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    EXPLOITATION!The Roleplaying Game of 1970s Grindhouse Cinema

    By Dan Lambert

    PROLOGUE

    Exploitation! is the role playing game of 1970s martial arts and black

    exploitation cinema action. Fight your way through the porn industry, get

    revenge on an Evil Genius, or score a scam on a drug dealer! Don’t let your

    enemies “Have A Nice Day.” Get medieval on their asses by unleashing your

    bad mojo on ‘em!!

    EXPLOITATION! is a complete roleplaying game, the rules of which are

    fully contained in these pages. All you need to play are these rules, pencils,

    paper, a standard deck of 52 playing cards, and two six-sided dice. If you

    are reading this magazine, you probably do not need a boring lecture on what

    a roleplaying game is (“It’s like Cowboys and Indians but with RULES!”)

    Once created, the Player Characters (PCs) will face off against, interact

    with, and (more often than not) fight characters controlled by the DJ(Death Jockey, or “Gamemaster” to you roleplaying veterans).

    EXPLOITATION! is designed as a “beer and pretzels” roleplaying game;

    a fun diversion from more rules-heavy systems. EXPLOITATION! uses the

    unique “8-TRACK” system for creating adventures (see Chapter IV:

    ADVENTURES, allowing each player to become the DJ during a session of

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    play). DJs are encouraged to add to (or subtract from) these rules to

    create the desired amount of complexity in their EXPLOITATION! games.

    CHAPTER ONE: CHARACTERS

    Each player should create a character sheet for his “Core Character”

    (CC, See Chapter IV: ADVENTURES). The player initially has 20 Ability

    Points (APs) to divide between his four (4) Abilities, which are: Strength

    (ST), Intelligence (IQ), Agility (AG), and Constitution (CON). No Ability may

    start out below 3 or above 10. For example, Leroy the Lounge Singer divides

    his 20 APs like so: ST: 7, IQ: 3, AG: 4, CON: 6.

    Strength measures a character’s physical power and muscle tone. Roll

    against ST when a character must push the party’s Peace Van to safety, or

    bend the bars to escape the Roadkill County Jail.

    Intelligence measures a Character’s thinking and decision-making

    abilities. Roll against IQ to devise a convincing story for Roadkill County’s

    cops, or mix up a suitable substitute for Grandma’s Kannabis Kookies.

    Agility measures a Character’s manual dexterity and hand-eye

    coordination. Roll against AG to pick the Roadkill County Jail’s lock with your

    afro comb, or unhook a bra with your teeth.

    Constitution measures a Character’s physical health and stamina. Roll

    against CON to avoid succumbing to Doctor Naughty’s latest torturetechnique, or throwing up last night’s fondue surprise.

    Ability Rolls

    An Ability Roll (AR) is made with two (2) dice each time one of a

    Character’s Abilities is tested. If the Character’s Ability score (or lower) is

    rolled, the Character succeeds. If a number higher than the Ability score is

    rolled, the Character fails. A roll of 2 always succeeds, and a roll of 12

    always fails.

    Mojo

    Each Core Character possesses a number of Mojo Points (MPs) equal to

    her IQ and CON scores combined. For example, a Character with an IQ of 8

    and a CON of 9 has 17 MPs. Mojo represents a combination of a Character’s

    luck and self-confidence. It is a trait unique to heroes and powerful villains;

    DJ-controlled Henchmen do not possess it (see ADVENTURES). At any time

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    during a game, when the DJ announces that an Ability Roll or a Gimmick Roll

    (including Attack and Defense Rolls; see GIMMICKS and COMBAT, below) is

    called for, the Character who is about to roll may announce that he is using

    his Mojo. The Character then assigns any number of MPs (up to and

    including his total number of MPs) to temporarily bolster the Ability orGimmick being tested. These MPs are immediately lost, and their loss is

    recorded on the Character’s Record Sheet. A Character may bolster any

    ONE Ability or Gimmick FOR THAT ROLL ONLY; the Ability or Gimmick

    being tested returns to normal after the roll, REGARDLESS OF WHETHER

    THE ROLL WAS SUCCESSFUL. Remember that any Ability Roll or Gimmick

    Roll that results in 12 is a failure, no matter how many MPs are expended to

    affect the roll’s outcome.

