Category Archives: Diesel Pulp

’49, Wüstendrachen

As the German Wüstendrachen had little impact on the war anywhere but in Africa, Allied planners tended to dismiss them as either a stunt designed to show the impressive reach of the Reich, or a poorly-conceived plan to create a new form of wonder-soldier to compete (in general, poorly) with powered-armor equipped heavy infantry.

In fact, neither of those was the strategic purpose of the Wüstendrachen, which was in general never realized.

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By the time the Reich had determined victory had to mean conquering North and South America, the reality of logistics just invading the Soviet Union and Czarist Crimea had become clear. While invasions of the Americas wouldn’t have to deal with Russian Winter, the need to import the needed war materiel across one or more oceans was seen as a major problem. Even if jet bombers and saucers could destroy most of the continent’s opposing forces from the air, truly controlling such territory would require troops on the ground.

This is where the drachen were seen as part of the solution. The beasts were capable of outrunning and outlasting horses, camels, and even jeeps, could allow expert troops to carry significant materiel and even anti-tank weapons, and while they could not compete with walkers or heavy infantry, they were more than capable of handling light infantry or militias.

And they could breed.

The idea was that a well-blooded, well-trained Wüstendrachen could expand exponentially once established on a foreign continent. A single female could lay 4-5 eggs a week, and hatchlings were born nearly self-sufficient. They would imprint upon birth with a pack handler, could be used as guard animals within a week, and could become mounts within 3 months.

Rather than have to build factories, import or process fuel, maintain supply lines of tires and spare parts, the plan was for elite Wüstendrachen to establish bases of operations, feed their mounts on fallen foes and wild game, and recruit, train, and educate local whites to become volkwüstendrachen, creating a self-sustaining, replicating, self-sufficient scouting and patrol force that could spread across any continent with little support from Germany.

Though the project only took root in any strength under Rommel in Africa, its success there for years suggests it would have at least had some impact on an invasion of the Americas, if the Reich had ever managed great enough success to attempt such a thing.

#DieselPulp

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Short Order Heroes. 1. On The Clock.

Deputy Jensen Jackson was not particularly important. He knew that.

He was simply too young to be important. Or, at least, too young for someone from his social circles and economic circumstance to be important. That was fine. That was how the world worked.

But he did WORK for people who were important. Old Sheriff McCarter, of course, but “Mac” McCarter had stopped trying to elevate his own status, or those who worked for him, long before Deputy Jackson came along. Assuming, of course, he had ever made such efforts.

Deputy Jackson did assume that.

But Old Mac simply spent too much time hanging out with unimportant people to be a ticket to betterment. Oh, sure, being trusted by people on both side of the tracks — as well as townies, ranchers, drillers, hunters, natives, and even truckers — was useful when it came to policing. Deputy Jackson assumed that was why Mayor Gauge put up with Old Mac — he kept things quiet. And, it meant Mayor Gauge never had to worry about the sheriff looking to move into his job. Old Mac just ran in the wrong circles for that.

Mayor Bill Gauge very much ran in the right circles. When it came to being important in the town of Virtue, Oklahoma, Mayor Gauge defined the right circles.

So if the mayor called up and said “Jensen, my fellow… ” and it pleased Deputy Jackson that the mayor always called him ‘Jensen,’ “… I am having some folks over at the Boomer Barn, and I’d sure like if you were there to keep an eye on things.” Well then, Deputy Jackson would be there, keeping an eye on things.

He was not, in any formal sense, “on duty” when he stood near the mayor and his associates at the Boomer Barn. He was in uniform and thus, under Old Mac’s rules, couldn’t get a drink even though the Barn’s owner,  Amos Lauren, would happily have given the deputy a free glass like he did for Mayor Gauge and whoever was sitting with the mayor. At least, Deputy Jackson was sure Amos would slide him a liquor-by-the-wink (as Apache County was dry) if he was out of uniform while keeping an eye on things for the mayor.

It had never come up.

Mostly, he just stood a bit away from the bar, in his tan and brown uniform, with his belt and holster and badge, between most of the Boomer Bar’s main room, and the leathertop table in the back corner where Mayor Gauge talked to folks and got things done. It was unofficial, of course, but efficient. No rules of order, no minutes of each meeting, no snoops, no party officers, at least unless the mayor invited them.

The government, people in Virtue said, was in town hall. Solutions came from the leathertop.

