigned to seduce Agent 13. Although he never This poison is rated as 4d10/1 in 1bp Secret/S.I.T1I
succumbed to her charms, 13 claimed to have been game terms (see the Administrators Guide, page 8).
seduced in order to save her beauty, willingly
accepting his punishment in the desert. Bullet Proof Vest: Agent 13 usually wears an
advanced bulletproof waistcoat. When wearing the
Agent 13 and China White fell in love. When he waistcoat, all bullets striking Agent 13 in hit loca·
fled the Brotherhood, 13 tried to convince China to tions 1-3 do bruise damage instead of wound dam-
come with him, but the organization managed to age. While wearing the vest Agent 13's REF is
capture her before she could escape. Mter a period lowered by 20 points (and his MOV and DEX,
of reconditioning, China eventually became one of therefore, by 10 points).
the Brotherhood's top operatives, though she nev-
er forgot her lost love. Later, after re-encountering Special Bullets: Agent 13 keeps his .45 automat-
Agent 13, China decided to betray the Brother- ic loaded with special high power ammunition.
hood and come to his aid. Though she knows that These bullets do an additional 2 points of damage
Agent 13 no longer loves her, it is doubtful that (raising the gun's damage to 1d8 + 2) to any target
China will ever return to her former masters. they strike.
Heel Dagger: Agent 13 carries a special spring-
loaded dagger iIi the heel of his shoe. When the
heel is twisted, the dagger springs out. This dag-
ger is the equivalent of a Knife in 1bp Secret/S.l. TIl
game terms, but 13 must use his Oriental Martial
Arts skill to strike with the weapon.

72
Alarm Cuff Links: Agent 13 wears a pair of spe- entists turn off the machine, or the victim dies.
cial cuff links that unleash a series of distracting Brotherhood Airship: The Brotherhood has con-
fireworks when twisted. In game terms, the cuff structed at least one massive airship capable of
links have the Flash power. Each cufflink works launching small fighter planes from the air. This
once before it must be replaced. vessel was destroyed by Agent 13, but it is possi-
Flase-Flesh: Thirteen usually wears a "false- ble that the organization has constructed others.
flesh" bandage over the "13" the Brotherhood The Brotherhood airship is approximately five-
tattooed on his hand when he joined the organiza- hundred feet long, and holds up to twelve fighter
tion. This makes it impossible for anyone using a craft. Each airship has a crew of 75. In the Top
Seer Stone to identify him. The bandage is Secret/S.l. game, the airship has the following
TN
extremely lifelike ( - 30 to anyone's chance to spot characteristics:
it).
AircraftMax Stl
Type Spd Spd Ceilg Prot NPass Range
Other Devices Airship 130 NA 14 -100 100 1500

Doctor Fischer's Lightning Gun: Two versions


of this weapon currently exist. The smaller light-
ning gun does 2d8 damage; the larger version does
4d8. Neither version is portable. The smaller ver-
sion must be towed like an artillery piece, while
the larger must be mounted on a ship, dirigible,
etc. The Artillery skill is required in order to fire
a Lightning Gun.
After they captured Dr. Fischer, the Brotherhood
gained access to Lightning Gun technology.
Expect to see these weapons popping up all over
the place.
The Helmet of Truth: The Helmet of Truth is a
device used by the Brotherhood to torture and
interrogate its victims. When subjected to the hel-
met, the individual is afflicted with horrible hallu-
cinations causing massive psychological shock.
Only the incredibly strong-willed are able to last
more than a few moments under the helmet before
breaking down in order to stop the intense pain.
In game terms, a victim subjected to the helmet
must make a WIL check at the end of each round
to determine whether or not he gives in during the
torture. Beginning with the third WIL check, the
victim has a - 20 modifier to his success chance,
and begins to take IDI0 points of CON damage
per round of exposure. These rolls (and the associ-
ated CON damage) continue until the victim fails
a WIL check and succumbs, the Brotherhood sci-

73
IThe -World of the 1930s
The adventures this sourcebook were designed to which gave birth to great dictators. Fear and
help you create are not likely to be historically despair characterized this age, as the American
accurate, nor should they be. For the most part, national income fell from one hundred five billion
this book is geared toward simulating the adven- dollars down to fifty eight billion in just four
ture stories of the 1930s, not the 1930s as they years, and European industry all but collapsed.
actually happened. In the pulps and serials, one A few short years later, however, hope was rekin-
was likely to find radar, ray guns, even rocket dled by the American New Deal. The middle years
ships, none of which existed in the real world of of the decade also saw notable scientific, medical,
the era. Similarly, in the world of Agent 13, we see and industrial advancements, as well as dazzling
Adolf Hitler depicted as the pawn of a huge inter- new forms of entertainment.
national conspiracy, an unlikely historical reality.
As quickly as this new spirit was born, however it
Still, it is impossible to give an adventure true died. The closing years of the decade saw the
1930s flavor without incorporating a few histori- beginning of the worst conflict mankind has ever
cal facts. Although you may take a few liberties known. The thunder of German boots was heard
with politics or technology, most of the characters all across Europe, and one-by-one the great
in your adventures should think and act the way nations of the world began retooling for destruc-
people thought and acted in the 1930s. Likewise, tion.
any historical events that don't need to be altered
for the purposes of your adventures should remain The 1930s seem to have had more than their share
true to life. This gives the players the same basic of important historical events. Perhaps, the easi-
familiarity with the world their characters would est way to get a good feel for what was happening
have, and goes a long way toward giving your during the era is to zero in on the major develop-
players that feeling of being catapulted into ments in a few of the world's most important
another time. nations.
This chapter presents data on the real 1930s. Here
you will find general notes on historical events, a The United States
timeline, essays on topics of general interest, and
a list of the weaponry, vehicles, and equipment
available in the decade. Try to incorporate as The United States entered the 1930s with six mil-
much of this information as possible into your lion of its citizens unemployed. A year later, this
adventures, but feel free to ignore anything that figure stood at twelve million. Just after the Stock
doesn't fit in with your idea for the campaign. Market Crash of 1929, more than five thousand
banks failed, and thirty two thousand businesses
This chapter is also useful because much of the went bankrupt. All-in-all, investors lost more than
information presented might easily inspire an forty billion dollars during the depression.
entire adventure (What if the heroes had to track
down the real kidnapper of the Lindbergh baby?). Although the economic disaster could hardly be
blamed on government policy alone, Americans
lost faith in their government for the first time in
History the nation's brief history. President Herbert
Hoover and his administration quickly imple-
mented several policies aimed at curbing the eco-
The 1930s was a period of peaks and valleys. The nomic downturn, but none of them proved
decade was ushered in on the wings of the worst effective. Hoover even went so far as to establish a
economic disaster in human history-the great government fund for active intervention in local
worldwide depression, which spread unemploy- businesses in order to stabilize the economy,
ment like wildfire and fostered social conditions another national first, but even this desperate

74
measure fell by the wayside . . Perhaps the most important innovation of
In 1932, as the Hoover administration was coming Roosevelt and his New Deal was the concept that
to a close, the citizens of America urgently the government was directly responsible for the
demanded change. As their next president they welfare of each and every citizen. This concept led
elected Franklin Delano Roosevelt, a well-known to the Social Security Act of 1935, and a series of
New York Democrat who addressed the nation laws that granted benefits to the elderly, the
during his inaugural speech with the words "The unemployed, the blind, the crippled, and expectant
only thing we have to fear is fear itself:' In the mothers. Programs like these soon increased
first one hundred days of his presidency, Roosevelt national spending by a factor of ten, causing a
ushered through Congress a record number of eco- reshuffiing of the American tax system which
nomic reforms. Soon, organizations like the Fed- placed a much greater burden on the rich, who
eral Emergency Relief Administration and the could afford to pay.
Civilian Conservation Corps were doling out cash The New Deal was so successful in lifting the
to the masses and putting people back to work. nation off its feet that most Americans took little
By 1936, the national income was up almost 35%; interest in the dark events taking shape in
and ~he banks began to re-open, bolstered by the Europe. As hostilities broke out, many Americans
backmg of newly-created federal agencies. At the believed the United States should remain neutral
same time, important innovations were introduced in European and Asian affairs. President
R~osevel.t and his a.dministration never sympa-
which granted more lucrative benefits to workmen
and strengthened the labor movement in general. thIzed WIth these "Isolationists:' and did their
For the first time, a minimum wage was set and best to encourage the people to call for strong
work weeks were limited to forty-four hours. action against aggressive foreign powers. Their
pleas fell upon deaf ears in Congress. In the latter

