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EXPLOITATION!The Roleplaying Game of 1970s Grindhouse Cinema
By Dan Lambert
PROLOGUE
Exploitation! is the role playing game of 1970s martial arts and black
exploitation cinema action. Fight your way through the porn industry, get
revenge on an Evil Genius, or score a scam on a drug dealer! Don’t let your
enemies “Have A Nice Day.” Get medieval on their asses by unleashing your
bad mojo on ‘em!!
EXPLOITATION! is a complete roleplaying game, the rules of which are
fully contained in these pages. All you need to play are these rules, pencils,
paper, a standard deck of 52 playing cards, and two six-sided dice. If you
are reading this magazine, you probably do not need a boring lecture on what
a roleplaying game is (“It’s like Cowboys and Indians but with RULES!”)
Once created, the Player Characters (PCs) will face off against, interact
with, and (more often than not) fight characters controlled by the DJ(Death Jockey, or “Gamemaster” to you roleplaying veterans).
EXPLOITATION! is designed as a “beer and pretzels” roleplaying game;
a fun diversion from more rules-heavy systems. EXPLOITATION! uses the
unique “8-TRACK” system for creating adventures (see Chapter IV:
ADVENTURES, allowing each player to become the DJ during a session of
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play). DJs are encouraged to add to (or subtract from) these rules to
create the desired amount of complexity in their EXPLOITATION! games.
CHAPTER ONE: CHARACTERS
Each player should create a character sheet for his “Core Character”
(CC, See Chapter IV: ADVENTURES). The player initially has 20 Ability
Points (APs) to divide between his four (4) Abilities, which are: Strength
(ST), Intelligence (IQ), Agility (AG), and Constitution (CON). No Ability may
start out below 3 or above 10. For example, Leroy the Lounge Singer divides
his 20 APs like so: ST: 7, IQ: 3, AG: 4, CON: 6.
Strength measures a character’s physical power and muscle tone. Roll
against ST when a character must push the party’s Peace Van to safety, or
bend the bars to escape the Roadkill County Jail.
Intelligence measures a Character’s thinking and decision-making
abilities. Roll against IQ to devise a convincing story for Roadkill County’s
cops, or mix up a suitable substitute for Grandma’s Kannabis Kookies.
Agility measures a Character’s manual dexterity and hand-eye
coordination. Roll against AG to pick the Roadkill County Jail’s lock with your
afro comb, or unhook a bra with your teeth.
Constitution measures a Character’s physical health and stamina. Roll
against CON to avoid succumbing to Doctor Naughty’s latest torturetechnique, or throwing up last night’s fondue surprise.
Ability Rolls
An Ability Roll (AR) is made with two (2) dice each time one of a
Character’s Abilities is tested. If the Character’s Ability score (or lower) is
rolled, the Character succeeds. If a number higher than the Ability score is
rolled, the Character fails. A roll of 2 always succeeds, and a roll of 12
always fails.
Mojo
Each Core Character possesses a number of Mojo Points (MPs) equal to
her IQ and CON scores combined. For example, a Character with an IQ of 8
and a CON of 9 has 17 MPs. Mojo represents a combination of a Character’s
luck and self-confidence. It is a trait unique to heroes and powerful villains;
DJ-controlled Henchmen do not possess it (see ADVENTURES). At any time
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during a game, when the DJ announces that an Ability Roll or a Gimmick Roll
(including Attack and Defense Rolls; see GIMMICKS and COMBAT, below) is
called for, the Character who is about to roll may announce that he is using
his Mojo. The Character then assigns any number of MPs (up to and
including his total number of MPs) to temporarily bolster the Ability orGimmick being tested. These MPs are immediately lost, and their loss is
recorded on the Character’s Record Sheet. A Character may bolster any
ONE Ability or Gimmick FOR THAT ROLL ONLY; the Ability or Gimmick
being tested returns to normal after the roll, REGARDLESS OF WHETHER
THE ROLL WAS SUCCESSFUL. Remember that any Ability Roll or Gimmick
Roll that results in 12 is a failure, no matter how many MPs are expended to
affect the roll’s outcome.
