TEXT: STEVEN S. LONG
  PULP HEROES
  Volume I:
  The Raven
  and the Midnight Brigade
  
  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 from ProFantasy Soft ware 
  (try it! It’s great!)
  Everything Else:  Stev... you get the picture
  A Hero Plus Adventure for
  TABLE OF
  CONTENTS
  The Raven 
   
  4
  The Velvet Phantom 
  9
  Cagliostro 
   
  11
  The Midnight Brigade 
  11
  The Raven’s Tarot  
  14
  10¢
  30 x
  PULP HEROES
  Volume I:
  The Raven
  and the Midnight Brigade
  
  YOUR SECRET LEAGUE OF HEROES
  ENCODED MESSAGE!
  Attention Secret League Of Heroes 
  members! Here’s your secret message for 
  this Hero Plus Adventure. Use your secret 
  decoder ring to read it!
  5-8-23-23-7, 23-8-3-24-11-8-1-15! 24-7-7-4 17-
  8-2-15 — 25-7-11, 14-7-7, 20-3-17 13-8-20-7-9-8 
  3 16-3-1-14 7-12 14-5-8 1-3-26-8-17’15 9-18-4-
  17-18-24-5-14 13-1-18-24-3-4-8! 3-23-23 25-7-11 
  5-3-26-8 14-7 4-7 18-15 5-8-3-4 7-26-8-1 14-7 
  23-8-17-17-25 13-1-11-z8-17-15-6-18’15 17-8-2-
  15-15-14-3-17-4 7-17 9-3-4-18-15-7-17 15-14-1-
  8-8-14. 14-8-23-23 5-18-9 “14-5-8 16-3-1-23-18-3-
  9-8-17-14 7-12 7-2-23-15 15-8-17-14 9-8,” 3-17-4 
  5-8’23-23 24-18-26-8 25-7-11 25-7-11-1 18-17-14-
  1-7-4-11-20-14-7-1-25 13-1-18-24-3-4-8 6-18-14, 
  18-17-20-23-11-4-18-17-24 25-7-11-1 1-3-26-8-17 
  1-18-17-24. 19-7-18-17 11-16 14-7-4-3-25!
  
  THE RAVEN
  Masterminds And Madmen gives you a deadly 
  and gruesome gallery of villains for Pulp Hero, but 
  what about the heroes who oppose them? Other than 
  Randall’s Raiders, who’s out there ﬁ ghting the good 
  ﬁ ght to keep innocent people safe from crimelords, 
  invaders from Inner-Earth, mad scientists, Fiendish 
  Oriental Masterminds, and science criminals? In this 
  Hero Plus Adventure, you’ll learn the secrets of one 
  of the Pulp World’s greatest heroes, the mysterious 
  masked crimeﬁ ghter known only as the Raven, and his 
  helpers:  the beautiful Velvet Phantom; his feathered 
  friend Cagliostro; and the multitalented men and 
  women of his Midnight Brigade!
  THE RAVEN
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [3]
  20 
  DEX 
  30 
  13- 
  OCV:  7/DCV:  7
  18 
  CON 
  16 
  13-
  15 
  BODY 10 
  12-
  20 
  INT 
  10 
  13- 
  PER Roll 13-
  18 
  EGO 
  16 
  13- 
  ECV:  6
  25 
  PRE 
  20 
  14- 
  PRE Attack:  5d6
  12 
  COM 
  1 
  11-
  6  
  PD 
  3 
   
  Total:  12 PD (6 rPD)
  5  
  ED 
  1 
   
  Total:  11 ED (6 rED)
  5  
  SPD 
  30 
   
  Phases:  3, 5, 8, 10, 12
  10 
  REC 
  6
  36 
  END 
  0
  40 
  STUN 
  8 
  Total Characteristics Cost:  156
  Movement: 
  Running: 
  9”/12”
  Cost Powers 
  END
  35 
  Alchemical Dusts:  Multipower, 80-point 
  reserve; all OAF (-1),  Does Not Work In 
  High Winds/Rain/Underwater (-¼)
  3u 
  1)  Mists Of Morpheus:  Energy Blast 8d6, 
  NND (defense is Life Support [Self-Con-
  tainted Breathing or appropriate Immu-
   
  nity]; +1); OAF (-1), Limited Range (3”;
   
  -¼), Does Not Work In High Winds/
   
  Rain/Underwater (-¼), 12 Charges
   
  (-¼) 
  [12]
  2u 
  2)  Vapors Of Vulcan:  RKA 4d6; OAF
   
  (-1), Limited Range (3”; -¼), Does Not
   
  Work In High Winds/Rain/Underwater
   
  (-¼), 12 Charges (-¼) 
  [12]
  3u 
  3)  Fog Of Phobos:  Drain PRE 6d6,
   
  Limited Range (3”; +¼); OAF (-1), Does
   
  Not Work In High Winds/Rain/Under-
   
  water (-¼), 12 Charges (-¼) 
  [12]
   
  Martial Arts: Kaigetsu, Fencing
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 35 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge all 
  attacks, Abort
  4 
  Escape 
  +0 
  +0 
  40 STR vs. 
  Grabs
  3 
  Joint Lock/Grab -1 
  -1 
  Grab Two 
  Limbs, 35 STR
  5 
  Kick 
  -2 
  +1 
  9d6 Strike
  4 
  Nerve Strike 
  -1 
  +1 
  3d6 NND (1)
  4 
  Punch 
  +0 
  +2 
  7d6 Strike
  HERO PLUS 
  ADVENTURES
  Pulp Heroes, Volume 
  I:  Th e Raven and the 
  Midnight Brigade is one 
  of Hero Games’s Hero 
  Plus Adventures, a series 
  of short, no-frills, inex-
  pensive adventures in 
  PDF format. (Th is one 
  isn’t so much an adven-
  ture as a collection of 
  characters, but you get 
  the picture.) Hero Plus 
  Adventures are designed 
  to provide roughly one 
  game session’s worth of 
  entertainment, though 
  they include suggestions 
  on how to lengthen or 
  expand the scenario 
  if you want to. Th ey’re 
  written with simplicity 
  and ease of use in mind 
  so you can run them 
  with a minimum of 
  preparation.
  PRINTING
  Th e general statement on 
  the credits page notwith-
  standing, DOJ, Inc. grants 
  each purchaser of Pulp 
  Heroes, Volume I:  Th e 
  Raven and the Midnight 
  Brigade  permission to 
  make one (1) printed 
  copy of this adventure.
  4  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Riposte 
  +2 
  +2 
  Weapon +2 DC, 
  Must Follow 
  Block
  4 
  Sword Hand 
  -2 
  +0 
  HKA 1d6 (2d6 
  with STR)
  3 
  Th row 
  +0 
  +1 
  5d6 +v/5, Target 
  Falls
  8 
  +2 Damage Classes (already added in)
  2 
  Use Art with Blades, Clubs
   
  Martial Arts:  Gunﬁ ghting
   
  Maneuver 
  OCV DCV 
  Rng 
  Notes
  4 
  Accurate Shot +2 
   -2 
  +2 
  Weapon  
   
  Strike
  4 
  Basic Shot 
  +0 
  +0 
  +2 
  Weapon
   
   
   
   
   
  +2 DC
   
   
   
   
   
  Strike
  3 
  Defensive Shot -1 
  +2 
  +0 
  Weapon  
   
  Strike
  5 
  Distance Shot +0 
   -2 
  +6 
  Weapon
   
   
   
   
   
  Strike, +1  
   
  Segment
  3 
  Leg Shot 
  +0 
   -1 
  +0 
  Weapon
   
   
   
   
   
  +2 DC
   
   
   
   
   
  Strike, 
   
   
   
   
   
  Th row
  4 
  Oﬀ ensive Shot -1 
   -1 
  +0 
  Weapon
   
   
   
   
   
  +4 DC
   
   
   
   
   
  Strike
  4 
  Ranged Disarm +0 
  +0 
  +0 
  Disarm,
   
   
   
   
   
  +15 STR
   
   
   
   
   
  to roll
  6 
  Mystic Protection:  Mental Defense
   
  (10 points total) 
  0
  10 
  Mystic Protection:  Power Defense
   
  (10 points) 
  0
  6 
  Fast:  Running +3” (9” total) 
  0
  9 
  Th e Raven’s Tarot:  Clairsentience (Sight 
  Group), Precognition, Reduced Endur-
   
  ance (0 END; +½); OAF (-1), Activation
   
  Roll 14- (-½), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Minute or 
  more to perform reading; -1½),  Precogni-
  tion Only (-1), Vague And Unclear (-½) 
  0
  15 
  Spirit Sight:  Detect Magic 13- (Sight
   
  Group), Discriminatory, Range 
  0
  12 
  Fade Into Shadow:  Invisibility to Sight 
  Group, Reduced Endurance (0 END; +½); 
  Chameleon (-½), Only When In Dark-
   
  ness/Shadows (-½), Requires A Stealth
   
  Roll (-½) 
  0
  15 
  Luck Of Heroes:  Luck 3d6 
  0
   
  Perks
  4 
  Deep Covers:  Nick “Nicky B” Brughetti 
  (gangster); Allen Tomasi (occult bookstore 
  owner)
  30 
  Followers:  Cagliostro the raven and the 
  members of the Inner Circle of the Midnight 
  Brigade — up to 16 characters built on 50 
  Base Points each (see below)
  15 
  Money:  Filthy Rich
  8 
  Reputation:  terror of the underworld (in 
  Hudson City) 14-, +4/+4d6
  3 
  Well-Connected:  the Outer Circle of the Mid-
  night Brigade
  1 
  1)  Artie, the shoeshine boy at the Plaza Hotel 
  12- (limited by identity [Raven])
  2 
  2)  Major Howard Fitzsimmons, US Army 
  11- (very useful Skills/resources, access 
  to major institutions, limited by identity 
  [Dubois])
  1 
  3)  Tom Granger, world-renowned explorer/
  hunter 11- (very useful Skills/resources, lim-
  ited by identity [Raven])
  2 
  4)  Mayor Gerald O’Connally 11- (access to 
  major institutions, signiﬁ cant Contacts of his 
  own, limited by identity [Dubois])
  1 
  5)  Professor Albert Palance, HCU Anthro-
  pology Dept. 11- (very useful Skills/
  resources, limited by identity [Raven])
  2 
  6)  Anthony “Sticks” Scarlatti, head of 
  the Scarlatti mob 11- (very useful Skills/
  resources, signiﬁ cant Contacts of his own, 
  limited by identity [Brughetti])
  2 
  7)  Police Commissioner Arthur Vander-
  brook 11- (very useful Skills/resources, 
  access to major institutions, limited by iden-
  tity [Dubois])
   
  Talents
  9 
  Ambidexerity (no Oﬀ  Hand penalty)
  12 
  Combat Luck (6 PD/6 ED)
  15 
  Combat Sense
  5 
  Eidetic Memory
  3 
  Simulate Death
   
