PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Vehicle Combat
- Car Chase. Roll initiative each rd. This is 1d20 + Driver Skill. Roll off any ties. Resolve any evasion or blocking attempts before any gunfire between vehicles.
Cars can attempt to evade pursuit by winning the initiative and then making a DC 12 Driver Check (DC 18 if the pursued car is significantly slower). The pursuer can attempt to find the car the next rd with a DC 12 Driver Check. If successful, pursuit continues. If failed, the evading car has shaken the tail.
Car Blocking. Must have Professional Driver Skill and must win initiative. If using a significantly faster car, DC 12 Driver Check. For equal cars, a DC 18 Driver Check (slower cars may not attempt this). On success, the pursed car is stopped. On failure, the pursued car gets away. Only one attempt at blocking may be made in a chase.
A normal, moving car has an AC 16 (AC 12 if stationary). If it takes one hit from machine gun, cannon, or other high-powered attack, the driver must make a DC 12 Driver Check to avoid crashing. If successful, the car stops with the occupants uninjured. If failed, the car crashes or rolls, 3d6 damage to all occupants.
Attacks made with a pistol, rifle, or submachine gun require a Called Shot (natural 16 and up) to either the driver or the tires (shooter's choice) to stop the car. A successful attack requires the same crash roll as above. Note that if the driver is hit, they still directly take that damage. Called Shots can also be taken at exposed occupants (those hiding below the windows are considered to have Full Cover), but it doesn't effect the driver. A stationary shooter attacks a moving car with full bonuses, but will only get one shot. A shooter in a moving car loses their Dex bonus, but retains their BAB.
- Horses/Motorcycles. If moving, they are considered AC 14. It is a Called Shot to just hit the rider. Otherwise, any hit requires a DC 12 Driver Check (for a horse add Wis bonus instead, add +3 if character's background includes being a cowboy or a jockey or such). Success means the mount goes down, but the rider is unharmed. Failure means the rider (or riders) take 3d6 damage, half with DC 12 Reflex sv. Horseriders may make gun attacks, though not reload while moving unless there are two people on the horse. Motorcycle riders may not attack, unless they are in a sidecar or riding behind the driver.
- Tanks/Armored Cars. AC 18 if moving, AC 16 if stationary, however, these vehicles are invulnerable to gunfire and normal melee weapons, superpowered strength and weapons excepted. Magical or armor piercing gun rounds that hit, penetrate into the cabin. Those inside must make a DC 12 Reflex sv or take damage. One direct hit from a bomb, explosive, cannon, or other high-powered weapon will destroy them. Characters will have to expend an XP to escape. Tanks may have cannons and machine guns. Armored Cars only have machine guns (BAB only, no Dex bonus). The cannon gunners attack with their Demolitions/Heavy Weapons skill only (no Dex bonus). A tank cannon requires two crew to fire every rd, and is a line of sight weapon, which cannot fire accurately over long distance.
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Friday, January 18, 2013
Thursday, January 17, 2013
Pulp Fantasy Core--Special Gun Rules
PULP FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Special Gun Rules
- Ranges: S = Short, thrown objects, melee range, within 50 yds; M = Medium, pistols and arrows, within 100 yds; L = Long, rifles and machine guns, more than 100 yds.
- Sniping: Without the sniping skill, the attacker is only making a surprise, normal attack.
- Taking Cover: When gunfire goes off, most people duck for cover. Finding cover takes 1 rd (if it's available) and you cannot attack that rd.
- Partial Cover: Either behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only if under attack at Long range), but can still make a ranged attack. You will not have the initiative over anyone in the open. You lose your Dex AC bonus, but can only be hit on a Called Shot (a hit on a Natural 16 and up).
- Full Cover: Completely covered and is not vulnerable to ranged attack (but is to area effect attacks). Cannot attack for that rd.
- Flimsy Cover and Blind Firing: Curtains and such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for one rd. Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.
