Boom!!! "ATF!" The warehouse door flew off its hinges and dozens of kevlar clad g-men swarmed through the breach. Skinheads scattered like cockroaches. The evidence of their gun smuggling operation lay all around; they started making arrests.

A man, a big man, sat behind a desk in a darkened office. The agents shone their flashlights on him and his eyes glowed red, like an animal's. He leapt to his feet, flipping the oak desk end over end across the room. Officers dove for cover as it crashed into the door frame, smashing them both to splinters.

The big man exploded through the door a moment later. He knocked two agents into oblivion with one punch, and wrapped a third around a support beam. The whole place erupted in automatic gunfire; bullets tore his coat to shreds in an instant, but not a single drop of blood hit the floor. He scaled the back wall with grace and agility normally alien to someone his size, and vanished into the shadows above.

Someone laughed near the front of the warehouse, a skinhead in handcuffs. "You can't catch him, pigs! His blood is pure! Tremble before the might of the Aryan race! Hahahahahaha!!!"

Why Buy?

  1. The mutant Nazi supermen of Chapter 13 put a new face on an old enemy. Set your players up with one of the most cliched villains in the book, then smack 'em down with something unexpected!
  2. Nothing says pulp like Nazis! Chapter 13 lets you add some noir to a modern game, sci-fi to a horror game, or super-powered villains to a pulp adventure game.
  3. Did I mention the mutant Nazi supermen?