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    STEVEN S. LONG

    PULP HEROESVolume II:

    Captain Battleand the Science Police

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    Hero SystemTM is DOJ, Inc.s trademark for its roleplaying system.

    Hero System 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    Champions 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    Fantasy Hero 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    Dark Champions 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    Pulp Hero and Pulp Heroes, Volume I 2005 by DOJ, Inc. d/b/a Hero Games. All

    rights reserved.

    Star Hero, Justice Inc., Danger International, Danger International, Western Hero

    2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    No part of this book may be reproduced or transmitted in any form or by any means,

    electronic or mechanical, including photocopying, recording, or computerization, or by

    any information storage and retrieval system, without permission in writing from the

    Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.

    Printed in the Canada. First printing October 2005

    Produced and distributed by DOJ, Inc. d/b/a Hero Games.

    Stock Number: DOJHEROHPA-09

    http://www.herogames.com

    Author: Steven S. Long

    Editing & Development: Steven S. Long

    Layout & Graphic Design: Steven S. Long

    (well, OK, using tools and templates devel-

    oped by Andy Mathews, and with some sug-

    gestions by Andy Mathews...)

    Illustrations: Steven S. Long using Campaign

    Cartographer 2 Pro rom ProFantasy Sofware

    (try it! Its great!)

    Everything Else: Stev... you get the picture

    A Hero Plus Adventure for

    TABLE OFCONTENTS

    Captain Jim Battle 4

    The Science Police 8Wolfram Bennett 8

    Bartleby Buchanan 10

    Anne Flagstaff 12

    Pete Strickland 14

    Jubal Whitaker 16

    10

    30x

    PULP HEROESVolume II:

    Captain Battleand the Science Police

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    YOUR SECRET LEAGUE OF HEROESENCODED MESSAGE!

    Attention Secret League O Heroesmembers! Heres your secret message orthis Hero Plus Adventure. Use your secret

    decoder ring to read it!

    Thissec

    retmes

    sagest

    olen

    byDr.Fa

    ngandt

    heLeag

    ue

    ofCrime!M

    wahhah

    hah

    hahhah

    !!!

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    CAPTAIN

    BATTLEMasterminds And Madmen gives you a deadly andgruesome gallery o villains or Pulp Hero, but whatabout the heroes who oppose them? Other thanRandalls Raiders, whos out there fighting the goodfight to keep innocent people sae rom crimelords,invaders rom Inner-Earth, mad scientists, FiendishOriental Masterminds, and science criminals? Inthis Hero Plus Adventure, youll learn the secretso one o the Pulp Worlds greatest heroes thetwo-fisted adventurer Captain Jim Battle and his

    amazing comrades, the Science Police!

    CAPTAIN JIM BATTLE

    Val Char Cost Roll Notes

    20 SR 10 13- Lif 400 kg; 4d6 [4]18 DEX 24 13- OCV: 6/DCV: 620 CON 20 13-20 BODY 20 13-18 IN 8 13- PER Roll 13-18 EGO 16 13- ECV: 620 PRE 10 13- PRE Attack: 4d616 COM 3 12-

    8 PD 4 otal: 17 PD (9 rPD)8 ED 4 otal: 17 ED (9 rED)5 SPD 32 Phases: 3, 5, 8, 10, 1210 REC 450 END 550 SUN 10 Total Characteristics Cost: 170

    Movement: Running: 10/20Swimming: 5/10Leaping: 5/10

    Cost Powers END45 Master O Te Worlds Fighting Arts: Multip-

    ower, 45-point reserve

    2u 1) Strikes: HA +6d6; Hand-o-HandAttack (-) 3

    2u 2) Lethal Strikes: HKA 1d6+1 (2d6with SR) 2

    1u 3) rained Strength: +30 SR; Only oDisarm, Escape, And Grab (-), NoFigured Characteristics (-) 3

    3u 4) Nerve ouch: Energy Blast 4d6, NND(deense is rigid armor protecting hisvulnerable spots, a PD Force Field, or anytype o Lack O Weakness; +1); No Range(-) 4

    3u 5) Choking Grasp: Energy Blast 3d6, NND(deense is having rigid armor on the neck,a PD Force Field, or Lie Support: Sel-Con-tained Breathing; +1), Continuous (+1); NoRange (-) 4

    50 Gadgets: Variable Power Pool (GadgetPool), 40 base + 20 control cost; Focus (allslots must have at least - worth o thisLimitation; -), Powers Can Only BeChanged In A Laboratory (-) var

    13 Awe-Inspiring: +20 PRE; Only o MakePresence Attacks (-) 0

    3 Bite Trough Nails: HKA 1 point, Pene-trating (+); Concentration ( DCV; -),Extra ime (Full Phase; -), Limited Use(only works on things the character can get

    HERO PLUSADVENTURES

    Pulp Heroes, Volume II:Captain Battle and theScience Police is one oHero Gamess Hero PlusAdventures, a series oshort, no-rills, inex-

    pensive adventures inPDF ormat. (Tis oneisnt so much an adven-ture as a collection o

    characters, but you getthe picture.) Hero PlusAdventures are designedto provide roughly onegame sessions worth oentertainment, thoughthey include suggestionson how to lengthen orexpand the scenarioi you want to. Teyre

    written with simplicityand ease o use in mindso you can run themwith a minimum opreparation.

    PRINTING

    Te general statementon the credits page not-withstanding, DOJ, Inc.grants each purchaser oPulp Heroes, Volume II:

    Captain Battle and theScience Police permissionto make one (1) printedcopy o this adventure.

