TEXT: Introduction 
  Dismal dungeons, ferocious monsters, glittering treasure – 
  all these and more await you in Pulp Fantasy, a tabletop 
  RPG. The game requires only pencil, paper and a number of 
  ordinary 6-sided dice. In this guide, numbers that have a "D" 
  appended indicate a pool of 6-sided dice. For example, 2D 
  means "two dice". 
  Character Creation 
  Your character needs a name, class, abilities, race, money, 
  equipment and health – you should record all these on a 
  character sheet.  
  Class, Abilities & Race 
  You must first pick a class for your character. Every class 
  comes with a number of abilities, each with an ability score. 
  The available classes and abilities are - 
  Warrior  
  Tough 4D 
  Rogue 
   
  Tough 2D, Roguery 2D 
  Priest 
   
  Tough 2D, Miracle 2D 
  Wizard  
  Tough 1D, Magic 3D 
  Every creature has a Tough ability, which represents combat 
  skill and the ability to resist physical hurt. Other abilities are 
  explained in more detail later.  
  You also need to choose your race. You can be human, elf, 
  dwarf, halfling or something more exotic. Race adds colour 
  to the game, but makes no difference to your abilities. 
  Money & Equipment  
  The most common coin is the copper piece, 10 of which 
  make a silver piece, 10 of which make a gold piece. The 
  Referee will advise how much money you start with.  
  You will need to take some equipment with you when 
  exploring dark dungeons – things like backpacks, rope, 
  rations and lanterns. The Referee will advise what is 
  available, and what it will cost.  
  Weapons  
  Your character will need a weapon in order to fight, such as 
  a sword, staff, mace or dagger. You can nominate any 
  weapon that is appropriate to the setting, as weapon type 
  makes no difference to the gameplay.  
  Health 
  Your health can be one of four levels - healthy, wounded, 
  disabled or dead. When healthy, you can use all abilities 
  without penalty. If wounded, you can still use any ability, but 
  you will suffer a 1D penalty. If you are disabled, you are lying 
  prostrate on the ground and can do nothing - without 
  assistance, you will die within the hour. Dead is dead. 
  Conflict Resolution 
  When you wish to use an ability, you must make an ability 
  check. You do this by rolling the number of dice indicated by 
  your ability score. The person or object opposing you also 
  makes a check using the appropriate ability. If you roll more 
  sixes than your opponent, you succeed - otherwise you fail. 
  When rolling dice, six is the only number that counts! For an 
  example, see Fighting below. 
  Fighting 
  Combat takes place in rounds of about 30 seconds each. The 
  players always go first, followed by the monsters. During a 
  combat round, and depending on your class, you may attack 
  with a weapon, cast a spell, pray for a miracle or try some 
  roguery.  
  If attacking with a weapon, you must make a Tough ability 
  check against your target’s Tough ability. If you succeed, you 
  have struck your opponent. If you fail, you have missed.  
  For example, you are a Warrior and want to strike a goblin 
  with your sword. Your Tough ability is 4D, and the goblin’s 
  Tough ability is 1D. You roll 5,3,1,6 and the goblin rolls 5. You 
  have rolled more sixes than the goblin – you hit, and will 
  inflict a wound (but see Armour below). 
  Armour 
  Some characters and monsters wear armour. If you hit 
  something with armour, you will need to make another 
  Tough check, this time against the Armour score. If you 
  succeed you will inflict a wound.  
  Following is the available armour –  
  Leather    
  1D 
  Chainmail  
  2D 
  Shield   
  1D (+ to other armour) 
  Warriors and Priests may wear any armour. Wizards may not 
  wear armour as it interferes with their magic. Rogues may 
  wear only leather armour. 
  Wounding 
  When you hit something, you decrease its health by one 
  level. That is, a healthy creature becomes wounded, a 
  wounded creature becomes disabled, and a disabled 
  creature dies.  
  Advanced Fighting 
  Critical Hit - If you roll more sixes than the defender has 
  total Tough dice, it is a “critical hit” and the target’s health 
  decreases by two degrees rather than one.  
  Multiple Attacks – You may split your Tough dice in order to 
  attack multiple targets in the same round. For example, you 
  are fighting two goblins and decide to split your Tough dice 
  into two pools of 2 dice each.  
  Pulp Fantasy 
  
