Pulp Permutations

Big Jim’s P.A.C.K. (Part 1)

Back in the 70’s, Mattel turned Big Jim, a lackluster athlete action figure,  into a badass man of adventure by making him the leader of

BIG JIM

ABILITIES

Brains 16
Luck 15
Mind 15
Muscle 15
Resistance  2
Reflexes 16
Savvy 18
Status 10
Rep 10
Wealth 10
Weird 15

SPECIALTIES/MASTERIES
Brains (Forensics), (Scholarship) [Law]
Mind (Alertness), (Burglary) [Escape], (Fear Resistance), (Mental Defense), (Stealth), (Survival)
Muscle (Running)
Reflexes (Acrobatics), (Aircraft), (Boxing) [Unarmed Combat], (Driving) [Roadster], (Gun-Fighting), (Sports) [Wrestling]
Savvy (Disguise), (Well-Connected)

SCHTICKS
Wrist-radio Communicator- this found gadget features a homing device, a tracking device, a saw-toothed cutting edge (never used as a weapon!), an LED digital clock, a remote control device and radar. Why the hell not, right?

WEAPONS
.45 Automatic

HISTORY
World-renowned athlete and Olympic competitor, Big Jim answered the call of the International Crime Fighting Commission to form the Professional Agents/Crime Killers– known to the world as the P.A.C.K.!

NEXT UP: The Inscrutable Dr. Steel!

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