The mayor normally told Deputy Jackson who to expect so he could wave them to the leathertop, as Jackson knew everyone in town and most everyone important in the county. If anyone not on the list wandered up, the deputy stared at them until they got skittish and wondered away. If they seemed important enough that the mayor might want to talk to them even if they weren’t on the list, Jackson cleared his throat to get the mayor’s attention.

That was keeping an eye on things.

As a result, Deputy Jackson was surprised when Peg Shaw walked into the Boomer Barn, wearing her waitressing uniform and apron, kicking red dust off her boots, and then marched straight toward him. He was even more surprised she had a big, white cloth sheath hanging from her apron, with a knife stuck in it. His surprise grew only slightly more when he realized she was carrying a shotgun.

Shotguns were more common in Virtue than 12-inch-long knives.

She wasn’t pointing the gun at anyone, and she seemed calm enough. And Peg had been a law-abiding citizen her entire life, 32 years in town. There were stories that her mother had been a bit nuts, had maybe used grandpa Shaw’s tractor to run over a whole heard of razorbacks in ’31, but whenever the question had come up Old Mac always said that was, after all, not illegal

And while Peg was mostly a waitress at the “Ranch 66” diner by the highway, she had been known to step up and cook if the regular staff got sick, or had to go help family who lost a home in a tornado. Her family were ranchers and butchers going way back, so it was no shock she could cook. And, he recalled, when he had seen her running the Ranch 66’s grill once, she had been sporting that same cloth sheath and knife.

So Deputy Jackson could envision some odd scenarios where she needed to run an errand over to the Boomer Barn, and just happened to have a foot-long knife and a shotgun when she did them. And, honestly, those scenarios seemed more likely than Peg Shaw meaning to harm anyone at the local dance and social hall, so he didn’t feel the need to grab his gun or yell orders.

When it was clear that she was headed toward the leathertop, he decided his plan was simply to stare at her until she went away. Whatever she thought she needed from the mayor or his guests, Peg Shaw clearly was not important enough to skip the list.

That plan worked fine, right up to the moment Peg walked up to him, and matched his gaze.

“Peg,” he said casually, to remind her that even though she was a few years his senior and they weren’t friends, he had the position to use her given name.

“Jensen,” she replied even more coolly. Deputy Jackson had no idea what that was supposed to remind him of, but he suddenly felt like he had in elementary school, when Mrs. Floyd has asked him what 11 times 13 was, and he hadn’t known, even though he was supposed to know by then.

Her gaze became uncomfortable. If she found his stare in any way disconcerting, she wasn’t showing any sign of it. His sureness in her unimportance wavered. She also, he realized, had a book under one arm. It was a ragged, uneven thing with what seemed to be magazine pages and newspaper clippings and loose typed pages, all stuck hodge-podge between it’s covers. There were tabbed pages as well, and he could just read three of them, with tabs marked “breakfast,” and “desserts” and “therianthropes.”

It was, of course, rude to stare at a woman for this long. And it would be rude to suggest she go back out, or that she shouldn’t be wandering around with a big knife and shotgun. That was the only reason Deputy Jackson turned away from her gaze and pointedly cleared his throat at Mayor Gauge.

The mayor looked up, annoyed. His eyes flickered at Jackson, and then over to Peg Shaw. And then, to the deputy’s shock, the mayor looked concerned.

“Peg Shaw. You on the clock?”

Jackson’s eyes bounced back and forth between the mayor and Peg, and he felt his jaw relax a bit.

Peg’s voice was still cool. “I am, mayor. I need a minute.”

“It’s not a great time, Peg.” The mayor waved at the five men sitting at the leathertop with him. The most important of those was Bruce Shane, one of the wealthiest ranchers in the tri-county area. While most of the other men present seems as perplexed as the deputy (though none of them had either the annoyance or disdain Jackson would have expected from such a circumstance), Shane’s expression was as grim and serious as the mayor’s.

“Sorry, mayor. It can’t wait. Not unless Mr. Shane thinks he has cattle to spare. There’s already a truck rig missing, and it’s got to be belly coolers…”

The mayor held up a hand, which forestalled Peg finishing the description of whatever couldn’t wait.

“Gentlemen,” the mayor’s voice was calm, “forgive me, but a civil servant’s first duty must be to his constituency. We can finish this discussion another time. Bruce, can you stay?”