    Lost MPs are regained only at the conclusion of each Hand of play (see

    ADVENTURES, below). When a Character’s IQ and CON scores areimproved as a result of Disco Points (see below), his MPs increase

    accordingly. When a Character’s CON decreases as a result of Combat or

    other injury, his MPs are not lost accordingly, but stay at their original level

    (although the Character has probably expended many MPs already to avoid

    such a CON-draining situation).

    CHAPTER TWO: GIMMICKS

    Each EXPLOITATION! character possesses one or more Gimmicks, whichrepresent a combination of skills, personality, and background. Each PC and

    DJC begins the game with 50 Gimmick Points (GPs) to allocate towards

    Gimmicks. A character may not allocate more than 10 points, or fewer than

    2 points, to any one Gimmick.

    To use a Gimmick, a Character makes a Gimmick Roll (GR) using two dice.

    A GR is carried out exactly like an Ability Roll. If a Character makes his GR,

    the Gimmick succeeds. If a Character makes a combat-specific GR (such as

    Got a Knife or Martial Art), his Attack proceeds, but his target may

    perform a Defense Roll to block or dodge the attack (see COMBAT).

    If a Character fails a GR, the Gimmick doesn’t work (or the Attack fails).

    The DJ is free to penalize the failing Character with humiliating (but not

    life-threatening) “fumble” results. For example, a Character who fails a

    Chain GR may temporarily tie herself up with her own chain!

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    In the case of most Gimmicks, a Character without the Gimmick may still

    attempt to use it by rolling against a particular “default” Ability, minus one

    point. All combat-related Gimmicks default to AG –1 point (any sufficiently

    pissed-off domestic engineer can TRY to use Got a Knife to hurl a butcher

    knife!) Most other Gimmicks either default to AG –1 or IQ –1 (as specifiedin the Gimmick’s Description, below). Some Gimmicks have no default: a

    character must have the Gimmick to use it. For example, Fro is a defaultless

    Gimmick. You can’t grow an afro on the spot; you either have one or you

    don’t!

    Under each Gimmick description are playing card listings, for Players and

    DJs who wish to randomly assign Gimmicks to their Characters using the

    deck of 52 cards.

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    Gimmick Descriptions

    Bo Staff. You are adept with this 6’ hardwood martial arts weapon, as well

    as similar two-handed staff weapons. (Ace, 2 of Clubs).

    Chain. Like the infamous Japanese schoolgirl/assassin Yo-Yo Gubari, you are

    lethal with chains and chain-like weapons such as the Bola and Bullwhip.

    (Master of the Flying Guillotine , anyone?) (3, 4 of Clubs).

    Con. You are an expert at talking yourself into, or out of, any situation. You

    could sell ice cream to Eskimos! You can fast-talk yourself out of a speeding

    ticket blindfolded! Defaults to IQ –1. (5, 6 of Clubs).

    Disco. You can sing and dance that music that will never die: Disco! On a

    successful Disco roll, you will have everyone on the dance floor encircling you

    and clapping to the music! Defaults to AG –1. (7, 8 of Clubs).

    Fox. You are physically attractive to members of the opposite sex, as well

    as so-inclined members of the same sex. In other words, you are a FOX!

    Roll against Fox to seduce other characters into surrendering, switching

    sides, stripping off their clothes, or anything else the DJ will allow!

    Defaults to IQ –1. (9, 10 of Clubs).

