Beruflich Dokumente
Kultur Dokumente
31000
P AUL
A UL WWII GGY
GG Y WADE-WIL
WAD E-WI LLI
L IAMS
AM S
01
WWW.TRIPLEACEGAMES.COM
2008 Triple Ace Games. Daring tales of adventure and all related marks and logos are trademarks of Triple Ace Games. Savage
Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with
permission. 2008. All Rights Reserved.
Permission is granted to print this ebook for personal use only.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes
no representation or warranty as to the quality, viability, or suitability for purpose of this product.
INTRODUCTION
THE CHARACTERS
This Savage Adventure contains two pulp tales based
around the exploits of four pre-generated characters.
The full character sheets are available for free at www.
xxx.com.
The heroes have all their leveling opportunities from
Seasoned (at which they begin) into Legendary mapped
out in advance. Each published adventure in this line
earns the heroes a fixed 5 Experience Points, guaranteeing them an advance every mission. All the players need
do is tick the appropriate box and start making use of the
new upgrade.
This means you can use the character sheets at conventions and run adventures of any Rank without having
to create your own characters from scratch. It also means
you can run these tales as pick-up games without any
preparation!
Better yet, youll know that when you buy one of our
adventures, you can guarantee the adventurers will have
all the skills and abilities they need to win the day!
PULP RULES
BENNIES
Bennies are a pulp heros best friend. Give each Wild
Card player character a benny at the start of every combat. This cant take a character above his permanent pool
value, but it does mean the heroes can freely spend a
single benny in every fight with the certain knowledge
theyll get it back before the next encounter kicks off.
Pulp heroes will, thanks to the nature of these setting
rules, generally end up with bennies left. The GM should
not use the old rule that leftover bennies convert to Experience Pointsthe heroes get enough breaks.
CINEMATIC DEATH
CONTACTS
INTRODUCTION
ger. In The Mummy, Rick OConnell uses his friendship
with Winston to get hold of an airplane. In a movie its
very easy for the writer to insert these allies and create
a backstory of how the hero knows the person. In an
RPG, having the GM create such characters takes a lot of
creativity away from the players.
Although the Connections Edge could be used to
represent such individuals, our pulp rules introduce
a new concept just for these sorts of charactersContacts.
Contacts, unlike Connections, are a unique individual who exists in a fixed location. Players who want
allies with greater resources or who can be contacted
anywhere should invest in the Connections Edge.
Limits: Once per adventure, one player may invent
a Contact. An individual player may invent a new contact for his hero only once per character Rank. Thus,
in a typical group of four players, every player gets
chance to create a friend at each Rank. For smaller
groups, the GM may alter or waive this rule.
The player should first seek his fellow players
approval, since they might have ideas for a Contact
they wish to use as well. He must then come up with a
name, a reason the hero knows the Contact, and why
the contact is in the area. The GM has final approval
and may tweak a few facts to better fit the adventure.
For instance, lets imagine the heroes are lost in
the jungle and suffering from a lack of rations. Lady
Amelias player decides to use a Contact to get them
out of trouble. She invents a missionary, Father Matthew, whose mission was funded by her father. She
remembers he is currently working with a native tribe
in the area.
Usage: As individuals, Contacts are not as resourceful as the Connection Edge. In general, they
can provide small items (a few magazines for a gun,
digging equipment, or a vehicle) or aid (information, or healing). What they never supply is an army
of Extraspulp adventures are all about the heroes.
The player can ask his Contact for whatever he wants,
but the GM makes the final decision on what is available.
Continuing our example, the heroes stumble in
Father Matthews mission. He provides the party with
food. Since the adventurers are lost the GM wants to
get the adventure back on track, he also knows the
route to the ruined temple the group seeks. He might
even provide a non-combatant guide.
In short, Contacts exist to provide a useful piece
of gear or information, and to help parties who are
struggling to solve clues.
HENCHMEN
Sometimes a Wild Card is too much of a threat and
an Extra not threatening enough. In these instances,
the GM should use a Henchman. Henchmen have three
wound levels just like a Wild Card, but they dont have a
Wild Die or get their own bennies.