Lost MPs are regained only at the conclusion of each Hand of play (see
ADVENTURES, below). When a Character’s IQ and CON scores areimproved as a result of Disco Points (see below), his MPs increase
accordingly. When a Character’s CON decreases as a result of Combat or
other injury, his MPs are not lost accordingly, but stay at their original level
(although the Character has probably expended many MPs already to avoid
such a CON-draining situation).
CHAPTER TWO: GIMMICKS
Each EXPLOITATION! character possesses one or more Gimmicks, whichrepresent a combination of skills, personality, and background. Each PC and
DJC begins the game with 50 Gimmick Points (GPs) to allocate towards
Gimmicks. A character may not allocate more than 10 points, or fewer than
2 points, to any one Gimmick.
To use a Gimmick, a Character makes a Gimmick Roll (GR) using two dice.
A GR is carried out exactly like an Ability Roll. If a Character makes his GR,
the Gimmick succeeds. If a Character makes a combat-specific GR (such as
Got a Knife or Martial Art), his Attack proceeds, but his target may
perform a Defense Roll to block or dodge the attack (see COMBAT).
If a Character fails a GR, the Gimmick doesn’t work (or the Attack fails).
The DJ is free to penalize the failing Character with humiliating (but not
life-threatening) “fumble” results. For example, a Character who fails a
Chain GR may temporarily tie herself up with her own chain!
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In the case of most Gimmicks, a Character without the Gimmick may still
attempt to use it by rolling against a particular “default” Ability, minus one
point. All combat-related Gimmicks default to AG –1 point (any sufficiently
pissed-off domestic engineer can TRY to use Got a Knife to hurl a butcher
knife!) Most other Gimmicks either default to AG –1 or IQ –1 (as specifiedin the Gimmick’s Description, below). Some Gimmicks have no default: a
character must have the Gimmick to use it. For example, Fro is a defaultless
Gimmick. You can’t grow an afro on the spot; you either have one or you
don’t!
Under each Gimmick description are playing card listings, for Players and
DJs who wish to randomly assign Gimmicks to their Characters using the
deck of 52 cards.
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Gimmick Descriptions
Bo Staff. You are adept with this 6’ hardwood martial arts weapon, as well
as similar two-handed staff weapons. (Ace, 2 of Clubs).
Chain. Like the infamous Japanese schoolgirl/assassin Yo-Yo Gubari, you are
lethal with chains and chain-like weapons such as the Bola and Bullwhip.
(Master of the Flying Guillotine , anyone?) (3, 4 of Clubs).
Con. You are an expert at talking yourself into, or out of, any situation. You
could sell ice cream to Eskimos! You can fast-talk yourself out of a speeding
ticket blindfolded! Defaults to IQ –1. (5, 6 of Clubs).
Disco. You can sing and dance that music that will never die: Disco! On a
successful Disco roll, you will have everyone on the dance floor encircling you
and clapping to the music! Defaults to AG –1. (7, 8 of Clubs).
Fox. You are physically attractive to members of the opposite sex, as well
as so-inclined members of the same sex. In other words, you are a FOX!
Roll against Fox to seduce other characters into surrendering, switching
sides, stripping off their clothes, or anything else the DJ will allow!
Defaults to IQ –1. (9, 10 of Clubs).
Fro. You sport a huge afro hairstyle. In the world of EXPLOITATION!, a
Fro has nothing to do with a character’s race or skin color. Roll against Fro
to successfully conceal a knife, shuriken, handgun, or other small object in
your righteous ‘fro! Fro has no default, Sucka! Solid!! (Jack, Queen ofClubs).
Get High. You are so experienced at using controlled substances that you
can utilize them to temporarily alter your physiology. On a successful Get
High roll, you can DOUBLE your IQ, AG, or ST (your choice) for the duration
of one Ability Roll only. You must make another Get High roll to affect a
subsequent roll. On a failed Get High roll, the specified Ability is HALVED
instead of doubled! (2, 3 of Spades).
Gold Chains. You wear numerous gold chains around your neck. Roll against
Gold Chains to BLIND an opponent in a fight! You get one close or rangedattack on your opponent, while your opponent is deprived of making a
defense roll. You may blind any given Character only ONCE per fight. (4, 5
of Spades).
Got a Knife. Not only are you an expert with knives, throwing knives, and
shuriken, but you usually have a knife on you when the going gets tough. Not
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only can you use Got a Knife to Attack, but if you’re weaponless, you can roll
against Got a Knife to produce a concealed knife that you forgot you had!
