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1PG Rules/Character Sheet

Rules of Play
For the Referee
The Crimson Tiger Strikes!
Chapter One:
The Atomic Ray
Chapter Two:
Forty-Five Caliber Death!
Chapter Three:
The Living Dead!
Chapter Four:
Ralstons Revenge
Chapter Five:
The Crimson Tiger!

Written By Beer & Pretzels


JAMES STUBBS HANOVERS & SAPPORO
1PG System Design Additional Testing & Support
TODD DOWNING ROGAN HAMBY
Editor ROBERT FLETCHER
JAMES STUBBS THEO MCGUCKIN
SAMANTHA DOWNING MARK KRAM
JARVIS YOLHOLSKY

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Dime Heroes is published by Deep7
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www.deep7.com

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Deep7 1PG Beer & Pretzel RPGs assume
the players and ref already have some
NAME: ___________________________________ rudimentary experience with roleplaying
OCCU PAT IO N: ___________________________ games. All Deep7 1PG Beer & Pretzel
games are played with 6-sided dice. Deep7
CASH: ____________________________________ assumes no liability for mental instability on
MOXIE Height:_________ Weight: ________ Gender: _____ the part of players, refs or their families.
Eyes: __________ Hair: __________ Age:________
Drinking ____________ ITEM DAM
Fighting _____________ Hit 1 2 3 4 5 6 Pistol 8
Pilot ________________ Location Head Torso R.Arm L.Arm R.Leg L.Leg Rifle 12
Shooting ____________ Nightstick 3
AP
Running_____________ Grenade 20

