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Higher Powered Pulp Characters from my campaign


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Re: Higher Powered Pulp Characters from my campaign

 

TANAKA

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

18 CON 16 13-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

6 PD 3 Total: 6 PD (3 rPD)

6 ED 2 Total: 6 ED (3 rED)

4 SPD 10 Phases: 3, 6, 9, 12

7 REC 0

36 END 0

31 STUN 0 Total Characteristic Cost: 90

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

Kung Fu Techniques

3 1) Iron Shirt: Damage Resistance (3 PD/3 ED)

3 2) Weight Vest: Leaping +3" (6" forward, 3" upward) 1

17 3) Move Like Water: Physical Damage Reduction, Resistant, 50% (30 Active Points); Restrainable (-½), Limited Power Power loses about a fourth of its effectiveness (Must Be Aware Of Attack; -¼)

Shaolin Kung Fu

Maneuver OCV DCV Notes

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 45 STR vs. Grabs

5 Flying Kick +1 -2 10d6 Strike

3 Joint Lock/Grab -1 -1 Grab Two Limbs, 40 STR for holding on

5 Kick -2 +1 10d6 Strike

4 Knife Hand -2 +0 HKA 2d6

3 Legsweep +2 -1 7d6 Strike, Target Falls

4 Punch +0 +2 8d6 Strike

3 Throw +0 +1 6d6 +v/5, Target Falls

4 Tien-hsueh Strike -1 +1 3 ½d6 NND

4 Tiger/Dragon Claw +0 +0 10d6 Crush, Must Follow Grab

4 Uproot/Sand Palm +0 +0 45 STR to Shove

1 Weapon Element: Axes, Maces, and Picks

1 Weapon Element: Blades

1 Weapon Element: Polearms

1 Weapon Element: Staffs

12 +3 HTH Damage Class(es)

 

Skills

Shaolin Kungfu Skills

12 1) +4 with Martial Maneuvers

3 2) Acrobatics 13-

3 3) Breakfall 13-

3 4) Sleight Of Hand 13-

4 5) WF: Common Martial Arts Melee Weapons, Common Melee Weapons

3 Jack of All Trades

1 1) PS: Gentleman's Gentleman (2 Active Points) 11-

1 2) PS: Lion Dancing (2 Active Points) 11-

2 3) PS: Medical Doctor (3 Active Points) 13-

You want me to be a driver?!?

3 1) Mechanics 13-

3 2) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 3) Combat Driving 13-

3 Scholar

1 1) KS: Chinese Culture (2 Active Points) 11-

1 2) KS: Chinese Healing (2 Active Points) 11-

1 3) KS: Chinese Philosophy (2 Active Points) 11-

1 4) KS: Kung Fu (2 Active Points) 11-

3 Linguist

0 1) Language: Cantonese (idiomatic; literate) (5 Active Points)

2 2) Language: English (completely fluent; literate) (4 Active Points)

2 3) Language: French (completely fluent) (3 Active Points)

1 4) Language: Mandarin (completely fluent) (3 Active Points)

3 Scientist

2 1) SS: Botany 13- (3 Active Points)

2 2) SS: Pharmacology 13- (3 Active Points)

2 3) SS: Physiology 13- (3 Active Points)

 

Total Powers & Skill Cost: 160

Total Cost: 250

 

200+ Disadvantages

10 Psychological Limitation: Loyalty to Doctor Hark (Uncommon, Strong)

10 Psychological Limitation: Prideful and defensive (Common, Moderate)

10 Psychological Limitation: Soft hearted but tries to hide it (Common, Moderate)

10 Psychological Limitation: Must outperform other Hand to Hand fighters (Common, Moderate)

10 Hunted: Doctor Hark 8- (Mo Pow, NCI, Watching)

0 Social Limitation: Chinaman in the West (Occasionally, Minor, Not Limiting In Some Cultures)

 

Total Disadvantage Points: 250

 

Background/History: Trained in the service of Doctor Hark from earliest childhood, Wu Ming Shi proved himself to be a master of Shaolin Kungfu, a skilled medical doctor well versed in both Western and Asian medicine, and an excellent linguist. So, of course, the Green Hornet used him as a driver and valet and called him “Tanaka”.

 

Personality/Motivation: An iron loyalty to Doctor Hark is at the core of Wu’s psyche. He has pride (maybe too much pride), and a kind heart that he tries to conceal, but in the end he will follow Hark’s orders to the letter, no matter the consequences. Wu is something of a gunslinger when faced with other hand to hand fighters. He won’t attack an ally, but he feels the need to prove his superiority to any other hand to hand combatant, especially a Westerner.