    Fro. You sport a huge afro hairstyle. In the world of EXPLOITATION!, a

    Fro has nothing to do with a character’s race or skin color. Roll against Fro 

    to successfully conceal a knife, shuriken, handgun, or other small object in

     your righteous ‘fro! Fro has no default, Sucka! Solid!! (Jack, Queen ofClubs).

    Get High.  You are so experienced at using controlled substances that you

    can utilize them to temporarily alter your physiology. On a successful Get

    High roll, you can DOUBLE your IQ, AG, or ST (your choice) for the duration

    of one Ability Roll only. You must make another Get High roll to affect a

    subsequent roll. On a failed Get High roll, the specified Ability is HALVED

    instead of doubled! (2, 3 of Spades).

    Gold Chains.  You wear numerous gold chains around your neck. Roll against

    Gold Chains to BLIND an opponent in a fight! You get one close or rangedattack on your opponent, while your opponent is deprived of making a

    defense roll. You may blind any given Character only ONCE per fight. (4, 5

    of Spades).

    Got a Knife.  Not only are you an expert with knives, throwing knives, and

    shuriken, but you usually have a knife on you when the going gets tough. Not

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    only can you use Got a Knife to Attack, but if you’re weaponless, you can roll

    against Got a Knife to produce a concealed knife that you forgot you had!

    (King of Clubs, 6, 7 of Spades).

    Handgun.  You are an expert with handguns, as well as the smaller and

    cheaper “Saturday night specials.” If you are disarmed, you may make aseparate Handgun roll to discover a concealed, fully-loaded, six-shot,

    Saturday night special somewhere on your person (strapped to your leg,

    taped to your back; your choice!) (8, 9 of Spades).

    Jo Sticks.  You can use a pair of short, hardwood sticks for deadly effect.

    You may improvise by using similar weapons such as police nightsticks. If you

    use only one stick, however, the weapon’s damage is reduced by two (2)

    points. (10, Jack of Spades).

    Katana.  You are an expert at Kendo, or the art of using the JapaneseKatana (long sword). You are also adept at similar weapons, such as the

    broadsword and the sabre. (Queen, King of Spades).

    Language.  You are adept at one foreign language besides your own. You

    must specify which foreign language you know, and you may spend your initial

    Gimmick Points to buy any number of foreign languages. Defaults to IQ –1.

    (Ace, 2 of Hearts).

    Martial Art.  Your art might be Karate, Kung Fu, or Judo. Regardless, you

    are a deadly fighter with your hands and feet. (3, 4 of Hearts).

    Nunchaku.  You are an expert with the weapon that naïve westerners call

    “Nunchucks”; the flail-like weapon that made Bruce Lee famous: the

    Nunchaku! (5, 6 of Hearts).

    Packin’.  You are an expert at concealing weapons. Many weapons, such as

    rifles, are usually impossible to conceal on one’s person. However, if you

    make a successful Packin’ roll, you CAN conceal such a weapon, until the time

    is right to open a can of whup-ass on your foes! Defaults to IQ –1. (7, 8 of

    Hearts).

    Pimp.  The art of profiting from the burgeoning sex industry without beingnabbed by the cops. Make a separate roll for each transaction. You may

    wish to team up with a Character possessing Fox and/or Porn; the clients

    are waiting! Defaults to IQ – 1. (9, 10 of Hearts).

    Porn.  You are a veteran of the pornography business. You have worked both

    in front and behind the camera on numerous super-eight films, and you even

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    know a bit about the rumored new technology called the “video tape.” Make

    a Porn roll to successfully complete a “blue” film or cut a profitable deal!

    Defaults to IQ –1. (Jack, Queen of Hearts).

    Rifle.  You are deadly with rifles, and similar weapons such as shotguns.

    (King of Hearts, or Ace of Diamonds).

    Roller Derby.  You spent a great deal of time either as a roller derby player

    or a frequenter of roller discos. You wear a really BOSS pair of skates, and

    can out-maneuver your opponents in combat: if you make your Roller Derby 

    roll, you get TWO attacks per combat round, while everyone else gets only

    one! You must roll separately for each Combat Round. (2, 3 of Diamonds).

