DreadDomain Posted January 10, 2021 Share Posted January 10, 2021 (edited) Just for fun, I decided to create a few iconic pulp characters using Pulp Cthulhu. Because I wanted them to be very competent (as it goes for some of these characters), I have created them with two occupations (with corresponding skill points) and 4 talents (yes, 4). I choose the archetypes liberally with the preferred characteristics and set of skills that seemed to match best and I have done the same for occupations. For the characteristics, I just winged them. I have added draft write-ups in the next few posts. Comments and contribution welcomed! Edited February 14, 2021 by DreadDomain 4 1 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 (edited) Here a first attempt. I have not yet tried to add traits, personality and background elements. Indiana Jones Archetype: Scholar Profession One: Archeologist Profession Two: Explorer Characteristics STR 50 CON 75 SIZ 60 DEX 75 INT 85 APP 70 POW 75 EDU 95 Move 8 Damage Modifier 0 Build 0 Hit Points 27 Talents Heavy Hitter, Linguist, Quick Healer, Sharp Witted Skills Anthropology 50%, Archaeology 90%, Climb 55%, Credit Rating 60%, Dodge 40%, Drive Auto 40%, Fast Talk 45%, History 80%, Jump 65%, Language (Other) 30%, Language (Other) 30%, Language (Other) 30%, Library Use 70%, Natural World 50%, Navigate 50%, Ride 50%, Astronomy 20%, Cryptography 50%, Sleight of Hand 60%, Spot Hidden 65%, Survival 30% Combat Brawl 55%, Whip 75%, Handgun 60% Edited January 11, 2021 by DreadDomain 2 1 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 (edited) I have not yet tried to add traits, personality and background elements. The Phantom Archetype: Steadfast Profession One: Tribe Member Profession Two: Dilettante Characteristics STR 90 CON 95 SIZ 75 DEX 80 INT 80 APP 80 POW 80 EDU 80 Move 9 Damage Modifier 1d6 Build 2 Hit Points 34 Talents Animal Companion (Hero and Satan), Rapid Fire, Rapid Attack, Tough Guy Skills Animal Handling 40%, Climb 65%, Credit Rating 60%, Dodge 60%, Drive Auto 50%, History 35%, Intimidate 60%, Jump 65%, Language (Other) 40%, Listen 55%, Natural World 40%, Occult 20%, Persuade 60%, Pilot 35%, Ride 70%, Spot Hidden 40%, Stealth 60%, Survival 55%, Swim 60%, Throw 50%, Track 50% Combat Brawl 90%, Handgun 85% Edited January 11, 2021 by DreadDomain 2 1 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 I have not yet tried to add traits, personality and background elements. It showed me that Pulp Cthulhu was very light in psychic powers. The Shadow Archetype: Mystic Profession One: Criminal Profession Two: Dilettante Characteristics STR 75 CON 80 SIZ 70 DEX 80 INT 85 APP 75 POW 95 EDU 85 Move 9 Damage Modifier 1d4 Build 1 Hit Points 30 Talents Psychic Power (Telepathy), Rapid Fire, Scary, Shadow Skills Appraise 30%, Credit Rating 80%, Disguise 80%, Hypnosis 90%, Intimidate 90%, Language (Other) 40%, Occult 20%, Persuade 50%, Psychology 50%, Spot Hidden 50%, Stealth 95% Combat Brawl 80%, Handgun 90% Psychic Ability Telepathy 75% 2 1 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 I have not yet tried to add traits, personality and background elements. It showed me that Pulp Cthulhu was very light in gadgets. The Rocketeer Archetype: Thrill-Seeker Profession One: Aviator Profession Two: Athlete Characteristics STR 65 CON 75 SIZ 60 DEX 95 INT 60 APP 75 POW 70 EDU 60 Move 9 Damage Modifier 0 Build 0 Hit Points 27 Talents Beady Eye, Fleet Footed, Gadget (Jet Pack), Handy Skills Charm 65%, Climb 60%, Credit Rating 40%, Drive Auto 40%, Electrical Repair 60%, Jump 50%, Listen 60%, Mechanical Repair 60%, Navigate 70%, Persuade 50%, Pilot 95%, Spot Hidden 50%, Stealth 60%, Swim 50%, Throw 50% Combat Brawl 65%, Handgun 70% Gadget Jet Pack 2 1 Quote Link to comment Share on other sites More sharing options...