  Skills
  30 
  +3 Overall
  16 
  +2 with All Combat
  12 
  Targeting Skill Levels:  +4 OCV versus Hit 
  Location Penalties with All Attacks
  8 
  Range Skill Levels:  +4 versus Range Modiﬁ er 
  with Firearms
  3 
  Acrobatics 13-
  3 
  Acting 14-
  3 
  Animal Handler (Bird, Raptors) 14-
  3 
  Breakfall 13-
  3 
  Combat Driving 13-
  3 
  Combat Piloting 13-
  3 
  Concealment 13-
  3 
  Contortionist 13-
  3 
  Conversation 14-
  3 
  Criminology 13-
  3 
  Deduction 13-
  1 
  Demolitions 8-
  3 
  Disguise 13-
  1 
  Electronics 8-
  3 
  Fast Draw (Small Arms) 13-
  1 
  Forensic Medicine 8-
  3 
  High Society 14-
  3 
  Interrogation 14-
  3 
  Lockpicking 13-
  1 
  Mechanics 8-
  3 
  Mimicry 13-
  3 
  Persuasion 14-
  5 
  Rapid Fighting (Ranged)
  2 
  SS: Biology 11-
  2 
  SS: Chemistry 11-
  5 
  Hero Plus Adventure #9
  
  2 
  SS: Physics 11-
  3 
  Security Systems 13-
  3 
  Sleight Of Hand 13-
  3 
  Stealth 13-
  3 
  Streetwise 14-
  3 
  Tactics 13-
  7 
  TF: Common Motorized Ground Vehicles, 
  Riding Animals, Small Motorized Boats, 
  Small Planes, Two-Wheeled Motorized 
  Ground Vehicles
  6 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Small Arms
  3 
  Linguist
  1 
  1)  Arabic (ﬂ uent conversation; English is 
  Native)
  1 
  2)  Cantonese Chinese (ﬂ uent conversation)
  1 
  3)  French (ﬂ uent conversation)
  1 
  4)  German (ﬂ uent conversation)
  1 
  5)  Hindustani (ﬂ uent conversation)
  1 
  6)  Italian (ﬂ uent conversation)
  1 
  7)  Japanese (ﬂ uent conversation)
  1 
  8)  Mandarin Chinese (ﬂ uent conversation)
  1 
  9)  Russian (ﬂ uent conversation)
  3 
  Scholar
  1 
  1)  KS: Alchemy 11-
  2 
  2)  KS: Arcane And Occult Knowledge 13-
  1 
  3)  KS: Astrology 11-
  1 
  4)  KS: Celtic Civilization, Culture, And 
  Magic 11-
  1 
  5)  KS: Divination And Tarot Cards 11-
  1 
  6)  KS: Egyptian Civilization, Culture, And 
  Magic 11-
  1 
  7)  KS: Fencing 11-
  2 
  8)  KS: Th e Espionage World 13-
  2 
  9)  KS: Th e Hudson City Underworld 13-
  1 
  10)  KS: Kaigetsu 11-
  2 
  11)  KS: Th e Law Enforcement World 13-
  1 
  12)  KS: Lost Civilizations 11-
  2 
  13)  KS: Th e Mystic World 13-
  2 
  14)  KS: Th e New York Underworld 13-
  1 
  15)  KS: Norse Civilization, Culture, And 
  Magic 11-
  2 
  16)  KS: Occult Monsters 13-
  3 
  Traveler
  1 
  1)  CK: Berlin 11-
  1 
  2)  CK: Cairo 11-
  2 
  3)  CK: Hudson City 13-
  1 
  4)  CK: London 11-
  2 
  5)  CK: New York City 13-
  1 
  6)  CK: Shanghai 11-
  Total Powers & Skills Cost:  524
  Total Cost:  680
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  15 
  Hunted:  Th e Iron Claw 8- (As Pow, NCI, 
  Capture/Kill)
  10 
  Hunted:  various mob families and gangs 
  8- (As Pow, Kill)
  10 
  Hunted:  various cults and evil mystic groups 
  8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  15 
  Psychological Limitation:  Loves Th e Velvet 
  Phantom (Common, Strong)
  15 
  Social Limitation:  Secret Identity (James 
  Dubois) (Frequently, Major)
  500 
  Experience Points
  Total Disadvantage Points:  680
  Background/History:  When America entered the 
  Great War, James Dubois felt compelled to volun-
  teer for military service despite his wealthy family’s 
  misgivings. In basic training he proved to be strong, 
  fast, smart, and a quick thinker. By the time his 
  unit got to the European battleﬁ eld, commanders 
  could already see he was just the sort of person 
  they needed not for the front lines, but for sensitive 
  espionage and sabotage operations.
  Dubois was retrained for those sorts of missions, 
  given a squad of men to lead, and sent into the ﬁ eld. 
  He and his men spent a year spying on and ambush-
  ing enemy units... but then the Germans tracked them 
  down and trapped them. A grenade exploded near 
  Dubois, and he collapsed, dying. Th e world took on 
  a hazy, unreal quality as he lay in the netherworld 
  between the realms of life and death. Suddenly 
  through the mist he saw the grim ﬁ gure of Death 
  walking toward him, a raven on its shoulder. As he got 
  up to join the Reaper, the robed ﬁ gure spoke. “Stop,” 
  it said in a sepulchral voice. “I have not come for you, 
  James Dubois, but to you. Th ere is much more left  for 
  you to do in the world, and the powers that be have 
  forbidden me to take you. Instead, they have sent me 
  here with this message. Awake to the living world now, 
  and lead the life Destiny has decreed for you.” With 
  that, Death faded away into the fog.
  Dubois suddenly awoke in a small wooded copse. 
  His men had grabbed him and hidden from Jerry, 
  but they’d all soon be found and forced to ﬁ ght to 
  the last man. Looking up and to the east, Dubois saw 
  in the branches of a nearby tree a raven that looked 
  suspiciously like the one accompanying Death in his 
  “dream.” He told his men to prepare for an attack from 
  the east. Sure enough, the Germans came from that 
  direction. Despite the pain of his wounds, Dubois 
  fought valiantly alongside his squad, and with his help 
  they drove drive oﬀ  the enemy long enough to escape.
  During the rest of the war, Dubois earned a 
  reputation as a man whose incredible “hunches” oft en 
  proved true. Dubois had no idea why he had such 
  insight, but assumed it had something to do with the 
  “destiny” Death had told him about. He earned high 
  honors during the war, and when it was over returned 
  to Hudson City and the executive’s life his family had 
  envisioned for him. His “instincts” helped him there, 
  too, allowing him to turn his family’s already consider-
  able wealth into a truly enormous fortune by investing 
  in securities. He also joined the Hudson City social 
  scene as one of the city’s most eligible bachelors. But 
  through all of his deals and parties and daily busi-
  ness, he searched for a clue regarding his “destiny.” He 
  wanted something more, of that he was certain, but he 
  couldn’t put his ﬁ nger on what he should do.
  He soon developed an interest in the occult, par-
  ticularly fortune-telling, and studied it intensely. He 
  6  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
  7 
  Hero Plus Adventure #9
  was particularly drawn to tarot cards, which he used 
  to assist him in developing his “premonitions.” No one 
  suspected the seemingly carefree businessman-dilet-
  tante was secretly a troubled expert on the occult, 
  searching for the true path he was to follow. And 
  everywhere he went, the raven Death had “given” him 
  showed up somewhere nearby.
  Th e rise of organized crime as a result of Prohibi-
  tion ﬁ nally provided the answer he sought. Th e ﬁ rst 
  time he read about gangster activities in the paper, he 
  knew instantly his destiny was to oppose evil men such 
  as this — to thwart them at every turn, to make society 
  safe from their nefarious schemes! He immediately 
  began training himself to take on the underworld... 
  both kinds of underworld, for he had felt unusual 
  mystic presences at work in the city as well. He learned 
  how to disguise himself and inﬁ ltrate the underworld, 
  pick locks, and investigate crime. He traveled around 
  the world seeking occult wisdom in the British Isles, 
  the sands of Egypt, and the mysterious Far East. As 
  part of his training he created his own set of tarot 
  cards, one uniquely suited to bring out his precognitive 
  gift s. He chose as his nom de guerre “the Raven,” from 
  the bird that accompanied him on his path.
  Th e Raven ﬁ rst appeared on the streets of Hudson 
  City on January 12, 1926. With Cagliostro the raven 
  perched on his shoulder he destroyed Dominic “Big 
  Paul” Palmieri and his gang — the ﬁ rst of many such 
  attacks he’d make on the crooks and thugs who preyed 
  on the innocent citizens of Hudson City. With the help 
  of the Raven’s Tarot, he continues to predict the activities 
  of evil men with ease... and to show up to stop them.
  Personality/Motivation:  Although he oft en presents 
  a dark, grim, intimidating face to the world (and 
  the underworld), the Raven at heart is a true-blue 
  Pulp hero, devoted to fostering the good and pro-
  tecting the innocent even if that means sacriﬁ cing 
  his own life. Th e only thing that makes him hesi-
  tate in his war on crime is his love for his wife, the 
  Velvet Phantom, who shares his crusade against 
  Evil. Concern for her safety sometimes prompts 
  him to do things he shouldn’t, like exposing the city 
  to danger so he can rescue her from kidnappers.
  Quote:  “More types of evil than your crimes stalk 
  the nighttime streets, Scarlatti, but fortunately I am 
  prepared to deal with them all.”
  Powers/Tactics:  Th e Raven is a highly-experi-
  enced crimeﬁ ghter who’s a veteran of battleﬁ elds 
  real, urban, and mystic. 
  He’s fought Germans in 
  France, mobsters on the 
  streets of Little Italy, and 
  demons possessing the 
  bodies of innocent people 
  and emerged triumphant. 
  He’s trained himself 
  extensively in a whole 
  host of skills, ranging 
  from disguise and acting, 
  to lockpicking and defus-
  ing alarms, to expertly 
  investigating crime, to 
  mingling eﬀ ortlessly and 
  conﬁ dently with both 
  high society and low. Th ere’s very little he can’t do, 
  and do well.
  In battle, the Raven is a matchless ﬁ ghter, able 
  to shoot with incredible accuracy (he oft en prefers to 
  disarm or temporarily cripple opponents he consid-
  ers worth saving). He uses a special matched pair of 
  black Colt semi-automatics prepared for him by Jack 
  Phillips that are more accurate than normal. But he’s 
  no slouch at other forms of ﬁ ghting. He’s skilled with 
  rapier or sabre, and when lacking a weapon employs 
  the mysterious ﬁ ghting art of Kaigetsu (roughly, “spirit 
  ﬁ ghting”), which he learned from the ghost of an 
  ancient Japanese warrior-mystic during his travels.
  In addition to his physical prowess, the Raven 
  is a gift ed mystic; he oft en combats cults and other 
  occult menaces. He can sense the presence of magic, 
  spirits, and the like if he concentrates, and is specially 
  shielded from arcane attack. Most importantly, he has 
  the gift  of foresight, which he channels through the 
  use of the Raven’s Tarot, his special deck of fortune-
  telling cards (see below). With it he can predict the 
  actions of his enemies and determine the best strate-
  gies to use against them.
  Campaign Use:  Th e Raven makes a great NPC hero 
  for your PCs to encounter, particularly if they don’t 
  have any crimebusting expertise but get involved in 
  a Crimebusting adventure. At the very least, he can 
  occasionally provide them with information and 
  assistance. If your gaming group’s willing to play a 
  game with characters of unequal power, he and his 
  Followers might even make good sample PCs.
  You probably don’t need to make the Raven 
  tougher; he’s about at the outer limits of what a Pulp 
  Hero character ought to be like for most games. At the 
  most, give him more (Combat) Skill Levels or Martial 
  Maneuvers. To weaken him, reduce his DEX to 18 and 
  SPD to 4, and remove his Gunﬁ ghting Martial Arts and 
  his Targeting Skill Levels.
  Th e Raven won’t Hunt PCs unless they’re framed 
  for a crime, wanted by the law, or he mistakenly con-
  cludes they’re up to no good. His modus operandi is 
  to gather information with the help of the Midnight 
  Brigade, then move in fast and hard when he thinks 
  he’s got a handle on the way the PCs do things. If he 
  doesn’t think he can defeat them on his own, he’ll 
  bring along the Velvet Phantom and as many Inner 
  Circle Brigadiers as necessary. He might also tip oﬀ  
  the police to put more pressure on them.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Colt M1911A 
  +1 
  +1 
  2d6 
  1d6 
  9 
  7 
  Carries 
  two, 
  with 3 
  clips 
  each
  Rapier 
  +1 
  — 
  1d6 
  1d6-1 
  — 
  10
  Armor
  None
  Gear:  Lockpicks, ﬁ eld medical kit, concealed shoulder holsters for Colts, con-
  cealed shoe-blade (for cutting ropes and such)
  Clothing:  See Appearance
  THE RAVEN
  PLOT SEEDS
  Cagliostro shows up 
  at a PC’s house (or the 
  group’s headquarters if 
  it has one). He doesn’t 
  seem to be carrying a 
  message, and acts sort of 
  anxious and upset. Has 
  something happened 
  to the Raven... and if 
  so, why did Cagliostro 
  come to the PCs instead 
  of the Velvet Phantom 
  or the Midnight Bri-
  gade?
  Th e Raven contacts a PC 
  who’s known to be an 
  expert in mystic matters. 
  He’s come across some-
  thing he thinks may be 
  a Satanic cult of terrible 
  size and power, and he 
  needs help to investigate 
  further... and, hopefully, 
  take the cult down. But 
  why has neither of them 
  heard of or encountered 
  this group before?
  When the Scarlatti mob 
  puts a bounty of a cool 
  million in cash on the 
  Raven’s head, and ten 
  grand on the heads of 
  his helpers, it’s open 
  season in the under-
  world. Unfortunately for 
  the PCs, a lot of gunmen 
  seem to think they’re 
  part of the Midnight 
  Brigade....
  