    4 Pulp Heroes, Vol. II Hero System 5th Edition

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    his mouth around; -) 125 Compulsion: Mind Control 10d6; Incanta-

    tions (orders must be loud and obvious;-), Limited Normal Range (5; -),Requires A PRE Roll (no Active Pointpenalty; -) 5

    37 Cinematic Saety: Armor (10 PD/10 ED),Hardened (+) 0

    8 Fast: Running +4 (10 total) 1

    3 Fast Swimmer: Swimming +3 (5 total) 11 Strong Leaper: Leaping +1 (5 orward, 3

    upward) 19 Preternaturally Observant: +3 to PER

    Rolls with all Sense Groups 03 Keen Ears: Ultrasonic Perception (Hear-

    ing Group) 05 Keen Eyes: Nightvision 02 ongue Untied: Extra Limb (tongue),

    Inherent (+); Only o Untie Knots (-2) 01 Pearldivers Lungs: Lie Support (Extended

    Breathing: 1 END per 30 Seconds) 015 Luck O Heroes: Luck 3d6 0

    Perks7 Fringe Benefits: International DriversLicense, Passport, International PolicePowers

    15 Money: Filthy Rich12 Reputation: adventurer, hero, and protector

    o the innocent and helpless (throughout theworld) 14-, +4/+4d6

    Talents9 Ambidexerity (no Off Hand penalty)3 Bump O Direction6 Combat Luck (3 PD/3 ED)3 Eidetic Memory3 Lightning Calculator

    3 Lightsleep3 Perect Pitch3 Simulate Death4 Speed Reading (x10)20 Universal ranslator 13-

    Skills40 +4 Overall24 +3 with All Combat

    3 Acting 13-3 Breakall 13-3 Combat Driving 13-3 Combat Piloting 13-

    3 Concealment 13-3 Contortionist 13-3 Conversation 13-3 Criminology 13-3 Deduction 13-3 Demolitions 13-3 Disguise 13-3 Electronics 13-3 Fast Draw (Small Arms) 13-3 High Society 13-3 Lipreading 13-3 Lockpicking 13-3 Mechanics 13-3 Mimicry 13-

    4 Navigation (Air, Land, Marine) 13-3 Paramedics 13-3 Persuasion 13-21 Power: Gadgeteering 22-2 PS: Play Chess 11-10 Rapid Fighting (HH, Ranged)3 Riding 13-3 Security Systems 13-3 Sleight O Hand 13-

    3 Stealth 13-3 Streetwise 13-8 Survival (Deserts, Mountains, emperate/

    Subtropical, ropical) 13-3 Systems Operation 13-3 actics 13-3 eamwork 13-7 F: Common Motorized Ground Vehicles,

    Riding Animals, Small Motorized Boats,Small Planes, wo-Wheeled MotorizedGround Vehicles

    10 wo-Weapon Fighting (Ranged)7 WF: Common Melee Weapons, Common

    Missile Weapons, Small Arms, Biplane Weap-

    ons3 Scholar2 1) KS: Dr. Fang And Te Legion O Crime

    13-2 2) KS: Te Espionage World 13-2 3) KS: History 13-2 4) KS: Te Hudson City Underworld 13-2 5) KS: Te Law Enorcement World 13-2 6) KS: Lost Civilizations 13-2 7) KS: Te New York Underworld 13-2 8) KS: Scents And Odors 13-1 9) KS: World Politics 11-1 10) KS: World Religions 11-3 Scientist

    2 1) SS: Anthropology 13-2 2) SS: Astronomy 13-2 3) SS: Biology 13-2 4) SS: Chemistry 13-2 5) SS: Geology 13-2 6) SS: Medicine 13-2 7) SS: Physics 13-2 8) SS: Surgery 13-3 raveler2 1) AK: Arica 13-1 2) AK: Canada 11-1 3) AK: Central Asia 11-1 4) AK: Europe 11-1 5) AK: Te Far East 11-

    1 6) AK: India 11-1 7) AK: Mexico, Central America, And Te

    Caribbean 11-1 8) AK: Te Near East 11-1 9) AK: Russia 11-1 10) AK: South America 11-1 11) CK: Berlin 11-1 12) CK: Cairo 11-1 13) CK: Capetown 11-1 14) CK: Chicago 11-1 15) CK: Delhi 11-1 16) CK: Hudson City 11-1 17) CK: London 11-1 18) CK: Moscow 11-

    Hero Plus Adventure #10

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    1 19) CK: Nairobi 11-1 20) CK: New York City 11-1 21) CK: Paris 11-1 22) CK: Rome 11-1 23) CK: San Francisco 11-1 24) CK: Shanghai 11-1 25) CK: okyo 11-1 26) CK: Washington, D.C. 11-

    Total Powers & Skills Cost: 609Total Cost: 779

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/Kill)

    10 Hunted: various masterminds, cults, and thelike 8- (As Pow, Kill)

    20 Psychological Limitation: Pulp Heros Code(Common, otal)

    15 Psychological Limitation: Pulp HerosBurden (Common, Strong)

    10 Social Limitation: Famous (Frequently,

    Minor)619 Experience Points

    Total Disadvantage Points: 779

    Background/History: James Battle comes rom aamily whose members have distinguished them-selves as military heroes, scientists, explorers, andadventurers since pre-Revolutionary War days and it looks like he just might outdo them all puttogether. Since the day he was born in 1896 at theBattle amily mansion in the Piedmont region oNorth Carolina, hes shown signs o being destinedor greatness. His amily did everything they could

    to encourage and educate him, with more thana ew o his amous and accomplished relativesdevoting time and effort to teaching him whateverhe wanted to know. And that basically meant every-thing; young Jim had a true thirst or knowledge, atrait he retains to this day.

    At first, Jim wasnt sure what to do with his lie science? aviation? exploration? medicine? He knew hewanted to help people, to use the gifs hed been givenin the service o mankind, but he couldnt figure outhow. Te Great War put an end to his conusion. He

    was one o the first to sign up or service, and almostrom the moment he set oot in France he became awar hero. o this day veterans tell countless tales o

    the time he captured an entire brigade o Germanssinglehandedly, o how he saved dozens o Allied livesin the Argonne Forest, o his daring espionage mis-sions behind enemy lines, o his time behind the stickas the leader o his own group o crack airmen, theBattle Escadrille.

    When the War ended, Jim decided he shouldput his knowledge and military experience to gooduse wherever it was needed. All over the world therewere evil men committing crimes and exploiting theirellow men. Someone had to stand up or the innocentpeople who stood helpless beore the might o thelikes o Dr. Fang and he would be that someone.He threw himsel back into his studies and training,

    amassing all the knowledge hed need to conduct hiscrusade. By 1925 he elt he was ready, and he showedit by deeating the schemes o the so-called VolcanoMaster who threatened to destroy New York Citywith a device that could create volcanoes anywhere(seeMasterminds And Madmen).