Peg walked past Jackson without any further invitation, and all the men not named Bruce stood from their chairs around the leathertop, and walked away without any grumbling.

“Jensen?”

Deputy Jackson was, as always, thrilled the mayor called him by his last name, and even more thrilled to be included in anything important enough to interrupt the major’s normal plans. He almost started to walk toward the table.

“Go get Old Mac, will you? Let him know there’s a Shaw Problem, and that Peg is here.”

The deputy swung his leg, which had been about to carry him toward the leathertop, in an arc he was sure looked natural and intended as he began walking toward the door. He heard a thump behind him, and the rustling of pages.

Peg’s voice followed. “There are signs, which ‘Nan Micah made note of back in ’04 here on her rules for boiling poke salad…”

Jensen hurried a bit, to go get Old Mac.

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Pulp Powers: Prechometry

Exploring a concept of a psychic power I’ve never seen anyone use in  story or game before.

“Prechometry”

The ability to touch an object and gain impressions of noteworthy things that are going to happen to it in the future.

Especially useful variant is “image prechometry,” which allows you to touch a detailed picture of an object (such as a blueprint), and determine what major things would happen to it if actually existed.

In my “Diesel Pulp” just-for-fun setting, the Black Duchess of Crimea has a number of prechometrist stranniks, who allow her military to troubleshoot new designs without ever actually building or testing them. While this system is not perfect, it saves so much time and money as to give the Black Duchess a huge advantage.

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Tech Noir Setting Rules

Tech Noir is a genre that mixes the tropes, themes, and archetypical characters and stories of noir and hard boiled fiction with science-fiction technology and aesthetics. It’s the genre of stories about illegal psychics on the run from a government that wants to put them in internment camps and the one ex-psy-cop who can help them escape; or a missing microchip that can hack any computer and the detective hired by corrupt cops to find it since it’s believed to be somewhere in Neon Town; or the billionaire inheritor of a megacorporation who wants to know why her parents were killed in an aircar accident, and doesn’t know who to trust so she turns to outsiders to solve the crime.

The Starfinder Roleplaying Game isn’t specifically designed to emulate Tech Noir, but if everyone in a group is willing to give the tropes a try, there’s only a few things that need to be adjusted for it to do the job quite well.

Gear

Tech Noir isn’t about killing monsters or taking their stuff, though both those things can happen. It’s about investigating, surviving, exploring themes, and earning experience points. The GM ignores wealth per level, and “treasure” may be as little as 5 credits a day plus expenses. Instead, you get to pick gear at every character level, with some gear getting special rules on how its recovered or recharged.

“Gear,” in this context, is anything that would go in the equipment chapter of the Starfinder Core Ruleook, so cybernetics and such count. You can even take “services” as gear, in which case they count as contacts (and treat “item level” as the npc contact level), but you have to go to them for help (no more often than once per game session)—they aren’t cohorts.

This equipment has a minimum item level of 1, but even at first level it’s important to know which gear fills which slot (since recharge/reuse rules are different).

Armor has no environmental protections, and always looks like typical clothing. Mostly suits and trenchcoats.

*You get one piece of gear of your level+1 or less. If it uses charges or batteries you never run out of supplies for it, though you do need to take time to reload normally, and you can’t use those supplies for any other equipment. If you lose this, it is restored or replaced within 24 hours or as soon as you get back to your base of operations.

*You also get one pieces of gear of your level or less. If it uses charges or batteries you get one spare every time you hit your home base. If you lose this, it is restored or replaced as soon as you get back to your base of operations (but not more often than once per 2 days.)

*You get two pieces of gear of your level -1 or less. If it uses charges or batteries you get one spare every time you hit your home base, no more than once per game session. If you lose these, they are restored or replaced near the beginning of the next game session.

*You get four pieces of gear of your level -3 or less. If you lose these, you’re out of luck until you gain a new character level.

*If you are 5th level or higher, you get four pieces of gear of your level -4 or less. If you lose these, you’re out of luck until you gain a new character level.

Adventures

Tech noir adventures are much more likely to be mysteries than jungle exploration, first contact with new alien species, or raids into ancient dungeons—though tech noir CAN tell those stories, with an additional mystery/drama subplot.

