Thursday, August 4, 2016

Weird Adventures: Quick-Start Rules For Pulp Adventures


Trey Causey's "Weird Adventures" is a very well put together RPG setting that sort of mixes old-school role-playing games (with a nod or two towards D&D) with a sort of alternate Earth steeped in pulp fiction lore. While there was a bestiary written in the style of something like Swords and Wizardry (complete with Descending and Ascending Armor Class), there wasn't any rules to create characters. Now, with the plethora of clone material out there, it isn't the hardest thing for a competent GM to create some stuff or convert Weird Adventures to a favored edition or retro-clone or what have you, I still wanted to write some quick start rules for touring the Pulp Universe. These are inspired by Swords and Wizardry and Stars Without Number.

Classes


The Tough
aka: Yegg, Legbreaker, Palooka, Thug

Brief: You are first and on the front lines of the party. You like to break out the fists, the bats, and the big guns to settle scores.

HD: D8

Level
Hit Die (d8)
Saving Throw
Skill Points
1
1d8
14
2
2
2d8
13
1
3
3d8
12
1
4
4d8
11
1
5
5d8
10
1
6
6d8
9
1
7
7d8
8
1
8
8d8
7
1
9
9d8
6
1
10
9d8+2
5
1
11
9d8+4
4
1
12
9d8+6
4
1
13+
+2 each level
4
+1 each level

Combat Machine: When facing against 1HD creatures or mugs a Tough can make multiple attacks equal to their level of experience.

Fight On!: Toughs seem to wade in and survive long past the point that regular Joe's would be buying the farm. 1/day a Tough reduced to 0 Hit Points may make a save and regain d8 hit points.

Save Modifiers: +2 bonus on Saves vs. Poison, Disease, or any other malady that affects the body.


The Sly
aka: Gunsels, Shadows, Agents

Brief: You are the kind of fella who can get into places few can get. It might be through charm, guile, or luck. You are crafty, sneaky, and have probably sent a few to the undertaker with little remorse.

HD: D6

Level
Hit Die (d6)
Saving Throw
Skill Points
1
1d6
15
4
2
2d6
14
2
3
3d6
13
2
4
4d6
12
2
5
5d6
11
2
6
6d6
10
2
7
7d6
9
2
8
8d6
8
2
9
9d6
7
2
10
9d6+2
6
2
11
9d6+4
5
2
12
9d6+6
5
2
13+
+2 each level
Remains at 5
+2 each level

The Knack: At the start of play a Sly chooses one skill of their choice. This becomes their Knack Skill. Whenever they roll a Skill check with this skill they always roll 2d6 and take the better of the two rolls.

Sneak Attack: A Sly who gets the Surprise on a victim gets +4 to their Attack and x2 damage. At level 5 it becomes x3 damage. At level 8 it becomes x4 damage.

Saving Modifiers: +2 on Saving Throws to dodge devices, traps, or leaping snakes. Anything that tests a Sly's reflexes.


The Brain
aka: Cloaks, Magicians, Occultists

Brief: The world of Weird Adventures still has a spark of power within it from the elder times. Along with that spark are those who wish the harness the power for good or ill. Whatever their intention, it is often a risky business to mess with the Unknown.

HD: D4

Level
Hit Die (d4)
Saving Throw
Skill Points
1
1d4
15
3
2
2d4
14
1
3
3d4
13
1
4
4d4
12
1
5
5d4
11
1
6
6d4
10
1
7
7d4
9
1
8
8d4
8
1
9
9d4
7
1
10
9d4+1
6
1
11
9d4+2
5
1
12
9d4+3
5
1
13+
+1 each level
Remains at 5
+1 each level

Spellcasting: Brains cast spells so many times per day as found in games like Swords and Wizardry or whichever clone you like. The general table for spells per day should be followed or altered at GM's discretion.

Saving Modifiers: Brains gain +2 Saves vs. Mind Effects, Spells, Fear, and anything other thing that tests the Will.

Brief on Skills: Skills use a d6 system. At the start of the game the players use their skill points to create and modify their skills as they see fit.

Example: Chris rolls up a Sly character and begins play with 4 skill points. He spends all four on different skills including Stealth, Athletics, Lockpicking, and Notice. Thus his character is trained in each of these facets and does not have to depend on chance or GM mercy when attempting an action.

Meanwhile Jack, a Brain, might put two points in Lore (Alchemy) and Notice. Thus he has Lore (Alchemy) at 2 and Notice at 1.

Skills are resolved by rolling at or below their listed skill number. Thus above, when Jack rolls an Alchemy check to examine a vial found, he aims for a 1 or 2 on a d6.

Each level a character gets some kind of skill point to either get involved in a new field or improve one of the fields they already involved in. No skill can be higher than 6 and a GM might wish to add an RP element to acquiring new skills like downtime for training or spending money. Rolls also may be adjusted numerically or using the Advantage/Disadvantage system to make a task easier or difficult depending on the situation, equipment, or just good or bad luck.

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