    In the years that ollowed, Captain Battle againand again put himsel in harms way to save the worldrom evil masterminds, crimelords, and oher threats

    to Earth and her people. But he realized he couldntgo on doing everything by himsel more than oncehed nearly come to ruin because he had no one to

    help him. He began to keep his eyes open or expertso like mind and character whod be willing to devotethemselves to his cause, and when he ound them herecruited them or his Science Police (see below).

    oday, Captain Jim Battle is the most amousadventurer in the world. In remote villages in Cen-tral Asia, people speak his name in awe. In the hallso power in Europe and Washington, men whohandle the weighty affairs o the world look to himor guidance and advice. Around Arican campfires,tribal elders tell stories o his exploits. And children

    throughout America and the world read about hisadventures every month in the pages o his very ownmagazine, Captain Battle and the Science Police.

    Personality/Motivation: Jim Battle defines the verywords pulp hero. Hes the walking, talking, breath-ing epitome o the heroic ideals that motivate somany men and women in the ofen-chaotic worldo the Pulp Era. Hes devoted himsel wholly to thecause o deeating evil, deending the innocent andhelpless, and improving the world through Sci-ence, even to the extent o reusing to have a wieor amily in his lie or ear that his many enemiesmight try to strike at him through them. He hopessomeday to be able to lay down his sword andshield and take up instead a lie more ordinary, buteven his closest riends, the Science Police, doubthell ever have the chance because so many peopleneed his help.

    Quote: Put her down and surrender now, Fang.You can never win. Good men will always stand upto your evil!

    Powers/Tactics: Captain Battle is a highly-trained,highly-experience combatant who tends to throwhimsel into the thick o any fight. His hand-to-hand combat skills are the result o years o study-ing the fighting arts o the world rom Braziliancapoeira to the karate, kung u, and jujutsu othe Far East. His intimate knowledge o the weakpoints o the human body allows him to knocksomeone out with just a touch, or apply a specialchoke hold that brings swif unconsciousness.

    Battles just as deadly at range. Hes amiliar withnearly every type o firearm available in the world,though he preers to rely on his fists and gadgetsinstead o guns. He carries two special .45 semi-automatics he and Anne Flagstaff designed; theyrear more accurate and deadly than other firearms.Equipped with a sort o drum magazine on top, some-thing like certain models o Tompson submachinegun, they have lots o ammo and a distinctive profile.When theyre not in use, the magazine olds to the side

    6 Pulp Heroes, Vol. II Hero System 5th Edition

    CAPTAINBATTLE

    PLOT SEEDS

    An old riend o Caps,a member o the BattleEscadrille, needs hishelp. He and his amilysuddenly seem to be

    dying o a mysteriousdisease, and the riendsuspects an attack byan old enemy. Unortu-nately, Caps got to rushoff to Europe to broker apeace between two war-ring Balkan nations. Heasks the PCs to help outhis riend.

    Reports are coming inrom all over the globe Captain Battlesturned criminal! Hes

    attacked cruise shipsin the Mediterranean,military expeditionsin India, and banks inAmerica. Te PCs tryto get in touch withhim, but cant. Its up tothem to find out whatsgoing on. Cap canthavebecome evil... can he?

    Caps just bought a bigplot o land up in theYukon and seems to besetting up to mine. He

    reuses to tell anyonewhat hes doing, or why.Te US and Canadiangovernments havegotten worried; they askthe PCs to look into thesituation.

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    Hero Plus Adventure #10

    so Battle can carry them in special holsters on his hips.Captain Battle almost always has several gadgets

    with him at any given time, ofen concealed in specialpockets or the like. He avors less flashy devices,such as mini-grenades and gas guns, over the likeso electrogoggles and energy pistols. He and the Sci-ence Police always wear special bulletproo clothing(designed by Battle and Bartleby Buchanan) and spe-cial telecommunicators on their wrists.

    Despite his impressive array o fighting abilitiesand weapons, Caps greatest advantage in combat ishis lightning-swif mind. He has an uncanny knackor sizing up a situation in an instant and determin-ing the best tactical option which he immediatelyuses. Allies and opponents alike are ofen astounded

    at his ability to use the terrain and everyday objects toobtain an advantage over his oes.

    In gratitude or his many acts o heroism, thegovernments o the world have granted Captain Battleand his men international law enorcement powers.In any nation on Earth, Battle can arrest a criminaland make that arrest stick. Even in countries ofenregarded as corrupt or evil, the name Captain Battlecarries such weight that anyone he brings in is usuallyprosecuted to the ullest extent o the law.

    Resources: Tanks to his personal ortune,inventive genius, gifs rom grateul people hes helped,and many adventures, Captain Battle has assembledan arsenal o resources to help him fight injusticeand evil all over the world. He maintains as his head-quarters the top five floors o the renowned Hyperion

    Building in the Highlands neighborhood o HudsonCity. Te Aerie, as he and the Science Police call it,contains living quarters or all o them, guest quartersor visitors, a plethora o laboratories and workrooms,and advanced security systems designed by Battleand Anne Flagstaff. In addition to the Aerie, Cap hashomes and work acilities at Bronceado Cay (a Carib-bean island he owns), his castle in the Highlands oScotland, a penthouse apartment in Paris, a mansionin central North Carolina, his plantation and wildliepreserve in Uganda, and a luxurious riverside manorhouse in northwest India.

    Battles adventures requently take him all overthe world, so hes got plenty o ways to get where heneeds to go. An underground garage beneath theHyperion Building holds a fleet o automobiles suit-able or all kinds o city missions, many o them

    equipped with special gadgets. At a private airstrip onthe Stewart River in Prince William County he keeps

    numerous specially-designed aircraf, including his

    amed Ospreyseaplane andhis personal biplane, theBattlebird. Next to the air-strip is a pier with severalvessels, and he maintainsa high-speed oceangoingyacht, the Poseidon, at aspecial dock in Pierpointreserved exclusively or his

    use.Tese Bases and

    Vehicles are all essentially

    plot devices, intended to getCap and the Science Policeinto the thick o the action

    as quickly and easily as possible, and subject to beingdestroyed or turned against him at the GMs whim, sohe doesnt pay Character Points or them.

