Adamant - Thrilling Tales - Pulp Archetypes 2.pdf
(
4230 KB
)
Pobierz
Pulp Archetypes 2
PULP ARCHETYPES 2
By Walt Ciechanowski
INTRODUCTION
Thrilling Tales: Pulp Archetypes 2
is an M&M Su-
perlink supplement that adds 17 more ready-to-use PL
6 archetypes for pulp adventures. While these arche-
types can be used as-is, notes for customization follow
each archetype description. Players and Gamemasters
are encouraged to use these archetypes as basic tem-
plates and modify them for their particular needs. A
few references are made to the archetypes in
Thrilling
Tales: Pulp Archetypes
, but the previous product is
not necessary to use and enjoy
Thrilling Tales: Pulp
Archetypes 2.
The following archetypes make their appearance in
this supplement:
PULP HEROES
Academic Professor
– a walking library
Acrobatic Hero
- circus performer that uses his
skills to ight crime
Average Joe
– ordinary citizen with a penchant for
inding trouble
Cowboy -
two-gun hero
Good Girl
– a trusted ally and friend
Magician
– a master of illusion
Man of Many Faces
– he uses many faces to
combat crime
Occult Gumshoe
- pursuer of the preternatural
Swashbuckling Actor
- he does his own stunts
Torch Singer
- she’s got an angelic voice and
unsavory connections
While characters in the Pulp era were usually cast in
terms of black and white, many archetypes are suit-
able for either heroes or villains. For example, while
the Cat Burglar archetype is designed as a high class
villain, with no mechanical modiication she could just
as easily be a heroic comrade of the Acrobatic Hero.
Players and Gamemasters should feel free to swap
archetype allegiances as appropriate.
All archetypes were designed at power level 6 for
balance reasons. Many Pulp tales, however, revolved
around a single hero and his slightly less adept com-
panions. Gamemasters can emulate this by allowing
one hero an extra power level or two from the rest of
the group. Similarly, a villain with a higher power
level can provide more of a challenge for the heroes.
PULP VILLAINS
Amazon
- Warrior woman
Cat Burglar
– Nocturnal thief
Cult Leader
- Dabbling in things man was not
meant to know
Foreign Spy
- The villains are among us
Nazi Temptress
- She’ll break your will with a
smile
Ruthless Dictator
- Tin Pot with an Iron Fist
Shadowy Assassin
- Fanatical killer
Sky Pirate
– Using cutting-edge technology to
commit crimes
THRILLING TALES:
PULP HEROES
ACADEMIC PROFESSOR
POWER LEVEL 6
STR DEX CON INT WIS CHA TOUGH FORT REF WILL
+0
+3
+0
+4
+4
+4
+3/+0
+3
+5
+4
10
16
10
18
18
18
SKILLS:
Bluff 8 (+12), Concentration 8 (+12), Diplomacy 8 (+12), Gather Information 4 (+12), Investigate 8 (+12), Knowledge
(choose 4) 11 (+15), Language (choose 4) 4, Notice 8 (+12), Perform (oratory) 8 (+12), Profession (professor) 8 (+12),
Search 8 (+12), Sense Motive 8 (+12)
FEATS:
Attack Focus (choose melee or ranged) 2, Attack Specialization (choose weapon) 2, Connected, Contacts, Defensive Roll
3, Distract, Eidetic Memory, Equipment 4, Fascinate (Diplomacy, Perform) 2, Fearless, Jack-of-all-Trades, Master Plan,
Well-Informed
EQUIPMENT:
Headquarters 4 (Toughness 5, Size small, laboratory, library, living space, garage). Add 16 points of equipment.
COMBAT:
Attack +0, Grapple +0, Damage +0 (unarmed), Defense +3 (+0 latfooted), Knockback -1, Initiative +3
Totals:
Abilities 27 + Skills 31 + Feats 21 + Combat 6 + Saves 5 = 90
Not all pulp heroes are two-isted adventurers. Some heroes provide a supporting role,
offering knowledge and expertise. The Academic Professor is such a hero, using his ex-
tensive knowledge and resources to aid his allies. He is also likely to join an expedition
to remote areas, using his knowledge to unlock ancient secrets and decipher old texts.
Customization:
The Academic Professor could be transformed into an Academic
Scientist by replacing some Knowledge and Language skills with appropriate Craft
skills. This archetype could also be used for a private academic by removing the
Perform and Profession skills and adding 4 more points to the Equipment feat.