GLITZ Item Damage Knife 3


Sword 5
Fashion _____________
Disguise_____________ Punch Moxie
Axe 6
Seduction____________
Truncheon 5
Performance _________
Vial of Acid 5
CUNNING Bullwhip 2
Con ________________ Garrotte 4/turn
Gambling____________ Attributes: Roll 1D3 for each. Tommy Gun (1D6 hits) 8ea
Dodge ______________ Hvy. Mach. Gun (1D6 hits) 12ea
Repair ______________ Skills: Roll 1D6 for the total number of points to distribute into all skills.
Skills start at 0 and can be no more than 3. If you need extra points, you
Stealth ______________ can take them from other skills, leaving them at 1 for each point taken. No attribute/skill combination can be less
than 1.
GRAY MATTER
Blood: Roll 2D6+5. When you have lost all your Blood, you are dead.
Gen. Knowledge ______
Guts: Roll 1D6. The more Guts you have, the easier it is to keep your Wits.
Languages ___________
Wits: Roll 1D6. You may need to make a Guts check to keep your Wits.
Science _____________
Notoriety starts at 0. Roll 1D6 and get the same or under your Moxie, Cunning or Gray Matter attributes (but you
Research ____________ may only try once for each, at the beginning of the game). Add 1 to your Notoriety for each successful check. Use
Notoriety to reroll failed skill checks or call in favors.
BLOOD Roll on the Background and Status Tables for more perks & details.
GUTS Money: Players are always assumed to have enough money for average purchases. They may suffer a 1 or 2
penalty to a Glitz check if they want expensive or exotic items.
WITS
GUTS CHECK: Any time you have a traumatic experience in the game, you must make a Guts Check. Try to
NOTORIETY roll 1D6 equal to or below your Guts. If you are not successful, your Wits goes down by 1. When Wits is reduced to
CHAR PTS 0, you must roll a 4 or less each time you wish to make a skill check or combat roll. Your character is in a fatigued
stupor and is unfit to adventure until after a very long rest or some powerful inspirational event to bring your
Background Table (1d6) character out of retirement.
1. Scientist: +1 Gray Matter, SKILL ROLLS: When you want to do something, figure out what skill/attribute combo will get it done.
Science, Repair Add your attribute and skill together to get your Target Number and roll 1D6 equal to or below it. Rolling a
2. Athlete: +1 Running, 1 is always a success and rolling a 6 is always a failure. If you are fighting, use the Brawling skill for at-
Brawling, +3 Blood tack and evasion. Although a 6 always fails, having a target of six gives you a higher potential margin of
success than a target of five. Always add your Moxie to hand-to-hand weapon damage. If the attack is
3. Daredevil: +1 Pilot,
ranged, the attacker rolls Shooting and the defender rolls Dodge to evade. Ties always go to the defender.
Fashion, +2 Wits
4. Hunter: +1 Shooting, ARMOR: Certain items give you an Armor Value (AV). When you take damage, subtract your AV in the
Languages, +1 Moxie appropriate location from the damage you are dealt.
5. Detective: +1 Shooting, Gen.
Knowledge, +1 Cunning SEE RULES OF PLAY FOR DETAILS
6. Explorer: +1 Brawling,
Research, +1 Guts
Vehicle
Status Table (1d6) Agility Rating Gunnery Rating Damage Armor Structural Integrity
1. Mystery Man: +1 Stealth (AR) (GR) (D) (A) (SI)
2. Crime Fighter: +1Notoriety
3. Vigilante: +1 Cunning
4. Playboy/Debutante: +1 Glitz
5. Prodigy: +1 any skill Notes:
6. Gadget: Unique Item
characters overall Notoriety, good or bad, according to his
deeds. If you need to make a Notoriety roll, see below.
Players should roll or be allowed to choose from the
Background & Status Tables, to get a persona for their
character. GMs may allow different concepts if the players can
THE GAME: Dime Heroes: Two-Fisted Adventure is a simple- come up with ones that meet the feel of the game.
to-learn roleplaying game where players take on the roles of the GUTS CHECK: Any time you have a traumatic experience in
larger-than-life heroes of the old pulp magazines, radio dramas
the game, you must make a Guts Check, where you get to try
and movie serials. It assumes the players and ref already have to roll 1D6 equal to or below your Guts. If you are not
some rudimentary experience with roleplaying. Its meant to be successful, your Wits will go down by 1. If you completely lose
played in the vein of such pulp staples as Doc Savage, The your Wits, you become fatigued and unable to concentrate well;
Spider and The Shadow so keep it light, cinematic and adventure You need to roll a 4 or less every time you shoot in order to
packed!
avoid hitting one of your friends by mistake.
CHARACTER CREATION: Youve heard of the stuff that
ORDER OF PLAY: Combat order can be determined very
heroes are made of? In this case, heroes are made by rolling 1D3 simply in a couple of ways you can either roll 1D6+GRAY
for each attribute (red headings). MATTER each round, or simply dispense with the initiative roll
Then you will roll 1D6 for the total number of points to altogether and seat the players around the table in order of
distribute into your skills (under the red headings). Every skill highest GRAY MATTER to lowest (ties can dice off for initial
starts at 0. No skill can be higher than 3. If players need extra
seating).
points, they can take them from other
skills, leaving them at -1 for each point ACTIONS: Every character gets one
taken. No skill can be lower than -2, action per round. Combat rolls and
and no skill/attribute combination can active skill checks (those skills the
ever drop below 1. If you dont see a player chooses to roll as opposed to the
skill you really want the character to referee telling him to roll, such as
have, just write it in the margin. make an GRAY MATTER check to
Now players roll 2D6+5 and see if you can hear that ticking sound)
write the number in Blood. This is how all count as an action. 1PG combat is
much of a lead diet a Joe can take before not intended to be realistic. It is
its curtains for him. Every time they take intended to be fast and fun.
damage, they lose that many points of
SKILL ROLLS: When you want to
Blood. When they have lost
do something, figure out what
all their Blood, they are on their speedy
attribute/skill combo will get it done.
way to meet their maker.
Add your attribute and skill together to
Everyone starts with some Guts.
get your Target Number and roll 1D6
Roll 1D6 and record it. At any time you equal to or below it. Rolling a 1 is
have a harrowing experience in the game
always a success and rolling a 6 is
(such as getting caught in the lava always a failure. If you are fighting,
deathtrap of Doktor Fiend), you may use the Fighting skill for attack and
make a Guts Check, where you get to evasion. Opposed combatants will roll
try to roll below your Guts number. The their Shooting or Brawling skill at the
more Guts you have, the easier it is to same time. The higher margin of
keep your Wits about you. success is a successful hit (although a 6
Next, roll 1D6. Write the result always fails, having a target of six
in Wits. Wits are a representation of you gives you a higher potential margin of success than a target of
how long you can keep your nerve in dangerous situations. If five). If someone is attacking and someone is evading, do the
you make your Guts Check, you keep your Wits. If you fail, same thing: if the attackers margin is bigger, the hit was good.
your Wits will be reduced by 1. If you completely lose your If the defenders margin was the same or bigger, the attacker
Wits, you are in a fatigued stupor and unfit to adventure until missed. Use Dodge to avoid being shot. Always add your Moxie
after a very long rest or some powerful inspirational event to to hand-to-hand weapon damage.
bring your character out of retirement. You may always put
Character Points into Wits. ARMOR & CHARACTER IMPROVEMENT: Wearing
Notoriety is important any time you need to impress certain clothing gives you Armor Value. Heavy clothes (trench
people or get what you want. It also may be used to reroll failed coat, safari garb, etc.) gives you 1 AV, Leather gives you 2. A
skill checks. Everyones Notoriety starts at 0. Everyone may try bulletproof vest provides 4. Metal armor such as chain gives you
to roll 1D6 and get equal to or under his characters Moxie, 8. When you take damage, subtract the AV in the appropriate
Cunning and Gray Matter attributes (but they may only try once location from the damage you are dealt. If you survive a whole
for each, during character creation). Add 1 to the characters story, you get 1 Character Point for every person at the table.
Notoriety for each successful check. Remember, this is a Put these points into Attributes, Skills, Blood, Guts, or
Notoriety. You may also put Character Points into Wits.
Gadget Gadget Who Has the Gadget?

