Tuesday, September 21, 2021

Raiders of the Lost Artifacts: New Backgrounds and Alternate Skill System

A few quick ideas.


New Backgrounds
Blue Collar
The character has extensive experience as a factory worker, in commercial fishing, construction, taxi driver, postal worker, and other jobs not considered a desk job. When dealing with a situation that falls into a skill or knowledge involved with their job experience they may have a bonus on die rolls. Factory workers may know how to drive forklifts and metal working machines, taxi drivers may know how to handle traffic and find locations around town, etc. 


Crime
Similar to the Law background but involving the underworld and seedy side of life. The character may be a reformed criminal, a bounty hunter, or perhaps even  still doing some shady things on the side.

Alternate Skill System
Another alternate to the existing skill system is the also used method of using the Luck roll as a skill roll with the attribute bonus added to the roll. This works well as a simple skill check, the skill improves with each level, and one does not have to worry about assigning a difficulty number. Of course a bonus or penalty can be added to the roll as desired.




Saturday, September 18, 2021

Raiders of the Lost Artifacts: Explorer

Explorers are men and women who travel to distant lands to find new cultures, animals, and treasures. Some do it for science, others do it for fortune and glory. This class differs from the Treasure Hunter being more robust and focused on outdoor exploration as opposed to specialized tomb/ruin raiding.

This class can represent explorers, hunters, scouts, and any other outdoor orientated character concept.

Military, aristocracy, and science are excellent backgrounds for the Explorer.

Explorer
XP, HD, BHB, and Luck as Mercenary.

Explorers can use any weapon or armor.

Climbing
As a Treasure Hunter. Explorers are experienced at moving over rough terrain and climbing through hills, mountains, and ruins. 

Hunter
Using a ranged weapon an Explorer can aim for one full round, taking no other actions, and receive a +2 to the attack. This increases to +3 at 5th level and +4 at 10th level.

Languages
As a Treasure Hunter. Useful to the Explorer as he encounters new people and lands. 

Stealth
As a Treasure Hunter. Explorers are experienced at stalking game.

Survival
The Explorer is experienced at finding food, water, and shelter in the wild. This also allows for navigation and tracking with difficulties set by the Referee. This ability is based on Intelligence.

Optional Skills
Less combat orientated and more versatile than Mercenaries. If the optional skills system is used they are treated as a Treasure Hunter.



Friday, September 17, 2021

Raiders of the Lost Artifacts: Sailor

 Professional seamen such as Captains, experienced deckhands and fishermen, etc. The high end of men sailing the seas. Military, Aristocracy, and Science are appropriate backgrounds.  This class will also benefit from multiclassing with others for a well-rounded adventurer.

Sailor
XP, HD, BHB, and Luck as Mercenary.

Sailors can use any weapon or armor, but cannot always swim with it.

Climbing
As a Treasure Hunter. Sailors often have to clamber all over ships be they sail, steam, or diesel.

Gambling
Sailors are notorious gamblers. Ship life is routinely boring and the cards and dice add a bit of spice as well as causing the occasional assault. The Sailor enters into an opposed roll against other gamblers, high roll wins, and gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Roll the bones!


Salty
+1 to attack unarmed and melee attacks.

Seamanship
When controlling or working a sea vessel a Sailor receives a +1 bonus to Sailing rolls at levels 1,3,6,9, and 10. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Seamanship Bonus to the roll.

This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.

Swimming
Sailors are skilled at swimming, holding their breath underwater up to a full minute, etc. This ability is based on a Constitution Luck roll. 

Optional Skills
If the optional skills system is used the Sailor is treated as a Mercenary.





Raiders of the Lost Artifacts: Heavy

Edit: Changed class name from Thug to Heavy. Thug was just to generic and boring.

Heavies have a taste and talent for violence and hard living. They are gangsters, leg-breakers, or other tough guys who makes their living with fists and guts. Any background will work depending on how the character came to be in their current state. I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.

Heavies in a group of adventurers can be former criminals, tough as nails street toughs, and others with less than sterling pasts. 

Heavy
XP, HD, BHB, and Luck as Mercenary
Heavies can use any weapon or armor.

Backstab
Heavies are experienced at knocking a guy over the head from behind or stabbing  him in the back. When catching a target unaware from behind the Heavy receives +4 bonus to attack and does double damage.

