The Modern Dispatch 086 - Pulp Feats, Podreczniki RPG, The Modern Dispatch

[ Pobierz całość w formacie PDF ]
The
Modern
Dispatch
Pulp Feats
Introduction
This issue of the
Modern Dispatch
features a list
of feats suitable for pulp gaming. They help to
engender the sort of seat-of-your-pants, over-the-top
plot elements of the pulp fiction created during the
1930s and 40s, as well as the modern pulp homages
released in comics, games, television and film.
#
86
Content Manager:
Charles Rice, Chris Davis
Layout:
Chris Davis
So grab your bullwhip and your Tommy-gun and
hop into your Terraplane! Watch out for that Fokker
bearing down on you as you head into the ancient
Mayan ruins! The pulp era just got a little pulpier!
About
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
Thrilling Tales
is Adamant Entertainment’s
line of pulp-genre gaming products for using
with d20 Modern. The line features Advanced
Classes representing the major pulp hero
archetypes, a Gamemaster’s Guide (including
a random pulp adventure generator), Villain
supplements (including the Nazis & the Thugee),
and Adventures. At least two
Thrilling Tales
products are released every month.
d20 Modern and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
with permission. ‘d20 System’ and the ‘d20
System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms
of the d20 System License version 6.0. A copy
of this License can be found at www.wizards.
com/d20.
This issue of the Modern Dispatch is a preview
exerpt from the forcoming
Thrilling Tales
Companion,
which will be released in May.
Pulp Feats
Page
1
The
Modern
Dispatch
Ambidexterity
You are equally adept with either hand
Exotic Features
Whether it be your unusual accent, physical
features, or inability to recall who won the ‘28
World Series, you are viewed as an exotic,
mysterious foreigner. Men feel overprotective of
you and tend to underestimate you.
be given to someone from your original culture.
Unfortunately, members of your original culture
treat you as one Attitude level lower than they
normally would.
Prerequisites:
Dex 15+
Normal:
Without this feat, characters suffer a -4
penalty to attack rolls, ability checks, and skill
checks for using their off-hand
Special:
This feat includes the abilities of the
feat “Two-weapon Fighting.”
Prerequisites:
Female only, Cha 13+, can only
be taken at 1st level.
Benefit:
When dealing with a male PC or NPC,
you gain a +2 to Bluff, Diplomacy, Seduction,
and Sense Motive checks.
Assessment
You’re quickly able to size up someone’s
abilities.
Extensive Library
You have personal access to a large library and a
number of related contacts.
Prerequisites:
Wis 13+
Benefit:
As a half action, you can choose a
target within 30 feet of you. Choose three
attributes (three ability scores or three skills)
and the GM must tell you the target’s ability in
each relative to the other two. For example, if
you choose Bluff, Hide, and Acrobatics, the GM
might tell you “the target is best in Acrobatics,
then Hide, then Bluff.” You don’t know the
target’s ranks or ratings, only a rough estimate
of the target relative ability in the assigned
attributes.
Benefit:
You gain a +2 to all Gather Information
and Research checks.
Gone Native
You’ve spent so much time in a particular exotic
locale that you’ve started to understand and
emulate their ways. This has given you greater
expertise in this particular culture, but has a
negative impact on those who feel you’ve turned
your back on their ways.
Could Have Been A Contender
You took a dive and threw a fight, race, or other
sporting event in exchange for a payoff.
Prerequisite:
Speak Language in the culture
you’re adopting.
Benefit:
You gain a +2 to all Diplomacy, Gather
Information, and Knowledge checks that involve
the culture you’ve adopted. In addition, you
suffer no Attitude penalties that would normally
Benefit:
You get +2 Wealth and –1 Reputation.
Special:
Others in the same sport may know that
the character took the dive if they succeed on a
DC 20 Gather Information check.
Pulp Feats
Page
2
The
Modern
Dispatch
Improved Critical
You know how to hit where it hurts with an
attack.
Photographic Memory
You have perfect recall of everything you’ve
experienced.
Prerequisites:
Base Attack Bonus 8+
Benefit:
Choose an attack. When using that
attack, your threat range is doubled; you threaten
a critical hit on a roll of 19 or 20.
Special:
You can take this feat multiple times.
Each time it applies to a different attack.
Prerequisites:
Int 16+
Benefit:
You can recall everything you’ve seen,
read or experienced perfectly. If you forget some
detail your character should remember, you can
ask the GM to remind you. You get a +2 bonus
on any skill rolls for which rote memorization is
useful (at the GM’s judgment).
Infamy
You have a particularly bad reputation. (whether
deserved or not)
Sidekick
You have an assistant, follower or partner of
some ability.
Benefit:
You get a +3 bonus on Charisma-based
checks whenever the GM determines that your
infamy would be a benefit. However, you suffer
a -3 modifier on such checks whenever the GM
determines that your infamy would work against
you.