1. Rocket Pack: Character can fly.


2. Gas Gun: Wits Check or go to sleep.
3. Mechanical Man: Moxie 8/Brawl 2 Your friends either got ahold of the negatives or they paid for the pizza and soda. This means
4. Ray Gun: Damage 15 either youre blackmailed, owing them money or being the referee for the night. You can pay
5. X-Ray Goggles: See through stuff them back by coaxing them into your villains nefarious inescapable deathtraps. The following
6. Bulletproof Car: AP 15 guidelines and suggestions will help ensure a successful game of Dime Heroes.
7. Super Armor: AP 10 to entire body
CUT TO THE CHASE: That means keep the adventure short and to the point. Think of it in
8. Rocketship: Travel into outer space.
terms of an old movie serial. Get into the meat of the story as soon as possible unless the buildup
9. Micro-Bombs: Damage 10 will give extra value to the tale. Games should run as chapters in the overall game called the
10. Strength Drug: +1 Moxie for 1 hour serial. Each chapter should run 2-3 hours each or one evenings worth of play. If you want to
bring back characters for another serial, feel free! Even the most popular heroes rarely made
more than two serials however.
ITEM DAM
Hammer 3 SET THE MOOD: Make a part of game night also movie night. Go out and buy a serial
Holdout Pistol 5 which can be purchased cheap on video. Show a chapter or two before you game each night so
Submachine Gun 8ea. you can give your players incentive to come back to see what happens next in the video as well
(1D6 hits) as the game. Tell a visual story. You creep down the stairwell which is hauntingly lit by the
Machine Gun (1D6 hits) 10ea humming electrical arcs of the equipment below. You can see the lovely Maria Rogers bound and
High Explosives 30 struggling helplessly against the heavy straps which are holding her down to the operating table.
Pistol 8 Victor Scheleman, Doktor Fiends lieutenant, is chuckling darkly to himself as he fingers a
Club 4 vicious looking scalpel
Machete 4
Knife 3 THE BAD GUYS: A good rule of thumb when creating a villain or villains is to make them
Bottle 2 durable enough to be a challenge, but vulnerable enough to make the players believe they have a
Bayonette 4 chance. If you have a group of gangsters, give them 15 Blood as theyre tough but marked down
Bullwhip 2 to compensate for their numbers. A lone villain might have 20 or more (balance the challenge).
Spear 5 Remember that lone villains always have a secret identity that is only revealed in the final chapter
Rifle 12 when they are killed or brought to justice. Until that point, theyre known as The Scarlet Asp or
some other mysterious sounding name.
Crossbow 7
Hook 3
IMPORTANT: Its generally considered bad form to kill off any players in a pulp setting. Instead
Garrotte 4
have them captured (so that the villain can gloat over his plan that will not fail) or slightly injured
Axe 6 so that it is nothing an outpatient run to the hospital wont fix. Remove the player from the action
Razor Blade 2 or have the villain(s) plan sped up on the time needed to complete it. Pulp heroes dont die they
Hvy.Machine Gun 12ea. are inconvenienced for a little while (in this case until the next chapter).
(1D6 hits)
Sword 6 You may also want to not use Gadgets or to restrict the use of certain ones in your serial. You can
Shard of Glass 2 find a sample list of ones at the top of this page. If a player picks the Gadget status, allow them to
Punch Moxie pick from the list. Feel free to make up more if youd like. Dont be afraid to tell the player that
Kick 1 their character with a rocket pack just doesnt mesh with everyone elses street-level vigilantes.
Human Bite 2 Give them the choice of another Gadget or make them roll again on the Status Table. Gadgets are
Snake Bite (per hr) 3 provided for more high science games, such as shown by the Flash Gordon, Dan Dare and
Shark Bite 6 Commando Cody serials.
Horse Kick 6
Branding Iron (hot) 4 FUDGE ON THE DICE: It is your prerogative as the referee to tell the story as you see fit.
Large Animal Bite 6 Never be afraid to say, because I said so If you need a decision made, roll a die for it. If you
Car 20 need to figure out how many thugs are waiting in ambush in the alleyway, roll a die for it. If the
Grenade 20 task is really easy, give them a +1 or +2 on the target number. If the task is super difficult, give
them a 1 (remember rolling a 1 is always a success and 6 is always a failure.