HEROIC COMBAT
Did Doc Savage or Indiana Jones ever die or lose a
limb? Of course not! They may get beaten to a within an
inch of their lives, but they always come back for more.
As such, several special rules apply in pulp games.
Extras Damage: Wild Cards are expected to mow
down swathes of Extras without pausing for breath. In
order to make Extras less of a threat and the heroes more
heroic, Extras damage rolls never Ace. Thats right, the
best a Nazi soldier with an SMG (2d6) can do is cause 12
damage, which equates to a wound or two at most.
Soaking: Pulp characters are expected to risk life and
limb and escape virtually unharmed. Whenever a player
character Wild Card Soaks all the damage from an attack,
his benny is instantly returned. While there are no guarantees in life, this rule helps encourage the heroes to
remove single wounds as quickly as possible before they
accumulate into bigger penalties and without worrying
too much about benny expenditure.
The GM should work within the framework of the
story to describe how these wounds were actually
near-misses or left a heros jacket with a new hole or his
favorite hat badly crumpled.
Nonlethal: All damage inflicted on a player character
Wild Card is treated as being nonlethal. Characters can
die, but it requires a villain to perform a deliberate Finishing Move. Such dastardly curs deserve what is coming
to them.
Rapid Recovery: Every Wild Card hero recovers one
wound automatically at the start of each new Act. Unconscious heroes wake up with 2 wounds just before the Act
begins. No one is ever left out of a new Act or carrying
round crippling wound penalties from the beginning of
the adventure.
Injuries: While characters still suffer injuries, they are
never lasting ones. A hero only ever suffers the effects of
rolls on the Injury Table until the wounds are healed, as if
he rolled a success on the Incapacitation Table. In short,
heroes are never left with injuries for long even if they roll
a Failure or Critical Failure on the Incapacitation Table.
OBSTACLES IN CHASES
Rather than simply listing Obstacles as a category with
a fixed modifier and having a collision as the only occurrence, many of our Chase scenes include a table of
events. The text will tell you when these rules apply.
When a participant draws a Club as his first initiative
card, you just check the card value against the table and
run the mini-scene. The number in parentheses after the
card value is a modifier to the drivers initial Trait roll
that round.
POLICE INTERFERENCE
No matter how much gunplay is involved, the cops
never turn up. The same applies if they borrow a vehicle.
OK, that's not entirely true. So long as the characters
strive to foil the dastardly plot and aren't murdering
innocent bystanders, the cops leave them alone. Pulp
heroes rarely have to explain themselves to the police.
PULP FISTED
Pulp heroes often take on sword-wielding cultists
or knife carrying thugs with their bare hands and win.
To simulate this, Wild Card characters using their bare
hands never count as Unarmed Defenders.
RECURRING VILLAINS
Pulp villains have a habit of coming back (though
rarely more than once). In order to ensure a villain survives the GM can use a few tricks.
First, all villains the GM wants to return for a sequel
are treated as having the Harder to Kill Edge with 100%
SURRENDERING
To some gamers surrendering is a form of defeat. In
pulp games, its often a vital part of the plot and leads
the story forward.
As such, anytime the heroes surrender at the dramatically appropriate spot and go along with the villains demands
(its usually obvious because of the number of Extras present or the villain holding a gun to someones head and
shouting, Drop your weapons!), they earn a benny.
VILLAIN'S SEDAN
Acc/Top Speed: 10/20; Toughness: 12(3); Crew: 1+5
AMELIA'S ROADSTER
Acc/Top Speed: 15/30; Toughness: 10(3); Crew: 1+2
OBSTACLES
Since the vehicles are racing through crowded streets,
assume they are moving at half their Top Speed for damage calculations in collisions.
Deuce (4) A Parade: A street parade looms into
view as the car turns a corner! Success means the car
turns down a side street and emerges back in the chase.
Failure causes the car to inch forward while the street
clears, costing it 2 Range Increments.
Three (2) Pot Hole: The vehicle must avoid a large
pot hole in the road. With failure, the car takes 2d6 damage.