- Out in the Open: Characters in the open always have the initiative over those taking cover and have their Dex bonus added to their AC.
- Suppressing or Cover Fire: This is called before making a firearm attack. A successful roll against a partially (doesn't require a Called Shot) or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.
- Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side. This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth. A flanked opponent will likely surrender immediately.
- Firing into Melee: Without the specific Muscle skill, to hit a specific target engaged in a fight with someone else is considered a Called Shot. On a miss, if the roll was a natural 1 to 10, the other combatant is hit.
- Reloading: Takes one rd. Lose your Dex bonus if in the open.
- Burst: Using a submachine gun or machine gun and firing at a single target. The attacker loses their Dex bonus (though keeping their BAB), but a successful attack causes damage x 1d4.
- Spray: Using a machine gun against up to adjacent four targets. The attacker makes one attack roll, but loses their Dex bonus (though keeping their BAB). Each successful attack causes damage x 1d4.
- Massed Small Arms: A hail of gunfire made with multiple weapons, at least 10 single shot weapons can spray up to four targets like a machinegun. Make one attack roll, but use the shooter with the highest attack value and add damage x 1d4.
- Target Shooting: For shots not taken in combat. Stationary AC 12. Moving AC 18. Natural 16 and up, potential bulls eye or a hit to a small target.
- Point Blank: Automatic hit, maximum damage. May require a Stealth check or some confidence scam subterfuge to get close enough to do it. DC set by the situation.
- Execution: A close range gunshot to the head of a helpless person is assumed to be fatal (unless it's a character or an important NPC). It is also a fairly evil act which characters should not normally engage in, unless they want to be viewed as a vigilante.
- Armor: Works as normal against melee weapons and bows, but has no effect on gunfire (in fact, it makes one easier to hit as it cancels out your Dex bonus). At best, characters might have access to primitive bulletproof vests (that become useless after a few hits) or a "Captain America-like" experimental metal shield (which requires a +3 Str and Dex rating to use). Magic armor will protect against bullets, but anything heavier than elven chain mail will have a Dex penalty (and look silly in a modern setting).
- Monster AC is a different matter. Any Dex bonus still applies. Any primitive armor is still canceled out by gunfire (and may interfere with Dex bonus). Creatures with natural armor and large creatures should still have an AC bonus, but should only add to 1 to 2 to the base AC (10).
Unarmored magical creatures requiring magic weapons to hit, still keep that requirement, but will only have a Dex bonus. Magical creatures with natural armor, like dragons and some demons, should add 4 to 6 to their base AC.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Special Gun Rules
- Ranges: S = Short, thrown objects, melee range, within 50 yds; M = Medium, pistols and arrows, within 100 yds; L = Long, rifles and machine guns, more than 100 yds.
- Sniping: Without the sniping skill, the attacker is only making a surprise, normal attack.
- Taking Cover: When gunfire goes off, most people duck for cover. Finding cover takes 1 rd (if it's available) and you cannot attack that rd.
- Partial Cover: Either behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only if under attack at Long range), but can still make a ranged attack. You will not have the initiative over anyone in the open. You lose your Dex AC bonus, but can only be hit on a Called Shot (a hit on a Natural 16 and up).
- Full Cover: Completely covered and is not vulnerable to ranged attack (but is to area effect attacks). Cannot attack for that rd.
- Flimsy Cover and Blind Firing: Curtains and such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for one rd. Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.
- Out in the Open: Characters in the open always have the initiative over those taking cover and have their Dex bonus added to their AC.
- Suppressing or Cover Fire: This is called before making a firearm attack. A successful roll against a partially (doesn't require a Called Shot) or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.
- Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side. This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth. A flanked opponent will likely surrender immediately.
- Firing into Melee: Without the specific Muscle skill, to hit a specific target engaged in a fight with someone else is considered a Called Shot. On a miss, if the roll was a natural 1 to 10, the other combatant is hit.