    Scholar.  You are educated in a specific subject, whether it is History of

    the Bong, Peace Movements Around the World, or something even more

    obscure. This is a “catch-all” Gimmick for Characters who wish to specializein a particular subject. Characters must buy separate Scholar Gimmicks for

    each subject they wish to study. Defaults to IQ –1. (4, 5, 6 of Diamonds).

    Theme Music.  You have your own theme music! If you successfully make

     your Theme Music roll, you may temporarily use any remaining Mojo Points to

    enhance one (1) Ability or Gimmick, WITHOUT permanently losing your MPs!

    This effect lasts for THREE MINUTES OF REAL TIME (another player

    should be drafted to keep time). (7, 8 of Diamonds).

    Undercover.  You’re either an undercover cop, or you once worked as an

    undercover cop. Use Undercover to do undercover cop things, such assampling cocaine without getting high, or calling in the cavalry in the form of

    police squad cars! Defaults to IQ –1. (9, 10 of Diamonds).

    Vet.  You are justifiably proud to be a veteran of the Vietnam Conflict. As

    such, you are an expert in military affairs and jungle warfare. Roll against

    this Gimmick to (for example) make a successful bamboo trap, or field-strip

    an M-16 rifle. (Jack, Queen, or King of Diamonds).

    Wakizashi.  You are an expert with the one-handed Japanese short sword,

    as well as similar weapons (such as the machete). (Joker).

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    CHAPTER III: COMBAT

    Combat in EXPLOITATION! is divided into Combat Rounds. During each

    Round, any Character who wishes to may Attack any other Character,

    provided the attacking Character’s CON is one or more. Characters using

    RANGED WEAPONS (see WEAPONS, below) go first, in order of highest tolowest AG scores (Characters with equal AG scores roll one die each, high

    roller attacking first). Characters using HAND TO HAND WEAPONS then

    take turns attacking, again in order of highest to lowest AG scores, until all

    Character who wish to have attacked. The process then repeats itself with

    a second Combat Round, until the Combat has been resolved.

    The attacking Character makes an Attack Roll (AR) against the Gimmick

    appropriate to the weapon he is using. The Gimmick for hands and feet isMartial Art; A Character without Martial Art may still fight bare-handed,

    but must roll against AG – 1 point to Attack; he also does only 1 die of

    damage (see below). If the Attacker does not possess the appropriate

    Gimmick, he rolls against his AG score, minus 1 point. If the AR fails, his

    attack fails, and the next Attacker down the line in the round’s order of

    attack gets a chance to show his stuff.

    If the AR succeeds, the Defending Character gets to make a Defense

    Roll (DR) to block or dodge the Attack. The DR is made against the

    Defender’s AG. If the DR is successful, the Attack does only the BARE

    MINIMUM amount of Damage to the Defender, minus any penalty for theAttacker not possessing the appropriate Gimmick (see below). For example,

    Leroy the Lounge Singer fires a rifle at Pauley the Pimp, but Pauley

    successfully makes his DR. A rifle does 1 die + 2 points of damage (see

    WEAPONS, below), and Leroy’s shot does only bare minimum damage, which

    is 3 points. It turns out Leroy doesn’t have the Rifle Gimmick, so the

    damage is reduced to 2 points. The shot only grazes Pauley, who is angry

    about the new hole in his brand-new purple suit!

    If the DR fails, this means the Attacker’s attack succeeds, and he gets

    to roll for damage. Damage is determined by the type of weapon theattacker is using (see WEAPONS, below). If the Attacker does not possess

    the appropriate Gimmick to handle the weapon he is using, his Attack does

    ONE POINT LESS than the damage rolled. This can result in successful

    attacks that do zero points of damage to the Defender. For example, Pauley

    has just attacked Leroy with a knife. A knife does 1 die of damage. Pauley

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    rolls a 4, but he doesn’t have the Got a Knife Gimmick, so he does only 3

    points of damage to Lucky Leroy.

