TEXT: Pulp Templates
  Pulp Templates
  Pulp Templates
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  REINCARNATED 
  WARRIOR 
  Reincarnation was a common theme in pulp 
  adventures because it allowed ordinary 
  men and women to become the modern 
  incarnation of legendary heroes 
  overnight. A two fisted arche-
  ologist might discover a lost 
  Egyptian temple, and suddenly 
  remember his life and loves as a warrior 
  pharaoh during the 15th Dynasty, while the 
  Femme Fatale that accompanies him on 
  his adventurers suddenly remembers her 
  role as Queen, and betrayer, of that same 
  Dynasty. Likewise, a villain might be 
  impossible to permanently stop; at his 
  death, his consciousness takes root in 
  a newborn, and within a few years, 
  the immortal threat is free to scheme 
  and plan once again. 
  Reincarnation across species was 
  common. An Earthman transported 
  to Mars (or some more exotic 
  world) might suffer inexplicable 
  flashbacks to a previous life lived 
  as a native of this strange new 
  world. Heroes might trace their 
  spiritual origins to ancient Atlantis, 
  or even farther back, remembering 
  deeds of valor performed during 
  the Hyborean Age. A few especially 
  blessed (or cursed) pulp heroes can 
  recall their exploits at the dawn of 
  humanity, helping homo sapeins 
  triumph against the vile Yaun-ti 
  serpent folk. Many warriors have 
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  been resurrected more than once, battling evil across the 
  centuries, living dozens of lives. 
  Reincarnation brings power, skill and courage, but it also 
  has its downsides. Traumatic memories, including memories 
  of their past-self’s brutal death, can leak through the hero’s 
  subconscious, distracting and unnerving even the strongest 
  willed hero. No reincarnated warrior has ever died a natural, 
  peaceful death; fate only selects the strongest willed and most 
  heroic to be her eternal champions, and people like that rarely 
  die in bed. Usually, a reincarnated champion dies at the hand 
  of his eternal nemesis, only to renew the cycle of hatred when 
  they are both reborn again. 
  TEMPLATE TRAITS
  Reincarnated Warrior is an acquired template that can 
  be added to any human or humanoid who has at least 12 
  Wisdom and 12 Charisma. The base creature retains its orig-
  inal type and subtype (if any). It uses all the base creature’s 
  statistics and special abilities except as noted here. 
  Challenge Rating:  +1 
  Level Adjustment: +2 
  Speed: Same as the base creature. 
  Hit Dice: If lower, increase the Base Creature’s HD to D10. 
  Reincarnated Warriors are tough, battle hardened, and nearly 
  impossible to send back to the grave. 
  SPECIAL QUALITIES: 
  The Inspiration of History (EX): The Reincarnated Warrior 
  has fought in every major battle known to history, and quite 
  a few more which have been forgotten by all but those who 
  fought and died there. The Reincarnated Warrior’s presence 
  on the battlefield is a comfort to the rookie troops under his 
  command, and compared to the eternal champion, everyone is 
  a rookie. 
  By spending an action point, and spending at least a full 
  round action to make a dramatic, inspiring speech, the 
  Reincarnated Warrior can help his allies fight more effective, 
  courageous fighters. All allies who can hear and understand 
  the Reincarnated Warrior receive a +4 morale bonus on WILL 
  Saves and a +1 morale bonus to either armor class or attacks 
  (recipient’s choice). The effects of this inspiring speech last 
  for a number of minutes equal to the Reincarnated Warrior’s 
  total character level. 
  Memories of Pain (EX): Occasionally, the memories of 
  a hundred lifetimes can overwhelm the otherwise strong 
  willed warrior, plunging the immortal into melancholy or 
  even crippling terror. At any time the Game Master may 
  decide that some aspect of the current situation reminds the 
  Reincarnated Warrior of a particularly painful memory- the 
  death of a love, defeat and humiliation at an enemy’s hand, 
  a particularly gruesome death. Overcome by his memories, 
  the Reincarnated Warrior must make a DC 25 WILL save. 
  Success indicates the Warrior is only shaken for the next 1d6 
  rounds; failure indicates that the warrior is panicked for 1d6 
  rounds. Each time the Game master chooses to activate this 
  template feature, the Reincarnated Warrior gains a temporary 
  action point, which must be spent by the end of the adven-
  ture. 
  SPECIAL ATTACKS: 
  Allegiances: Same as the base creature. No allegiance 
  change is required when the character takes this template, 
  but a player can choose to have the experience shake the 
  Reincarnated Warrior’s faith enough to justify a change in 
  allegiance or personality. 