- Reloading: Takes one rd. Lose your Dex bonus if in the open.
- Burst: Using a submachine gun or machine gun and firing at a single target. The attacker loses their Dex bonus (though keeping their BAB), but a successful attack causes damage x 1d4.
- Spray: Using a machine gun against up to adjacent four targets. The attacker makes one attack roll, but loses their Dex bonus (though keeping their BAB). Each successful attack causes damage x 1d4.
- Massed Small Arms: A hail of gunfire made with multiple weapons, at least 10 single shot weapons can spray up to four targets like a machinegun. Make one attack roll, but use the shooter with the highest attack value and add damage x 1d4.
- Target Shooting: For shots not taken in combat. Stationary AC 12. Moving AC 18. Natural 16 and up, potential bulls eye or a hit to a small target.
- Point Blank: Automatic hit, maximum damage. May require a Stealth check or some confidence scam subterfuge to get close enough to do it. DC set by the situation.
- Execution: A close range gunshot to the head of a helpless person is assumed to be fatal (unless it's a character or an important NPC). It is also a fairly evil act which characters should not normally engage in, unless they want to be viewed as a vigilante.
- Armor: Works as normal against melee weapons and bows, but has no effect on gunfire (in fact, it makes one easier to hit as it cancels out your Dex bonus). At best, characters might have access to primitive bulletproof vests (that become useless after a few hits) or a "Captain America-like" experimental metal shield (which requires a +3 Str and Dex rating to use). Magic armor will protect against bullets, but anything heavier than elven chain mail will have a Dex penalty (and look silly in a modern setting).
- Monster AC is a different matter. Any Dex bonus still applies. Any primitive armor is still canceled out by gunfire (and may interfere with Dex bonus). Creatures with natural armor and large creatures should still have an AC bonus, but should only add to 1 to 2 to the base AC (10).
Unarmored magical creatures requiring magic weapons to hit, still keep that requirement, but will only have a Dex bonus. Magical creatures with natural armor, like dragons and some demons, should add 4 to 6 to their base AC.
Wednesday, January 16, 2013
Pulp Fantasy Core--Game Rules
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
GAME RULES
These are additional and changed rules to Fantasy Core RPG (Combat, Additional Rules) for the Pulp setting. Some rules are intentionally streamlined for faster, more dramatic, more "pulpy" play.
HP Recovery
- 1 turn of rest, regain 1/2 lost HP.
- 1 night's rest regains all lost HP.
- 0 HP means unconscious for 1 turn, recovers to 1 hp automatically.
- Below 0 HP requires a Doctor/Medic skill check, a hospital (automatic healing), or the use of an XP (in which case the Ref may narrate in complications, though not of a permanent sort). In any case, success means 0 HP and unconscious for 1 turn, recovering to 1 hp automatically.
Insanity
A failed Will Save caused by a supernatural fright or a wizard blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds. Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured. If failed, the condition becomes permanent.
If the character develops three permanent manias, they are considered hopelessly insane. The character is taken out of play and controlled by the Ref. Perhaps they can be cured by supernatural means. Perhaps the character becomes a villain.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
GAME RULES
These are additional and changed rules to Fantasy Core RPG (Combat, Additional Rules) for the Pulp setting. Some rules are intentionally streamlined for faster, more dramatic, more "pulpy" play.
HP Recovery
- 1 turn of rest, regain 1/2 lost HP.
- 1 night's rest regains all lost HP.
- 0 HP means unconscious for 1 turn, recovers to 1 hp automatically.
- Below 0 HP requires a Doctor/Medic skill check, a hospital (automatic healing), or the use of an XP (in which case the Ref may narrate in complications, though not of a permanent sort). In any case, success means 0 HP and unconscious for 1 turn, recovering to 1 hp automatically.
Insanity
A failed Will Save caused by a supernatural fright or a wizard blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds. Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured. If failed, the condition becomes permanent.
