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by Brian A Liberge Edited by Jim White A Beer star Games Production Pulp! is a roleplaying system that encourages creative play through minimal, dynamic rules. It highlights the actionoriented heroes of Pulp Magazines, who fight against the strange and phenomenal. The Player Characters (PCs) are the stars of the stories. The Game Master (GM) controls the world and Non Player Characters (NPCs). Each character fits on a playing card for fast play you can take with you anywhere. The goal is to have fun telling stories together. Playing the Game The GM takes turns with the players, with the GM introducing new story elements and the players responding. It’s important to collaborate but the GM has final say on the limits of the story. Once a high stress situation begins, such as combat, it’s time to enter Initiative. The character that triggered the action takes the first turn. Each turn a character can make any number of Mundane Actions leading up to one Test, Contest, Aid, Create Asset, or Repair action. Once the turn is resolved, the player or GM controlling that character chooses any character that has not taken a turn to go next. The last person to take their turn starts the sequence again, choosing who begins the next round of turns. This continues until the scene is resolved. Actions Mundane Action: Any action that is particularly easy considering a character’s abilities. These actions automatically succeed. In a particularly difficult situation an action that was previously Mundane may call for a Test, as determined by the GM. Tests: Tests are used to determine the outcome of difficult situations. Tests are resolved by rolling a six sided die. You add one relevant Ability Score AND one relevant Trait or Asset modifier to the result of the die to get your Total. A Total that meets or exceeds the Difficulty is a Success. A Total lower than the Difficulty is a Failure. A result of 6 on the die OR a Total that exceeds the Difficulty by 6 or more is an Outstanding Success. This grants the Character an additional benefit, often a lower Difficulty on related actions, as determined by the GM. A result of 1 on the die OR a Total of 2 or lower is a Complication. This results in greater consequences that may put the character in an undesirable situation or create a higher Difficulty on related actions, as determined by the GM. Difficulty is determined by the GM using the following guidelines: 13: A Mundane Action that most could complete without failing. 46: A Skilled Action requires some talent or training. 79: An Expert Action requires great talent or years of training. 1013: A Master Action is difficult for even trained experts. 14+: A Legendary Action will be retold by bards in song. Contests: A Contest is when two characters are working in direct opposition. The initiating character rolls first and then the targeted character rolls a reaction, both adding in modifiers as with a Test. The higher Total wins the Contest. The difference between the two scores is the Margin of Success. Characters can attack another character’s Abilities with a Contest. A successful attacking character reduces the reacting character’s Ability Score by the Margin of Success. A successful reacting character can also reduce the attacking character’s Ability Score by the Margin of Success, as long as it narratively makes sense. The rules for Outstanding Success and Failure still apply with the consequences determined by the GM. A reacting character that has a lower Total but achieved an Outstanding Success never loses Ability Score. Should both characters achieve Outstanding Success then both characters displayed incredible skill, but neither character achieved victory. Aid: Aid adds a +1 Bond modifier to an ally’s next roll. You can use multiple Aid bonuses on one action, to a maximum of +5. Create Asset: Any beneficial effect that lasts more than one turn is an Asset. Players can use their action to create an Asset by succeeding on a Test, with the Difficulty set by the GM. Assets created during initiative are generally temporary. The bonus on temporary Assets is equal to the margin of success. If it makes sense for an Asset to last longer than one scene, the bonus granted becomes +1 at the end of the scene. You may add it to your Asset list. Repair: Add one point of Vigor back to an Asset. You can never exceed the Asset’s original Vigor Rank in this way. Recovery Between scenes each character can make one Recovery Action. Characters who take extended downtime may take several recovery actions as determined by the GM. A Personal Recovery Action allows a character to add a point back to an Ability Score that has been reduced. You can never go over your original Ability Rank in this way. An Inspiring Action allows a character to add a point to an ally’s Ability Score. The Inspiring character has to have a higher Ability Rank than the target’s Ability Score or make an Expert test to succeed. Unlike a Personal Recovery Action, you can exceed the target’s original Ability Rank up to a maximum Score of 5. At the end of the next action scene any Ability that exceeds its original Rank returns to its original Rank.