Four (2) Slow Traffic: Slow-moving traffic forces
the car to dodge and weave to make any progress. On
a failure, the vehicle is blocked in and drops back one
Range Increment.
Five (2) Child in the Road: A young kid runs into
the road, right in front of the car! A failed Driving roll
means the car had to brake heavily to avoid the child,
losing one Range Increment. Even the thugs try to avoid
the child, though more by instinct than because they give
a hoot.
Six (2) No Brake Lights: The vehicle in front suddenly comes to a complete stop, forcing the car to swerve
to avoid a collision. A failure leads to a collision with a
hard obstacle.
Seven (2) Newspaper Stand: In order to avoid a
truck the car must mount the pavement. Doing so puts
a newspaper stand right in its path! Failure causes a
collision with a soft obstacle and scatters papers everywhere.
Eight (1) Leaky Hydrant: A faulty hydrant has left
a deep pool on the part of the road the car is driving
along. A failed Driving roll causes the vehicle to go Out
of Control as it skids on the standing water.
Nine (1) Blocked Windshield: Part of a newspaper
lands on the windshield, blocking the drivers view. A
failed roll means the car drops back one Range Increment while the obstruction is cleared.
Ten (1) Traffic Jam: Heavy traffic forces the car onto
the pavement, scattering pedestrians. Failure has no additional effect beyond the vehicle making no progress.
Jack (1) Window Washer: As the car stops at a junction a windshield washer makes his move. Unfortunately,
A DAMSEL IN DISTRESS
Looking out the windows, you see a large floor
space filled with vats, large canisters, pipes, tubes,
and workbenches.
In the middle of the floor, you see an attractive
woman tied to a chair. A brute, his biceps as wide
as a man's thighs, is slapping her. Several other
goons stand nearby, weapons clutched in their
hands.
The woman is Miss Braveheart and her interrogator
is a vicious Nazi thug by the name of Klaus Adler. Braveheart was caught snooping around and taking pictures.
Adler is interrogating her to learn what she knows,
which, unfortunately for her, isn't much. Adler doesn't
believe her and suspects she is an American secret agent.
The distance between the office and the group is 20.
Firing from the office provides Medium Cover (2) and
+2 Armor because of the thin wooden wall.
If the heroes try to sneak up on the group, the defenders count as inactive. The machinery provides Medium
Cover (+2) and grants a similar bonus to Stealth rolls,
and the warehouse is in Dim Lighting (+1).
As soon as firing starts, the seven thugs dive behind
crates and barrels for protection. Adler crouches behind
Braveheart, using her as a human shield. She counts as
Heavy Cover (4). Any shot missing because of the cover
modifier strikes Braveheart.
Whatever happens, there will be a fight at some point.
If he characters are hesitant, prompt them into action by
having Adler draw a gun and aim it at Miss Braveheart.
During the fight, any Shooting die that comes up a 1
hits the nearest gas cylinder to the target, which explodes
for 4d6 damage in a Medium Burst Template.
RAILROADING?
Hang on, the heroes are being incapacitated without a chance to resist? Why not allow a Vigor roll?
Well, first because this is a pulp stapleheroes inevitably end up captured one way or another. While
we could overwhelm the characters with thugs, it
may also lead to a lot of injuries we dont want the
adventurers carrying forward.
Second, the nuances of dice in Savage Worlds allow
for any roll to succeed. Even slapping on a -6 penalty isnt necessarily going to produce the desired
result.
A: What? At my warehouse? I shall have one of the
servants call the police immediately. Thank you for
whatever assistance you provided in apprehending
them.
Q: What are you working on?
A: A new form of chemical weapon designed to end
all wars. Yes, that is right, a weapon that will end war.
No one will dare to start a conflict once all nations are
armed with my new weapon.
Q: Who is funding this?
A: Not the American government! I offered them my
services, but they mocked me, called me insane! No,
this work of genius is privately funded from my own
resources. But I shall demonstrate my work to the government. In a matter of hours, the world will see the
results of my work. The American government will cease
to exist once my zeppelin releases its cargo of nerve gas
over the capital!