If the character develops three permanent manias, they are considered hopelessly insane. The character is taken out of play and controlled by the Ref. Perhaps they can be cured by supernatural means. Perhaps the character becomes a villain.
Tuesday, January 15, 2013
Pulp Fantasy Core--Weapons and Armor
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
WEAPONS
Ranges: S Short (within 50 yds), M Medium (within 100 yds), L Long (beyond 100 yds)
Melee and Archaic
- HTH (Hand-to-Hand) 1d2 + Str bonus
- Brass Knuckles +2 HTH damage
- HTH Trained 1d3 + Str bonus, KO (Knock out) 1 turn on natural 18
- Dagger 1d4 + Str bonus melee, 1d4 thrown S
- Club 1d6 + Str bonus, KO 1 turn on natural 18
- Rapier 1d6 + Dex bonus
- Spear 1d8 + Str bonus melee, 1d8 thrown S
- Sword 1d8 + Str bonus
- Polearm 1d10 + Str bonus
- Whip 1d4, entangle or disarm on a hit with a natural 12 and up
- Bow 1d8 L (requires +1 Str bonus)
- Crossbow 1d8 M
Explosives
- Grenade 1d10 S may effect up to 4 if bunched together, DC 12 Ref sv to 1/2 damage.
- Flame-thrower 3d6, 10 shots, S Burns for an additional 1d6 until extinguished. Called shot at the fuel tank causes explosion. 1 XP to survive.
- Mortar vs people, 2d10 M may effect up to 6 if bunched together, 1 rd to aim, can fire every rd with a 2 person crew, DC 12 Ref sv to 1/2 damage
- Artillery/Cannon vs people, 4d10 L may effect up to 8 if bunched together, 1 rd to aim, can fire every rd with a 3 person crew, DC 12 Ref sv to 1/2 damage
- TNT Destroys target, but must be set at place of intended explosion. Requires Demolitions skill to use.
- Experimental Stunner KO, DC 12 Fort sv
- Experimental Stun Gas Gun 5 shots, KO 1 turn, DC 12 Fort sv, 10' area
Firearms
- .38 Revolver 2d4, 6 shot, M
- .45 Colt Pistol 2d6, 7 shot clip, M
- Rifle 2d8, 5 shot clip, L
Used as a Club 1d6 + Str bonus, however inflicting max damage, damages the rifle and will require repair. Inflicting another max damage attack will ruin the rifle. Used with a Bayonet 1d8 + Str bonus
- Shotgun 2d10, 2 shot, S spray up to two if together, DC 12 Ref sv to 1/2 damage
- Submachine Gun 2d8 x 1d4 damage, 50 shot drum-10 bursts, M burst (lose Dex attack bonus),
- Heavy Machinegun 2d10 x 1d4, functionally unlimited with a loader, 10 bursts without a loader, L burst (lose Dex attack bonus), spray up to 4 if bunched together. Requires a tripod stand, a bunker emplacement, or a vehicle mounting. Requires two people to move it.