Prerequisites:
6th level (total)
Benefit:
You have a single NPC follower
who helps you out. Your Sidekick’s level is
determined by a combination of your total level
+ your Charisma modifier, modified by your
abilities as follows:
one leader at a time, and may choose to change
their leader as a free action. Characters under the
influence of a leader must be able to hear and
understand that leader’s directions.
Renown Feat: +3
Leadership Feat: +1
Provides room, board, equipment +2
Wealthy (16+ on Wealth): +1
Leadership
You’re a natural leader, good at coordinating and
directing the efforts of others.
Looker
You are naturally attractive.
Prerequisites:
Can only be taken at 1st level.
Benefit:
You get a +3 bonus on Charisma-based
checks whenever the GM determines that your
attractiveness would be a benefit. However, you
suffer a -3 modifier on such checks whenever
the GM determines that your beauty would work
against you (such as a rival for attention).
Prerequisites:
Cha 13+
Benefit:
If you direct or lead others in combat
(taking a free action each round to do so),
everyone on your side gets a +1 bonus on all
checks (including initiative). However, if you’re
incapable of taking a free action on any round,
your side loses the bonus until you recover.
Characters can only be under the direction of
Check your total against the chart on the
following page.
A sidekick must be at least one level below
your own, regardless of the results of the table.
You create your sidekick as a character, subject
to your GM’s approval. Sidekicks are loyal,
Pulp Feats
Page
3
The
Modern
Dispatch
Silver Tongue
You are a skilled negotiator, able to drive hard
bargains.
perhaps even willing to sacrifice themselves for
you. It takes approximately three adventures to
replace a lost sidekick (more or less at the GM’s
discretion).
Special:
You can take this feat multiple times.
Each time, you acquire an additional sidekick.
Benefit:
You get a +2 bonus on Bargain and
Bluff checks.
Level +Cha Mod Sidekick
(+ modifiers) Level
Stowaway
You are adept at secretly hitching a ride. This is
useful when the villain is departing in anything
larger than a motorcycle-- say, a car, train,
airplane, submarine, or dirigible, for example.
6
4th
7-8
5th
9
6th
10-11
7th
12
8th
13
9th
Prerequisites:
1 rank of Hide and 1 rank of
Escape Artist
Benefit:
If you are not currently being watched,
make a Hide roll against a DC of 10. If you
succeed, you have successfully stowed away
somewhere on the villain’s vehicle undetected.
14-15
10th
16
11th
17-18
12th
19
13th
20
14th
21-22
15th
23
16th
Failure means your attempt to stow away is
noticed by the villain or a henchmen while you
were awkwardly trying to hide away, and they
have the advantage of Surprise on you.
24
17th
25
18th
26+
19th
Upon arriving at the destination, make an Escape
Artist roll against a DC of 20. Success means
you are able to leave the vehicle and get a short
distance away undetected. Failure means you are
discovered by the villain or a henchmen while
disembarking, and they have the advantage of
Surprise on you. You may take one ally with you
when stowing away, but you must add +5 to the
DC for both stowing away, and escaping upon
arrival in that case.
Sidestep
In combat, you have the ability to anticipate
your opponent’s moves and move in his wake.
Prerequisites:
Dex 13+, Dodge, Mobility
Benefit:
When an opponent in an adjacent
square takes a single 5-foot step to a square that
you do not threaten, you may spend 1 action
point to move into the square the opponent just
left.
Pulp Feats
Page
4
The
Modern
Dispatch
still aware, but you are immune to suffocation.
Poison effects are suspended for the duration of
the trance. It requires a Spot check (DC 15+ Wis
bonus) to determine that you’re not dead.
Unassuming
For some reason, people tend to underestimate
you. Reasons could include a thick accent,
foreign appearance, profession, shyness, or
extreme politeness. As a result, people tend not
to question your assertions or motives.
Benefit:
You get a +2 to Bluff and Diplomacy
checks
Well-Informed
You are exceptionally well-informed
Benefit:
When encountering an individual,
group or organization for the first time, you can
make an immediate Gather Information check
as a reaction to see if your character has heard
something about the subject.
Stunt Pilot
Your experience as a pilot during the Great War
(or at any of the civilian “Air Circuses” that can
be found throughout the country) makes you
extremely adept at performing aerial maneuvers.
Trance
You can enter a deep, death-like trance state
This takes the place of a normal Knowledge
check (if any). You receive only one check per
subject, although the GM may allow another
upon encountering the subject again once
significant time has passed.
Prerequisites:
Wis 13+
Benefit:
Through breathing and bodily
control, you can slip into a trance state nearly
indistinguishable from death, for up to a number
of hours equal to your Wisdom bonus. It takes
a minute of uninterrupted concentration for you
to enter the trance. While in the trance you are
Prerequisites:
Dex 13+, Pilot 6 ranks
Benefit:
You can subtract 4 from any DCs
necessary to perform stunts.
Pulp Feats
Page
5
[ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • shinnobi.opx.pl
  •