1930's Pulp True20 Game

Pulp Backgrounds for True20

Prizefighter
Ability Adjustments: +1 STR, -1 INT
Bonus Feats: Endurance, Dodge Focus
Bonus Skills: Intimidate, Knowledge (Streetwise)
Favored Feats: Attack Focus (Unarmed), Defensive Roll

Kid
Ability Adjustments: -1 STR, +1 DEX
Bonus Feats: Small, Canny Dodge, Dodge Focus, Taunt
Bonus Skills: None
Favored Feats: Elusive Target, Stowaway

Explorer
Ability Adjustments: None
Bonus Feats: Track, Trailblazer
Bonus Skills: Notice, Survival
Favored Feats: Jack of All Trades, Skill Mastery

Big Game Hunter
Ability Adjustments: None
Bonus Feats: Firearms Training, Far Shot, Track
Bonus Skills: None
Favored Feats: Attack Specialization, Favored Opponent (Animals)

Mercenary
Ability Adjustments: None
Bonus Feats: Firearms Training, Weapon Training
Bonus Skills: Climb, Knowledge Tactics
Favored Feats: Seize Initiative, Tough

Flying Ace
Ability Adjustments: None
Bonus Feats: Challenge (Pilot), Vehicular Combat
Bonus Skills: Notice, Pilot
Favored Feats: Aerial Acrobatics, Stunt Pilot

Two Fisted Professor
Ability Adjustments: None
Bonus Feats: Eidetic Memory, Canny Dodge
Bonus Skills: Any two Knowledge Skills
Favored Feats: Skill Mastery, Jack-of-All-Trades

Stage Magician
Ability Adjustment: None
Bonus Feats: Iron Will, Talented
Bonus Skills: Perform (Stage Magic), Sleight of Hand
Favored Feats: Suggestion, Mass Suggestion

Ace Reporter
Ability Adjustment: None
Bonus Feats: Benefit (Press Pass), Contacts
Bonus Skills: Gather Information, Sense Motive
Favored Feats: Stowaway, Well-Informed

Femme Fatal
Ability Adjustment: -1 STR, +1 CHA
Bonus Feats: Attractive, Contacts
Bonus Skills: Bluff, Diplomacy
Favored Feats: Fascinate, Grappling Finesse

G-Man
Ability Adjustment: None
Bonus Feats: Benefit (Government Agent), Firearms Training
Bonus Skills: Gather Information, Intimidate
Favored Feats: Master Plan, Attack Specialization

Playboy Adventurer
Ability Adjustment: None
Bonus Feats: Benefit (Social Elite), Connected, Wealthy
Bonus Skills: None
Favored Feats: Any One Adept, Expert, or Warrior Feat of player’s choice.

Grease Monkey
Whether it’s installing a “hot” engine into a 1934 Beech Model 17 Staggerwing, sabotaging the torpedoes of a Nazi U-Boat, or figuring out how to disable a giant robot from Mars, the Grease Monkey has the tool for the job. Having a life-long fascination with all things mechanical, the Grease Monkey began taking apart AM radios as a kid and never stopped. With access to all the latest components, and the savvy to adapt them to the hero’s needs, the Grease Monkey won’t let you down!
Bonus Feats: Machine Empathy, Skill Focus (Craft, mechanical)
Bonus Skills: Craft (mechanical), Disable Device
Favored Feats: Gadgeteer, Pride & Joy

Man of Mystery
Ability Adjustment: None
Bonus Feats: Firearm Training, Startle
Bonus Skills: Intimidate, Stealth
Bonus Feats: Elusive Target, Sneak Attack

Kung Fu Con
Ability Adjustments: None
Bonus Feats: Uncanny Dodge and choose 1 "Improved" feat
Bonus Skills: Acrobatics, Bluff
Favored Feats: Forgotten Face, Stunning Attack

Gumshoe
Ability Adjustments: None
Bonus Feats: Benefit (Private Investigator Badge & Licensed Gun), Contacts
Bonus Skills: Gather Information, Search
Favored Feats: Deduction, Eye for Treachery (from "Caliphate Nights")
 
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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.
 
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Colin Fitzpatrick (Big Game Hunter)

Colin has led a very colorful life. The third son of Earl Westshire, young Colin's life was perfectly planned by his parents. Eaton, and then a commision at Sandhurst, following the traditions of the family. Of course, it was expected of him to make a career out of the military, seeing that he was the youngest.

This well laid out plan hit a snag when Colin turned 15. Always among the tallest and strongest among those his age, young Fitzpatrick was also a natural leader. Although clearly neither the most cauitious or brightest, his reckless courage made him someone his classmates admired. As a second form student at Eaton, the strapping lad soon discovered what was to become his greatest weakness. In this case, temptation presented itself in the form of the beautiful and sophisticated Miss Dubois, the french tutor his father had hired to improve his son's lackluster academic standing. He learned a lot from her, but note really in subject's that his parent's would aprove. This idylic state of affairs continued until it was discovered by the headmaster of Eaton. Although an attempt was made to keep the scandal quiet, soon most of the school knew what had occured. Colin was soon asked to leave Eaton

Lord Fitzpatrick had spent some time in South Africa, and his youngest brother had some holdings near Cape Town. It was decided that Colin would finish school in Cape Town, under the tutelage of his uncle. Although abandoning all he knew semeed daunting to Colin, the chance to spend time with his uncle seemed well worth it. The few times his uncle Jonathan had visted them at Westshire, he had regaled them with wild tales of big game hunting.