Pulp Core Rules

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by  Brian  A  Liberge  Edited  by  Jim  White  

 

A Beer star Games Production  

Pulp!  is  a  role-­‐playing  system  that  encourages  creative  play  through  minimal,  dynamic  rules.  It  highlights  the  action-­‐oriented  heroes  of  Pulp  Magazines,  who  fight  against  the  strange  and  phenomenal.  The  Player  Characters  (PCs)  are  the  stars  of  the  stories.  The  Game  Master  (GM)  controls  the  world  and  Non-­‐Player  Characters  (NPCs).  Each  character  fits  on  a  playing  card  for  fast  play  you  can  take  with  you  anywhere.  The  goal  is  to  have  fun  telling  stories  together.    Playing  the  Game  The  GM  takes  turns  with  the  players,  with  the  GM  introducing  new  story  elements  and  the  players  responding.  It’s  important  to  collaborate  but  the  GM  has  final  say  on  the  limits  of  the  story.      Once  a  high  stress  situation  begins,  such  as  combat,  it’s  time  to  enter  Initiative.  The  character  that  triggered  the  action  takes  the  first  turn.    Each  turn  a  character  can  make  any  number  of  Mundane  Actions  leading  up  to  one  Test,  Contest,  Aid,  Create  Asset,  or  Repair  action.  Once  the  turn  is  resolved,  the  player  or  GM  controlling  that  character  chooses  any  character  that  has  not  taken  a  turn  to  go  next.  The  last  person  to  take  their  turn  starts  the  sequence  again,  choosing  who  begins  the  next  round  of  turns.  This  continues  until  the  scene  is  resolved.    Actions  Mundane  Action:  Any  action  that  is  particularly  easy  considering  a  character’s  abilities.  These  actions  automatically  succeed.  In  a  particularly  difficult  situation  an  action  that  was  previously  Mundane  may  call  for  a  Test,  as  determined  by  the  GM.      Tests:  Tests  are  used  to  determine  the  outcome  of  difficult  situations.  Tests  are  resolved  by  rolling  a  six  sided  die.  You  add  one  relevant  Ability  Score  AND  one  relevant  Trait  or  Asset  modifier  to  the  result  of  the  die  to  get  your  Total.  A  Total  that  meets  or  exceeds  the  Difficulty  is  a  Success.  A  Total  lower  than  the  Difficulty  is  a  Failure.    A  result  of  6  on  the  die  OR  a  Total  that  exceeds  the  Difficulty  by  6  or  more  is  an  Outstanding  Success.  This  grants  the  Character  an  additional  benefit,  often  a  lower  Difficulty  on  related  actions,  as  determined  by  the  GM.    A  result  of  1  on  the  die  OR  a  Total  of  2  or  lower  is  a  Complication.  This  results  in  greater  consequences  that  may  put  the  character  in  an  undesirable  situation  or  create  a  higher  Difficulty  on  related  actions,  as  determined  by  the  GM.      