ARMOR
- Base AC 10 + Dex bonus, taking cover negates Dex AC bonus
- Light Armor (leather) +2 vs melee, arrows
- Medium Armor (chain) +4 vs melee, arrows, negates Dex AC bonus
- Heavy Armor (plate) +6 vs melee, arrows, negates Dex AC bonus
- Magic Eleven Chain Mail +4
- Shield +1 vs melee, arrows
- Experimental Bulletproof armor, +2 AC vs melee attacks, negates Dex AC bonus, stops bullets, but lasts for 2d4 hits
- Experimental Bulletproof shield, +4 AC vs melee attacks, stops bullets, wielder is still vulnerable to snipers and Called Shots, requires +3 Str and Dex bonuses to use
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
WEAPONS
Ranges: S Short (within 50 yds), M Medium (within 100 yds), L Long (beyond 100 yds)
Melee and Archaic
- HTH (Hand-to-Hand) 1d2 + Str bonus
- Brass Knuckles +2 HTH damage
- HTH Trained 1d3 + Str bonus, KO (Knock out) 1 turn on natural 18
- Dagger 1d4 + Str bonus melee, 1d4 thrown S
- Club 1d6 + Str bonus, KO 1 turn on natural 18
- Rapier 1d6 + Dex bonus
- Spear 1d8 + Str bonus melee, 1d8 thrown S
- Sword 1d8 + Str bonus
- Polearm 1d10 + Str bonus
- Whip 1d4, entangle or disarm on a hit with a natural 12 and up
- Bow 1d8 L (requires +1 Str bonus)
- Crossbow 1d8 M
Explosives
- Grenade 1d10 S may effect up to 4 if bunched together, DC 12 Ref sv to 1/2 damage.
- Flame-thrower 3d6, 10 shots, S Burns for an additional 1d6 until extinguished. Called shot at the fuel tank causes explosion. 1 XP to survive.
- Mortar vs people, 2d10 M may effect up to 6 if bunched together, 1 rd to aim, can fire every rd with a 2 person crew, DC 12 Ref sv to 1/2 damage
- Artillery/Cannon vs people, 4d10 L may effect up to 8 if bunched together, 1 rd to aim, can fire every rd with a 3 person crew, DC 12 Ref sv to 1/2 damage
- TNT Destroys target, but must be set at place of intended explosion. Requires Demolitions skill to use.
- Experimental Stunner KO, DC 12 Fort sv
- Experimental Stun Gas Gun 5 shots, KO 1 turn, DC 12 Fort sv, 10' area
Firearms
- .38 Revolver 2d4, 6 shot, M
- .45 Colt Pistol 2d6, 7 shot clip, M
- Rifle 2d8, 5 shot clip, L
Used as a Club 1d6 + Str bonus, however inflicting max damage, damages the rifle and will require repair. Inflicting another max damage attack will ruin the rifle. Used with a Bayonet 1d8 + Str bonus
- Shotgun 2d10, 2 shot, S spray up to two if together, DC 12 Ref sv to 1/2 damage
- Submachine Gun 2d8 x 1d4 damage, 50 shot drum-10 bursts, M burst (lose Dex attack bonus),
- Heavy Machinegun 2d10 x 1d4, functionally unlimited with a loader, 10 bursts without a loader, L burst (lose Dex attack bonus), spray up to 4 if bunched together. Requires a tripod stand, a bunker emplacement, or a vehicle mounting. Requires two people to move it.
ARMOR
- Base AC 10 + Dex bonus, taking cover negates Dex AC bonus
- Light Armor (leather) +2 vs melee, arrows
- Medium Armor (chain) +4 vs melee, arrows, negates Dex AC bonus
- Heavy Armor (plate) +6 vs melee, arrows, negates Dex AC bonus
- Magic Eleven Chain Mail +4
- Shield +1 vs melee, arrows
- Experimental Bulletproof armor, +2 AC vs melee attacks, negates Dex AC bonus, stops bullets, but lasts for 2d4 hits
- Experimental Bulletproof shield, +4 AC vs melee attacks, stops bullets, wielder is still vulnerable to snipers and Called Shots, requires +3 Str and Dex bonuses to use
Monday, January 14, 2013
Pulp Fantasy Core--Experience
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
EXPERIENCE (XP)
New characters start with 1 XP. XP is experience that the group earns from adventuring. Players can use XP to influence in-game events, as well as saving them up and trading them in at the end of a session to enhance their characters. XP earned is available immediately to the characters for use in game. At least 1 XP should be awarded for everybody in the group each session. A 3 XP award should only be awarded once per session, if that. Beyond these restrictions, it's up to the Ref's judgement and how well the group plays. It is recommended that XP be dished out fairly freely in the Pulp game.
