Category: Turbopulp

The Core system now used for multiple games, including The Carrington Event, Legends Never Die, and Starscape. It is designed to be a universal system, that is adaptable to any setting where player characters are larger than life and at least somewhat heroic. The system has a heavy narrative bent, and is heavily influenced by Fudge/Fate and Apocalypse World/Dungeon World.

21
Jun
2025
Posted in Turbopulp

TurboPulp Achievements

The earlier post about Advancement contained a list of Achievements. They are revised and explained here.

14
Jun
2025
Posted in Turbopulp

TurboPulp – What Are Extras?

There are three categories if advancement and two are well-defined. And then there are Extras.

07
Jun
2025
Posted in Turbopulp

TurboPulp – Interventions and Compels

We’ve seen how rolls are made, now we learn how players are really challenged

31
May
2025
Posted in Turbopulp

TurboPulp – Threat and the GM

We’ve seen how rolls are made, now we learn how players are really challenged

24
May
2025
Posted in Turbopulp

TurboPulp – starting skill ranks, revisited

How many skills do you start with, at what rank, and how good are they?

17
May
2025
Posted in Turbopulp

TurboPulp – Decisions and Skill Rolls

There are two types of skill rolls. Here we’ll look at one of them, Decision Rolls.

10
May
2025
Posted in Turbopulp

TurboPulp: The Big Picture

What does the GM do in this game, and how do you GM?

03
May
2025
Posted in Turbopulp

TurboPulp – Advancement

How do characters grow, and when do they end?

26
Apr
2025
Posted in Turbopulp

TurboPulp – Health and Conditions

How are player-characters hurt, and how do they die?

12
Apr
2025
Posted in Turbopulp

TurboPulp – Luck and Traits

Just what are Traits and how are they used?

05
Apr
2025
Posted in Turbopulp

TurboPulp: Skills and Skill Rolls

How Skills and Skill Rolls work in TurboPulp.

29
Mar
2025
Posted in Turbopulp

TurboPulp: Character Design and Lifepaths

How to create characters in TurboPulp, and looking at LifePaths.