  Appearance:  Th e Raven is a tall, starkly-featured 
  man with black hair and grey eyes. When crime-
  ﬁ ghting, he wears a black man’s suit (including 
  black shirt and tie), a black domino mask, black 
  fedora, and black cape. He carries his two Colts in 
  concealed shoulder holsters. He’s usually accompa-
  nied by his pet raven Cagliostro (see below).
  8  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
  9 
  Hero Plus Adventure #9
  THE VELVET PHANTOM
  Val Char 
  Cost Roll 
  Notes
  13 
  STR 
  3 
  12- 
  Lift  150 kg; 2½d6 [3]
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  15 
  CON 
  10 
  12-
  12 
  BODY 4 
  11-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  13 
  EGO 
  6 
  12- 
  ECV:  4
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  18 
  COM 
  4 
  13-
  6  
  PD 
  3 
   
  Total:  9 PD (3 rPD)
  4  
  ED 
  3 
   
  Total:  7 ED (3 rED)
  4  
  SPD 
  15 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  30 
  END 
  0
  30 
  STUN 
  3 
  Total Characteristics Cost:  76
  Movement: 
  Running: 
  7”/14”
  Cost Powers 
  END
   
  Martial Arts: Kaigetsu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 28 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge all 
  attacks, Abort
  4 
  Escape 
  +0 
  +0 
  33 STR vs. 
  Grabs
  3 
  Joint Lock/Grab -1 
  -1 
  Grab Two 
  Limbs, 28 STR
  5 
  Kick 
  -2 
  +1 
  7½d6 Strike
  4 
  Punch 
  +0 
  +2 
  5½d6 Strike
  3 
  Th row 
  +0 
  +1 
  3½d6 +v/5, 
  Target Falls
  4 
  +1 Damage Class (already added in)
  3 
  Mystic Protection:  Mental Defense
  (6 points total) 
  0
  5 
  Mystic Protection:  Power Defense
  (5 points) 
  0
  2 
  Swift :  Running +1” (7” total) 
  1
   
  Perks
  12 
  Contacts:  12 points’ worth in Hudson City 
  and New York society
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  3 
  Acting 12-
  3 
  Combat Driving 12-
  3 
  Concealment 12-
  3 
  Conversation 12-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  Disguise 12-
  3 
  High Society 12-
  2 
  CK: Hudson City 11-
  2 
  CK: New York City 11-
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Art History 11-
  3 
  KS: Hudson City Society 12-
  2 
  KS: Th e Hudson City Underworld 11-
  2 
  KS: Literature 11-
  1 
  KS: Th e Mystic World 8-
  2 
  KS: Th e New York City Underworld 11-
  1 
  Language:  French (basic conversation; Eng-
  lish is Native)
  3 
  Lockpicking 12-
  1 
  Mimicry 8-
  3 
  Paramedics 12-
  3 
  Persuasion 12-
  1 
  Security Systems 8-
  3 
  Seduction 12-
  1 
  Sleight Of Hand 8-
  5 
  Stealth 13-
  3 
  Streetwise 12-
  3 
  TF: Common Motorized Ground Vehicles, 
  Two-Wheeled Motorized Ground Vehicles
  4 
  WF: Common Melee Weapons, Small Arms
  Total Powers & Skills Cost:  135
  Total Cost:  211
  75+ Disadvantages
  20 
  Hunted:  Dr. Fang 8- (Mo Pow, NCI, Capture/
  Kill)
  15 
  Hunted:  Th e Iron Claw 8- (As Pow, NCI, 
  Capture/Kill)
  10 
  Hunted:  various mob families and gangs 
  8- (As Pow, Kill)
  20 
  Psychological Limitation:  Pulp Hero’s Code 
  (Common, Total)
  15 
  Psychological Limitation:  Loves Th e Raven 
  (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Irene 
  Smallwood Dubois) (Frequently, Major)
  5 
  Social Limitation:  Woman (Occasional, 
  Minor)
  36 
  Experience Points
  Total Disadvantage Points:  211
  Background/History:  Shortly aft er he began his 
  crimeﬁ ghting career, James Dubois met a beauti-
  ful young woman named Irene Smallwood (of the 
  New Orleans Smallwoods) at a Hudson City party. 
  Instantly smitten by her intelligence, good looks, 
  and charm, he began seeing her frequently — or at 
  least as frequently as the Raven’s activities would 
  allow. By late 1926 the problem of hiding his dual 
  identity from her had reached the point where 
  Dubois, although he’d fallen in love, felt he had to 
  stop seeing her.
  But before he did anything foolish, Irene revealed 
  that she knew that he was the Raven!  An insightful 
  and quick-witted woman, she’d ﬁ gured out months 
  ago that the Raven only appeared on nights when the 
  two of them didn’t have a date. A little detective work 
  (well, snooping around) conﬁ rmed her guess.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Walther PP 
  +0 
  +0 
  1d6 
  1d6-1 
  8 
  7 
  Carries 
  three 
  clips
  Armor
  None
  Gear:  Lockpicks
  Clothing:  See Appearance
  
  Impressed almost beyond words, Dubois asked 
  her not just to marry him, but to become his partner 
  in crimeﬁ ghting. Naturally she said yes to both, and 
  Dubois immediately began training her in the crime-
  ﬁ ghters’ arts, including Kaigetsu. She chose the name 
  the Velvet Phantom from a line in a favorite poem. 
  Th ey hit the streets together on March 15, 1928, when 
  they smashed a liquor-smuggling ring, and the under-
  world’s lived in fear of the both of them ever since.
  Personality/Motivation:  Th e Velvet Phantom is 
  everything a man could want in a woman: attrac-
  tive; strong yet supportive and nurturing; intel-
  ligent and insightful; witty and well-educated; 
  sexy; socially accomplished. Th e fact that she both 
  understands and shares her husband’s heroic nature 
  only brings the two of them closer together and 
  makes their love all the deeper. Th ere’s nothing she 
  wouldn’t do for him, even lay down her life if nec-
  essary to save his.
  Quote:  “You wouldn’t hit a lady, would you? Oh, 
  you would? Well, this lady hits back!”
  Powers/Tactics:  Th e Velvet Phantom serves as the 
  Raven’s assistant and “sidekick,” though she’s more 
  of an equal partner than most sidekicks. She’s 
  nowhere near as skilled or experienced as he is, and 
  she knows it, so she oft en hangs back as “reinforce-
  ments” or a lookout and lets the Raven deal with 
  the worst their foes have to oﬀ er. Still, every now 
  and then she gets her blood up and just charges 
  straight in to smash a particularly wicked malefac-
  tor in the jaw. She oft en takes advantage of the fact 
  that her opponents think she’s “just a woman,” using 
  her Persuasion and Seduction to trick them into 
  letting down their guard.
  Campaign Use:  As the Raven’s assistant, the Velvet 
  Phantom takes a secondary role in most encoun-
  ters the PCs have with him — supporting him and 
  oﬀ ering assistance where necessary, but not chal-
  lenging his authority or putting herself forward 
  unless instructed to. She might make an exception 
  if she forms a friendship with a sympatico female 
  PC; she’d enjoy having friends she could talk to 
  about her adventuring career.
  To make the Velvet Phantom tougher, increase 
  her DEX to 18, give her some Extra DCs with her 
  Martial Arts, and add a few Combat Skill Levels to her 
  character sheet. To weaken her, reduce her SPD to 3 
  and convert a few more of her Skills into Familiarities.
  Th e Velvet Phantom doesn’t Hunt characters 
  unless ordered to by the Raven, in which case she fol-
  lows orders. She’d also Hunt anyone who hurt or killed 
  him, using all the skills he’s taught her to track the 
  target down and bring him to Justice.
  Appearance:  Th e Velvet Phantom is a lovely blonde 
  woman, 5’8” tall with a slender, attractive ﬁ gure. 
  When ﬁ ghting crime she wears a strapless midnight 
  blue evening gown slit up to the hip, matching 
  heels, and a matching domino mask.
  10  Pulp Heroes, Vol. I
  Hero System 5th Edition
  THE
  VELVET
  PHANTOM
  PLOT SEEDS
  A female PC and Irene 
  Dubois meet one 
  another socially. Each 
  can sense there’s more 
  to the other than they’re 
  letting on... but what? It 
  becomes an intriguing 
  game of huntress-and-
  hunted-and-huntress. 
  Will they end up 
  becoming rivals for life, 
  or fast friends?
  Th e Raven mysteriously 
  goes missing. He usually 
  tells the Velvet Phantom 
  when he plans a long 
  undercover mission, but 
  he said nothing to her. 
  And for some reason, 
  she can’t seem to reach 
  anyone in the Inner 
  Circle of the Midnight 
  Brigade, either! Worried, 
  and unable to dig up 
  anything on her own, 
  she turns to the PCs for 
  help.
  Aft er being zapped with 
  Dr. Fang’s mind-altering 
  ray, the Velvet Phantom 
  turns evil! To make sure 
  he captures her without 
  causing her any harm, 
  the Raven asks the PCs 
  to help him bring her in 
  and cure her.
  