    Campaign Use: Captain Battle is the very epitomeo the pulp hero, and should come across that wayin your campaign. Hes an ideal or other charactersto aspire to, and a strong ally they can call uponwhen all other possibilities have been exhausted.He counts anyone o noble intentions, heroic deeds,and stout heart a riend, and gladly helps otherheroes out when he can.

    You shouldnt have to make Cap any tougher, buti or some reason you eel the need, give him moreOverall Skill Levels and/or raise the damage o hisMaster O Te Worlds Fighting Arts Multipower slots.Weakening him is just a matter o stripping away SkillLevels, Skills, and other abilities until hes where youwant him to be. You could also get rid o his GadgetPool and de-emphasize his technical Skills, orcinghim to rely on the Science Police or such things.

    Captain Battle would only Hunt a hero i some-

    how tricked into thinking the heros evil. Hes a tena-cious Hunter, turning the ull orce o his resourcesand intellect to the task o bringing in his man. I timeand circumstances permit, he usually designs one ortwo special gadgets specifically designed to help himcapture the target.

    Appearance: Captain Battles chiselled good looksand winning smile have been setting womenshearts aflutter or years. He stands 63 tall andweighs 230 pounds; he has a sturdy, muscular build.His hair is a sandy blonde, his eyes a piercing green,his ace clean-shaven. He typically wears blackleather boots, dark jodhpurs, and a khaki fieldshirt with multiple pockets or his various tools

    and gadgets. He carries his two Battle 45 pistols inspecial holsters on his hips.

    SUGGESTED EQUIPMENT

    Weapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45 +1 +2 2d6 1d6+1 24 14 Carriestwo

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; just about anything he needs, given his wealth

    Clothing: See Appearance

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    THE SCIENCE POLICE

    WOLFRAM BENNETT

    Val Char Cost Roll Notes16 SR 6 12- Lif 233 kg; 3d6 [3]16 DEX 18 12- OCV: 5/DCV: 518 CON 16 13-

    13 BODY 6 12-18 IN 8 13- PER Roll 13-14 EGO 8 12- ECV: 518 PRE 8 13- PRE Attack: 3d613 COM 2 12-

    6 PD 3 otal: 9 PD (3 rPD)6 ED 2 otal: 9 ED (3 rED)4 SPD 14 Phases: 3, 6, 9, 127 REC 036 END 030 SUN 0 Total Characteristics Cost: 91

    Movement: Running: 8/16

    Leaping: 4/8Swimming: 4/8

    Cost Powers END

    13 Scrapper: HA +4d6; Hand-o-HandAttack (-) 2

    4 Swif: Running +2 (8 total) 11 Strong Leaper: Leaping +1 (4 orward,

    2 upward) 12 Strong Swimmer: Swimming +2 (4 total) 1

    Perks15 Follower: Siegried, a dog built on 75 Base

    Points9 Fringe Benefits: International Drivers

    License, Passport, International PolicePowers, License to Practice Medicine,License to Practice Veterinary Medicine

    5 Money: Well Off

    Talents20 Animal Friendship6 Combat Luck (3 PD/3 ED)

    Skills

    16 +2 with All Combat

    3 Breakall 12-3 Climbing 12-3 Concealment 13-3 Deduction 13-1 Electronics 8-3 High Society 13-3 Mimicry 13-4 Navigation (Air, Land, Marine) 13-3 Paramedics 13-3 Persuasion 13-3 Riding 12-3 Stealth 12-10 Survival (Arctic, Desert, Mountains, emper-

    ate/Subtropical, ropical) 13-3 eamwork 12-3 racking 13-

    8 F: Common Motorized Ground Vehicles,Riding Animals, Sleds, Small MotorizedBoats, Small Planes, Small Wind-PoweredBoats

    3 WF: Small Arms, Blades3 Scientist2 1) SS: Anatomy 13-5 2) SS: Biology 16-2 3) SS: Chemistry 13-

    2 4) SS: Medicine 13-1 5) SS: Physics 11-2 6) SS: Surgery 13-2 7) SS: Veterinary Medicine 13-2 8) SS: Veterinary Surgery 13-3 9) SS: Zoology 14-3 raveler2 1) AK: Arica 13-2 2) AK: Te Arctic 13-2 3) AK: China 13-2 4) AK: India 13-2 5) AK: Rocky Mountains 13-2 6) AK: South And Central America 13-

    Total Powers & Skills Cost: 192Total Cost: 283

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/Kill)

    10 Hunted: various masterminds, cults, and thelike 8- (As Pow, Kill)

    20 Psychological Limitation: Pulp Heros Code(Common, otal)

    20 Psychological Limitation: Hippocratic Oath(Common, otal)

    128 Experience Points

    Total Disadvantage Points: 283

    Background/History: Wolram Bennetts destinywas set one day when he was just five years old.He was playing in his backyard when a neighborsvicious guard dog got loose and came afer him.It charged at him, barking and snarling, and hismother screamed at him to run... but when it gotclose, it stopped short. As he looked at it, the barksturned to whines, then the whines to playul yips.He walked over and patted it on the nose, and thenthey began playing etch.

    Wolram, it seemed, had an uncanny knack or

    getting along with animals. ame or wild, fierce ormild, they saw him as a riend, ofen coming at his calland never earing his approach. Tat led him to studybiology and veterinary medicine, and in time humanmedicine as well. oday hes regarded as one o theworlds oremost biologists and physicians... and hestill has the gif or getting along with critters.

    Personality/Motivation: Although as an adventurerhe sometimes has to hurt people, at heart WolramBennett is a healer. He takes glory in all o Godscreations and wants to see them prosper and behappy. Sometimes that means he has to help stopthose who would oppress or hurt others, but even

    8 Pulp Heroes, Vol. II Hero System 5th Edition

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    Hero Plus Adventure #10

    then he typically tries to use the gentlest methodspossible.

    Quote: Lets see here now... thats not too bad. Wellpatch you right up.

    Powers/Tactics: In addition to his skills as a doctorand veterinarian, Bennett is an accomplished out-doorsman, able to hunt and track with the besto them and accustomed to surviving in environ-

    ments rom the Arctic to the Arabian Desert. Hedoesnt hunt or sport, only ood, which sometimesperplexes people who dont share his kindheartedviews.