    Damage from Attacks is subtracted from the Defender’s CON Ability

    score. A Character whose CON drops to zero or lower (due to being

    attacked or through some other hazard) is incapacitated and unable toparticipate in Combat. A Character whose CON drops to negative his original

    CON score is dead.

    Attackers may still wail on an incapacitated Character. Incapacitated

    Characters cannot make Defense Rolls or use Mojo, so they make easy

    targets. The only real chance for an incapacitated Character is to be

    dragged to a safe area to heal. Lost CON points heal at the rate of 1 point

    per ten minutes of game time, but this time must be spent peacefully;

    bandaged wounds open back up in Combat.

    Weapons

    Each Character may begin the game with up to four of the weapons listed

    below (not counting Hands and Feet). Weapons doing up to 1 die +1 point of

    damage are easily concealed; more powerful weapons are considered more

    bulky, and require successful Packin’ GRs to conceal (one per weapon and

    potential Combat situation). Because EXPLOITATION! is not a miniatures

    game, there is no separate set of rules for ranged weapons; assume that

    users of Ranged Weapons may attempt to hit any other target within line-

    of-sight. The only other advantage to using a Ranged Weapon is you usuallyget to attack first in Combat (see COMBAT, above).

    In parentheses after many weapon names are other, similar weapons that

    use identical game statistics. These similar weapons default to the Gimmick

    appropriate to the accompanying weapon outside the parentheses. After

    that is listed the level of damage the weapon does.

    Under each weapon description are playing card listings, for Players and

    DJs who wish to randomly assign weapons to their Characters using the deck

    of 52 cards.

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    Ranged Weapons Damage

    Handgun (Large Revolver, Automatic Pistol) 1 die (Ace; Any Suit)

    Rifle 1 die + 2 points

    (2, 3, 4 of Clubs)

    Saturday Night Special (Small Revolver) 1 die – 1 point

    (5, 6, 7 of Clubs)

    Shotgun (Assault Rifle, Submachinegun) 1 die + 1 point

    (8, 9, 10 of Clubs)

    Shuriken (Throwing Star) 1 die – 2 points

    (Jack, Queen, King of Clubs)

    Throwing Knife (Thrown Hatchet) 1 die

    (2, 3, 4 of Spades)Hand-To-Hand Weapons Damage

    Bo Staff (Pool Cue) 1 die + 2 points

    (5, 6, 7 of Spades)

    Chain (Bola, Bullwhip) 1 die

    (8, 9, 10 of Spades)

    Hands and Feet 1 die – 1 point

    (2, 3, 4 of Diamonds, or Joker)

    Jo Sticks (Pair of Billy Clubs) 1 die + 1 point

    (Jack, Queen, King of Spades)

    Katana (Broadsword, Sabre) 2 dice

    (2, 3, 4 of Hearts, or Jack, Queen, King of Diamonds)

    Knife (Afro Comb) 1 die

    (5, 6, 7 of Hearts, or 8, 9, 10 of Diamonds)

    Nunchaku (“Nunchucks,” Flail) 1 die + 2 points

    (8, 9, 10 of Hearts)

    Sai (Pair of Daggers) 1 die + 1 point

    (Jack, Queen, King of Hearts)

    Wakizashi (Machete, Short Sword) 1 die + 2 points

    (5, 6, 7 of Diamonds)

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    CHAPTER IV: ADVENTURES

    The 8-Track System

    EXPLOITATION! works best with 3 to 8 players. To begin a game ofEXPLOITATION!, each player sits down and creates and arms her Core