In the first or second session of a new tech noir adventure, the GM should make clear why the mystery or complication of the adventure is. After each successful encounter, the GM must give the PCs a lead. No skill check is needed for this (though additional clues may be available with successful skill checks). The lead is, at minimum, a way to get to another encounter related to the mystery or complication, which in turn leads to another, and so on. After 13 successful encounters, the mystery or complication is solved (by shooting the bad guy and finding his diaries explaining everything, if nothing else). Noir detectives and agents often fumble about most of the story, getting jumped by foes they’ve never met and finding allies suddenly getting cagey for no good reason. By tenaciously pulling through, the noir protagonist eventually uncovers the truth. A tech noir adventure should be set up the same way.

Example of Tech Noir in Fiction
Akira
Blade Runner
Blade Runner 2049
Brazil
Dark City
Dredd
Gattica
Ghost in the Shell (anime)
Metropolis
Minority Report
Soylent Green

Source of Inspiration
Shadowrun—all forms of this RPG are well suited to draw ideas for magic-infused tech noir.
Garrett Files Series. These books by Glen Cook have no tech, but they combine noir with fantasy in a way that should be inspirational for anyone looking to create Starfinder Noir adventures.

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Rosie’s Rebels

And now, at least for a moment, a change of pace.

When you are the storyteller, you get to decide what the story is.

Inspired by WWII slang, here’s an idea for a WWII pulp heroes team.

The German Ubermensch and the ‘31s (results of Japan’s Unit 731) had the Allies on the run by mid-1943. While espionage efforts managed to bring back some of the super-science being used to create those soldiers, results were nearly always incomplete. The US felt an invasion of the home country was inevitable, and grew desperate. Experiments had to be carried out, dangerous human experiments, but it was considered unacceptable to risk fighting men (even minority fighting men) that were desperately needed on the front.

Thus, women were asked to volunteer to be injected with unknown agents, exposed to strange radiations, and fed experimental chemicals. Most survived, but the overall casualty rate was still higher than a typical combat unit. In time, the knowledge gained helped turn the tide of war. But before that, many of the woman with the most exceptional test reactions were sent to fight on the front lines, despite the bias against their gender. Anecdotally, this was a result of the First Lady, Mrs. Roosevelt, being told by a general that the United States would not send women to the front lines no matter how dire the desperation, and her calmly replying by asking he he felt the Nazi’s would miantain that policy once they took over.

Thus the first Special Troopers section was born, as the decorated unit of “Rosie’s Rebels.”

BAM—A seven-foot amazon of a woman and a marine, BAM was able to bounce attacks from small arms off her skin and throw a jeep, or even tip over a tank. While the “BAM Process” was one of the eventually successes of the experimental programs, no soldier given the “perfected” version was as strong or tough as BAM herself.

Cast-Iron—Already a brilliant engineer, Cast-Iron created a personal heavy combat armor during her downtime between sessions of experimental injections. Unfortunately she was so much smarter than anyone else that no one could understand how she built it, maintained it, or kept it running. In the end, only Cast-Iron ever used her infantry armor suit.

Eight Ball—People who meant Eight Ball harm always came to bad ends. No one was ever sure if this was a ’31-induced power, or if she was just naturally lucky, or if it was a string of amazing coincidences.

Gibson—Gibson could hear, and somehow send by thought, radio waves. She was also a spectacular tactician and soldier. While the official military account claimed her military prowess was a result of the same radiation that gave her radiopathy, history suggests she was simply overlocked for her combat and leadership qualities until she had a power. Leader of Rosie’s Rebels until the end of the war.

Gold Star—Despite dying during experimentation, Gold Star showed up for duty the next day. Though she seemed no more resilient to damage than a typical 38-year-old mother of three, her body and belongings always disappeared within a few hours, and she would wander in by the next day, along with her gear. Also a rated marksman and sniper.

Heat Wave—The recipient of a unique ability that was never duplicated in further experiments, Heat Wave caused flammable fuel near her to not be expended when it created fire (even to run an engine). Early on she simply had a neverending flamethrower and extended the range of any vehicle she sat over the fuel tank of, but near the end of the war her ability to produce combustion without expending mass was used to also give her a personal flight platform.

Retread—A veteran of the nursing corps during the Great War, Retread could temporarily access the memories and skills of the recently deceased… including Gold Star.

Sky Scout—Could inexplicable see her position from roughly 100 to 1,000 feet up if she closed her eyes. Also a pacifist Seventh Day Adventist and Rosie’s Rebels unofficial chaplain.