    Despite his gentle reputation, Bennett knows howto fight, and fight well you dont spend years at JimBattles side and not learn how to throw a hard punchor shoot a gun accurately. I possible, hell incapacitatehis oes harmlessly, perhaps with a sedative rom his

    medical bag... but thats not always possible, and herarely agonizes over it i it isnt.

    Bennetts accompanied nearly everywhere hegoes by his best riend and aithul companion, Sieg-ried the German shepherd (though rom all signs o

    it, Siegried has more than a little wol blood in hisrecent heritage). For Siegried, use the Guard/CombatDog on page 161 oTe HERO System Bestiarywiththe Smart template (which means he can understandcommands in English quite well, though o course hecant speak it back).

    Appearance: Wolram Bennett is a 61 tall, stur-dily-built, muscular man whose skin is usuallysuntanned, and perhaps windburned. His hair issandy blonde with a natural wave that seems tostay in place even afer hes been out camping or aweek without a comb. He usually wears dark pants,a khaki field shirt, and tough boots.

    SUGGESTED EQUIPMENTWeapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45-S +0 +1 2d6 1d6+1 10 10

    H&H #2 +0 +2 3d6 1d6 2 16

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; medical/veterinary bag (including various seda-tives); binoculars

    Clothing: See Appearance

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    BARTLEBY BUCHANAN

    Val Char Cost Roll Notes10 SR 0 11- Lif 100 kg; 2d6 [2]15 DEX 15 12- OCV: 5/DCV: 514 CON 8 12-12 BODY 4 11-15 IN 5 12- PER Roll 12-13 EGO 6 12- ECV: 415 PRE 5 12- PRE Attack: 3d6

    12 COM 1 11-

    6 PD 4 otal: 9 PD (3 rPD)6 ED 3 otal: 9 ED (3 rED)4 SPD 15 Phases: 3, 6, 9, 125 REC 028 END 024 SUN 0 Total Characteristics Cost: 66

    Movement: Running: 6/12

    Cost Powers END

    29 Just A Little Somethin I Whipped Up InCasea An Emergency: RKA 2d6,Explosion (+), Variable Advantage (+Advantages; +1); OAF (-1), Range BasedOn SR (-), 2 Charges (-1) [2]

    30 Knockout Gas Grenades: Energy Blast 6d6,NND (deense is Lie Support [Sel-Con-tained Breathing or appropriate Immu-nity]; +1), Area O Effect (6 Radius; +1);OAF (-1), Range Based On SR (-), 6Charges (-) [6]

    37 Gadgets: Variable Power Pool (GadgetPool), 30 base + 15 control cost; Focus (allslots must have at least - worth o thisLimitation; -), Powers Can Only BeChanged In A Laboratory (-) var

    Perks7 Fringe Benefits: International Drivers

    License, Passport, International PolicePowers

    5 Money: Well Off

    Talents6 Combat Luck (3 PD/3 ED)

    Skills

    3 Analyze Building 12-3 Criminology 12-11 Demolitions 16-1 Electronics 8-2 Gambling (Dice Games) 12-

    2 KS: Circuses And Circus Lie 11-5 KS: Explosives 14-1 Mechanics 8-3 Mimicry 12-13 Power: Gadgeteering 17-3 PS: Make Fireworks 13-3 Sleight O Hand 12-1 Systems Operation 8-3 eamwork 12-5 F: Common Motorized Ground Vehicles,

    Equines, wo-Wheeled Motorized GroundVehicles

    3 Ventriloquism 12-3 WF: Small Arms, Grenade Launchers

    7 Weaponsmith (Chemical Weapons, Incendi-ary Weapons) 14-

    3 Scientist1 1) SS: Biology 11-6 2) SS: Inorganic Chemistry 16-6 3) SS: Organic Chemistry 16-1 4) SS: Geology 11-1 5) SS: Physics 11-

    Total Powers & Skills Cost: 204Total Cost: 270

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/Kill)

    10 Hunted: various masterminds, cults, and thelike 8- (As Pow, Kill)

    10 Physical Limitation: nearsighted (needs cor-rective lenses or suffers double the RangeModifier or Sight Group PER Rolls) (Inre-quently, Greatly Impairing)

    20 Psychological Limitation: Pulp Heros Code

    (Common, otal)10 Psychological Limitation: Tere Are No

    Problems Tat Cant Be Solved TroughTe Proper Application O High Explosives(Common, Moderate)

    115 Experience Points

    Total Disadvantage Points: 270

    Background/History: Bartleby Buchanan livedevery childs dream growing up: he was raised ina circus. His parents had a comedy act involvingventriloquism, mimicry, and sleight o hand, skillsthey taught their young son. But a career under

    the big top was not to be his. One day when hewas a teenager he got his hands on some o thecircuss fireworks, sparking his lielong interest inchemistry. He began studying any textbooks hecould scrounge up on the subject, and when hedexhausted them he applied or, and won, a scholar-ship to the University o Chicago. He was buildinga successul career as a sort o reelance chemistryconsultant or big business and the governmentwhen one day Captain Battle came to seek his helpwith a case. Buchanan loved working with Cap, andalmost beore he knew it hed given up his businessto become a member o the Science Police.

    Personality/Motivation: Buchanan is a airly book-ish ellow or a Science Policeman; he can usu-ally be ound puttering among his test tubes andbeakers, working on some devilish concoction orother. Tere always seems to be at least one promi-nent chemical stain somewhere on his clothing.His aptly-chosen nickname Boom-Boom comesrom the act that the thing he most loves to create and use are explosives. Every time the SciencePolice conront a major problem, he looks or a wayto solve it with a big ka-boom. Even when hes notworking on a case, Buchanan ofen spends timefiddling around with fireworks (he loves to put onimpromptu shows or his riends, the kids in some

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    neighborhood, or just about anyone else). Hes gota penchant or harmless practical jokes, ofeninvolving tiny amounts o explosives or similarchemical tricks. His teammates tolerate his pranksbecause his demolitions skills have so ofen savedtheir bacon... and because most o his jokes arereally, really unny.

    Quote: Dynamite? Come on, I can do way betterthan that!