75
half of the decade, the Congress even went so far down his own decree. In an election held that year,
as to pass laws that prohibited American involve- an incredible 98.8% of the German population
ment in the affairs of powers engaged in war. voted in support of these policies!
As the decade progressed, Hitler began to grab
more and more territory for himself. In 1935, he
Germany seized an area known as the Saar from France; in
1936 he seized the Rhineland and its surrounding
Germany also began the decade in economic disar- territories; in the early part of 1939 he seized
ray. In fact, in many ways, conditions were worse Czechoslovakia; and just a few months later, he
in Germany than in the United States. Germany openly declared war on Poland.
had suffered a humiliating defeat in the First
World War, and a sizable portion of the nation's
budget was still being seized yearly by the west- The Soviet Union
ern powers as "war reparations." The Treaty of
Versailles, forced upon the nation after its surren- Josef Stalin seized power in the Soviet Union in
der, imposed harsh limitations on Germany and 1927 by expelling rival Leon Trotsky from the
its people, which severely limited industrial Communist Party. His first action was to place the
growth and economic development. old Communist notion of a worldwide revolution
Things began to look bleaker and bleaker, and the on temporary hold in order to turn his attention to
German people put all of their faith in a single the declining economic conditions of his own coun-
man-Adolf Hitler. Hitler seemed to have an try.
answer for everything. He told the German people Stalin knew that most of the world perceived the
that their problems were due to the Treaty of Ver- Soviet Union as a threat, and that an eventual
sailles the Communists, and the Jews, and des- attack from a capitalist nation was inevitable. In
perate'for salvation, they began to believe him. order to strengthen Mother Russia as a military
Hitler's Nazi party seized control of the German power and a region of economic stability, Stalin
Reichstag, and he and his followers began t~king instituted policies which encouraged a shift from
direct action against the Jews and CommunIsts. agriculture to industry and placed a heavy empha-
No Jew was allowed to hold a government post; sis on the production of oil, coal, steel, electricity,
Jewish owned businesses were smashed up and cement, and heavy machinery.
closed by the hundreds; thousands of Jews began
pouring out of Germany. In order to implement these policies, Stalin draft-
ed a number of economic blueprints known as
Eventually, Hitler's power grew to the point where "Five Year Plans." Each Five Year Plan was a
he could implement policies that were even more bundle of legislation that focused upon a different
dramatic: All children over the age of six were area of Russian industry. Through these plans,
forced to join a special government organization, Stalin convinced Soviet workers to accept tempo-
the Hitler Youth, which indoctrinated them in rary shortages of necessities and a poor standard
Nazi policy; university professors were forced to of living so they might enjoy greater wealth in the
teach the government's policies of racial superior- long run.
ity as scientific fact; books that conflicted with
Nazi philosophy were taken into the streets and In addition to bolstering and re-organizing Soviet
burned. industry, Stalin placed a great emphasis on
streamlining farm production, so that he could use
The sway Hitler had over the people of Germany the grain surplus in trade for foreign heavy
is almost unbelievable. By 1936 he had all trade machinery. In order to carry out this plan, the
unions and rival political parties outlawed, and Soviet government was forced to seize an ever-
the Reichstag had given him the right to hand

76
increasing portion of farm output, causing severe In 1937, a small border skirmish on the south
famine. Some five million peasants who resisted Manchurian border erupted into open warfare
this policy were horribly executed or left to starve. between the Japanese and the Chinese. Ready to
When his rivals within the Party flinched at this test out its new military might, Japan quickly
brutality, Stalin had them killed in a bloody purge flooded through China, capturing important towns
of party members and army officers. During the and strategic mountain passes. By 1938, Japan
purge, 75% of all Soviet officers were slain or had seized almost the whole of eastern and central
imprisoned along with approximately eight mil- China.
lion ordinary citizens. During the campaign in China, the military lead-
By 1937, "Uncle Joe:' as Stalin was often called, ers of Japan were also cooperating closely with the
had seized complete control of the country, and dictatorial powers of Europe. In 1936, they signed
began to rapidly expand the Soviet military treaties with Hitler and Mussolini, and in 1940,
machine. In 1939, he even went so far as to sign a drafted a non-aggression pact with Stalin.
"non-aggression pact" with Adolf Hitler. Under
the terms of the pact, the Soviets would receive a
small portion of Poland as a "buffer zone:' and
Germany and the USSR agreed to avoid hostili-
The 1930s-A
ties. Hitler would break this pact only two years
later, but by then Stalin's new revitalized military
Timeline of
would be in place, enabling the Soviets to hold off
the marauding Germans.
Important Events
Japan 1930
In 1931, Japanese military leaders became Mahatma Gandhi begins practicing passive resist-
alarmed at a new Chinese policy meant to ance and civil disobedience in India. Later in the
strengthen the area of China known as Manchu- year he is imprisoned.
ria. Japanese soldiers had been stationed in Man- Haile Selassie is crowned king of Ethiopia.
churia since the turn of the century in order to
guard an important railway. In response to the The Hawley-Smoot Tariff Act is passed by U.S.
new policy, the Japanese began swarming into the Congress. This American foreign trade policy is
region, eventually seizing control of the entire protectionist, and causes other nations to up their
province. Although many of the world's nations tariffs, deepening the depression.
condemned its actions, Japan refused to yield. Premier Hagamuchi is assassinated by the mili-
The subjugated Manchuria quickly became a tary cabal in Japan.
major center of Japanese industry, and went a The Nazis gain control of a sizable portion of the
long way toward stemming the rising tide of Reichstag.
worldwide depression. Much of Manchurian indus-
try was geared toward the production of military T.8. Eliot publishes his poem, "Ash Wednesday."
hardware, as the industry size grew, so did the Aviator Wiley Post, makes a solo flight around the
military's power. After assassinating Ki Inukai, world in 8 days, 16 hours.
the Japanese Prime Minister, the military leaders Franklin Delano Roosevelt is elected governor of
seized control of all Manchuria, establishing a New York.
military dictatorship in the name of the nominally
powerless emperor. Admiral Richard E. Byrd returns from his year-

77
long expedition to the South Pole.
Japan, Britain, and the United States sign the
1932
London Naval Treaty.
Japan establishes a puppet government in Man-
Revolutions take place in Bolivia, Peru, Argenti- churia.
na, and Brazil.
Britain and its dominions hold a conference in
Judge J.F. Crater, of the New York Supreme Ottawa, Canada to discuss broad-based trade
Court, disappears without a trace while out on a agreements.
walk.
The Chaco war erupts between Bolivia and Para-
guay.
193 1 Construction of the high-speed autobahn road net-
work begins in Germany.
The Empire State Building opens to the public. At Charles Lindbergh Jr. is kidnapped and killed.
86 stories, it is the world's tallest skyscraper. Kidnapping is made a capital offense. Bruno
Britain grants its dominions the status of sover- Richard Hauptmann is convicted of the crime and
eign states. executed three years later.
Japanese troops invade Manchuria. Japan attacks Shanghai.
Uprisings rock the Belgian Congo. Germany ceases reparation payments.
In China, Chiang Kai-shek launches a new offen- J. Mollison crosses the Atlantic by plane in a
sive against communist insurgents. record 30 hours.
The British labor government resigns and a Aldous Huxley publishes the novel Brave New
national election ushers in MacDonald as Prime World.
Minister. A Fascist movement is born in Britain.
The first television broadcast is made in a labora- Prime Minister Inukai assassinated in Japan.
tory.
Franklin Delano Roosevelt is elected President of
Charlie Chaplin releases his film masterpiece, the United States; John N. Garner is the new Vice
City Lights. President.
Al Capone sentenced to eleven years in Alcatraz A coup in Siam overthrows the monarchy.
prison for tax evasion.
Uprisings continue in the Belgian Congo, Chile,
The first electric razors appear on the market. and Peru.
Boris Karloff appears in the film, Frankenstein.
Thomas Edison dies at the age of 84. 1933
Revolutions hit Panama, Peru, Chile, Paraguay,
and EI Salvador. Hitler is elected Chancellor in Germany. Soon he
Composer Maurice Ravel, pens Bolero. gains the power to act through personal decrees.
His followers burn down the Reichstag building
and blame it on Communists.
Prohibition is repealed in the United States.
Roosevelt institutes the New Deal.