Life in Africa was good. His natural athleticness and natural leadership also led him to become captain of the boxing and Polo squads at his school. This earned hims status and respect. As most young englishmen of means, Colin already was a good shot, but he soon learned the intricacies of real hunting. He learned how to follow spoor, as well as how to survive in the bush. Whenever possible he escaped into the bush. Clearly, the hunt was what set his blood pounding. Of course, it soon became clear that wildlife wasn't the only thing Colin hunted. The thrill of the chase after beautiful women was just as exciting and dangerous. Sometimes even more dangerous. His seduction of the governor's wife was his biggest romantic coup. Unfortunately it was discovered. Colin was forced to leave a step ahead of the cuckholded husband and his armed henchmen.

Fleeing into the bush, Colin has lived the last ten years hunting bigger and more dangerous prey. His status as a hunter is only surpassed by his reputation as a cad. His family has disowned him, although he still corresponds with his uncle Johnathan every once in a while. Forced to leave Africa after one to many scandals involving inocent maidens and married ladies, Colin has spent the last three months in Shangai. A dangerous city, the Paris of the Orient is a new jungle for Fitzpatrick.
 
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iwatt said:
His status as a hunter is only surpassed by his reputation as a cad.

That's classic, iwatt! :)

Trilobite, you might want to rethink the damage bonus for Sharp Shooting. Seems to me it's just too good in True20. Remember, the game doesn't even have Power Attack, and that's for a reason!

EDIT: Might be fun to have a Kid NPC, btw, if nobody plays one.
 

The Shadow said:
That's classic, iwatt! :)

Thanx :) Now I have to decide what his virtues and vices are. :p

What's the difference between Bold and Daring (Virtues)?

The Shadow said:
Trilobite, you might want to rethink the damage bonus for Sharp Shooting. Seems to me it's just too good in True20. Remember, the game doesn't even have Power Attack, and that's for a reason!

Hey!! I was gonna take that feat :p

I bow to the Shadow's superior knowledege on this though. Using this feat will give someone within 35' a +3 to damage (+1 from PBS +2 from SS) as well as a +3 to attack (+1 from PBS and +2 from Aim).
 

iwatt said:
Thanx :) Now I have to decide what his virtues and vices are. :p

Tell me about it! When I have a character full-blown in my head, coming up with a Virtue and a Vice is usually the hardest thing of all. (In fact, I just changed Doc Raven's Virtue.)

What's the difference between Bold and Daring (Virtues)?

*shrug* Dunno. And you're not limited to the list in the book, anyway.

Hey!! I was gonna take that feat :p

Heh. Sorry. :) Trilobite's posted a new version of it on the True20 boards. Probably he'll put it here soon too.
 

The Shadow said:
Heh. Sorry. :) Trilobite's posted a new version of it on the True20 boards. Probably he'll put it here soon too.

I am updating the Backround and Feats list so make sure to check them out for any changes.


PS - Don't forget that your character gets a +1 Conviction. So characters should have 6 Conviction to start out the game

Edited through Quickleaf's sharp eye! :)
 
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Trilobite, the Heroic Conviction feat is uneccesary according to core True20:
True20 p. 26 said:
You may spend only one Conviction point per round on any given benefit, but may otherwise spend as many points as you have available.
Of course, if you're changing this that's cool. Also, are you going to post the new uses for Conviction you mentioned?

Exotic Features seems kind of redundant as Attractive gives a superior bonus to the same interaction skills. Is this intentional?

Oh, and we should start with 6 Conviction, not 7, as the normal Conviction for a 6th level character is 5 (see chart on page 18).

P.S. Grappling Finesse as a favored feat for the femme fatale? Genuis! :lol:
 

Quickleaf said:
Trilobite, the Heroic Conviction feat is uneccesary according to core True20:

Of course, if you're changing this that's cool. Also, are you going to post the new uses for Conviction you mentioned?

Exotic Features seems kind of redundant as Attractive gives a superior bonus to the same interaction skills. Is this intentional?

Oh, and we should start with 6 Conviction, not 7, as the normal Conviction for a 6th level character is 5 (see chart on page 18).

P.S. Grappling Finesse as a favored feat for the femme fatale? Genuis! :lol:

-Your right on all accounts! I have zapped Exotic Features and Heroic Conviction! Bye bye! Your correct about the number of conviction too. You have to watch me like a hawk so I don't mess up. LOL!

-I haven't got to the new uses for Conviction yet. Though there is only going to be a couple of them. I think....

-Yeah, the Femme Fatal needs that Grappling Finesse for those cat fights! ;)
 

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