 

Quote: Let me take him! What?! Fine. I’ll get the car.

 

Powers/Tactics: In combat, Wu will often go for combinations of martial maneuvers designed to rip apart a foe as quickly as possible. Wu is not skilled at taking on multiple foes, and will try to avoid fighting more than one opponent at a time.

 

Campaign Use:

 

Appearance: Small nondescript Chinese man with a surprisingly well developed physique. Often wears a half-mask.

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Re: Higher Powered Pulp Characters from my campaign

 

KATHERINE VENTURE

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

13 CON 6 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

18 PRE 8 13- PRE Attack: 3 ½d6

16 COM 3 12-

 

4+12 PD 1 Total: 4/16 PD (0/12 rPD)

4+12 ED 1 Total: 4/16 ED (0/12 rED)

4 SPD 10 Phases: 3, 6, 9, 12

6 REC 0

26 END 0

25 STUN 0 Total Characteristic Cost: 78

 

Movement: Running: 9"/18"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

Adventuress Super Skills

10 1) You Only Knicked Me: Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a third of its effectiveness (Always lets first point of BODY through; -½), Nonpersistent (-¼)

9 2) You Missed! / Acrobatic Dodging: Armor (6 PD/6 ED) (18 Active Points); Restrainable (-½), Nonpersistent (-¼), Limited Power Power loses about a fourth of its effectiveness (Must be aware of attack; -¼)

8 3) I Can Make It!: Leaping +3" (6" forward, 3" upward) (Accurate) 1

6 4) I Don't Quit!: +2 with EGO rolls, Breakout and Resistance Rolls

6 5) Faster Than You Think!: Running +3" (9" total) 1

6 6) I Can Climb Anything!: Clinging (normal STR) (10 Active Points); Requires A Climbing Skill Roll (-½), Cannot Resist Knockback (-¼)

Notes: Even with no equipment, the character can climb quickly and confidently on almost any surface

30 7) Plot Points: Luck 6d6

Notes: Roll the Luck dice at the start of the game session. Count the BODY. Each BODY is one Plot Point. Spending one plot point can make any one roll you are about to make an automatic success. Two plot points can allow you to re-roll any roll that you have just failed, or turn a roll you are about to make into a critical success. Three plot points will allow you to make one pulp-style logical leap, or allow one absurd stroke of luck as determined by the GM.

Boxing and Wrestling

Maneuver OCV DCV Notes

4 Jab +2 +0 5d6 Strike

5 Cross -2 +1 7d6 Strike

4 Block +2 +2 Block, Abort

3 Grapple -1 -1 Grab Two Limbs, 25 STR for holding on

4 Break Free +0 +0 30 STR vs. Grabs

4 Punishing Holds +0 +0 7d6 Crush, Must Follow Grab

 

Perks

Heiress Package

5 1) Money: Well Off

3 2) Heiress: Fringe Benefit: Member of the Lower Nobility, Passport

9 3) Contact: The Venture Family (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

Notes: While not always on the best of terms with her family, Katherine can always count on them in times of trouble.

 

Skills

Society Skills

3 1) High Society 13-

3 2) Conversation 13-

3 3) Persuasion 13-

3 4) Riding 13-

2 5) Animal Handler (Equines) 13-

0 6) Language: English (idiomatic; literate) (5 Active Points)

2 7) Language: French (completely fluent) (3 Active Points)

3 Traveler

1 1) AK: Africa (2 Active Points) 11-

1 2) AK: America (2 Active Points) 11-

1 3) AK: Europe (2 Active Points) 11-

1 4) CK: London (2 Active Points) 11-

1 5) CK: New York (2 Active Points) 11-

1 6) CK: Paris (2 Active Points) 11-

Adventuring Skills

4 1) TF: Common Motorized Ground Vehicles, Riding Animals

4 2) Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 8-

3 3) Deduction 13-

Circus Skills

4 1) WF: Blades, Common Melee Weapons, Small Arms

3 2) Climbing 13-

3 3) Breakfall 13-

3 4) Acrobatics 13-

1 5) KS: Circus Customs And Lore 8-

3 6) Sleight Of Hand 13-

3 7) Ventriloquism 13-

 

Total Powers & Skill Cost: 172

Total Cost: 250

 

200+ Disadvantages

20 Hunted: Various Evil Enemies 8- (Mo Pow, NCI, Capture)

5 Social Limitation: Woman, Upper Class (Occasionally, Minor)

10 Psychological Limitation: Thrillseeker, Easily Bored (Common, Moderate)

5 Psychological Limitation: Strong Feminist (Uncommon, Moderate)

10 Psychological Limitation: Noblesse Oblige (Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Heiress Katherine Venture has spent much of her life trying to prove that she is every bit as skilled and formidable as her cousin, the far more famous Doc Venture. She has sought out the best training her considerable fortune could buy, traveled the world, and faced mind numbing horrors time and again. Despite all of this, her family continues to refer to her as “Little Kitty”.