  Reckless Attack – You attack all-out with no thought to 
  defence. Double your Tough dice when attacking that round 
  – however, when defending, your Tough ability is just 1D! 
  Defensive Attack – You strike cautiously, with a focus on 
  defence. Reduce your Tough dice by half when attacking, but 
  add half when defending.  
  Parry – You spend all your effort defending yourself. You 
  can't attack that round, but double your Tough dice when 
  defending.  
  Magic 
  Each magic spell has a level. A Wizard may cast a number of 
  spell levels equivalent to their Magic ability per day. For 
  example, if your Magic ability is 3D, you may cast three 1D 
  spells, or one 2D and two 1D spells. 
  You may only cast spells from your spell book. Select three 
  spells from the following list for your initial spell book. 
  Flaming Arrows (1D) – Two flaming arrows appear and will 
  strike any target you can see. Make a Magic check vs the 
  target’s Tough ability (ignore armour). If successful, inflict a 
  wound each. 
  Magic Mist (1D) – A thick mist of 30’ diameter appears. It is 
  impossible to see more than six inches in front of your face. 
  Cause Fear (1D) – Make a Magic check vs the target’s Tough 
  ability. If successful, the target runs in terror for 10 rounds. 
  Sleep (1D) – All creatures with a Tough of 1D or 2D within a 
  10’ square will fall asleep for an hour. 
  Web (2D) – A thick web of 30’ diameter appears, trapping all 
  within. Creatures of Tough 5D or under are trapped for 30 
  minutes; others are trapped for 10 minutes. 
  Flame Thrower (2D) – A stream of flame 10’ wide and 40’ 
  long appears from your hands. Make a Magic check vs Tough 
  ability for each target caught in the fire. If successful, inflict a 
  wound (ignore armour). 
  Invisibility (2D) – Make yourself invisible for 1 round for 
  every 1D of Magic ability.  
  Miracles 
  Priests have no spell books – instead they pray to their 
  patron deity for miracles. Make a Miracle check vs the 
  difficulty of the miracle. If you succeed, the miracle occurs. 
  There is no limit on the number of miracles you may ask for. 
  However, the gods are fickle. If you fail the check, you will be 
  granted no more miracles for 12 hours, during which time 
  you must rest and pray. 
  Heal (1D) – Improve a creature’s health by 1 level. 
  Bless (1D) – Improve another creatures ability checks by 1D. 
  This lasts for as long as you continue to pray – and you can 
  do nothing else while praying. 
  Hidden Hands (1D) – A pair of invisible hands, as strong as 
  your own hands, manifests and will do your will. They can 
  move up to 30’ away from you in any direction. 
  Turn Undead (2D) – If successful, all undead with Tough dice 
  less than your Miracle dice flee from you. 
  Minor Paralysis (2D) – If target’s Tough ability is less than 
  your Miracle ability, the target is paralysed for 10 rounds. 
  Find Secrets (2D) – All secret doors and compartments 
  within 20’ of you become visible. 
  Roguery 
  Rogues have a number of special skills, such as climbing 
  walls, sneaking around, picking locks, finding and removing 
  traps, finding secret doors and hiding. There may be others, 
  at the Referee’s discretion. When attempting any of these 
  skills, you must make a Roguery ability check vs a target 
  ability, advised by the Referee.  
  For example, you have Roguery score of 3D and wish to pick 
  a lock. The Referee advises that the difficulty of the lock is 
  1D. You roll 621 and the Referee rolls 3 – you have picked 
  the lock. 
  Monsters 
  Following are some typical monsters. 
  Goblin (Tough 1D) – These are ugly, green, malevolent 
  creatures, about 3 feet tall. 
  Hobgoblin (Tough 2D) – These look like goblins, except they 
  are man-sized. 
  Dire Wolf (Tough 3D) – These large and vicious wolves are 
  often used as steeds by goblins. 
  Ogre (Tough 6D) – Ogres are about 8’ tall, enormously 
  strong and very stupid. 
  Giant Spider (Tough 2D) – They are about 2’ across with 
  large fangs. If they successfully bite you, you don’t take a 
  regular wound. Rather, you are paralysed for 4-8 hours. 
  Magical healing will cure you immediately. 
  Harpy (Tough 3D) – These winged creatures have the upper 
  body of a woman and the lower body of a vulture. They are 
  aggressive and crude.  
  Skeleton (Tough 1D) – This is an undead creature.  
  Zombie (Tough 2D) – This is a more powerful undead 
  creature. 
  Dragon (Tough 12D) – a small green dragon, about 20’ long. 
  Every 5 rounds it can breathe fire, as per the Flame Thrower 
  spell. It is immune to fire and heat attacks. 
  Traps 
  Every trap has a Tough score. When the trap is triggered, 
  make a Tough vs Tough check against the character, and 
  inflict a wound if successful. The Tough score is also the 
  target ability used when Rogues attempt to detect and later 
  disarm the trap. Typical traps include covered pits, poisoned 
  needles, scything blades, flying arrows etc. 
  Adventures 
  Adventures are prepared by the Referee, and follow the 
  usual dungeon crawl pattern. Following are some typical 
  adventure hooks – 
   
  You hear rumours of a nearby cave system, filled with 
  monsters and fabulous treasure 
   
  A band of monsters is attacking your home town, so the 
  mayor offers a reward to clear the monster’s lair 
   
  While lost in the wilderness, you come across a 
  mysterious hidden city 
  At the end of each adventure, the Referee will award players 
  1-3 points each, with which to improve their abilities. 
  © 2014 M. T. Black. 
  
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