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Campaign Elements: The Wolf’s Head

Sometimes a campaign really needs a mastermind criminal with a vast organization at his disposal. Preferably someone with extensive resources, but who also prefer to keep a low profile. Such crime bosses may serve as foils, contacts, patrons, nemesis, or just background elements the GM and players can work off of as stories develop.

Of course, it helps if such master criminals and crime groups are cool and enigmatic.

So this is an idea of one option to fill that element. It focuses on the master criminal, the Wolf’s Head, and touches lightly on the organization, the Crime Guild. These descriptions are kept intentionally broad. A GM should be able to easily adapt the Wolf’s Head and Crime Guild to any genre, any game system, and any world or time frame. They can be pastiches for Lex Luthor and LexCrop, Moriarty and his Network, the Godfather and the Five Families, or Jabba the Hutt and his scum and villainy. Alternatively, a GM can use this as a starting point to build a whole new kind of organized crime group.

The Wolf’s Head

The Wolf’s Head is a mastermind villain and organizer of all forms of outlawry. He or she holds the highest position in the Crime Guild, a combination of organized crime cartel and training-ground for talented individuals. Each Wolf’s Head carries the position’s official scepter of office, a long cane with a silver wolf’s head and the words caput gerat lupinum (“may his be a wolf’s head” in Latin) engraved around the base of the head of the cane.

The Wolf’s Head traces its origin back to writ’s of outlawry in early English common law (or any older nation in worlds lacking England). An outlaw was literally being “cast out of the law,” no longer subject to the protections a person received from the law and thus able to be treated as a wolf. The write included the words caput gerat lupinum, and in many cases was considered the most serious possible sentence.

According to Crime Guild history, one of the earliest people declared an outlaw under this system build a vast network of outlaws, and took the first Wolf’s Head title. Over the centuries that organization has come in contact with, and absorbed, the thousands of organized crime groups from every continent, nation, and ethnicity, forming the massive, worldwide Crime Guild. While the goals of the Crime Guild vary somewhat, they tend to remain institutional – focused on earning and protecting money, influence, and power and building a large cadre of loyal agents. Many guilders are important members of other groups, ranging from crime families to law enforcement agencies, but some few work directly for the Crime Guild. These generally answer directly to the Wolf’s Head, and through them the Wolf’s Head is free to pursue any goals he or she desires, as long as the Crime Guild on the whole continues to grow and prosper.

The holder of the Wolf’s Head title changes periodically, and apparently at random to outside observers. Each Wolf’s Head must nominate one Alder of Crime every 3 years (though killed alders need not be replaced). Each Alder is able to secretly vote to “retire” the current Wolf’s Head (though they can change this vote at any time). Such votes are kept with several ArchNumbers (Numbers being living cogitators who keep all the Crime Guild’s records, and ArchNumbers being senior examples). The Wolf’s Head also ranks the alders, from best to worst, and gives that information only to the ArchNumbers (and can change the rankings at any time).

If at any point 2/3 or more of the current Alders have voted to retire the current leader, the Numbers inform the entire Crime Guild. At that point all Alders try to kill the Wolf’s Head. If they succeed within 30 days (also known as the Hunter’s Moon, as the alders hunt the ultimate wolf), then whichever alder still alive that was highest ranked by the previous Wolf’s Head becomes the new Wolf’s Head. If not, the current Wolf’s Head retains the position, and the ArchNumbers ensure every alder that voted to retire him is killed (to cull those who mistakenly thought it was time to change leaders).

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Pulp Hero Names

I love pulp heroes.

I love coming up with hero names and ideas.

You see where this is going.

It’s TOUGH to come up with a pulp or even golden age hero name that have the classic pulp feel, don’t suck, and comic fans don’t recognize as being from something else.

So no promises on these, and I may use them myself someday, but here are some pulp-era hero names I’ve not found in use in comics or pulp stories and that don’t seem to be trademarked… along with the concepts I personally used them with.

