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Pulp Professions


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#1 CthulhuFnord

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Posted 14 May 2014 - 01:06 AM

Here is a collection of pulp era professions using Legend. Academics and Science are are a supplement/ replacement for the lore skill. Diplomacy replaces the Courtesy skill.

Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy
Common Skill Bonuses – Pick two at 10%: Athletics, Evade, Lore (Regional), Perception, Ride
Combat Styles – Two combat Styles at +10%
Advanced Skills – Pick one: Academics, Language, Survival, Track

Academic - Student, Teacher/ Professor, Scholar, Librarian,*Archaeologist
Common Skill Bonuses – Pick two at 10% Culture (own), Evaluate, Influence, Insight
Advanced Skills – Pick three: Academics, Culture (specific culture), Language, Lore, Oratory, Teaching

Athlete - Acrobat, Martial Artist, Boxer, Football Star
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, Resilience, Swim, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick one - Acrobatics, Academics (Sports)

Criminal -*Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale
Common Skill Bonuses – Pick three at +10% - Drive, Evade, Influence, Sleight, Stealth
Combat Styles – Pick one at +10%
Advanced Skills - Streetwise

Dilettante – Idle Rich, Nobility, Trust Fund Baby
Common Skill Bonuses - +10% to influence. Pick two more at +10% - Culture (own), Drive, Evaluate, Insight, Ride
Advanced Skills – Pick two - Academics, Diplomacy, Commerce, Gambling, Language

Doctor - Surgeon, ER Physician, Battlefield Medic
Common Skill Bonuses – Evaluate and Lore (regional) +5%, First Aid +20%, Perception +10%
Advanced Skills - Healing

Investigator - Gumshoe, Paranormal Investigator, Conspiracy*Theorist
Common Skill Bonuses - Perception and Insight +10%, Pick one more at +10% Evade, Influence, Sleight, Stealth, Unarmed
Combat Styles – One at +10%
Advanced Skills- Streetwise

Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale
Common Skill Bonuses – Influence +20%, Pick two at +10% - Dance, Insight, Sing, Sleight
Advanced Skills – Pick one - Academics (Literature), Art, Oratory, Play Instrument

Laborer/ Artisan – Carpenter, Construction Worker, Plumber, Mechanic
Common Skill Bonuses – Brawn, Evaluate
Advanced Skills – Craft, Mechanisms

Lawman - Police Detective, *Beat Cop, G-Man, Lawyer
Common Skill Bonuses – Perception at +10%, Pick one more at +10% - Evade, Influence, Insight
Combat Styles – Two at +10%
Advanced Skills – Pick one – Academics (law), Bureaucracy, Streetwise

Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante
Common Skill Bonuses Stealth at +10%, Pick one more at +10% - Evade, Influence, Perception, Insight, Sleight, Unarmed
Combat Styles – Two at +10%
Advanced Skills- Streetwise

Mystic – Psychic Detective, Paranormal Investigator, Dabbler in the Unknown
Common Skill Bonuses – Insight and Persistence +10%, Pick two at +10% - Influence, Perception, Sleight, Stealth
Advanced Skills – Lore

Moneyman - Industrialist,*Businessman, Philanthropist
Common Skill Bonuses – Influence and Evaluate at +10%. Pick two more at +10% - Insight, Lore (regional), Perception, Persistence
Advanced Skills - Commerce

Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle,
Common Skill Bonuses – Pick two at +10% - Athletics, Brawn, Evade, Resilience, Unarmed
Combat Styles – Two combat styles appropriate to the culture at +10%
Advanced Skills – Pick one – Track, Survival.

Pilot - Daredevil, War Hero, Test-Pilot, Rocketeer
Common Skill Bonuses – Perception +10%, Pick two more at +10% - Drive, Evade, Persistence, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Pilot

Politician - Assistant District Attorney, Mayor's Aide, White Knight
Common Skill Bonuses – Influence +20%, Pick one at +10% - Culture (Own), Insight, Lore (regional), Persistence
Advanced Skills – Pick Two - Bureaucracy, Diplomacy, Oratory

Priest -*Missionary, Crusader, Exorcist, Nun
Common Skill Bonuses – Influence +20%, Insight +10%
Advanced Skills – Academics (Theology), Pick one more – Academics, Diplomacy, Language, Oratory

Reporter - Muckracker,*Paparazzi, Newspaper Man
Common Skill Bonuses – Insight and Influence at +10%. Pick two at +10% - Culture (Own), Evaluate, Lore (Regional), Perception
Advanced Skills – Pick one – Academics (Literature), Diplomacy, Streetwise

Sailor – Navy, Sea Dog, Mate, Navigator, Ship's Master, Merchant Mariner
Common Skill Bonuses – Swim at +10%. Pick two more at +10% - Athletics, Brawn, Perception, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Boating

Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist
Common Skill Bonuses – Pick two at +10% - Evaluate, Insight, Perception, Persistence
Advanced Skills – Pick Three – Engineering, Mechanisms, Science

Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, First Aid, Perception, Resilience, Unarmed
Combat Styles – Two Combat Styles at +10%

Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale
Common Skill Bonuses – Influence +10%. Pick one more at +10% - Evade, Insight, Perception, Persistence, Stealth, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick two – Diplomacy, Disguise, Gambling, Language, Seduction, Streetwise

#2 CthulhuFnord

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Posted 14 May 2014 - 08:43 PM

After getting input on the mongoose boards I have finished the list. If you want a copy, you can download a pdf version of the list here.

http://basicroleplay...?do=file&id=549

#3 Mankcam

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Posted 15 May 2014 - 01:47 AM

These are great. The Legend system is a great fit for Pulp Era characters, particularly with the use of some of the Heroic Abilities. You've done a nice job porting over Pulp Era characters to the system

#4 CthulhuFnord

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Posted 15 May 2014 - 03:37 AM

The Heroic Abilities, Combat Actions, and Hero Points all give the game a very Pulp feel. I was also very happy to find rules for minions/ mooks in the main book. If I get around to running Call of Cthulhu again I will likely use Legend as the base system.

#5 Mankcam

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Posted 15 May 2014 - 09:13 AM

Well a lot of the typical New England investigations would lose some impact, but the more exotic campaigns would be perfect to have this treatment. I'm thinking Masks of Nylarthotep, Horror on the Orient Express, and the like. Great stuff!




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