    Character (CC) using the rules already presented above. Then, a randomly-

    selected Player shuffles and cuts the deck of cards (leave the Jokers in)

    and deals a hand of eight cards to each Player. The Players must not look at

    their hands; they leave the cards face down in front of them. Each player

    then turns over the first card in their hand. The Player with the LOWEST

    numbered card is drafted to be the DJ for the first Hand! (Aces and

    Jokers are wild; a Player may declare them to be any numbered card.) Ties

    are resolved by Players turning over the next cards in their hands, until a DJis drafted for the first Hand. In each succeeding Hand of play, the duties

    of DJ are handed over in a clockwise fashion around the table, until all

    Players have had a chance to be DJ once each. Once everyone has been DJ

    for a single Hand, that Game of EXPLOITATION! is over!

    The DJ’s Core Character has now become the Adversary; that is, the

    villain that the other Players must thwart to successfully complete the

    upcoming Hand. This simulates the fact that 1970s exploitation actors

    often quickly went from playing heroes in one movie to villains in the next!!

    The DJ’s next task is to create a number of HENCHMEN equal to the

    remaining number of other Players at the table. Each Henchman is

    identically attributed and armed as the DJ’s CC, with the difference being

    that HENCHMEN DO NOT USE MOJO. These newly-created henchmen

    work for, and therefore do the bidding of, the DJ’s Adversary. If an

    Adversary dies during a Hand, the Hand is over, and the current DJ may

    never again use that Character. However, one of the Player’s Henchmen

    must now be promoted to Core Character status, and is allowed to be given

    and use Mojo Points.

    Similarly, a Player whose PC has been killed may promote one of his

    Henchmen to take the dead PCs place in the current Hand. This can be

    explained in any way the Player chooses; perhaps this is the original PCs long-

    long brother, who now seeks revenge against the Adversary! A Player who

    has not been DJ yet does not possess Henchmen. When his PC is killed, he

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    stays dead, and the Player is out of the game itself, not just the current

    Hand! (This is an excellent incentive for shy Players to WANT to be DJ!)

    The Plot

    The other Players now put aside their hands of cards for later use. The

    DJ must now generate a Plot, which will serve as the basis for the upcoming

    Hand’s scenario. Much of the detail will, of course, need to be made up on

    the fly by the DJ, but the Plot provides a course for him to steer by.

    The DJ turns over the next card in his Hand, and consults the table

    below to determine the Hand’s Plot:

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    SPADES: “Kill Phil.”  He killed your family, left you for dead, and slapped

     your dog! Worse yet, now he’s spewing psychological advice on network

    television! To quote the old Klingon proverb: “Revenge is a dish best served

    cold.” Revenge is also an ideal seed for EXPLOITATION! adventures. Whatthe bad guy did to piss off the PCs is up to the DJ.

    CLUBS: “Evil Genius Must Die!”  The Government has paid you to infiltrate

    the infamous Doctor Naughty’s secret island stronghold, and kill him with

     your Hands and Feet (no guns allowed!) See Bruce Lee’s classic film Enter

    the Dragon for inspiration.

    DIAMONDS: Scam the Dealer! The friendly neighborhood coke dealer

    has a million dollars in cash hidden under his floorboards. The PC with thelowest IQ has devised a FOOLPROOF plan to get it, and it involves filling

    five zip-lock bags with baking soda. Never mind the dealer’s 300-pound

    bodyguard and the crocodiles! See Boogie Nights  for inspiration.

    HEARTS: “Scam a Fox” (or ‘Gas, Grass, or Ass: Nobody Rides for

    Free!) Love and/or lust are perfectly good reasons to embark upon a Hand

    of EXPLOITATION!. A PC’s friends have agreed to help him elope with his

    true love, but they have to get past her shotgun-toting father… Or, a PC’s

    friends have agreed to help him claim the holy grail: the local homecomingqueen’s panties! If this Adventure seed seems sexist, feel free to switch

    genders and go after that football hunk!

