# Danger Rules!
Set shortly after the turn of the 20th century, ***Danger Rules!*** is a pulpy, action-packed ruleset designed to put players in the shoes of gallant glory-seekers, globe-trotting adventurers, and unlikely heroes of all stripes as they travel the world in search of fame, fortune, and intrigue. This supplemental ruleset was designed for use with the [[Core|Tiny d10: Core System]].
![[danger-rules.png]]
## Nationalities (Races)
*A character’s nationality strongly influences his or her attitudes, aptitudes, and perceptions. The four nationalities in **Danger Rules!** represent some of the major players of the world stage during the ‘20s and ‘30s.*
**Americans** are charismatic, determined, and tenacious. They gain a +1 power point bonus and possess the _persuade_ skill.
**British** are charming, sophisticated, and intelligent. They gain an additional character ability and possess the _charm_ skill.
**Chinese** are thoughtful, wise, and swift of mind and body. They gain a +1 magic point bonus and possess the _acrobatics_ skill.
**Russians** are collected, strong, and calculating. They gain a +1 hit point bonus and possess the _intimidate_ skill.
## Professions (Classes)
*Professions represent only archetypes of occupations that existed during the turn of the century. Each profession begins with two starting profession abilities. After selecting a profession, players should choose one additional ability from the additional character abilities list.*
**Academics** are well-educated, well-read, and generally widely-respected. They are astute and scholarly, though sometimes absent-minded. Example professions include university professors, doctors, and scientists.
Academics have a toughness of 5 (T4); use lightweight weapons only; use featherweight armor only; and gain +3 magic points. Academics begin with two character abilities:
_Arcane resilience_ – all spells targeting you are challenge rolls; if you will the challenge, the spell has no effect.
_Touched by the arcane_ – in your studies, you discovered an untapped well of ancient, hidden power; you gain magical abilities and start with 2 arcane spells.
**Explorers** come from all walks of life, getting by on their wits, brawn, good luck, and good looks. They are often heroic and compelling, though sometimes rash. Professions include pilots, guides, soldiers of fortune, and guns-for-hire.
Explorers have a toughness of 5 (T5); use heavyweight weapons & below; use heavyweight armor & below; and gain +2 hit points and +1 power point. Explorers begin with two character abilities:
_Brawl_ – when engaged in hand-to-hand combat, deal an additional 1 damage per successful attack.
_Hard-boiled_ – gain a +1 bonus when attempting to coerce, intimidate, or dissuade a person.
**Investigators** possess a deep, personal knowledge of the strange: paranormal events, global conspiracies, otherworldly visitations, and more. Example professions include detectives, private investigators, occult practitioners, or just normal folk who were “touched” in some way or another by a strange and inexplicable event.
Investigators have a toughness of 5 (T5); use medium-weight weapons & below; use medium-weight armor & below; and gain +2 magic points and +1 power point. Investigators begin with two character abilities:
_Psychic resilience_ – all psychic abilities targeting you are challenge rolls; if you win the challenge, the ability has no effect.
_Touched by the strange_ – you were exposed to the paranormal, and it has changed you forever; you gain psionic abilities and start with 1 psionic power.
**Thieves**, like explorers, come from all walks of life, and have a wide variety of sometimes unsavory skills. They exist at all echelons of society, and can range from suave and debonair to hardened and formidable. Example professions include spies, pickpockets, and treasure hunters.
Thieves have a toughness of 4 (T4); use medium-weight weapons & below; use lightweight armor only; and gain +1 hit point and +2 power points. Thieves begin with two character abilities:
_Instinct_ – gain +1 to all perception checks.
_Quick-draw_ – act first in all combat scenarios, and gain a +1 bonus to all Reflex Challenges.
## Additional Character Abilities
*In **Danger Rules!**, there are no class or profession-specific abilities (except those with which characters start). Instead, characters of every profession can learn any ability from the following list.*
_Battle lock_ – anytime an opponent attempts to flee or leave your immediate area during melee combat, you gain an attack against them.
_Deceptive_ – gain a +1 bonus when attempting to deceive or mislead a person.
_Distract_ – free action; conduct an **aspect challenge** against a target; if you win, the target is distracted (suffers a -2 penalty to all rolls) for one round.
_Dual-wield_ – dual-wield small melee or ranged weapons, and make two attack rolls during your combat turn when wielding those weapons (each attack suffers a -1 attack penalty).
_Egghead_ – permanently gain +2 intellect; suffer -1 power.
_Enlightened_ – permanently gain +1 intellect.
_Evade_ – dodge a successful attack. Cost: 1 power point.
_Fast_ – become fast in speed and move up to 80 ft. per combat round.
_Feint_ – if an attack fails, roll again; the target suffers -1 toughness on this roll. Cost: 2 power points.
_Fists of fury_ – during melee combat, forfeit your next move action to attack twice during your combat turn.
_Hard to kill_ – once per combat encounter, if reduced to 0 HP, gain 2 HP.
_Hero’s constitution_ – permanently gain 2 hit points.
_Hero’s spirit_ – permanently gain 2 power points.
_Lie detector_ – gain a +1 bonus when attempting to perceive a person’s true motives or claims.
_Lucky_ – re-roll any result of 1. Cost: 1 power point.
_Marksman_ – gain a +1 attack bonus when attacking with a firearm or inflict +1 damage per successful attack with a firearm.
_Petty thief_ – gain a +2 bonus to attempts to steal, conceal, or pilfer.
_Power-player_ – permanent gain +1 power.
_Power strike_ – increase the damage of your attack. Cost: 1 power point per point of damage increased.