rsanford Posted January 10, 2021 Share Posted January 10, 2021 12 hours ago, DreadDomain said: I have not yet tried to add traits, personality and background elements. It showed me that Pulp Cthulhu was very light in psychic powers. The Shadow Archetype: Mystic Profession One: Criminal Profession Two: Dilettante Characteristics STR 75 CON 80 SIZ 70 DEX 80 INT 85 APP 75 POW 95 EDU 85 Move 9 Damage Modifier 1d4 Build 1 Hit Points 30 Talents Psychic Power (Telepathy), Rapid Fire, Scary, Shadow Skills Appraise 30%, Credit Rating 80%, Disguise 80%, Hypnosis 90%, Intimidate 90%, Language (Other) 40%, Occult 20%, Persuade 50%, Psychology 50%, Spot Hidden 50%, Stealth 95% Combat Brawl 80%, Handgun 90% Psychic Ability Telepathy 75% Excuse the dumb question but I don't have Pulp Cthulhu. Is the Shadow character above able to do all the mental things the Shadow is associated with or just read minds? How many mental disciplines are there with Cthulhu Pulp? Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
Loïc Posted January 10, 2021 Share Posted January 10, 2021 And what about sidekicks? Henry Jones for Indiana, bandar tribesmen (and Guran!)/Heroe/Satan for The Phantom, and so forth?... Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 (edited) On 1/11/2021 at 1:16 AM, rsanford said: Excuse the dumb question but I don't have Pulp Cthulhu. Is the Shadow character above able to do all the mental things the Shadow is associated with or just read minds? How many mental disciplines are there with Cthulhu Pulp? Not dumb at all. Pulp Cthulhu is fairly limited in the psychic department. It has only 5 psychic abilities, clairvoyance, divination, medium, psychometry and telekinesis (not even telepathy). If I wanted to develop the Shadow more "faithfully" (well, depending on the source), I would certainly use BGB/Astounding Adventures. That's is why he has high intimidate and Scary (which reduce the difficulty level or add a bonus die) and high Steath and Shadow (same mechanic). The same can be said for gadgets. The jet pack in the book is more a jump pack. Pulp Cthulhu is very much low level pulp and the weird part of pulp is not very developped. Edited February 14, 2021 by DreadDomain Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 10, 2021 Author Share Posted January 10, 2021 5 hours ago, Loïc said: And what about sidekicks? Henry Jones for Indiana, bandar tribesmen (and Guran!)/Heroe/Satan for The Phantom, and so forth?... In Pulp Cthulhu, I do not believe there is a "sidekick" feature. I suppose they would be listed under Significant People/Contacts instead. For Hero and Satan, I should replace one talent with "Animal Companion". Theoratically, I would need it twice but I do not think it is unreasonable to take them both under one. Also, I need more skill in Animal Handling, only 25%!! What do you guys think about skill levels. Pulp heroes are generally super competent and broad and their expertise, which is why I gave them but aside from a few signature skills, their skills are generally in the 40 to 60%. Good enough? I also was fairly stingy in combat skills. The Phantom and the Shadow would probably need a bit more (knife, sword, etc..) 1 Quote Link to comment Share on other sites More sharing options...