 

Personality/Motivation: Classic pulp heroine with a touch of Lara Croft and a feminist mindset.

 

Quote: Don’t patronize me!

 

Powers/Tactics: Far tougher than she looks, Katherine is a skilled boxer and wrestler. She is a natural athlete, with a genuine talent for detective work.

 

Appearance:

Perfectly dressed and poised, red haired and green eyed.

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Re: Higher Powered Pulp Characters from my campaign

 

JEBEDIAH "CRASH" SWIFT

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

14 DEX 12 12- OCV: 5/DCV: 5

18 CON 16 13-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

8+10 PD 4 Total: 8/18 PD (0/10 rPD)

8+10 ED 4 Total: 8/18 ED (0/10 rED)

3 SPD 6 Phases: 4, 8, 12

8 REC 0

36 END 0

33 STUN 0 Total Characteristic Cost: 71

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

20 Is That All You've Got?: Armor (10 PD/10 ED) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Always Lets First Body Through; -½)

5 It Wasn't That Bad: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½)

2 Big Man: Knockback Resistance -1"

3 I Don't Get Lost!: Bump Of Direction

Boxing and Wrestling

Maneuver OCV DCV Notes

4 Escape +0 +0 45 STR vs. Grabs

3 Grapple -1 -1 Grab Two Limbs, 40 STR for holding on

4 Crush +0 +0 10d6 Crush, Must Follow Grab

4 Jab +2 +0 8d6 Strike

4 Block +2 +2 Block, Abort

5 Cross -2 +1 10d6 Strike

8 Door Smashing Fists!

 

Skills

30 Omni-Competent: +3 Overall

3 Paramedics 12-

2 PS: Medical Doctor 11-

Aviator

3 1) Aerobatics 12-

3 2) Combat Piloting 12-

Notes: free TF is Small Planes

3 3) Navigation (Air, Land) 12-

3 4) Mechanics 12-

3 5) Parachuting 12-

6 6) WF: Common Melee Weapons, Small Arms, Biplane Weapons, Off Hand

3 Scientist

1 1) SS: Botany 11- (2 Active Points)

1 2) SS: Pharmacology 11- (2 Active Points)

1 3) SS: Zoology 11- (2 Active Points)

Athlete

3 1) Breakfall 12-

1 2) KS: Boxing 8-

1 3) KS: Wrestling 8-

10 4) Two Fisted Fighter: Two-Weapon Fighting (HTH)

Explorer

6 1) Survival (Temperate/Subtropical, Tropical, Desert) 12-

3 2) Climbing 12-

3 3) Riding 12-

9 4) TF: Common Motorized Ground Vehicles, Riding Animals, Rafts, Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats

3 Traveler

1 1) AK: Africa (2 Active Points) 11-

1 2) AK: Egypt (2 Active Points) 11-

1 3) AK: Europe (2 Active Points) 11-

1 4) AK: South America (2 Active Points) 11-

3 Linguist

3 1) Language: Arabic (completely fluent; literate) (4 Active Points)

0 2) Language: English (idiomatic; literate) (5 Active Points)

1 3) Language: French (completely fluent) (3 Active Points)

1 4) Language: Latin (completely fluent) (3 Active Points)

1 5) Language: Portugese (completely fluent) (3 Active Points)

1 6) Language: Spanish (completely fluent) (3 Active Points)

2 7) Language: Turkish (completely fluent) (3 Active Points)

 

Total Powers & Skill Cost: 179

Total Cost: 250

 

200+ Disadvantages

15 Distinctive Features: Huge overmuscled bull of a man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation: Heroic Code of Honor (Common, Strong)

10 Psychological Limitation: Overconfidence in eveything save Romance (Common, Moderate)

10 Psychological Limitation: Intimidated by Women (Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: After serving as an aviator with the French Foreign Legion in WWI (final rank: Captain), Jeb Swift went on to Oxford, with the goal of becoming a botanist. He has since traveled the world, searching for rare plants that may have medical value. Jeb is a championship level boxer and a skilled wrestler.