(King of Clubs, 6, 7 of Spades).
Handgun. You are an expert with handguns, as well as the smaller and
cheaper “Saturday night specials.” If you are disarmed, you may make aseparate Handgun roll to discover a concealed, fully-loaded, six-shot,
Saturday night special somewhere on your person (strapped to your leg,
taped to your back; your choice!) (8, 9 of Spades).
Jo Sticks. You can use a pair of short, hardwood sticks for deadly effect.
You may improvise by using similar weapons such as police nightsticks. If you
use only one stick, however, the weapon’s damage is reduced by two (2)
points. (10, Jack of Spades).
Katana. You are an expert at Kendo, or the art of using the JapaneseKatana (long sword). You are also adept at similar weapons, such as the
broadsword and the sabre. (Queen, King of Spades).
Language. You are adept at one foreign language besides your own. You
must specify which foreign language you know, and you may spend your initial
Gimmick Points to buy any number of foreign languages. Defaults to IQ –1.
(Ace, 2 of Hearts).
Martial Art. Your art might be Karate, Kung Fu, or Judo. Regardless, you
are a deadly fighter with your hands and feet. (3, 4 of Hearts).
Nunchaku. You are an expert with the weapon that naïve westerners call
“Nunchucks”; the flail-like weapon that made Bruce Lee famous: the
Nunchaku! (5, 6 of Hearts).
Packin’. You are an expert at concealing weapons. Many weapons, such as
rifles, are usually impossible to conceal on one’s person. However, if you
make a successful Packin’ roll, you CAN conceal such a weapon, until the time
is right to open a can of whup-ass on your foes! Defaults to IQ –1. (7, 8 of
Hearts).
Pimp. The art of profiting from the burgeoning sex industry without beingnabbed by the cops. Make a separate roll for each transaction. You may
wish to team up with a Character possessing Fox and/or Porn; the clients
are waiting! Defaults to IQ – 1. (9, 10 of Hearts).
Porn. You are a veteran of the pornography business. You have worked both
in front and behind the camera on numerous super-eight films, and you even
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know a bit about the rumored new technology called the “video tape.” Make
a Porn roll to successfully complete a “blue” film or cut a profitable deal!
Defaults to IQ –1. (Jack, Queen of Hearts).
Rifle. You are deadly with rifles, and similar weapons such as shotguns.
(King of Hearts, or Ace of Diamonds).
Roller Derby. You spent a great deal of time either as a roller derby player
or a frequenter of roller discos. You wear a really BOSS pair of skates, and
can out-maneuver your opponents in combat: if you make your Roller Derby
roll, you get TWO attacks per combat round, while everyone else gets only
one! You must roll separately for each Combat Round. (2, 3 of Diamonds).
Scholar. You are educated in a specific subject, whether it is History of
the Bong, Peace Movements Around the World, or something even more
obscure. This is a “catch-all” Gimmick for Characters who wish to specializein a particular subject. Characters must buy separate Scholar Gimmicks for
each subject they wish to study. Defaults to IQ –1. (4, 5, 6 of Diamonds).
Theme Music. You have your own theme music! If you successfully make
your Theme Music roll, you may temporarily use any remaining Mojo Points to
enhance one (1) Ability or Gimmick, WITHOUT permanently losing your MPs!
This effect lasts for THREE MINUTES OF REAL TIME (another player
should be drafted to keep time). (7, 8 of Diamonds).
Undercover. You’re either an undercover cop, or you once worked as an
undercover cop. Use Undercover to do undercover cop things, such assampling cocaine without getting high, or calling in the cavalry in the form of
police squad cars! Defaults to IQ –1. (9, 10 of Diamonds).
Vet. You are justifiably proud to be a veteran of the Vietnam Conflict. As
such, you are an expert in military affairs and jungle warfare. Roll against
this Gimmick to (for example) make a successful bamboo trap, or field-strip
an M-16 rifle. (Jack, Queen, or King of Diamonds).
Wakizashi. You are an expert with the one-handed Japanese short sword,
as well as similar weapons (such as the machete). (Joker).