    Powers/Tactics: Boom-Boom Buchanan is anexpert chemist and demolitionist who can whip upall sorts o useul concoctions with ordinary house-hold chemicals never mind the sort o supplieshe keeps in his labs. He usually carries a couple opre-built miniature bombs or use in an emer-gency; the Variable Advantage is typically set toArmor Piercing, Penetrating, a rigger, or expand-ing the size o the Explosion. For times when lessviolent means are more appropriate, he carries abrace o knockout gas grenades. He and the otherScience Police ofen equip themselves with specialgas masks he and Cap designed so they can go into

    battle without having to worry about getting blind-sided by Boom-Booms weapons.Although hes both sturdy and spry compared to

    an average man, Boom-Boom is physically the least fito the Science Police. Sometimes he has a little troublekeeping up, a act his teammates gleeully rib himabout.

    Appearance: Bartleby Buchanan is a sort o owlish-looking ellow with short brown hair and glasses;he stands 58 tall and weighs about 160 pounds(hes not flabby by any means, but compared tomost o the other Science Policemen he doesntlook particularly muscular). Most o the time hewears ordinary mens clothes and a white labcoat;

    when the Science Police take to the field he usuallytrades the labcoat or a field jacket appropriate tothe climate. He ofen has a valise or backpack ull ochemicals and other supplies he uses in his work.

    SUGGESTED EQUIPMENTWeapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45-S +0 +1 2d6 1d6+1 10 10

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; demolitions tools; various chemicals and concoc-tions; gas mask; spare pair o glasses

    Clothing: See Appearance

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    ANNE FLAGSTAFF

    Val Char Cost Roll Notes13 SR 3 12- Lif 150 kg; 2d6 [3]18 DEX 24 13- OCV: 6/DCV: 616 CON 12 12-13 BODY 6 12-18 IN 8 13- PER Roll 13-14 EGO 8 12- ECV: 520 PRE 10 13- PRE Attack: 4d6

    18 COM 4 13-

    6 PD 3 otal: 9 PD (3 rPD)6 ED 3 otal: 9 ED (3 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 032 END 030 SUN 2 Total Characteristics Cost: 95

    Movement: Running: 6/12

    Cost Powers END

    75 Gadgets: Variable Power Pool (GadgetPool), 60 base + 30 control cost; Focus(all slots must have at least - worth othis Limitation; -), Powers Can OnlyBe Changed In A Laboratory (-) var

    Perks7 Fringe Benefits: International Drivers

    License, Passport, International PolicePowers

    5 Money: Well Off

    Talents

    6 Combat Luck (3 PD/3 ED)

    Skills3 Bugging 13-3 Combat Driving 13-

    3 Computer Programming 13-3 Concealment 13-3 Conversation 13-3 Deduction 13-7 Electronics 15-3 Fast Draw (Small Arms) 13-2 Gambling (Card Games) 13-3 High Society 13-7 Inventor 15-3 Mechanics 13-3 Persuasion 13-17 Power: Gadgeteering 20-3 Riding 13-3 Security Systems 13-

    3 Seduction 13-3 Stealth 13-3 Systems Operation 13-3 eamwork 13-5 F: Common Motorized Ground Vehicles,

    Riding Animals, Small Planes2 WF: Small Arms3 Weaponsmith (Firearms, Energy Weapons)

    13-3 Scientist2 1) SS: Astronomy 13-1 2) SS: Biology 11-1 3) SS: Chemistry 11-2 4) SS: Electronic Engineering 13-

    2 5) SS: Physics 13-2 6) SS: Robotics 13-

    Total Powers & Skills Cost: 197Total Cost: 292

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/

    Kill)10 Hunted: various masterminds, cults, and the

    like 8- (As Pow, Kill)20 Psychological Limitation: Pulp Heros Code

    (Common, otal)15 Psychological Limitation: In Love With Cap-

    tain Battle (Common, Strong)142 Experience Points

    Total Disadvantage Points: 292

    Background/History: Ofen known simply as Flagto her riends, Anne Flagstaff enjoys the distinctiono being the only woman in the Science Police. As

    a result shes part colleague, part den mother, andpart the hard-headed voice o practicality (ofenechoing Caps own thoughts) when the boys (asshe calls the rest o the group) come up with anunusually harebrained scheme. She also has to putup with the occasional wisecrack or condescendingcomment rom outside observers (never her team-mates they know ull well what shes capable o)and periodic bouts o overprotectiveness on thepart o the boys, but its all just part o the job. Andtheres no other job in the world she wants.

    Most girls grow up playing with dolls instead ocircuitry, so Annes been asked about how she becamean electronics wizard so many times that people all

    over the world have read her story. Her ather was theamous inventor Dr. Everett Flagstaff, and she grewup at his knee, learning about technology almost assoon as she was old enough to walk. Her natural talentor the subject earned her a scholarship to Princeton,where she distinguished hersel with both the depth oher learning and the breadth o her creativity.

    Shortly afer she obtained her Ph.D, she acciden-tally got embroiled in a crisis and with the help o sev-eral o her inventions stopped the plans o the insidi-ous Dr. Felton Charn, who used a group o chemi-cally-mutated, radio-controlled gorillas to commit a

    series o robberies in Philadelphia. Impressed by herexploit, Captain Battle extended her an offer to join

    the Science Police. Having enjoyed her first taste oadventure, she accepted immediately.

    Personality/Motivation: Flagstaff is charming,pleasant-tempered, witty, vivacious, and generallyenjoyable to be around. Her drive to seek Justiceand punish evildoers has scared off most potentialsuitors, but even those whove dared to try to courther have ailed miserably, or shes been in lovewith Captain Battle or years. Battle himsel is com-pletely oblivious to her affections; the rest o theScience Police keep the act as a silent secret amongthemselves.

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    Quote: All right, i we cross that blue wire with thered wire there, we can short out the works. Teyllnever know what hit em.

    Powers/Tactics: Anne Flagstaff is an electronicswhiz, able to create devices both mundane andWeird with a swifness and precision that aston-ishes even experienced electronics engineers. SeeChapter Five o Pulp Hero or plenty o examplegadgets she could build with her Gadget Pool.

    In combat, Flagstaff usually hangs back, lettingthe boys take the lead and playing a reserve/supportrole. She ofen tailors her gadgets to this, avoring sen-sors and utility gadgets over big weapons. But whenthe going gets rough, shell pull out her Battle 45-S ora couple o her Lightning Grenades and get right intothe thick o things.

