PPuullpp NNooccttuurrnnee 11993300 CChhaarraacctteerr AArrcchheettyyppeess The following is a collection of the various archetypes fondly known as belonging to the era of Pulp adventures. This imaginative collection is neither comprehensive nor definitive. Bob Bretz created many of these descriptions. They are gleaned from many unique worthy sources. Bob Bretz presents the following: In the 1920’s and 30’s, a nickel could buy you a magazine made of cheap, pulpy paper with a garish and often risqué cover that was capable of transporting you to worlds of adventure where all men were brave and all women beautiful. Labeled “pulps”, after the paper they were printed on, they told epic tales of heroic adventure and fantastic vision. Living in this wondrous world were a number of iconic character types that lent themselves to high adventure and tales of daring-do. Private eyes, intrepid reporters, brilliant inventors, and other men and women of adventure were called upon to battle the evil machinations of gangsters, corrupt politicians, mad scientists, criminal masterminds, Nazis and even advanced scouts from alien races. The heroes of pulp battled evil head-on with a clenched fist or a trusty .38 snub-nose revolver with little regard to the danger involved. They were, and still are, the stuff of imagination and dreams. These archetypes are not meant to be taken at face value and can be easily altered to best fit the style of your individual campaign. It’s also possible for a player to use a given archetype as a starting point, modifying the template in order to create a unique character. So while these archetypes were designed to represent the iconic nature of the pulps, they are ultimately yours to use as you see fit. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ ADVENTURER— Rich playboys, bored athletes, grizzled Teamsters, The All- American Joe, and dozens of other types; The Adventurer is a catch-all archetype for all those pulp heroes that don’t fit neatly within any of the other archetypes. Included in this class are characters with limited or defined occupations, such as sidekicks and the many non-femme fatale female characters of pulp literature. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d6, Fighting d6, Guts d8, Notice d8, Riding d6, Shooting d6, Stealth d6 Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5 Gear: $100 (Annual Income $1,368), .38 snub-nose revolver (Range: 12/24/48; Shots: 6; Damage: 2d6; AP 1), set of normal clothes Hindrances: Enemy (Minor: Mob Boss, Business Rival, Romantic Foil, etc.), Heroic Edges: Luck ANTIQUARIAN— The antiquarian revels in the timeless excellence of design and execution, and in the power of ancient lore, the most Lovecraft-like occupation. The antiquarian rarely deals in what he loves. More often, an independent income allows him to sharpen and define his pleasure in things old and obscure. He has an appreciative eye and a swift mind, and frequently finds mordant or contemptuous humor in the foolishness of the ignorant, the pompous, and the greedy—or are those perceptions clues to his own mental instability? Occasionally female, though usually too obsessive and voyeuristic to be of that sex. ARCHAEOLOGIST— While the more academically-inclined Archaeologists are to be found in a library, laboratory, or behind a large desk in the museum, this archetype is more likely to be found in the jungles of Africa looking for King Solomon’s Mine. In this dangerous role, they may have to use their brawn as well as their guile to advance their studies. Unfortunately, the local authorities in most countries don’t see them as heroes rescuing lost artifacts, but rather consider them grave robbers and rabble-rousers. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Guts d6, Investigation d6, Knowledge (Archaeology) d8, Notice d6, Shooting d6, Streetwise d6, Survival d6 Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5 Gear: $100 ($3,111), bull whip (Damage: Str+1; Reach 2; grants +1 to Tricks; – 1 Parry), Webley Revolver (Range: 12/24/48; Shots: 6; Damage: 2d6+1; AP 1), leather jacket, Stetson hat, set of travel clothes Hindrances: Curious, Phobia (Minor: Pick One), Wanted (Minor: Local Authorities) Edges: Luck ARISTROCRAT— The aristocrat is a scion of a wealthy household, a self- made millionaire, or some other beneficiary of affluence. He travels in high society and hobnobs with wielders of power throughout the world. Heroic aristocrats use their power and wealth to further causes like democracy and fighting hunger; villainous ones use their millions to increase their personal power. Young (low-level) aristocrats are often dilettantes, enjoying enormous wealth but lacking direction; they