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The Pulp Miniatures Game Pulp Alley Introduction 1 Health 21 Characters 4 Actions 22 Forming a League 6 Stea

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The Pulp Miniatures Game

Pulp Alley

Introduction

1

Health

21

Characters

4

Actions

22

Forming a League

6

Stealth

23

Perks

8

Perils

24

Abilities

9

Plot Points

26

Turn Summary

12

End of Turn

28

Start of Turn

13

Cards

29

Action Sequence

14

Scenarios

33

Movement

15

Scenario Background

34

Fighting

17

Resources

36

Shooting

18

Scenario Set Up

40

Brawling

19

Basic Scenarios

41

Dodging

20

Scenario Wrap Up

44

Game Design — David Phipps Contributing Writer — Rob Adams Additional Writing — Joshua Unruh Editing — Rob Adams, Mila Phipps Proofreading — Patrick Connor Cover Art — Matthew Reynolds

Playtesters — Howard Adams, Melanie Adams, Rob Adams, Rob Carlson, Patrick Connor, Paul Day, Ted Ditty, Bobby Fisher, Rolf Hedges, Richard Holden, Ian Kingsley-Hemmings, Rich Jones, Chris Masters, Sam Moershel, Gustavo Parra, Thomas Robson, Anders “Anpu” Stafberg, Steve “Tiki” Stratton, Curt “Secret Asian Man” Tamanaha, Twrch Trwyth, Joshua Unruh, Jaye Wiley, Jeff Williams

Photographs — Patrick Connor, David Phipps

The League of Doom Playtesters — Garret Crissup, Josh Dickinson, Zachary Hamen, Brian “Jebus” Kaiser, Lily Kaiser, David Meissner, William Ostermaier, David Tidball, Eric Tower, Cameron Zelnicek, Jimmy “The Bubba-czech” Zelnicek

Miniature Painters — Patrick Connor, Brian Kaiser, David Phipps

Join us on the astounding interweb! —

Interior Illustrations — Jon Ascher, John Picha, Matthew Reynolds, Robert Tillman

Pulp Alley — http://www.pulpalley.com Pulp Alley Forum — http://pulpalley.com/index.php Contact — [email protected] Published by Pulp Alley, a family company Copyright Pulp Alley 2009. All rights reserved

The Pulp Miniatures Game

Pulp Alley

Welcome

How is Pulp Alley different?

Pulp Alley captures the thrill-packed excitement of pulp action from the classic cliffhangers and pulp magazines to more modern adaptations like Rocketeer, Indiana Jones, and Sky Captain. Designed primarily as a multi-player miniatures game, each Pulp Alley scenario is jammed full of villains, unexpected perils and plenty of twofisted action.

Here are a few aspects of Pulp Alley which you may find different from similar games —

Every effort has been made to clearly explain the rules, but we do miss things from time to time. Please contact us on the Pulp Alley forum or email us directly with any questions, suggestions, or feedback.



Pulp Alley plays at the pulse-pounding pace of your favorite pulps and serials.



Characters are easy to create and customize, to make your own unique league.



The rules are consistent and easy to remember, so you’ll have little need for the rulebook during play.



Players never need to consult charts during a scenario. The action is on the table-top – not in a rulebook.



Control of the initiative is based on events as they occur during the scenario rather than an arbitrary die-roll.



Combat can be simultaneously dangerous for both characters, instead of following the old I-shoot-then-you-shoot sequence.



Characters can use fast-action tactics to influence the outcome of a fight.



Injuries affect a character’s fighting and actions in a way that easily fits into the flow of the game.



Perils and challenges are unpredictable and offer multiple paths to success.



Scenarios are plot-driven, encourage action, and offer an array of different rewards.



Campaigns and Experience offer further opportunity to develop your characters.

Pulp Alley forum — http://pulpalley.com/index.php Contact — [email protected]

We hope you enjoy our game,

Dave & Mila What do you need? — To play Pulp Alley you are going to use this book, a Fortune deck, pencil and paper, dice, measuring tape, miniatures to represent your characters, some terrain, an opponent and a gaming area about 3’ x 3’. Basing, Measuring & Scale — Most figures will easily fit on bases measuring about 3/4” to 1”. Some larger miniatures may need a base twice this size. In general, the base is simply used to indicate the character’s area and for a common point to measure to/from. When you want to determine the distance between models or other markers, measure the space between the bases. For a common theme, 28mm figures are depicted throughout this publication. However, Pulp Alley is designed to be played with models ranging from 15mm to 54mm without any changes whatsoever.

The Pulp Miniatures Game

Pulp Alley

What do I need to roll? Pulp Alley uses a range of different dice throughout the game. The most common dice are 6-sided, 8-sided, and 10-sided - although 12sided dice are occasionally rolled. It is a good idea to have five to six of each dice type on hand. These dice can be picked up at your friendly local gaming and hobby store or ordered from a reputable online vendor.

Whenever you roll dice in Pulp Alley, you want to get a 4 or higher. Whether you are rolling for an action, attack, trying to pass a peril, or anything else - each die that lands on a 4 or higher is a called a “success”. Frequently, one success (4+) is all you need to roll, but two or more successes may be required to pass a more difficult challenge and some Health checks.

Dice Modifiers

4+ equals one success

To keep the pulp action moving, the number of modifiers is kept quite small. When a modifier applies, it will either add/subtract dice or shift the dice-type up/down.

Re-rolls Occasionally, you will have a chance to “re-roll” a single die. This provides the opportunity to improve on your results, but it has limitations. Re -rolls most commonly relate to a specific situation or a character’s special ability.

Add or Subtract Dice — This is the most common type of modifier. When a modifier indicates that it adds or subtracts dice, this means you must add/subtract the indicated number of dice to/ from your roll. For example, if a 3d8 check receives a +1d bonus then you would roll 4d8. If the number of dice is reduced below one, then no dice may be rolled.

Regardless of how many dice were originally rolled, a re-roll only applies to one die. Additionally, whenever a die is re-rolled, the new result must be kept – even if the result is less favorable. Without exception, it is unacceptable to re-roll a re-roll.

Shift Dice Up or Down — If a modifier indicates that the dice shift up or down, then you must use the next higher/lower dice-type. For example, if a 3d8 check is shifted up then you would roll 3d10. When a negative shift would lower your dice-type below d6, then no dice may be rolled. Likewise, the dice-type may not shift higher than d12.

2

Health d

Health d

Health d

Health d

Health d

Health d

Health d

Health d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

Brawl

Shoot

Dodge

Might

Finesse

Cunning

d

d

d

d

d

d

League Perks — Tips —

Reputation — Backup —

Contacts —

Gear —

Experience —

Pulp Alley © 2012. This page may be copied for personal use.

League Roster

Pulp Alley

Leagues

Pulp Alley

It is important to note that the character creation rules cover all types of characters, be they human, beast, robot, or whatever. It is simply a matter of selecting the abilities and skills that fit the character you want to portray.

Health — The Health trait is used to represent a character’s overall condition, including their willingness to fight. Although Health is included in the character profile, it is not a “skill”. In Pulp Alley, a character’s Health is listed as a die-type — d6, d8, d10, and d12,

Beyond the general basing rules and a smidgen of common sense, it is up to the individual player to decide what model best represents their character. A wide range of sample characters and leagues is available on the Pulp Alley forum.



Health determines the type of dice rolled for Health checks.



When a character is injured, their Health shifts down one die-type.



An injured character may not normally roll any dice-type higher than their current Health.

Character Profile Your Pulp Alley characters have different skills and abilities to make them unique. Some characters may be career soldiers, g-men, mad scientists, intrepid explorers, brash adventurers, or dangerous gangsters – it is all up to you. Each character will share a common profile — including Health, combat skills (Brawl, Shoot, and Dodge), and action skills (Might, Finesse, and Cunning). Together, these six skills are used to do anything important in the game. Example — A character’s profile clearly indicates the dice rolled for each of their various skills — Sample Profile

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Phantom Ace

d10

4d10

410

2d8

3d10

3d10

2d8

Combat Skills

Action Skills

 Brawl — Represents a character’s overall

 Might — Indicates a character’s power,

hand-to-hand combat prowess.

fitness, and general athleticism.

 Shoot — Indicates a character’s combat

 Finesse — Measures the character’s

effectiveness with all manner of ranged weapons.

coordination, awareness, and ability to manipulate.

 Dodge — Determines the character’s

 Cunning — Represents a character’s

ability to avoid enemy attacks, perils, and other dangers.

knowledge, resolve, and ability to solve complicated problems.

4

Singapore Smith

Pulp Alley

Sample League

Leader

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Singapore Smith

d10

3d8

3d10

3d10

2d8

3d10

2d10

Sharp Deadeye Hardened Veteran

Once per turn, this character may re-roll one Shoot or Finesse die. This character is not limited to shooting the closest enemy. This character ignores the multiple combats penalty.

Sidekick

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Arge

d8

4d8

3d8

2d6

3d8

2d6

2d6

Athletic Fierce

Shift this character’s dice up one type when rolling Might or Finesse for a Plot Point. This character's Brawl is increased by +1 die (included above).

Ally

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Enki

d6

2d6

3d6

1d6

1d6

1d6

1d6

Marksman

This character's Shoot is increased by +1 die (included above).

Ally

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Kazak

d6

2d6

3d6

1d6

1d6

1d6

1d6

Marksman

This character's Shoot is increased by +1 die (included above).

Ally

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Little Skeet

d6

1d6

1d6

2d6

1d6

1d6

2d6

Crafty

This character may re-roll one Dodge or Cunning die per turn.

Follower

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Chu-Chu

d6*

1d6



2d6

1d6

2d6

1d6

Animal

Character may not shoot, but adds +1 die to any two other skills (included above).

Singapore Smith’s League (left to right): Little Skeet, Kazak, Singapore Smith, Arge, Enki, and Chu-Chu.

Pulp Alley

Leagues

League Roster

Creating a Leader

The roster for a starting league has 10 slots. In addition to adding characters to your roster, you may also select special perks to further customize your league. Most of the characters and perks will fill 1 to 3 slots. You are not required to fill all your slots, but players are encouraged to include 4 to 6 characters in their first leagues. Sample characters and leagues are included for those wanting to jump straight into the action.

Leader (Level 4) — Each league must include one (and only one) Leader. Leaders are the central characters around which the rest of the league forms. These are extraordinary and legendary individuals, or at least legends-in-the-making. Leaders possess truly amazing skills and may select from the greatest range of abilities. Unlike all other characters, Leaders do not affect the number of roster slots available – they’re free. See the sample leader below.

Character

Level

Slots

Abilities

Leader

4

n/a

3

Sidekick

3

3

2

Ally

2

2

1

Follower

1

1

1



Health — Leaders have a Health of d10.



Skill Dice — Select four skills to start at 3 dice, and two skills to start at 2 dice.



Type of Dice — Pick four skills to start at d10, and two skills to start at d8.



Abilities — Choose three abilities. Leaders may select abilities of any level.

