Pulp Professions
Pulp Professions
I've got a laundry list of pulp professions I am going to try to convert into the Legend rules. I tried to keep the list as broad as possible. The professions to the right are intended to be examples of what other kinds of professions can be built using professions in bold font. Please let me know if I am missing anything.
As per suggestions: renamed native "Noble Savage", added Mystic Profession, and added Rocket-Man, Philanthropist, and Mad Scientist.
Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy
Academic - Student, Teacher/ Professor, Scholar, Librarian, Archaeologist
Athlete - Acrobat, Martial Artist, Boxer, Football Star
Criminal - Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale
Dilettante – Idle Rich, Nobility, Trust Fund Baby
Doctor - Surgeon, ER Physician, Battlefield Medic, Nurse
Investigator - Gumshoe, Paranormal Investigator, Conspiracy Theorist
Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale
Laborer/ Artisan - Carpenter, Construction Worker, Plumber, Mechanic
Lawman - Police Detective, Beat Cop, G-Man, Lawyer
Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante
Moneyman - Industrialist, Businessman, Philanthropist
Mystic - Psychic Detective, Paranormal Investigator, Sorcerer
Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle
Nun - Holy Sister, Novice, Nurse, Teacher
Pilot - Daredevil, War Hero, Test-Pilot, Rocket-Man
Politician - Assistant District Attorney, Mayor's Aide, White Knight
Priest - Missionary, Crusader, Exorcist
Reporter - Muckracker, Paparazzi, Newspaper Man
Sailor - Navy, Mate, Navigator, Ship's Master
Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist
Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune
Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale
As per suggestions: renamed native "Noble Savage", added Mystic Profession, and added Rocket-Man, Philanthropist, and Mad Scientist.
Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy
Academic - Student, Teacher/ Professor, Scholar, Librarian, Archaeologist
Athlete - Acrobat, Martial Artist, Boxer, Football Star
Criminal - Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale
Dilettante – Idle Rich, Nobility, Trust Fund Baby
Doctor - Surgeon, ER Physician, Battlefield Medic, Nurse
Investigator - Gumshoe, Paranormal Investigator, Conspiracy Theorist
Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale
Laborer/ Artisan - Carpenter, Construction Worker, Plumber, Mechanic
Lawman - Police Detective, Beat Cop, G-Man, Lawyer
Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante
Moneyman - Industrialist, Businessman, Philanthropist
Mystic - Psychic Detective, Paranormal Investigator, Sorcerer
Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle
Nun - Holy Sister, Novice, Nurse, Teacher
Pilot - Daredevil, War Hero, Test-Pilot, Rocket-Man
Politician - Assistant District Attorney, Mayor's Aide, White Knight
Priest - Missionary, Crusader, Exorcist
Reporter - Muckracker, Paparazzi, Newspaper Man
Sailor - Navy, Mate, Navigator, Ship's Master
Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist
Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune
Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale
Last edited by p_Clapham on Sun May 11, 2014 6:53 pm, edited 5 times in total.
- soltakss
- Duck-Billed Mongoose
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Re: Pulp Professions
Maybe Philanthropist under Moneyman, Mad Scientist under Scientist?
I'd have a Mystic as well, there are loads of examples of mystics in pulp fiction, especially if you include Dennis Wheatley-type fiction.
The professions listed are, indeed, very pulpy.
I'd have a Mystic as well, there are loads of examples of mystics in pulp fiction, especially if you include Dennis Wheatley-type fiction.
The professions listed are, indeed, very pulpy.
Simon Phipp - Wallowing in my elitism since 1982.
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- Lesser Spotted Mongoose
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Re: Pulp Professions
Perhaps you could find room for the Noble Savage. This is a fellow in the mould of Tarzan, Korak, Ka Zar, Kioga(The Hawk of the Wilderness), Thundarr or Turok.
What about Rocketeer/King of the Rocket Men as well?
What about Rocketeer/King of the Rocket Men as well?
Re: Pulp Professions
Femme Fatale? Seductress, Adventurer, Spolit but not totally Evil Princess


Re: Pulp Professions
Femme Fatale could be represented by a couple of the Professions. The Criminal, Entertainer, and Spy would all make Fine Femme Fatale characters.