Brawler
+1 to hit on melee and unarmed attacks. Crime is a rough business for the Heavy and he has to know how to lay down a beating now and again.

Gambling
The Heavy often supplements his income with a bit of cards and dice or a day at the races. The gambler enters into an opposed roll against other bettors, high roll wins, and a gambler gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Good luck!

Pick Pockets
A Heavy has to supplement his income at times by lifting a wallet or snatching an item.
The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Dexterity Bonus to the roll.

Sneak
As the Treasure Hunter. Heavies are at home skulking in the shadows and ambushing the unwary.

Optional Skills
If the optional skills system is used the Heavy is treated as the Mercenary.



Raiders of the Lost Artifacts: Spy

 In the years leading up to WW2 espionage activity escalated. The Spy class specializes in infiltration, information gathering, and even assassination. It would be interesting for a character to work as an agent keeping track of the other players and any interesting artifacts or locations they find. "Legit" spy-work would be very appropriate with the Military or Government background although any background would work with the right backstory.

Another possibility for this class is of a criminal or reformed criminal such as thieves or cat burglars or even bounty hunters. In this case I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.

Spy
XP, HD, BHB, and Luck as Treasure Hunter.
Spies can use any weapon or armor.

Backstab
If a Spy can get behind an enemy without being detected he can attack the unaware target receiving a +4 to hit bonus and doing double damage. This attack applies to melee and unarmed attacks only. The target must also have a back and vulnerable points to attack, for example a blob monster would not be able to be backstabbed.

Fast Talk
Through deceit, persuasion, seduction, or other tactics a Spy is often capable of manipulating a person to get what he wants. If the Referee decides that the target is capable of  being manipulated the target must make a an opposed Wisdom Luck roll vs the Spy's Charisma Luck roll. If failed the target has been manipulated by the Spy. The degree to which the target complies is determined by the Referee.

Hear Noise
A useful ability allowing the Spy to detect noise or eavesdrop conversation in crowded rooms or behind locked doors and walls. Attempts to use this ability takes a  full round and no other actions can be performed as the Spy focus on listening.

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.

Hide
As a Treasure Hunter. An essential skill for infiltrating and observation.

Languages
As a Treasure Hunter. The Spy often needs to learn multiple languages to apply his craft.

Open Locks
As a Treasure Hunter. Another essential skill in infiltration and information gathering.

Stealth
As a Treasure Hunter. Spies sneak around and can use this ability to deliver a Backstab.

Optional Skills
If the optional skills system is used the Spy is treated as a Treasure Hunter.



Tuesday, September 14, 2021

Raiders of the Lost Artifacts: Pilot/Driver

Pilots and Drivers specialize in vehicle control and combat. This class represents fighter pilots, smugglers, professional drivers, bootleggers, etc. They are best in their vehicle but are capable adventurers outside of their machines.

All Backgrounds work well with Pilot/Driver and the Military, Government, and Show Business Backgrounds should work particularly well with this class.

Pilot/Driver
XP, HD, BHB, and Luck as Mercenary.
Pilots/Drivers can use any weapon or armor.

This character can use his abilities while flying or driving thus the combination designation Pilot/Driver.

Ace
The Pilot/Driver is incredibly skilled at controlling his vehicle as compared to the average vehicle operator. He receives a +1 bonus to Pilot/Drive rolls at levels 1,3,6,9, and 10. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Ace Bonus to the roll.

This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.

A Pilot/Driver  also adds his Ace bonus to the vehicle's AC when at the controls.

Daring
Steely nerves are essential when behind the wheel of a ton of screaming motor and steel chassis hurtling along at high speeds. It's even worse with bullets flying at you and God knows what else during a Pulp adventure. The Pilot/Driver receives a +2 bonus to Luck saves involving fear or stress.

Grease Monkey
Pilots/Drivers are often called upon to make field repairs on their damaged vehicle. To fix it they must have the parts, take the time set by the DM, and make a successful d20 skill roll adding Level and Intelligence Bonus to the roll.

Quick Reflexes
The Pilot/Driver gains a +1 bonus to initiative. In Group initiative this does not stack, only one bonus is gained per side.

Steady Hands
The natural skill or experience of a Pilot/Driver gives him a +1 to attacks with vehicle weapons at 1st level, +2 at 5th level, and +3 at 10th level.  

Optional Skills
If the optional skills system is used the Pilot/Driver is treated as a Mercenary.