  11 
  Hero Plus Adventure #9
  CAGLIOSTRO
  Val Char 
  Cost Roll 
  Notes
  -15 STR 
  -25 
  6- 
  Lift  3.2 kg; 0d6 [1]
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  8  
  CON 
  -4 
  11-
  5  
  BODY -10 
  10-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  5  
  EGO 
  -10 
  10- 
  ECV:  2
  12 
  PRE 
  2 
  11- 
  PRE Attack:  2d6
  10 
  COM 
  0 
  11-
  4  
  PD 
  4 
   
  Total:  7 PD (3 rPD)
  4  
  ED 
  2 
   
  Total:  7 ED (3 rED)
  3  
  SPD 
  5 
   
  Phases:  4, 8, 12
  2  
  REC 
  0
  16 
  END 
  0
  15 
  STUN 
  6 
  Total Characteristics Cost:  -12
  Movement: 
  Running: 
  1”/2”
   
  Leaping: 
  0”/0”
   
  Flight: 
  9”/18”
   
  Swimming: 
  0”/0”
  Cost Powers 
  END
  5 
  Beak:  HKA 1 point (1 point with STR) 
  1
  5 
  Talons:  HKA 1 point (1 point with STR) 
  1
  15 
  Wings:  Flight 11”; Restrainable (-½) 
  2
  3 
  Mystic Protection:  Mental Defense
  (6 points total) 
  0
  5 
  Mystic Protection:  Power Defense
   
  (5 points) 
  0
  -10 
  Short Legs:  Running -5”
  -2 
  Nonaquatic:  Swimming -2”
  5 
  Bird’s Eyes:  Increased Arc Of Perception
   
  (240 Degrees) for Sight Group 
  0
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  10 
  +2 DCV
  7 
  Concealment 16-; Self Only (-½)
  1 
  Language:  English (see text)
  1 
  Language:  French (see text)
  3 
  Mimicry 12-
  3 
  Stealth 12-
  Total Powers & Skills Cost:  57
  Total Cost:  45
  50+ Disadvantages
  10 
  Physical Limitation:  Diminutive (0.70 m; 
  +6” KB) (Frequently, Slightly Impairing)
  15 
  Physical Limitation:  Very Limited Manipula-
  tion (Frequently, Greatly Impairing)
  Total Disadvantage Points:  75
  Description:  Cagliostro is the “pet” raven given to the 
  Raven by Death. Compared to a typical raven, he’s 
  stronger, tougher, faster, and above all smarter. He can 
  even understand commands in English and French, 
  and while he can’t speak those languages, he’s got a 
  knack for communicating basic concepts. (“Rruk!” 
  “What’s that, Cagliostro?” “Rruk!” “Th ere are men 
  behind that building? How many?” “Rruk! Rruk! Rruk!” 
  “Th ree — very well then, we can handle them.”)
  Cagliostro mainly serves the Raven as a scout, 
  messenger, and carrier of small objects, but he can 
  ﬁ ght if need be. Between his large beak and unusu-
  ally sharp, strong talons, he can inﬂ ict nasty wounds. 
  Having an “enormous” black bird go aft er his eyes is 
  enough to distract the most hardened gunsel.
  THE
  MIDNIGHT BRIGADE
  Early in his career, the Raven realized he couldn’t 
  do everything himself (including being in more than 
  one place at a time, which he oft en needed to be 
  during his war on the underworld). His solution was 
  to recruit loyal helpers — men and women he met in 
  his adventures who were ready, willing, and able to 
  serve him and his cause. He calls this group the Mid-
  night Brigade.
  Th ere are two “levels” to the Brigade. Th e “Inner 
  Circle” consists of members who know they work for 
  the Raven and what they do for him; these people 
  are described below. Some of them possess skills the 
  Raven does not (or knows only poorly) and use them 
  in his service; others are positioned to gather informa-
  tion he needs, or are simply stout-hearted heroic types 
  who want to ﬁ ght the good ﬁ ght with him. Th e “Outer 
  Circle” of the Brigade consists of “members” who don’t 
  even know they work for the Raven! Th ey’re people 
  the Raven has access to (typically through just one 
  of his identities) who willingly, unwillingly, or unwit-
  tingly sometimes provide him with information or 
  help. Th ey’re bought as Contacts (see above).
  All members of the Inner Circle wear a distinc-
  tive silver-and-jet signet ring bearing the Raven’s 
  symbol, a raven in proﬁ le. Th is serves to identify them 
  to each other, but sometimes marks them for the 
  Raven’s enemies as well.
  LI SUNG PO
  15  STR 
  15 DEX 
  15 CON 
  12 BODY 
  10  INT 
  10 EGO 
  13 PRE 
  10 COM 
  6 
   PD 
  4 ED 
  3 SPD 
  6 REC
  30  END 
  30 STUN
  Abilities:  Running +1”; Leaping +2”; Martial Arts 
  (Kung Fu); Acrobatics 12-; Breakfall 12-; Combat 
  Driving 12-; Contortionist 8-; Defense Maneuver I; 
  Gambling (Dice Games) 8-; KS: Kung Fu 11-; KS: 
  Th e Martial World 11-; Paramedics 12-; PS: Butler/
  Valet 11-; PS: Cook 11-; PS: Sewing 11-; Stealth 12-; 
  TF: Common Motorized Ground Vehicles, Equines; 
  WF: Common Melee Weapons, Common Missile 
  Weapons, Common Martial Arts Weapons, Small 
  Arms, Staﬀ s
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Distinctive Features:  Style; Hunted 
  (various enemies of the Raven, depending on the 
  scenario); Rivalry (Professional, with Julius Wilson, 
  to do a better job serving the Raven); Social Limita-
  tion:  Minority; Social Limitation:  Subject To Orders
  Notes:  Aft er James Dubois saved his life from ban-
  dits, Chinese monk Li Sung Po became Dubois’s 
  faithful manservant, tending to his everyday needs 
  