At this point, the heroes begin to feel decidedly
woozy. Miss Knights perfume (which she sprayed earlier, remember) is a neurotoxin designed to temporarily
incapacitate victims. She and Starkweather are immune,
having taken the antidote.
Its quite possible the characters will try to draw guns
or make a lunge for the villains. Unfortunately, the drug
is very potent and fast-acting. Limbs feel like lead and vision is heavily blurred. Within seconds, they are helpless,
though conscious.
SCENE 3: BOOM
The section is the traditional trap of doom and villain soliloquy made famous in pulp stories. When the
have been Incapacitated, read the following text.
You are stripped of your gear, dragged to the basement, and tied to chairs. Miss Knight moves over
to Brent, stroking his face with a leather-gloved
hand.
I'm afraid this is where you meet your demise.
I have a little surprise in store for you. I would
like to say that you were worthy opponents, but
sadly you were not. One of the servants brings
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up causes a lengthy delay (and allows the villains to proceed to the next phase of their operation unhindered).
Miss Braveheart doesnt keep her appointment. A call
to the newspaper office reveals she left the building an
hour ago. Should the party track down her home number (Persuasion via the office or Streetwise with access to
a telephone directory) they get no reply. Poor Braveheart
has been grabbed by the villains again, this time for use
as a hostage!
Where do the heroes go from here? Hopefully they
head straight to the local airfield, where Brent can borrow a plane large enough to seat everybody. A spare pilot
comes along (hell come in handy once everyone else
jumps out, which they will).
Should the adventures try to call Washington and alert
them to the menace, their story is disbelieved, despite
assurances from the person on the other end that, We'll
look into it, pal.
DRAMATIC EVENTS
In order to ensure the fight is not merely a routine encounter, a number of events occur at the start of certain
rounds, before any action cards are drawn.
Round Two: The pilot has misjudged his altitude and
the gondola bounces across the roof of the Lincoln Memorial. Everyone must make an Agility roll or fall prone.
The pilot automatically fails his roll and tumbles through
the open door! Unbeknownst to the heroes, the accident
rips open several gas cells and damages the steering
controls.
Round Three: The zeppelin heads toward the towering obelisk of the Washington Monument. A hero who
reaches the controls may make a Piloting roll at 2 to
avoid collision. With failure, the airship continues on
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END CREDITS
Talk about leaving things to the last second! As
you get to your feet you see the flaming zeppelin
crash. It begins to crumple, folding in on itself life
a paper model.
Suddenly, there is an explosion, followed by another, and another. White-hot flames engulf the
zeppelin. The heat from the blasts washes over you
as a massive fireball fills the Washington sky. With
any luck, the flames have vaporized the nerve gas.
Washington is saved and democracy still reigns
in America.
A loud tapping at a large window nearby causes
you to look round. Standing there, flanked by
men in dark suits, is the President of the United
States. He raises a hand and salutes you!
It should be noted that Miss Knight is not onboard
the zeppelin. She is thus able to return in the future as
a recurring villain, should you wish to run your own
adventures based around the characters presented here.