The Academic Professor archetype may be modiied to be a keeper of arcane lore
and able to cast spells. If this is desired, Arcane Lore must be chosen as one of
the Knowledge skills. In addition, one point of Equipment should be removed
to add the Ritualist feat. Other feats may be removed as desired to give the
Academic Professor the Magic power.
ACROBATIC HERO
POWER LEVEL 6
STR DEX CON INT WIS CHA TOUGH FORT REF WILL
+2
+8
+6
+0
+0
+2
+6/+0
+6
+8
+5
14
26
22
10
10
12
SKILLS:
Acrobatics 11 (+19), Climb 8 (+11), Escape Artist 10 (+18), Handle Animal 5 (+7), Notice 8 (+8), Profession (circus per-
former) 6 (+6), Stealth 10 (+18), Swim 6 (+11)
FEATS:
Acrobatic Bluff, Elusive Target, Evasion 2, Grappling Finesse, Improved Defense, Improved Disarm, Improved Initiative
2, Improved Trip, Instant Up, Stunning Attack, Takedown Attack
COMBAT:
Attack +4, Grapple +6, Damage +2 (unarmed), Defense +6 (+3 latfooted), Knockback -2, Initiative +16
Totals:
Abilities 36 + Skills 16 + Feats 13 + Combat 20 + Saves 5 = 92
Many pulp heroes were circus acrobats or trained in gymnastics. Like the
martial
artist heroes of a later era, Acrobatic Heroes attack their foes with daredevil
moves and tumbles. The Acrobatic Hero secretly hones his art under the
big top and uses his training to ight crime.
Customization:
The Acrobatic Hero need not be a circus
performer. Simply by changing the Profession specialty, the
Acrobatic Hero can come from almost any background. He
trains at home or in a public gym to hone his skills.
AVERAGE JOE
POWER LEVEL 6
STR DEX CON INT WIS CHA TOUGH FORT REF WILL
+2
+2
+2
+2
+2
+2
+4/+2
+6
+6
+6
14
14
14
14
14
14
SKILLS:
Acrobatics 4 (+6), Bluff 4 (+6), Climb 4 (+6), Concentration 4 (+6), Craft (choose one) 6 (+8), Diplomacy 4 (+6), Disable
Device 4 (+6), Intimidate 4 (+6), Knowledge (choose two) 6 (+8), Notice 8 (+10), Profession (choose one) 6 (+8), Search
4 (+6), Sense Motive 8 (+10), Stealth 4 (+6), Swim 4 (+6)
FEATS:
Attractive, Attack Focus (choose melee or ranged) 2, Beginner’s Luck, Defensive Attack, Defensive Roll 2, Diehard,
Evasion 2, Fearless, Improved Defense 2, Inspire 2, Interpose, Jack-of-all-Trades, Leadership, Luck 2, Uncanny Dodge
(hearing, sight)
COMBAT:
Attack +3, Grapple +5, Damage +2 (unarmed), Defense +3 (+1 latfooted), Knockback -1, Initiative +2
Totals:
Abilities 24 + Skills 20 + Feats 22 + Combat 12 + Saves 12 = 90
Don’t let the title fool you; this archetype is anything but average. The Average Joe represents the regular guy that, by
circumstance, gets caught up in the business of ighting criminals. He may be the friend or
bodyguard of another pulp hero. Most often, he is simply minding his own business as
trouble inds him or he inadvertently stumbles into it.
The Average Joe makes a good archetype for soldiers or sailors, as well as any blue-
collar worker. As a pulp hero, the Average Joe is the equal of any of the
other archetypes; he just doesn’t see it that way. The Average Joe is a good
archetype for players that want a solid, well-rounded hero.
Customization:
The Average Joe archetype can be tweaked to
accommodate certain professions or stereotypes. Swapping points
among ability scores and saving throws can achieve this variance. A
gruff construction worker, for example, may add points in Strength
and Constitution while lowering Intelligence, Wisdom, and Charis-
ma. A stubborn Average Joe might have a higher Will save but lower
Relexes.
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
Adamant - The Villainomicon.pdf
(32862 KB)
Adamant - DEFCON 1 Cold War Character Pack and Roleplaying Toolkit.pdf
(20546 KB)
Action Games - The Day Of Deeds.pdf
(4213 KB)
Adamant - Amazing Triple Action #01.pdf
(2156 KB)
Adamant - Amazing Triple Action #02.pdf
(9514 KB)
Inne foldery tego chomika:
Zgłoś jeśli
naruszono regulamin