Revised Pulp Cthulhu Talents and Traits

So, I had mentioned that I was not entirely sure about how Pulp Cthulhu handled Talents and Traits. While some of them were ok, some of them weren’t – most often because they seemed very dedicated to limiting the power of the PC’s (which, honestly, seems pointless in Call of Cthuhu for obvious reasons). In any case I took the list, reorganized it some, and reworked it, adding a selection of things from my previous Pulp homebrew. I also ncluded the effects of both Wartime Service and Medical Career (Detached), Criminal History (Callous), and Mythos Hardened (Hardened) as Mental Traits.

I’m sure I’ll think of others over time and add them, but here’s the start, and it’s what I’ve used with the current characters in the game.

Physical Talents and Traits:

  • Herculean – The character has a Bonus die for Strength tests.
  • Agile – The character has a Bonus die for Dex tests.
  • Eagle-Eyed – The character has a Bonus die for Spot Hidden tests.
  • Quick Healer – The characters Natural Healing in increased to +3 Hit Points per day.
  • Sneaky – Character gains a Bonus die for Stealth tests. They are also able to make two attacks when Hidden rather than one.
  • Night Vision – The character has reduces the difficulty level of Spot Hidden rolls in darkness and ignore penalty die for shooting in the dark.
  • Huge – The Character’s build is considered 1 greater for purposes of combat.
  • Hollow Leg – It takes triple the normal amount of alcohol or drugs to affect the character. They also gain a Bonus die to resist any effects.
  • Ambidextrous – Character has no penalties for two weapons.
  • Resilient – The character has a Bonus die for all Constitution tests
  • Survivor – The character Stabilizes on their own with no need for First Aid or Medicine.
  • Nimble – The character does not lose next action when “diving for cover” versus firearms and ignores differences in Build during Hand-to-Hand and Melee combat. They are never suffer from penalties when Outnumbered.
  • Greased Lightning – The character has a +50 Initiative and +1 Move bonus
  • Resilient – The character has a Bonus die for all Constitution tests

Mental Talents and Traits:

  • Genius – Character has a Bonus die for Science tests.
  • Linguist – The character has is always able to determine what human language is being spoken (or what is written); gains a Bonus die to Language tests.
  • Alert – The character has a bonus die on all Surprise tests.
  • Detached – No San loss from dead bodies or gross injury.
  • Callous – No San loss from killing or combat.
  • Hardened – Half San loss from exposure to the Unnatural
  • Photographic Memory – can remember many details; gains a bonus die when making Know rolls.
  • Speed Reader – Halve the time needed for both Initial and Full Reading of Mythos tomes and other books.
  • Handy – The character has a Bonus die for Mechanical Repair, Electrical Repair, and Operate Heavy Machinery tests

Combat Talents and Traits:

  • Dead-eye – Character has a Bonus die for Firearms & Throwing combat.
  • Gladiator – Character has a Bonus die for Fighting (Other) combat.
  • Brawler – Character has a Bonus die for Fighting (Brawl) combat.
  • Berserker – The character gains the Berserker skill which is checked simultaneously with other Combat skills. If successful, the character has double the normal effect as adjudicated by the Keeper.
  • Martial Arts – The character gains the Martial Arts skill which is checked simultaneously with other Combat skills. If successful, the character has double the normal effect as adjudicated by the Keeper.
  • Gunfighter – Does not need to have Firearm readied to gain the +50 DEX to Initiative, ignores penalty die for loading and firing in the same turn, and ignores penalty die for multiple shots per turn.
  • Sharpshooter – Does not suffer penalty die when for Small Targets or Cover/Concealment and may fire into combat without a penalty die.

Social Talents and Traits:

  • Caesar – Character has a Bonus die for tests involving leadership, morale, and similar situations.
  • Grifter – The character has a Bonus die with Charm, Fast-Talk, & Persuade rolls
  • Intimidating – The character has a Bonus die for Intimidation tests.
  • Empathic – The character has a Bonus die for Psychology, Psychoanalysis, and Anthropology tests.
  • Thespian – The character has a Bonus die for Acting and Disguise tests.

Mystical Talents and Traits:

  • Old Soul – The character has a Bonus die for all Pow tests, as well as History and Archeology tests.
  • Immortal – The character does not die as normal, will suffer an Injury/Scar and possibly other characteristic or skill loss depending upon circumstances.
  • Promethean – The character takes minimum damage from physical attacks, and is either immune or highly resistant to most poisons and diseases.
  • Iron-Willed – Character gains a Bonus die on all tests related to Insanity.
  • Resourceful – The character has always seems to have what they need at hand. They may spend 10 Luck points for any item within their daily spending limit.
  • Lucky – The character regains an additional +1D10 Luck points when Luck Recovery rolls are made.
  • True Faith – The character gains the True Faith skill which can be checked to allow immunity or resistance to Sanity loss, as well as be used o perform miracles in the same way that the Cthuhu Mythos skill can be used to perform magical acts.
  • Gnosis – The character gains the Gnosis skill which is checked simultaneously with other mental and social (non-magical) skills. If successful, the character has double the normal effect as adjudicated by the Keeper.
  • Prana – The character gains the Prana skill which is checked simultaneously with other physical (non-combat) skills. If successful, the character has double the normal effect as adjudicated by the Keeper.
  • True Will – The character gains the True Will skill which can be checked to allow minor manipulations of reality – bending bullets, landing in haystacks, etc. at a cost in Magic Points as adjudicated by the Keeper.
  • Medium – The character may spend Magic Points to see, summon, and otherwise interact with the spirits of the dead as adjudicated by the Keeper.
  • Telekinetic – The character may spend Magic Points to move objects through space by sheer force of will alone as adjudicated by the Keeper.
  • Telepathic – The character may spend Magic Points to communicate by thought or emotion alone, as well as read the thoughts or emotions of others as adjudicated by the Keeper.
  • Oracle – The character may spend Magic Points to predict the future, see into the past, or otherwise understand the connection between events as adjudicated by the Keeper.
  • Seer – The character may spend Magic Points to extend their physical senses beyond their body as adjudicated by the Keeper.
  • Second Sight – The character may spend Magic Points to see spirits, magical auras, and the like as adjudicated by the Keeper.
  • Dreamer – The Character has the Dreaming skill, and access to the Dreamlands.
Advertisements
Categories: Game Design, House Rules | Tags: , , , | Leave a comment

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Create a free website or blog at WordPress.com.

%d bloggers like this: