Thrilling Tales Pulp Archetypes, Podreczniki RPG, Thrilling Tales

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Pulp Archetypes
By Walt Ciechanowski
INTRODUCTION
Thrilling Tales: Pulp Archetypes
is an M&M Su-
perlink supplement that adapts the Thrilling Tales
Advanced Classes (developed for the Modern SRD)
for use in pulp M&M campaigns. It offers 19 ready-
to-use archetypes for PL 6 pulp adventures. While
these archetypes can be used as-is, notes for custom-
ization follow each archetype description. Players and
Gamemasters are encouraged to use these archetypes
as basic templates and modify them for their particular
needs.
The following archetypes make their appearance in
this supplement:
PULP HEROES
Ace Reporter – on the lookout for a great story
Air Ace – a knight of the skies
Boxer – master of the ring
Fortune Hunter – he knows itʼs out there, some-
where
G-Man – donʼt mess with Uncle Sam
Gumshoe – trouble always walks into his office
Noble Savage – lord of the jungle
Man of Mystery – strikes fear in the hearts of
criminals
Mesmerist – beware of looking into his eyes
Paragon – two-fisted scientist
Rocket Ranger – flying without wings
Trusted Sidekick – loyal friend and ally
No attempt was made to faithfully adapt every class
feature from the source material when converting
them to M&M archetypes. This would be impossible
given the varying class levels of individual cam-
paigns. Rather, the spirit of each advanced class was
kept intact and developed with M&M rules, using the
old class features for inspiration. Players and Game-
masters that find a favorite class feature missing are
encouraged to recreate it with the M&M rules.
While characters in the Pulp era were usually cast in
terms of black and white, many archetypes are suitable
for either heroes or villains. For example, while the
Big Game Hunter archetype is designed as a poaching
villain, with no mechanical modification he could just
as easily be a heroic comrade of the Fortune Hunter.
Players and Gamemasters should feel free to swap
archetype allegiances as appropriate.
PULP VILLAINS
Big Game Hunter – a tenacious predator
Femme Fatale – what danger lurks behind those
beautiful eyes?
Gun Moll – sheʼs fallen in with a dangerous crowd
Hooded Terror – psychopathic killer
Mad Scientist – conquering the world through
superscience
Mastermind – the spider of the web
Mobster – ruthless enforcer
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.
Thrilling Tales:
Pulp Heroes
Ace Reporter
POWER LEVEL 6
STR DEX CON INT WIS CHA TOUGH FORT REF WILL
+0 +2 +1 +3 +2 +4 +4/+1 +5 +6 +7
10 14 12 16 14 18
Skills:
Bluff 8 (+12), Craft (visual art) 8 (+11), Diplomacy 10 (+14), Disable Device 5 (+8), Escape Artist 4 (+6),
Gather Information 8 (+12), Investigate 8 (+11), Knowledge (choose three at 5 (+8) each), Notice 8 (+10), Pro-
fession (reporter) 11 (+13), Search 7 (+10), Sleight of Hand 5 (+7), Stealth 7 (+9).
Feats:
Connected, Contacts, Defensive Roll 3, Distract 2, Equipment, Fascinate (Bluff, Diplomacy), Fearless, Well-in-
formed.
Equipment:
Flashlight, Masterwork Camera, Masterwork Lockpick set, Typewriter.
Combat:
Attack +4 (melee), +4 (ranged), Grapple +4, Damage +0 (unarmed), Defense +4 (+2 flatfooted), Knockback -2,
Initiative +2.
Totals:
Abilities 24 + Skills 25 + Feats 12 + Combat 16 + Saves 13 = 89
The Ace Reporter is a “hands-on” journalist who will take great risks to get
an exclusive story. She often attaches herself to other Pulp heroes, either
working with them directly or following their trails. As a result of her
tenacity, the Ace Reporter has learned a variety of skills to help her get into
places she shouldnʼt and palm items that may later prove useful.
Customization:
Some Ace Reporters may actually be on radio pro-
grams (in a Pulp setting, radio announcers go out to retrieve their
own stories). In this case, pull 8 ranks from Knowledge skills and
add 8 ranks of Perform (oratory).
POWER LEVEL 6
Air
Ace
STR DEX CON INT WIS CHA TOUGH FORT REF WILL
+0 +5 +1 +3 +2 +0 +4*/+3/+1 +4 +8 +4
10 20 12 16 14 10 *leather jacket
Skills:
Bluff 6 (+6), Concentration 8 (+10), Craft (mechanical) 11 (+14), Disable Device 6 (+9), Disguise 4 (+4),
Intimidate 6 (+6), Knowledge (tactics) 4 (+7), Knowledge (technology) 6 (+9), Notice 8 (+10), Pilot 11 (+16),
Profession (pilot) 6 (+8), Stealth 6 (+11), Survival 4 (+6), Swim 6 (+6)
Feats:
Combat Pilot 4, Defensive Roll 2, Equipment 13,
Improved Aim, Improved Critical (heavy machine
gun), Improved Initiative 2
Equipment:
Custom Prop Fighter (+5 Strength, +2 Tough-
ness, smokescreen, Flight 2), Flight Goggles,
Headquarters (Hanger: Tough: 10, Size: M,
Features: Concealed, Hanger, Living Space,
Workshop), Leather Jacket, Light Pistol
Combat:
Attack +2, Grapple +2, Damage +0 (unarmed),
Defense +2 (+1 flatfooted), Knockback -1, Initia-
tive +0
Totals:
Abilities 22 + Skills 23 + Feats 23 + Powers
6 + Combat 8 + Saves 8 = 90
The Air Ace should have been born with
wings. He is an excellent pilot and me-
chanic; he understands his personally
custom-built airplane better than people.
The Air Ace has also learned a number of
skills that help him survive in hostile environ-
ments, as many aerial missions end up taking him into
enemy territory.
Customization:
The aircraft often identifies the Air Ace, and no custom-built airplane
will look the same. Individual aircraft can be customized with new powers and features.
This archetype assumes that the Air Ace builds and maintains his own airplane. If the Air Ace is simply a pilot,
drop the Craft and Disable Device skill ranks, redistributing the ranks amongst other skills. Replace Inven-
tor with another rank in Defensive Roll, and drop two points of Intelligence. These points can be used to raise
either Strength or Charisma.
Custom Prop Fighter:
Str 35, Spd 6, Def 6, Tough 11, Size H
Heavy Machine Guns (2) Dmg +7 (ballistic, autofire), Crit 20, Range 70 ft, Size L
Light Bomb (Blast 8 Explosion)
Combat Pilot (New Feat):
Combat, Ranked
You know some tricky maneuvers that can keep you alive while piloting an air or space vehicle under com-
bat conditions. Choose the type of vehicle when you acquire the feat. You gain a +1 bonus on either attack
rolls or a +1 dodge bonus for the vehicle (allocated each round) per rank in this feat when flying any vehicle
of your chosen type that is Gargantuan or smaller.
Multiple ranks in this feat can be divided between attack rolls and the vehicleʼs dodge bonus as the player
sees fit. Your total attack and defensive bonuses are limited by the campaignʼs power level. Dodge bonuses
from multiple operators with Combat Pilot do not stack.
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