Grimmshade Posted January 11, 2021 Share Posted January 11, 2021 I was looking for something like this a few weeks ago! I love stuff like this. I was disappointed in the psychic abilities in Pulp Cthulhu when I first looked it over. I really wanted more things like The Shadow's abilities, etc. It wouldn't be too hard to make them up I suppose. I would give Indy a bit more Strength. His punches really pack a wallop. Otherwise this looks pretty god. I'll do The Spider (and maybe Conan the Barbarian, Solomon Kane, and El Borak) this week if I get the time. Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 11, 2021 Author Share Posted January 11, 2021 24 minutes ago, Grimmshade said: I was looking for something like this a few weeks ago! I love stuff like this. I was disappointed in the psychic abilities in Pulp Cthulhu when I first looked it over. I really wanted more things like The Shadow's abilities, etc. It wouldn't be too hard to make them up I suppose. Totally agree. PC comes a bit short in that department. 24 minutes ago, Grimmshade said: I would give Indy a bit more Strength. His punches really pack a wallop. Otherwise this looks pretty god. I thought about it but Indy is not a big guy and to get +1d4 damage he would need STR 65 and it would give him Build 1. It did not feel right. Maybe a "Heavy Hitter" talent instead? 24 minutes ago, Grimmshade said: I'll do The Spider (and maybe Conan the Barbarian, Solomon Kane, and El Borak) this week if I get the time. That would be great! 1 Quote Link to comment Share on other sites More sharing options...
Grimmshade Posted January 11, 2021 Share Posted January 11, 2021 Heavy Hitter would be perfect for Indy. Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 11, 2021 Author Share Posted January 11, 2021 1 minute ago, Grimmshade said: Heavy Hitter would be perfect for Indy. Which one do you think I should remove, Linguist, Quick Healer, Sharp Witted or Strong Willed? Quote Link to comment Share on other sites More sharing options...
Grimmshade Posted January 11, 2021 Share Posted January 11, 2021 (edited) Strong Willed. I can't think of a situation where he specifically out-POW'd someone, and he was controlled by Mola Ram's Kali blood cocktail. Edited January 11, 2021 by Grimmshade Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 11, 2021 Author Share Posted January 11, 2021 2 hours ago, Grimmshade said: Strong Willed. I can't think of a situation where he specifically out-POW'd someone, and he was controlled by Mola Ram's Kali blood cocktail. Good call. I have updated the write-up above. Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 11, 2021 Author Share Posted January 11, 2021 13 hours ago, Loïc said: And what about sidekicks? Henry Jones for Indiana, bandar tribesmen (and Guran!)/Heroe/Satan for The Phantom, and so forth?... For the Phantom, I have removed Strong-Willed and added Animal Companion (for both Satan and Hero). I have shaved a few skills to improve Animal Handling to 40% 1 Quote Link to comment Share on other sites More sharing options...
Loïc Posted January 11, 2021 Share Posted January 11, 2021 15 hours ago, DreadDomain said: In Pulp Cthulhu, I do not believe there is a "sidekick" feature. I suppose they would be listed under Significant People/Contacts instead. For Hero and Satan, I should replace one talent with "Animal Companion". Theoratically, I would need it twice but I do not think it is unreasonable to take them both under one. Also, I need more skill in Animal Handling, only 25%!! What do you guys think about skill levels. Pulp heroes are generally super competent and broad and their expertise, which is why I gave them but aside from a few signature skills, their skills are generally in the 40 to 60%. Good enough? I also was fairly stingy in combat skills. The Phantom and the Shadow would probably need a bit more (knife, sword, etc..) Don't know much the Shadow (unfortunately never been published in France, we just know the movie), but for the Phantom (many french-translated comics...) I remember he mainly uses his two guns (maybe he shouldn't have any malus when using both of them at the same time? or allow him twice attacks/turn?). Can't remember seeing him with a sword, but frequently with "tribal" weapons (bow, spear...). And since he's been partly educated by the Bandars, I'm sure he knows something about poisons and darts... Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) On 1/11/2021 at 10:54 PM, Loïc said: Don't know much the Shadow (unfortunately never been published in France, we just know the movie), but for the Phantom (many french-translated comics...) I remember he mainly uses his two guns (maybe he shouldn't have any malus when using both of them at the same time? or allow him twice attacks/turn?). That's what Rapid Fire is for Quote Can't remember seeing him with a sword, but frequently with "tribal" weapons (bow, spear...). And since he's been partly educated by the Bandars, I'm sure he knows something about poisons and darts... Potentially but then you run into the problem of going very specific with the skills. That's were as a group you need to agree on some ground rules and accept broad justification for some checks. As an example, the Phantom is trying to figure out a poison. Pointing at the background section of their character sheet, the player pleads that he has partly educated by the Bandars and that he knows something about poisons. If the GM buys it he could rule that the Phantom can try an extreme INT roll. If it would have been the same poison used by the Bandars (very specific), a hard roll would have sufficed. I think it is important that players can pull on their background to justify doing stuff not covered by their skills. Edited January 13, 2021 by DreadDomain 1 Quote Link to comment Share on other sites More sharing options...