  Saves: Increase the Reincarnated Warrior’s base WILL save 
  by +2, due to the warrior’s newfound confidence, and centu-
  ries of battle experience. 
  Ability Scores: Increase the Reincarnated Warrior’s 
  Intelligence and Constitution scores by +2. The Reincarnated 
  Warrior is tougher than most men, and centuries of hard won 
  experience give the Warrior an amazing store of knowledge 
  to draw upon. 
  Skills:  In addition to any possible bonuses from their 
  increased ability scores, the Reincarnated Warrior receives 
  bonuses on certain skills due to his wide experiences across 
  the centuries. The Reincarnated Warrior receives a +4 
  species bonus on the following skills: Craft (visual art or 
  writing), Diplomacy, Intimidate, Knowledge (any, except 
  technology and current events), Profession and Research. 
  The Reincarnated Warrior may speak, read and write 1d4+1 
  languages of choice fluently, as ‘free’ skills.  
  Feats: The Reincarnated Warrior gains proficiency with 
  Light, Medium and Heavy armor, with shields, with all 
  simple and 1d6 archaic or exotic melee weapons of choice. 
  The Reincarnated Warrior knows how to use every weapon 
  ever designed to kill men. From the battle of Thermopylae to 
  the Battle of Agincourt, to the trenches of WWI, the warrior 
  has fought and died for centuries. 
  HIDDEN HERITAGE:  
  PULP PLAYER RACES 
  In most D20 Modern games, all the player characters are 
  human. That’s not necessarily true in pulp gaming. Heroes 
  and villains can be enigmatic survivors of fabled Atlantis, 
  drawn to the surface love by love or vengeance. They can 
  hail from a hidden civilization that lives in the ice under 
  the Artic Circle, in vast underground cities powered by psi-
  crystals. Other characters might be the product of secret 
  Nazi eugenics experiments, while the worst villains in the 
  
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  campaigns might be tainted with the blood of serpentine 
  monsters or Lovecraftian abominations from beyond space 
  and time. 
  Because the benefits of being human (an additional feat at 
  first level, and additional skill points) are so ingrained into 
  the D20 Modern character creation process, characters from 
  these unusual races don’t lose that benefit. Instead, charac-
  ters who choose to come from one of these exotic races will 
  find their unique abilities are balanced by equally unique 
  disadvantages. These exotic races are presented as templates, 
  which can be added to any player character or NPC. 
  Since discovering a hidden heritage was also a staple of the 
  pulps, player characters can choose to ‘change’ their race at 
  any time after the game begins, based upon dramatic ‘new’ 
  revelations of their origin. Doing so can only be done once 
  per character, and if done in-game to save the character from 
  some immediate danger, requires the character to spend 1 
  action point. 
  HOLLOW EARTHER (PULP 
  HERITAGE TEMPLATE) 
  There is an entire world under the one we know.  A hidden 
  system of caverns, lit by a bizarre inner sun is home to the 
  forgotten races of the world. Dinosaurs coexist with exiled 
  utopias, protected by the strong right arms of sword-swinging 
  warriors and the super-scientific weapons devised by a caste 
  of techno-priests. 
  Hollow Earthers are muscular, physically robust and hand-
  some, but tend towards superstition and traditionalism. Most 
  Hollow Earthers are fairly conservative, doing things in the 
  same ways they have been done for generations, and the stub-
  born subterranean will always cling to tradition in the face of 
  progress. Most Hollow Earthers are pale, and many are full 
  albinos, accustomed to the dimmer light of the inner world. 
  Nudity is acceptable in Hollow Earther culture, thanks the 
  mild climate of the world within, and Hollow Earther heroes 
  rarely wear clothes more constricting than a loin cloth or 
  lightly armored breastplate. However, for all their strength, 
  Hollow Earthers are unaccustomed to the noise and filth of 
  the modern, industrialized world, and sicken quickly when 
  exposed to pollution and disease. 
  Challenge Rating: +1
  Level Adjustment: 0 
  Hit Dice: As the base creature. 
  Allegiances: Hollow Earthers can have any allegiance, 
  but most choose ‘law’ as one of their allegiances. Hollow 
  Earthers are traditionalists with great respect for laws, rituals 
  and manners.
  Ability Scores: +2 Str, -2 Int. Hollow Earthers are physically 
  adept, but prefer to let others (particularly their priestly caste) 
  do the thinking for them. 
  Saves: The Hollow Earther receives a –2 species penalty on 
  Fortitude saves made to resist the effects of disease, poison, 
  or pollutants as a result of their biologically sheltered life 
  below the Earth’s crust. 