 

Personality/Motivation: Jeb is smarter than he looks, honest, brave, truthful, and more or less a boy-scout. If he has any serious personality flaws, they are his fondness for fisticuffs, and his belief that there is nothing he can't do. Jeb is hopeless when it come to dealing with women.

 

Quote: I can fly anything!

 

Powers/Tactics: Jeb is a skilled pilot, an excellent boxer, and a good shot. His freakishly thick bones and heavy musculature let him take a pounding that would kill a lesser man, and he can recover quickly from injuries that would leave most in the hospital for weeks. Using his two fisted fighting style, Jeb can attack twice per phase, or three times by throwing Jab-Cross combinations (though at a cost to accuracy). Jeb will generally close on a foe and start pounding away.

 

Campaign Use:

 

Appearance: Huge heavily muscled bruiser with movie star good looks.

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  • 3 weeks later...

Re: Higher Powered Pulp Characters from my campaign

 

One of Saturday's villains most foul:

 

AVINASHI CHOPRA, THE HAND OF KALI

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

13 CON 6 12-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

5/13 PD 2 Total: 5/13 PD (0/8 rPD)

3/11 ED 0 Total: 3/11 ED (0/8 rED)

4 SPD 10 Phases: 3, 6, 9, 12

6 REC 0

26 END 0

29 STUN 0 Total Characteristic Cost: 77

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

17 Yogic Body Control: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Restrainable (Must be free to move with attacks; -1/2), Limited Power Power loses about a fourth of its effectiveness (Must be aware of attack; -1/4)

17 Yogic Pain Control: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must Be Aware Of Attack; -1/4)

6 Yogic Trance: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 5 Minutes (Character May Take No Other Actions; -2), Self Only (-1/2)

4 Yogic Practices: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week)

5 Yogic Insight: Mental Awareness

10 Aura Vision: Detect Aura 12- (Sight Group), Discriminatory

Kalaripayit

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

3 Joint Lock (Kattaram) +0 -1 Grab One Limb; 20 STR for holding on

5 Flying Kick +1 -2 9d6 Strike

4 Knifehand Strike -2 +0 HKA 2d6

4 Marman Strike -1 +1 3d6 NND

4 Elbow Strike +0 +2 7d6 Strike

3 Throw +0 +1 5d6 +v/5, Target Falls

8 +2 HTH Damage Class(es)

1 Weapon Element: Blades

1 Weapon Element: Clubs

1 Weapon Element: Urumi

 

Skills

10 Arms of Kali: Two-Weapon Fighting (HTH)

5 Arms of Kali: Rapid Attack (HTH)

5 Defense Maneuver I-II

3 Analyze: Style 12-

3 +1 with Martial Maneuvers

2 AK: India 11-

3 Linguist

2 1) Language: English (completely fluent; literate) (4 Active Points)

1 2) Language: French (completely fluent) (3 Active Points)

2 3) Language: German (completely fluent) (3 Active Points)

0 4) Language: Hindustani (idiomatic; literate) (5 Active Points)

1 5) Language: Nepalese (completely fluent) (3 Active Points)

1 6) Language: Punjabi (fluent conversation) (2 Active Points)

3 Scholar

1 1) KS: Arcane and Occult Lore of India (2 Active Points) 11-

1 2) KS: Ayurvedic Medicine (2 Active Points) 11-

1 3) KS: Hidden Lands (2 Active Points) 11-

1 4) KS: Kalaripayit (2 Active Points) 11-

1 5) KS: Yoga (2 Active Points) 11-

3 Acrobatics 13-

3 Breakfall 13-

3 Concealment 12-

3 Contortionist 13-

3 Lockpicking 13-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 13-

2 WF: Common Melee Weapons

 

Total Powers & Skill Cost: 173

Total Cost: 250

 

200+ Disadvantages

15 Psychological Limitation: Fanatic Indian Nationalist, will do anything to drive the British from her homeland (Common, Strong)

15 Psychological Limitation: Deep pride in India, the Indian People, and her own abilities. Reacts violently to insults and disrespect. Does not forgive. (Common, Strong)

5 Social Limitation: Indian Woman (Occasionally, Minor)

15 Hunted: British Government Agents and Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

 

Total Disadvantage Points: 250

 

Background/History: After the murder of her parent in the wake of the Indian War of Independence of 1857 (or, as the British called it, the Indian Mutiny), Avinashi Chopra spent her youth traveling with her grandfather throughout India. A guru and medical doctor, Avinashi’s grandfather taught her the secrets of Yoga, Kalaripayit, Ayurvedic medicine and the Indian mystic world. It was the old man’s dream that his granddaughter would one day avenge her parents, and help to free her people. It was a dream that Avinashi grew to share.

