Monster Set: The Usual Trouble

At some point in a pulp adventure, you will run up against a slew of baddies. Henchman. Minions. Soldiers. Pirates. Whatever it is, they’re standing in your way and they’re just asking for a black eye. The “Usual Trouble” is a crew of foundational bad guys that you can throw at your players, reskinning them to fit whatever theme or adventure you’ve got going on.

The Base Crew

The Grunt

The absolute bottom rung. Nervous, undertrained, underpaid, and mostly here because someone tougher told them to be. They stand in groups, take orders they don’t understand, and crumble the moment a hero socks them across the jaw.

+1 ROLLS

#Mook

DEF/MOVE

Snatch up a broken bottle, a length of pipe, a dropped sidearm. Their next attack counts as WEAPON Effort.

ATTACK

A sloppy punch and desperate jab for BASIC Effort.

POWER

Swarm a single hero, dragging them down. While pinned, the hero’s DEFENSE is ignored until they break free.

The Bruiser

Big, mean, and built to take a hit. They walk in ready to challenge the hero on their own and have a talent for ending fights the fast, ugly way.

+2 STATS

+1 EFFORT

#Tough

DEF/MOVE

Square off, spit out a tooth, and get ready for the next hit. The Bruiser is HARD to hit for the next ROUND.

ATTACK

Throw a punch or swing some heavy object for WEAPON Effort.

POWER

Rush and tackle a target, carrying them through a nearby obstacle or dropping them to the ground.

The Gunner

Fast hands, twitchy reflexes, and always packing some kind of heat. Pistols, rifles, bows, crossbows, throwing knives—whatever they can get their hands on. They aren’t subtle.

+3 DEX

+1 GUN

#Support

DEF/MOVE

Roll behind the nearest cover. Cannot be targeted on the next ROUND.

ATTACK

Spray bullets, arrows, or a couple ninja stars toward the heroes, rolling BIG Effort.

POWER

Lay down fire across an arc; anyone acting or crossing through the line of fire rolls HARD until next ROUND.

The Saboteur

Every crew has a clever one—the tinkerer, grenadier, scout, or demolitions expert. They’re fiddling with something unstable and stuffing their pockets with smoke flares, flash powders, signal charges, traps, or explosives.

+2 STATS

#Volatile

DEF/MOVE

Throw a smoke bomb up to FAR, obscuring the scene.

ATTACK

Toss a grenade that will explode next ROUND for WEAPON Effort to all NEAR targets.

POWER

Plant an explosive, with a hidden TIMER, to deal ULTIMATE to all within FAR. Destroys terrain.

The Cutthroat

A stylish, unsettling operator who slides between shadows. They can be a pickpocket, assassin, smooth-talking gangster, or elite ex-soldier. They’re who the boss hired specifically for this job.

+3 WEAPON

#Sneaky

DEF/MOVE

Move behind a target within NEAR range.

ATTACK

Strike with a switch blade for WEAPON Effort.

POWER

Pick 1 CLOSE target; they must roll CHA or get pulled in tight with a knife to their throat.

The Field Leader

When the real boss isn’t around, the Field Leader is in charge. They’ve got orders to bark and will keep the crew straight when the hero undoubtably outwits them.

+3 STATS

2/Actions

#Durable

DEF/MOVE

Retreat away and bark a few orders. Crew members within NEAR gain +2 to their next roll.

ATTACK

A trained one-two combo using BIG BASIC Effort.

POWER

Give the word and all crew members within FAR deal BASIC Effort to a target CLOSE to them.

Reskin These for Any Faction

The crew is nothing fancy, but that’s kind of the point. In pulp, the base enemies are more like obstacles or difficult terrain than a serious fighting force. They’re in the way!

That doesn’t mean we can’t spice them up a bit or have some fun with it. You’ll see below that you can flavor this crew in a whole slew of ways, all without touching the mechanics in most cases. If you need to adjust the mechanics, keep them simple and save the really interesting stuff for your main villain. For example, a really easy bit of spice is just giving one or two of them names. That could be all you need for something memorable!

Pirates

  • Grunt: scruffy deckhand with a bottle of rum
  • Bruiser: tattooed heavy whose neck is thicker than the anchor
  • Gunner: marksman perched in the rigging
  • Saboteur: black-fingered powder monkey
  • Cutthroat: rope-swinging knife fighter
  • Field Leader: quartermaster or first mate barking orders

Nazi Soldiers

  • Grunt: infantryman gripping his rifle and does what he’s told
  • Bruiser: hulking mass in welded plates of bullet proof armor
  • Gunner: machine-gunner filling the walls with lead
  • Saboteur: combat engineer with a satchel of charges and a nasty toolkit
  • Cutthroat: sergeant that isn’t afraid to fight dirty
  • Field Leader: SS officer with plans to undermine the boss and take his place

Chicago Gangsters

  • Grunt: twitchy lookout with a cheap heater
  • Bruiser: Enforcer with a club that is two heads taller than you
  • Gunner: tommy-gunner chewing up brickwork
  • Saboteur: psycho arsonist tossing Molotovs
  • Cutthroat: Gentleman thief with a switch blade and a pin stripe suit
  • Field Leader: The boss’s son who’s out to prove himself to the family

Yakuza

  • Grunt: overconfident kid who thinks he knows a few moves
  • Bruiser: rolled-sleeve enforcer built like a brick wall
  • Gunner: pistol man with calm, practiced aim
  • Saboteur: quiet technician who “handles the messy bits”
  • Cutthroat: katana-wielding shadow swinging that blade around
  • Field Leader: wakagashira with a stare that shuts people up