78
London's World Economic Conference fails to pro- Poland.
vide any solutions to worldwide depression. Communists gather dissidents to their rule togeth-
Germany bows out of the League of Nations. er and begin the Long March in China.
The second of Stalin's Five Year Plans begins. US establishes the Securities Exchange Commis-
Albert Einstein travels to the United States. sion.
World's Fair opens in Chicago. Government troops supress the first fascist upris-
ing in Spain.
Fascist party formed in Spain.
Rioting breaks out in Morocco.
Admiral Byrd launches his second expedition to
the Antarctic. A general strike is called in San Francisco.
U.S. establishes relations with Soviet Russia.
In China, Chiang Kai-shek makes yet another 1935
effort to quell the communists.
FDR manages to avoid an assassination attempt. Hitler institutes the draft in Germany.
The airship Akron crashes off the coast of New Mussolini invades Ethiopia. The League of
Jersey. Nations is quick to condemn the action.
The army seizes control of Cuba, puts Batista in The concept of radar is developed. British and
charge. American scientists race to perfect this new tech-
nology.
United States Marines withdraw from Nicaragua.
Baldwin becomes the new British Prime Minister.
Ceylon is gripped by a Malaria epidemic.
1934 Italy, France and England hold a conference at
Stresa to discuss world peace.
Robert Graves publishes the novel I, Claudius.
U.S. Congress passes the Social Security act.
Bulgaria becomes a dictatorship.
Charles Laughton and Clark Gable appear in the
South Mrica declares its independence from Brit- film Mutiny on the Bounty.
ain.
Persecution of Jews in Germany is stepped up.
President Hindenberg dies in Germany. Hitler
becomes President and seizes control of German Hitler seizes the Saar.
armed forces. France and Italy negotiate treaty concerning Mri-
Englebert Dolfuss, Chancellor of Austria, is assas- can holdings.
sinated by the Nazis. The newly-independent government of India is
John Dillinger is slain outside the Biograph the- given new powers.
ater in Chicago. Gangster, Dutch Schultz, is killed in Newark, N.J.
Russia joins the League of Nations. Governor Huey Long of New York is assassinated.
Hitler orders his Brownshirts to assassinate oppo- Revolutions rock Greece and Venezuela.
sition to the Nazi Party in the Reichstag. Over The Philippines granted independence by the U.S.
half the Reichstag was murdered, this became
known as the "Night of Long Knives." Stalin begins the Great Purge.
Germany signs a non-aggression treaty with The Chaco war between Bolivia and Paraguay

79
comes to a conclusion. Chiang Kai-shek is kidnapped by the communists.
The first airmail flight from the U.S. across the Britain signs a treaty with Egypt, agreeing to lim-
Pacific reaches Manila in 7 days. it its troops to the Suez Canal zone.
George Gershwin pens the opera Porgy and Bess. Germany and Italy intervene in the Spanish Civil
First all-Technicolor feature film, Becky Sharp, War.
released. Britain begins to arm for war.
Sir Malcolm Cambell breaks the 300 mph barrier,
setting his ninth Land Speed Record (301.129
mph). 1937
The Loyalists, an anti-Franco faction, suffer a
1936 major defeat in Spain.
Japan attacks China and quickly captures Shanghai.
Edward VIII becomes King of England, and abdi- Stalin purges the Russian army.
cates the throne for the woman he loves, twice-
divorced Wallace Simpson, leaving George VI in Neville Chamberlain becomes the Prime Minister
power. of England and adopts an appeasement policy in
Europe.
Start of the Spanish Civil War. Franco seizes
Madrid. Germany and Italy quickly recognize his The first animated feature film, Walt Disney's
government. Snow White and the Seven Dwarves opens in
American cinemas.
Italy captures Addis Ababa, subjugating Ethiopia.
The Golden Gate Bridge opens in San Francisco.
Berlin Olympic Games.
Joe Louis becomes Heavyweight Champion of the
Gone With the Wind by Maragret Mitchell is pub- World.
lished.
Amelia Earheart disappears while on a round-the-
FDR is elected to his second term as President. world flight.
The Hoover Dam, located on the Colorado river, Italy signs a treaty with Yugoslavia.
between Nevada and Arizona, is completed.
Japan accidentally bombs an American gunboat,
Germany occupies the Rhineland. the Paray, off the coast of China. The Japanese
The luxury liner Queen Mary is completed and apologize and pay over two million dollars in dam-
launched. ages.
The U.S. Gold Depository at Fort Knox is com- Picasso paints the Guernica.
pleted and opened. The novel, Of Mice and Men by John Steinbeck is
Riots break out in Greece, Palestine, Poland, and published.
Zanzibar. The Hindenberg explodes over New Jersey shortly
Japan attacks Mongolia. after completing its first trans-Atlantic flight.
Attempted coups in Chile and Japan are crushed. Thirty-six lose their lives.
US maritime laborers call a general strike, tying Japan captures Nanking.
up shipping on both coasts. Italy resigns from the League of Nations.
The Germanylltaly Axis is formed. FDR tries to expand the size of the U.S. Supreme
Court.

80
Russia, the U.S., and Britain begin sending money
1938 and supplies to Chiang Kai-shek in China.
The first serviceable helicopters are flown in the
Hitler seizes Austria. A few months later he will United States.
take control of Czechoslovakia as well.
Nuclear fission achieved at Columbia University.
Mexico takes control of British and American oil
production within its borders. The New York World's Fair opens.
Franco takes Teruel and Catalonia, cities in The first television sets go on sale to the public.
Spain. The first jets are flown in Germany.
Hitler and Mussolini have a conference in Rome John Steinbeck's novel, The Grapes of Wrath is
arranging plans for their alliance. published.
Russian troops briefly clash with the Japanese in Italy occupies Albania.
Siberia.
Regular trans-Atlantic commercial air service is
Nylon, ball point pens, radar, and flourescent begun.
lighting introduced.
Hitler annexes Memel and demands that Poland
Charlie Chaplin appears in the film Modern yeild the area known as the "Danzig corridor" to
Times. Germany. When Poland refuses, he invades the
Howard Hughes establishes a new world record country in force, begining the Second World War.
for trans-global flight (3 days, 19 hours, 14 min- Britain and France are quick to intervene on the
utes). side of the Polish.
Orson Welles broadcasts his famous "War of the
Worlds" radio program which panics thousands.
Rioting breaks out in Tunisia. Daily Life in the
Russia and Poland renew their non-aggression
pact.
19305
Graham Greene publishes the novel, Brighton Life during the Depression was obviously difficult.
Rock. All over the world, millions of people were left
Edouard Daladier becomes premier of France. unemployed. At that time, there were no national
unemployment benefits in the United States, so
each state was forced to enact its own measures.
193 9 Thousands relied upon the shelter, work-relief
programs, and free soup plans put into action by
the states. Thousands more became nomads, and
Franco takes Barcelona; Britain and France started traveling around the country looking for
quickly recognize his government; the Loyalist work and a place to eat. These travelers often
forces surrender at Madrid, ending the Spanish lived in run-down shacks in places they called
Civil War. "Hoovervilles."
Britain signs a treaty with Turkey. This general economic blight is unlikely to have a
Russia signs a treaty with Latvia and Lithuania, direct effect on a typical 1930s 1bp Secret/S. I. 111
and quickly attacks Finland. Shortly thereafter, adventure. The heroes of the pulps and serials
the Soviet Union is expelled from the League of were never unemployed, and rarely felt any real
Nations. economic pinch. In order to give your players a