_Quick-footed_ – permanently gain +1 reflex.
_Smooth operator_ – permanently gain +1 aspect.
_Street-runner_ – when in urban areas, you automatically succeed escaping pursuers in a foot chase.
_Strong stomach_ – you are unaffected by even excessive amounts of alcohol; if poisoned, you gain a +2 bonus to your save against it.
_Sweet-talk_ – gain a +1 bonus when attempting to charm, flatter, or persuade a non-hostile person.
_Sworn enemy_ – pick a group of people (nationality, ideology, allegiances, etc.) or monster type. This group or monster must roll one higher than your standard toughness to successfully strike you; additionally, you gain a +1 attack bonus again them.
_Two-fisted_ – always roll two dice and keep the higher result.
_Well-connected_ – you always know someone, somewhere, who can help you out in a pinch.
_Well-read_ – gain two _know_ skills.
## Arcane Spells & Psionic Powers
In Modern Pulp, magic is replaced by the twin forces of _arcana_ and _psionics_, both of which still rely on the use of magic points to cast or invoke. The below lists comprise a basic collection of these spells and abilities.
### Arcane Spells
The arcane is a poorly understood realm overlapping our own, but those with a knowledge of its existence may interact with it in a limited capacity using spells and incantations uncovered from dusty tomes and ancient manuscripts. Arcane spells are cast by academics and use the Intellect attribute.
_Arcane shield_ – summons a shield black as the night and glittering like the stars; grants +1 toughness for the duration of the combat encounter. Cost: 2 magic points.
_Domination_ – gain full control over the target’s mind; **aspect challenge** versus target. Cost: 2 magic points.
_Invisibility_ – the target remains invisible for up to your level amount of hours, or until attacking. Cost: 2 magic points.
_Life-drain_ – inflicts 1d2 + 1 damage, which you gain as temporary hit points; for the next 1d10 rounds, each point of additional damage the target suffers is also transferred to you as temporary hit points (all temporary hit points are lost at the end of the combat encounter). Cost: 2 magic points.
_Orb strike_ – inflicts 1 damage. A dense orb, black as the night and glittering like stars, strikes a nearby target with a sickening thud; attack roll versus toughness; range 100 ft. Cost: 1 magic point.
_Phantom dagger_ – you declare a target by brandishing a dagger at it, immediately inflicting 1 damage; each combat turn, the target must succeed an **intellect challenge** or suffer 1 damage. Cost: 3 magic points.
_Resurrection_ – restores to life any recently deceased entity, healing all wounds, diseases, or other conditions affecting its body at the time of its death. Cost: 6 magic points.
>**Note:** this can only be performed once per soul, and requires a ritual in order to be successful. Additionally, there is a 1-in-10 chance this spell will fail and result in the immediate death of the caster
_Release the hound_ – summons the **_black dog_** (_T6; 8 HP; +1 reflex, skills: hide, sneak_), which can be commanded to stalk and attack one target, regardless of its location. Cost: 3 magic points.
_Summon arcane elemental_ – summons an **_arcane elemental_** (_T8; 9 HP; +1 power_): a featureless, humanoid entity comprised of the same material as the shield and orb. The elemental will attack targets as directed by the summoner. Cost: 4 magic points.
_Teleport_ – range 200 ft. Cost: 2 magic points.
### Psionic Powers
Psionic powers, also known as extrasensory perception (ESP), enable those who possess them otherworldly abilities like levitation, speaking with spirits, telekinesis, and more. Some are born with these gifts, and others have them thrust upon them through contact with other realms and forces beyond our understanding. Psionic powers are possessed by investigators, and use the Aspect attribute.
_Astral healing_ – restores 1d5 +2 hit points. Cost: 2 magic points.
_Clairvoyance_ – reveals the location of all living entities within a 100-foot radius. Cost: **T8 Aspect Check** or 1 magic point.
_Hypnosis_ – influence the thoughts and actions of your target; **Aspect Challenge** versus target. If you succeed by 1-2, the target is highly suggestible, but will not do anything considered out of character. If you succeed by 3+, the target is susceptible to all commands (except self-harm). Cost: 1 magic point.
_Mental clarity_ – enhanced focus that clears the mind and quiets the soul; gain a +1 bonus to all rolls; additionally, your successes yield better results (where possible, and at the GM’s discretion); lasts for 1d5 hours. Cost: 1 magic point (2 magic points if cast on a nearby target).
_Psychic cloud_ – interrupt the concentration of a target, clouding its mind with waves of disorienting psychic energy; target suffers a -1 penalty to all rolls; additionally, the target’s failures yield worse results (where possible, and at the GM’s discretion); lasts for your level amount of rounds. Cost: 1 magic points.
_Pyrokinetic blast_ – inflicts 1d5 + 1 damage; attack roll versus toughness. Cost: 2 magic points.
>**Note:** requires a source of fire to manipulate.
_Remote viewing_ – see through the eyes of target whom you have previously seen with your own; **Aspect Challenge** to succeed. Cost: 1 magic points.
_Strange shock_ – Notions of the strange invade a target’s mind (phantom voices, terrifying images, dread sensations) and threaten its sanity; inflicts 1 damage per round for 1d10 rounds; **aspect save** versus caster’s spell save (after first round) to end effects. Cost: 3 magic points.
_Telekinesis_ – open doors, move objects, attack opponents (standard melee attack) within your range of sight. Cost: 1 magic point
_Telepathy_ – communicate your thoughts into the mind(s) of a target(s) within eyesight. At the cost of 1 magic point, hear the active thoughts of a target.
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