Monday, September 13, 2021

Raiders of the Lost Artifacts: Investigator

Those who use their wits and skills to gather information and solve mysteries for a living. Examples of the Investigator include detectives, insurance investigators, reporters, etc. 

The Law and Journalism Backgrounds should work particularly well with this class.

Investigator
XP, HD, BHB, and Luck as Treasure Hunter

Investigators can use any weapon or armor.

Assess
The Investigator can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on the Investigator's experience and training. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.

Contacts
With a successful Charisma Luck roll the Investigator may ask one favor of a contact such as a coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be things not generally available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Investigator is difficult or unpleasant. 

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels. 

Deduction
After reviewing clues, interviewing witnesses, visiting crime scenes, etc the Investigator can make an Intelligence Luck roll.

If successful the Investigator may ask the DM a single yes or no question which the DM must answer honestly. The Investigator can do this once per adventure at 1st level and can ask more one more question at levels 5 and10.

Observation
The Investigator has a keen eye for spotting small details. When actively looking for clues or difficult to spot items such as a torn piece of matchbook, bloodstains, footprints, hidden doors, etc. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.

Open Locks 
Investigators are often called upon to enter places they are not wanted. 

They can pick locks and otherwise get past mechanical barriers. For most locks this is automatic. Particularly challenging locks such as a safe will require a difficulty number to overcome based on the optional Skill rules in Appendix Four. Roll d20 add Level and Dexterity Bonus to the roll.

Snoop
Investigators are fantastic at listening and picking up bits of conversation and other useful sound bits. By taking a full round and performing no other actions they can attempt to focus on snippets of conversations in a crowd, listen through doors, and hear other faint noises. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.

Optional Skills
If the optional skills system is used the Investigator is treated as a Treasure Hunter.



Sunday, September 12, 2021

Raiders of the Lost Artifacts: Martial Artist

 I have become enamored with Night Owl Workshop games. Especially Raiders of the Lost Artifacts. I have decided to rework some of my own pulp classes to fit with Raiders for a few more options. First up is the Martial Artist.

There are brawlers and then there are those who are on the next level in unarmed combat. Mercenaries are more likely to be better trained at ranged combat and can utilize heavier armor as well as having their role in coordinating bonuses to their allies. Martial Artists are hyper-focused on hand-to-hand fighting and are less skilled at unit tactics.

Examples of such characters would be:
Sailor Steve Costigan
Doc Savage (multiclass with Scientist)
Batman (multiclass with Scientist)
Shang Chi (70's and early 90's Master Kung Fu comics especially)
Judomaster
 

Martial Artist
XP, HD, BHB, and Luck as Mercenary

The Martial Artist choices in armor are limited to leather jacket and long leather coat. Any other armor hampers the Martial Artist and he cannot use his class abilities effectively. 

Unarmed Combat (Karate, Kung Fu, Boxing, Savate, etc)
The Martial Artist hits harder and more often with his natural weapons and is more difficult to hit in unarmed and melee combat due to his training or natural talents.

He gains a +1 to hit with Unarmed Attacks and an armor class bonus while engaged in unarmed and melee combat.

Combo
The Martial Artist can attack with two unarmed attacks per round with a penalty of -2 to hit with each attack. This ability can only be used with unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO 
The Martial Artist can fire off a powerful kick, chop, uppercut, etc to do extra damage in unarmed combat. The attack is made at a -2 penalty to hit. If successful the damage is doubled. 

This ability can be used once per day at 2nd level, twice per day at 5th level, and three times per day at 7th level.

Second Wind
If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself, move, etc. He receives no Dex or Martial Arts bonus. He can still receive a bonus from armor worn and from cover.  

This ability can be used once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level.

Optional Skills
If the optional skills system is used the Martial Artist is treated as the Mercenary.





Pulp Gaming with OSR rules.



For Pulp style games I have used my classes for Mythos and Mayhem disregarding the hit point cap at 5th level/HD. 

Also of use are my rules for firearms, vehicles (land and air combat), etc. These can be found in the Mythos and Mayhem page and the Operation White Box WW2 page.

I will be re-editing the Mythos and Mayhem classes for Pulp specific posts and revamping this page with direct links to specific rules such as firearms, air combat, etc. 

I am also in love with Night Owl Workshop's Raider of the Lost Artifacts game. I will be posting a few of my classes revamped for that system. 

Mythos and Mayhem

Operation White Box WW2