THE STORIES INCLUDED: There are five chapters in this game that make up the serial, The Crimson Tiger Strikes! It is strongly recommended
that they are run in the correct order for fun as well as keeping the plot as secret as possible to your players. Feel free to design your own and keep
checking www.deep7.com for more free serials and sourcebooklets for Dime Heroes to download!

Dime Heroes: The Crimson Tiger Strikes! Serial

Chapter One: The Atomic Ray A Mysterious Crime of Scientific Proportions Draws in Our Heroes
Chapter Two: Forty-Five Caliber Death! Vengeance is served blazing hot from the barrel of an automatic
Chapter Three: The Living Dead! Doom from beyond the grave stalks the world of the living!
Chapter Four: Ralstons Revenge Atomic Terror Rains Ruin From The Skies!
Chapter Five: The Crimson Tiger! The Tiger is cornered in his lair and puts up a desperate fight.
The Crimson Tiger Strikes! Chapter One

By James Stubbs
THE PREMISE: Dr. Alfred Fennigans revolutionary atomic ray At some point during the fight, someone will knock over a vial
has just been publicly announced after months of top-secret of chemicals or a stray bullet will strike it. A dense noxious
research. Unfortunately for Dr. Fennigan and the rest of the city, cloud will fill the room. All players must make a Moxie Check
The mysterious criminal mastermind, The Crimson Tiger, has at a 1 penalty or be knocked out by the gas after a few
sent gangster Big Mike Ralston and his boys to steal the ray moments. Make Moxie checks and every few moments after that
device so that he can use it for some nefarious scheme. if they remain in the gas. Shooting and Brawling in the gas
cloud both suffer a 1 penalty as well. Either way, in the scuffle
THE SETUP: All of the players should be present during the pre- one of the gangsters will be fatally shot either from one of the
unveiling of the ray in Dr. Fennigans lab. players or from one of his own gang while the others grab the
Characters can be friends of the Doctor or any of ray and escape in their car. Any gangsters that
the staff (Tom Gilmore, a chemist, and Carla were knocked out are dragged away by their
Conners, a mathematician). They might have also companions in the confusion.
have been asked there by the Mayor, the editor of
the local paper or magazine, or any government DEAD MEN TELL NO TALES: Regardless of the players
official such as the Police Commissioner. Their actions, the gangsters should steal the ray and one of
purpose could be for security, local them should be killed and left behind by the others.
representation, or to get a scoop. Any player who has the Detective background or can make
a Gray Matter Check will immediately recognize the dead
THE GANGS ALL HERE: Dr. Fennigan explains that he gangster (either from the car chase or lab shootout) as
developed the atomic ray as a method of transmitting Bugsy Gillespie a notorious bank robber who was
unlimited energy by the use of a transmitter/receiver gunned down and killed by the police two
system. Enough power to run a city could be weeks ago! Unfortunately, Dr. Fennigan
beamed instantly from his ray transmitter to a was killed in the gunfire in the lab so any
predetermined receiver at a power plant. Hes input he might have had is now moot.
finally pleased that the work is finished and that Any lab staff is just as clueless and none
he can show his achievement that he feels sure know of any enemies the Doctor may
will revolutionize the World. The ray device have had. The Police seem to think that it
itself is a large metallic cylinder that is was either an inside job and they knew
wrapped with metallic coils at the gun end when to attack when security was its
of it and tipped with a large metal globe. As most venerable or it was just dumb luck
Fennigan is making his announcement, eight that led them to attack when they did.
masked men (make it more if you have a larger Smart players should suspect that it was
group or one equipped with Gadgets) open the an inside job as their voices could have been
glass paned door to the lab and rush into the room easily overheard through the glass door of the lab and
with pistols drawn. One of them shouts, Dont anyone get any most thieves dont try to steal when there are large
bright ideas numbers of people around.

