1930's Pulp True20 Game


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Heh, I forgot about that. I wanted it to be a Machete, but I didn't see one listed, so I picked something else, but I think I picked wrong. I wanted to pick Sickle, seeing as how it was 'close' ot Machete, then I musta clicked stupid. :)
 

Jetzer,
"Hawkeye" Draper looks good at my first read. You'll want to give him +1 ability point as True20 heroes gain +1 ability point at levels 6, 12, and 18; seeing as how we're starting at 6th level and all. Also note that he starts with 6 Conviction, a Reputation of +2, and choose a virtue/vice for him. And the Challenge feat should be keyed to the pilot skill, i.e. Challenge (Pilot) while the Second Chance feats needs to be keyed to something of your choice.

Trilobite,
I notice that we all have the "expertise" core ability. Would you be opposed to me changing mine to "cool under pressure"? Here are two versions I'm considering:

#1) You may spend a conviction point to recover from a failed Intelligence based skill when you cannot take 10 or 20 because of consequences of failure. When a conviction point is spent in this way, the roll still fails, but the consequences do not happen. Ex: A failed disable device check would cause the bomb to explode, but a conviction point prevents the bomb from exploding.

#2) You may spend a Conviction point to take 10 on a skill that you could normally only take 5 on provided you aren’t taking a challenge. Alternately if you could already take 10 you may take 20.

If both look OK to you then I'd choose #1. (thanks for creating this new core ability jezter6!)
 
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jezter6 said:
Heh, I forgot about that. I wanted it to be a Machete, but I didn't see one listed, so I picked something else, but I think I picked wrong. I wanted to pick Sickle, seeing as how it was 'close' ot Machete, then I musta clicked stupid. :)

:lol:

You might want to trim those skills a bit. I used the same generator (which rocks btw) and it generates skillls even when you don't include ranks.
 

Here are some generic firearms for the game.


Pulp Firearms

Light Automatic Pistol (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 5; COST: 14)

Medium Automatic Pistol (DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 15; COST: 16)

Heavy Automatic Pistol (DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 8; COST: 18)

Derringer (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Tiny; AMMO: 2; COST: 11)

Light Revolver (DMG: +2; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 20ft; SIZE: Small; AMMO: 6; COST: 14)

Medium Revolver (DMG: +3; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 30ft; SIZE: Small; AMMO: 6; COST: 15)

Heavy Revolver (DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Medium; AMMO: 6; COST: 17)

Rifle, Hunting (DMG: +6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 80ft; SIZE: Large; AMMO: 7; COST: 15)

Heavy Double Rifle (DMG: +7, CRIT: 19-20/+3, DMG DESCR: Ballistic, RNG INC: 90ft, SIZE: Large, AMMO: 2 EQUIPMENT COST: 19)

Shotgun (buckshot/slug) (DMG: +5/+6; CRIT: 20/+3; DMG DESCR: Ballistic; RNG INC: 40ft; SIZE: Large; AMMO: 7; COST: 15; NOTE – buckshot +1 atk roll, slug -1 atk roll)

Submachine Gun (DMG: +4; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 40ft; SIZE: Med; AMMO: 40; COST: 16)

Light Machine Gun (DMG: +5; CRIT: 20/+3; DMG DESCR: Ballistic and Autofire; RNG INC: 70ft; SIZE: Large; AMMO: 50 (or 100 round belt); COST: 20)
 
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As for Wealth.

Don't worry to much about having to use your Wealth to buy everything. Just generate your normal Wealth rating and we will go from there. If there is some big price item that you are interested in just let me know and we can figure out if you have the Wealth to buy it.

I am going to use the Wealth rating as a guideline and not as a strick measurement of your money.
 

trilobite said:
Here are some generic firearms for the game.


Pulp Firearms

Heavy Double Rifle (DMG: +7, CRIT: 19-20/+4, DMG DESCR: Ballistic, RNG INC: 90ft, SIZE: Large, AMMO: 2 EQUIPMENT COST: 19)

Because when faced with a charging elephant, you need the stopping power of the Holland & Holland Royal with .500 H&H Nitro Express slugs!! You have two slugs before reloading though, so you better not miss (is reload a move or a standard action?).


With respect to wealth, we'll need to define our proffesional skills (in Colin's case it's probably Survival).

His starting wealth is:
5+Cha=+7

Using the starting value will probably work pretty well. I haven't seen any table for wealth/Level in any of my books. anyways, Action!! is it's own reward. :D

Based on the weapon stats, the purchase DC for a MW version of the elephant gun would be +24 (Ouch!!). Still, it's Colin's baby. If the DC is to high

eng2_img2.jpg
 

iwatt said:
Based on the weapon stats, the purchase DC for a MW version of the elephant gun would be +24 (Ouch!!). Still, it's Colin's baby. If the DC is to high

You could always go with the Signature Item feat and get a Superior Masterwork Elephant gun (+2 to attack) for free. :D
 

trilobite said:
You could always go with the Signature Item feat and get a Superior Masterwork Elephant gun (+2 to attack) for free. :D

Not....enough...feats....must....resist...temptation.... :D
 

Quickleaf said:
I notice that we all have the "expertise" core ability.

Yeah, we do seem to be really Expert-heavy. Still, as long as we've got our own skill-niches, it should all work out.

The idea of coming up with new Core Abilities is an interesting one, though it's one we're given no guidance from the book on doing.

I might consider one for boosting interaction or scholarly skills, I'm just not sure what it should look like.

P.S. I suppose I could take The Talent easily enough, but I thought it would be more interesting (and less headache for Trilobite) not to have it.
 

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