CLAUDIA KNIGHT
Claudia Knight, an American Nazi sympathizer, heard
of Starkweather's new gas through agents in the US
government. She was duly sent to subvert Starkweather
to their way of thinking. Through her seductive promptings, and his own rage, she has convinced him to use his
gas on his own leaders. She is stunningly beautiful, and
she knows it.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6,
Vigor d8
Skills: Driving d8, Fighting d6, Guts d8, Intimidation
d8, Notice d6, Persuasion d10, Shooting d8, Stealth d6,
Taunt d8
Charisma: +6; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Cautious, Delusional (Minor: dedicated
Nazi), Quirk (flicks her hair), Vengeful (Minor)
Edges: Acrobat, Charismatic, Connections, Quick, Quick
Draw, Very Attractive
Gear: Walther PPK (Range: 12/24/48, Damage: 2d6, Shots
7, AP 1, Semi-auto), knife (Str+d4)
KLAUS ADLER
Adler is actually working for Grppenschtep, but
has been acting as Starkweather's right hand man, leading his operation from a practical point of view. He is a
violent thug, but one who has the advantage of being
well-trained. He is actually the heroes' main nemesis as
far as combat goes.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength
d10, Vigor d10
Skills: Climbing d6, Driving d6, Fighting d10, Guts d8,
Intimidation d10, Notice d8, Shooting d10, Stealth d8,
Throwing d8
Charisma: 8; Pace: 6; Parry: 7; Toughness: 8
Hindrances: Arrogant, Bloodthirsty, Mean, Overconfident, Ugly (long scar down left cheek)
Edges: Brawny, Combat Reflexes, Dodge, Frenzy, Improved Nerves of Steel, Level Headed
Gear: Luger P08 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 1, Semi-auto), large knife (Str+d4), two
throwing knives (Range: 3/6/12, Str+d4)
THUGS
Typical low intelligence thugs hired by Starkweather
to do as they are told. None are independent thinkers.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Piloting d4,
Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean
Edges: Combat Reflexes
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto) or Tommy gun (Range:
12/24/48, Damage: 2d6+1, RoF 3, Shots 30, AP 1)
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A GIFT
Once saved, Andros thanks the characters. If they delayed their entry until after the shot was fired, he has a
flesh wound in the leg but is conscious. Andros asks the
characters about their business and how he can repay
them. Mentioning Professor Munroe's name makes him
a little uneasyhe's unsure if the characters are rival
thugsbut mentioning Lady Amelia or the Metro by
name eases his fears.
Ah, yes! Munroe spoke of the Metro often, and the
lovely Lady Valentine, who sponsored his excavations here. Sadly I have not seen the professor for
many weeks, but I have been away on the mainland on business. He came to my shop late one
night, several weeks ago now, very excited about
a recent discovery. He left something with me,
an envelope. He said to keep it in case anything
happened to him. Whatever is in there must be
importantthose thugs were after it.
The envelope contains a scrap of paper with the following words written on it Choose to start thoughtfully.
Don't worry too much at this stage if the characters
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The slab is moved back into place, and with a resounding thud seals the entrance. The narrow stairs prevent
more than one character trying to lift the slab, which
weighs over half a ton. It seems the only way is forward.
GLORIA DRAKE
Gloria, if asked, recounts the tale of how the expedition team were captured several weeks ago. Andropolous
approached the professor shortly after the discovery of
Daedalus' book and offered to buy it. When her uncle refused, they were kidnapped at gunpoint. They were taken
to a motor yacht moored off the coast. She was brought
back to the mainland a few days ago, after Andropolous
received a telegram from the mainland informing him
the characters were on their way. As far as she knows, her
uncle and Lance are still aboard the yacht.
She doesn't know much about the Labyrinth outside
of the legendsMunroe refused to allow her access on
account of hidden dangers. She does know, from an
obscure legend, that Daedalus, the creator of the maze,
supposedly built in a means of escape in case he was
ever imprisoned there.
As for the piece of paper given to Andros, she has
never seen it before. Later, when the situation gets more
dangerous (and the characters need a clue), she remembers her uncle telling her, Words are the secret. She has
no idea what it means, however.
ENCOUNTERS
If the heroes have not encountered the Minotaur by the time they reach the exit, they encounter it
there. Fate, and the rules of pulp, demands the Minotaur
be faced in deadly combat. Check The Exit for an excellent point at which to launch his attack. If this event
doesnt occur, make sure he arrives before the characters
escape.
Although it makes no attempt at stealth, the echoes
in the maze are confusing. The Minotaur can be heard
more clearly when it gets within 20 yards (10) of the
characters. Characters trying to detect which direction
the clanking noise is coming from must score a raise on
a Notice roll.
Since exploring a maze can be rather dull, the GM
should not dally during this section. Keep the Smarts
rolls and encounters coming thick and fast.
17
QUEEN: TREASURE!
Minos stored some of his treasure in the Labyrinth. In
18
THEYVE ESCAPED!
What happens if the villains escape during the
chase? Well, the adventurers have failed this mission, but all is not lost!