Da Boss wrote:Femme Fatale? Seductress, Adventurer, Spolit but not totally Evil Princess
Re: Pulp Professions
I ran into some issues with skill bonuses and advanced skills, so I came up with some more advanced skills.
Academics – INT x2
Pick one: History, Law, Literature, Philosophy, Psychology, or Religion
Bureaucracy – INT+CHA
Diplomacy – INT+CHA
Science – INT x2
Pick one: Biology, Chemistry, Engineering, Geology, or Physics
Academics and Science more or less replace/ supplement lore. Diplomacy is just the Courtesy skill re-named.
Here are some Combat Styles to go with the professions.
Pistols - INT+DEX
Rifles - INT+DEX
Heavy Weapons - STR+DEX
Academics – INT x2
Pick one: History, Law, Literature, Philosophy, Psychology, or Religion
Bureaucracy – INT+CHA
Diplomacy – INT+CHA
Science – INT x2
Pick one: Biology, Chemistry, Engineering, Geology, or Physics
Academics and Science more or less replace/ supplement lore. Diplomacy is just the Courtesy skill re-named.
Here are some Combat Styles to go with the professions.
Pistols - INT+DEX
Rifles - INT+DEX
Heavy Weapons - STR+DEX
Re: Pulp Professions
Personally - I would change the name of 'Labourer' to 'Artisan' and have - Artisan - Labourer/Builder, Plumber, Mechanic, Other Skilled Trades. Also, maybe have Sailor in a separate profession; Navy - Sailor, Mate, Navigator, Ship's Master.
"Understanding is a 3-edged sword" bit like a toblerone, really.
- soltakss
- Duck-Billed Mongoose
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Re: Pulp Professions
Nun - Novice, Nurse, Teacher
With Sailor, you probably need something about tramp-steamer, as all pulp ships of worth are tramp-steamers.
With Sailor, you probably need something about tramp-steamer, as all pulp ships of worth are tramp-steamers.
Simon Phipp - Wallowing in my elitism since 1982.
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
http://www.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
http://www.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html
Re: Pulp Professions
Here are the updated professions with the skill bonuses.
Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy
Common Skill Bonuses – Pick two at 10%: Athletics, Evade, Lore (Regional), Perception, Ride
Combat Styles – Two combat Styles at +10%
Advanced Skills – Pick one: Academics, Language, Survival, Track
Academic - Student, Teacher/ Professor, Scholar, Librarian, Archaeologist
Common Skill Bonuses – Pick two at 10% Culture (own), Evaluate, Influence, Insight
Advanced Skills – Pick three: Academics, Culture (specific culture), Language, Lore, Oratory, Teaching
Athlete - Acrobat, Martial Artist, Boxer, Football Star
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, Resilience, Swim, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick one - Acrobatics, Academics (Sports)
Criminal - Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale
Common Skill Bonuses – Pick three at +10% - Drive, Evade, Influence, Sleight, Stealth
Combat Styles – Pick one at +10%
Advanced Skills - Streetwise
Dilettante – Idle Rich, Nobility, Trust Fund Baby
Common Skill Bonuses - +10% to influence. Pick two more at +10% - Culture (own), Drive, Evaluate, Insight, Ride
Advanced Skills – Pick two - Academics, Diplomacy, Commerce, Gambling, Language
Doctor - Surgeon, ER Physician, Battlefield Medic
Common Skill Bonuses – Evaluate and Lore (regional) +5%, First Aid +20%, Perception +10%
Advanced Skills - Healing
Investigator - Gumshoe, Paranormal Investigator, Conspiracy Theorist
Common Skill Bonuses - Perception and Insight +10%, Pick one more at +10% Evade, Influence, Sleight, Stealth, Unarmed
Combat Styles – One at +10%
Advanced Skills- Streetwise
Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale
Common Skill Bonuses – Influence +20%, Pick two at +10% - Culture (own), Dance, Insight, Sing, Sleight
Advanced Skills – Pick one - Academics (Literature), Art, Oratory, Play Instrument
Laborer/ Artisan – Cabbie, Carpenter, Construction Worker, Plumber, Mechanic
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Culture (own), Drive, Evaluate
Advanced Skills – Pick Two - Craft, Engineering, Mechanisms