RogerDee Posted January 13, 2021 Share Posted January 13, 2021 On 1/10/2021 at 2:50 AM, DreadDomain said: Just for fun, I decided to create a few iconic pulp characters using Pulp Cthulhu. Because I wanted them to be very competent (as it goes for some of these characters), I have created them with two occupations (with corresponding skill points) and 4 talents (yes, 4). I choose the archetypes liberally what the preferred characteristics and the set of skills that seemed to match best and I have done the same for occupations. For the characteristics, I just winged them. I have added draft write-ups in the next few posts. Comments and contribution welcomed! I would have given most Pulp characters stats from 12-15, and then to use Mythras parlance Paragon characters (Batman etc) would be from 15-20. But then again, for a Pulp game I am not so interested in stats and would just give a media example of the type of character being played and let the player have fun. We all want Indy to use the Ark of Covenant and blast Cthulhu in the face with it. Honestly, for some pulp stuff for characters like the Phantom I would certainly look at Con-X Paranormal Sourcebook for various things like Telepathic illusion and that kind of thing - unless you are using telepathy as a catch-all type power to cover a gamut of abilities? Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 14, 2021 Author Share Posted January 14, 2021 8 hours ago, RogerDee said: I would have given most Pulp characters stats from 12-15, and then to use Mythras parlance Paragon characters (Batman etc) would be from 15-20. I was also thinking about using World United (Mythras) or Astounding Adventures (BRP) but the fun was in trying Pulp Cthulhu as is. I might try one or two character with WU or AA just for fun. 8 hours ago, RogerDee said: Honestly, for some pulp stuff for characters like the Phantom I would certainly look at Con-X Paranormal Sourcebook for various things like Telepathic illusion and that kind of thing - unless you are using telepathy as a catch-all type power to cover a gamut of abilities? I suppose you meant the Shadow, not the Phantom. There is no Telepathy power in Pulp Cthulhu, it's in A Cold Fire Within (which I do not have yet). I simply stole Telepathy from the BGB which covers a lot of ground when it come to clouding the mind of men (reading thoughts, digging into memories, implanting false memories, etc.). Mental Illusion is not called out specifically but it seems to fit the spirit of the power and there is no alternative in the psychic power in the BGB. Not sure if Telepathy in A Cold Fire Within is more limited. 1 Quote Link to comment Share on other sites More sharing options...
