Pulp Feats
Aerial Aerobatics (General)
Prerequisites: Trained in Pilot
You can perform acrobatic maneuvers in the cockpit of a propeller-driven aircraft, taking advantage of gyroscopic forces. Your plane gains +1 Defense when you pilot it, and you may use your Pilot skill as Perform to entertain crowds, or as Acrobatics to minimize fall damage (multiply feet by 10) and move through an occupied space. If operating with a team of pilots with this feat, you may act on the same initiative if you wish.
Gone Native (General)
Prerequisites: Able to speak language of the culture you’re adopting.
By spending so much time in a particular exotic locale, you have started to understand and emulate their ways. This has given you greater expertise in this particular culture, but has a negative impact on your relations with people from your own culture. You gain a +2 to all Diplomacy, Gather Information, and Knowledge checks that involve the culture you have adopted. In addition, you suffer no Attitude penalties that would normally be given by someone from the adopted culture. Members of your own culture on the other hand, treat you one Attitude level lower than they normally would.
Stowaway (Expert)
Prerequisites: Trained in Escape Artist and Stealth.
You are adept at secretly hitching a ride aboard a vehicle. If you are not currently being watched, you can make a Stealth check against a DC 10. If successful, you have hidden aboard a nearby vehicle undetected. Anytime when the vehicle is not moving you can make a Escape Artist check against a DC of 20. If successful, you are able to leave the vehicle and get a shot distance away from it undetected. You make take another person with you, but for each additional person taken you must add +5 to the DC of your Stealth and Escape Artist checks.
Stunt Pilot (Expert)
Prerequisites: Training in Pilot
Your experience as a barnstormer or military pilot makes you extremely adept at performing aerial maneuvers and controlling your aircraft in a dogfight. You can use your Pilot skill in place of your Bluff skill to feint and trick in aerial combat. You opponent opposes the attempt with Sense Motive or Pilot (whichever is better).
Trance (Adept)
Prerequisites: WIS +1
Through controlled breathing and mind over matter, you can slip into a deep trance nearly indistinguishable from death for a period of time equal to your Level + WIS Bonus in hours.
It takes a minute of interrupted concentration to go into a trance. While under a trance you are still aware but do not need to breath and poison effects are suspended for the duration of the trance. It requires a DC 10 Concentration check to come out of a trance before it expires normally. It requires a Notice or Medicine skill check at DC 20 + your WIS bonus for someone to determine that you are not dead.
Iron Jaw (Warrior)
Prerequisites: Great Fortitude
You have taken so much damage over the years that you have toughened your body to withstand even the mightiest of blows. Once per day you after you have rolled a Toughness roll against non-lethal damage and figured the results. You may change the die result to 20.
Jury Rig (Expert)
Prerequisite: Trained in Craft
You can perform a fast repair as a full round action. If you fail, no sweat, but if you fail by 5 or more the system gets worse! If you succeed, the system is repaired…for the time being. However, any check using the system which fails by 5 or more causes the problem to re-emerge, and this time you can’t jury-rig it.
Steady Hand (General)
Prerequisite: Trained in Pilot
You reduce all speed-based penalties to maneuver and avoid hazard Pilot checks by 5, allowing you to push the limit of speed (and sanity).
Strafing Run (Warrior)
Prerequisite: Move-by Action, Vehicular Combat, Pilot 8 ranks
While flying at least at an accelerated pace you can strike every enemy adjacent to your movement (including those directly underneath you). This feat is a full round action.
Linguist (Expert)
Prerequisite: Speak 5 languages
You have a gift for languages. You suffer no penalty on interaction checks when the subject doesn’t speak the same language as you. You automatically understand dialects of any language you are trained in, though you must make a DC 10 Intelligence check to successfully communicate in the dialect. When you are confronted with an unknown language, make a DC 10 Intelligence check to understand the gist of what is said by one source; if you are trying to communicate in the unknown language, the DC is 15. If you can read and write 5 languages as well, this feat also applies to the written word. Note that you only learn the rough idea, not subtle nuances like hidden biases, poetry, or innuendo.
Fearless (Warrior)
You resist fear and intimidation. Reduce the effects of fear on you by one step, and effects causing you to be shaken are ignored.
Improved Cover Fire (Warrior)
Prerequisite: Firearms Training, and may require Exotic Weapon Proficiency (machine-guns)
You are skilled at providing covering fire for your allies, and provide an extra +4 dodge bonus (for a total of + . In addition, you may split this bonus between up to 8 allies, provided they are in the same general area. This feat may be taken multiple times, increasing the bonus each time.
Improved Suppression Fire (Warrior)
Prerequisite: Firearms Training, and may require Exotic Weapon Proficiency (machine-guns)
You are skilled at forcing your opponents to take cover, causing an extra -4 attack/check penalty (for a total of - . In addition, you may split this penalty between up to 8 enemies, provided they are in the same general area. This feat may be taken multiple times, increasing the penalty each time.