81
feel for the era, however, you might want to dis- technology appeared much earlier, the first practi-
play the conditions among the working classes in cal applications weren't developed until late in the
some of the NPCs who find their way into your 1920s. In the latter years of the thirties, it was
adventures. As your heroes are chasing down the estimated that 45% of American population vis-
evil Doctor Sin, for example, they might have to ited the cinema once every week, and 30%, twice a
fight their way through a bread line. Placing a week. The technical skills of the Hollywood film-
few of the economically disabled into an adventure makers developed almost as quickly as their tech-
also gives the PCs a chance to prove that they nology. By the end of the decade, Hollywood was
really are heroes. Any hero worth his salt would turning out epics like Gone With the Wind, as well
certainly give a beggar a dime, or help out every as splendidly choreographed musicals, and
now and then at the local Salvation Army dis- feature-length animated cartoons. Major films
persement center. included I am a Fugitive From a Chain Gang
Life for those with jobs was often quite enjoyable. (1932), King Kong (1933), It Happened One Night
The depression drove prices way down, and enter- (1934), Thp Hat (1935), Mr. Deeds Goes to Thwn
tainment was cheap. Prohibition ended in 1933, (1936),Robin Hood (1938), Snow White and the
giving rise to a drove of night clubs and dinner Seven Dwarves (1938), and in 1939 alone, Gone
theaters. For many, the thirties was the first dec- with the Wind, Wuthering Heights, Stagecoach,
ade in which they could afford automobiles and Ninotchka, Mr. Smith Goes to Washington, The
other luxuries. Until quite late in decade, the rich Wizard ofOz, and many more!
were rewarded with low taxes in the hope that The stars of the film industry in the new decade
they would pour their capital into industry and were as incredible as the films. This was the dec-
create new jobs. ade of Fred Astaire, Clark Gable, Shirley 'Thmple,
Another development that revolutionized daily Marlene Dietrich, Humphrey Bogart, Spencer Tra-
life in the thirties was that electric power was cy, Bing Crosby, Judy Garland, and the Marx
widely available for the first time. In 1931, a new Brothers. Hundreds of magazines dedicated to
steam turbine invented by Charles Parsons publishing photographs and biographies of the
allowed industry to generate vast quantities of stars sprang up. Now that they could hear their
electric power, bringing electricity into the homes idols talk, Americans grew more devoted to them
of millions who were previously unable to afford than ever before.
it. With more homes than ever plugged-in, inven- Of course, the 1930s was also the golden age of
tors began to turn their attention toward design- radio. Programs ranged from Amos 'n Andy to The
ing and creating electrical gadgets of every Shadow. Bing Crosby, Kate Smith, Eddie Cantor,
description. The first electric razors appeared dur- George Burns, Gracie Allen, Ed Wynn, Rudy Val-
ing this period, as did televisions, toasters, cook- lee, and Jack Benny were all major stars. Presi-
ers, kettles, and, though few could afford them, dent Franklin Roosevelt acknowledged the
electric washing machines. By 1935, most city importance of radio in the early thirties when he
streets were lit by electricity, and dazzling electric began addressing the nation in a series of radio
holiday displays began to pop up in shop windows. broadcasts called "Fireside Chats."
The literary and visual arts were equally alive.
The 1930s was the decade of Bertolt Brecht, Jean
Entertainment and the Paul Sartre, George Orwell, John Steinbeck,
Arts Ernest Hemingway, and Graham Greene. As one
could expect, major literary themes were commu-
The major innovation in the field of entertainment nism, unemployment, totalitarianism, and human
during the 1930s was the debut of the "talkies:' suffering. The visual arts of the 1930s, saw the
the first motion pictures with sound. Although the rise of Dufy, Klee, Matisse, Roualt, Picasso, Burra,

82
Derain, Dali, Chagall, Utrillo, and Kandinsky.
Famous works include Picasso's Guernica and Sport
Bull-fight, and Dali's The Persistence of Memory.
Music also seemed to be at a peak. Popular com- In the 1930s, the organized professional sports of
posers included George and Ira Gershwin, and today were just beginning to build their popular-
Cole Porter; classical music was dominated by ity. Baseball and football both seemed to undergo
Bartok, Stravinsky, Shostakovitch, Ravel, and brief "golden ages." In baseball, the New York
Strauss. In dance halls, people listened to the Yankees won five of the decade's World Series,
swing of Benny Goodman, Duke Ellington, and spurred on by such greats as Babe Ruth and Lou
others. Gehrig. Other great teams of the era included the
New York Giants, the Chicago Cubs, the Cincin-
nati Reds, and the Washington Senators.
The Law Harold "Red" Grange and Bronco N agurski were
some of football's brightest stars. In fact, many
This is bound to be an important topic in quite a believe that Grange single-handedly built the
few 1930s 7bp Secret/S.I.11I campaigns, so it's sport of professional football. The formidable
worth a few words. First, law enforcement officers teams of the thirties included the Chicago Bears,
were much less concerned with the rights of a the Green Bay Packers, and the Washington Red-
criminal fifty years ago than they were with the skins.
rights of his victim. In fact, criminals didn't really Fred Perry became the first tennis player to win
have rights (this is long before the Miranda law). the so-called "grand slam:' taking all four major
There was really no such thing as illegal search men's singles titles in one year; Bobby Jones rose
and seizure, unlawful detainment, improper ques- to prominence as one of the greatest golfers of all
tioning, false arrest, or any of the other so-called time; Joe Louis defeated Max Schmelling to
"legal loopholes:' that have come to prominence become the Heavyweight Champion of the World;
in our society. The old gangster movies, in which Mercedes, Auto Union, Bugatti, and Alfa Romeo
the police would drag a thug off to another room dominated European auto racing, while driver
and sit him under a hot light to extract a confes- Wilbur Shav, and car constructor Harry Miller
sion, aren't so far off base. These sorts of things left their marks at the Indianapolis 500 in the
happened back then; many criminals even expect- U.S.
ed this sort of treatment. The thirties was also the decade of the infamous
This is not to say that police departments back in 1936 Olympic Games held in Berlin. At the
the 1930s were filled with inhuman monsters. games, American black athlete Jesse Owens won
Most cops were the honest, upstanding, individ- four gold medals, upsetting Hitler so much that
uals everybody thought they were, though they the Fuhrer left the arena. In a span of forty-five
had much greater freedom to act and much broad- minutes, Owens broke six world records: the 100
er jurisdiction. The special treatments outlined yard dash, the long jump, the 220 dash, the 200
above were reserved for the most hardened crimi- meters, and the 220 yard and 200 meter low hur-
nals, the most formidable threats to society. Jus- dles.
tice of the "eye-for-an-eye" variety was the 19308 Equipment: Below are price lists and sta-
watchword back in the thirties. That is why the tistics for some of the equipment that was availa-
heroes of the pulps often mercilessly hounded ble in the 1930s. These items are described in the
down and executed their adversaries, while the format used by the Equipment Inventory included
heroes of modern comics tend to merely capture with the 7bp Secret/S.I.11I boxed set.
the fiends, leaving their punishment to the "sys-
tem:'