Captain Wolf and the SS Vento crew (left to right): Chen, Bosun, Captain Wolf, Max, Hwang, and Doc Yao.

Sample Leader

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Captain Wolf

d10

3d10

4d10

3d10

2d8

3d8

2d10

Abilities

Summary

Lucky Devil

When this leader activates, the opponent may not play any Fortune cards.

Marksman

This character's Shoot is increased by +1 die (included above).

Crafty

This character may re-roll one Dodge or Cunning die per turn. 6

Pulp Alley

Leagues

Creating a Sidekick

Creating an Ally

Sidekick (Level 3) — A sidekick is the stalwart companion and closest colleague of the league’s leader. Sidekicks are exceptional characters, experts in their fields, and possess superior skills. Not every leader will have a sidekick, but if you choose to include one in your league they fill 3 roster slots. A league may not normally have more than one sidekick, unless they have the Company of Heroes perk (see Perks).

Ally (Level 2) — Allies have the training and experience to make them a valuable part of any league. Leagues may include many allies, and it is common for them to be the most numerous type of character in a league. Unlike followers, allies have the opportunity to roll Recovery checks. An ally takes 2 roster slots. 

Health — Allies have a Health of d6.



Health — Sidekicks have a Health of d8.





Skill Dice — Select two skills to start at 2 dice, and four skills to start with 1 dice.

Skill Dice — Select three skills to start at 3 dice, and three skills to start with 2 dice.



Type of Dice — All skills start at d6.



Type of Dice — Pick three skills to start at d8, and three skills to start at d6.



Abilities — Choose one ability. Allies may select abilities of level 1 or level 2.



Abilities — Choose two abilities. Sidekicks may select abilities of level 1 through 3.

Creating a Follower Follower (Level 1) — Although Followers are the least skilled characters, with leadership and luck they may prove to be quite useful. A follower fills only 1 slot on the league roster. 

Health — d6*. Followers are automatically knocked-out when they fail a Health check.



Skill Dice — All skills start at 1d6.



Abilities — Choose one ability. Followers may only select level 1 abilities.

Noteworthy — Players can expect Followers to be knocked-out first, fast, and frequently. In your first leagues, a maximum of 1 or 2 Followers is suggested.

Sample Follower

Health

Brawl

Shoot

Dodge

Might

Finesse

Cunning

Henchman 24

d6*

2d6

1d6

1d6

1d6

1d6

1d6

Abilities Fierce

Summary This character's Brawl is increased by +1 die (included above). 7

Leagues

Pulp Alley

Perks

the perks below. This will permanently reduce the total number of slots available for characters, so players are encouraged to use no more than 3 slots for perks on their first leagues. There are two key points to observe when selecting perks.

Perks help define the inherent nature, special training, and the overall style of your league. As such, they may only be selected when a league is initially created or earned through Reputation. Perks of any type, whether selected during league creation or earned later, may never be lost or voluntarily removed from the roster. In addition to selecting characters for your league, you may also fill roster slots with one or more of Perk



A perk may not be selected more than once per league.



League perks do not apply to temporary additions to the league — like a Backup character.

Slots

Summary

Mastermind

0

Lurking in the shadows, the true leader of this league never appears on the roster or in any game. Instead, the Sidekick fills the role of “leader” in the scenarios—and requires 0 roster slots. Additionally, the league receives 6 extra slots to use only for Allies and Followers.

Company of Heroes

2

This league may include a second Sidekick. In addition to the cost of this perk, this second Sidekick also requires 3 roster slots.

Network of Supporters

2

This perk offers a wide range of bonuses via an extensive network of informants and associates — see League Resources.

Bastion of Science

2

This perk offers a wide range of bonuses via prototype and experimental gear — see League Resources.

Greater Purpose

2

This league does not lose the Initiative when a friendly Ally or Follower is injured.

Nefarious

2

Characters in this league may shoot into a brawl which includes a colleague. Shooting into a brawl is an unopposed attack and all hits are assigned randomly to the engaged characters.

Intrepid Explorers

3

Characters in this league may move in any direction when they make a dodge move — this includes Followers.

Daredevil Adventurers

3

Once per turn, characters in this league receive a +1d bonus when rolling for a Peril — this includes Followers.

Eagle-Eyed Troopers

3

Characters in this league have a close range of 12", and a long range up to 48" — this includes Followers.

Stealthy Agents

3

Characters in this league may hide as an action, instead of a full action — this includes Followers. 8

Leagues

Pulp Alley

What are Abilities?

Selecting Abilities

A character may possess a specific ability for various reasons — to represent their education, experience, equipment, and such like. In most cases it is entirely up to the individual player to decide the source or background of their abilities. This has no bearing on actual game play.

Selecting abilities gives you another opportunity to further customize you own unique characters. There are just a couple points to keep in mind when choosing abilities.

Even abilities that have the same game effect may be imagined to have quite different sources by different players. For example, you may attribute some of a character’s athletic prowess to his trusty bullwhip as he swings across a perilous gap. However, this is not to say that every character with a whip will have the same luck.



Without exception, an ability may only be selected once per character.



When selecting an ability for a character, the level of the ability (1-4) may not exceed the level of that character. For example, an Ally (level 2) may not take any level 3 or 4 abilities.

Weapons & Equipment — A character’s combat skills, action skills, and abilities reflect their weapons and equipment they have on them or close at hand. As such, most equipment and weapons will not have special rules. In true pulp fashion, it is the character’s own abilities and skills that will determine success. On occasion, characters may also pick up advanced and experimental gadgets from the scenario rewards and/or perks (see Gear).

Level 1 Abilities — for any characters Agile

This character’s Dodge is increased by +1 die.

Animal

This character may not shoot, but adds +1d to two other skills.

Clever

This character’s Cunning is increased by +1 die.

Fierce

This character’s Brawl is increased by +1 die.

Marksman

This character’s Shoot is increased by +1 die.

Mighty

This character’s Might is increased by +1 die.

Savvy

This character’s Finesse is increased by +1 die.

Speedy

This character may run up to 16” — instead of 12”. 9

Leagues

Pulp Alley

Level 2 Abilities — for Allies, Sidekicks, and Leaders Athletic

Once per turn, shift this character’s dice-type up when rolling for Might or Finesse.

Brute

Once per turn, this character may re-roll one Brawl or Might die.

Crafty

Once per turn, this character may re-roll one Dodge or Cunning die.

Daredevil

Once per turn, this character receives a +1d bonus when rolling for a Peril.

Eagle-Eyed

This character's close range is 12", and their long range is 48" - instead of 6" and 24".

Finagler

Once per turn, shift this character’s dice-type up when rolling for Finesse or Cunning.

Intrepid

This character may move in any direction when they successfully dodge an attack or peril.

Sharp

Once per turn, this character may re-roll one Shoot or Finesse die.

Specialist

Once per turn, shift this character’s dice-type up when rolling for Cunning or Might.

Stealthy

This character may hide as an action – instead of a full action.

Level 3 Abilities — for Sidekicks and Leaders Brash

This character is not limited to rushing the closest enemy.

Dashing

This character’s Shoot and Finesse dice-type are not lowered due to injuries.

Deadeye

This character is not limited to shooting the closest enemy.

Deductive

As an action for this character, you may draw one Fortune card.

Hardened Veteran Indomitable Muscles of Steel Shrewd

This character ignores the multiple combats penalty. This character may re-roll one Recovery check per turn. This character’s Brawl and Might dice-type are not lowered due to injuries. This character’s Dodge and Cunning dice-type are not lowered due to injuries.

Quick-Shot

Once per turn, this character may shift their shooting dice-type down to gain a +2d bonus — only against targets in close range.

Quick-Strike

Once per turn, this character may shift their brawling dice-type down to gain a +2d bonus. 10

Pulp Alley

Leagues

Level 4 Abilities — for Leaders only Cloud Minds

This leader may hide when they are in line-of-sight of the enemy.

Commander

Add +4 slots to your league roster to use for Allies and Followers only.

Danger Sense

This leader automatically passes the first peril they encounter each turn.

Elusive

When this leader is in cover they receive a +1d bonus to dodge and hiding rolls.

Extraordinary

Increase one of this leader’s d8 skills up to d10.

Flying Tackle

Once per turn, this leader may shift their brawling dice down to give one engaged opponent a -1d penalty to all combat skills.

Hardboiled

Enemy characters suffer a -1d penalty when dodging this leader’s attacks.

Intimidating

Lower level enemies must pass a Cunning check (1 success) when fighting this leader, or they may only dodge.

Iron Will Lucky Devil Master of Disguise

As an action, this leader may roll an immediate Recovery check. When this leader activates, the opponent may not play any Fortune cards. This leader may start the scenario in hiding and may sneak up to 6” – instead of 3”.

Rugged

This leader may re-roll 1 Health check die per fight when brawling.

Untouchable

This leader always counts as being in cover versus shooting attacks.

Wealthy

Before each game, this leader receives 1 point to spend on Gear, Contacts, Backup, or Tips — which may not be saved for other scenarios.

Turn Summary

Pulp Alley

PULP ALLEY — TURN SUMMARY Start of Turn 1. DRAW — Draw one Fortune card.

Action Sequence 2. DIRECT — The player with Initiative decides who will activate the next character. 3. ACT — The activated character may move, perform an action, or attack. Repeat steps 2 & 3 until all characters have activated.

End of Turn 4. RECOVER — Injured characters may recover.

12

Start of Turn

Pulp Alley

Draw At the start of the first turn, each player draws three cards from the top of the Fortune deck. Thereafter, one card is drawn at the start of each turn. The basic number of cards drawn may be modified by random events, character abilities, scenario rewards and the like. These cards have a wide array of uses throughout the game.

Play: When an enemy activates. Effect: The enemy immediately encounters a random peril.

As a matter of decorum the player with Initiative draws first. After all players have drawn their Fortune card(s) play proceeds to the Action Sequence.

“Listen! Do you smell something?”

Discarding — As Fortune cards are played/used, place them to the side of the Fortune deck in a discard pile. There is no limit to the number of cards a player may hold and no need to discard.

Roll 3 successes with:

Any Skill Peril: 3 hits if failed

Reshuffle — In some larger or longer games it is quite possible that all the cards in the Fortune deck will be drawn. When this happens, simply shuffle the discard pile, start a fresh deck, and continue drawing.

Pulp Alley © 2010

#02 / x2

Above — Fortune card example

Fortune Card Summary Fortune — The top half of each card describes an unexpected event or situation brought about by luck or skillful planning.

Challenge — The bottom half of each card outlines an important or dangerous challenge. Most often, this relates directly to encountering Perils and Plot Points.

 Play — First, the card describes when it may be used. It is worth noting, that a card may only be played in reaction to the indicated situation. Also, it is acceptable to play multiple cards in reaction to the same event — like when an enemy character activates.

 Skills — Lists the skill(s) needed to pass the challenge.

 Effect — This area explains the effect the card can create. A Fortune card only affects a single event, situation, or roll. In most cases, the effect is temporary and only relates to the event which triggered the card.