  Speed: As the base creature. 
  Skills: The Hollow Earther receives a +2 species bonus on 
  the following skills: Climb, Handle Animal, Hide, Survival 
  and Swim. The world within is a savage place, and the 
  Hollow Earther has mastered the skills necessary to survive 
  there. 
  Feats: Hollow Earthers gain the Track feat for free, because 
  the tribes of the world within have to hunt for their food. 
  Disadvantages: Hollow Earthers distrust outsiders and their 
  strange technology. Hollow Earthers suffer a –4 species 
  penalty on diplomacy made against outsiders. No Hollow 
  Earther may take the following feats: Aircraft Operation, 
  Gearhead, Personal Firearms Proficiency, Surface Vehicle 
  Operation or Vehicle Expert. No Hollow Earther may select 
  the following skills: Computer Use, Craft (Mehanical or 
  Eletronic) or Knowledge: Technology. If the character had 
  any of these skills or feats before ‘discovering’ their heritage, 
  they lose these feats and skills when they accept this race. 
  TRUE ATLANTEAN (PULP 
  HERITAGE TEMPLATE) 
  The hero’s bloodline began in Atlantis, and as a result the 
  hero is as at home in the water as she is on land, if not 
  more so. In the pulps, many Atlanteans tend to be arrogant, 
  prideful, and seductive, very proud of their advanced tech-
  nology, command of ancient magic and of their ability to 
  unlock the secrets of the mind. Some have embraced evil, 
  worshipping the depraved gods whose interference caused 
  the Cataclysm, while others fight against that same evil. All 
  Atlanteans tend to be wise, and all are physically superior to 
  humanity. The Atlanteans are perfectly adapted to life under-
  water, and most have great physical strength in addition to 
  strong, disciplined minds. 
  Challenge Rating: +1 
  Level Adjustment: +1 
  Hit Dice: Increase HD to D10 if lower. Atlanteans have been 
  tempered by the cold and crushing pressure of the ocean 
  depths, and are phenomenally hard to kill. 
  Allegiances: Atlanteans have the same motivations and 
  drives as all humans; some are great heroes, while others are 
  indescribably evil. Many Atlanteans chose their own race as 
  
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  an allegiance, or dedicate themselves to the study of magic or 
  the mind. 
  SPECIAL QUALITIES: 
  Amphibious (EX): The Atlantean breathes underwater 
  by means of gills, and can stay submerged indefintately. 
  Depending on the Atlantean’s ‘race’ the gills might be located 
  on his neck, chest, back or underarms; different Atlantean 
  clans can recognize one another by gill placement. 
  Cold Resistance (EX): Atlanteans are adapted for the chill of 
  deep ocean trenches, and as a result have cold resistance 10. 
  Darkvision (EX): Atlanteans have darkvision out to 90 ft. 
  Unlike most darkvision (which is black and white) Atlanteans 
  see in shades of green and blue. Atlantean pupils can expand 
  to fill the entire eye; when an Atlantean uses darkvision, his 
  pupil dilates to the point his entire eye seems to be jet black. 
  Ability Scores:  +2 Str, +2 Wis. Atlanteans are strong, clever 
  and strong minded; rightly or wrongly, they consider them-
  selves the highest form of life on the planet. 
  Saves: Normal, enhanced by attributes. 
  Speed: Atlanteans gain a Swim speed equal to 1.5 times 
  their base land speed. Thus an Atlantean that can move at 30 
  ft/round on land can move 45 ft per round under water. The 
  Atlantean can always take 10 or 20 on a Swim check, even 
  when threatened, and may use the charge action while swim-
  ming provided he or she swims in a straight line. 
  Skills: Atlanteans receive a +8 species bonus on Swim 
  checks, and +2 racial bonus on Spot , Spellcraft and 
  Knowledge: Arcane Lore checks. 
  Feats: The Atlantean gains the following exotic weapon 
  proficiencies: trident and net. 
  Disadvantages: Atlanteans are weakened by extreme heat, 
  and are much more vunerable to dehydration than ordinary 
  humans. Atlanteans suffer a –8 racial penalty on Fortitude 
  saves made to avoid the ill effects of hot environments, and 
  suffer double damage from heat or firebased attacks on a 
  failed save. If an Atlantean saves against a fire attack, he does 
  not take any more damage than normal. 
  All text on all pages is Open Game Content 
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  See page 5 for more information.
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  Modern System Reference Document Copyright 2002-2003, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker.
  Pulp Templates, Copyright 2005, Louis Porter Jr. Design, Inc.
  
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