  and, in time, helping him craft  his crimeﬁ ghting 
  identity of the Raven. As a skilled practitioner of 
  Kung Fu, Li Sung Po oft en spars with his master to 
  help the Raven maintain his own ﬁ ghting abilities. 
  At most times Li Sung Po is quiet and contempla-
  tive, observing everything carefully and remaining 
  silent unless addressed, but he’s always willing to 
  trade a witty barb with Julius Wilson or spring to 
  the Raven’s aid at a moment’s notice.
  JULIUS WILSON
  13  STR 
  14 DEX 
  17 CON 
  12 BODY 
  12  INT 
  10 EGO 
  13 PRE 
  10 COM 
  5 
   PD 
  4 ED 
  3 SPD 
  6 REC 
  34  END 
  30 STUN
  Abilities:  Martial Arts (Cinematic Brawling); 
  Combat Driving 14-; Criminology 8-; Fast Draw 
  (Small Arms) 8-; High Society 8-; CK: Hudson City 
  14-; CK: New York City 11-; Navigation (Land) 
  11-; PS: Cabbie 11-; PS: Chauﬀ eur 11-; Shadowing 
  13-; Skipover Sprayﬁ re; Stealth 12-; Streetwise 12-; 
  Systems Operation 8-; Tactics 8-; TF: Common 
  Motorized Ground Vehicles, Two-Wheeled Motor-
  ized Ground Vehicles; WF: Small Arms, Blades, 
  General/Heavy-Purpose Machine Guns
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Rivalry (Professional, 
  with Li Sung Po, to do a better job serving the 
  Raven); Social Limitation:  Minority (black); Social 
  Limitation:  Subject To Orders
  Notes:  Julius Wilson grew up in poverty in Harlem, 
  but escaped it by joining the Army in 1917. By a 
  twisted trail of circumstances he ended up in James 
  Dubois’s unit, where he distinguished himself with 
  his bravery and guts. Aft er the war he returned to 
  New York City and got a job driving a cab. He did 
  that for several years until Dubois tracked him 
  down and made him an oﬀ er to come ﬁ ght the 
  good ﬁ ght again... for much better pay. Now Wilson 
  is Dubois’s (and the Raven’s) chauﬀ eur. He and Li 
  Sung Po are the members of the Inner Circle clos-
  est to the Raven, and though they sometimes bicker 
  and jibe at one another, the truth is they’re good 
  friends united by their loyalty to Dubois.
  JAKE “BARNSTORMER” BARNES
  10  STR 
  14 DEX 
  14 CON 
  11 BODY 
  10  INT 
  10 EGO 
  13 PRE 
  11 COM 
  4 
   PD 
  3 ED 
  3 SPD 
  5 REC
  28  END 
  23 STUN
  Abilities:  +1 OCV with Biplane Weapons; +2 
  to PER Rolls with Sight Group; Aerobatics 13-; 
  Combat Piloting 14-; Electronics 8-; KS: Airplanes 
  Of Th e World 11-; KS: Th e Aviation World 11-; 
  Mechanics 11-; Navigation (Air) 11-; Shadowing 
  11-; Stealth 12-; Streetwise 8-; TF: Common Motor-
  ized Ground Vehicles, Small Planes; WF: Small 
  Arms, Biplane Weapons
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Social Limitation:  
  Subject To Orders
  Notes:  For those times when the Raven needs some 
  air support or to travel by plane, he turns to Jake 
  Barnes, better known as “Barnstormer” from his 
  former profession. A veteran of the Great War, Jake 
  remains as strong and ﬁ t as he was back then (or so 
  he likes to claim), he’s always ready to put aside the 
  business at his small private airﬁ eld in the town of 
  Jordan to help the Raven.
  LENNY BRUZENSKI
  10  STR 
  10 DEX 
  12 CON 
  10 BODY 
  13  INT 
  11 EGO 
  13 PRE 
  8 COM 
  3 
   PD 
  3 ED 
  2 SPD 
  4 REC
  24  END 
  21 STUN
  Abilities:  +1 PER with all Sense Groups; CK: 
  Hudson City 11-; KS: Hudson City Current Events 
  14-; KS: Hudson City Politics 11-; PS: Newspaper 
  Dealer 11-; Stealth 11-; Streetwise 12-; TF: Common 
  Motorized Ground Vehicles, Two-Wheeled Motor-
  ized Ground Vehicles; WF: Small Arms
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Social Limitation:  
  Subject To Orders
  Notes:  Lenny Bruzenski owns and operates a news-
  stand on the corner of N. Madison Street and 12th 
  Avenue in Hudson City. He sees a lot and hears a 
  lot, and anything of interest gets passed on to the 
  Raven via courier, phone, or passenger pigeon. 
  Other members of the Inner Circle oft en leave mes-
  sages for the Raven with him.
  GILBERT DESMOND
  10  STR 
  12 DEX 
  13 CON 
  11 BODY 
  15  INT 
  12 EGO 
  15 PRE 
  10 COM 
  4 
   PD 
  3 ED 
  3 SPD 
  5 REC
  26  END 
  23 STUN
  Abilities:  +1 to PER Rolls with all Sense Groups; 
  Bureaucratics 12-; Conversation 12-; Disguise 8-; 
  High Society 8-; CK: Hudson City 11-; KS: Hudson 
  City Current Events 14-; KS: Hudson City Politics 
  14-; Persuasion 12-; PS: Reporter 11-; PS: Photog-
  raphy 11-; Seduction 12-; Stealth 11-; WF: Small 
  Arms; 10 points’ worth of Contacts in Hudson City
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Psychological Limita-
  tion:  Curious About Nearly Everything, Gotta Get 
  Th e Story!; Reputation:  nosy, persistent reporter, 
  8-; Reputation:  in tight with the Raven, 8-; Social 
  Limitation:  Subject To Orders
  Notes:  With his camera and notepad always at the 
  ready, ace reporter Gil Desmond has become the bane 
  of crooked politicians, exploitive businessmen, and 
  criminals throughout Hudson City. But the juciest 
  tidbits of information he digs up don’t make it into the 
  Hudson City Ledger until he’s passed them along to 
  the Raven and his masked boss gets the chance to act 
  on them. In return, he gets ﬁ rst crack at the full story, 
  and inside information no other reporter could get. 
  His “loose association” with the Raven (as he puts it) is 
  known in some circles, and sometimes brings him grief.
  12  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
  13 
  Hero Plus Adventure #9
  NICK FOSWORTH
  13  STR 
  12 DEX 
  13 CON 
  12 BODY 
  10  INT 
  10 EGO 
  15 PRE 
  10 COM 
  4 
   PD 
  4 ED 
  3 SPD 
  6 REC
  26  END 
  30 STUN
  Abilities:  HA +2d6 (OAF — leather-wrapped half 
  pool cue); +1 to PER Rolls with all Sense Groups; 
  Martial Arts (Dirty Inﬁ ghting); Conversation 12-; 
  KS: Th e Hudson City Underworld 11-; PS: Bar-
  tender 11-; Stealth 11-; Streetwise 12-; Trading 12-; 
  WF: Small Arms; Eidetic Memory; Can Handle His 
  Booze
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Social Limitation:  
  Subject To Orders
  Notes:  Nick Fosworth owns and tends bar at Th e 
  Purple Hat, a Southside joint oft en frequented by 
  members of the underworld. He’s got a steel-trap 
  memory and makes sure the Raven learns anything 
  of interest that happens or that he overhears in his 
  place. Like Lenny Bruzenski, he oft en serves as an 
  “information drop” for other Inner Circle mem-
  bers... and of course he’s happy to open the place up 
  before or aft er hours so his fellow agents can enjoy 
  a drink in one another’s company.
  “TWOSPOT” LOMBRETTI
  13  STR 
  14 DEX 
  15 CON 
  12 BODY 
  13  INT 
  10 EGO 
  14 PRE 
  8 COM 
  5 
   PD 
  3 ED 
  3 SPD 
  6 REC
  30  END 
  30 STUN
  Abilities:  Martial Arts (Dirty Inﬁ ghting); Acting 
  12-; Conversation 12-; Gambling (Card Games) 
  14-; KS: Th e Hudson City Underworld 11-; KS: Th e 
  Maﬁ a 11-; Lockpicking 8-; Persuasion 13-; Security 
  Systems 8-; Sleight Of Hand 12-; Stealth 12-; Street-
  wise 14-; WF: Small Arms
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Hunted:  HCPD 8-; 
  Social Limitation:  Subject To Orders; Social Limi-
  tation:  Harmful Secret (works for the Raven while 
  pretending to be a mobster)
  Notes:  A low-ranking member of the Fratianno 
  mob, “Two-Spot” Lombretti’s been a “double agent” 
  working for the Raven for over three years, since 
  the Raven saved his life from a group of hitmen 
  and showed him the error of his ways. It’s a tough 
  life, one where he has to ﬁ nd a decent excuse to get 
  out of a lot of mob activities and runs the risk of 
  instant death if discovered, but so far he’s pulled it 
  oﬀ  with aplomb.
  JIMMY “THE SHARK” MANELLI
  10  STR 
  14 DEX 
  14 CON 
  10 BODY 
  15  INT 
  12 EGO 
  16 PRE 
  12 COM 
  4 
   PD 
  4 ED 
  3 SPD 
  5 REC
  28  END 
  22 STUN
  Abilities:  Martial Arts (Boxing); Combat Driving 
  12-; Conversation 13-; Forgery (Documents) 8-; 
  Gambling (Card Games) 12-; High Society 8-; KS: 
  Th e Hudson City Underworld 14-; Persuasion 12-
  ; Seduction 12-; Sleight Of Hand 8-; Stealth 12-; 
  Streetwise 14-; WF: Small Arms, Knives
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Hunted:  HCPD 8-; 
  Social Limitation:  Subject To Orders; Social Limi-
  tation:  Harmful Secret (works for the Raven while 
  pretending to be a mobster)
  Notes:  Like Two-Spot, Jimmy “the Shark” Manelli is 
  an underworld ﬁ gure who secretly serves the Raven 
  — but he’s not associated with any speciﬁ c gang 
  or mob. He’s a sort of “freelancer,” ﬂ oating around 
  from job to job, friends with everyone but allied 
  with no one. In the process he gathers copious 
  amounts of information for the Raven.
  OFFICER IAN O’TOOLE
  13  STR 
  15 DEX 
  16 CON 
  13 BODY 
  14  INT 
  12 EGO 
  15 PRE 
  10 COM 
  5 
   PD 
  3 ED 
  3 SPD 
  6 REC
  32  END 
  30 STUN
  Abilities:  +3 to PER Rolls with all Sense Groups; 
  Martial Arts (Boxing); Bureaucratics 12-; Crimi-
  nology 12-; Deduction 12-; Forensic Pathology 8-; 
  CK: Hudson City 11-; KS: Th e Hudson City Under-
  world 11-; KS: Th e Law Enforcement World 11-; 
  Stealth 12-; Streetwise 12-; WF: Small Arms; Fringe 
  Beneﬁ ts:  Local Police Powers, Police Rank, Weapon 
  Permit
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Distinctive Features:  uniform and 
  badge; Distinctive Features:  Raven Signet Ring; 
  Hunted (various enemies of the Raven, depending 
  on the scenario); Hunted:  HCPD 8- (Watching); 
  Social Limitation:  Subject To Orders
  Notes:  Sometimes referred to as “the most obser-
  vant cop in Hudson City” for his unerring percep-
  tion, Oﬃ  cer Ian O’Toole is considered a sure bet to 
  graduate to Detective as soon as he’s put in his time 
  on the beat. He’s got a real nose for ferreting out 
  crime and a mind that can unravel criminal plots 
  — and he uses them in the service of the Raven. He 
  can also get the Raven information out of oﬃ  cial 
  police ﬁ les if necessary.
  