SHOOTOUT!: What happens next is entirely up to the actions of Players should now be wondering how the dead live again and
the players. If they do nothing, the gangsters will make off with what possible reason ordinary gangsters would want something
the ray as they have a fast getaway car waiting at the back of the like the atomic ray. If you used the car chase and used the
lab and cover their escape with gunfire to keep everyones heads smokescreen getaway, they should also be wondering where
down. Players may want to give chase in their own cars or such a device was obtained. This should clue them in that there
vehicles. If they do, make sure the gangsters manage to loose is a far more malevolent power at work than simple theft.
them after a lengthy chase/vehicular shootout. Make sure that
one of the gangsters is fatally shot and falls from their car. If you THE CRIMSON TIGER SPEAKS!: Players wont have long to wait for
have to, give the gangsters a smokescreen device on their car some of their answers. One day later, the citys largest
that they can use. If the players decide to fight the gangsters, a newspaper will receive an telephone call demanding
gunfight/fistfight will erupt as the entire lab goes into a wild $100,000,000 in one week or he will turn the atomic ray on the
melee. All NPCs will duck for cover or run for safety. The city and cause massive destruction and death. The caller only
gangsters stats are: Moxie 2/Shooting 2/Brawling 2/Blood 12. identifies himself as The Crimson Tiger.

Tune In Next Week for Our Next Exciting Episode! Forty-Five Caliber Death!
The Crimson Tiger Strikes! Chapter Two
By James Stubbs

The Premise: The late Dr. Fennigans atomic ray device has and has been abandoned. If the players are stealthy, they will
been stolen from under the players noses by a group of masked find a car parked outside the old foremans shack. Otherwise,
gangsters one of whom was reported dead! Shortly after the the building will appear to be abandoned because theyve moved
theft, a mysterious figure calling himself The Crimson Tiger has the car behind a nearby rubble pile to conceal it and also to keep
demanded one million dollars or he would turn the ray on the it from being disabled in case they need to make a quick
city itself! In this chapter, players should be able to find the getaway. The only real difference here is one of surprise either
gangster hideout and the important clue contained there, but the players will have it or they dont. There are six gangsters
should also get caught in the deathtrap to provide a cliffhanger inside involved in a game of cards, eating and listening to a
for the next chapter. small radio on the rickety table if the players managed to sneak
up on them. Otherwise, they will all be trying to conceal
The Setup: Players should have made an effort to search the themselves for an ambush on the first characters entering the
body of the dead gangster. If they dont, a beat cop who arrives shack. Due to close quarters, any fighting will be fisticuffs or
on the scene will discover that there is a matchbook from the Isis trying to pistol-whip an opponent. Stray bullets can be
Club in his jacket pocket with the telephone number Berkshire dangerous to friend and foe alike. Feel free to roll for any stray
426 written on the inside cover. The Isis Club is a matter of shots that might hit other players if the party gets trigger-happy.
convenience and a bit of These gangsters stats are: Moxie
a ploy to sidetrack the 2/Shooting 2/Brawling 2/Blood 12.
players. It has absolutely
nothing to do with the The players should be able to defeat
mystery although you the gangsters. Fudge some rolls if you
could have the players have to and make sure that the players
tussle with the clubs are victorious and that one of the
bouncer if they get to gangsters is still conscious or alive at
nosy or insistent. If the end of the fight. Players will
theyre nice or grease undoubtedly question him about the
some palms, they can ray and hell reply and tell them that
find out from the their boss, Big Mike, was hired by
bartender that Bugsy this funny lookin guy in a tiger mask
frequented the club and to filch the doohickey. He doesnt
was occasionally seen know where the boss is other than he
with many women there was out to do another errand for the
but, other than that, he wasnt a standout customer and always tiger guy. The guy doesnt really know too much more than that
paid his tab. he wasnt paid to be smart. Secretly roll for all the players
Cunning scores now to see if they can detect the sound of a bar
Is That A Gun In Your Pocket Or Are You Just Happy To See Me?: being lowered across the front door. The only visible exits are
Berkshire 426 happens to be a fairly upscale brownstone that is the front door and the two windows.
owned by a Miss Gina Vincent. She is the Cats Meow and
knows it. Portray her as the very sultry Lauren Bacall-type of Deathtrap!: Before the players get to question him too much
seductress. Players who can aggressively flirt or just flatter her more, the small radio will crackle a bit and a voice will come
shamelessly will learn that she had been dating Bugsy Gillespie from it. Its the Crimson Tiger who claims that now the players
at the time of his previous unfortunate demise. Shell reveal that know far too much than is good for them and that they must be
she was about ready to dump him anyway because she thinks dealt with before they become a bigger thorn in his side. A shot
there was another dame in his life because he would often get will suddenly ring out, one of the windows will shatter inward
phone calls from a unidentified lady who asked for him. He and the gangster will slump over after being fatally shot. A load
would get all hush-hush and the only thing she managed to of dynamite will explode on a rock pile behind the shack at
overhear once was he hated going to the sticks cause all that almost the same instant and start an avalanche of boulders and
rock stuff would get on his duds. A quarry should come to dirt that will flatten the shack and bury everyone inside! Any
mind and an abandoned one is conveniently located out in the attempts to run out the door or jump through the windows will
nearby countryside. If theyre thinking mountains, inform them fail as the door has been barred and the windows were nailed
that there isnt a mountain within 200 miles of the city. shut when the quarry was shut down.