Armor Man
Nothing Can Hurt Him. Nothing Can Stop Him. Nothing But The Truth.
Armor Man is one of the great heroes of the later Pacific Theater campaign, using his fully covering custom Automatic Rotary Manual Operation Rig, and it’s amazing defensive properties of green steel construction, to save the lives of thousands of marines during the island-hopping fighting. Everyone knows that, and everyone knows (despite never having seen him, and only hearing his mechanically amplified voice) he’s a rich and famous industrialist, likely of New England decent, likely Hardwick Steele, who the press often call “Hard Steel.”
But Armor Man isn’t Hard Steel. Or of New England descent. Or a man.
Instead she is Tomoko “Tom” Hajiro, a genius and courageous warrior whose family was interned during WWII by the US government for their Japanese heritage. Though Hajiro managed to avoid the camps as a result of traveling when the orders came down, she was unable to interest the U.S government in any inventions by a woman or an Asian-American. Wishing to help defeat the evil of fascism, Hakiro turned to Hardwick Steel, the fairly deplorable man who bought her family’s property when they discovered that if it was stored with the government, the US would honor no claim for loss, and offer no insurance for damage. An opportunist, Hardwick took advantage of Hajiro’s genius to build a massive industrial company and helped her build the ARMOR suit and go off fighting toward the end of the war, in the hopes she’d get killed.
She didn’t. She became a national hero, in her role as Armor Man.
Now that the war if over, Armor Man remains a national hero, dealing with Super Science Villains and International Crime Leagues. As long as Hajiro keeps inventing for Hardwick, he’s happy to keep funding her heroic efforts. He can’t expose her without risk of being exposed as a fake and fraud himself (and losing his chief source of new inventions), and she has seen and heard what common American men say about both Japanese and women when they think none are present, and fears what the government would do if it discovered she has duped it, heroically while only doing good, for years.

Crime Basher
Justice Never Sleeps
The man who became Crime Basher was a veteran of WWI who took a piece of shrapnel from an experimental chemical bomb to his skull. It caused him to never sleep, and never need to sleep, and almost never grow tired.
Upon his discharge after the war, the veteran discovered corruption had taken over his big city home, and no one was doing anything about it. Already a combat expert, and now able to work during the day and still stay up to fight crime all night, he assumed the blue-color working-man’s hero identity of Crime Basher, and used his hard fists (and a pair of weighted-knuckle gloves) to punch crime in the face!

Donny Brook
He doesn’t start fights. He ends them.
Domhnall “Donny” Brooke doesn’t mean any harm. He just doesn’t like to see people get picked on. It makes him sore. And so he does something about it. Usually involving hitting things with whatever is handy.
But he happens to also be the reincarnation of the Thulian Age warrior-god Anextiomarus, also known as the Champion of Protection. So when he gets sore, bullies get even MORE sore. He can usually just beat people up, but he IS a reincarnated god. He is always a little strong, and a little tougher, and a little better fighter than the strongest, toughest, most dangerous person present.
But he can still be outnumbered, and he’s not that smart.

Katherine (Kate) “Blaze” Carson
She’s Out of the World!
Blaze Carson is an adventurer’s adventurer. She’s not a masked hero, but she is an ace pilot (with her own custom tricked-out Bell P-59B Airacomet and a massive Dornier Do X seaplane she uses as a mobile headquarters). She’s also a crack shot, drover, anthropologist, master of Bartitsu (which she learned directly from Edward William Barton-Wright), fencer, engineer, deep sea diver, and detective.
She’s also been to the Moon and Mars, where she faced and defeated the MondReich and Aresites, respective, but she doesn’t talk about that much.
Though she kept the ray gun.

The Scarlet Shadow
Crime Makes Her See Red!
The Scarlet Shadow is Lilibeth Jefferson, the oldest daughter of a large family that has had in every generation numerous men become police and soldiers. Growing up she learned everything her brothers learned, but when they went to academies and military programs, she was packed off to school. She became a determined chemist and aided in the creation of new munitions toward the end of the war, but couldn’t get any real science job after the war ended and men came home.
She took a position as a detective’s secretary, and discovered she was better at the job than he was. When he was investigating a case involving strange substances she tailed him and saved his life when an experimental chemical bomb went off. The mix of chemicals didn’t kill her, but gave her the power to create the Scarlet Mist, a thick red fog she can see through (even at night), but which block’s anyone else’s vision. Armed with this power, and a red trench coat and fedora and twin 1911a Colt .45s, she has become the greatest detective in America, the person you go to when everyone else is stumped.
The detective she saved, Mason Alder, has become her chauffer and assistant.

Sky King
The Highest of High Adventure!
I’ll be honest, Sky King is a Rocketeer pastiche, though he works with a group of Stratoknights and has a mountaintop base called “Avalon” and an airship named ” Llamrei.”

