Thursday, January 10, 2013

Pulp Fantasy Core--Character Skills

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


CHOSEN SKILLS
Players may pick skills from the below list or even come up with their own (since this list is not exhaustive). In general use, consider DC 12 for hard tasks, DC 18 for very hard, and don't roll at all for nominal tasks.

However, these skills come with Ref chosen Restrictions. These are disadvantages/complications/limitations to using these skills. Restrictions should not be considered solely on the basis of penalizing the players, but also as possible adventure hooks.

For example, if the player chooses Rich, this could involve obligations and holdings around the country and even the world. An odd, possibly supernatural event occurs at one of their factories, the character will need to gather the team to investigate. Character has the Pilot skill, but doesn't own a plane. Character is Famous and gets preferential treatment, but is always getting recognized and fans and jealous haters may start trouble with them.

Characters trying to rid themselves of restrictions could be adventures unto themselves, like uncovering their own mysterious past, ending a mob tie, finding a remedy for the curse that comes with their magic weapon, or finding a more stable power source for their rocket ship. The player chosen skills can also be left undefined at the start of play. During the course of an adventure, a player can suddenly define them for the situation. The Ref can likewise rule whatever restrictions immediately or later.


Skills
- Skills of other classes: Only one specific skill may be taken at a time, not a whole suite of skills. Magic Spells cannot be taken.

- Special Invention: Always has a limitation and/or drawback, but is generally reliable. It has a special component that prevents mass production (for now) however.

- Magical Artifact: Always has a limitation and/or drawback.

- Superpower: Always has a limitation and/or drawback.

- Rich: Character has lots of money and obligations.

- Lucky: Reroll any failed roll once per turn/encounter.

- Sniper: Must have cover, must spend 1 rd targeting, using rifle and scope. Target does not get cover bonus. A hit causes maximum damage.

- Ambidextrous: Can use two weapons (including two pistols). Lose Dex bonus, though do keep BAB. Can roll two attacks at the same opponent.

- Famous: ((Cha + Wis)/2) +3 when using fame to charm someone. After creation, characters may only become famous for their adventuring exploits.

- Professional Driver Skill: ((Int + Dex)/2) +3. Character has experience in combat (including tanks), police work, racing, or perhaps moonshining. They are adept at driving under dangerous conditions.

- Sailor: ((Int + Wis)/2) +3. For game purposes, characters starting with this skill are assumed to have extensive knowledge and experience with ships and have served on a military ship during the war. This includes sailing boats up to ocean-going ships, including navigation and operations.

- Pilot: ((Int + Dex)/2) +3. For game purposes, all characters starting with this skill are assumed to have been WWI combat pilots. Further, planes of this era, even airships, are simple enough that any craft can be flown with some quick familiarization. Exotic, experimental craft will require personal instruction. Characters taking this skill after creation will be assumed to be recreational fliers and will have no combat ability in flight.

- Doctor/Medic: ((Int + Wis)/2) +3 to treat wounds. DC 12 to heal all hp damage (above 0), 1 turn each patient. DC 18 to bring a victim below 0 to 1 hp, 1 turn treatment, victim out 1 turn.

- Demolitions/Heavy Weapons: ((Int + Wis)/2) +3. Character can safely and effectively use all types of explosives. If the character was in the military, they can also operate mortars and artillery.


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