    ACE (Any Suit): “Long Live the Eight-Track!”  Something has gone

    terribly wrong in the recording industry! Have the PCs uncovered a plot to

    destroy that bastion of quality pop music, Disco? Has a secret society been

    conducting its illegal affairs disguised as a record label? Maybe the PCs are

    a Disco band that must storm a greedy record exec’s office building to

    retrieve their stolen master tapes!

    JOKER: “Flat Tire.”  This is a great opportunity for a horror-themed

    Hand. First, the PCs’ eight-track tape player broke down on the way to a

    huge Skynard concert. Now, the van has broken down in the middle of the

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    desert! But wait, there’s a house on the horizon! It’s boarded-up and

    decrepit, but maybe they have a telephone!

    The Setting

    The DJ must now choose a Setting, where the Plot’s initial action will takeplace. The DJ turns over the next card in his hand, and consults the table

    below:

    SPADES: Roller Disco Rink.

    JOKER: Car Wash.

    CLUBS: Dojo.

    HEARTS: Porn Movie Set.ACE (Any Suit):  Recording Studio.

    DIAMONDS: Disco.

    The DJ should now have five (5) cards remaining in his hand. During the

    course of this DJ’s Hand, should he require new Plots and/or Settings, he

    may use one or more of his remaining cards to choose them. He may also use

    the cards to randomly assign Gimmicks (see GIMMICKS) and/or weapons

    (see COMBAT) to his DJ Characters. Once all the cards in his hand areturned over, the current DJ must choose Plots, Settings, Gimmicks, and

    weapons without their help.

    The 8-Track System allows EXPLOITATION! Players to forget all that

    crap they’re learned about roleplaying games not having “winners!” After

    each Player has had a chance to be the DJ for a single Hand of

    EXPLOITATION!, the Players vote, by secret ballot, on which Core

    Character survived the evening’s game most successfully. A Player may not

    vote for his own Character. Dead Core Characters don’t count; If a Player’s

    CC has died, and he has no Henchmen to replace the CC, the Player is out of

    the game. A Henchman who has been promoted to CC is eligible for the

    Vote.

    The Player who wins the vote wins the Game. In the event of a tie, all

    Players vote again to choose among the tied Characters. Veteran CCs may be

    used in future EXPLOITATION! games.

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    Disco Points

    DPs are the EXPLOITATION! equivalent of what bigger, more boring

    RPGs call Experience Points. Each time a PC makes a successful Ability Roll

    or Gimmick Roll, the current DJ may decide to award the player a DP. A DP

    should be awarded only when the roll is made under suitably dramatic and/or

    cinematic circumstances, or the roll results from a particularly clever idea

    on the part of the player (“We’ll make a grenade launcher out of a VACUUM

    CLEANER!”) When a DP is awarded, the DJ will tell the player to make a

    check mark next to the Ability or Gimmick he just used. At the end of the

    current Hand, the Player may turn in his DPs for points added to the

    checked Gimmick and/or Ability, at the rate of 5 DPs to one Gimmick or

    Ability Point. Extra DPs may be saved and turned in after future Hands(never DURING a Hand). The improved Core Character may, of course, come

    back later as an Adversary. No Ability or Gimmick may ever be raised above

    12 points.

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    CHAPTER V: INSPIRATION

    The following films (plus one Compact Disc set and one television show)

    will provide EXPLOITATION! players and DJs with an endless supply ofCharacters and situations to draw inspiration from. This is not an

    exhaustive list, but is rather a random sampling of media to get players in a

    sufficiently-seventies mood.

    Most of these films’ soundtracks are available on Compact Disc.

    EXPLOITATION! DJs should, by all means, use these to create atmosphere

    during play. Better yet, a working eight-track tape player provides an ideal

    atmosphere for EXPLOITATION! games. Check garage sales and the

    Internet!