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CHAPTER III: COMBAT
Combat in EXPLOITATION! is divided into Combat Rounds. During each
Round, any Character who wishes to may Attack any other Character,
provided the attacking Character’s CON is one or more. Characters using
RANGED WEAPONS (see WEAPONS, below) go first, in order of highest tolowest AG scores (Characters with equal AG scores roll one die each, high
roller attacking first). Characters using HAND TO HAND WEAPONS then
take turns attacking, again in order of highest to lowest AG scores, until all
Character who wish to have attacked. The process then repeats itself with
a second Combat Round, until the Combat has been resolved.
The attacking Character makes an Attack Roll (AR) against the Gimmick
appropriate to the weapon he is using. The Gimmick for hands and feet isMartial Art; A Character without Martial Art may still fight bare-handed,
but must roll against AG – 1 point to Attack; he also does only 1 die of
damage (see below). If the Attacker does not possess the appropriate
Gimmick, he rolls against his AG score, minus 1 point. If the AR fails, his
attack fails, and the next Attacker down the line in the round’s order of
attack gets a chance to show his stuff.
If the AR succeeds, the Defending Character gets to make a Defense
Roll (DR) to block or dodge the Attack. The DR is made against the
Defender’s AG. If the DR is successful, the Attack does only the BARE
MINIMUM amount of Damage to the Defender, minus any penalty for theAttacker not possessing the appropriate Gimmick (see below). For example,
Leroy the Lounge Singer fires a rifle at Pauley the Pimp, but Pauley
successfully makes his DR. A rifle does 1 die + 2 points of damage (see
WEAPONS, below), and Leroy’s shot does only bare minimum damage, which
is 3 points. It turns out Leroy doesn’t have the Rifle Gimmick, so the
damage is reduced to 2 points. The shot only grazes Pauley, who is angry
about the new hole in his brand-new purple suit!
If the DR fails, this means the Attacker’s attack succeeds, and he gets
to roll for damage. Damage is determined by the type of weapon theattacker is using (see WEAPONS, below). If the Attacker does not possess
the appropriate Gimmick to handle the weapon he is using, his Attack does
ONE POINT LESS than the damage rolled. This can result in successful
attacks that do zero points of damage to the Defender. For example, Pauley
has just attacked Leroy with a knife. A knife does 1 die of damage. Pauley
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rolls a 4, but he doesn’t have the Got a Knife Gimmick, so he does only 3
points of damage to Lucky Leroy.
Damage from Attacks is subtracted from the Defender’s CON Ability
score. A Character whose CON drops to zero or lower (due to being
attacked or through some other hazard) is incapacitated and unable toparticipate in Combat. A Character whose CON drops to negative his original
CON score is dead.
Attackers may still wail on an incapacitated Character. Incapacitated
Characters cannot make Defense Rolls or use Mojo, so they make easy
targets. The only real chance for an incapacitated Character is to be
dragged to a safe area to heal. Lost CON points heal at the rate of 1 point
per ten minutes of game time, but this time must be spent peacefully;
bandaged wounds open back up in Combat.
Weapons
Each Character may begin the game with up to four of the weapons listed
below (not counting Hands and Feet). Weapons doing up to 1 die +1 point of
damage are easily concealed; more powerful weapons are considered more
bulky, and require successful Packin’ GRs to conceal (one per weapon and
potential Combat situation). Because EXPLOITATION! is not a miniatures
game, there is no separate set of rules for ranged weapons; assume that
users of Ranged Weapons may attempt to hit any other target within line-
of-sight. The only other advantage to using a Ranged Weapon is you usuallyget to attack first in Combat (see COMBAT, above).
In parentheses after many weapon names are other, similar weapons that
use identical game statistics. These similar weapons default to the Gimmick
appropriate to the accompanying weapon outside the parentheses. After
that is listed the level of damage the weapon does.
Under each weapon description are playing card listings, for Players and
DJs who wish to randomly assign weapons to their Characters using the deck
of 52 cards.
