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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Pulp Adventures for Today! is a high-speed, low-drag Role-playing game based on the science fiction stories of yesteryear, such as Flash Gordon, Buck Rogers, Tarzan of the Apes, John Carter of Mars, etc These rules are designed to be used with any sort of campaign which doesn't rely too much on realism The only things required to play Pulp Adventures for Today! are a group of friends, a handful of standard six-sided dice, a pencil, and your imagination So strap on your blaster, sharpen your saber, climb aboard your war zeppelin and look for adventure Included in this rulebook are: * Rules for character creation, * Skills and how to use them, * Equipment from the past through the future, * A small number of vehicles, * A sampling of critters, * And two sample campaign settings: Terra Reich, in which a horde of evil aliens invade Earth while WW2 is underway and The Atlantean Age, a more typical swords & sorcery setting.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Pulp Adventures for Today! is a high-speed, low-drag Role-playing game based on the science fiction stories of yesteryear, such as Flash Gordon, Buck Rogers, Tarzan of the Apes, John Carter of Mars, etc These rules are designed to be used with any sort of campaign which doesn't rely too much on realism The only things required to play Pulp Adventures for Today! are a group of friends, a handful of standard six-sided dice, a pencil, and your imagination So strap on your blaster, sharpen your saber, climb aboard your war zeppelin and look for adventure Included in this rulebook are: * Rules for character creation, * Skills and how to use them, * Equipment from the past through the future, * A small number of vehicles, * A sampling of critters, * And two sample campaign settings: Terra Reich, in which a horde of evil aliens invade Earth while WW2 is underway and The Atlantean Age, a more typical swords & sorcery setting.