Lawman - Police Detective, Beat Cop, G-Man, Lawyer
Common Skill Bonuses – Perception at +10%, Pick one more at +10% - Evade, Influence, Insight
Combat Styles – Two at +10%
Advanced Skills – Pick one – Academics (law), Bureaucracy, Streetwise
Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante
Common Skill Bonuses Stealth at +10%, Pick one more at +10% - Evade, Influence, Perception, Insight, Sleight, Unarmed
Combat Styles – Two at +10%
Advanced Skills- Streetwise
Mystic – Psychic Detective, Paranormal Investigator, Dabbler in the Unknown
Common Skill Bonuses – Insight and Persistence +10%, Pick two at +10% - Influence, Perception, Sleight, Stealth
Advanced Skills – Lore
Moneyman - Industrialist, Businessman, Philanthropist
Common Skill Bonuses – Influence and Evaluate at +10%. Pick two more at +10% - Insight, Lore (regional), Perception, Persistence
Advanced Skills - Commerce
Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle,
Common Skill Bonuses – Pick two at +10% - Athletics, Brawn, Evade, Resilience, Unarmed
Combat Styles – Two combat styles appropriate to the culture at +10%
Advanced Skills – Pick one – Track, Survival.
Pilot - Barnstormer, Daredevil, War Hero, Test-Pilot, Rocketeer
Common Skill Bonuses – Perception +10%, Pick two more at +10% - Drive, Evade, Persistence, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Pilot
Politician - Assistant District Attorney, Mayor's Aide, White Knight
Common Skill Bonuses – Influence +20%, Pick one at +10% - Culture (Own), Insight, Lore (regional), Persistence
Advanced Skills – Pick Two - Bureaucracy, Diplomacy, Oratory
Priest - Missionary, Crusader, Exorcist, Nun
Common Skill Bonuses – Influence +20%, Insight +10%
Advanced Skills – Academics (Theology), Pick one more – Academics, Diplomacy, Language, Oratory
Reporter - Muckracker, Paparazzi, Newspaper Man
Common Skill Bonuses – Insight and Influence at +10%. Pick two at +10% - Culture (Own), Evaluate, Lore (Regional), Perception
Advanced Skills – Pick one – Academics (Literature), Diplomacy, Streetwise
Sailor – Navy, Sea Dog, Mate, Navigator, Ship's Master, Merchant Mariner
Common Skill Bonuses – Swim at +10%. Pick two more at +10% - Athletics, Brawn, Perception, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Boating
Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist
Common Skill Bonuses – Pick two at +10% - Evaluate, Insight, Perception, Persistence
Advanced Skills – Pick Three – Engineering, Mechanisms, Science
Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, First Aid, Perception, Resilience, Unarmed
Combat Styles – Two Combat Styles at +10%
Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale
Common Skill Bonuses – Influence +10%. Pick one more at +10% - Evade, Insight, Perception, Persistence, Stealth, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick two – Diplomacy, Disguise, Gambling, Language, Seduction, Streetwise
Wheelman - Racer, Hell-on-Wheels, Getaway man
Common Skill Bonuses - Drive +20%, Perception +10%, Persistence +10%
Advanced Skills - Engineering or Mechanisms
Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy
Common Skill Bonuses – Pick two at 10%: Athletics, Evade, Lore (Regional), Perception, Ride
Combat Styles – Two combat Styles at +10%
Advanced Skills – Pick one: Academics, Language, Survival, Track
Academic - Student, Teacher/ Professor, Scholar, Librarian, Archaeologist
Common Skill Bonuses – Pick two at 10% Culture (own), Evaluate, Influence, Insight
Advanced Skills – Pick three: Academics, Culture (specific culture), Language, Lore, Oratory, Teaching
Athlete - Acrobat, Martial Artist, Boxer, Football Star
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, Resilience, Swim, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick one - Acrobatics, Academics (Sports)
Criminal - Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale
Common Skill Bonuses – Pick three at +10% - Drive, Evade, Influence, Sleight, Stealth
Combat Styles – Pick one at +10%
Advanced Skills - Streetwise
Dilettante – Idle Rich, Nobility, Trust Fund Baby
Common Skill Bonuses - +10% to influence. Pick two more at +10% - Culture (own), Drive, Evaluate, Insight, Ride