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Ranged Weapons Damage
Handgun (Large Revolver, Automatic Pistol) 1 die (Ace; Any Suit)
Rifle 1 die + 2 points
(2, 3, 4 of Clubs)
Saturday Night Special (Small Revolver) 1 die – 1 point
(5, 6, 7 of Clubs)
Shotgun (Assault Rifle, Submachinegun) 1 die + 1 point
(8, 9, 10 of Clubs)
Shuriken (Throwing Star) 1 die – 2 points
(Jack, Queen, King of Clubs)
Throwing Knife (Thrown Hatchet) 1 die
(2, 3, 4 of Spades)Hand-To-Hand Weapons Damage
Bo Staff (Pool Cue) 1 die + 2 points
(5, 6, 7 of Spades)
Chain (Bola, Bullwhip) 1 die
(8, 9, 10 of Spades)
Hands and Feet 1 die – 1 point
(2, 3, 4 of Diamonds, or Joker)
Jo Sticks (Pair of Billy Clubs) 1 die + 1 point
(Jack, Queen, King of Spades)
Katana (Broadsword, Sabre) 2 dice
(2, 3, 4 of Hearts, or Jack, Queen, King of Diamonds)
Knife (Afro Comb) 1 die
(5, 6, 7 of Hearts, or 8, 9, 10 of Diamonds)
Nunchaku (“Nunchucks,” Flail) 1 die + 2 points
(8, 9, 10 of Hearts)
Sai (Pair of Daggers) 1 die + 1 point
(Jack, Queen, King of Hearts)
Wakizashi (Machete, Short Sword) 1 die + 2 points
(5, 6, 7 of Diamonds)
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CHAPTER IV: ADVENTURES
The 8-Track System
EXPLOITATION! works best with 3 to 8 players. To begin a game ofEXPLOITATION!, each player sits down and creates and arms her Core
Character (CC) using the rules already presented above. Then, a randomly-
selected Player shuffles and cuts the deck of cards (leave the Jokers in)
and deals a hand of eight cards to each Player. The Players must not look at
their hands; they leave the cards face down in front of them. Each player
then turns over the first card in their hand. The Player with the LOWEST
numbered card is drafted to be the DJ for the first Hand! (Aces and
Jokers are wild; a Player may declare them to be any numbered card.) Ties
are resolved by Players turning over the next cards in their hands, until a DJis drafted for the first Hand. In each succeeding Hand of play, the duties
of DJ are handed over in a clockwise fashion around the table, until all
Players have had a chance to be DJ once each. Once everyone has been DJ
for a single Hand, that Game of EXPLOITATION! is over!
The DJ’s Core Character has now become the Adversary; that is, the
villain that the other Players must thwart to successfully complete the
upcoming Hand. This simulates the fact that 1970s exploitation actors
often quickly went from playing heroes in one movie to villains in the next!!
The DJ’s next task is to create a number of HENCHMEN equal to the
remaining number of other Players at the table. Each Henchman is
identically attributed and armed as the DJ’s CC, with the difference being
that HENCHMEN DO NOT USE MOJO. These newly-created henchmen
work for, and therefore do the bidding of, the DJ’s Adversary. If an
Adversary dies during a Hand, the Hand is over, and the current DJ may
never again use that Character. However, one of the Player’s Henchmen
must now be promoted to Core Character status, and is allowed to be given
and use Mojo Points.
Similarly, a Player whose PC has been killed may promote one of his
Henchmen to take the dead PCs place in the current Hand. This can be
explained in any way the Player chooses; perhaps this is the original PCs long-
long brother, who now seeks revenge against the Adversary! A Player who
has not been DJ yet does not possess Henchmen. When his PC is killed, he
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stays dead, and the Player is out of the game itself, not just the current
Hand! (This is an excellent incentive for shy Players to WANT to be DJ!)
The Plot
The other Players now put aside their hands of cards for later use. The
DJ must now generate a Plot, which will serve as the basis for the upcoming
Hand’s scenario. Much of the detail will, of course, need to be made up on
the fly by the DJ, but the Plot provides a course for him to steer by.
The DJ turns over the next card in his Hand, and consults the table
below to determine the Hand’s Plot:
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SPADES: “Kill Phil.” He killed your family, left you for dead, and slapped
your dog! Worse yet, now he’s spewing psychological advice on network
television! To quote the old Klingon proverb: “Revenge is a dish best served
cold.” Revenge is also an ideal seed for EXPLOITATION! adventures. Whatthe bad guy did to piss off the PCs is up to the DJ.
