Justice Inc. The Role Playing Game Of The 20's & 30's (3e)
Welcome to the world of pulp adventure! Justice Inc. takes you to the world of the 1920s and '30s¸ where you and your friends will experience the action and excitement of those times. Justice Inc. shows you how to experience different types of stories¸ including Horror¸ Adventure¸ Mystery¸ Espionage¸ Romance¸ Science Fiction¸ and more. Justice Inc. is another game in the Hero System series; previous games include Champions (super hero role-playing) and Danger International (modern roleplaying¸ formerly known as Espionage!). These games all use the same basic character creation and combat system; once you've learned how to play one of them¸ you know how to play all of them. So at certain places in these rules¸ you'll see references to these other games. It isn't necessary for you to own Champions and Danger International in order to play Justice Inc.¸ but if you want more material that you can use for Justice Inc. you should look into the rest of the Hero System series. More games will be coming out in the future. The authors (that's us) hope you enjoy this game. We've put a lot of time and effort into this project¸ because we've enjoyed pulp stories for many years. We hope you'll find out why we love the pulps by playing Justice Inc.; that is¸ if you aren't one of the people who already love the pulps. Come on¸ the adventure's about to begin! Also includes the Justice Inc. Campaign Book! In this section of the Justice Inc. rules¸ you will learn most of the things you need to know to be able to create and run pulp adventures. The Campaign section will provide you with an overview of the different types of adventures which were common in the pulps. It will take you through the intricacies of plotting and preparing for an adventure. Lastly¸ we'll give you a large section on the era of the pulps so you can give your games the correct feel¸ and so your players can "role-play" their parts easily and entertainingly. It's best if you read it over once to get the general gist of what's being said. By the time you get through the sections about the era¸ plots and adventures should begin to form themselves in your mind. Rereading sections of this book to help expand your ideas will then be natural and work well. Enough belaboring the obvious. Welcome to the pulps!