 Peril — If the challenge is a peril, this area indicates the consequences of failure. Whenever you have the opportunity to play a peril on an enemy character, you may only play one challenge per perilous situation.

 Challenge # — Indicates the minimum number of successes needed to pass the challenge.

13

Action Sequence

Pulp Alley

Initiative

Direct

Having the Initiative gives you the opportunity to direct the flow of the game. Once you have control of the Initiative, you will hold it until another player takes it away. Unlike other games where control is politely handed over at predetermined points in the turn, in Pulp Alley you must earn the Initiative and fight to keep it.

Holding the Initiative gives you control over who activates the next character. During the Action Sequence, you may decide to activate one of your own characters or direct another player to activate a character. NOTE: Directing another player to activate one of their characters does not automatically give them the Initiative.

In some scenarios you may manage to hold the Initiative over several turns, or you could trade the Initiative back and forth several times in the same turn. This is part of the uncertainty of pulp action. The two most common ways to take the Initiative are winning a fight and completing a plot point. 



Act Each character in play must activate once per turn, unless they are unable to do so. However, a character may not activate more than once per turn. After all characters have activated, the Action Sequence ends and the game proceeds to the End of Turn.

Winning a Fight — The risk and uncertainty of combat is the most frequent way to take/ lose the Initiative. You immediately take the Initiative when one of your characters clearly wins a fight. For game purposes, a character clearly wins when they inflict injury without suffering injury.

Activating — The player with Initiative selects who will activate the next character. However, each individual player has control over which one of their characters to activate. The selected character will normally have the opportunity to move, perform an action, or attack an enemy. These options will be covered in much more detail in the relevant sections of the rules.

Completing a Plot Point — Another common way to capture the Initiative is by completing plot points. When one of your characters completes a plot point, you immediately take the Initiative.

Example



Whenever a character activates, this will frequently give the opponent an opportunity to play Fortune cards. As such, it is appropriate to announce which character you are activating and then pause to allow your opponent time to play cards.

Initiative

During set up the players determined that Alan starts with the Initiative. Alan decides to make Tom activate a character. Nothing happens during the activation to change the Initiative, so Alan maintains the Initiative.

Retreat Retreating — When you activate a character, you may voluntarily remove them from play. If they are going to retreat, they may not move, fight, or perform any action during the activation. All plot points in their control are lost and placed back on the table. In addition, you lose the Initiative if you had control.

Alan decides to make Tom activate another character. Again, nothing happens to change the Initiative, so Alan maintains the Initiative. Next, Alan decides to make Susan activate a character. During her activation, Susan wins a fight against Tom so she steals the Initiative.

Otherwise, a character may not voluntarily leave the table except where specifically permitted by the scenario rules.

Now Susan has control of the Initiative, so she can activate another character or make the boys activate one of theirs.

14

Action Sequence

Pulp Alley

Move The two most common types of movement in Pulp Alley are Walk and Run. With a few exceptions, a character may move before they attack or perform an action. A moving character may not come within 1” of an enemy unless they are going into base-to-base contact. Also, if a character starts their activation already engaged with an enemy then they may not walk or run (see Dodge Move). Walk (up to 6”) — This default movement rate takes into account that your character is scanning the area for perils and prepared to fight. Walking may include fairly simple and safe activities like opening a door, reloading your gun, lighting a cigar, or vaulting over a bar — all without affecting your combat or action skills.

Dodge Move (1” to 3”) — When a character dodges/cancels all of an enemy’s successes they have the option to make a special dodge move. Likewise, if a character successfully uses dodge to pass a peril they may make a dodge move. In either case, the character may only dodge move if the path is clear.

Run (up to 12”) — When the need arises, your character may move at a more rapid pace. However, running will impair the character’s actions and shooting. 

Running lowers a character’s shooting by -1d for the rest of the turn.



A character may not run and perform an action in the same turn.



A character may not run through a perilous area.



Dodge vs. Brawling — If all the enemy’s successes are cancelled the character has the option to disengage from the brawl and move 1” to 3” directly away from the enemy.



Dodge vs. Shooting — If all of the enemy’s successes are cancelled the character has the option to move 3” directly towards the closest cover.



Dodge vs. Perils — Instead of using the skills listed on a card, a character may substitute Dodge. Attempting to dodge a peril always ends the character’s activation (see Perils).

Walking is the default movement rate, and includes cautious moves like climbing, swimming, and crossing perilous terrain.

Walk — up to 6”

Run — up to 12”

15

Action Sequence

Pulp Alley

Rush

Perilous Areas

Moving your character into base-to-base contact with an enemy is called a “rush”. Any movement type may be used to rush an enemy, as long as they are within range. When rushing an enemy, a character moves by the most logically direct route to the closest enemy. However, the closest enemy may be ignored in favor of another target in two situations.

Pulp characters are often confronted by hazards, be it tangled jungles, icy slopes, dark alleys, or twisting tombs. In Pulp Alley, any area that could potentially cause harm is considered perilous. As indicated by the scenario, most games should include 4 to 6 perilous areas. Moving through a perilous area may involve some amount of climbing, swimming, or jumping – but this is all included in the default movement rate (up to 6”).





If an enemy is already engaged, they may be ignored in favor of the next enemy, and so on. If rushing an enemy would draw the character further away from the scenario’s major plot point, they may be ignored in favor of the next enemy, and so on.



A character may walk through a perilous area, but may not run. A running character must immediately stop moving when they come into contact with a perilous area.



All perilous areas have the potential to be dangerous. As such, a character may encounter a peril whenever they activate or enter a perilous area (see Perils).

Engaged

Example — Perilous Areas Rush

 Tall walls or fence.  Rickety old rope-bridge.  The roof of a speeding train.  Pools of quicksand.

Engaged

 Treacherous tunnels.

A character is considered engaged anytime they are in base-to-base contact with an enemy model. Being engaged will most certainly limit the number of options available to the character. Specifically, the character’s movement, shooting and actions are limited — 

An engaged character may not walk or run (see Dodge Move).



The character may not shoot or be the target of a shooting attack.



They may not perform any actions.

 Clouds of noxious gas.  Thick patches of tangled jungle.  Rocky cliffs.  Steep rooftops.  Pool of hungry crocodiles.  Interior of a burning building. 16

Action Sequence

Pulp Alley

Matching

Combat in Pulp Alley represents a quick flurry of intense action, with both characters at risk in the violent struggle. As such, when a character attacks, they should be prepared for the enemy to fight back immediately. This is quite different from the old I-go-then-you-go style of game.

Dice matching represents how aggressively or tactically your character is fighting. Only one player may match dice in each fight. All re-rolls must be resolved before any matching occurs. The defender only has control of matching if they choose to dodge. Otherwise, the attacker has control of matching the dice. Control of the dice matching means you have the option to cancel one of your opponent’s successes by forfeiting one of your own dice of equal or greater value — on a one-for-one basis.

During a fight, both players have the opportunity to use various tactics to affect the outcome. In combat, we refer to the active character as the attacker and their enemy as the defender. Fighting automatically ends the attacker’s activation, regardless of outcome. 

The maximum dice-type an injured character may roll for any skill is equal to their current Health.

When matching dice, any dodge successes which are not used to match/cancel an opponent’s dice, have no further effect. Otherwise, each remaining success scores 1 hit on the opponent.

Fight Summary

Example — Matching Dice

Shooting, brawling, or whatever, all fighting follows the same basic sequence —

Attacking an enemy, let’s say you roll a 5, 6, and 8. The enemy counter-attacks, and rolls a 3, 5, and 6 —

1. Attack — The attacker indicates who they are attacking and what skill they are using.

Attack

2. React — The defender indicates how they will react and which skill they will use.

vs. Counter

3. Roll — Each die that rolls a 4 or higher counts as one success. 4. Match — The attacker controls dice matching unless the defender dodges.

Option #1 — You could choose to match two of your dice, like your 5 and 6 against their 5 and 6. In this case you only inflict 1 hit, but you do not take any hits. Or maybe you would not play it so safe…

5. Results — All successes that are not cancelled score 1 hit on their enemy (see Health).

Option #2 — You could match one of your successes, like your 6 against their 6. In which case, you inflict 2 hits but suffer 1 hit in return. Or would you press your luck... Option #3 — You could go all-out, choosing not to match any dice. You inflict 3 hits but also suffer 2 hits in exchange. One roll, three options — the choice is yours!

17

Action Sequence

Pulp Alley

Cover

Any character with a Shoot skill of 1d6 or higher is considered to be armed with a ranged weapon. During their activation, a character may shoot at the closest enemy. The target may counterattack if they have shooting dice. Otherwise, they may only dodge.

When the bullets start flying, characters start ducking for cover. A character in cover may reroll one (only one) Health check die per fight, versus shooting. If you roll 2 or more failures for the Health check then cover cannot save them. This cover save represents how effectively the character is using their cover to avoid injury.

Line-of-Sight

To benefit from being in cover, a character must be in direct contact with the terrain/feature. Additionally, the cover must clearly be between the character and the enemy. In the picture below, the character on the right can claim to be in cover but the character on the left is not.

Prior to shooting, make sure your character has a line-of-sight to their target. It may be obvious if characters can see each other, but sometimes it helps to check from the character’s point-ofview. Beyond this, players are encouraged to use good judgment when determining line-of-sight.

Shooting Modifiers

In Cover

Shooting follows the basic fighting sequence, but there are a few modifiers that only apply to ranged attacks. 

Close Range — Shooting an enemy within 6” receives a +1d bonus.



Long Range — Shooting an enemy over 24” away receives a -1d penalty.



Running — Running lowers a character’s shooting by -1d for the rest of the turn.



Multiple Combats — Your characters may frequently be involved in multiple fights in the same turn. Characters receive a -1d penalty to their shooting for each prior use of any combat skill (Dodge, Brawl, or Shoot) in the same turn.

Splitting Dice The sign of a master marksman or perhaps a foolhardy one, a character may target multiple enemies during their activation. All the targets must be in close range, and only apply the shooting modifiers once. The attacker then splits their shooting dice among their targets. At least 1 dice must be assigned to a closer enemy before adding dice to a further target. Resolve the attack starting with the closest target. Determine the results for each target before moving to the next. Splitting your attack dice counts as one fight for the multiple combats modifier. 18

Action Sequence

Pulp Alley

Defensive Fire

What would two-fisted pulp action be without brawling? Every hero has to be ready to roll up their sleeves (or rip them off) and go toe-to-toe with nefarious villains or swarms of henchmen. The rules for brawling cover all manner of armed and unarmed hand-to-hand combat.

If an attacker rushes over 3” before reaching their target, the defender has the additional option to react with shooting – rather than brawl or dodge. This is resolved as a normal fight, pitting the defender’s shooting against the attacker’s brawling. The +1d bonus for close range always applies to defensive fire. However, if the defender is already engaged then defensive fire may not be used.

