The Black Bat (OneDice)

This is a continuation of my post on the Black Bat. Here are the stats for the same characters in OneDice Pulp. Clearly we have a lot less detail to work with, but I think I’ve still managed to capture the essence of the characters.

Anthony Quinn – The Black Bat

Strong 2, Clever 2, Quick 3
Health 6, Defence 9, Move 30
Skills Sneaky 2, Shooting 1, Bruiser 2, Investigation 1
Talent Dark Vision

Silk Kirby

Strong 1, Clever 3, Quick 3
Health 3, Defence 9, Move 30
Skills Disguise 8, Shooting 1, Bruiser 1, Drive 1, Dodgy 1
Talent Doppleganger (+6 to disguise)

Jack “Butch” O’Leary

Strong 3, Clever 1, Quick 3
Health 9, Defence 9, Move 30
Skills Drive 2, Bruiser 4, Intimidate 2
Talent Martial Artist (+2 to Bruiser)

Carol Baldwin

Strong 1, Clever 3, Quick 3
Health 3, Defence 9, Move 30
Skills Investigation 1, Perception 1,  Negotiate 1, Sneaky 1, Psychology 1, Research 1
Talent Contacts

Next, I’m going to get a little ambitious and try to create the same characters in a more complex system – Hero Games’ Justice Inc.

OneDice Pulp

I’ve been playing with the OneDice Pulp system by Cakebread & Walton

OneDice is a light, simple system in which everything that happens is resolved by a single roll of one six-sided die. (hence the name). There are a couple of OneDice books available for various genres.


I won’t go into too much detail on the rules, but they’re pretty light and can probably be picked up quickly.

Characters have 3 Abilities – Strong, Clever, and Quick (Weird is an additional choice for super-powered characters). You get 7 points to assign to each item.

Health, Defense, and Move are all calculated from the Abilities

There’s a list of skills. Players can assign 6 points to various skills.

There’s a list of talents – exceptional abilities – that the players can choose from.

Running the game is pretty simple – when undertaking the action, you roll a single six sided die and adds his appropriate ability score and skill level. If you equal or exceed the difficulty level of the task, you succeed. If you’re competing against someone else, your opponent will make a similar roll. The high value is the winner.

GM’s stuff

The GM’s section starts off with the standard “What is Pulp?” intro. It’s short, just a few pages, but does hit all of the high points of the pulp genre. It’s probably not great for people new to pulp, but it’s a decent overview.

The rest of the section contains more practical GM material, discussing how to set up hazards, assign experience, run chases, and a few other optional rules. There’s also a list of monsters and other opponents, and a list of 1930’s style vehicles.

Pulp Earth

The Pulp Earth chapter is list of possible settings for pulp games. Essentially it’s just a list of possible places and locations for adventures. All of the usual suspects are here – the South Seas, Antarctica, Lost Worlds, Hollow Earth, etc. Each location has a few sentences describing possible scenario ideas for each, none of it in any great detail. If you know pulp, nothing here is new, but it’s probably a good resource for newer GMs.

Pulp Skins

Most of the book is geared towards a 1930’s Hero Pulp style of game, but they do provide a few alternate worlds (“skins”, as the book put it). Each has a list of creatures, equipment, and some alternate rules. Note that all of these are short, only a few pages each.

There’s a Horror section with detailed Sanity Rules and a list of monsters.

There’s a Science Fiction section with some new skills and creatures. It aims to replicate Buck Rodgers\Flash Gordon style science fiction.

The Sword & Sorcery section – essentially just a list of monsters. It briefly names a few fictional kingdoms, but it’s nothing you couldn’t make up on the spot.


Basically, I’m favor of this book. It’s clearly written, and the rules, though very light, are pretty logical and easy to remember. Though none of the setting information is detailed in any way, there are a lot of stats for monsters, characters, and vehicles ready to go. I wouldn’t run a long term campaign with OneDice, but I think it’s great for quick games and one-shots.

One other plus for me – the book is small (6 x9″), and only 100 pages. It’s easy to throw it in a a bag and run it as a one shot. It’s also nice not to need any special dice.