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Pulp

Cthulhu:

e
HEROES’

fil
NEW
TALENTS!e
pl
m
Sa

by Davide Quatrini
INTRO
Welcome! In the following pages 24 new Pulp Cthulhu talents can be found, useful both for players to
create different heroes or for Keepers in order to add strange, dangerous NPCs to their scenarios!
As usual, choose or roll (1D6).

Table a: alternate physical talents

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Roll Physical Talent

1 Merfolk: never lose hit points because of failed or pushed Swim

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rolls; moreover, make Regular Swim rolls while swimming in adverse
weather conditions.
2 Fakir: may go without food for a number of days equal to CON
score.
3 Thug: once per day, may replace any Intimidate roll with a
Regular STR roll.
4 Tamer: may use Ride skill on any creature (including Mythos
monsters, but not deities) with the following characteristics: INT score 30
or less (or no INT score), minimum SIZ score 90. The creature shall be

e tamed or peacefully approached in some way before, though.


5

6
Insanely Robust: never suffer hit points damage while employing
Insane Talents.
Unbroken: may choose not to fall prone when a Major Wound is
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taken.
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Table B: alternate MENTAL talents


Roll Mental Talent

1 Metal Detector: gain a bonus die to Spot Hidden rolls while


searching for metal objects.
Sa

2 Polymath: once per day may use Anthropology, Archaeology or


History skill score in lieu of any Science score while making a roll, and
vice versa.
3 Combat Medic: make Regular Medicine rolls in dirty and unsafe
environments. A military Medical Case is needed to use this talent (its
price is double the price of a standard Medical Case).
4 Artificer: may make Extreme Mechanical Repair rolls in
substitution of Locksmith rolls. Treat all such rolls as pushed rolls.
5 Judge: always make Regular Law rolls when dealing with legal
systems of other countries.
6 Fast Recovery: may force any real time bout of madness to last a
maximum of two rounds.

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