PULP LEGENDS

Advanced V&V Rulesheets, with a Pulp Twist

Character Construction

Definitions

As everywhere in these rule tweaks, unless expressly overridden, the 1998 V&V upgrade stands. There are two types of player characters in Pulp Legends: for now we'll call them Headliners and Agents.

Headliners

These are characters that would either have their own heroic pulp magazine as heroes (ie Doc Savage, the Shadow) or warrant lurid, enflammatory artwork and text banners as the villain of the piece. To cut through the awkward vaguery, Headliners are the superheroes and supervillains.

Agents

These are the colorful supporting casts of the Headliners. On the villain side, these are minor gunsels with curious habits, appearances, and a limited but memorable trick up their sleeve. To heroes, these are the recurring, supporting cast that possessed impressive skills and abilities of their own, and provided the Headliner with a trusted organization in his War on Crime. In many ways, these agents brought human excitement, uncertainty, comic relief, and color that their Headlining bosses couldn't. In the pulps, the Headliners were nigh invincible, the master of their magazines. It was the supporting casts that really lived on the edge, and it is with them in mind that these rules are driven.


General Changes

Graduated HP Modifiers

Pulp Legends utilizes the graduated HP modifier table developed by David Utter (reproduced here with permission, with AG/STR switched).

Skills Notes

It is an unfortunate situation, but the V&V upgrade uses the same word for its skill system as its existing "Skill" superpowers. In these rule tweaks, "Skill List" refers to the tables and rules from the 1998 upgrade. "Skill Table" refers to the Super Power table from the 1982 2d Edition rulebook.

Pulp Legends makes a few modification to the 1998 Upgrade.

Firearms

One of my playtesters (thanks patric) reminded me how nifty Craig Griswold's Firearms rules are. Pulp Legends adheres to those rules with two exceptions: Shotguns are +8 CP from Craig's tables, and the AG-based range penalty is ignored. Instead, stay with the Upgrade's range penalty table. Also, the Firearms Pool and Gunsmith skills are both legal. Ammunition does not carry a CP cost.

[OPTIONAL] The pulps spanned tales from light adventure to dark, blood-red savagery. If the GM prefers a deadlier mileau, all guns carry the following special Power: Carrier Attack, Agent Death Touch. For Agents that take damage from gunfire, Death Touch saves are made, adding remaining HP. Example: Seargeant Jackson takes a bullet in the service of his Headliner. The bullet does 5 points of damage (4 to power, 1 to HP) leaving him at 3 HP. Poor Jackson must d20 Save against END and AG, but gets +3 on each roll. If he fails one of the two rolls, his HP drops to 0 and Jackson falls, unconscious. If he fails both, he dies. Headliners are not subject to the Death Touch attack.

[OPTIONAL] There is ample precedent in the pulps that Death only puts an Agent out for the current adventure. Once the current villain is defeated, the Agent may resume adventuring, with no mention made of his temporary haitus.


Random Generation

Under Pulp Legends, heroics were more closely tied to the world as a simpler time wanted it to be. Mysticism and occult thrived, usually in the Orient or Subcontinent (how dissappointed travellers must have been as air travel became more commonplace). After the Great War, technology produced marvels at an increasingly shocking pace. But men were still men, and women were eighteen and beautiful. If such a thing can be said about a man who can surgically cure criminals, pulp heroes were more down to earth than their four-color counterparts. This affects generation of both Headliners and Agents. Except as noted below, random characters are generated according to standard 2d edition rules, as modified by the 1998 upgrade.

The "Powers" table is unavailable for initial character generation, for both Headliners and Agents. In addition, a proscribed list of powers will follow that cannot be selected. (This list is obviously a guideline. GM should feel free, nay, obligated to rule out other powers to preserve his campaign's tone. Similarly, if the PC can mount a convincingly pulpy argument, inclusion of forbidden powers is still possible.) Random rolls that indicate these powers instead convert the Power slot to a Skill (as in Skill List, not Skill Table. How unfortunate is that?). Skills received through invalid Power rolls are at +3, instead of +1.

Forbidden:

Limited:

The following powers, regardless of table, must be weakened for the Pulp Legends mileau:

Agents are only allowed two Super Power rolls, one of which MUST be on the Skill Table. If an Agent wants to discard his weakness, he cannot discard his Skill Table power to do so. As if that were not bad enough, Heightened Attribute powers are one die smaller for agents: A adds d10, B adds 2d10. As feeble compensation, Agents get d6+5 skills from the Skill List. They also will have the option, when rolling from the Skill List, to increase the value of an existing skill rather than take another random result. At the referee's discretion, this 'increment option' could include the +0 "Common Skills."


CP Construction

Headliners are built according to standard V&V upgrade rules. Both Headliners and Agents are built with 125 CP. (Agent CPs don't go quite as far, as you will see.) Pulp Legends characters cannot choose from the "Powers" table, and cannot select the powers proscribed above. Further, some weaknesses are not available to Pulp Legends characters:

On the plus side, two additional powers are available:

Agents, of course, have even further restrictions placed on their construction.

Agent Attribute CP Cost

Attribute Score

CP Cost

Attribute Score

CP Cost

0 -20 13 13
1 -14 14 14
2 -10 15 16
3 -6 16 18
4 -3 17 20
5 0 18 23
6 3 19 26
7 5 20 29
8 7 21 33
9 9 22 37
10 10 23 41
11 11 24 46
12 12 25... +5/point

Rules and Tables

Character Construction | V&V Upgrade Skill Tables | V&V Upgrade Combat Action Summary | Graduated HP Modifier Table