From the 1880s onward Avinashi’s frustration with her own people grew. So many were growing fat and complacent under British rule, while others seemed to her desperate to become British or too afraid to fight back. Her own leadership was rejected time and again merely because she was a woman (and entirely without political skills), despite her many public attacks upon agents and institutions of the British Crown. Even the great Nemo himself seemed to soften his anti-British stance over time. In 1918 the Indian people turned to Mohandis Ghandi and his weakling’s philosophies, and Avinashi withdrew from public life.

Then, in 1933, Avinahi met a man who gave her new hope. His strength of character, his conviction, his willingness to strike with full and unfettered strength against the foul heart of the British Empire earned him Avinashi’s devotion.

 

He called himself Sun Koh, and men called him the perfect Aryan.

 

Personality/Motivation: Avinashi is a failed revolutionary fighting for a cause that many of her own people do not support, using tactics that the vast majority of her people condemn. She is no fem fatal or seductress; she is driven by anger and old pain, and has little tolerance for weakness. Avinashi does not lack the fundamental ability to relate to her fellow humans, but she is not skilled in social interactions. She can be coolly polite when she needs to be, but she will never forgive an insult or a wrong, and her vengeance will be bloody.

 

Quote: I give you this one chance to flee, and to live. Do not test me.

 

Powers/Tactics: Avinashi is meant to be frightening. She goes into combat using both hands and feet, and will typically make a half move followed by a sweep, her Arms of Kali ability allowing her to strike twice with no OCV penalty and only a -2 to her DCV. Allowing her to strike three or four times will make her a terror against most Pulp level characters.

 

Avinashi will block against faster characters, and then attack first when they share a phase. She will only retreat when faced with significantly superior numbers or foes with firearms. She will repeatedly half move and dodge to close on a single foe with a gun, trusting to her Yogic pain control to help her triumph.

 

Avinashi has a number of semi-mystic abilities she can call on outside of combat, most notably the ability to read auras. She will use these to further Sun Koh’s plans.

 

Campaign Use: Avinashi is a powerful lieutenant to a more powerful master, though she could serve as a primary foe on her own in a lower powered pulp game. She combines parts of the roles of Dragon Lady and Indian Mystic, a beautiful and physically deadly woman to bedevil stout hearted heroes.

 

Appearance: Extremely tall, fit and muscular light skinned Indian woman with an obvious accent. Wears the best clothing she can afford, but prefers functional Indian styles and fashions. She seems to be in her early 30s.

 

Character by Robert Dorf

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  • 6 months later...

Re: Higher Powered Pulp Characters from my campaign

 

Looks like you'd have to power up Der Schattenmann and Lumiere a bit to fit in your pulp game. :) Especially defenses' date=' I'm thinking.[/quote']

 

I think I set defenses a bit high. :)

 

It came out of looking at the nonsense that modern action-Pulp movie characters were surviving, Ann Darrow in the new King Kong being a prime example. I wanted characters who could be kicked around that much and still finish the adventure. Still, the players had fun, which was the main point.

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Re: Higher Powered Pulp Characters from my campaign

 

I set my bar for defenses lower, as I was assuming an equipment-doesn't-cost-points heroic standard rather than a superheroic everything-costs-points standard. It doesn't show up in the posts, since the equipment tab doesn't print out with the 'code' export template I used, but Der Schattenmann and Lumiere both should be given some suitable normal equipment to round them out. This would include weapons and, potentially, light armour.

 

Of course you could also just add defenses directly, since your campaign has a 250-point standard and they are each built on 200 points.

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Re: Higher Powered Pulp Characters from my campaign

 

I set my bar for defenses lower, as I was assuming an equipment-doesn't-cost-points heroic standard rather than a superheroic everything-costs-points standard. It doesn't show up in the posts, since the equipment tab doesn't print out with the 'code' export template I used, but Der Schattenmann and Lumiere both should be given some suitable normal equipment to round them out. This would include weapons and, potentially, light armour.

 

Of course you could also just add defenses directly, since your campaign has a 250-point standard and they are each built on 200 points.

 

If/when I port them over, I'll probably use them as written but give them whatever equipment they need, unless I give them to a player (in which case they could take a 50 point upgrade).

 

This campaign actually also follows a variant "Wallmart Rule", allowing a 40 point real and readily available items only gadget pool to all characters (changes when/if you find or buy new things), enough for a pistol or two and a few convenience items at any given time.

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