Engage In Pulp Alley, brawls occur most commonly in two situations. First, is immediately after your character rushes an enemy. Second, is when your character activates and is already engaged. In any case, when an active character is in contact with the enemy, the fight is on!

Splitting Dice Whenever an active character is engaged with more than one enemy, then they must split their dice. Whether you choose to brawl or dodge, at least 1 die must be assigned to each engaged enemy. If the character chooses to brawl, the multiple combats penalty only applies once per activation, not once per enemy. The attacker decides the order to resolve the fights. Determine the results for each target before moving to the next. Brawling/Dodging multiple targets is considered one fight for the purposes of the multiple combats modifier. Overwhelmed — A character may become overwhelmed if they are brawling too many enemies at one time. If the attacker is unable to assign at least 1 die to each enemy, then the remaining enemies may get free attacks. Each enemy that was not assigned at least 1 die may roll an unopposed brawl attack against the active character.

Brawling Modifiers Brawling follows the same basic combat sequence as shooting. However, there are still a few special situations that apply to hand-to-hand combat. 

Multiple Combats — Your characters may frequently be involved in multiple fights in the same turn. When this happens, the character receives a -1d penalty to their brawling for each prior use of any combat skill (Dodge, Brawl, or Shoot) in the same turn. 19

Action Sequence

Pulp Alley

Even the bravest and best combatants know there are moments when it is far better to dodge rather than attack. While playing Pulp Alley, you will also find this to be true. When to dodge or attack will vary depending on your own goals, the character’s skills, and the situation.

Example — Combat Smith activates — she shoots at a savage great ape blocking her path.... Attack — Smith rolls 3d10 for shooting. React — The Ape rolls 4d8 to dodge.

For example, characters with 1 or 2 attack dice can quickly lose their offensive effectiveness if involved in multiple fights in the same turn. In this case, they can still fall back on dodging the enemy’s attacks.

Roll — Attack vs. Dodge

Dodge Many of the rules relating to Dodge have already been covered on the previous pages, under Dodge Move and Matching. However, there are a few important Dodge rules still to cover.

Match — The Ape cancels all three of Smith’s successes. Results — The Ape avoids injury by successfully dodging the attack, but Smith has his attention now…

Later in the same turn, The Ape activates and rushes to engage Smith....



Dodge Modifiers — No basic modifiers (including multiple combats) reduce the number of dice rolled for Dodge but it may be affected by cards, abilities, and the like.



Combat Skills — Dodge is a combat skill and will affect shooting and brawling if used in the same turn (see multiple combats).



Defensive — When matching dice, any dodge success which is not used to cancel an opponent’s die has no further effect.



Attack — It is acceptable for an attacker to choose to dodge. This may represent the tactics of suppression fire or harrying the enemy.

Attack — The Ape’s 5d8 Brawl is lowered to 4d8, due to multiple combats. React — The ape rushed Smith from over 3” away, so she chooses to shoot. Now at close range, she gains a +1d bonus, and rolls 4d10. Roll — Attack vs. Counter Reroll

Match — The Ape has a wide array of options, but decides to go for blood — making both characters suffer 3 hits! Results — See Health. 20

Pulp Alley

Action Sequence

Pulp Alley is full of perils and attacks that often put your characters at risk. When characters come face-to-face with harrowing experiences and grievous injury, their Health status determines their willingness and ability to carry on. Health is represented and ranked by dicetypes of d6, d8, d10, and rarely d12.

In a brutal brawl, Singapore Smith and her adversary both suffer 3 hits —

Health

Smith’s Roll — She fails her check, rolling a 1, 3 and 9. This means her Health immediately drops to d8 from The Ape’s powerful blows!

Example — Health Checks

Smith’s Health — Her Health is currently at d10. So she’ll roll 3d10 for her Health check.

When your character suffers one or more hits, they must immediately roll a Health check based on their current dice-type — one die per hit. A Health check is passed if all the dice roll a 4+. In this case, they do not suffer an injury.

The Ape’s Health — His Health is currently at d8. So he’ll roll 3d8 for his Health check.

Otherwise, if the number of successes is less than the number of hits, the check fails and the character’s Health shifts down one level. 

Health may not drop more than one level per check regardless of how many dice (or failures) are rolled.



A character may try to use cover to avoid injury from shooting attacks (see Cover).



The maximum dice-type an injured character may roll for any skill check is equal to their current Health status.



An injured character may regain some of their strength at the end of each turn (see Recovery)

The Ape’s Roll — He passes the check with a 4, 5 and 7. So The Ape remains uninjured.

Down & Out As your character becomes injured, their Health dice shifts lower. When the dice-type drops below d6, the character is down. Lay the model on its side to represent this status. Down characters may not activate, and do not affect other characters’ line-of-sight or movement. Likewise, they may not normally be engaged, rushed, attacked, or targeted. Knocked-Out — If a downed character fails a Recovery check then they no longer possess the will or ability to carry on. The model is removed from the table and plays no further role in the scenario.

Followers — Health Level 1 characters roll Health checks as normal. However, when a Follower fails a Health check then they are automatically knocked-out — rather than down.

21

Action Sequence

Pulp Alley

As a general rule, players only need to roll for an action when it is important to the scenario or potentially dangerous. Primarily, these actions will relate to special abilities and plot point challenges.

Long Action — It is possible that a character may not complete some plot points in a single activation. However, any successes you roll will carry over to their next activation, or to any attempt made by a colleague to complete the same plot point. With enough time or teamwork, characters can complete even the most challenging of plot points.

Action Summary Most actions, plot points, and perils may easily be resolved in three simple steps — 1. Skill — Determine the dice to roll.

Transfer — As an action, a character may attempt to transfer a plot point to a colleague. If the colleague is in base-to-base contact then no roll is required. However, they may attempt a random challenge to transfer the item to a colleague within 6”.

2. Roll — Each 4+ counts as one success. 3. Results — Compare the number of successes to the challenge # to determine pass/fail.

Actions Most actions may be combined with walking in the same activation, but not running. After the results of an action are determined, the character’s activation ends. Some special actions require additional explanation. Opposed Action — When an action is described as “opposed” this indicates that two or more players will roll against each other. To pass/win an opposed roll, you must roll more successes than your opponent(s). Any other result a failure. Random Challenge — When an action calls for a random challenge, flip over the top card of the Fortune deck to determine the challenge. Full Action — These actions require more time or a higher degree of concentration. As such, your character may not move and perform a full action on the same turn. 22



If passed, the other character automatically catches the item. Note that an item may not be moved and/or transferred by more than one character per turn.



If failed, place the item 1” to 3” from the intended target, in a random direction. The plot point may then be picked up as an action by any character — as normal.

Pulp Alley

Action Sequence

Eventually, every character wants to hide in the shadows, move unseen, or spring an unexpected attack. In Pulp Alley, a character can try their luck at hiding, sneaking, and ambushing – doing it successfully is another matter entirely. These rules also cover other types of deception, including disguises.

Spotting — We assume that characters are normally scanning around and on the lookout for trouble. All spotting checks occur automatically and are not a specific action. Once spotted, a character immediately comes out of hiding.

Hiding — Going into hiding is a full action. The character must be out of enemy line-of-sight before going into hiding. 

A character may move up to 3” and remain hidden.



A hidden character may not be attacked, rushed, or targeted by enemy actions. Likewise, they do not block enemy movement or line-of-sight.





Regardless of the result, the character automatically comes out of hiding.



Roll for spotting when a character activates or moves within 12” of a hidden enemy in line-of-sight. However, a character may not roll to spot the same hidden enemy more than once per activation.

Jungle Princess and Shaytan are hiding in the undergrowth, near the pirate camp... Shaytan activates and sneaks 3”. This is enough to engage a sentry on the edge of the camp. Now she has a chance to surprise the pirate.

Ambush — When a hidden character attacks, the target immediately has a chance to spot them. If they are not spotted, the target is surprised and unable to dodge or counter. In this case, the attack is unopposed — with each success automatically counting as a hit. If spotted, the fight is resolved as normal.

Spotting is an opposed roll—Cunning vs. the hidden character’s Finesse. The hidden character must win the roll by rolling more successes, otherwise they are spotted.

Example — Ambush

When a character performs actions or attacks they automatically come out of hiding. However, when a hidden character attacks they may surprise an enemy.





Shaytan rolls —

Pirate rolls —

Shaytan wins the opposed roll, and may make an unopposed attack against the pirate!

Noteworthy — The normal distance for spotting is 12”. This assumes that most Pulp Alley scenarios are taking place in areas favorable to hiding – like a shadowy jungle, rocky canyon, or cluttered alley. When a setting is more or less favorable to stealth, this distance may be adjusted by the scenario.

23

Pulp Alley

Action Sequence

Perils represent obvious risks like crossing a crumbling rope bridge or scaling a treacherous cliff. In addition, perils may come from unseen hazards like a dangerous patch of quicksand, poisonous gas, or even a bullet fired from a dark window. In Pulp Alley, any potentially harmful situation your characters may encounter, outside of combat, is called a peril.

Although plot points and perils both use the bottom portion of the Fortune cards, they are handled somewhat differently. No single action or move can involve more than one challenge played as a peril. For example jumping off a speeding truck onto a moving train is a single peril. 

When a character passes a peril they may continue their activation as normal.

Encountering Perils



If a peril is failed, the character suffers a number of hits indicated by the card and their activation ends immediately. No further moving, actions, or combat may occur during this activation.



A peril is normally played directly by an opponent, rather than drawn from the top of the Fortune deck.



The Fortune card is discarded after the peril is resolved. Even if two characters enter the same perilous area, their challenges may be quite different.



When a peril affects multiple characters, like a burst, a single challenge card is played.

Perils in Pulp Alley can be unpredictable and come at surprising moments. The two most common ways to encounter a peril are in Perilous Areas and at Plot Points. In either case, when the opportunity arises, an opponent has the option to play one (only one) Challenge from their Fortune cards. This challenge counts as a peril. At Plot Points — Every time a character attempts to complete a plot point they may encounter one peril, before resolving their action. In Perilous Areas — When a character enters or activates in a perilous area they may encounter one peril, before continuing their activation.

Example — Peril Phantom Ace moves 2” and then goes to climb the side of a building — up 3” to the balcony. Climbing the outside of a building normally counts as entering a perilous area. This gives the opposing player the option to make things a little more interesting. Looking through her Fortune cards, she decides to throw a peril in Ace’s path....

Roll 2 successes with:

Cunning or Might

Peril!

Peril: 2 hits if failed Using his 3d8 Might, Ace rolls a 2, 5 and 8. He rolls 2 successes, passing the peril, and climbs to the balcony....

24

Pulp Alley

Action Sequence

Dodging a Peril

Scenario Perils

When a character encounters a peril, they have the option to substitute Dodge for the skills listed on the card. If passed, the character must move 1” to 3” directly away from the peril – back the way they came. If the roll fails, then the character suffers the hits indicated on the card as normal.

Presenting perils within the context of the scenario often adds to the overall enjoyment. Some scenarios will have descriptions of specific perils. Otherwise, players are free to make up their own descriptions for the perils they unleash, or how their characters escape from certain doom!

