Sample file Authors Steve Peterson Michael A. Stackpole Editor Steve Peterson game design George Mac Donald Steve Peterson

Graphic Design Shannon Hudson Cover Graphics Shannon Hudson Steve Peterson Additional Design Thessaloniki Canotas Steve Peterson Production Thessaloniki Canotas Mark Williams Typesetting Leslie Breeland Special Production Assistance Elena Schott Lea Sapp

Box Cover Art Brian K. Hamilton Interior Artwork Liz Danforth Marilyn Hudson SampleEd Luena Mark Williams Mike Witherby file Map Graphics Elena Schott Caroline Schultz

Produced by 2 Justice Inc.

Dedication The authors would like to dedicate this game to the great authors of the pulp era, who have provided them with so much personal and professional inspiration: Edgar Rice Burroughs Hugh B. Cave Lester Dent Walter B. Gibson Robert E. Howard Manly Wade Wellman

Justice Inc. is Hero Games trademark for its 1920s and 30s role-playing game done in the Hero System. Hero System is Hero Games' trademark name for its role-playing game system.

Hero System Copyright® 1984 by Hero Games. All rights reserved. Justice Inc. Copyright® 1984 by Hero Games. All rights reserved.

No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying (except character record sheets for per­ sonal use), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher, Hero Games, 92A 21st Ave., San Mateo, CA 94403.

Information on bulletproof vests, grenades, and shotguns provided by Kevin Dockery and Robert G. Schroeder of Firebird Ltd.

Special thanks to David Ladyman for his work on languages .

. I Encouragement by R. A. Greer

Playtesters The Austin gang, the Thugs at Doug's, and the resident Heroes: You're too numerous to mention here, but your efforts are greatly appreciated. Thank You.

If you have any questions or comments, please write to us! Hero Games 92A 21st Ave.,San Mateo, CA 94403. Please enclose a self-addressed, stamped envelope if you want the Sampleanswers to your questions. file Second Printing September 1984 3 TABLE OF CONTENTS

Introduction Gun List 61 Shotguns 62 Preface Gun Combat Maneuvers 63 5 Reloading How To Use This Book 5 63 Foreword-Adventure In The Pulps Weapon Malfunctions 64 6 Grenade Combat Introduction 7 64 The Character Sheet Explo.sives 65 8 Death But First, A Flirt With Death 9 67 Body Armor 66 Taking Damage 66 Character Creation . EffectsOf Damage 67 Optional EffectsOf Damage 68 Character Creation 12 Hit Location 13 69 Role-Playing Hit Location Effects 70 Character Creation Checklist 14 Recovery 71 Characteristics 15 Endurance 71 Lowering Characteristics 15 Pushing 72 Round Offs 15 Presence Attacks 72 Explanation Of Characteristics 16 Characteristic Rolls 73 Figured Characteristics 16 Perception Rolls 73 The Strength Chart 17 General Perception Modifiers 74 Throwing Things Around 18 Stealth And Perception 75 Skills 19 Concealment 75 Skill Versus Skill 19 Searching A Person 76 Complementary Skills 20 Movement 76 The Skill List 21 General Movement 76 INT Based Skills 22 Movement And Game Scale 77 DEX Based Skills 24 Falling 77 PRE Based Skills 28 Vehicle Combat 78 General Skills 30 Vehicle Characteristics 78 Knowledge Skills 32 Tactical Movement 79 Language Chart 34 Chase Movement 80 Combat Skills 36 Cars 80 Other Skills 36 Setting Up A Road 80 Psychic Powers 38 Car Chase Corners And Hazards 81 Psychic Powers List 38 Control Rolls 82 Notes On Psychic Powers 42 Hazards 83 Weird Talents 42 Maneuvers 83 Weird Talent List 43 Boats 84 Package Deals 47 Aircraft 85 Character Disadvantages 49 Dogfights 85 Vehicle Hit Location 88 Combat Sample Vehicles 89 Gadgets 90 Combat 54 Monsters 91 The Order Of Combat 54 Ghosts 91 Combat Value and Attack Rolls 55 Vampires 92 SampleCombat Modifiers Werewolves file 56 93 Determining Damage 58 Wild Animals 94 Hand-To-Hand Combat 58 Owning An Animals 95 Melee Wea pons 60 Experience 96 Gun Combat 60 Assigned Experience Points 96 INTRODUCTION

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I ! l Sample,( file Introduction 5 PREFACE

Welcome to the world of pulp adventure! Justice in these rules, you'll see references to these other Inc. takes you to the world of the 1920s and '30s, where games. It isn't necessary for you to own Champions you and your friends will experience the action and and Danger International in order to play Justice Inc., excitement of those times. Justice Inc. shows you how but if you want more material that you can use for to experience differenttypes of stories, including Hor­ Justice Inc. you should look into the rest of the Hero ror, Adventure, Mystery, Espionage, Romance, System series. More games will be coming out in the , and more. future.

Justice Inc. is another game in the Hero System The authors (that's us) hope you enjoy this game. series; previous games include Champions (super hero We've put a lot of time and effort into this project, role-playing) and Danger International (modern role­ because we've enjoyed pulp stories for many years. playing, formerly known as Espionage!). These games We hope you'll find out why we love the pulps by play­ all use the same basic character creation and combat ing Justice Inc.; that is, if you aren't one of the people system; once you've learned how to play one of them, who already love the pulps. Come on, the adventure's you know how to play all of them. So at certain places about to begin!

HOW TO USE THIS BOOK

A game that's this large may cause some anxiety. Science Fiction, Espionage, Adventure, Crime "Where do I start?" you may ask. That depends on Fighting, Spicy Stories, and Westerns. how much you already know. The game is divided into (5) Sourcebook. This gives extensive information the following sections: about the period from 1919 to 1939, including Slang, a Timeline of important events, Money, (1) Introduction. This section tells what role-playing and other information. is all about, explains the basics of the Hero (6) Adventures. The four adventures we've designed System, and demonstrates how to build a sample for you are: Join the Club (the solo adventure), character. The Solo Adventure included The Coates Shambler, the Gray Scarecrow, and demonstrates how the combat system works, and Killer Candy. gives you a sample of role-playing in action. (2) Character Creation. This section gives the direc­ So, if you're totally unfamiliar with role­ tions for creating your own character; this includes playing, read the Introduction and play the solo Characteristics, Skills, Weird Talents, Psychic adventure. If you're familiar with role-playing but Powers, Equipment, Gadgets, Magic, Disadvan­ not the Hero System, the Introduction and the tages, Package Deals,and Background. solo adventure are still a good idea. If you're (3) Combat. This is where you learn how fights are familiar with the Hero System, start where you resolved. Rules for combat are covered, along with think best. Everybody should read the whole many optional rules that can be used. Also in­ game, of course, except for those people who want cluded are the Gun List, Melee Weapon List, Car to play in the adventures; they should read Chases,Sample Monsters, and Wild Animals. everything but the adventures.Only file the GM who's ( 4) Campaigning. Here is where the different types of going to run the adventures should read those; adventure are discussed, and suggestions given to otherwise those plot twists that are so much a part the GameMaster (GM) on how to run them. of the pulps would be spoiled for the players. Among the topics covered: Horror, Mystery, Enjoy!