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Roller Dungeon

So here is the idea:

Dungeon speed runs as a team sport, on roller skates. “Roller Dungeon Team T-Shirts” optional, but the Absalom Abyssals Woman’s Speed Destruction Team is my favorite.

EVERYONE is on roller skates. Heroes, monsters, gelatinous cubes… everyone.

The Rules

Every PC must have half their levels in barbarian, brawler, cavalier, fighter, investigator, kineticist, monk, ninja, rogue, or slayer.

For these mandatory class levels, you get +4 skill points per level, and the Skating skill. Also, any class that has Ride replaces it with Skating.

Skating works like Ride, but your “mount” is a pair of skates that take your space. Anything you could do on a mount, you can instead do on skates. All skates have a 30 foot move rate and, like a mount, if you control your skates without taking an action, you get a full action.

Skates are never battle-trained mounts, unless you would get a mount as a class feature like cavaliers).

All dungeons should be 2 CR lower than the APL *your spellcaster assistance has been limited after all, and you are making speed runs).

You only get full XP and treasure for a combat or trap encounter if you finish it in 5 rounds or less. For every round more than that, you lose 25% of your XP and treasure. An encounter begins when you become aware of it, so scouting eats into your time. If you complete an encounter in less than 4 rounds, you get a 10% treasure bonus for each round less time you take.

It’s assumed you have an audience, so Performance combat is an option.

Combine with DungeonBall! or X-Crawl as desired.

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Diesel Pulp Australian Units

20170208_103755

Working on more minis for my Diesel Pulp setting. These are three “Kelly Heavies,” from Australia’s legendary Armored Rangers. While medium and heavy infantry doctrine varies from country to country, and many ended up simply slapping what heavy infantry they could scrounge into heavy weapon platoons, only Australia built custom-purpose advanced scouting units that combined light, medium, and heavy infantry (generally known as Bushrangers, Kellies, and Kelly Heavies, respectively).

The idea behind armor scout units was to operate far from the front lines, make detailed reports about conditions, and engage in targeted strikes where a small force could potentially make a large difference. Bridges, passes, pillboxes, observation posts, field airports, and headquarters were favorite targets. Bushrangers would move as far ahead as possible, with one Kelly each in support if they ran into a small enemy unit (generally infantry or cavalry). Only if a viable target was found would Kelly Heavies be employed, each directed to an advantageous firing position by a Bushranger, where the Kelly Heavy could employ their Australian-built Owen Gun Shields, with their machine carbine and integral HEAT launchers.

Armored Scouts were consistently the most effective units including heavy infantry throughout the Global War, their tactics honed in part due to Australia’s much longer history with armored infantry, dating back to the 1890s Bush Battles against the Martian tripods in and around Victoria. Kelly Heavies, in particular, were designed with much heavier armor in front, especially on the head and chest, and lighter armor over the rest of the infantry fighter. Because they generally engaged in battle supported by more mobile units, Kelly Heavies could reliably face the source of the heaviest enemy fire and depend on support to alert them from threats outside their narrow field of vision. While no heavy infantry could survive direct hits from anti-materiel weapons, Kelly Heavies could take glancing blows to the heaviest section of their armor, and hold up to direct hits from most anti-personnel weapons. As a result, “damaged” Kelly Heavies were much more common than other heavy infantry units (which generally didn’t survive being hit by anything heavy enough to do significant damage).

I’m making an effort to make these miniatures more dinged-up than I normally try for, but they are otherwise fairly stock.

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A Partial List of Very Supers Words

As a companion piece to the (partial, revised) List of Very Fantasy Words, here are real, not newly-minted, words and phrases I very rarely encounter outside a Supers RPG or story.

*Alter-ego
*Archenemy
*Cowl
*Domino mask
*Henchman
*League
*Mastermind
*Many impact-based onomatopoeias (Blam, Pow, Woosh)
*Mutant (yes, some post-apocalyptic sources as well, but weirdly those are by far the minority)
*Rogues Gallery
*Secret Identity
*Super-powers
*Superhero (though beyond the obvious ties to the genre, there are actually BS legal reasons why the word superhero is only common in DC and Marvel products).
*Supreme (except I confess, as a pizza description, which is more common)
*Syndicate
*Villain (and, even more so, super-villain)

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