If there is not enough room to move away, then Dodge may not be rolled. Regardless of the result, attempting to dodge a peril ends the character’s activation.

Gamemasters and players may also design custom perils for their own scenarios. A custom peril may have a preset challenge #, or other colorful special rules. Here are a few examples. The Nightclub — This area only becomes perilous once a fight and/or fire breaks out.

Special Perils Characters may encounter a wide array of special perils in Pulp Alley. The two most common, extreme perils and bursts, are explained below. Additionally, some perils may have special rules as defined by the scenario or gamemaster.

The Collapse — When the idol is removed, all areas of the tomb are extremely perilous. The Assassin’s Blade — A poisoned dagger thrown from an unseen assassin.... Roll 2 successes with:

Extreme Perils — With an extreme peril, the opponent still has the option to play a challenge from their hand. However, if they do not, then the character must face a random peril drawn from the top of the deck. There is no free-pass with an extreme peril.

Finesse or Cunning 

Bursts — A burst marker is used to mark any area that is extremely perilous for a limited time. This can represent various dangers like poisonous gas, explosions, and even machinegun bursts, just to name a few.

Perilous Moves Overall, it is up to the players to decide which pieces of terrain will be perils or extreme perils, based on their scenario, setting, and style of play. However, here are a few broad guidelines —

Bursts vary in size and shape from 3” to 6” in diameter, but the same basic rules apply. 

If one or more characters are touched by the burst when it is placed on the table, draw one random peril. Each affected character must immediately roll for this challenge.



Bursts block line-of-sight, including to and from characters inside the burst.



All burst markers remain in play until the end of the turn and are then removed from the table.

Poison Blade: If failed, suffer 2 hits and –1d Finesse for the rest of the scenario.

25



Climbing up or down 2” or more normally counts as entering a perilous area, depending on the situation or surface.



Jumping a small gap up to 1” may count as a peril, but a gap up to 3” would normally be an extreme peril.

Pulp Alley

Action Sequence

Plot Point Challenge

In Pulp Alley, plot points represent all manner of key scenario objectives from acquiring important information, rescuing a hostage, defusing a ticking time-bomb, and other acts of daring-do. Plot points encourage action for clear and wellmotivated reasons, around which the story of the scenario revolves.

A character in contact with a plot point marker may attempt to complete it as an action. Every time your character attempts to complete a plot point they may encounter one peril. If they pass the peril, the plot point is then resolved as a random challenge — unless the challenge is already established.

Within the context of the rules, plot points are very important. In addition to giving the scenario more meaning and background, plot points provide you with the means to.... 

Control the Initiative.



Earn scenario bonuses.



Earn post-scenario resources.



Earn experience for your league.



Develop your league’s reputation.



Determine victory.

Sample Plot Points For our basic scenarios, players are free to create their own background stories and plot point descriptions. While this does not change the game mechanics, it may add to the overall enjoyment of your game. To help get you started, we have included tables and suggestions in the Scenarios section. Here are five randomly determined plot points —



Rolling for a plot point challenge ends the character’s activation, regardless of the result.



You immediately take control of the Initiative when your character completes a plot point.



Characters do not suffer hits for failing a plot point challenge, as with perils.



Once a challenge is established for a specific plot point, it remains the same until it is completed. Although your character may continue to work on the same challenge over multiple turns (see Long Actions), they can encounter a new and different peril on each activation.

Plot Point Control When your character passes the challenge, they take control of the plot point. Remove the marker from the table, draw one of the remaining Reward cards at random and reveal it to the other players. Your character receives the bonus described on the card as a reward for completing the plot point.

 Crooked Officer  Sealed Letter  Jeweled Dagger

A character immediately loses control of any/all of their plot points when they go down or out. Place the plot point marker back on the table at the spot where the character went down/out. This plot point is now back in play and may be picked up by any character as described above.

 Power Cables  Hijacked Explosives If your character moves up to the Crooked Officer plot point, their random challenge could be something like this.…

Once a reward is established for a specific plot point it will not change during the scenario. If a character loses a plot point, set the reward card aside for when it is picked up again.

Roll 2 successes with:

Might or Finesse 26

Action Sequence

Pulp Alley

Example — A Crooked Cop

Grabbing for his nightstick, Doughty growls, “You had your chance, Gordon.”....

Two players are playing the Trail of Clues scenario, included with this book. On the second turn of the game, Player A activates Gordon and moves the character into contact with a nearby plot point marker. Before the scenario, this plot point was determined to be a Crooked Officer —

Roll 3 successes with:

Any Skill Peril: 3 hits if failed Player A checks Gordon’s character profile and rolls 3d10 for Brawling —

Doughty was a crooked cop. As crooked as they come. But what he didn’t know about the city’s seedy side, wasn’t worth a plug nickel....

First comes a lightning straight jab, followed by a strong left-hook, and finishing with a crushing upper-cut. Gordon lands three strikes before Doughty has his nightstick free, and the crooked cop crumples to his knees.... Passing the peril, Gordon continues with his action. In the previous turn, the plot point challenge was established, and Gordon scored 1 success. Now he only needs to roll 1 more 4+. Player A rolls Gordon’s 3d8 Might, and he takes control of the plot point — Player A notifies Player B that Gordon is going to attempt the plot point. Player B looks through her Fortune cards and decides not to play a peril. With no peril to stop him, Player A draws a random challenge for the plot point — “Enough! Enough, already! I’ll tell you what you want to know, just take it easy.” Doughty blubbered....

Roll 2 successes with:

Might or Finesse

For completing this plot point, Player A takes control of the Initiative, assuming he doesn’t already have it. They also draw one of the remaining plot point rewards. These cards represent some information, object, or motivation that may give Gordon an edge when facing other challenges in this scenario. Additionally, per this scenario, Player A may now place another plot point on the table —

Player A rolls 2d10 for Gordon’s Finesse, but fails to complete the challenge. The 1 success he rolled will carryover, but for now Gordon’s activation ends.

“I got nothing to say to you, Mr. Gordon. Move along.” Officer Doughty fired back defiantly....

According to Doughty, the envelope was still sealed, and sitting safely in the glove box of the gray Buick parked at the end of the block. The trail of clues continues. Can Gordon reach the sealed letter before the murderous syndicate goons? Or could it be that Gordon is racing headlong into a perilous trap?

Later in the game, on turn 3, Player A activates Gordon, and tells Player B that he is going to have a go at the plot point again. This time, she is ready and drops a peril on the table — 27

Pulp Alley

End of Turn

After all characters have activated, the Action Sequence ends and the game proceeds to the End of Turn.

Down & Out — Like your other injured characters, you will roll a 1d6 Recovery check for each downed character. However, there are a few rules that only apply to characters that are currently down.

Recovery

When a down character passes a Recovery check, their Health moves up to a d6. Stand the model back up to indicate that the character is ready for action. If this would place them in contact with an enemy, you have the option of sliding your character back 1” to 3” before standing them up.

At the end of each turn, all injured characters have an opportunity to recover. This applies to any character in play that is below their normal Health status (dice-type). Roll 1d6 for each of your injured characters, one after the other. 

A roll of 4+ indicates that the character has regained some of their strength — improve their Health by 1 dice type.



Unless the character is already down, failing this check has no further effect (see Down & Out).

A down character is knocked-out if they fail a Recovery check. They no longer possesses the will or ability to carry on. The model is removed from the table and the character plays no further role in the current scenario.

End of Scenario

Noteworthy — When a character is KO’d, this does not mean they were killed, or even seriously injured. Instead, a player is free to make up their own reasons. Optionally, you may choose to roll on the Harrowing Escape table after the game. Some of the possible results are listed below —

All of the basic scenarios included with this book have a length of 6 turns. However, with luck and skill a player may be able to extend the scenario by another 1 or 2 turns. If this is the final turn of the scenario then play proceeds to the Scenario Wrap-Up. Otherwise, continue to the start of the next turn.

 HEADSHOT!  Dragged to Safety  Escaped from Capture

28

Play: When your character passes a challenge.

For holding this card at the end of the game your league receives:

Bonus: While this plot point is in your character’s control, you draw +1 additional Fortune card at the start of each turn.

Until the end of this scenario…

For holding this card at the end of the game your league receives:

Bonus: While this plot point is in their control, this character receives +1d bonus for all Might rolls.

Until the end of this scenario…

+1 Contact

For holding this card at the end of the game your league receives:

Bonus: While this plot point is in their control, this character receives +1d bonus for all Finesse rolls.

Until the end of this scenario…

#P3

+1 Backup #P2

Only once per scenario...

Pulp Alley © 2010

Until the end of this scenario…

Bonus: While this plot point is in their control, this character may (as an action) extend the scenario by 1 additional turn.

Pulp Alley © 2010

Bonus: While this plot point is in their control, this character receives +1d bonus for all Cunning rolls.

Pulp Alley © 2010

For holding this card at the end of the game your league receives:

#P5

For holding this card at the end of the game your league receives:

Pulp Alley © 2010

+1 Experience #P4

+1 Gear

+1 Tip

Plot Point Rewards — The 5 plot point rewards are also set beside the table at the start of the game. After a plot point is completed, the player draws one of the remaining rewards at random.

May only be played once per game.

 For example, the card at the right is Card #45

Pulp Alley © 2010

Through the course of some scenarios it is possible to run out of cards in the deck. When this happens, simply shuffle the discard pile, start a new deck, and continue to draw.

Roll 2 successes with:

 Cards #41 to 45 only appear once per deck.

#P1

Fortune Cards — Before the start of each game, one Fortune deck is shuffled and set beside the table for all players to draw from. As cards are played, lay them along side the deck to form a discard pile.

Cunning or Might

 Cards #01 through #20 are duplicated in each deck.

#45 / x1

and only appears once (x1) in the deck.

Peril: 2 hits if failed

The card number appears towards the bottom-right corner of each card, followed by the number of times that particular card appears in the finished Fortune deck. A complete Fortune deck contains 45 cards.

Pulp Alley © 2010

See Mila’s helpful tips on the Pulp Alley forum for making your own Fortune deck.

Effect: The scenario is extended by 1 additional turn.

Fortune Deck

Play: When an enemy fails a Health check.

Play: When your character passes a peril.

Play: Before you roll to pass a challenge.

Play: When an enemy activates.

Effect: The enemy may not move more than 3” this activation.

“Hey mister, what’s the rush?”

Effect: You may use Any Skill for this roll.

“What’re you waiting for? Just shoot it!”

Effect: You take the Initiative. “There is nothing which you can possess, which I cannot take away.”

Finesse

Roll 1 success with:

Effect: The enemy may not roll a Recovery check at the end of this turn.

Cunning

Roll 1 success with:

“We both know how this is going to end.”

Might

#20 / x2

Peril: 1 hit if failed

Roll 1 success with:

Peril: 1 hit if failed

Roll 2 successes with:

Peril: 1 hit if failed

Cunning or Might Peril: 2 hits if failed

Pulp Alley © 2010

Play: Before you roll to shoot.