    Appearance: Anne Flagstaff is a beautiul youngwoman in her late 20s with long blonde hair usuallytied back in a ponytail, blue eyes, a peaches-and-cream complexion, and a slender, attractive figure.Much to the shock o some editorial page writers,she rarely wears dresses unless shes going to a

    ormal unction (in which case she ofen knocksem dead with her avorite backless red eveninggown) instead she preers black leather ridingboots, navy blue jodhpurs, and a white blouse.On her right ring finger she wears a pretty silverand amethyst ring, a treasured keepsake rom hergrandmother.

    SUGGESTED EQUIPMENT

    Weapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45-S +0 +1 2d6 1d6+1 10 10

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; tools; various spare parts

    Clothing: See Appearance

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    PETE STRICKLAND

    Val Char Cost Roll Notes13 SR 3 12- Lif 150 kg; 2d6 [3]18 DEX 24 13- OCV: 6/DCV: 615 CON 10 12-13 BODY 6 12-15 IN 5 12- PER Roll 12-12 EGO 4 11- ECV: 415 PRE 5 12- PRE Attack: 3d6

    12 COM 1 11-

    5 PD 2 otal: 8 PD (3 rPD)5 ED 2 otal: 8 ED (3 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 030 END 030 SUN 2 Total Characteristics Cost: 76

    Movement: Running: 6/12

    Cost Powers END

    15 I Can Handle Any Plane You Got: +10DEX; Only For Flying (-1) 0

    10 I Can Handle Any Plane You Got: +2SPD; Only For Flying (-1) 0

    6 Working Te Controls: Aid Flight 2d6,rigger (+); Only Works On PlaneStricklands Currently Flying (-1),Requires A Combat Driving Roll (-),4 Charges (-1), Costs Endurance (-) 2

    Perks7 Fringe Benefits: International Drivers

    License, Passport, International PolicePowers

    5 Money: Well Off

    Talents

    6 Combat Luck (3 PD/3 ED)14 Hotshot Pilot4 Lightning Reflexes: +4 to act first when

    flying

    Skills

    8 +1 with All Combat

    5 Aerobatics 14-5 Combat Piloting 14-1 Electronics 8-3 KS: Airplanes 12-3 KS: Te Aviation World 12-1 KS: History 8-2 KS: Literature And Poetry 11-

    3 Mechanics 12-2 Navigation (Air) 12-2 PS: Play Chess 11-3 Seduction 12-3 Sleight O Hand 13-3 Stealth 13-3 Systems Operation 12-3 actics 12-3 eamwork 13-4 F: Common Motorized Ground Vehicles,

    Balloons & Zeppelins, Small Planes3 WF: Small Arms, Biplane Weapons3 Scientist2 1) SS: Aviation Engineering 12-

    1 2) SS: Meteorology 11-1 3) SS: Physics 11-1 4) SS: Rocketry 11-

    Total Powers & Skills Cost: 137Total Cost: 213

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/Kill)

    10 Hunted: various masterminds, cults, and thelike 8- (As Pow, Kill)

    20 Psychological Limitation: Pulp Heros Code(Common, otal)

    5 Rivalry: Proessional (with other pilots, toprove whos best)

    73 Experience Points

    Total Disadvantage Points: 213

    Background/History: Pete Strickland is one o JimBattles oldest riends he lied about his age to

    join the American Expeditionary Force in theGreat War and became a member o the BattleEscadrille thanks to his top-notch talent or flying.Hes known to have saved Battles lie on at least twooccasions during the War, and the other memberso the Science Police sometimes get the idea thatthey had other, even deadlier, adventures they dontlike to talk about. When Battle set out to orm theScience Police, Pete was the first person he thoughto and Pete, or Ace as his riends call him, washappy to leave his job as a test pilot behind or evenmore exciting escapades.

    In his spare time, Ace likes to read poetry (espe-cially Frost and Yeats) and play chess. He and Cap play

    a running series o chess games, taking turns speciy-ing the conditions o the game (playing with onlypawns, while hanging upside down using steel piecesand a magnetic board, blindolded, no queens...). Aferyears o this, the count o victories remains neck-and-neck, with each o them leading rom time to time.

    Personality/Motivation: In contrast to the stereo-typical barnstormer, Strickland isnt a thrillseekeror daredevil he loves to fly simply or the sakeo being up in the sky, one with the birds, goingwherever he wants. He doesnt take oolish risksor clown around when hes in the air; flying can bedangerous, and he intends to keep doing it as long

    as he can, not end his lie in some meaninglessstunt. Only competing with another pilot can drivehim to the sorts o aerobatics most pilots love toindulge in.

    Quote: Better strap yoursel in this is gonna getworse beore it gets better, but I can get us throughit.

    Powers/Tactics: Ace is a clever and cautious com-batant he learned how to fight in the trenches othe Great War beore becoming part o the Esca-drille, so i possible he approaches a battle romdifferent angles, studying the opponent as much aspossible beore committing himsel. He can recog-nize a good opportunity and knows how to seize

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    one when it comes along, but in his experienceyoure more likely to make your own opportunityby using your head and your intuition than you areby charging into the thick o things.

    Appearance: Pete Stricklands got dark hair, riendlyblue eyes, and most o the time an inectious smileon his ace; hes 59 tall and weighs about 170pounds with an athletic build. He usually wearsleather shoes, khaki pants, a shirt, and his oldleather jacket with the Battle Escadrilles spear-wielding eagle patch on the shoulder. When hetakes to the air he puts on an aviators goggles andleather helmet.