Sharp Shooting (Warrior)
Prerequisite: Accurate Attack, Far Shot
You are a crack shot with long range weapons. You can Aim (page 97) as a move action with a ranged weapon. If you take a Full Action to Aim you can add an additional +1 bonus to your attack roll.
Pride & Joy (Adept)
Prerequisite: Machine Empathy
You have an almost mystical bond with a particular vehicle; it is your “pride and joy.” The vehicle is an enhanced version of its type.
Character Level......Augmentation Points......Special
1-2.............................1..................................Link
3-5.............................2..................................Familiarity
6-8.............................3..................................Dedicated
9-11...........................5
12-14.........................6..................................Intimacy
15-17.........................7..................................One with the machine
18-20.........................9
Link: You have a sixth sense about the vehicle, and you automatically know if it’s in danger or what’s going wrong with it. You gain a +4 bonus on all checks involving the vehicle, such as Craft, Drive/Pilot. You are Very Familiar with the vehicle.
Familiarity: Even when you are not present, your vehicle is treated as being Present, allowing you to work your mojo even over the radio. Anyone following your directions may gain virtual access to your Craft ranks for the purpose of repairs if you make a successful Aid Another check – you walk them through the necessary steps. Likewise, if you have supernatural powers requiring the vehicle to be present (e.g. touch) you may use them on the vehicle over long-distance.
Dedicated: You gain the Dedicated feat in regard to the vehicle. For example, you might get the Dedicated +4 bonus if negotiating (Diplomacy) with an employer who wants you to fly into a dangerous area.
Intimacy: When operating the vehicle you gain access to two virtual feats reflecting your superior knowledge of its design. For example you might take Point Blank Shot and Far Shot, allowing you to operate its machine gun at a greater range. You may spend a Conviction point to change which virtual feats you benefit from during the same scene. Switching the virtual feats around during down-time is a freebie. You may also use Aid Another to grant another character access to one feat (not both), as some of your finesse is lost in translation.
One with the machine: You may take 20 on all checks involving your vehicle, regardless of the circumstances.
Some Augmentations (each costs 1 point)
Adaptable: Choose one environment that the vehicle wouldn’t normally operate in – now it does: Air, Ground, Narrow Areas, Space, Underground or Underwater. The vehicle is assumed to have the necessary adaptations to enter this environment, so a Space-adapted vehicle has boosters to leave orbit, shielding to resist atmospheric heat, and possibly a parachute for reentry. Likewise, a narrow areas-adapted vehicle might have VTOL or might be able to reconfigure its shape to squeeze through a canyon.
Armored: Increase the vehicle’s Toughness by +2. This augmentation may only be taken once, as too much weight slows the vehicle down.
Back-Up System: Choose one of the vehicle’s systems (e.g. oxygen, radar, electronics, radio, engine). If this system ever becomes damaged/inoperative your back-up kicks in.
Cargo Hold: The vehicle gains +10 Strength due to a robust engine and improved storage capacity. This space may be hidden if you wish for smuggling purposes; the DC of Search checks to find it is 25.
Fixed Points: The vehicle can fit an extra weapon system on each wing, such as 2 missiles or extra guns. The maximum number of fixed point you can put on a vehicle is equal to its value modifier (e.g. 2 for Huge, 4 for Gargantuan). Thus a Huge plane can take this augmentation only once.
Hidden System: One of the vehicle’s systems is completely hidden – either a basic one or an augmented one. A character with no knowledge of the system won’t find it. Period. If they know it exists and know how to operate that type of vehicle they, can find it given time to search (DC 10).
Good Luck Token: When the vehicle was given its name a token of good luck was placed within – this might be a signed photograph of the design team, a luau doll or plush dice the test pilot kept, a Buddhist icon the owner/contractor was drawn to, an engraved saying from the Bible, etc. Heroes within the vehicle may spend multiple Conviction on one effect (normally you may only spend multiple Conviction on different effects).
Improved Maneuverability: The vehicle handles better, reducing Drive/Pilot DCs by 2, and providing the vehicle with +2 Defense.
Improved Speed: The vehicle’s top speed is boosted by 25%, and the pilot can make an extra effort to temporarily boost the speed by an additional 50% for 3 rounds (booster jets, baby!).
Long Legs: The vehicles range is increased by +50% due to added or larger fuel tanks.
Mystery: No government holds records on the vehicle, its serial numbers were filed off, the designers aren’t talking (either they’re allies, dead, or you are the sole designer), and its capabilities are a complete mystery; in fact many think it’s just a legend. All documentation on the vehicle is either destroyed or in safe-keeping.
Radio Relay: The vehicle has a long-range radio which can be used to reach virtually any other place on Earth. This is done through a network of allies who “bump” the signal.
Stealth: The vehicle can go into “stealth mode”, dropping off radar screens, emitting no noise, and possibly even losing its size penalty to Stealth checks.