#19 / x2

Play: Before you roll to dodge.

Effect: You receive a +1d bonus for this attack.

Pulp Alley © 2010

Play: Before you roll to brawl.

Effect: You receive a +1d bonus for this dodge.

“Soon you will come to know, when the bullet hits the bones.”

#18 / x2

Play: When an enemy activates.

Effect: You receive a +1d bonus for this attack.

“It’s easy, just zig when he thinks you’re going to zag.”

Roll 2 successes with:

Pulp Alley © 2010

Effect: Characters may not run, rush, or attack for the remainder of this turn.

“What’s that behind you?”

Roll 2 successes with:

#17 / x2

“Hold it! Can’t we talk about this?”

Roll 3 successes with:

Pulp Alley © 2010

Roll 3 successes with:

Finesse or Cunning

#44 / x1

Might or Finesse

Pulp Alley © 2010

Any Skill

#43 / x1

Any Skill

Pulp Alley © 2010

Peril: 2 hits if failed #42 / x1

Peril: 2 hits if failed Pulp Alley © 2010

Peril: 3 hits if failed #41 / x1

Peril: 3 hits if failed Pulp Alley © 2010

Play: When an enemy activates. Effect: The opponent must discard 1 random Fortune card. Effect: The enemy receives no benefit from being in cover.

Play: Before you roll to shoot an enemy in cover.

Play: Before you roll to shoot or brawl.

Effect: Draw 2 Fortune cards.

Play: When your character passes a challenge.

Finesse

Roll 1 success with:

Pulp Alley © 2010

#12 / x2

Peril: 1 hit if failed

“Fortune favours the bold!”

“I have you now.”

Might

Roll 1 success with:

Effect: Your character ignores the multiple combats penalty for the remainder of this turn.

“Can you feel the fortune slipping through your fingers?”

Any Skill

Roll 3 successes with:

#11 / x2

Peril: 1 hit if failed

“I can do this all day.”

Roll 2 successes with:

Peril: 3 hits if failed

Finesse or Cunning Peril: 2 hits if failed

Pulp Alley © 2010

Play: When you score 2+ hits on an enemy.

#10 / x2

Play: When you score 2+ hits on an enemy.

Effect: The enemy may not move for the remainder of this turn.

Pulp Alley © 2010

Play: When you score 2+ hits on an enemy

Effect: The enemy may not shoot for the remainder of this turn.

Ears ringing, vision blurred, and feet too heavy to move.

#09 / x2

Effect: You may move the enemy 1” to 3” away.

He raised his pistol to fire, but, in a blur, he found his hand empty.

Pulp Alley © 2010

Play: Instead of rolling to dodge a brawl or peril.

“WHAAAAAAAAAA!...”

Roll 2 successes with:

Roll 2 successes with:

Roll 2 successes with:

“Wait here… I’ll go get help!”

Effect: Immediately move your character 1” to 3” away—all hits are cancelled.

Roll 1 success with:

Cunning or Might

#16 / x2

Finesse or Cunning

Pulp Alley © 2010

Might or Finesse

#15 / x2

Cunning

Pulp Alley © 2010

Peril: 2 hits if failed #14 / x2

Peril: 2 hits if failed Pulp Alley © 2010

Peril: 2 hits if failed #13 / x2

Peril: 1 hit if failed Pulp Alley © 2010

Effect: The enemy has a -1d on all Might, Cunning, and Finesse rolls during this activation.

Play: When an enemy activates.

“Listen! Do you smell something?”

Effect: The enemy immediately encounters a random peril.

Play: When an enemy activates.

Might

Roll 1 success with:

Click, click… click

Effect: The enemy may not shoot during this activation.

Play: When an enemy activates.

Finesse

Roll 1 success with:

“You’re luck just ran out.”

Effect: The effect of their card is cancelled.

Peril: 1 hit if failed

#04 / x2

Play: Instead of rolling a Recovery check.

Pulp Alley © 2010

Play: Instead of rolling a Health check.

Effect: Your character passes this Recovery check.

#03 / x2

Effect: Your character passes this Health check.

“I ain’t done yet,” he growled.

Pulp Alley © 2010

Play: When an opponent plays a Fortune card.

She smirked, “Spectacular…aren’t they?”

Any Skill

Roll 3 successes with:

#02 / x2

Peril: 1 hit if failed

Roll 2 successes with:

Pulp Alley © 2010

Peril: 3 hits if failed

Might or Finesse #01 / x2

Peril: 2 hits if failed Pulp Alley © 2010

“It’s only a scratch. I’ve had worse!”

Roll 1 success with:

Play: When an enemy activates.

“Listen and listen well. The road before you is beset with many perils.”

Roll 1 success with:

Cunning or Might

Play: Before you roll to pass a challenge.

“Only one chance… better make it count.”

Roll 1 success with:

Finesse or Cunning

Effect: The enemy immediately encounters a random peril.

Roll 1 success with:

Might or Finesse

Effect: You receive a +1d bonus for this roll.

Cunning

#08 / x2

Peril: 1 hit if failed #06 / x2

Pulp Alley © 2010

Peril: 1 hit if failed Pulp Alley © 2010

#07 / x2

Peril: 1 hit if failed #05 / x2

Pulp Alley © 2010

Peril: 1 hit if failed Pulp Alley © 2010

Playing Scenarios

Pulp Alley

Playing a Scenario

Gamemaster Scenarios — When one of the players takes the role of a gamesmaster, they have control over describing the plot points and perils in their games. As with adventure scenarios, the challenges are frequently preset, rather than determined at random. Gamemaster scenarios commonly include colorful and creative special rules of their own design.

The basic scenarios in this book provide an open framework for you to play a wide variety of Pulp Alley games, regardless of your miniatures, terrain, or level of experience. As a player, Pulp Alley is all about options; from creating your unique league of characters to telling your own pulp stories through customizable scenarios. For gamemasters, these basic scenarios offer a solid foundation for playing ongoing pulp adventures and campaigns.

Playing a Scenario

Although the basic mechanics remain the same, how you handle plot points and perils may vary depending on your own preferences and the type of scenario you are playing. From this stand-point we divide scenarios into three broad categories. Basic Scenarios — The players are in full control of creating or randomly determining their own plot point and peril descriptions. These scenarios play equally well with any league, setting, or terrain. Each of the basic scenarios can easily be played over and over again, by simply changing the set up and plot point descriptions. The plot point tables within this section are primarily presented for use with our basic scenarios.

1.

Background — Determine the scenario and plot points.

2.

Resources — Gather Tips, Gear, Backup, and Contacts.

3.

Set Up — Place terrain, markers, and leagues.

Scenario Wrap Up

Adventure Scenarios — This style of scenario is common to the Pulp Alley campaign packs, like Perilous Island. An adventure scenario will have most, if not all, of the plot point and peril descriptions predetermined. Some challenges may also be preset and/or have special rules. For example, if a major plot point involved Fu Wang’s Infernal Doomsday Device, the special challenge may be something like this —

1.

Rewards — Record the rewards collected from the scenario.

2.

Recover — Injured and KO’d characters may recover.

3.

Reorganize — Add or remove characters from the roster.

4.

Development — Characters may learn new abilities.

Scenario Table

Roll 3 successes with Might, THEN… Roll 4 successes with:

Finesse or Cunning

33

1d6

Basic Scenarios

1

Scenario #1 — Smash & Grab

2

Scenario #2 — The Lost Keys

3

Scenario #3 — Dangerous Delivery

4

Scenario #4 — Death Trap

5

Scenario #5 — Trail of Clues

6

Scenario #6 — Race Against Time

Random Plot Points

Pulp Alley

Scenario Background

1d10

Plot Points

1

Select One

2

Information

3

Encounter

4

Equipment

5

Facility

6

Treasure

7

Machinery

8

Contraband

9

Invention

10

Select One

After the scenario is determined, players take turns rolling for 5 random plot points. First, roll 1d10 on the table to the right, then roll 2d10 on the appropriate tables below. Select 5 markers to represent the plot points on the table. Although size will vary, the specific point-of-contact may not exceed a 2” area. Models, counters, and specific terrain features, like a doorway or window, make good markers. These tables are intended to help players quickly add color and background to any scenario. As such, players are free to use or ignore them as they see fit. Alternatively, players may simply pick plot points of their liking or even create their own plot. Plot Point: Information

Plot Point: Encounter

1d10

Table 1

1d10

Table 2

1d10

Table 1

1d10

Table 2

1

Sealed

1

Blueprint

1

Nervous

1

Informant

2

Torn

2

Photograph

2

Sleeping

2

Guard

3

Cryptic

3

Report

3

Crooked

3

Beggar

4

Coded

4

Message

4

Injured

4

Hostage

5

Incomplete

5

Map

5

Foreign

5

Agent

6

Mysterious

6

Letter

6

Talkative

6

Officer

7

Bloodstained

7

Journal

7

Suspicious

7

Diplomat

8

Burned

8

Document

8

Missing

8

Child

9

Classified

9

Plans

9

Clever

9

Scientist

10

Official

10

Orders

10

Bound

10

Prisoner

Plot Point: Facility

Plot Point: Equipment 1d10

Table 1

1d10

Table 2

1d10

Table 1

1d10

Table 2

1

Sabotaged

1

Radio

1

Telephone

1

Line

2

Experimental

2

Rangefinder

2

Secondary

2

Conduit

3

Stolen

3

Rocket-Pack

3

Utility

3

Box

4

Dismantled

4

Generator

4

Service

4

Station

5

Top-Secret

5

Scanner

5

Gas

5

Disruptor

6

MacGuffin

6

Device

6

Water

6

Junction

7

Unfamiliar

7

Transmitter

7

Electric

7

Records

8

Abandoned

8

Weaponry

8

Supply

8

Engineer

9

Miniature

9

Canister

9

Distribution

9

Manhole

10

Smashed

10

Receiver

10

Transmission

10

Terminal

34

Random Plot Points

Pulp Alley

Plot Point: Machinery

Plot Point: Treasure 1d10

Table 1

1d10

Table 2

1d10

Table 1

1d10

Table 2

1

Crystal

1

Skull

1

Cooling

1

Vent

2

Death Cult

2

Talisman

2

Intake

2

Valves

3

Cursed

3

Amulet

3

Rotor

3

Shaft

4

Atlantean

4

Idol

4

Power

4

Switch

5

Sacred

5

Tome

5

Pressure

5

Assembly

6

Jeweled

6

Orb

6

Exhaust

6

Regulator

7

Ivory

7

Falcon

7

Drive

7

Controls

8

Jade

8

Disk

8

Primary

8

Cables

9

Stygian

9

Dagger

9

Auxiliary

9

Coil

10

Ancient

10

Key

10

Damaged

10

Pump

Plot Point: Invention

Plot Point: Contraband 1d10

Table 1

1d10

Table 2

1d10

Table 1

1d10

Table 2

1

Wired

1

Bomb

1

Shrink

1

Ray

2

Hijacked

2

Explosives

2

Peratron

2

Amplifier

3

Concealed

3

Rifles

3

Freeze

3

Machine

4

Camouflaged

4

Munitions

4

Sonic

4

Screwdriver

5

Booby-Trapped

5

Shipment

5

Radion

5

Powder

6

Lost

6

Chemicals

6

Purple Death

6

Rocket

7

Hidden

7

Alcohol

7

Xenon

7

Laser

8

Smuggled

8

Diamonds

8

Contragrav

8

Cell

9

Black Market

9

Gold

9

Magnetic

9

Resonator

10

Guarded

10

Shipment

10

Hypnosis

10

Gun

Major Plot Point — After all 5 plot points are selected, pick 1 to be the scenario’s major plot point. Then roll on the two tables to the right to lend it more background and meaning. The major plot point embodies the motivation and overarching purpose of the scenario. Minors plot points can normally be considered clues or objects that are directly or indirectly related to the major plot point. Special rules relating to the plot points, including their placement, are covered in each scenario.

d10

At whose behest?

d10

What is at stake?