The Quarry: Tierman & Sons Gravel Quarry is located only a few
hours outside of the city. It went bankrupt several years before

Tune In Next Week for Our Next Exciting Episode! The Living Dead!
The Crimson Tiger Strikes! Chapter Three
By James Stubbs
The Premise: In this chapter, the players should enter the secret work completed for Ralston. Demand pay. 2:15 Gillespie to
room beneath the foremans shack and discover the supplies pick up bodies for delivery to Virginia.
there, Bugsy Gillespie will return from the dead and the
Crimson Tiger will make his first mistake! Yes, Virginia, There Is A Freighter: Virginia doesnt refer to a
state. The Virginia is a tramp freighter at the docks. It is
The Setup: There are two different ways out of the shack: the currently being used as an unorthodox and cleverly disguised
windows and a trapdoor in the floor. The window is probably laboratory. Players who foolishly rush aboard with guns blazing
the first thought as the .45 slug that iced the gangster shattered will be easily wounded and captured by the twenty gangsters
one of the windows. However, its slow going as only one person onboard. Stealth is the key. Have the players shimmy up the
can squirm through a window and there are only two windows anchor chain at midnight or devise some other sneaky way of
both will have broken glass shards even after the players smash getting on the ship. Dont make it too tough for them. The
them out. The boulders will get there before the first two people guards are complacent and some have even dosed off or are
get out. The trapdoor is the fun way and also a significant playing cards to pass the time. Steer them towards the hold
clue. If you want to run a twist on it, have the boulders without making it too obvious although smart players should
hit the shack and collapse it burying the players inside. realize that the hold is one place they should check anyway.
Conveniently enough, the shack collapses around the
players and will allow them to find the trapdoor. Use The revived Gillespie is in the hold overseeing the reviving of
any method that you think will provide the most fun five other criminal bodies. Each body has a small rubber hose
and suspense for the players. snaking into their mouths. The hoses are connected to small
clear rubber bladders of green liquid. The bladders, in turn,
The Trapdoor: The trapdoor leads down a each have to electrical wires running into each. The wires are
wooden ladder into a room beneath the shack. connected to a multi-switched control box on the wall. At the
Players will find several containers first sign of trouble, Gillespie will draw his pistol,
marked Quicksilver, several casks upturn the table he was sitting at and throw the
of an unmarked and unknown master switch on the box. This will revive the
liquid, a gurney with Property: five bodies instantly and they will attack with
City Morgue stenciled on it and a their fists after one round of combat.
large glass vial on a table filled Gillespies stats are: Moxie 2/Shooting 3/
with a greenish liquid with several Brawling 2/Blood 20. Revived gangster
syringes next to it. Let the players statistics are: Moxie 2/Shooting
take what they want within reason 1/Brawling 2/Blood 10. Gillespie knows
although the vial is the important that the jig is up and the only way to
object and the gurney from the morgue escape is through the players. He shoots to
should give them a clue on where they need kill and this should be treated as a very
to investigate next. Any Scientist who analyzes the dangerous encounter. Anyone encountering
liquid in the vial or any character that can make a successful one of the revived gangsters will notice that they
Gray Matter Check will discover that it is a powerful electrolyte. can feel an unnatural heat from them. This is because the bodies
have been given a shot from the atomic ray to prepare them for
The Morgue: The next stop should be at the morgue. As they the electrolyte dose.
arrive, two men carrying an empty stretcher are leaving. They
will greet the characters as they deposit the stretcher in the back A Locker? And Whos Davie?: Gillespie has nothing to loose at
of an ambulance as well as make an offhand comment about this point. Hes already been a dead man once before after all.
that one was a bad one if the players inquire about the empty As he goes down, he will press a button that will detonate
stretcher. These men are really gangsters who have just finished explosive charges against the ships hull below the waterline.
killing the mortician. The players will find his quickly cooling Have everyone make Moxie Checks to avoid being thrown to
body hastily stuffed into one of the storage vaults for corpses the deck. It will take them one round to stand. Seawater begins
inside the morgue. A search of the body will reveal small specks to gush into the ship in torrents. Have a small speaker mounted
of quicksilver on his jacket and an empty notepad in his shirt on the wall call out, So you escaped my trap at the quarry. Lets
pocket. If they pay even more attention to the notepad or there is see how well you do holding your breath! Goodbye, fools!
a Detective in the group, have the player(s) make a Grey Matter Youve meddled with the Crimson Tigers plans for the last
Check to notice that the top page has been imprinted with the time!
outline of what was on the previous top page. It reads, 2 pm