  JACK PHILLIPS
  8 
   STR 
  10 DEX 
  10 CON 
  10 BODY 
  18  INT 
  10 EGO 
  8 PRE 
  8 COM 
  2 
   PD 
  2 ED 
  2 SPD 
  4 REC
  20  END 
  19 STUN
  Abilities:  Gadgets; Bugging 13-; Computer Pro-
  gramming 8-; Demolitions 13-; Electronics 13-; 
  Inventor 13-; Mechanics 13-; Power: Gadgeteering 
  14-; Stealth 11-; Systems Operation 13-; Weapon-
  smith (Firearms, Muscle-Powered HTH, Muscle-
  Powered Ranged) 13-; Scientist and 15 points’ 
  worth of Science Skills
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Social Limitation:  
  Subject To Orders
  Notes:  When the Raven needs a new car, weapon, 
  gadget, or other device — or just needs the ones he 
  already has repaired or tuned up — he turns to Jack 
  Phillips, gadgeteer, demolitionist, and weaponsmith 
  extraordinaire. Phillips was a freelance inventor 
  ruined by the Depression and ready to end his own 
  life when the Raven gave him a new purpose in life 
  (and a fat research budget). He’s served loyally to 
  this day, though he takes to the ﬁ eld far less than 
  most members of the Inner Circle.
  MADAME SZARDY
  8 
   STR 
  10 DEX 
  12 CON 
  10 BODY 
  15  INT 
  17 EGO 
  15 PRE 
  10 COM 
  3 
   PD 
  3 ED 
  2 SPD 
  4 REC
  24  END 
  20 STUN
  Abilities:  Aura Vision; Foresight (requires OIF 
  crystal ball or tarot cards of opportunity); Medium; 
  Perceive Th e Past; Sensitive; Conversation 14-; 
  Gambling (Card Games) 11-; KS: Arcane And 
  Occult Lore 11-; KS: Astrology 11-; KS: Divination 
  11-; Persuasion 12-; PS: Fortuneteller 11-; Sleight 
  Of Hand 11-; Stealth 11-; Reputation: true mystic 
  8-, +1/+1d6
  50+ Disadvantages:  Distinctive Features:  Raven 
  Signet Ring; Hunted (various enemies of the Raven, 
  depending on the scenario); Social Limitation:  
  Woman; Social Limitation:  Subject To Orders
  Notes:  Th e so-called “gypsy queen of Hudson City,” 
  Madame Szardy does a thriving business with Hud-
  sonites who believe in spiritualism, astrology, and 
  fortunetelling. While most such “mystics” are fakers, 
  Madame Szardy is, in truth, a Gypsy who possesses 
  limited powers to foresee the future, envision the 
  past, and summon the spirits of the dead. She and 
  the Raven oft en work together when he’s having 
  diﬃ  culty piercing the veil of things to come. She 
  also plays a mean hand of poker, as several of the 
  other Inner Circle members have learned to their 
  chagrin.
  THE RAVEN’S TAROT
  Th e Raven’s Tarot is a set of tarot cards especially 
  developed by the Raven to aid his ability to foresee the 
  future.
  A DESCRIPTION OF THE CARDS
  Th e Raven’s Tarot contains 76 cards divided into 
  four suits:  Sky, Wizardry, Trees, and Towers. Each 
  card has a gold border, and in each corner there is a 
  symbol:  starting from the upper left  hand corner and 
  going clockwise, they are:  a Norse rune, a Hebrew 
  letter, a Greek letter, and an Egyptian hieroglyph. Each 
  card is also associated with one of the Four Elements, 
  Earth Air, Fire, and Water. Th e association is indicated 
  by the color of the corner symbols:
  Dark Green:  Earth
  Scarlet:  Fire
  Royal Blue:  Water
  Ivory:  Air
  When cards of the same element, or with one 
  or more common symbols, are in conjunction, their 
  similarity reinforces their individual meanings. (In 
  some cases the “letters” in those “alphabets” may even 
  be identical between two or more cards, since there 
  are fewer “letters” than there are cards.)
  Each suit is made up of an ace, cards numbered 
  2-6, a King, Queen, and Knight, and ten cards from the 
  forty-card Major Arcana. When the entire deck is laid 
  out in a certain order, it forms a large, elaborate pic-
  ture dominated by depictions of “the Stream of Life” 
  and Yggdrasil, the World Ash Tree (both of which are 
  featured on many of the cards). Th is picture us known 
  as the Tapestry (see below).
  LAYOUTS
  Th e Raven only uses a few layouts to read the 
  cards. Th e standard one is the Crux Corvusorum, or 
  “Th e Raven’s Cross.” Th is is a simple six-card reading. 
  Four cards are drawn and laid vertically, then one card 
  is set horizontally against either side of the column 
  in its center. Th e top card in the column is known as 
  the “crown”; it “rules” (inﬂ uences) the entire reading. 
  Th e bottom card is the “throne” card; it “supports” the 
  entire layout. Th e middle four cards are called “the 
  central cross.” By reading the cards and determining 
  their meanings, the Raven can sometimes predict the 
  future.
  A slightly more elaborate reading is known as the 
  Cross Encircled.  With this layout, a Crux Corvusorum 
  is surrounded by a circle of twelve cards. In this read-
  ing, the four most important cards are the cards occu-
  pying the four positions Nordri (North), Sudri (South), 
  Audri (East), and Vestri (West) (roughly correspond-
  ing to 12, 3, 6, and 9 on the face of a clock).
  Th e most elaborate reading of all is called the 
  Mosaic. Th is involves laying out all of the cards in a 
  pattern nine cards long and eight cards deep, with 
  the four remaining cards placed on the bottom in the 
  center. When Th e Raven analyzes the patterns and 
  meanings displayed in the layout, the future some-
  times reveals itself to him.
  A fourth “layout” is the Tapestry, when the cards 
  14  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
  15 
  Hero Plus Adventure #9
  are laid out in proper order to form one large picture. 
  When he meditates on this picture, insight sometimes 
  comes to the Raven.
  Unlike a “standard” Tarot deck, the cards in the 
  Raven’s Tarot have the same meaning whether they are 
  right-side-up or reversed.
  The Cards
  Here are descriptions of the cards and their indi-
  vidual meanings. Major Arcana are listed ﬁ rst, fol-
  lowed by the so-called “house cards.”
  SKY
  Th e Suit of Sky generally indicates actions taken 
  at night or under cover of concealment.
  1)  Aquarius:  Th is card shows the classic depiction 
  of the Water-Bearer:  a young man in a tunic pours 
  water out of a large jug. Th e water cascades down 
  and out of this card into the ﬁ rst card of the Trees 
  suit, Th e Cataract, thence to become Th e Stream. 
  Aquarius is drawn in white-blue ink over his con-
  stellation and is set against the starry sky.
  Meaning:  Need of or the importance of water; an 
  important task; a duty; a responsibility; faithfulness; 
  loyalty; service; honesty.
  Element:  Water
  2)  Thjazi’s Eyes:  A great, cruel-looking eagle, his 
  wings spread out, ﬂ ies across the starry sky. Th e two 
  brightest stars are his eyes. Th e eagle is drawn in 
  white-blue ink.
  Meaning:  Th e importance of wind and air; decep-
  tion; deceit; trickery; treachery; broken promises or 
  oaths; extortion or blackmail.
  Element:  Air
  3)  The Comet:  Th is card shows a great ﬂ aming 
  comet streaking across the night sky.
  Meaning:  Imminent disaster; great and momentous 
  events; actions of extreme importance; generally, 
  this card also emphasizes and heightens the impact 
  of the card(s) nearest to it in a layout.
  Element:  Fire
  4)  Charles’s Wain:  Th is card depicts the Big Dipper 
  with a horse and wagon drawn over it in white-blue 
  ink.
  Meaning:  A journey; a quest; an obstacle to be 
  overcome; great eﬀ ort; an ordeal; the arrival of aid.
  Element:  Earth
  5)  The Moon:  Th e card depicts the Man in the 
  Moon in his common crescent-moon-faced form. 
  He sits in the center of the sky, dominating the con-
  stellations on either side of him.
  Meaning:  Temptation (especially of power or posi-
  tion); sincerity; honesty; living up to one’s reputa-
  tion (good or bad); abuse of power or position.
  Element:  Air
  6)  Nut:  Th is card, done in the style of Egyptian 
  tomb paintings, depicts the Egyptian goddess Nut, 
  goddess of the heavens. She is shown as a woman 
  stretched out over the earth, her feet resting on the 
  eastern horizon and her hands on the western. Stars 
  cover her long blue dress.
  Meaning:  Luck; fate; chance; risk-taking; success 
  against great odds; great risks for great rewards; the 
  possibility of great loss.
  Element:  Air
  7)  Gemini:  Th is card depicts the constellation 
  Gemini, the twins Castor and Pollux. Th ey’re drawn 
  in a white-blue ink over the constellation and set 
  against the vault of space.
  Meaning:  Duality; two persons working in tandem 
  to achieve great goals; the clash of opposites.
  Element:  Water
  8)  The Crocodile:  A standing crocodile, drawn 
  in the Egyptian style, is set out in white-blue ink 
  against his constellation and the vault of heaven.
  Meaning:  A hidden danger; a lurking threat; decep-
  tion; trickery.
  Element:  Water
  9)  Andromeda:  Th e beautiful maiden Andromeda 
  is depicted chained to a rock, awaiting the monster 
  that’s coming to devour her. She’s drawn in white-
  blue ink on top of her constellation and the stars.
  Meaning:  Deﬁ ance of disaster and adversity; hope; 
  patience; faith.
  Element:  Water
  10)  The Astrologer:  An old, scholarly-looking man 
  sits on a hillside, watching the stars.
  Meaning:  Knowledge; learning; wisdom; the value 
  of contemplation and learning; acting in anticipa-
  tion of future events to forestall ill fate.
  Element:  Water
  11)  The Ace Of Sky:  One eight-pointed blue star on 
  a gold background.
  Meaning:  Success; wealth; riches; prosperity; hap-
  piness.
  Element:  Earth
  12)  Two Of Sky:  Two four-pointed blue stars on a 
  gold background.
  Meaning:  Friendship; partnership; trust; love and 
  marriage; a union or joining; cooperation.
  Element:  Air
  13)  Three Of Sky:  Th ree six-pointed blue stars on a 
  gold background.
  Meaning:  Mercy; kindness; compassion; goodness; 
  forgiveness.
  Element:  Fire
  14)  Four Of Sky:  Four four-pointed blue stars on a 
  gold background.
  Meaning:  Ritual; conformity; order; predictability; 
  insensitivity; reliability; acting according to one’s 
  nature.
  Element:  Water
  15)  Five Of Sky:  Five ﬁ ve-pointed blue stars on a 
  