Grimmshade Posted January 14, 2021 Share Posted January 14, 2021 (edited) Man, I might have to buy Cold Fire Within now... I was just thinking that The Phantom's strength should maybe be lower. I can't remember how strong he was supposed to be, but room has to be left for people like Conan (assuming 100 is the highest human value.) In my build for Conan it looks like he would probably have a 90 or 95 Strength. He's one of the strongest men on earth in his time. Baal-Pteor, one of the two strongest men Conan faces in the Howard stories probably rates 90 Strength (but a larger size than Conan, probably 90 or 95 to Conan's 85) Still working on Conan, The Spider, Solomon Kane, and El Borak! (Maybe Bran Mak Morn too) Edited January 14, 2021 by Grimmshade 2 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 14, 2021 Author Share Posted January 14, 2021 1 hour ago, Grimmshade said: Man, I might have to buy Cold Fire Within now... I was just thinking that The Phantom's strength should maybe be lower. I can't remember how strong he was supposed to be, but room has to be left for people like Conan (assuming 100 is the highest human value.) I thought about making him 85 but since he is often described as having the strength of 10 men (hyperbolic I am sure) I made him 90. Either/or I'd be comfortable with the Phantom at 85. 1 hour ago, Grimmshade said: In my build for Conan it looks like he would probably have a 90 or 95 Strength. He's one of the strongest men on earth in his time. Baal-Pteor, one of the two strongest men Conan faces in the Howard stories probably rates 90 Strength (but a larger size than Conan, probably 90 or 95 to Conan's 85) Conan would surely be 95 as it is his iconic feature. But again, would be comfortable with 90. In any case, he has to be stronger than Phantom. 1 hour ago, Grimmshade said: Still working on Conan, The Spider, Solomon Kane, and El Borak! (Maybe Bran Mak Morn too) Cool! 1 Quote Link to comment Share on other sites More sharing options...
RogerDee Posted January 14, 2021 Share Posted January 14, 2021 6 hours ago, DreadDomain said: I was also thinking about using World United (Mythras) or Astounding Adventures (BRP) but the fun was in trying Pulp Cthulhu as is. I might try one or two character with WU or AA just for fun. I suppose you meant the Shadow, not the Phantom. There is no Telepathy power in Pulp Cthulhu, it's in A Cold Fire Within (which I do not have yet). I simply stole Telepathy from the BGB which covers a lot of ground when it come to clouding the mind of men (reading thoughts, digging into memories, implanting false memories, etc.). Mental Illusion is not called out specifically but it seems to fit the spirit of the power and there is no alternative in the psychic power in the BGB. Not sure if Telepathy in A Cold Fire Within is more limited. Cold Fire has only two powers, but it is a while since I read it - it being mainly an adventure. Actually, know what, in hindsight I was being rather stupid - why not use Achtung Cthulhu - Elder Godlike, which incorporates super powers in Cthulhu? That may be the best way to showcase pulp stuff? Quote Link to comment Share on other sites More sharing options...
Grimmshade Posted January 16, 2021 Share Posted January 16, 2021 (edited) The Spider (Richard Wentworth) Archetype: Adventurer Profession: Dilettante Characteristics STR 65 CON 75 SIZ 60 DEX 85 INT 80 APP 75 POW 75 EDU 80 Move 9 Damage Modifier 1d4 Build 1 Hit Points 27 Luck 70 Talents Quick Healer, Strong Willed, Rapid Fire, Master of Disguise Skills Art/Craft (Acting) 75%, Climb 75%, Credit Rating 90%, Disguise 80%, Dodge 65%, Fighting (Brawl) 65%, Firearms (Handgun) 85%, Firearms (Rifle,Shotgun) 35%, Intimidate 80%, Language Other (Hindustani) 50%, Language Own (English) 80%, Listen 50%, Psychology 50%, Sleight of Hand 70%, Spot Hidden 65%, Stealth 70%, Equipment 2 x .45 automatic Cigarette Lighter with concealed spider stamp Thin silken line with tensile strength of several hundred pounds Backstory Traits: Won't shoot law enforcement. Ideology: Death to the bringers of death! Vigilante justice. Significant People: Fiancee Nita van Sloan Scars: Scar on head that flares up at times of great stress Notes: Mostly due to Credit Rating and Language skills, had to use more points than allowed in character creation. Edited January 16, 2021 by Grimmshade Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted January 17, 2021 Author Share Posted January 17, 2021 On 1/16/2021 at 2:44 PM, Grimmshade said: The Spider (Richard Wentworth) Very nice. To be honest, I do not know much about the Spider except that he may be a Shadow analogue without the psychic power. I did not even know that your avatar was the Spider!! I like the Backstory section. I'd happily put 2 to 4 traits and 2 to 4 significant people in that section. 1 Quote Link to comment Share on other sites More sharing options...
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