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Pulp Heroic Abilities


p_clapham

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Here are a few new Heroic Abilities I've been playing around with. They are originally intended for a Pulp setting, but could work in a Sword & Sorcery campaign as well. The first two are adapted from Mutants and Masterminds, and Adventure! respectively.

Hide in plain sight

Requirements: DEX 15, Stealth 75%

Hero Points: 5

Duration: One Attempt

The character is exceptionally stealthy, able to vanish in a heartbeat. The character may make Stealth checks at no penalty even while being observed.

One man army

Requirements: STR 15, One close Combat Style or Unarmed at 75%

Hero Points: 5

Duration: A number of rounds equal to their CON

The character is a whirlwind of violence in close quarters, cutting through lesser opponents with ease. In close combat the the character takes out Underlings on a successful hit, there is no need to roll for damage. Underlings in close combat with the character are reduced to making one attack against the character per round, regardless of remaining combat actions.

Improvised weapon master

Requirements: STR 15, One close Combat Style or Unarmed at 75%

Hero Points: 5

Duration: A number of rounds equal to their CON

Almost anything is a deadly weapon in the hands of this character. The game master will determine what properties if any the improvised weaponry will have in the event of a Combat Maneuver. The character may use their Unarmed skill or a close Combat Style when attacking with improvised weaponry. Use the following chart to determine damage.

ENC less than 1 – 1D3 damage

ENC 1 – 1D4 damage

ENC 2 – 1D6 damage

ENC 3 and greater – 1D8 damage

The game master has the final word on how much damage a given object does. A length of rope may be ENC 2, but he may rule it will only deal 1D3 damage because of its weight. Certain objects may not be appropriate as improvised weapons such as feathers, or candles. A lit candle on the other hand...

Edited by CthulhuFnord
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