CLUBS: “Evil Genius Must Die!” The Government has paid you to infiltrate
the infamous Doctor Naughty’s secret island stronghold, and kill him with
your Hands and Feet (no guns allowed!) See Bruce Lee’s classic film Enter
the Dragon for inspiration.
DIAMONDS: Scam the Dealer! The friendly neighborhood coke dealer
has a million dollars in cash hidden under his floorboards. The PC with thelowest IQ has devised a FOOLPROOF plan to get it, and it involves filling
five zip-lock bags with baking soda. Never mind the dealer’s 300-pound
bodyguard and the crocodiles! See Boogie Nights for inspiration.
HEARTS: “Scam a Fox” (or ‘Gas, Grass, or Ass: Nobody Rides for
Free!) Love and/or lust are perfectly good reasons to embark upon a Hand
of EXPLOITATION!. A PC’s friends have agreed to help him elope with his
true love, but they have to get past her shotgun-toting father… Or, a PC’s
friends have agreed to help him claim the holy grail: the local homecomingqueen’s panties! If this Adventure seed seems sexist, feel free to switch
genders and go after that football hunk!
ACE (Any Suit): “Long Live the Eight-Track!” Something has gone
terribly wrong in the recording industry! Have the PCs uncovered a plot to
destroy that bastion of quality pop music, Disco? Has a secret society been
conducting its illegal affairs disguised as a record label? Maybe the PCs are
a Disco band that must storm a greedy record exec’s office building to
retrieve their stolen master tapes!
JOKER: “Flat Tire.” This is a great opportunity for a horror-themed
Hand. First, the PCs’ eight-track tape player broke down on the way to a
huge Skynard concert. Now, the van has broken down in the middle of the
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desert! But wait, there’s a house on the horizon! It’s boarded-up and
decrepit, but maybe they have a telephone!
The Setting
The DJ must now choose a Setting, where the Plot’s initial action will takeplace. The DJ turns over the next card in his hand, and consults the table
below:
SPADES: Roller Disco Rink.
JOKER: Car Wash.
CLUBS: Dojo.
HEARTS: Porn Movie Set.ACE (Any Suit): Recording Studio.
DIAMONDS: Disco.
The DJ should now have five (5) cards remaining in his hand. During the
course of this DJ’s Hand, should he require new Plots and/or Settings, he
may use one or more of his remaining cards to choose them. He may also use
the cards to randomly assign Gimmicks (see GIMMICKS) and/or weapons
(see COMBAT) to his DJ Characters. Once all the cards in his hand areturned over, the current DJ must choose Plots, Settings, Gimmicks, and
weapons without their help.
The 8-Track System allows EXPLOITATION! Players to forget all that
crap they’re learned about roleplaying games not having “winners!” After
each Player has had a chance to be the DJ for a single Hand of
EXPLOITATION!, the Players vote, by secret ballot, on which Core
Character survived the evening’s game most successfully. A Player may not
vote for his own Character. Dead Core Characters don’t count; If a Player’s
CC has died, and he has no Henchmen to replace the CC, the Player is out of
the game. A Henchman who has been promoted to CC is eligible for the
Vote.
The Player who wins the vote wins the Game. In the event of a tie, all
Players vote again to choose among the tied Characters. Veteran CCs may be
used in future EXPLOITATION! games.
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Disco Points
DPs are the EXPLOITATION! equivalent of what bigger, more boring
RPGs call Experience Points. Each time a PC makes a successful Ability Roll
or Gimmick Roll, the current DJ may decide to award the player a DP. A DP
should be awarded only when the roll is made under suitably dramatic and/or
cinematic circumstances, or the roll results from a particularly clever idea
on the part of the player (“We’ll make a grenade launcher out of a VACUUM
CLEANER!”) When a DP is awarded, the DJ will tell the player to make a
check mark next to the Ability or Gimmick he just used. At the end of the
current Hand, the Player may turn in his DPs for points added to the
checked Gimmick and/or Ability, at the rate of 5 DPs to one Gimmick or
Ability Point. Extra DPs may be saved and turned in after future Hands(never DURING a Hand). The improved Core Character may, of course, come
back later as an Adversary. No Ability or Gimmick may ever be raised above
12 points.