1

Fate

1

Fortune

2

Anonymous Caller

2

Glory

3

Upstanding Citizen

3

Revenge

4

Newspaper Publisher

4

Personal Reputation

5

Long Lost Friend

5

Someone’s Freedom

6

Local Authorities

6

The Lives of Many

7

Eccentric Millionaire

7

Upholding Justice

8

Renown Professor

8

Betterment of Mankind

9

Government Official

9

National Security

10

Secret Organization

10

Stopping Evil

35

Resources

Pulp Alley

Example — Markers

For a basic scenario, it is up to the players to fill in the details as they see fit. But based on what they have, it could be linked together something like this —

Preparing to play Smash & Grab, two players randomly generate 5 plot points; Coded Report, Dismantled Radio, Clever Child, Hijacked Chemicals, and Missing Scientist. They decide the missing scientist will be the major plot point, and roll “local authorities” and “someone’s freedom” on the background tables.

Coded Journal

Hijacked Chemicals

The league is contacted by local authorities to find a missing scientist — possibly being held against his will. As for the minor plot points, these all appear to be clues to explain why he was kidnapped, and/or leads to help rescue him. Although, the lady carrying the coded journal looks rather suspicious....

Clever Child

League Resources

Dismantled Radio

Missin g Scientist

Tips

During the scenario set up, you may spend all or some of your resources to select a wide array of temporary bonuses for your league. However, these points may only be used to select bonuses from the appropriate table — Tips, Backup, Contacts, and Gear. Spending points permanently removes them from the roster.

Tips are a reward you earn through completing a specific plot point. Tips represent important information or research. Before a scenario, you may use some or all of your Tips to select bonuses for your league, or you can save your points. The point cost of each bonus is listed on the table below.

Some league perks can give you extra Gear and Contact points for each scenario — see Bastion of Science and Network of Supporters below. Any points gained from these perks may only be used for the current scenario.

Unlike other resources, Tips may be used before or during a scenario. Solid Leads and Quick Transport are selected prior to a scenario—like other resources. Uniquely, Tip-Off may be used during a scenario.

Tips

Points

Summary

Tip-off

1

During the scenario — 1 Tip may be spent at the start of any turn to draw 1 extra Fortune card.

Solid Leads

2

Before the scenario — 2 Tips may be converted to 1 other League Resource (Contact, Gear, or Backup) at a 2 for 1 ratio.

Quick Transport

3

Before the scenario — 3 Tips may be spent to select a scenario event instead of rolling for one at random. 36

Resources

Pulp Alley

Backup Backup points may be earned from scenarios, and give your league a ready supply of thugs, gunmen, guides, and the like. Before a scenario, you may use some or all of these points to select Backup, or they may be saved for a later scenario. The point cost of each Backup character is listed below. Backup characters join the league for a single scenario. Like other temporary additions to the roster, Backup characters do not benefit from any of the league’s Perks.

Note — The Backup table only identifies the characters’ notable skills. All others skills are 1d6.

Backup

Points

Health

Notable Skills

Level 1: Brawler

1

d6*

2d6 Brawl

Level 1: Shooter

1

d6*

2d6 Shoot

Level 1: Scout

1

d6*

2d6 Dodge

Level 2: Brawler

2

d6

3d6 Brawl, and 2d6 Dodge

Level 2: Shooter

2

d6

3d6 Shoot, and 2d6 Dodge

Level 2: Scout

2

d6

3d6 Dodge, and 2d6 Finesse

Level 3: Brawler

3

d8

Combat Skills: 4d8 Brawl, 2d6 Shoot, 3d8 Dodge Action Skills: 4d8 Might, 2d6 Finesse, 2d6 Cunning

Level 3: Shooter

3

d8

Combat Skills: 2d6 Brawl, 4d8 Shoot, 3d8 Dodge Action Skills: 2d6 Might, 2d6 Finesse, and 4d8 Cunning

Level 3: Scout

3

d8

Combat Skills: 2d6 Brawl, 2d6 Shoot, 4d8 Dodge Action Skills: 2d6 Might, 4d8 Finesse, and 3d8 Cunning

Level 3: Custom

4

d8

Create or select one level 3 character of your choice.

37

Resources

Pulp Alley

Contacts Contact points are one of the rewards earned from scenarios, and provide all manner of helpful rumors and support. Before a scenario, you may use some or all of the Contact points to select bonuses for your league, or you may save them up. The point cost of each bonus is listed below. Each bonus may be selected only once per scenario, and may not be carried over to another game. Network of Supporters — This perk may add extra Contact points via an extensive network of supporters and informants. The Leader rolls their Finesse prior to the start of each scenario. Each success (4+) counts as 1 point of Contacts. These may be combined with your other Contact points when selecting bonuses, but may not be carried over to other scenarios.

Contacts

Points

Summary

Friendly Local

1

Add one random level 1 Backup character to your league for this scenario.

Rumors and Gossip

1

On the first turn of this scenario, you may draw one additional Fortune card.

Snitch

1

Shift your die-type up when rolling for starting Initiative.

A Few Maneuvers

2

Once during this scenario, as an action, your Leader may force the enemy Leader to roll an opposed Finesse check. You immediately take control of the Initiative if you win the roll.

Unexpected Ally

2

Add one random level 2 Backup character to your league for this scenario.

Savoir-Faire

2

Once during this scenario, your Leader may automatically pass one challenge instead of rolling.

Trusted Informant

3

For this scenario, you may draw one Fortune card each time you take the Initiative away from the opponent.

Quick Transport

3

Instead of rolling for a random event at the start of this scenario, you may pick one of your choice.

One Step Ahead

3

For this scenario, pick one of the following abilities for your Leader: Lucky Devil, Danger Sense, or Master of Disguise.

4

Once during this scenario, as an action, your Leader may force an enemy Follower or Ally to roll an opposed Finesse check. If you win the roll, they immediately become a member of your league for the duration of this scenario.

Double-Cross!

38

Pulp Alley

Resources

Gear Gear points are one of the scenario rewards, and provide access to advanced experimental gadgets. Before a scenario, you may use some or all of your Gear points to select bonuses for your league, or you can save your points. The point cost of each bonus is listed below. Each bonus must be assigned to a specific character. However, a character may not have more than one of the same bonus. Once a bonus is selected, it applies only to the current scenario. Bastion of Science — This perk may give you extra points to use towards selecting Gear. Before the game, the Leader may roll their Cunning to develop/request gadgets for the upcoming scenario. Each success (4+) counts as 1 point of Gear. These may be combined with your other Gear points when selecting bonuses. Points rolled in this way may not be saved for other scenarios – so use them or lose them!

Gear

Points

Summary

Utility Belt

1

Once during this scenario, the character may automatically pass one Peril – instead of rolling.

Gadget X

1

Once during this scenario, the character may automatically pass one Plot Point – instead of rolling.

Smoke Grenades

1

Once during this scenario, as an action, the character disappears in a cloud of smoke. No enemy may shoot or rush them until the end of the turn.

Chemical X

2

The character gains one of the following abilities for this scenario: Speedy, Eagle-Eyed, or Stealthy.

Bulletproof Vest

2

For this scenario, the character is always considered to be in cover.

Prototype Deflector

2

The character gains a +1d bonus to Dodge during this scenario.

Weapon X

3

Select one of the following skill bonuses for the character for this scenario: +1d Brawl, or +1d Shoot.

Quick Transport

3

Instead of rolling for a random event at the start of this scenario, you may pick one of your choice.

Gas Microgrenades

3

As an action, the character may place a 3” burst marker within 12”.

4

Once during this scenario, this character may move to anywhere on the table. This move counts as running and is not affected by intervening terrain. However, the character must check for an extreme peril at the end of their daring flight.

Experimental Jetpack

39

Pulp Alley

Scenarios

Scenario Set Up

Terrain – Basic scenarios are played on 3’x3’ area (aka the table). Players take turns placing a total of 1d6 + 6 terrain features, identifying all perils. These numbers may be adjusted to fit your terrain collection, setting, and preferences.

After the scenario plot points, background, and resources are determined, it is time to set up the table. In general, all basic scenarios follow the same set up sequence. However, be sure to review the scenario before you get started to identify any special rules that will affect set up.

Plot Point Markers – All scenarios will have specific rules relating to plot point placement. In general, no plot point may be placed within 6” of a character, another marker, or the edge of the table unless specifically allowed by the scenario.

Scenario Events – Each player rolls 1d10 for a random scenario event. Unless the event is specific to one of your characters or league, it affects all leagues equally. 1d10

Scenario Events

1

Delayed — One of your characters, selected at random, is not deployed until the start of turn 2.

2

Low Visibility — Line of sight is limited to 12” for this scenario.

3

Hazards — You may place 2 additional perilous areas during terrain set up.

4

Danger! Danger! — All normal perils count as extreme perils for this scenario.

5

Reconnoiter — Characters may not attack, run, or rush an enemy on the first turn.

6

Well Prepared — You draw +1 Fortune card at the start of the first turn.

7

Familiar Area — Shift your die-type up when rolling for starting Initiative.

8

Friendly Local — Add one random Level 1 Backup to your league for this scenario.

9

Subterfuge — One of your characters, selected at random, may start in hiding.

10

Vehicle — After your league is placed, you may deploy a size 1 or 2 vehicle.

Starting Initiative – Each player rolls 1d6. The highest roll starts with the Initiative. Although this roll may be modified, the maximum is 1d12. Deploy Leagues – Each scenario will have specific instructions for deploying the leagues. It is not uncommon for each side to have their own deployment rules. Unless specifically allowed by the scenario, a character may not be placed within 6” of a plot point or an enemy. Also, characters may not start on vehicles. Turn Limit – All basic scenarios have an initial limit of 6 turns. However, with luck and skill this may be extended to 7 or 8 turns while playing the scenario. A turn limit helps encourage a sense of urgency. After all, there are important matters at stake and time is running out!