  gold background.
  Meaning:  Swift  and decisive action; sudden prog-
  ress or movement; an opportunity for great gain.
  Element:  Earth
  16)  Six Of Sky:  Six six-pointed blue stars on a gold 
  background.
  Meaning:  Unrealistice attitudes or expectations; 
  fantasy; delusion; foolishness.
  Element:  Air
  17)  King Of Sky:  A lordly man wearing regal robes 
  sits on a throne. Stars and other celestial objects 
  decorate his crown, clothing, and throne; the scep-
  ter he holds in his right hand is topped with an 
  eight-pointed star. With his left  hand, he scatters 
  gold coins, ﬂ owers, and other wonderful objects in 
  front of him.
  Meaning:  Wealth; generosity; a gift ; aid (to be given 
  or received).
  Element:  Fire
  18)  Queen Of Sky:  A beautiful queen, dressed 
  in a ﬁ ne pale blue gown, stands beside an alpine 
  meadow stream. Her tiara-like crown is made of 
  ﬁ ve-pointed stars. She contemplates a beautiful rose 
  that she holds in her hands.
  Meaning:  Mastery; perfection; ability and skill; art-
  istry; an artist or master craft sman.
  Element:  Water
  19)  Knight Of Sky:  A bold knight in armor sits 
  astride a white horse, his left  side facing the viewer. 
  He holds aloft  with his right hand a sword deco-
  rated with ﬁ ve-pointed stars; a shield decorated 
  with three eight-pointed stars is in his left . Stars 
  also adorn his horse’s equipment. Th e knight and 
  horse are on the edge of a forest, with a stream in 
  the background.
  Meaning:  Chivalry; honor; truth; keeping one’s 
  word; valor; bravery.
  Element:  Earth
  WIZARDRY
  Th e Wizardry suit generally indicates the pres-
  ence or importance of magic, supernatural phenom-
  ena, and the occult.
  1)  Grandfather Death:  A skeleton in monk’s robes 
  and hood and carrying a scythe in his bony hands 
  stands in the foreground, a cemetery behind him. 
  Th irteen headstones and mausoleums are visible.
  Meaning:  Death; destruction; an ending or conclu-
  sion; sudden change.
  Element:  Earth
  2)  The Necromancer:  A man in dark wizard’s robes 
  stands in the center of a magic circle in a graveyard, 
  his clenched ﬁ st held high in the air. Near him a 
  phantom ﬂ oats in the air, as if waiting for his com-
  mand; all around him, the dead rise from their 
  graves at his command.
  Meaning:  Necromancy; evil magic; magic used for 
  evil purposes; malign supernatural forces at work; 
  overcoming death or other great obstacles.
  Element:  Earth
  3)  The Cobra:  On a street in India, a snakecharmer 
  sits crosslegged in front of a large hooded cobra, 
  seemingly controlling the serpent with ﬂ ute music. 
  A crowd, enthralled, watches intently. A few coins 
  are scattered on the ground around the snake-
  charmer.
  Meaning:  Control; command; hidden danger or 
  strength; taking risks to make gains.
  Element:  Earth
  4)  The Masque:  A dark burgundy masque stares 
  out at the viewer from a gold background. Th e 
  expression on the masque is such that it sometimes 
  appears pleasant, and sometimes quite frightening.
  Meaning:  Something concealed or hidden; the ben-
  eﬁ ts of stealth or deceit; transformation; change; a 
  reversal of fortune or circumstances.
  Element:  Air
  5)  Grinning Jack:  A wickedly-smiling jack o’lantern 
  sits underneath a tree in an autumn meadow. No 
  animals or people are visible, though there are sev-
  eral dead leaves cast about. A small stream can be 
  seen in the background.
  Meaning:  Occult forces at work; supernatural inﬂ u-
  ences; good or beneﬁ cial magic; magic used for 
  good ends.
  Element:  Fire
  6)  The Man Bathed In Flame:  A man dressed in 
  wizardly garb stands in the midst of a bonﬁ re, 
  unharmed by the ﬂ ames. He carries no objects, and 
  his hands are spread wide, as if he’s oﬀ ering himself 
  up for sacriﬁ ce. He stares out at the viewer with 
  dark, piercing eyes.
  Meaning:  Willpower; the ability to overcome pain 
  or other obstacles; acceptance of fate or diﬃ  culties; 
  sacriﬁ ce; adjustment.
  Element:  Fire
  7)  The Phoenix:  A bright golden phoenix arises 
  majestically from the ﬂ ames.
  Meaning:  Transition; transformation; change; 
  rebirth; adaptation; sacriﬁ ce.
  Element:  Fire
  8)  The Philosopher’s Stone:  An alchemist sits in his 
  laboratory, surrounded by alembics, retorts, and 
  other alchemical devices and substances. Th e walls 
  are covered by shelves containing jars and bottles 
  of various substances. Th e alchemist holds a chunk 
  of pale yellowish stone; the expression on his face is 
  one of wonder and exultation.
  Meaning:  A goal achieved; the beneﬁ ts of hard 
  work; a long struggle or ordeal rewarded in the 
  end; great possibilities ahead; accomplishing the 
  impossible.
  Element:  Earth
  9)  The Dragon:  A large red dragon, majestic and 
  proud, sits atop a vast hoard in a cave. A few large 
  tree roots can be seen coming through the roof of 
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  Hero System 5th Edition
  
  17 
  Hero Plus Adventure #9
  the cavern.
  Meaning:  Destruction held in check; the power of 
  natural forces; greed; rapacity; monsters and magi-
  cal beasts.
  Element:  Fire
  10)  The Djinni:  An Arabic wizard stands in a desert 
  cave ﬁ lled with riches. On the ground before him 
  is a bluish-colored bottle out of which smoke and a 
  djinni have arisen. Th e wizard gazes up at the djinni 
  in wonder, while the djinni looks back at him with 
  a mixture of sternness and amusement.
  Meaning:  Opportunity; a chance for great accom-
  plishments; ability; aid or assistance.
  Element:  Fire
  11)  Ace Of Wizardry:  An archmage sits on a throne 
  in his magical palace, wearing sumptuous robes 
  and many rings. Before him stand his many magi-
  cal servants — imps, demons, golems, spirits, skel-
  etons, and more. Each holds a treasure of some sort 
  that it’s oﬀ ering up to its master.
  Meaning:  Wisdom; learning and the beneﬁ ts of 
  learning; the need to study or learn more; the 
  power of knowledge.
  Element:  Earth
  12)  Two Of Wizardry:  Two wizards stand in a wiz-
  ard’s cluttered lab, contemplating a two-headed imp 
  held captive in a large bottle.
  Meaning:  Magical forces working in opposition or 
  conjunction; duality.
  Element:  Fire
  13)  Three Of Wizardry:  A witch stands on a cliﬀ  
  overlooking the sea, clutching a piece of rope with 
  three large knots tied in it. She watches several 
  ships out at sea.
  Meaning:  Power unused; being under observation 
  by great forces; unseen obstacles or opposition; act 
  with caution.
  Element:  Air
  14)  Four Of Wizardry:  Four wizards stand in a 
  circle, hands joined, surrounding a small ﬁ re. It’s 
  nighttime in a forest; there’s a small stream in the 
  foreground.
  Meaning:  Cooperation; teamwork; mutual rein-
  forcement; togetherness.
  Element:  Water
  15)  Five Of Wizardry:  A wizard stands in his Cham-
  ber of Conjuration in front of a pentagram, in 
  which there’s a large, powerful demon.
  Meaning:  Strength held in check; stalemate; oﬀ set-
  ting factors; harmony; balance.
  Element:  Earth
  16)  Six Of Wizardry:  A wizard instructs a group of 
  ﬁ ve apprentices in the Art Arcane.
  Meaning:  A clearly deﬁ ned relationship; secrets 
  revealed; beneﬁ ts of listening to one with greater 
  learning or wisdom.
  Element:  Air
  17)  King Of Wizardry:  One wizard stands trium-
  phant over another aft er a Duel Arcane.
  Meaning:  Triumph; victory; overcoming great 
  odds; conﬂ ict; ingenuity; hard work; an accom-
  plishment.
  Element:  Fire
  18)  Queen Of Wizardry:  A decrepit-looking old 
  witch presides over twelve other witches and war-
  locks at a coven meeting in a forest glade.
  Meaning:  Witchcraft ; hexes and curses; black 
  magic; the importance of a woman or women in 
  upcoming events.
  Element:  Water
  19)  Knight Of Wizardry:  A warrior-mage, wielding a 
  magic sword, ﬁ ghts against several demonic-look-
  ing beings.
  Meaning:  Arcane struggle; using magic to over-
  come opposition; decisiveness; supernatural 
  enemies.
  Element:  Air
  TREES
  Th e Trees suit generally indicates the importance 
  of nature and natural phenomena.
  1)  The Cataract:  Th is card shows a beautiful water-
  fall (which derives from Aquarius in the Sky suit) 
  set in an idyllic dell. Animals, trees, and plants are 
  visible.
  Meaning:  Sudden, unexpected change; an obstacle; 
  danger; upset; anxiety.
  Element:  Water
  2)  The Stream:  A beautiful stream ﬂ ows through a 
  forest.
  Meaning:  Th e Stream Of Life; life’s journey; hope; 
  trust; faith; good omens; success.
  Element:  Water
  3)  Th e Raven:  On a windswept, wintery moor, a 
  raven sits at the top of a large, bare-branched tree. 
  Th e tree is located on the right side of the card.
  Meaning:  Wisdom; knowledge; the Raven’s per-
  sonal involvement is crucial; contemplation; look-
  ing before you leap.
  Element:  Air
  4)  The Acorn:  A tiny acorn lies on the forest ﬂ oor 
  next to a stream.
  Meaning:  Growth; potential; accomplishment; 
  achievement; birth and rebirth.
  Element:  Earth
  5)  Yggdrasil, The World Ash Tree:  A large, majestic 
  ash tree stands in the middle of a light forest. Th e 
  Th ree Norns sit in front of it, to its left  is a well. At 
  the very top of the tree an eagle can be seen; four 
  deer are walking in its branches.
  Meaning:  Interconnectedness; interdependency; 
  support; wisdom gained.
  
  Element:  Earth
  6)  The Present:  A forest scene, featuring many ani-
  mals of diﬀ erent sorts. A stream runs through the 
  wood.
  Meaning:  Th e importance of current events; 
  change; transformation; progress; happiness; tri-
  umph.
  Element:  Water
  7)  The Faerie Harper:  An daoine sidhe of great 
  beauty and noble aspect sits underneath a tree in a 
  forest, playing a harp. Many other faerie-folk stand 
  or sit nearby, entranced by the beautiful playing.
  Meaning:  Inﬂ uence or importance of the faerie folk 
  and their magic; forces of nature at work; music; 
  imprudence; hastiness; ﬂ ightiness.
  Element:  Earth
  8)  The Rose:  A beautiful rose dominates the fore-
  ground of this card. Behind it a forest and a stream 
  are visible.
  Meaning:  Fragility; a situation easily disturbed or 
  upset; a need for caution; circumspectness; mod-
  eration; temperance; patience; stubborness; haugh-
  tiness; danger or discomfort underneath a beautiful 
  facade.
  Element:  Air
  9)  The Owl:  An owl sits on a tree branch in a night-
  time forest.
  Meaning:  Watchfulness; vigilance; stealth; sneaki-
  ness; cleverness; guile.
  Element:  Air
  10)  The Rainstorm:  A rainstorm pours down upon 
  an alpine meadow. A thunderbolt splits the dark 
  sky.
  Meaning:  A change of position; rejuvenation; 
  improvement; an invitation, opportunity, chance, or 
  challenge.
  Element:  Air
  11)  Ace Of Trees:  One large tree in a forest, with a 
  child playing amongst its branches. A stream runs 
  through the forest.
  Meaning:  Strength; durability; invincibility; tough-
  ness; youth; vigor; growth.
  Element:  Earth
  12)  Two Of Trees:  Two trees on a meadow near a 
  stream.
  Meaning:  Vulnerability; exposure; imminent attack; 
  safety in numbers; companionship.
  Element:  Air
  13)  Three Of Trees:  Th ree young men walk over a 
  small footbridge that crosses a stream in a forest. 
  Th ey are sheltered by the boughs of the trees.
  Meaning:  Security; comfort; safety; shelter; a cross-
  roads in life; the assistance of friends or allies.
  Element:  Fire
  14)  Four Of Trees:  Four trees surround a small 
  pond. A stream runs into and out of the pond.
  Meaning:  Tranquility; rest; the need to take a break 
  or relax; waiting; hopefulness; expectation of good 
  things.
  Element:  Water
  15)  Five Of Trees:  A woodcutter ﬁ nds ﬁ ve gold 
  coins underneath a tree.
  Meaning:  Luck; good fortune; a godsend; probabil-
  ity; destiny; expect the unexpected.
  Element:  Earth
  16)  Six Of Trees:  A small apple orchard of six trees.
  Meaning:  Man in harmony with nature; respect 
  for nature; prosperity; plenty; a prosperous man; 
  cooperation.
  Element:  Air
  17)  King Of Trees:  A lone druid, wielding a golden 
  sickle, cuts mistletoe from a large oak tree.
  Meaning:  Druidical inﬂ uences; taking what’s 
  oﬀ ered; an opportunity; respect.
  Element:  Fire
  18)  Queen Of Trees:  Rhiannon rides a white horse 
  through a forest.
  Meaning:  A keen-witted, intelligent person (espe-
  cially a woman); loneliness and separation; a loss 
  (especially of position or station).
  Element:  Water
  19)  Knight Of Trees:  A knight garbed in black 
  armor guards a bridge in a forest.
  Meaning:  Opposition; determination; loyalty; duty; 
  conﬂ ict; strength; an imminent battle.
  Element:  Fire
  TOWERS
  Th e Towers suit generally indicates the impor-
  tance or presence of man and the human world.
  1)  Justice:  A beautiful woman stands blindfolded. 
  In her right hand she holds a balanced scales, in her 
  left  a sword with its point up.
  Meaning:  Justice; the triumph of good over evil; 
  perseverance in the ﬁ ght against evil; law; order 
  and organization; harmony; balance.
  Element:  Air
  2)  Evil:  Satan sits lazily upon his ﬁ rey throne, 
  ruling over Hell. Minor demons torture sinners for 
  his amusement.
  Meaning:  Evil; the triumph of badness over good-
  ness; temptation; sin; crime; betrayal; fear.
  Element:  Fire
  3)  The Cardinal:  A cardinal, dressed in his tra-
  ditional red robes, performs a Mass in a gothic 
  church. He’s placing a holy wafer upon the tongue 
  of a penitent, and holds a chalice of wine in his left  
  hand. A basin of holy water and a stained-glass 
  window can be seen in the background.
  Meaning:  Th e importance of religion and religious 
  inﬂ uences; a religious man; purity; virtue; piety; 
  devotion; holiness; faith; goodness.
  18  Pulp Heroes, Vol. I
  Hero System 5th Edition
  