Tune In Next Week for Our Next Exciting Episode! Ralstons Revenge
The Crimson Tiger Strikes! Chapter Four
By James Stubbs

The Premise: Trapped inside a sinking freighter, the players


must escape but will even their heroic daring protect them from The Atomic Ray: If the gangsters notice they are being followed,
the clutches of Big Mike Ralston who has been sent to enact the they will turn a sharp turn and stop the van. They will then
vengeance of the Crimson Tiger upon the city? In Chapter Four, proceed to set an ambush. The van blocks the road and the
players should defeat Ralstons attempt to turn the atomic ray gangsters are waiting to use their pistols to fill the pursuing car
upon the city dam and discover the secret hideout of the with lead. Any vehicle the players use will give them 2 APs to
Crimson Tiger. all parts of their bodies except the head due to its steel body.
Otherwise, the players should be able to follow them to a bluff
The Setup: Getting out of the sinking ship is going to be tricky. overlooking the dam. The gangsters will begin to erect a tripod
Play up the suspense of the gushing water at their heels and the for the ray. Unless the players do anything to stop them, they
quickly listing vessel. Have them running on the former walls of will fire the ray at the dam within ten minutes and blast a
the ship towards the end as the ship begins to severely list before massive hole in it. If the players sneak up on them, make sure to
going under. Have them make some Moxie Checks to keep have everyone roll Cunning to avoid being noticed. A fight will
upright and moving as loose objects scatter everywhere. If you break out starting with an exchange of gunfire but should
want to be really mean, say the explosions also started fires and degenerate down into a fistfight. Be careful of the ledge that has
that dense smoke makes it hard to see. You can impose a penalty a twenty-foot sheer drop into the stream below! (Damage 8)
on Grey Matter Checks to see if they can remember how to Anyone tossed off the ledge is effectively out of the fight
backtrack. Dont let any of the players die, but you can certainly because of the long amount of time it would take them to get
make them believe that there is a very good chance that back and/or injuries sustained from the fall.
they might.
There are five gangsters and Ralston involved.
Sending in the Muscle: The Crimson Ralston will hold back and
Tiger isnt very pleased with the loss attempt to protect the ray
of his laboratory or six of his while his men tussle with
revived criminals. The necessity the players. Ralston
of killing off the mortician has wont hesitate to fire
also limited his supply of into the melee if he
revivifying fluid. This has forced thinks that he can hit
him to accelerate his plans. As a one of the players. His
result, he decides that the city is men, however, dont
being obstinate in meeting his demands and have such compulsions. If
that they could use a small demonstration of his power. He has the fight starts to go against
ordered Ralston and six of his men to destroy the city dam with him, he will throw the ray into the back
the atomic ray. The resulting hundreds of deaths should of their van and try to make a getaway. For maximum fun, allow
convince the city of his seriousness. one of the players to jump onboard the speeding van and crawl
across the top of it to try to get to the cab a la Indiana Jones as
The gangsters have loaded the atomic ray into a van disguised as Ralston swerves the van to try to shake them off.
a City Sentinel newspaper van. Have the players make a Ralstons game stats are: Moxie 3/Shooting 3/ Brawling 3/Blood
Cunning Check to notice that the driver of the van is one of the 20.
attendants that they encountered at the morgue. This chance
encounter should just be after the players have had some time to Singing Like A Canary: All of the gangsters know where the
recover from the sinking ship. The van will leave before they secret hideout is although Ralston is the best option, as he knows
can act and they will have to quickly find some means of the booby traps. Despite how bloodthirsty your players are, at
pursuit. There are several taxis around that they could grab or least one of the gangsters or Ralston has to be taken alive and
they could try to commandeer someones car with a successful talking. None of them are stupid and will rat out their employer
Cunning Check. Whatever happens, they wont be able to catch in a heartbeat. If the players make nice overtones like reduced
up with the van but they can keep it in sight and easily enough sentence if they cooperate, they will gladly volunteer to lead
follow it. Secretly make a Cunning roll for the gangsters in the the players to the hideout a gun in the back will also
van to see if they notice that they are being followed. They have accomplish the same result. This is it! The players are off to the
a Cunning of 2. final showdown with The Crimson Tiger!