Difficulty  is  determined  by  the  GM  using  the  following  guidelines:    1-­‐3:  A  Mundane  Action  that  most  could  complete  without  failing.    4-­‐6:  A  Skilled  Action  requires  some  talent  or  training.    7-­‐9:  An  Expert  Action  requires  great  talent  or  years  of  training.    10-­‐13:  A  Master  Action  is  difficult  for  even  trained  experts.    14+:  A  Legendary  Action  will  be  retold  by  bards  in  song.    Contests:  A  Contest  is  when  two  characters  are  working  in  direct  opposition.  The  initiating  character  rolls  first  and  then  the  targeted  character  rolls  a  reaction,  both  adding  in  modifiers  as  with  a  Test.  The  higher  Total  wins  the  Contest.  The  difference  between  the  two  scores  is  the  Margin  of  Success.      Characters  can  attack  another  character’s  Abilities  with  a  Contest.  A  successful  attacking  character  reduces  the  reacting  character’s  Ability  Score  by  the  Margin  of  Success.  A  successful  reacting  character  can  also  reduce  the  attacking  character’s  Ability  Score  by  the  Margin  of  Success,  as  long  as  it  narratively  makes  sense.    The  rules  for  Outstanding  Success  and  Failure  still  apply  with  the  consequences  determined  by  the  GM.  A  reacting  character  that  has  a  lower  Total  but  achieved  an  Outstanding  Success  never  loses  Ability  Score.  Should  both  characters  achieve  Outstanding  Success  then  both  characters  displayed  incredible  skill,  but  neither  character  achieved  victory.    Aid:  Aid  adds  a  +1  Bond  modifier  to  an  ally’s  next  roll.  You  can  use  multiple  Aid  bonuses  on  one  action,  to  a  maximum  of  +5.      Create  Asset:  Any  beneficial  effect  that  lasts  more  than  one  turn  is  an  Asset.  Players  can  use  their  action  to  create  an  Asset  by  succeeding  on  a  Test,  with  the  Difficulty  set  by  the  GM.      Assets  created  during  initiative  are  generally  temporary.  The  bonus  on  temporary  Assets  is  equal  to  the  margin  of  success.  If  it  makes  sense  for  an  Asset  to  last  longer  than  one  scene,  the  bonus  granted  becomes  +1  at  the  end  of  the  scene.  You  may  add  it  to  your  Asset  list.      Repair:  Add  one  point  of  Vigor  back  to  an  Asset.  You  can  never  exceed  the  Asset’s  original  Vigor  Rank  in  this  way.    Recovery  Between  scenes  each  character  can  make  one  Recovery  Action.  Characters  who  take  extended  downtime  may  take  several  recovery  actions  as  determined  by  the  GM.    A  Personal  Recovery  Action  allows  a  character  to  add  a  point  back  to  an  Ability  Score  that  has  been  reduced.  You  can  never  go  over  your  original  Ability  Rank  in  this  way.        An  Inspiring  Action  allows  a  character  to  add  a  point  to  an  ally’s  Ability  Score.  The  Inspiring  character  has  to  have  a  higher  Ability  Rank  than  the  target’s  Ability  Score  or  make  an  Expert  test  to  succeed.  Unlike  a  Personal  Recovery  Action,  you  can  exceed  the  target’s  original  Ability  Rank  up  to  a  maximum  Score  of  5.  At  the  end  of  the  next  action  scene  any  Ability  that  exceeds  its  original  Rank  returns  to  its  original  Rank.  

Modifiers  Abilities:  Each  character  has  five  Abilities,  with  a  Rank  representing  how  talented  or  skilled  they  are  in  each  area.  A  character  with  a  Rank  of  0  in  an  Ability  is  average  while  a  character  with  a  Rank  of  5  (the  maximum  for  PCs)  is  one  of  the  most  gifted  individuals  in  the  world.    

• Charm:  A  character's  grace,  charisma  and  looks.  Charm  is  almost  always  used  in  social  situations  to  convince  someone  to  act  or  think  the  way  you  want  them  to.    

• Grit:  A  character's  determination,  resolve  and  will.  Grit  is  generally  used  to  fight  off  the  effects  of  fear,  misdirection  or  insanity.    

• Smarts:  A  character's  acquired  knowledge,  reasoning,  creativity  and  ability  to  think  on  their  feet.  Smarts  is  generally  used  to  improvise  tools,  assess  a  target,  research  a  problem  or  develop  new  equipment.  

• Vigor:  A  character's  strength,  fortitude,  health,  and  toughness.  Vigor  is  most  often  used  to  inflict  or  absorb  physical  damage,  or  otherwise  physically  affect  the  world.  

• Luck:  Luck  works  differently  than  the  other  Abilities.  It  represents  fate,  chance  and  your  natural  ability  to  avoid  danger.  