Gadgeteer (Adept)
[from Imbue Item]
Your knowledge of super-science allows you to build things which push the limits of scientific knowledge and belief. When crafting a unique device you may imbue it with a power (without having to know the power), though the Narrator has final say over what constitutes “super-science.” The amount you succeed by on the Craft check is the power rank of the gadget. However, your devices are not wholly reliable and upon using one of them another character must make a DC 10 Intelligence check (-4 if you haven’t explained how it works to them). They may take 10 if they aren’t under pressure, though they may not take 20.
Result..........Effect
4 or less......The gadget backfires in some drastic way and is destroyed!
5-9..............The gadget backfires in a minor way or has an unexpected side effect, and must be repaired.
10-14...........The gadget works as you intended it to, but must be repaired.
15-19...........The gadget works like a charm, and can be used again (+1 on the Intelligence check if the same user operates the gadget, cumulative).
20+..............The gadget exceed expectations in a spectacular way!
Analyze Device (Expert and Adept)
[from Tales of the Caliphate Nights]
Through careful study and testing, you can determine the function and properties of a device. To analyze a device make a Knowledge or Craft check pertaining to the device. If the check succeeds you may make another check after studying the object for the listed time; you may continue making checks until you fail. Each successful check determines one function or property of the device. The amount of time and Difficulty depends on the complexity of the device.
Device.............................DC.......Example...........................Study Time
Mechanical, simple............10........average lock......................5 rounds
Mechanical, complex..........15........clockwork..........................5 minutes
Mechanical, very complex...20.......ancient irrigation................10 minutes
Magical and mechanical......25.......golem...............................20 minutes
Completely magical............30.......flying carpet......................1 hour
Benefit, Field Tester (General)
As a certified gear-head, you have access to hot, grey market, black market, new, or restricted components and gear. Of course, the legality of the gear may be in question, but usually you can find a loophole or get the right people to turn a blind eye (perhaps because you fly under their radar).
Gear Head (Expert)
Prerequisite: Trained in Knowledge (technology)
You know (or can quickly access) the vital statistics and important quirks of practically all known unmodified machines, ranging from machineguns to seaplanes. This includes, but is not limited to, its reliability, material composition, designer, ammunition/caliber, possible accessories, top speed, etc. In addition, you gain +4 on Diplomacy checks to buy gear, and +4 on Knowledge (streetwise) or Knowledge (business) checks to locate gear.
Jury Rig (Expert)
Prerequisite: Trained in Craft
You can perform a fast repair as a full round action. If you fail, no sweat, but if you fail by 5 or more the system gets worse! If you succeed, the system is repaired…for the time being. However, any check using the system which fails by 5 or more causes the problem to re-emerge, and this time you can’t jury-rig it.
Forgotten Face (Adept)
Prerequistie: Low Profile
Was it Jimmy Wu or Johnny Wang? Nobody seems quite able to describe you accurately enough to the authorities (or anyone else for that matter) to create a workable portfolio. In fact, if there are multiple witnesses they all claim to have seen different things. When ever someone tries to describe your appearance from memory they must make a DC 15 Int check to be able to remember details about what you look like.
Deduction (Adept/Expert)
Prerequisite: Trained in Gather Information and Search
You can pluck critical facts out of the morass of a mystery. It is two parts
skill and three parts luck; sometimes an investigator just happens to recognize a clue that other people would overlook. You can do this once per session. This is an Intelligence check, and you can add your level to the roll. The amount of information you receive is based on the result:
Check Result.............Information Gained
10............................Revisit and highlight existing information.
20............................Reveal a small detail that was missed or ignored.
25............................Significant insight — a major clue about motive or identity — is gained.
30............................A Holmesian revelation occurs;many pieces fall into place.
In addition to the investigator’s active use of Deduction, a GM may choose to have the character make an involuntary Deduction check at other times, to see if he notices minor details or facts that have slipped by the other characters. This does not count toward the character’s voluntary Deduction check limit.
Signature Item (General)
You have a weapon or some other sort of item that associated with the character. This counts as a superior masterwork item with gives a +2 with an attack roll or +3 with a check made with the item. If you lose this item it is replaced in the next adventure.
Signature Vehicle (General)
You have a vehicle that is associated with the character. It is considered Masterwork and gives a +1 to the vehicles defense and a +2 to checks made with the vehicle. If it is every lost or destoryed a new one is available in the next adventure.
Cast Iron Stomach (Warrior)
Your drinking prowess is widely known. You add +2 to Fortitude saves verse ingested poisons and you are not effected by the your first four alcoholic beverages that you drink during a day.
Out of the Shadows (Expert)
By spending a Conviction point, you can automatically surprise a group of oppenents on the first turn of a combat. This surprise extends to those other characters on your side. Your character has to be aware of the enemy to be surprised and you cannot use this ability if you yourself has been surprised.