83
Costs for the items described below were, for the
most part, obtained from actual source material. If Tools of the Trade
you need a price for goods or services not listed
below, however, take the cost of the item in 1980s Ammunition Belt = $1, Weight: 5 lbs. A typical
dollars and divide by ten to get the approximate belt holds one hundred rounds of ammo.
cost of the item in 1930s dollars. This quick and Binoculars = $50, Weight: 2 lbs. Magnifies vision
easy method, though far from perfect, generates by lOx. With these, a character can spot items as
values quite close to reality. far as five miles away, if there are no intervening
obstructions. Gives a + 25 modifier to INT checks
to spot items at a distance.
Housing
Blanket = $5, Weight: 4 pounds
Apartments = $20-$225/month (avg. $120) Bolt Cutters = $10, Weight: 10 pounds. Bolt cut-
ters allow a user to make a STR check to cut
Apartments at the lower end of this scale are typi- through a chain fence or other barrier.
cally single, unfurnished rooms. The upper range
indicates the price of a furnished, two to three Camera = $20, Weight: 5 pounds
bedroom apartment. In the 1930s, leases were Crowbar = $2, Weight: 15 pounds. Allows the
uncommon-most apartments were rented user a +35 modifier to STR checks to move heavy,
"month-to-month." solid objects.
Hotels = $0.25-$20/night Duffie Bag = $5, Weight: none
Lower range values pertain to flophouses and Dynamite = $1, Weight: 112 pound. Price is per
small hotels. Upper range values are for large stick. See Equipment Inventory, page 10.
suites at fine hotels.
Field Phone = $50, Weight: 50 pounds. The field
Houses = $1500-$15,000 (avg. $4000) phone must be tapped into existing phone lines, a
A $1500 home has one bedroom, a living room, process that requires a successful doubled Elec-
bath, and kitchen. The average $4000 house has tronics skill check.
two bedrooms, a kitchen, living room, and cellar. Flashlight = $3, Weight: 3 pounds. Illuminates
Offices = $10-$250/month (avg. $75) objects up to 50 yards away.
Office prices depend upon location and quality. A Fusing Cord = $1, Weight: 10 pounds. Price is per
good two-room office located downtown runs about 1000 feet. See Equipment Inventory, page 9.
$75 per month. Gas Mask = $10, Weight: 2 pound. See Equip-
Furniture = $25-$50 per room ment Inventory, page 11.
Furniture prices depend on quality. The average Geiger Counter = $200, Weight: 5 pounds. Detects
everyday living room set ran about $40. radiation up to twenty feet away.
Handcuffs = $2, Weight: 1 pound. See Equipment
Inventory, page II.
Clothing Holster = $2, Weight: 1 pound. See Equipment
Inventory, page p.
Work Clothes = $2
Hypodermic Needle = $0.25, Weight: None. See
Daily Wear = $5. Average suit or dress. Equipment Inventory, page 11.
Finery = $50-$100 (This includes evening dress- Lantern = $5, Weight: 2 pounds. Illuminates an
es, tuxedos, etc.) area up to ten yards radius.

84
Lockpick Set = $50, Weight: i pound. See Equip-
ment Inventory, page 11. Basic Services
Mosquito Netting = $3, Weight: 2 pounds. Price is
for 20 foot by 20 foot section. Auto Repairs = $5 - $100. Costs depend on severi-
ty of repairs.
Phonograph = $20, Weight: 20 pounds.
Concert = $5
Phonograph Records = $0.50, Weight: None
Doctor = $10 a visit
Plunger Detonator = $5, Weight: 8 pounds. See
Equipment nventory, page 11. Haircut = $0.25
Rope = $1, Weight: 10 pounds. Cost is for 50 feet. Hospital Stay = $20 per day
ShovellPick = $3, Weight 5 pounds Meal = $0.25 - $10. Cheaper end of the scale is for
meals at small diners and "joints:' Upper end of
Snow Shoes = $10, Weight: 15 pounds. Chara~ters the scale is a gourmet meal at a large hotel with
equipped with snow shoes do not suffer penalties champaign and the works.
for moving over deep snow.
Movie = $0.10
Snow Skis = $15, Weight: 10 Pounds
Night Out = $5 - $10
Spotlight = $10, Weight: 5 pounds. Illuminates
objects up to 150 yards away. Psychoanalyst = $15/day
Sword Cane = $50, Weight: 3 pounds. See Equip- Theater Performance = $5-$10. Depending on
ment Inventory, p. 12. the popularity of the entertainer.
Thlescope = $20, Weight: 5 pounds. Magnifies
objects by 20x.
Thnt (1 man) = $5, Weight: 8 pounds.
Thnt (3 man) = $30, Weight: 25 pounds.
Tholkit = $50, Weight: 30 pounds.
Typewriter = $40, Weight: 20 pounds.
Watch = $5, Weight: None.
Wire = $5, Weight: 50 pounds. Cost is per 50 feet.

85
Close Combat
Weapons
Close Combat Weapons Weight: The weapon's weight in pounds. Cost: The cost of the weapon in dollars.
Damage: Amount of damage the weapon does. The listing will give the die a player rolls on a successful
hit, and, if applicable, a number to be added or subtracted from the result. Close Combat Value (CCV):
The number added to the character's skill success chance when making a close combat attack or defense.

WEAPON WEIGHT COST DAM CCV


Axe 3 5 Id6+1 13
Billy Club 2 1 Id6 10
ottle 1 Id4=1 7
Brass Knuckles 1 1 Id4+1 5
Foil 2 25 Id8 12
Knife, Pocket 1 1 Id4 6
Knife, Hunting 1 2 IdEf 8
Polearm 10 50 Id10 15
Stiletto 1 3 Id6 9
Switchblade 1 3 Id6 8
Sword 3 20 Id8 15

Ranged Weapons
Pistols
Wt: The weapons fully loaded weight in pounds.
Cost: the cost of the weapon in dollars.
Dam: The die an attacker rolls to determine how many points of damage a successful attack inflicts.
Range: The short, medium and long range catagories for the weapon measured in feet.
Ammunition: The number of rounds making up a full load.
Load: The number of turns needed to reload the weapon. A "c" means weapon use a clip, a "d" indicates
the weapon uses a drum.
Mods: This number is added to or subtracted from the initiative roll of any character using a weapon.

86
Weapon Wt Cost($) Dam Range Ammo Load Mods
.22 Revolver 1 20 1d6 10/50/150 6 3 1
7.62mm Russian 1895 2 20 1d6 10/40/110 7 3 1
7.62mm Thkarev self-load 2 22 1d6 10/40/120 7 1c 1
7.65mm Mauser self-load 2 25 1d6 10/50/130 8 1c 1
7.65mm Walther PP self-load 2 25 1d6 10/40/120 8 1c 1
8mm Japanese No. 14 2 20 1d6 10/40/150 8 1c 1
9mm Browning HP35 2 30 6+1 201'10/200 13 1c 1
9mm P08 Luger self-load 2 30 1d6 20160/180 8 1c 1
9mm Walther P38 2 30 1d6 10/40/120 1c 1
.38 Smith and Wesson Special 2 25 1d6+1 20/60/180 3 3 1
.45 Colt Peacemaker 2 22 1d8 60/90/180 6 3 1
.45 U.S. Gov. self-load 2 30 1d8 60/90/180 6 3 1

Rifles
6.5mm Arisaka 8 25 1d6 150/500/1500 14 2c
7.92mm Kar 98 8 29 1d8 200/600/1200 14 2c
.30 M1 Garand 8 20 1d8 150/500/1500 8 2c
.30-06 Springfield 8 30 1d8 150/500/1600 13 2c
.303 Lee-Enfield 8 20 1d6+1 150/500/1500 16 5
.450 H&H Elephant 8 50 1d10+1 200/600/1800 14 5

Submachine guns
.45 M3 "Grease Gun" 8 40 1d8 40/150/420 30 2c
.45 Thompson 11 40 1d8 3011001330 20/50 2c/3d
9mm Schmeisser 9 40 1d8 60/100/300 32 2c

Automobiles
Max
Vehicle Type Spd Accel Handl Brake Prot # Pass Range Cost ($)
1934 Lagonda Rapide 108 10 +10 35 -30 ~ 110 6,000
1930 Cadillac 90 6 -10 20 -50 6 70 4,500
1932 Duesenberg SJ 130 12 0 25 -20 2 100 25,000
1932 Stutz Bearcat 100 10 0 30 -30 2 120 5,000
1935 Ford Coupe 95 7 -5 25 -40 5 200 600
1934 Buick Century 100 8 0 25 -40 4 150 1000
1938 Nash 85 6 0 25 -40 5 150 1200
Pickup Truck 75 6 -10 20 -50 2 140 1500