Tune In Next Week for the Exciting Conclusion! The Crimson Tiger!
The Crimson Tiger Strikes! Chapter Five

By James Stubbs

The Premise: Having foiled Ralstons attempt to destroy the city alert everyone in the room to prepare to attack. If the PCs hide
dam with the atomic ray, the players with a prisoner in tow are and make the gangster say the password, the prisoner will say
led towards The Crimson Tigers secret hideout to end his reign the tiger lairs soundly. This is an agreed upon password to use
of terror for good. if you are in trouble. Everyone in the room will go on alert.
Either way, the players are going to be attacked when they enter
Mineshaft Melee: The captured prisoner will lead the PCs to an the room.
abandoned mine about thirty miles away in the foothills. Inside
the mine, TV cameras are monitoring the tunnel leading to the The Big Brawl: The door leads into the main lair of The
hideout. Their approach and entrance will be noticed. The Crimson Tiger. When they enter the room, the captured gangster
Crimson Tiger will dispatch the six remaining men from turns on them and starts to fight with his fists as everyone else in
Ralstons gang to stop the players at all costs. One of them was the room joins in. The rooms occupants are five revived
thoughtful enough to bring along a stick of dynamite (Damage: gangsters and The Crimson Tiger. Use the stats for revived
15), which he will light and throw at the players if the fight gangsters from Chapter Three but increase their shooting skill to
starts to go against the gangsters. Yes. This will cause a cave-in 2. The Crimson Tigers game statistics are: Moxie 3/Shooting 3/
and force the players to see the adventure through. Brawling 3/Blood 20.
The Crimson Tiger has his own secret way out
that he and the gangsters can use to get out. The gangsters will start shooting at the players
Make sure that the captured gangster with their pistols regardless of the former
survives the encounter. prisoner fighting hand-to-hand with the
players. Have him die dramatically -
Going Down?: Once the players have preferably by being shot in the back. If
dealt with the gangsters, traveling a little the players rush the gangsters, it will
way down the shaft will lead them to a degenerate down into a fistfight. The
freight elevator leading down. The Crimson Tiger will take cover behind his
elevator has a lever set in the middle of ornate desk and chair and fire his pistol
a dial between Up and Down. The at the players. Hes a good enough shot
elevator is trapped. Anyone attempting to to generally be able to target them even
use the elevator without first throwing the in a wild melee. Resourceful or just
lever to Up and then to Down will set bloodthirsty players could have possibly
it off. The trap causes the gripping gears at carried the atomic ray with them. If they
the bottom of the elevator to release and turn it on The Crimson Tiger, the fight will be
plunge the elevator and its passengers down to over quick as the ray has a damage rating of 50
their deaths 150 ft. below. Anyone who comments on but wont even leave anything left of him to identify
the mechanism should be allowed to make a Cunning or afterwards. Using the ray as a gun, however, imposes a 2
Grey Matter Check to notice the modifications to the controls penalty on Shooting rolls due to its bulk and tremendous power.
and how to bypass them. Anyway, this is the finale and nobody is taking any captives.
Shoot to kill. The players should manage to come out victorious
If they trigger the trap, allow everyone on the elevator to make a but probably not without a casualty or two on their side. You
Moxie Check to grab onto the elevator cable to avoid the lethal can have someone make a poignant statement at the end for the
ride down. They still, however, have a 150 ft. hand-over-hand fallen heroes and heroines.
descent to accomplish. Require some more Moxie Checks if you
feel like it. Again, make sure that the captured gangster After a wild fight and the subduing or death of The Crimson
survives. Tiger, he is unmasked as Tom Gilmore, Dr. Fennigans former
assistant! If you want to add an additional twist, have Carla
Whats the Password?: At the bottom of the elevator shaft, the Conners, the other assistant, step in behind the players with a
players will encounter a large metal door with a covered eye slit. tommy gun as she is involved as well! On either of them, have
Knocking on the door will cause the eye slit to open and the players discover correspondence from an enemy country
someone to look out and demand the password. This is probably promising to pay them $1 million dollars for the atomic ray
the most dangerous spot for the players. If the person looking prototype. They were getting greedy and trying to also extort the
out sees strangers with the captured gangster, they will silently city for an additional million. End of story roll the credits.

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