Nothere Posted March 11, 2016 Report Share Posted March 11, 2016 The Pulphero book has a large number of "talents" which are powers used to mimic the sometimes inhuman abilities pulp heroes show. But no book can cover them all. What heroic talent would you make? The most obvious missing one to me is Knockout tap. The character is adept at knocking people out with a sneak attack. +4d6 ha only when attacking an unsuspecting character from behind. -1 Quote Link to comment Share on other sites More sharing options...
Lucius Posted April 17, 2016 Report Share Posted April 17, 2016 I have done a number of variations of "Fast Healer" based on Regeneration. Fast Healing (Total: 4 Active Cost, 1 Real Cost) Regeneration (1 BODY per Day) (4 Active Points); 6 Charges which Recover every 1 Week (-1 1/4), Requires A Roll (Characteristic roll; Jammed; CON; -1) (Real Cost: 1)Real Cost: 1 Lucius Alexander Heroic palindromedary Duke Bushido 1 Quote Link to comment Share on other sites More sharing options...
kukuli Posted May 3, 2016 Report Share Posted May 3, 2016 Dumb Luck: 7pts Luck 3d6 (15 Active Points); Side Effects: Unluck 3d6, Side Effect occurs automatically whenever Power is used (-1), 0 end Once, the character, who had no real combat skills but HAP points coming out of her ears, was drugged into a zombie state and was wandering around a dilapidated shack. She rolled 2 levels of luck and 1 level unluck and went crashing through the floor. Luckily, her fall was cushioned by a couple of goons, who were knocked out. And the team found the enemy's hideout when they went looking for her. bubba smith, Cancer, Duke Bushido and 2 others 5 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 3, 2016 Report Share Posted May 3, 2016 I like that Dumb Luck one, its a pretty solid concept: things can go really well or really badly, and its a very common concept in pulp. *yoink* going into Jolrhos Player's Handbook bubba smith 1 Quote Link to comment Share on other sites More sharing options...
Lucius Posted May 7, 2016 Report Share Posted May 7, 2016 At home anywhere: Cramming (5 Active Points); Limited Power Only for Languages or for Cultural, Area, or City Knowledges (-1), Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Make Conversation Roll at -1; -1), Limited Power Learns by immersion; i.e. can't "cram" from books or instructors, but learns quickly from day to day interactions (-1/2) Real Cost 1 For the globe trotting adventurer. Weapon Practice Montage: Cramming (5 Active Points); Limited Power Only for Weapon Familiarities (-1) Weapon Practice Montage (Armsmaster version): Cramming , Usable Nearby (+1/2), Grantor can only grant the power to others (7 Active Points); Limited Power Only for Weapon Familiarities (-1), Conditional Power Must know Skill being taught (-1/4) "We have two days. I can't make soldiers of you in that time. I CAN teach you to shoot straight." Lucius Alexander The palindromedary says there's more where that came from. Christopher R Taylor and g3taso 2 Quote Link to comment Share on other sites More sharing options...
Lucius Posted April 14, 2017 Report Share Posted April 14, 2017 Sure Shot: (Total: 4 Active Cost, 2 Real Cost) +2 with Cover (4 Active Points); Limited Power Must go ahead and take the shot if the roll succeeds. (-1/2), Requires A Roll (15- roll; Must be made each Phase/use; -1/4) (Real Cost: 2) Note: On a miss, does not expend ammunition, END, or Charges, unless roll was 16 to 18. Lucius Alexander The palindromdary says there's more where that came from. Quote Link to comment Share on other sites More sharing options...
Nothere Posted May 12, 2017 Author Report Share Posted May 12, 2017 Powerful sea legs 3 Clinging (10) only to stay steady on a listing ship -2 Duke Bushido 1 Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted May 13, 2017 Report Share Posted May 13, 2017 Powerful sea legs 3 Clinging (10) only to stay steady on a listing ship -2 I've used Environmental Movement for the same effect. Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 1, 2017 Report Share Posted June 1, 2017 Side effect to Sea Legs: -2 to dex rolls when on land Quote Link to comment Share on other sites More sharing options...
Tech Posted October 16, 2017 Report Share Posted October 16, 2017 Side effect to Sea Legs: -2 to dex rolls when on land I've never heard of a sailor being clumsier on land, so I don't consider this valid. I do know a couple people who went on the seas for long periods of time (years) and they weren't clumsy on land. I would put Sea Legs at: +3 to Dex rolls, only to counter Dex minuses on water. Quote Link to comment Share on other sites More sharing options...
Lucius Posted June 4, 2018 Report Share Posted June 4, 2018 Hard to Hold: (Total: 10 Active Cost, 4 Real Cost) Extra Limbs (12), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Limited Power Only to always have a hand free when grabbed (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Nonpersistent (-1/4) (Real Cost: 4) Lucius Alexander The palindromedary says "you gotta hand it it to him" Quote Link to comment Share on other sites More sharing options...
Lucius Posted February 1, 2019 Report Share Posted February 1, 2019 Armsmaster: (Total: 15 Active Cost, 6 Real Cost) +3 OCV (15 Active Points); Limited Power Only to counter penalty for non familiarity (-1 1/2) (Real Cost: 6) Lucius Alexander And a reifier of palindromedaries Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted February 1, 2019 Report Share Posted February 1, 2019 On 5/2/2016 at 9:49 PM, kukuli said: Dumb Luck: 7pts Luck 3d6 (15 Active Points); Side Effects: Unluck 3d6, Side Effect occurs automatically whenever Power is used (-1), 0 end You can go ahead and notify the insurance company of your losses, because this has been _stolen_ from you. Quote Link to comment Share on other sites More sharing options...
kukuli Posted February 1, 2019 Report Share Posted February 1, 2019 5 hours ago, Duke Bushido said: You can go ahead and notify the insurance company of your losses, because this has been _stolen_ from you. Just make it funny. The more outlandish the effects are, the more the player can enjoy risking the unluck at every roll. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted February 2, 2019 Report Share Posted February 2, 2019 3 hours ago, kukuli said: Just make it funny. The more outlandish the effects are, the more the player can enjoy risking the unluck at every roll. Oh, most definitely. The model in my head is along the lines of inverse levels: Get a three "6" result on luck? Get a 1D of Unluck. Get 1D of Luck? well, I guess "inverse" explained that all ready. Just a thought; I'l have to think it through. But definitely amusing, every time: in keeping with the genre. Quote Link to comment Share on other sites More sharing options...
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