Earned
- Earn 1 XP for successful minor actions usually not involving combat, such as parley, puzzles, and investigation.
- Earn 3 XP for defeating a major villain or foiling their main plans. Also for making important discoveries and living to tell the tale, and solving a big mysteries. Essentially, successfully capping off an adventure.
- Earn 2 XP for other significant actions in-between these two, like successfully clearing a combat encounter.
In-Game Use
1 XP can be used to change fate under these conditions, however the Ref can narrate in complications for using XP.
- May be used to make a skill use a success.
- May be used to make a physical feat a success.
- May be used to make a save successful.
- Left for Dead: the character is below 0 hp and without any available medical treatment. They survive or are saved, but definitely with complications. This option may only be used once per adventure session.
- May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely with complications). This option may only be used once per adventure session.
Character Upgrades
- Trade in 1 XP for +1 to HP, up to the maximum for the class.
- Trade in 1 XP for +1 to a Save. Up to +12 for the character's best save. Up to +6 for the other two.
- Trade in 2 XP for +1 to a Skill, up to +10.
- Trade in 2 XP for +1 to an ability bonus, up to the class maximum.
- Trade in 2 XP for +1 to either Melee or Ranged BAB, up to +10 total.
- Trade in 5 XP for a new skill (with Restrictions), up to 10 total skills.
- Trade in 5 XP to add more ability to a superpower or special invention, or add a new lesser aspect. (This option is going to require a lot of discretion on the Ref's part. Powers should have a definite power ceiling. Characters should probably also have no more than four powers, if that many.)
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
EXPERIENCE (XP)
New characters start with 1 XP. XP is experience that the group earns from adventuring. Players can use XP to influence in-game events, as well as saving them up and trading them in at the end of a session to enhance their characters. XP earned is available immediately to the characters for use in game. At least 1 XP should be awarded for everybody in the group each session. A 3 XP award should only be awarded once per session, if that. Beyond these restrictions, it's up to the Ref's judgement and how well the group plays. It is recommended that XP be dished out fairly freely in the Pulp game.
Earned
- Earn 1 XP for successful minor actions usually not involving combat, such as parley, puzzles, and investigation.
- Earn 3 XP for defeating a major villain or foiling their main plans. Also for making important discoveries and living to tell the tale, and solving a big mysteries. Essentially, successfully capping off an adventure.
- Earn 2 XP for other significant actions in-between these two, like successfully clearing a combat encounter.
In-Game Use
1 XP can be used to change fate under these conditions, however the Ref can narrate in complications for using XP.
- May be used to make a skill use a success.
- May be used to make a physical feat a success.
- May be used to make a save successful.
- Left for Dead: the character is below 0 hp and without any available medical treatment. They survive or are saved, but definitely with complications. This option may only be used once per adventure session.
- May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely with complications). This option may only be used once per adventure session.
Character Upgrades
- Trade in 1 XP for +1 to HP, up to the maximum for the class.
- Trade in 1 XP for +1 to a Save. Up to +12 for the character's best save. Up to +6 for the other two.
- Trade in 2 XP for +1 to a Skill, up to +10.
- Trade in 2 XP for +1 to an ability bonus, up to the class maximum.
- Trade in 2 XP for +1 to either Melee or Ranged BAB, up to +10 total.
- Trade in 5 XP for a new skill (with Restrictions), up to 10 total skills.
- Trade in 5 XP to add more ability to a superpower or special invention, or add a new lesser aspect. (This option is going to require a lot of discretion on the Ref's part. Powers should have a definite power ceiling. Characters should probably also have no more than four powers, if that many.)
Friday, January 11, 2013
Pulp Fantasy Core--Wealth and Equipment
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
WEALTH
Characters' wealth should fall into three categories: poor, comfortable, rich. There are two aspects to these categories: perception and financial. Characters can look rich and have property, but are financially bankrupt. Characters can look poor, but be eccentric millionaires. Femme Fatale characters might be poor, but have a sugar daddy that keeps them comfortable. Players choose what level they are at based on whatever they find interesting. (Financially rich can only be picked if it's a chosen skill).