Advanced Skills – Pick two - Academics, Diplomacy, Commerce, Gambling, Language
Doctor - Surgeon, ER Physician, Battlefield Medic
Common Skill Bonuses – Evaluate and Lore (regional) +5%, First Aid +20%, Perception +10%
Advanced Skills - Healing
Investigator - Gumshoe, Paranormal Investigator, Conspiracy Theorist
Common Skill Bonuses - Perception and Insight +10%, Pick one more at +10% Evade, Influence, Sleight, Stealth, Unarmed
Combat Styles – One at +10%
Advanced Skills- Streetwise
Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale
Common Skill Bonuses – Influence +20%, Pick two at +10% - Culture (own), Dance, Insight, Sing, Sleight
Advanced Skills – Pick one - Academics (Literature), Art, Oratory, Play Instrument
Laborer/ Artisan – Cabbie, Carpenter, Construction Worker, Plumber, Mechanic
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Culture (own), Drive, Evaluate
Advanced Skills – Pick Two - Craft, Engineering, Mechanisms
Lawman - Police Detective, Beat Cop, G-Man, Lawyer
Common Skill Bonuses – Perception at +10%, Pick one more at +10% - Evade, Influence, Insight
Combat Styles – Two at +10%
Advanced Skills – Pick one – Academics (law), Bureaucracy, Streetwise
Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante
Common Skill Bonuses Stealth at +10%, Pick one more at +10% - Evade, Influence, Perception, Insight, Sleight, Unarmed
Combat Styles – Two at +10%
Advanced Skills- Streetwise
Mystic – Psychic Detective, Paranormal Investigator, Dabbler in the Unknown
Common Skill Bonuses – Insight and Persistence +10%, Pick two at +10% - Influence, Perception, Sleight, Stealth
Advanced Skills – Lore
Moneyman - Industrialist, Businessman, Philanthropist
Common Skill Bonuses – Influence and Evaluate at +10%. Pick two more at +10% - Insight, Lore (regional), Perception, Persistence
Advanced Skills - Commerce
Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle,
Common Skill Bonuses – Pick two at +10% - Athletics, Brawn, Evade, Resilience, Unarmed
Combat Styles – Two combat styles appropriate to the culture at +10%
Advanced Skills – Pick one – Track, Survival.
Pilot - Barnstormer, Daredevil, War Hero, Test-Pilot, Rocketeer
Common Skill Bonuses – Perception +10%, Pick two more at +10% - Drive, Evade, Persistence, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Pilot
Politician - Assistant District Attorney, Mayor's Aide, White Knight
Common Skill Bonuses – Influence +20%, Pick one at +10% - Culture (Own), Insight, Lore (regional), Persistence
Advanced Skills – Pick Two - Bureaucracy, Diplomacy, Oratory
Priest - Missionary, Crusader, Exorcist, Nun
Common Skill Bonuses – Influence +20%, Insight +10%
Advanced Skills – Academics (Theology), Pick one more – Academics, Diplomacy, Language, Oratory
Reporter - Muckracker, Paparazzi, Newspaper Man
Common Skill Bonuses – Insight and Influence at +10%. Pick two at +10% - Culture (Own), Evaluate, Lore (Regional), Perception
Advanced Skills – Pick one – Academics (Literature), Diplomacy, Streetwise
Sailor – Navy, Sea Dog, Mate, Navigator, Ship's Master, Merchant Mariner
Common Skill Bonuses – Swim at +10%. Pick two more at +10% - Athletics, Brawn, Perception, Unarmed
Combat Styles – One combat style at +10%
Advanced Skills - Boating
Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist
Common Skill Bonuses – Pick two at +10% - Evaluate, Insight, Perception, Persistence
Advanced Skills – Pick Three – Engineering, Mechanisms, Science
Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune
Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, First Aid, Perception, Resilience, Unarmed
Combat Styles – Two Combat Styles at +10%
Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale
Common Skill Bonuses – Influence +10%. Pick one more at +10% - Evade, Insight, Perception, Persistence, Stealth, Unarmed
Combat Styles – Pick one at +10%
Advanced Skills – Pick two – Diplomacy, Disguise, Gambling, Language, Seduction, Streetwise
Wheelman - Racer, Hell-on-Wheels, Getaway man
Common Skill Bonuses - Drive +20%, Perception +10%, Persistence +10%
Advanced Skills - Engineering or Mechanisms
Last edited by p_Clapham on Wed May 14, 2014 8:20 pm, edited 4 times in total.