Set Up Summary 1. Scenario Event — Each player rolls 1d10. 2. Terrain — Take turns placing 7 to 12 terrain features, clearly identifying all perils. 3. Plot Point Markers — As indicated by the scenario. 4. Starting Initiative — Each player rolls 1d6. The highest roll starts with the Initiative. 5. Deploy Leagues — As indicated by the scenario. 6. Turn Limit — All basic scenarios have a starting length of 6 turns. 40

Pulp Alley

Scenarios

Smash & Grab “Get in and grab the goods. This should be simple enough. ...Right?”

Smash & Grab is the most basic of basic scenarios and a great place to start for new players. The basic scenario set up is followed, with these additions/exceptions — Plot Point Markers – The major plot point is placed in the center of the table. Players then take turns placing the remaining 4 markers. As normal, no plot point may be placed within 6” of another marker or the edge of the table. Deploy Leagues – The player with Initiative picks their table edge and deploys their entire league first. The opponent then deploys their league along the opposite table edge. Characters must be deployed within 6” of their own edge, but may not be placed within 6” of any plot point or enemy.

The Lost Keys “Let us begin by mastering the more elementary problems.”

Special Rules – This scenario has no additional special rules.

The Lost Keys has a unique deployment, giving leagues the opportunity to scatter across the table. Before a character may capture the major plot point, they must be carrying a minor plot point. The basic scenario set up is followed, with these additions and exceptions —

Rewards – At the end of the scenario, you receive rewards for each plot point controlled by one of your characters. All uncontrolled plot points are abandoned.

Plot Point Markers – The major plot point is placed in the center of the table. Players then take turns placing the remaining 4 markers. No plot point may be placed within 6” of another marker or the edge of the table. Deploy Leagues – Players take turns deploying one character at a time. The player with Initiative deploys first. No character may be deployed within 6” of a plot point or an enemy. Special Rules – A character may not attempt the major plot point unless they are currently in control of a minor plot point. Rewards – At the end of the scenario, you receive the league rewards for each plot point controlled by one of your characters. All uncontrolled plot points are abandoned. 41

Pulp Alley

Scenarios

Dangerous Delivery

Special Rules – The attackers may exit along the table edge within 6” of the exit corner.

“Make sure they do not escape. Or you shall suffer their fate!”

Rewards – At the end of the scenario, the Attacker only earns rewards for plot points moved off the table. The Defender receives the rewards for all other plot points.

One league will attempt to carry the plot points off the table. The other league must stop them. The basic scenario set up is followed, with these additions/exceptions. For this scenario, the plot points are placed after league deployments. Deploy Leagues – The player with Initiative selects the role of Attacker or Defender. 



Death Trap

First, the Attacker selects one table corner for their deployment — making the opposite corner the exit. All attackers deploy within 6” of their starting corner.

“You have interfered with me for the last time.”

One leader is separated and surrounded by the enemy. Will their colleagues arrive in time to save them? Follow the basic scenario set up with the additions and exceptions below. For this scenario, the plot points are placed after leagues are deployed.

The defenders then deploy within 12” of the exit corner.

Plot Point Markers – The Attacker begins by placing the major plot point. Then players take turns placing the other four plot point markers. Each marker must be given directly to an attacker or placed on the table. 



Deploy Leagues – The player with Initiative selects the role of Attacker or Defender.  First, deploy the defending leader within 6” of one corner. Then deploy the rest of their league within 12” of the opposite corner.

An attacker may not be given more than one marker, but may pick up additional plot points during the scenario. When an attacker is given a marker, the player draws a random plot point card. However, this does not affect starting Initiative during set up.

 After the defenders are placed, all attackers deploy within 12”, but not closer than 1” to, the enemy leader.

A marker placed on the table may not be within 6” of another plot point, a table edge, or any character.

Plot Point Markers – The defending leader fills the role of the major plot point. As such, players take turns placing the 4 minor plot points but no major plot point marker is placed on the table. Special Rules – Whenever the defending leader is down, another character may attempt to capture them just as if they were a normal plot point. 

If this challenge is completed they no longer roll Recovery checks and only count as a plot point for the remainder of the scenario.

Rewards – At the end of the scenario, you receive rewards for each plot point held by one of your characters. In addition, if the defending leader avoids being KO’d or held by an enemy at the end of the scenario then they receive the major plot point reward. Otherwise, the Attacker earns the reward.

42

Pulp Alley

Scenarios

The Trail of Clues

Race Against Time

“It is my business knowing what others do not.”

“In the absence of light, darkness prevails. Evil, ancient, and hungry....”

Trail of Clues starts with only a couple plot points in play. The location of the other plot points must be discovered. Follow the basic scenario set up with these additions and exceptions —

In a race against time, one leader is attempting to complete their plans and take control of the major plot point. The enemy races in to thwart their scheme! Follow the basic scenario set up with these additions and exceptions —

Plot Point Markers – Players take turns placing one (only one) minor plot point marker. 

The first marker must be placed 12” away from one corner of the table. The second plot point marker must be placed 12” away from the opposite corner.

Plot Point Markers – The major plot point is placed in the center of the table. Players then take turns placing the other 4 markers. No plot point may be placed within 12” of another marker.

Deploy Leagues – The player with Initiative picks one table corner and deploys their entire league first. The opponent then deploys their league on the opposite table corner. Characters must be deployed within 12” of their own corner, but may not be placed within 6” of a plot point.

Deploy Leagues – The player with Initiative selects the role of Attacker or Defender.

Special Rules – When a plot point is captured, that player immediately places one of the undiscovered markers on the table. A player may not place the major plot point on the table until their league holds two other plot points. 

The newly discovered plot point may not be placed within 6” of a friendly character, the edge of the table, or another marker.

Rewards – At the end of the scenario, you receive rewards for each plot point held by one of your characters. Uncontrolled plot points are abandoned.



First, all the defenders deploy within 6” of the major plot point, but not within 6” of any other plot point.



The attackers then deploy within 6” of any table edge. Attackers may not deploy within 6” of a plot point.

Special Rules – The defending leader is the only character that may complete/control the major plot point in this scenario. No other character may even attempt to complete the major plot point. 

To capture this major plot point, the leader must complete THREE random plot point challenges at this plot point. At a minimum, this will require 3 separate actions, over the course of 3 different turns. Rewards – At the end of the scenario, you receive rewards for the plot points controlled by your characters. If the major plot point is uncontrolled at the end of the scenario then the Attacker earns the reward — for foiling the enemy’s plan. Other uncontrolled plot points are abandoned.

43

Pulp Alley

Scenarios

At the end of each game players have the opportunity to earn rewards, recover their injured characters, reorganize their leagues, and spend hard-won experience points. The scenario wrap up follows the sequence below —

Reorganize — You may reorganize your league between scenarios by removing and adding characters. By removing a character from the roster, you free up those slots. Empty slots may then be used to add new characters as normal. Note that Leaders may not be removed from the roster, as this would disband the league.

Scenario Wrap Up 1.

Rewards — Record the rewards collected from the scenario.

2.

Recover — Injured and KO’d characters may recover.

3.

Reorganize — Add or remove characters from the roster.

4.

Development — Characters may learn new abilities.

Character Development — Experience points may be spent to further develop your characters. Experience can be a rare and hard-won reward. You have control over how to spend your league’s xp within the following guidelines —

Rewards — Your league earns rewards based on their plot points at the end of the game, as indicated by the scenario. 









No character may learn more than 1 new ability per scenario.



The xp cost of a new ability is equal to the character’s level. For example, it costs 2 xp for an Ally to learn a new ability, or 3 xp for a Sidekick.



The maximum number of new abilities a character may ever gain through xp is equal to the their level. For example, a Follower may never learn more than 1 new ability, but a Leader may eventually pick up 4 new abilities through experience.

Victory: You earn 3 victory points for holding the major plot point and 1 victory point for each minor plot point. The league with the most points is the victor.

Harrowing Escape — roll 1d6

Reputation: Your league earns 1 point of Reputation per victory point. Update your total and check for new league perks. Resources: Record the specific Resources earned from each of your reward cards — Tips, Backup, Contacts, and Gear. Experience: Your league earns +1 xp for holding the appropriate reward card.

Recover — You alone control the long-term fate of your Pulp Alley characters. As such, all injured and KO’d characters may fully recuperate after each game and be ready for more action in the next scenario. Optionally, you may choose to roll 1d6 on the Harrowing Escape table for any/all of your KO’d characters. 44

1

HEADSHOT! – In the next scenario, the character suffers a -1d penalty to one random skill.

2

Dragged to Safety – The character fully recovers, but the league loses 1 Rep.

3

Bloodied & Bruised – In the next scenario, this character is not deployed until the start of turn 2.

4

Retreat & Regroup – In the next scenario, shift your starting Initiative die up.

5

Escaped from Capture – In the next scenario, you draw +1 Fortune card on the first turn (only one per scenario). This result has no effect if rolled again.

6

KILLED! Or so they think.... In the next scenario, this character may begin the game in hiding.

Pulp Alley

Scenarios

Reputation Perks Reputation represents the prestige and influence your league has earned through their daring adventures. Unlike resources which can come and go from one scenario to the next, perks are never lost. Even if your reputation suffers a setback, all of your earned perks remain in effect. 

Perk bonuses never apply to temporary additions to your league — like a Backup character.

Rep

Perk

Summary

10

Local Support

You may re-roll your Scenario Event once per game. As always, you must take the new result if you choose to re-roll.

25

Regional Influence

40

Underworld Contacts

55

Privileged Access

70

Secret Society

85

Nationally Recognized

100

World Famous

125

Government Contacts

Your league roster is expanded by +1 slot. Shift your die-type up when rolling for starting Initiative (1d12 max). On the first turn of each scenario, you draw +1 Fortune card. Select a Secret Society and then choose a Rank 1 Secret Society perk. Shift the die-type up for your Leader’s first recovery check of the scenario (1d12 max). Your league roster is expanded by +1 slot. You gain +1 Tip when selecting Resources before each scenario. This point may be spent on the current scenario or saved for a rainy day.

Secret Societies — When your leader earns enough reputation (70 rep) they may join a secret societies. Use the table below to select an organization that best fits your leader’s interests, and then pick one of the Rank 1 perks. At the lowest rank each secret society has access to the same three perks. We will cover Secret Societies in more detail in our upcoming Pulp Leagues release. Secret Society

Tenets

Symbols

Support

International Research & Exploration Society

Discovery, Protection, and Honor

Pegasus or Scroll

Gear & Contacts

The Guild of Thirteen

Power, Wealth, and Knowledge

Key or “13”

Backup & Gear

Order of the Oginali

Freedom, Justice, and Loyalty

Three Rings

Contacts & Backup

Rank

Secret Society Perks

Summary

1

The First Cup

You may draw a Fortune Card each time your leader passes a Recovery check.

1

The First Blade

You may draw a Fortune Card each time your leader injures an enemy leader.

1

The First Coin

You may draw a Fortune Card each time your leader completes a plot point. 45