may be rakes, society types or aimless travelers. Older (high-level) aristocrats are captains of industry, diplomats, philanthropists or greedy madmen. ARTIST— They are self-absorbed with his own visions, but is blessed with a talent that lets him express himself. Often he also has a crafty entrepreneurial streak. Usually a painter or sculptor but, by the present day, academic infusions have so enwrapped the fine arts that technique has become less important than concept or the ability to write a grant proposal. Talented or not, the artist’s ego must be hardy and strong to surmount initial obstacles and to keep him working if success arrives. This occupation is equally available to males and females. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ AUTHOR— As distinct from the journalist, the author uses words to define and explore the conditions of human life, and especially the range of human emotions. It is said that an author does not so much write as rewrite; his labors are solitary and his rewards solipsistic: only a relative handful make much money in the present day, though in previous eras the trade once provided livable wages. The work habits of authors vary widely. Typically an author withdraws during periods of intense creation. The author who is constantly expansive and sociable is written-out, or perhaps had no talent to start with. Authors can be male or female. THE AVENGER— A mysterious stalker of the night, the Avenger is a shadowy figure that is dedicated to fighting criminals in the “Big City”. They assume an alternate identity to help spread fear within the criminal community; they nonetheless make only a small effort to hide their true identity, perhaps only covering their face with a simple scarf. Their motivations are often unknown, but their effectiveness is apparent by the lack of criminal activity within their sphere of influence. The Avenger is the progenitor of the Golden Age superhero… Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d6, Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d8, Streetwise d6 Charisma: 0; Pace: 6; Parry: 6; Toughness: 5; Sanity: 5 Gear: $100 ($1,368), Mauser pistol (Range: 12/24/48; Shots: 6; Damage: 2d6; AP 1), an appropriate “costume” Hindrances: Enemy (Minor: Mob Boss), Heroic, Quirk (Minor: Always leaves a “calling card”) Edges: None Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ AVIATOR— During the so-called Pulp Era, airplanes were still a fairly new concept. Most people had never actually seen one. Many adventurers raised some money, built a plane and put on shows to exhibit their skills. Some raced their planes, while others did stunt shows such as the famous Barnstormers of the 1920’s. Industrialist Howard Hughes made much of his fortune in the burgeoning aviation industry. These daring men, more at home in the wild blue yonder than on the ground, were always on the lookout for adventure and the opportunity to make a few bucks. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Guts d6, Notice d6, Piloting d10, Repair d6, Shooting d8, Taunt d4 Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5 Gear: $100 ($1,368), .38 snub-nose revolver (Range: 12/24/48; Shots: 6; Damage: 2d6; AP 1), leather flight jacket, set of typical clothes Hindrances: Enemy (Minor, Rival aviator), Loyal, Overconfident Edges: Ace BARBARIAN LORD— The barbarian lord rules over a tribe in wild, distant lands. He is the undisputed master of his tribe’s domain, and is as comfortable in that environment as a Nebraska ranch hand is on the farm. A barbarian lord might have been raised as the heir to the rule of his tribe; he might be an orphan of civilization raised by barbarians; or he might be a relative newcomer to the wilderness who has made a home in these untamed lands. CONSULTING DETECTIVE— The consulting detective, as opposed to the ordinary Call of Cthulhu® detective, relies more on deductive reasoning and a powerful intellect. Sir Arthur Conan Doyle’s Sherlock Holmes is the quintessential example of this profession. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ DAREDEVIL— Daredevils live for adventure and the exhilarating feeling that comes from “cheating death.” They may travel constantly, performing death- defying stunts for county fairs or holiday celebrations. These feats might include barnstorming, wing-walking, high diving, parachute jumping (from planes, balloons, cliffs, or anything else high enough), and escaping from a straitjacket while suspended head-first above something deadly. Some daredevils scale vertical walls, especially those of skyscrapers, without equipment. Daredevils go almost anywhere an audience can be found, even into other countries; they are naturally drawn into anything that smacks of adventure or challenge. Most are usually broke, making just enough at one show to repair their equipment (and often, themselves) before moving on to another audience. Some are loners, but most have at least one sidekick, such as an aircraft mechanic. DILETTANTE— The dilettante has so much money that specialists are needed to take care of it. He or she is well educated, though not systematically educated or necessarily accomplished in anything. Money frees the dilettante to be eccentric and outspoken. He or she has had plenty of time to learn how to be charming and sophisticated; what else has been done with that time betrays the dilettante’s true character. Lacking financial compulsion, his or her family relations are sometimes very odd. They can be male or female. DISCIPLE— The disciple strives for the perfection of physical action. This can take any number of forms — an acolyte who works to master kung fu; an assassin who studies the perfect killing method; a boxer who hopes to become the greatest pugilist in the world; a street tough who seeks to be the toughest bastard around. Their motives and styles of fighting may vary widely, but all disciples have one thing in common: their bodies become weapons as dangerous as any blade or gun. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ DOCTOR OF MEDICINE— Perhaps a general practitioner, a surgeon or other specialist, a psychiatrist, or (especially in the 1890s and 1920s) an independent medical researcher. Apart from personal goals, three aims— helping patients, gaining money and prestige, and promoting a more rational and wiser society—are common to the occupation. Doctors tend to be self- sufficient sorts for whom families become adjuncts to respectability. A successful practice requires dedication and much time. May be male or female. By the present day female physicians are no longer unusual. DRIFTER— As opposed to someone who is poverty-stricken, the drifter’s wandering life is chosen, perhaps compensating for social, philosophical, sexual, or economic lacks. The drifter takes jobs, sometimes for months, but he is disposed to solve problems with the answer of mobility and isolation, not comfort and intimacy. The life of the road might seem especially American, but the same sort of life is chosen wherever travel itself is not systematically dangerous. Because the road can be perilous and is without organized protection, the drifter is often male. EASTERN MYSTIC— Hailing from the more remote areas of Asia (such as Tibet), the Eastern Mystic is an individual on a quest to uncover the great secrets of the world. Through meditation and study they have unlocked the secrets of the mind and are able to tap into their psychic potential. When they travel to Western countries, such as America, they often are subjected to racism and treated as second-class citizens. The Mystic believes he can change the hearts of men by sharing his great wisdom; and if that doesn’t work they can always fall back on their extensive knowledge of the martial arts (which, by the way, are nearly unknown in the West during this period). Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d8, Guts d6, Knowledge (Philosophy) d6, Notice d4, Psionics d8, Stealth d8, Throwing d6 Charisma: 0; Pace: 6; Parry: 6; Toughness: 5; Sanity: 5 Gear: $50 (Varies), walking staff (Damage: Str+1), suitable “Eastern” clothes Hindrances: Code of Honor, Pacifist (Minor), Poverty Edges: Arcane Background (Psionics) ENTERTAINER— This occupation might include dancer, singer, juggler, athlete, musician, or anyone else who earns a living in front of an audience. These people love to be seen, love to show what they do best, and love the consequent applause. These proclivities can be observed in children as young as age three or four, but the talent that reaps success may lie fallow for years. Show-business families make excellent incubators. May be male or female. This profession is not often respectable in the 1890s, but the money which Hollywood stars make in the 1920s changes most minds, and by the present day such a background is generally felt to be an advantage. EXPLORER— The explorer braves the unknown. Whether searching for treasure, seeking ancient knowledge or questing to see what lies over the horizon, the explorer searches for that which is new and exciting. He is the one others turn to when they find themselves lost or in search of new wonders — whether on the plain of the Serengeti, high in the Andes, deep beneath the surface of the Earth, or places more remote still. FEMME FATALE— An irresistibly attractive woman, who leads men into danger for her own needs, is the standard definition of a Femme Fatale. A classic situation involving a Femme Fatale is the mysterious woman who hires a detective to find an item, only to find that she was using him to locate and kill the person who stole the item from her. They are the perfect foils for a trusting, heroic adventurer who is often unfamiliar with the wily ways of these wicked women. They are dangerous and willing to use their beauty or anything else, in order to attain their goals. They are included with these heroic archetypes because of they often portray themselves as heroic, possibly for several months or even years, until they spring their trap and reveal their true nature. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Driving d6, Fighting d6, Notice d8, Persuasion d8, Riding d6, Shooting d6, Taunt d6 Charisma: -2; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6 Gear: $100 ($1,368), stiletto (Damage: Str+1), sexy dress Hindrances: Bloodthirsty, Greedy (Minor), Stubborn Edges: Attractive, Connections FORMER GANGSTER— The pulp era was highly conscious of crime. The “Ten Most Wanted” list turned bank robbers into national heroes of a sort. Prohibition made bootleggers rich, and gang wars with tommy guns created legends. Playing a 1930s criminal can be fun. In most cases, players should create an ex-gangster that would be willing to cooperate with the forces of law and order (or at least refrain from too many overt acts of crime). Such characters may have Enemies on both sides of the law. Stereotypical pulp- era gangsters include Mafiosi, tough Irishmen, sinister Chinese, and “all- American” Brooklyn or Chicago thugs (“Hey, youse guys, over dere!”) GREASE MONKEY— The rough and ready mechanic, an ace at repairing automotives or aircraft. These workers are often found tending trains, steamships or airships and are specialist tradesmen who frequently do more than those with an extensive and technical education. Also included among their number are electricians dealing with ever more complicated electrical devices. GREAT WHITE HUNTER— Whether they are tracking down elephants for their ivory or riding shotgun on an archaeological expedition, there will always be a need for the Great White Hunter. An explorer of unknown lands such as Africa, South America, or the Arctic may do so on his own, or he may be hired to lead an exploratory expedition. Outfitting your own expedition can be very expensive, and those intending to do so should have some level of Wealth or a wealthy Patron. Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/ GUMSHOE DETECTIVE— Often a washed up former police detective, the Gumshoe Detective hires out his services to anyone willing to pay his fees. More often than not, the client turns out to be less than honorable and frequently doesn’t pay up even after the detective puts in many hours of hard work. Usually broke, they are always on the lookout for a new client, in part to support the ever-faithful secretary who keeps his office running from day to day. Such is the life of the detective; often the only honorable man in a world of intrigue and mystery. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Fighting d6, Guts d6, Investigation d8, Notice d8, Shooting d6, Streetwise d8 Charisma: 0; Pace: 6; Parry: 5; Toughness: 6; Sanity: 5 Gear: $50 ($684), .38 snub-nose revolver (Range: 12/24/48, Shots: 6, Damage: 2d6, AP 1), ratty trench coat, out-of-style suit Hindrances: Enemy (Major: Mob Boss), Poverty, Vow (Minor: Solve the case at all costs) Edges: Investigator INVENTOR— Master of gizmos, the Inventor is intrigued by the complexities of metal and electricity. He is a master of “Weird Science”, an advanced level of mechanics and electronics that allows the Inventor to create devices well beyond the everyday capacities of the Pulp Era. Not happy just being in the workshop, Inventors want to get out and field-test their inventions under real world conditions. Somewhat unkempt in appearance and too busy to worry about unimportant things, they more than make up for their lack of social decorum through the brilliance of their inventions. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6 Skills: Driving d6, Fighting d4, Investigation d8, Knowledge (science) d8, Repair d8, Shooting d6, Weird Science d10 Charisma: 0; Pace: 6; Parry: 4; Toughness: 5; Sanity: 5 Gear: $100, Portable Tool Kit, Unkempt Clothes, Annual Income: $2,520 Hindrances: Cautious, Curious, Quirk (Minor: Bathes infrequently) Edges: Arcane Background (Weird Science) Pulp Nocturne 1930 2007(cid:1) All Rights Reserved (cid:1) BAM Productions http://tinyurl.com/PulpNocturne1930 (cid:1) http://pulpnocturne1930.wordpress.com/
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