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- Lesser Spotted Mongoose
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Re: Pulp Professions
I wonder if Blue Collar Worker or Regular Joe are more 'setting appropriate' for Labourer/Artisan?
Maybe Stand Up Guy as well?
Perhaps Barnstormer as a concept within Pilot.
Maybe Stand Up Guy as well?
Perhaps Barnstormer as a concept within Pilot.
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- Lesser Spotted Mongoose
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Re: Pulp Professions
I would give them Drive and Athletics.
Cab Drivers and Construction workers working on Skyscrapers spring to mind. Purely for the setting and for flavour, what about Dance?
Big Bands and Dance Halls would probably be a huge source of social entertainment for people in this bracket(as well as going to the Movies).
Cab Drivers and Construction workers working on Skyscrapers spring to mind. Purely for the setting and for flavour, what about Dance?
Big Bands and Dance Halls would probably be a huge source of social entertainment for people in this bracket(as well as going to the Movies).
Re: Pulp Professions
The list seems pretty much done. I didn't include a race car driver. I'm thinking something along these lines.
Wheelman - Racer, Hell-on-Wheels, Getaway man
Common Skill Bonuses - Drive +20%, Perception +10%, Persistence +10%
Advanced Skills - Engineering or Mechanisms
Wheelman - Racer, Hell-on-Wheels, Getaway man
Common Skill Bonuses - Drive +20%, Perception +10%, Persistence +10%
Advanced Skills - Engineering or Mechanisms
Re: Pulp Professions
I'd be tempted to add Engineering to the Labourer profession - I realise that makes a lot of overlap with the scientist, but where the scientist is more interested in design and a prototype, the Labourer would be interested in full production. Also - might be an idea to expand the craft skills to 2, as some jobs might cover 2 skill areas - an Engineer might have Craft (plumbing) and Craft (engines or boilers?) for example?
Also, I'm only working from the RQ books - but does Legend have the RQ GM's guide skill 'culture' in it? I'm thinking some professions should have Culture (Working class) or Culture (Society) in them - even in the pulp era and the USA there are big differences between the swanky high society and bums on the street! Might add a bit of flavour!
Also, I'm only working from the RQ books - but does Legend have the RQ GM's guide skill 'culture' in it? I'm thinking some professions should have Culture (Working class) or Culture (Society) in them - even in the pulp era and the USA there are big differences between the swanky high society and bums on the street! Might add a bit of flavour!
"Understanding is a 3-edged sword" bit like a toblerone, really.
Re: Pulp Professions
Nope - got a better idea. Engineering in the book covers early mechanical engineering mainly - I think for a more modern setting, it should be a grouped skill, like craft, covering Mechanical, Civil, Electrical and Chemical. Scientists are more likely to have Electrical and/or Chemical Engineering, while Labourers are more likely to have Civil and/or Mechanical Engineering.
Any good?
Any good?
"Understanding is a 3-edged sword" bit like a toblerone, really.
Re: Pulp Professions
I could see Engineering working for the Laborer/ Artisan. Not sure if I want to start splitting Culture (own) into multiple categories. One of the reasons I prefer Legend over BRP is simplicity.
Re: Pulp Professions
I think the list is now complete. Thank you all for your input. I've uploaded a pdf of the listing to the BRP central site if you want a copy of the document.
http://basicroleplaying.com/downloads.p ... ile&id=549
http://basicroleplaying.com/downloads.p ... ile&id=549
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