Andropolous spends a few months researching the
book and then sets to work on building his crime
empire. In short, its the perfect chance for the Gm
to write an exciting follow on adventure!
Since the villain has Daedalus book, he should be
given the Arcane Background (Weird Science) Edge,
two gizmos of the GMs choice, 10 Power Points,
and Weird Science d8 when encountered in the
showdown.
the docks, Andropolous' motor yacht, Icarus, is just leaving port. A pair of unattended motorboats is tied up on
the wharf.
ICARUS
Andropolous' motor yacht is his permanent base of
operations. Machineguns are mounted on swivels fore
and aft, but are not displayed except under unusual circumstances. The crew are noncombatants (treat as Thugs
with no Fighting or Shooting, but add Boating d6).
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MOTORBOATS
Acc/Top Speed: 4/13; Toughness: 12 (2); Crew: 1+5
Notes:
EXPLODING PRISONERS
The professor and Lance are tied up and strapped
with dynamite, the fuse of which is lit. Andropolous, in
typical egomaniac fashion, gloats as the characters enter
the lounge.
So you escaped the Labyrinth? he sneers. No
matter. As you can see, the good professor and his
assistant are strapped with dynamite, the fuse of
which is burning. By my reckoning, the fuse will
take no longer than a minute or two to reach
them.
Now, I want all of you to drop your weapon, go
back upstairs, under guard of course, and jump
overboard. Once you are in the water, I shall stop
the fuse and sail away. You will have lost, as is to
be expected, but you may be able to reach land
before drowning.
Of course, if the characters agree and actually jump
overboard they have lost. Andropolous goes on to fulfill
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MINOTAUR
Greek legends tell us that Theseus slew the Minotaurthey were wrong. Well, sort of. Daedalus, the
designer of the Labyrinth, was also a skilled artificer and
created a true immortal creaturea bronze mechanical
Minotaur! It's still just as deadly as the real thing and
knows the maze like the back of its hand.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength
d12+2, Vigor d12
Skills: Fighting d10, Guts d12, Intimidation d12, Notice
d10
Pace: 8; Parry: 6; Toughness: 10
Gear: Great axe (Str+d10, AP 1, 1 Parry, requires two
hands)
Special Abilities:
Construct: +2 to recover from being Shaken. No additional damage from called shots. No wound penalties. Immune to poison and disease.
Fearless: Immune to Fear and Intimidation.
Fleet-Footed: The Minotaur rolls a d10 as its running die.
STEFAN ANDROPOLOUS
Stefan Andropolous runs a criminal gang on Crete,
but wants more power. Daedalus book is the key to his
future criminal empire.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6,
Vigor d6
Skills: Driving d6, Fighting d8, Guts d6, Intimidation d6,
Notice d6, Shooting d8
Charisma: +0; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Arrogant, Delusional (Minor: can be ruler
of Crete), Stubborn
Edges: Combat Reflexes, Rich
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto)
MR. SCAR
Mr. Scar is an assassin by trade, and very good at this
job. He has no particular belief in his master's cause, but
he is well paid and gets to do what he does bestkill
people.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8,
Vigor d8
GLORIA DRAKE
Gloria works for her uncle as secretary and research
assistant.
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6,
Vigor d6
Skills: Boating d6, Driving d6, Fighting d4, Guts d6,
Investigation d8, Knowledge (History) d8, Notice d8,
Shooting d4, Streetwise d8
Charisma: +2; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Yellow
Edges: Attractive, Investigator
Gear: None.
THUGS
Typical low intelligence thugs hired to do as they are
told. None are independent thinkers.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
Vigor d8
Skills: Boating d6, Driving d6, Fighting d6, Guts d6, Piloting d4, Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean
Edges: Combat Reflexes
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto) or Tommy gun (Range:
12/24/48, Damage: 2d6+1, RoF 3, Shots 30, AP 1)
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PLAYERS HANDOUT #1
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2008 Triple Ace Games. Daring Tales and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds, Smiling Jack
and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. 2008. All Rights Reserved.