 Luck:  Luck  can't  be  targeted  by  an  opponent,  and  you  can't  use  your  Luck  Ability  as  a  modifier  on  a  Test  or  Contest.  Instead,  you  can  spend  a  Luck  point  to  add  a  +1  bonus  to  a  Total,  or  you  can  spend  2  Luck  points  to  reroll  a  d6.  Spending  Luck  lowers  your  Score  until  you  can  recover,  just  as  losing  Contests  reduces  your  other  abilities.  When  initiating  a  Contest,  you  have  to  choose  to  spend  Luck  before  your  target  rolls  a  reaction.  Your  cannot  spend  your  Luck  Score  into  negative.  Once  it  drops  to  zero,  you’re  out  of  Luck!    Traits:  Traits  represents  a  characters  skills,  personality  and  past.  Each  character  has  one  of  each  Trait  type:  an  Edge,  a  Tagline  and  a  Bond.    An  Edge  is  a  specific,  positive  Trait  that  grants  a  +3  modifier  on  Tests  and  Contests.  They're  always  positive  and  represent  the  thing  that  the  PC  is  best  at.  Some  example  Edges  are  Flying  Ace,  Deadly  Right  Hook,  and  Enchanting  Songstress.    Supernatural  powers  such  as  Necromancy,  Fire  Resistance  or  Telekinesis  are  also  represented  by  an  Edge  when  appropriate  to  the  setting.    A  Tagline  is  a  quick  phrase  that  sums  up  a  large  part  of  who  your  character  is.  Taglines  grant  either  a  +1  or  -­‐1  modifier  on  Tests  or  Contests,  so  the  best  Taglines  can  be  used  both  positively  and  negatively.  Example  Taglines  include  Too  Hot  to  Handle,  My  Gun  Talks  for  Me  and  Arrogant  Mogul.      Bonds  represent  a  link  to  another  character  or  part  of  the  world.  Like  Taglines,  they  can  provide  a  +1  or  -­‐1.    Some  example  Bonds  might  be  Trained  by  the  Dragon  Knights,  I  Owe  a  Life  Debt  to  the  Rogue  or  Wanted  by  the  CIA.    

A  character  that  chooses  to  use  a  Tagline  or  Bond  with  a  -­‐1  modifier  on  a  roll  recovers  1  Luck  point,  to  a  maximum  of  their  Luck  Rank.    Asset:  Any  beneficial  effect  that  lasts  more  than  one  turn  is  an  Asset.  Assets  are  often  pieces  of  equipment,  but  may  also  be  inherent  abilities.  Generally,  Assets  grant  a  +1  modifier.  Assets  that  are  more  fantastic  may  have  a  higher  bonus  but  might  also  require  a  minimum  Ability  Score  to  use,  a  Test  to  activate,  or  have  a  clear  drawback.    Assets  have  a  Vigor  Rank  which  represent  how  durable  they  are.  An  Asset’s  Vigor  can  be  targeted  just  like  a  character's  Vigor,  with  the  character  wielding  the  equipment  rolling  the  reaction.  Assets  with  a  Vigor  Score  of  0  or  below  are  no  longer  functional.  At  -­‐5  equipment  can  no  longer  be  repaired  or  recovered.  Unless  otherwise  noted,  an  Asset  has  a  Vigor  Rank  equal  to  its  bonus.      Pets:  Any  Asset  that  has  its  own  Traits  is  a  Pet.  Common  pets  are  vehicles,  mounts  and  servants.  Pets  do  not  get  their  own  turn.  A  character  in  control  of  a  Pet  can  use  either  their  own  Abilities  and  Traits,  those  of  their  Pet,  or  an  Ability  of  one  and  a  Trait  of  the  other.    Defeat  When  a  character  is  defeated  they  cannot  take  further  actions  until  they  recover.  Most  NPCs  are  defeated  when  an  Ability  Score  is  reduced  to  below  0.  PCs  and  NPCs  with  Luck  Ranks  need  to  have  an  Ability  Rank  reduced  to  -­‐5  or  below  to  be  defeated.    Character  Creation  Player  Characters  start  with  a  name  and  an  idea.  The  GM's  adventure  might  provide  some  example  characters  and  will  be  a  great  place  to  start  looking  for  ideas.    Distribute  10  points  among  your  Abilities.  No  Ability  Rank  should  be  higher  than  5  or  lower  than  0.  Every  PC  has  1  bonus  rank  in  Luck.      Create  three  Traits:  an  Edge,  Tagline  and  a  Bond.    Starting  Assets  are  generally  established  by  the  adventure  itself.  You  might  not  start  with  any  Assets.      Write  a  brief  description  of  your  character  and  you’re  done.  Most  characters  will  fit  easily  on  an  index  card  or  sticky  note.    NPCs  NPCs  are  as  detailed  as  you  need  them  to  be.  The  average  person  likely  has  3  points  to  distribute  to  Abilities,  and  a  Tagline.  The  lead  villain  may  have  as  many  Abilities  and  Traits  as  a  PC,  or  possibly  more.  A  GM  should  feel  free  to  create  NPCs  with  degrees  of  detail  in  between  these  extremes  as  called  for  by  the  story.      Have  fun.