    SUGGESTED EQUIPMENT

    Weapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45-S +0 +1 2d6 1d6+1 10 10

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; mecahnics tools; his avorite compass that his dadgave him

    Clothing: See Appearance

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    JUBAL WHITAKER

    Val Char Cost Roll Notes18 SR 8 13- Lif 300 kg; 3d6 [4]17 DEX 21 12- OCV: 6/DCV: 618 CON 16 13-16 BODY 12 12-19 IN 9 13- PER Roll 13-12 EGO 4 11- ECV: 418 PRE 8 13- PRE Attack: 3d6

    10 COM 0 11-

    8 PD 4 otal: 11 PD (3 rPD)6 ED 2 otal: 9 ED (3 rED)4 SPD 13 Phases: 3, 6, 9, 128 REC 036 END 032 SUN 0 Total Characteristics Cost: 97

    Movement: Running: 6/12

    Cost Powers END

    15 Pick You Up And Shake You UntilYoure Sick And Dizzy: Drain DEX andCON 2d6, two Characteristics simultane-ously (+); Extra ime (Full Phase; -),Must Follow Grab (-) 3

    15 Piledriver: HA +4d6; Hand-o-HandAttack (-) 2

    Perks7 Fringe Benefits: International Drivers

    License, Passport, International PolicePowers

    5 Money: Well Off

    Talents

    6 Combat Luck (3 PD/3 ED)16 Universal ranslator 13-; Exposure Required

    (see text; -)Skills

    8 +1 with All Combat

    3 Concealment 13-1 Electronics 8-2 Forgery (Art Objects) 13-2 Gambling (Card Games) 13-1 High Society 8-2 Lockpicking 12-; Antique Locks Only (-)1 Mechanics 8-2 Navigation (Land) 13-3 PS: How o Dig, And Dig Well 13-2 Security Systems 13-; Low-ech Systems

    Only (-)3 Stealth 12-8 Survival (Deserts, Mountains, emperate/

    Subtropical, ropical) 13-1 Systems Operation 8-3 eamwork 12-3 rading 13-5 F: Common Motorized Ground Vehicles,

    Riding Animals, wo-Wheeled MotorizedGround Vehicles

    4 WF: Common Melee Weapons, Small Arms3 Scholar2 1) KS: Art And Antiquities Market 13-2 2) KS: Art History 13-

    3 3) KS: History 14-5 4) KS: Scripture 16-3 Scientist5 1) SS: Anthropology 16-5 2) SS: Archaeology 16-1 3) SS: Biology 11-1 4) SS: Chemistry 11-2 5) SS: Geology 13-3 6) SS: Paleoanthropology 13-

    3 7) SS: Paleontology 13-1 8) SS: Physics 11-3 raveler2 1) AK: Arica 13-2 2) AK: Central Asia 13-2 3) AK: China 13-2 4) AK: Europe 13-2 5) AK: India 13-2 6) AK: Te Mediterranean 13-2 7) AK: Mexico And Central America 13-2 8) AK: Te Near East 13-2 9) AK: Russia 13-2 10) AK: South America 13-

    Total Powers & Skills Cost: 180Total Cost: 277

    75+ Disadvantages

    20 Hunted: Dr. Fang 8- (Mo Pow, NCI, Capture/Kill)

    10 Hunted: Te Skymaster 8- (As Pow, Capture/Kill)

    10 Hunted: various masterminds, cults, and thelike 8- (As Pow, Kill)

    20 Psychological Limitation: Pulp Heros Code(Common, otal)

    10 Psychological Limitation: Fascinated By TePast And Its Peoples (Common, Moderate)

    132 Experience Points

    Total Disadvantage Points: 277

    Background/History: Te discovery o utankha-mens tomb in November, 1922 showed historymajor Jubal Whitaker just what he wanted to dowith his lie. Fascinated by the thought o diggingup new history perhaps even making historyhimsel, the way Carter and Carnarvon did hestarted signing on with archaeological digs in thesummertime while finishing his Ph.D. By the latewenties hed developed almost as strong a reputa-tion as an adventuring archaeologist as the amedSteven Carolina Caldwell. In 1930, when Captain

    Battle became embroiled in the so-called Case othe Golden Mummy, he needed an expert to helphim out, and Whitaker, who was nearby on a dig inthe Levant, was the ideal choice. Te two o themworked together so well that Battle offered Whita-ker a spot on the Science Police... and Jubal, seeingthe chance at last to make history, accepted.

    Personality/Motivation: Jubal Whitaker is a hearty,riendly soul to those who treat him well... and animplacable, angry oe to anyone who tries to hurthim, his riends, or innocent people. His comradescan tell hes about to explode and use his trademarkpick you up by your lapels and shake you until

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    youre sick and dizzy move because the vein abovehis right eye starts to twitch and his eyes sort oseem to bulge out.

    When he speaks, Whitaker is prone to quot-ing Scripture, always seeming to know just the rightverse to make a solemn (or sarcastic) comment aboutthe situation (one o the benefits o growing up in adevout Southern Baptist home). When he and Battletalk to one another, theyre ofen prone to speaking in

    historical allusions, sometimes leaving the rest o theScience Police baffl ed by reerences such as, Lets fightthem like Fritigern did at Adrianople.

    Quote: A riend loveth at all times, and a brother isborn or adversity.

    Powers/Tactics: Compared to most members ohis proession, Jubal Whitaker is big, tall, tough,brawny, and always ready or a fight. Hes not one toback down in the ace o bandits, brigands, tomb-looters, or rival Nazi diggers. He preers to fightwith his fists, but has no objection to drawing hisgun and shooting it out i he must.

    Whitaker is a student o languages both ancient

    and modern, with a knack or speaking and readingthem. Given suffi cient exposure at least a ull pageo text and an hour to study it, or listening to someonespeak it or about five minutes he can figure outhow to speak, read, and write just about any language.

    In his many years o exploring tombs, catacombs,and ruins, Whitakers become an expert at detect-ing and avoiding traps o all sorts, and at picking oldlocks. He doesnt know a thing about modern burglaralarms, saes, or the like, but when it comes to avoid-ing deadalls and dart traps, theres no one better.

    Appearance: Jubal Whitaker is a broad-shouldered,brown-haired white man, 61 tall and weighingabout 210 pounds. In the field, he usually wears

    work boots, sturdy pants, a field shirt, and a pithhelmet, with his gun in a holster on his hip i its adangerous area. Back in the city, he adopts slightlynicer clothing, but hes not one or getting dressedup he usses when the Science Police has toattend some ormal unction.

    SUGGESTED EQUIPMENT

    Weapon OCV RMod Dam STUN Shots STR Min Notes

    Battle 45-S +0 +1 2d6 1d6+1 10 10

    Armor

    Bulletproo clothing (6 PD/6 ED), Activation Roll 12-

    Gear: elevision wristwatch; archaeologists tools; notepad; pencil; ountain pen

    Clothing: See Appearance