Financially, Poor means hand-to-mouth and really can't afford much on their own. You probably don't own any property (or only have very limited access). Comfortable likely means a steady job and can afford normal items and more extravagant stuff, like plane and ship tickets, occasionally. You may own a car and a home or nice apartment. Rich means you can afford whatever and likely have multiple properties and vehicles (including ships and planes). But maintaining all this stuff requires lots of income and responsibility. For characters that somehow fall into sudden riches during play, there should always be interesting complications because of it.
Characters are all required to have a source of income. This can be a regular job that works with their character class. It can be a job that dovetails with their class, like a professor, writer, or journalist. They can be wealthy from investments or a business. On the opposite end, they could scratching out an existence on odd jobs and commissions (and maybe some shady business dealings or maybe winning at the horseracing track). Somebody may even be taking care of them, and they essentially live on an allowance.
Decisions made about a character's wealth can make for good motivation for adventuring, as well as plot hooks for adventures. Characters should never be sitting out adventures for a lack of funds however. Poor characters may have to barter their skills (and future favors) in return for goods and services. Comfortable characters can maybe get their employers to cover expenses for an adventure if they can make a business case for it. Rich entrepreneurs are always hustling for new income. Wealthy dilettantes are always looking for new thrills.
STARTING EQUIPMENT
Players can simply pick out whatever common equipment they think their character should normally have. These are experienced characters after all. All characters should have a revolver at least for protection. Characters may have four small useful items on their person at all times, usually class related. These items may be defined during play. It is also recommended that each character have a distinctive, trademark item or piece of wardrobe, which they usually have with them.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
WEALTH
Characters' wealth should fall into three categories: poor, comfortable, rich. There are two aspects to these categories: perception and financial. Characters can look rich and have property, but are financially bankrupt. Characters can look poor, but be eccentric millionaires. Femme Fatale characters might be poor, but have a sugar daddy that keeps them comfortable. Players choose what level they are at based on whatever they find interesting. (Financially rich can only be picked if it's a chosen skill).
Financially, Poor means hand-to-mouth and really can't afford much on their own. You probably don't own any property (or only have very limited access). Comfortable likely means a steady job and can afford normal items and more extravagant stuff, like plane and ship tickets, occasionally. You may own a car and a home or nice apartment. Rich means you can afford whatever and likely have multiple properties and vehicles (including ships and planes). But maintaining all this stuff requires lots of income and responsibility. For characters that somehow fall into sudden riches during play, there should always be interesting complications because of it.
Characters are all required to have a source of income. This can be a regular job that works with their character class. It can be a job that dovetails with their class, like a professor, writer, or journalist. They can be wealthy from investments or a business. On the opposite end, they could scratching out an existence on odd jobs and commissions (and maybe some shady business dealings or maybe winning at the horseracing track). Somebody may even be taking care of them, and they essentially live on an allowance.
Decisions made about a character's wealth can make for good motivation for adventuring, as well as plot hooks for adventures. Characters should never be sitting out adventures for a lack of funds however. Poor characters may have to barter their skills (and future favors) in return for goods and services. Comfortable characters can maybe get their employers to cover expenses for an adventure if they can make a business case for it. Rich entrepreneurs are always hustling for new income. Wealthy dilettantes are always looking for new thrills.
STARTING EQUIPMENT
Players can simply pick out whatever common equipment they think their character should normally have. These are experienced characters after all. All characters should have a revolver at least for protection. Characters may have four small useful items on their person at all times, usually class related. These items may be defined during play. It is also recommended that each character have a distinctive, trademark item or piece of wardrobe, which they usually have with them.
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.
(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.
Subscribe to:
Posts (Atom)