87
Aircraft
Aircraft Max Stl
Type Spd Spd Ceilg Prot HPass Range Cost ($)
Curtiss P6 200 80 24 -30 1 570 17,000
BoeingF4 180 70 27 -25 1 580 16500
Focke-Wulf 44 110 50 13 -30 2 400 16,000
Gloster Gladiator 250 90 32 -30 1 430 18,000
Cierva Autogyro 190 NA 12 -25 2 220 19,00
Zeppelin 60 NA 8 0 60 6,000 100,000
Boeing 247 160 70 18 -50 12 550 50,000
Douglas DC-2 180 80 20 -50 16 1200 55,000

88
I The Curse of Fu-Seng
The Curse of Mandarin Fu-Seng is provided as a MANDARIN FU-SENG
bare bones sample of a 1930s Top Secret/S.l. no STR INT REF WIL CON MOV DEX
adventure for 3-4 players. In the adventure, the 40 80 65 90 70 53 73
players become accomplices of the mysterious
Agent 13 and must match wits with the forces of Sex Male
the evil Brotherhood. Race Oriental
Nationality Chinese
Native Language Mandarin Chinese
Creating the Age
Advantages: Presence (3) Disadvantages: Secret
35

Heroes Identity (3)


Weapon: Luger P08
The Curse of Mandarin Fu-Seng was designed to Skills: Basic Firearms, Pistol (0), Submachine gun
be played at the Moderate realism level, so (0), Basic Melee, Oriental Martial Arts (1), Dis-
instruct your players to create their characters guise (0), Stealth (0), Hypnosis (0), Basic Science,
accordingly. The heroes begin playas confidantes Interrogation (0), Occult Knowledge (1)
of Agent 13 and have travelled to Shanghai as a
group (the reason for their characters' visit to Chi- Mandarin Fu-Seng is the villain of this piece. He
na should be left up to the players themselves). is an example of the "Oriental Mastermind"
Almost any hero a player envisions can be worked archetype described in Chapter 1. Fu-Seng is a top
into this context, the exception being "Masked operative in the Brotherhood, in charge of the
Avengers:' who should be ruled out because they Invisible Empire's affairs across a major portion of
don't quite fit into Agent 13's world. Make sure at the Far East. He was recruited into the organiza-
least one of the PCs speaks Chinese. tion shortly after being orphaned at the age of ten,
In addition to any equipment they may wish to and moved slowly up its ranks. Now, he super-
purchase with their starting savings, the heroes vises at least 50 agents.
begin play with a Seer Stone (see Chapter 5) Fu-Seng is fiendishly clever and distractingly
which was given to them by Agent 13. charming. Although quite a formidable fighter,
If they are unfamiliar with the published exploits while operating for the Brotherhood he prefers to
of the Midnight Avenger, this is probably a good stay behind the scenes and allow his lackeys to do
time to give your players a quick introduction to the dirty work.
Agent 13 and his world. Briefly summarize the For some unknown reason, Fu-Seng prefers to
material found in Chapter 5 of this sourcebook. Be hide his true identity. He is always seen wearing
sure the players understand exactly who Agent 13 flowing green silk robes, and a long green silk
is, what the Brotherhood is, what they are after, mask over his face. On the mask's forehead is a
who the Jinda are, and how to use the Seer Stone. yin/yang symbol. The heroes will not have any
direct contact with Fu-Seng until late in the
adventure.
Non-Player SUKICHINN
Characters STR INT REF WIL
60 60 75 70
CON MOV DEX
70 68 68
There are three important NPCs in this adven- Sex Female
ture. They are: Race Oriental
Nationality Chinese

89
Native Language Mandarin Chinese information off at the laundry and Hwang passes
Age 24 them on to other agents.
Advantages: Attractive Appearance (2), 1bughness Hwang is a balding, aged, somewhat cowardly old
(2) man. The heroes will meet him in Encounter Two.
Weapons: Dagger, POS Luger
Skills: Basic Firearms, Pistol (1), Submachine gun
(1), Basic Melee, Oriental Martial Arts (3), Knife Encounter One-
(3), Knife Throwing (3), Concealment (2), Shadow-
ing (2), Stealth (2), Tracking (2), Driving/Auto (2), Begin at the
Acting (0)
Beginning
Suki is Mandarin Fu-Seng's beautiful but deadly
assistant and second-in-command. She too was Read to the players aloud: Shanghai, 1937- You
recruited into the Brotherhood at an early age. are finally starting to get used to this place. The
Suki is the strong, silent type. She will respond to gongs that summon the local laborers down to the
one of Fu-Seng's commands instantly, but other- docks every morning no longer wake you. The
wise tends to remain rather aloof. Her acting throng of peddlers who assault you in the streets
skills are sufficient, however, to enable her to every time you leave your hotel no longer startles
adopt varying personalities whenever this suits you. The strange mixture of foreigners and locals
her purposes. She is quite clever. that populates the night clubs and dance halls no
longer intrigues you.
Suki wears silk pants, a silk tunic with a dragon
emblazoned upon it, and a headdress that features Although you find your hotel rooms comfortable
a large ruby. Remember to give the players a com- enough, you still miss the sights and sounds of
plete description of Suki when they encounter her home. As you sit gazing out the window, you hear a
late in the adventure-part of her appearance is sharp knock at the door.
an important clue.

HWANGTSE The Claim Ticket


STR INT REF WIL CON MOV DEX
30 60 40 70 50 35 50 When one of the heroes answers the door, he will
find a hotel bellboy waiting. "Special Delivery
Sex Male Letter for Mr. , from the United States."
Race Oriental the bellboy says, handing the PC a slip of paper
Nationality Chinese and waiting for a tip.
Native Language Mandarin Chinese
Age 50 The letter reads: "I am on an important mission in
North America. I found this in a Brotherhood safe
Weapon: POS Luger house. We need to investigate it further. One
Skills: Basic Firearms, Pistol (0), Driving/Auto (0), Three." A piece of paper flutters to the floor, it is a
Radio Operator (0) laundry claim ticket for Hwang Tse's Laundry,
located just across town. The Brotherhood uses
Hwang Tse is another member of the Brotherhood, these laundry claim tickets as informational
and one of Mandarin Fu-Seng's low-level fol- codes. When an operative arrives at Hwang Tse's
lowers. Hwang runs a laundry in Shanghai that laundry and presents one of the special tickets,
serves as a drop point for the Brotherhood's east- the old man gives him the item or information
ern operation. Brotherhood agents drop goods and which corresponds with that ticket. This particu-

90
lar ticket was to be taken by an operative to
Shanghai, where she was to use it to pick up a
special book which she was then to deliver to Fu-
Seng's hideout in the Valley of'Thars (see the next
encounter).
When the heroes decide to go check out the Laun- Another possibility is that the heroes may simply
dry, proceed to Encounter Two. interrogate Hwang about the Brotherhood. If so,
use the Interrogation rules on page 44 of the Play-
ers Guide. If Hwang cracks, he will reveal that his
Encounter Two- laundry is a Brotherhood information drop. He
does not know any of his superiors and cannot
Hwa ng Tse and lead the heroes to anyone else working for the
organization. All he does is pass on information
Me and parcels to operatives who come in with special
claim checks. At the moment, he is only holding
one such parcel: The book.
Read to the players aloud: Making your way If at any time, the heroes use the Seer Stone on
through the maze of streets that is Shanghai, you Hwang, they will find that he has the number 114
finally come to your destination. Hwang Tse's tattooed on his hand.
laundry is an old, run-down structure in a neigh-
borhood that is less than appealing. As you
approach, local thieves and cutthroats eye you men-
acingly through the mists of the alleys, but, because
The Book
you are smart enough not to travel alone, the thugs
never progress past the "eyeing" stage. After the heroes get their hands on the book,
(either by Hwang handing it to them or by forcing
The laundry itself is a small building, smaller Hwang to give it up), they will probably take it
than you would have thought possible. It seems to back to their hotel room to examine it. The book is
be the only storefront in the area that doesn't have an ancient tome written in Chinese. Most of its
a small gang of hoodlums hanging around outside contents have worn away except for a small read-
it. able fragment. (If the PCs choose not to examine
As you enter, you see an old, balding Chinese man the book right away, have this fragment blowout
behind the counter. "I am Hwang Tse," he says, of the package, and make sure they get it back one
"may I help you?" way or another.) The fragment reads:
In order to give rise to the Magna-Khan's lost army,
one must first complete the circle, symbol of perfec-
The Laundry tion and unity. Scatter praises to all four winds, and
make the sign of Kwangpo while jumping as the
If the heroes simply ask about his business or drop mantis jumps to nip the buds from the lotus.
off laundry, Hwang will respond as a normallaun- Finally, sing the ritual of the Celestial Bureaucracy.
derer; he is, in fact, quite skilled at the trade. Green is the color of the Earth and bounty, green
Cleaning for suits or dresses is fifty cents each, will give rise to the Khan's warlords.
shirts, a dime.
Red, however, is the color of blood. Red will bring
If, however, the heroes present the claim check, death.
Hwang will shift his gaze nervously and excuse
himself to the back room. He will return a few At least one of the heroes should be able to read
the book. Anyone with the Horror Knowledge or