    ABBA Gold (Compact Disc).  It is hard to imagine that this Swedishfoursome once outdid the Beatles in record sales, but it is equally hard to

    imagine the 1970s without them. I dare you to listen to such ABBA faves as

    “Dancing Queen” or “Waterloo,” and get their music out of your head any

    time soon. (Editor’s Note: the opinions of Dan on Abba do not reflect those

    of the magazine editor, who shudders at the very mention of their name!)  

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    Boogie Nights.  As the much-endowed porn actor Dirk Diggler, Mark

    Wahlberg takes us through the twisted 1970s world of director P.T.

    Anderson’s imagination. Inspired performances by gifted supporting actors

    such as John C. Reilly (“People tell me I look like Han Solo!”) make this film

    memorable.Car Wash.  A song-and-dance extravaganza, reminding us that enduringly-

    bad 1970s cinema is about much more than murder and mayhem!

    Enter the Dragon.  This is Bruce Lee’s finest film, and the quintessential

    “Evil Genius Must Die!” scenario. The nunchaku fight scene is worth the

    price of admission.

    Foxy Brown.  Jackie Brown fans will be surprised to discover that Pam Grier

    has apparently not aged one day since her stint as the premier 1970s Fox.

    Game of Death.  Bruce Lee’s second best film is worth a look for inspirationinto the devious tricks of 1970s evil geniuses, and bad guy Kareem Abdul-

    Jabbar leaving a huge footprint on Bruce’s chest!

    Get Christie Love.  As Nice Guy Eddie reminds us in Quentin Tarantino’s

    Reservoir Dogs, black female detective Christie Love is famous for the

    immortal line “You’re under arrest, Sugar!” Teresa Graves’ street-smart,

    undercover cop helped to pave the way for the strong, black female

    characters that we now take for granted.

    Grindhouse . Quentin Tarantino and Robert Rodriguez’ magnum opus. Thedirectors pay loving tribute to the 1970s films that inspired this game. In

    true grindhouse format, they present the audience with a double-feature,

    laced with a myriad of trailers for “upcoming” films. Rodriguez’ Planet

    Terror is an homage to the best (worst?) of 1970s zombie thrillers.

    Tarantino’s Death Proof  is an ultra-violent, car chase-o-rama (with a bit of

    chick flick thrown in), in the tradition of the 1970s film Vanishing Point .

    Jackie Brown.  Quentin Tarantino brought back such 1970s luminaries as

    Pam Grier, Robert Forster, and Sid Haig for this adaptation of the Elmore

    Leonard novel, Rum Punch. A stellar cast, and more twists than the limbs ofBruce Lee’s latest opponent.

    Kill Bill . Quentin Tarantino’s two-part film owes more to 1970s martial arts

    and black exploitation films than any of his other offerings. From the

    cheesy “Our Feature Presentation” opening title to the soundtrack’s “bleep”

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    every time the name of Uma Thurman’s heroine is uttered, this film is pure

    1970s exploitation.

    Shaft . Forget Samuel L. Jackson’s modernized remake. Check out the

    original for a classic of black exploitation cinema.

    Street Fighter . There is a reason why Quentin Tarantino cast Sonny Chiba

    as a master swordsmith in Kill Bill. Chiba is a legend of 1970s martial arts

    cinema, whose films are too often lost in Bruce Lee’s shadow.

    Texas Chainsaw Massacre.  The original is a brilliant slice of 1970s mayhem

    by Poltergeist director Tobe Hooper. The remake is a look at how 1970s

    mayhem is perceived by a 2003 filmmaker. Both films helped to inspire the

    “Flat Tire” Adventure Seed (see ADVENTURES).

    That Seventies Show (Television Series).  A watered-down version of what

    the 1970s were like, but also a funny, lighthearted look at what your 1970scharacters might do when they’re not kicking ass.

    Wonderland.  Val Kilmer as porn legend John Holmes takes us on a gritty

    tour of the 1970s skin trade. A more authentic version of Boogie Nights. 

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