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Two Fisted Tales
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Hardboiled Detective
“I won’t play the sap for you,
sweetheart!”
You spent several years as a policeman,
but you were too outspoken, too quick
to criticize your superiors when they
ignored corruption on the force. After
you were fired for insubordination, you
set up your own private detective
agency. Today, you work in a run-down
office building, complete with a
beautiful blonde secretary and a bottle
of hooch in your desk drawer. You’ll
do anything other than divorce work,
as long as it’s legal and it makes sense.
Once hired, you’ll do just about
anything, take any amount of
punishment (from the crooks or the
cops) to see the truth come out in the
end. You usually speak in a colloquial
voice, although you have a fondness
for purple prose and colorful
metaphors.
Examples: Race Williams, The
Continental Op, Sam Spade, Philip
Marlowe, Dan Turner, and countless
others.
Wild Man
“I am Grekor, Lord of the Jungle!
None have challenged me and lived!”
Your parents died when you were a
baby, while the family was travelling
through uncharted wilderness.
Miraculously, you survived in the wild
after you were found and raised by
wild animals. Eventually, explorers
discovered you, and you have your
hands full trying to protect them from
fiendish cannibals, ferocious tigers,
and sinister lost civilizations. You may
speak in a crude, primitive style (“Me
Tarzan, You Jane”), or you may be
equally at home in the ballroom and
the jungle.
Examples: Tarzan (of course) and all
of his imitators.
Hypnotic Powers
Sinister hypnotists were a staple of
pulp stories and radio dramas, and
even on those stories that prided
themselves in their “realism,”
hypnotists could have powers far more
advanced than in the real world. For
that reason, GMs may want to make
the following powers available to their
players.
A player-character has to follow the
usual procedures to learn hypnotic
powers. Her Brains [Hypnotism]
ability must exceed the following
targets, and she must pay the cost of
each power in Hero Points. Reduce the
cost by 1 for every 5 points her Brains
[Hypnotism] score exceeds the target.
Unless otherwise specified, these
powers will only affect another
character if the hypnotist can place her
into a hypnotic trance. The following
conditions have to met to place
someone into a hypnotic trance against
their will:
The victim must be able to see and
hear the hypnotist;
The hypnotist must make a Brains
[Hypnotism] roll which exceeds the
victim’s Mind (Mental Defense) score.
Note that the invisibility power can be
used without putting anyone into a
hypnotic trance.
Control Bleeding
Target = Brains [Hypnotism] 16
Cost = 1
Duration = instantaneous
Normally, when a character receives
five or more wounds, that character
will bleed to death unless he receives
proper medical treatment. This power
allows a hypnotist to stop the victim’s
bleeding so that he won’t die, unless he
receives 20 wounds or more or 10
wounds from a single attack.
Emotional Control
Target = Brains [Hypnotism] 23
Cost = 4
Duration = 1 day
This discipline will change a subject’s
emotional state – making him angry,
confused, despairing, or whatever.
Hypnotic Suggestion
Target = Brains [Hypnotism] 24
Cost = 5
Duration = 1 week
With this power, a character may order
a subject to do one specific thing. It
must be an action that takes a limited
amount of time (no more than one
week). Once the action is completed,
the power no longer affects the
subject.
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