91
Culture Knowledge (Chinese) skills, or anyone Fu-Seng does not expect the Jindas to kill their
able to pass a successful INT check at - 20 realiz- targets; he is sacrificing his minions to set up a
es that the fragment of the book is actually a mag- more insidious trap. If (more likely, when) the
ic spell. Unknown to the heroes, this spell was heroes overcome the assassins, they will find a
created to rejuvenate the Magna-Khan's army, small slip of paper on one of the assassins. This is
frozen in statue form in the Valley of Tears, where an inventory form from a warehouse located not
Fu-Seng is currently hiding out. It took Brother- too far away. Using the Seer Stone on the Jindas
hood agents a great deal of time and effort to will reveal that they are all members of the Broth-
locate the ancient book which contains the ritual. erhood.
The Mandarin wants to use the book to resurrect Fu-Seng doesn't want to kill the heroes-yet-
the powerful army so he can lead it on a path of because he wants them to bring the book into the
conquest in the name of the Brotherhood. valley. Part of the legend surrounding the rising of
the dead is that "innocents and the forces of good"
must bring the book voluntarily into the Valley.
Encounter Three- Only then will the magic work. Fu-Seng sees the
PCs' posession of the book as a sign from the gods
Get the Book that his plan will succeed.
Note that the Jindas will not burst into flame
While the heroes are examining the book, there is upon their deaths. Fu-Seng did not give them any
a lot going on behind the scenes. Ten minutes mantha because he wanted the heroes to find the
after the PCs left the laundry, Hwang Tse was due warehouse clue he planted on the assassins. Clev-
for his regular radio check-in (Hwang does not er players may realize that something is wrong; if
know who he talks to on the radio. Unbeknownst so, note their suspicions. This becomes important
to Hwang, his contact is Suki Chinn in the Valley later. In any case, the heroes will have no choice
of Tears). If Hwang handed the heroes the book, he but to check out the warehouse in order to get to
reports this fact and Suki realizes that the PCs do the bottom of what is going on.
not match the description of the agent who was
supposed to pick up the text. If Hwang is no longer
present at the laundry (unconscious, whatever)
Suki realizes something is wrong. In either case,
Encounter Four-
the Brotherhood quickly mobilizes its spies to find
out what is going on and to identify and locate the
Where's the House
PCs, a process which takes the Invisible Empire's
extensive network of agents and informants only a Read to the players: There are so many ware-
few minutes. houses in Shanghai that it takes quite some time to
locate your target, but finally you find the one you
The upshot of all this is Suki and Fu-Seng realize are looking for. The warehouse is a huge, two-story
the heroes have the book. The villains then launch structure. All of the lights are out, and it appears
a diabolically fiendish plan for recovering it. The as though the building is deserted.
first part of this plan involves an assault on the
PCs by a group of Jinda-Hai: Later that evening, All doors to the warehouse are locked. Picking one
just as the players are finished examining the of these locks requires a Lockpicking skill check.
book, a group of Jinda-Hai comes crashing in Breaking down one of the locked doors requires a
through the windows of the PCs' room. There are 112 STR check.
two assassins for each PC present (use the stats in Inside, the warehouse is completely empty and
Chapter 5), and each of the Jindas is armed with a there is another locked door leading to a small,
sword and a POB Luger. inner office. In the office, a huge pile of papers lie

92
on a desk. The players should get the idea that
whoever or whatever occupied the warehouse left
in a big hurry. The papers list supplies that were
Encounter Five-
regularly sent from the warehouse to an archeo-
logical site out in the nearby Valley of Tears.
Down in the Valley
Enough food and equipment was being sent out to
the valley to feed approximately fifty people (but From the clues they found in the warehouse, the
let the players think to ask about this them- heroes will now want to head into the Valley of
selves). Tears to check out what is going on. The entrance
to the Valley is located approximately twenty-five
The entire warehouse was hastily set up as part of miles out of Shanghai. (If they have no other
Fu-Seng's trap for the PCs. He wants to lead the means of transportation, the heroes can rent a car
heroes to the Valley in order to recover the book for $3.) In order to enter the Valley itself, one
from them. Again, the clues are coming too easily must make a dangerous climb up 12,000 feet of
and clever players may notice this. Again, make a mountain. In order to get up the mountain, the
note of any suspicions that are raised. PCs must make Climbing skill checks. This climb
will take approximately 4 hours. Halfway up the
mountain, the heroes will encounter a huge spur
which they must physically leap (STR check) in
order to continue their climb. Should one or more
of the player's blow their skill roll (or the leap roll)
they fall. If a falling character is tied to rope, he
only takes 1 point of damage to body areas one
and two (because of the sudden jerk in the rope

93
when it arrests the fall) and may then continue weaving in and out of the intricate maze of soldier
the climb (make another skill check). If the char- statues in an attempt to lose their pursuers. Each
acter is not tied to a rope, another character may player who does so can't fight or fire a ranged
attempt to catch him (MOV check at -20). If this weapon during the round he wishes to evade.
attempt fails, the character plummets to the bot- However, each evading PC is entitled to make a
tom of the mountain and dies (encourage the play- Stealth skill check. If this check succeeds, five of
ers to spend Luck Points to avoid such a mishap). the Jindas automatically drop out of the chase,
At the top of the mountain, the heroes find a lush otherwise there is no effect.
jungle and a path that slopes down into the valley. Just as all of the Jindas have given up the chase
Just a few seconds after the party reaches the top, or been killed, the heroes reach the large temple.
four Jinda-Nuuls attack. The Jindas swoop down They really have no choice but to go inside and
out of the trees on vines. The Jinda Nuuls are investigate, since there is nothing else peculiar in
armed with swords and Lugers. Fu-Seng sent the entire region. If the heroes step on the spot
them to guard the entrance to the valley. These marked "X" on the temple map, they will fall
Jindas will burst into flame when defeated. through a trap door in the floor which will deposit
Two rounds after the struggle with the Jindas them in a hollow chamber below the temple. It's a
erupts, approximately twenty more assassins will drop of 20 feet, so check for damage when charac-
surge out of the forest, attempt to surround the ters land. This trap is so well hidden that only
PCs, and begin moving in to attack. The heroes heroes who have previously voiced suspicions that
should get the idea that best thing they can do is they were being led into a trap have any chance to
flee from their attackers. The only available route avoid it. Such characters are allowed to make
is straight down the jungle path into the valley. DEX checks, with a successful check indicating
that they leapt off the trapdoor before it swung
open.
The Chase into the Characters who fall are stuck in the underground
chamber, but even characters who manage to
Valley avoid the trap are in hot water. A few seconds
after the trap is sprung, the false walls indicated
During the chase, assume that the PCs are fast on the map drop down and reveal Fu-Seng, Suki
enough to elude their attackers (but keep rolling Chinn, and 50 Jinda-Nuul, all of whom have
dice anyway, just to keep the players on their Thompson SMGs trained on any characters "fortu-
toes). Each round, one of the Jindas shoots at each nate" enough to have escaped. Fu-Seng compli-
of the PCs (the PCs may shoot back). ments the heroes on their intellect and skill, but
Mter four rounds of chase, everyone starts to orders them to jump through the trapdoor into the
move into the valley. At that point, read this to pit where they hear the sound of hissing gas ...
the players aloud: before they hear nothing at all.
As you enter the valley, your eyes take in a breath- This is the trap Fu-Seng has been maneuvering
taking sight-raised up on a podium, looking down the heroes into for the entire adventure. If they
over the entire valley is a huge, ancient temple. The have the book with them, he will take it. If they
temple is four stories high and built in the classical took the precaution of hiding the book, he will
pagoda style. pproduce a wire recording (there was no audio
tape in the thirties) of the heroes discussing exact-
Surrounding the temple for several hundreds yards ly where they were going to hide it. This recording
in each direction are thousands of stone statues of was obtained through a bugging device planted in
soldiers and warriors in frightening poses. the room in which they were staying- the Broth-
As the heroes enter the valley, they can now begin erhood has many hotels and important locations

94
all over Shanghai wired for sound. He will then go living, breathing beings-part of the invincible
and retrieve the book before the heroes wake up in army of the Magna-Khan who ruled this territory
the next encounter. more than one thousand years ago. At his last and
greatest battle, the Great Khan and his soldiers
were cursed by a powerful wizard and turned into
Encounter Six- the stone statues you see before you.
"The book you have so graciously provided me con-
The Wrap-up tains the necessary spell to free the soldiers of the
Great Magna-Khan from their entombment. It took
the agents of the Brotherhood almost a decade to
Read to the heroes aloud: You wake up on the huge locate this lost work, and once they finally succeed-
temple platform. Your hands are tied and there are ed you managed to interfere, delaying the awaken-
four Jinda Nuul with Lugers trained on you. The ing even longer. But there is no harm done. because
rest of the assassins are out among the soldier you voluntarily entered the valley- a key element
statues kneeling in a mockery of prayer. Soon, your in the spell. The moment of destiny is now at hand.
captor emerges from the temple and stands before With the army of the Great Khan at my command
you with the book! nothing will stop the Brotherhood from gaining
"Good evening, my honorable friends who are control of the worldl"
about to die! I am Fu-Seng. I am the mandarin of With this, Fu-Seng pulls a handful of crystals out
all you see around you. of his pocket, and arranges them in a circular pat-
"Before your deaths, I would like you to observe my tern on a wooden rack resting on the platform. At
greatest triumph. The stone soldiers you see sur- the center of the circle rests a large emerald. After
rounding this temple are not stone. No, they are the circle is layed out, the outer circles begin to
.. .. • • • ,,;'Jiij.:rn:i;;;/~;;;l", .. • • • • • • • • • • • ••• • • •

........... .........
Temple Map • ........ •••• r,if''\:'i'I:rr},l u ·r;: ,l"-:::;",,~.n. •., . . . . . . . . . . . . . . .

....... ·..............
••• • ••
Scale: one inch e~uais7St;;t ~:: ~ .... .;!".~","
~. :\~~~\\i'i\I)'\ \{\\" .' ....;" ..~.·1;,;i. ~.. ::::: :::: ••• • ••
•• ~. , , , , , ••
... .... ... .
• • ... • .... •

. ........
... ~
.
·c·
. ., '& .
'. ",\~.
~.
i::~

,..
,

..... .......
.....
. ..... ...
'
... ....
"".' ...
.. ...
.....
.
. ;'~,>,
,:,,;~
" . ".
....... •••• •••
• • • • • ••• •
••• •••••
•••

.
, ',"
~ , "'"-~
. .. ~.. . ~ " ~~.;.
'

• • • • • • • '. ~~~
: :. • • • • • •
.. • . . . •
• ••• •••••
• •••••• ';'::<"~:"
• ••••• H ::::......:.
'!. .... ..... .' . ............... ..
#'.
: : False wall ·, .-" ; • •• • ... •• ••• • •••
~~
~;../ . . . . . . . . . . . . . . . . .
••
•• ~ ~~'!.

. ...... ,,<'.' •• •• •• •• •• •• •• •• • ••••••


• • • • • • • • • • •••••• / •••• •• • • • •••
• ••• •••• • • •••••• :, . .' = ". " ,'" "'-..
•••••

....... :~

••..•• · ... .... ........ . .


• • • • • • • ••
•• •• •• •• •• •• •• "'i:..:,{ lirap In
' fl oor ••••••••••

···......... ... .............


• • • • •• • ••
.......

. .....
.... ..
. ..
. ~I!
;;;.,1"
• • • • • • •• • •
......... .
....~

.... ..
: '

.............. .
.......... . ..
............... ............. •••••••
•• · ...
.... ....................... ............... ................... .
. ....
........
.t .,_
,

.
.
.
. ............ ..
•• •
••••••
•••
•••••• •••••••••
..........
............. .. ....................................
....................... .............
............ .......................................
................................ ..
.............
.
.........
..........
~

...........
......................................... . ........... .
.
..
..
.. . .....
..... .
.
~.

........
........ .. .......... ..
........ . ........... .. ....... ........ .. ... ................
..................... ................. .... ........
• •••••
....
..... ....... . ............ .
........ ............ ...................
.................... . .................
...............
............... .. ... ................ .........
..... ..
.... .......... .. ...........
.....
••• .......
......... ... .....
.......
. ......
....................
..............
.......... ... .............. :::: ..........
A . . . . . . . . . . . . . ..

..............
............... .........
................... • •••
~
..... ..
.......
95
focus sunlight into the emerald at the heart of the flee this rock slide. This is a timed skill situation
circle, and a bright green beam projects itself from (see Chapter Three). The time limit is four, the
the emerald out into the sea of stone soldiers. relevant characteristic is MOV, and the difficulty
As this is going on, Fu-Seng begins a series of is 50. Anyone who does not succeed in this skill
mystic chants and gestures. Mter two rounds of check and cannot spend Luck points is crushed to
gesturing, the heroes can see the stone statues death under the rock slide.
begin to stir. At this point, it should be obvious
that they have to do something. The proper way to
prevent the the soldiers from re-awakening is to
remove the green crystal from the center of the
Ending It Up
circle. By the time the heroes are able to do this,
however, it will be too late. Instead, they must Although this is a very simple, straight-line, little
replace the green crystal with a red crystal adventure, you now have a good starting point for
(remember the part of the book that talked about a campaign. Fu-Seng was most likely trapped in
life and death?). If they are able to do so, the green the rock slide-a great mysterious death! The
beam will be replaced by a red beam which will mandarin will soon be back, no doubt, in order to
then begin killing the soldiers off by the hundreds. exact his revenge. Experienced Admins should
A side effect of the red beam is that the entire val- also find the basic framework of the adventure
ley will begin to collapse (see below). Where are above very easily expanded upon and drawn out.
the heroes going to get a red gem? Well, remember When handing out Fame and Fortune points for
that Suki has a large ruby in her headdress (and this first session, be sure to give a couple of extra
make a point of mentioning this to the players points to anyone who figured out that they were
when you describe the goings-on). being led into a trap all along. These points are
Of course, before the heroes can do anything, they the real reward for the players' cleverness since it
must take care of their opposition on the platform. didn't really matter whether they figured ~ut they
Fu Seng will be too engaged in his chanting to join were being snared or not. You should also subtract
in any fight the heroes might start, but Suki and a point or two from the reward given to anyone
the Jinda-Nuul will certainly resist the heroes' who had to resort to an INT check in order to fig-
efforts. ure out that placing Suki's ruby at the center of
the circle would end the threat of the soldiers.
Assuming that the heroes manage to defeat their
opponents, which will probably require spending a
lot of Luck-the PCs begin with their hands tied
(-20 to CC attacks)-the Valley will begin to col-
lapse two rounds after the red gem is put in place.
If none of the heroes is able to come up with the
idea of taking the ruby out of Suki's headdress,
give any PC willing to spend 2 Luck points an INT
check in order to arrive at the idea.

The Collapsing Valley


One of the side effects of the red beam is that the
entire south section of the valley will begin to
crumble and collapse in a huge rock slide. After
switching the gems in the circle, the heroes must

96

You might also like