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CHAPTER V: INSPIRATION
The following films (plus one Compact Disc set and one television show)
will provide EXPLOITATION! players and DJs with an endless supply ofCharacters and situations to draw inspiration from. This is not an
exhaustive list, but is rather a random sampling of media to get players in a
sufficiently-seventies mood.
Most of these films’ soundtracks are available on Compact Disc.
EXPLOITATION! DJs should, by all means, use these to create atmosphere
during play. Better yet, a working eight-track tape player provides an ideal
atmosphere for EXPLOITATION! games. Check garage sales and the
Internet!
ABBA Gold (Compact Disc). It is hard to imagine that this Swedishfoursome once outdid the Beatles in record sales, but it is equally hard to
imagine the 1970s without them. I dare you to listen to such ABBA faves as
“Dancing Queen” or “Waterloo,” and get their music out of your head any
time soon. (Editor’s Note: the opinions of Dan on Abba do not reflect those
of the magazine editor, who shudders at the very mention of their name!)
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Boogie Nights. As the much-endowed porn actor Dirk Diggler, Mark
Wahlberg takes us through the twisted 1970s world of director P.T.
Anderson’s imagination. Inspired performances by gifted supporting actors
such as John C. Reilly (“People tell me I look like Han Solo!”) make this film
memorable.Car Wash. A song-and-dance extravaganza, reminding us that enduringly-
bad 1970s cinema is about much more than murder and mayhem!
Enter the Dragon. This is Bruce Lee’s finest film, and the quintessential
“Evil Genius Must Die!” scenario. The nunchaku fight scene is worth the
price of admission.
Foxy Brown. Jackie Brown fans will be surprised to discover that Pam Grier
has apparently not aged one day since her stint as the premier 1970s Fox.
Game of Death. Bruce Lee’s second best film is worth a look for inspirationinto the devious tricks of 1970s evil geniuses, and bad guy Kareem Abdul-
Jabbar leaving a huge footprint on Bruce’s chest!
Get Christie Love. As Nice Guy Eddie reminds us in Quentin Tarantino’s
Reservoir Dogs, black female detective Christie Love is famous for the
immortal line “You’re under arrest, Sugar!” Teresa Graves’ street-smart,
undercover cop helped to pave the way for the strong, black female
characters that we now take for granted.
Grindhouse . Quentin Tarantino and Robert Rodriguez’ magnum opus. Thedirectors pay loving tribute to the 1970s films that inspired this game. In
true grindhouse format, they present the audience with a double-feature,
laced with a myriad of trailers for “upcoming” films. Rodriguez’ Planet
Terror is an homage to the best (worst?) of 1970s zombie thrillers.
Tarantino’s Death Proof is an ultra-violent, car chase-o-rama (with a bit of
chick flick thrown in), in the tradition of the 1970s film Vanishing Point .
Jackie Brown. Quentin Tarantino brought back such 1970s luminaries as
Pam Grier, Robert Forster, and Sid Haig for this adaptation of the Elmore
Leonard novel, Rum Punch. A stellar cast, and more twists than the limbs ofBruce Lee’s latest opponent.
Kill Bill . Quentin Tarantino’s two-part film owes more to 1970s martial arts
and black exploitation films than any of his other offerings. From the
cheesy “Our Feature Presentation” opening title to the soundtrack’s “bleep”
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every time the name of Uma Thurman’s heroine is uttered, this film is pure
1970s exploitation.
Shaft . Forget Samuel L. Jackson’s modernized remake. Check out the
original for a classic of black exploitation cinema.
Street Fighter . There is a reason why Quentin Tarantino cast Sonny Chiba
as a master swordsmith in Kill Bill. Chiba is a legend of 1970s martial arts
cinema, whose films are too often lost in Bruce Lee’s shadow.
Texas Chainsaw Massacre. The original is a brilliant slice of 1970s mayhem
by Poltergeist director Tobe Hooper. The remake is a look at how 1970s
mayhem is perceived by a 2003 filmmaker. Both films helped to inspire the
“Flat Tire” Adventure Seed (see ADVENTURES).
That Seventies Show (Television Series). A watered-down version of what
the 1970s were like, but also a funny, lighthearted look at what your 1970scharacters might do when they’re not kicking ass.
Wonderland. Val Kilmer as porn legend John Holmes takes us on a gritty
tour of the 1970s skin trade. A more authentic version of Boogie Nights.
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