  19 
  Hero Plus Adventure #9
  Element:  Water.
  4)  The Pharoah:  Pharoah stands regally on his 
  barge in the Nile, surrounded by his entourage. 
  Behind him, hundreds of slaves build a pyramid 
  and other monuments to him.
  Meaning:  Leadership; politics and political power; 
  the triumph of materialism over holiness; strength; 
  power; oppression; power being misused.
  Element:  Earth
  5)  The Walking Man:  A traveller, garbed in a 
  wayfarer’s cloak and carrying a staﬀ , walks down a 
  lonely road that runs through a meadow; his back 
  is to the viewer. Copses of trees and a lake can be 
  seen oﬀ  to the side of the road; the traveller’s goal, a 
  tower, is visible in the distance.
  Meaning;  A journey; progress; the beginning of 
  great things; perseverance.
  Element:  Earth
  6)  The Past:  Th is card depicts a ruined tower. What 
  destroyed the tower cannot be told.
  Meaning:  Something from the past; the inﬂ uence 
  of history or things forgotten; destruction; loss; 
  defeat.
  Element:  Water.
  7)  The Future:  Two men, their backs to the viewer, 
  stand looking at an architect’s drawing of a tower. 
  In the background, a crew of workers is beginning 
  to build the tower. Oﬀ  in the distance, storm clouds 
  are visible in the sky.
  Meaning:  Planning for the future; uncertainty; the 
  possibility of unexpected occurences; decisiveness; 
  destiny; fate; inevitability or necessity.
  Element:  Fire
  8)  The Chessboard:  Th e Raven and Grandfather 
  Death play chess with golden chessmen on a board 
  of ivory and jet. Th us far, the Raven seems to be 
  winning, but just barely.
  Meaning:  Beneﬁ cial conﬂ ict or competition; cau-
  tious action is better than hesitation; struggling 
  against great odds to achieve a noble goal; the 
  Raven’s personal involvement is crucial.
  Element:  Air
  9)  War:  Many warriors in armor ﬁ ght a bloody 
  battle. One side’s colors are gold and blue, the oth-
  er’s red and black. Th e corpses of their comrades 
  litter the ground around them. To each side stands 
  a herald with his army’s standard. In the distant 
  background, a tower can be seen.
  Meaning:  Crisis; calamity; conﬂ ict; battle; war; 
  destruction; futile action; victory; triumph.
  Element:  Fire
  10)  The Executioner:  An executioner, garbed in the 
  black hood and cloak of his profession, stands on 
  the scaﬀ old with his axe at the ready. Two guards 
  lead a bound prisoner up the stairs. Th e scaﬀ old is 
  built in front of a tower; the lord of the tower and a 
  crowd of onlookers await the execution.
  Meaning:  Justice; law; orderliness; the death of an 
  evil man or men; the power of the state.
  Element:  Fire
  11)  Ace Of Towers:  A great tower occupies a hilltop 
  overlooking a vast city.
  Meaning:  Isolation; loneliness; insecurity; anxiety 
  and paranoia.
  Element:  Earth
  12)  Two Of Towers:  Two towers, linked by a bridge, 
  stand on a ﬁ eld. Pennants ﬂ y from the towers, and a 
  medieval jousting match is set to begin on the ﬁ eld.
  Meaning:  A conﬂ ict of opposites; duality; reward; 
  promise.
  Element:  Fire
  13)  Three Of Towers:  A castle with three towers 
  occupies a beautiful snowy valley.
  Meaning:  Respite; rest; regeneration; retreat; sepa-
  ration; absence; sorrow.
  Element:  Air
  14)  Four Of Towers:  Th is card shows a fortress with 
  four watchtowers in a mountain pass. An eagle 
  circles high overhead.
  Meaning:  Protection; defense; security; vigilance; 
  watchfulness.
  Element:  Water
  15)  Five Of Towers:  A group of ﬁ ve men stand out-
  side a tower, as if they’re trying to ﬁ gure out how to 
  get inside.
  Meaning:  Frustration; an obstacle; determination; 
  oppression.
  Element:  Earth
  16)  Six Of Towers:  Six beautiful towers dot a large 
  mountain.
  Meaning:  Creativity; intelligence; wit; cunning; a 
  scholar or learned man.
  Element:  Air
  17)  King Of Towers:  A king stands atop a small 
  tower, looking down upon his assembled subjects.
  Meaning:  Experience; ability and skill; worldly 
  acumen and sophistication; urbanity; high society; 
  diplomacy; tact; negotiation (as opposed to battle).
  Element:  Fire
  18)  Queen Of Towers:  A beautiful princess receives 
  several potential suitors in a throne room. On her 
  face there is a knowing smile.
  Meaning:  Romance; love; marriage; a couple; femi-
  nine wiles or inﬂ uences; sensitivity; compassion.
  Element:  Water
  19)  Knight Of Towers:  A knight sits astride a beauti-
  ful black horse on a drawbridge, his lance at the 
  ready, as if to defend the tower against all comers.
  Meaning:  Loyalty; service; heroism; bravery; skill.
  Element:  Water
  
  RANDOM CARD CHART
  You can use a d100 from One Of Th ose Other 
  RPGs to randomly roll up a layout of the Raven’s 
  Tarot by using this table:
  1)  Aquarius
  2)  Th jazi’s Eyes
  3)  Th e Comet
  4)  Charles’ Wain
  5)  Th e Moon
  6)  Nut
  7)  Gemini
  8)  Th e Crocodile
  9)  Andromeda
  10)  Th e Astrologer
  11)  Ace of Sky
  12)  2 Sky
  13)  3 Sky
  14)  4 Sky
  15)  5 Sky
  16)  6 Sky
  17)  King of Sky
  18)  Queen of Sky
  19)  Knight of Sky
  20)  Grandfather Death
  21)  Th e Necromancer
  22)  Th e Cobra
  23)  Th e Masque
  24)  Grinning Jack
  25)  Th e Man Bathed In Flame
  26)  Th e Phoenix
  27)  Th e Philosopher’s Stone
  28)  Th e Dragon
  29)  Th e Djinni
  30)  Ace of Wizardry
  31)  2 Wizardry
  32)  3 Wizardry
  33)  4 Wizardry
  34)  5 Wizardry
  35)  6 Wizardry
  36)  King of Wizardry
  37)  Queen of Wizardry
  38)  Knight of Wizardry
  39)  Th e Cataract
  40)  Th e Stream
  41)  Th e Raven
  42)  Th e Acorn
  43)  Yggdrasil, the World Ash Tree
  44)  Th e Present
  45)  Th e Faerie Harper
  46)  Th e Rose
  47)  Th e Owl
  48)  Th e Rainstorm
  49)  Ace of Trees
  50)  2 Trees
  51)  3 Trees
  52)  4 Trees
  53)  5 Trees
  54)  6 Trees
  55)  King of Trees
  56)  Queen of Trees
  57)  Knight of Trees
  58)  Justice
  59)  Evil
  60)  Th e Cardinal
  61)  Th e Pharoah
  62)  Th e Walking Man
  63)  Th e Past
  64)  Th e Future
  65)  Th e Chessboard
  66)  War
  67)  Th e Executioner
  68)  Ace of Towers
  69)  2 Towers
  70)  3 Towers
  71)  4 Towers
  72)  5 Towers
  73)  6 Towers
  74)  King of Towers
  75)  Queen of Towers
  76)  Knight of Towers
   
  20  Pulp Heroes, Vol. I
  Hero System 5th Edition
  AUTHOR’S 
  NOTE
  As Art Director Andy 
  likes to mockingly point 
  out from the times when 
  the Raven was one of 
  my player characters, the 
  results you’ll get from 
  randomly generating a 
  spread with the Raven’s 
  Tarot usually follow a 
  vaguely similar pattern:
  1. Some mysterious 
  event or dire threat is 
  about to occur (the 
  cards may reveal more 
  about the nature of the 
  threat, such as mystical, 
  technological, or the 
  like).
  2. Th e heroes will con-
  front this peril, and 
  initially be rebuﬀ ed or 
  not achieve complete 
  victory.
  3. Th e mystery or threat 
  now becomes worse 
  — more dangerous to 
  the PCs or the city.
  4. By persevering no 
  matter what the odds, 
  remaining true to their 
  heroic ideals, and exert-
  ing themselves to the 
  utmost, the heroes will 
  eventually triumph. A 
  great sacriﬁ ce may be 
  required of them (or 
  one of them).
  Th e similarity between 
  spreads is deliberate. As 
  you can see, it roughly 
  follows the course of 
  most roleplaying game 
  sessions, which means 
  it provides a fairly accu-
  rate (if vague) predic-
  tion. If more speciﬁ c 
  information can be 
  teased out of the cards, 
  it’s up to the GM to 
  decide whether he wants 
  to tweak the scenario to 
  ﬁ t, or the Raven actu-
  ally failed his Activation 
  Roll.
  
SOURCE: textdata/thevault/Hero Games/5th Edition/Pulp Hero - Raven and the Midnight Brigade.pdf