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.
TurboPulp Achievements
The earlier post about Advancement contained a list of Achievements. They are revised and explained here.
TurboPulp – What Are Extras?
There are three categories if advancement and two are well-defined. And then there are Extras.
TurboPulp – Interventions and Compels
We’ve seen how rolls are made, now we learn how players are really challenged
TurboPulp – Threat and the GM
We’ve seen how rolls are made, now we learn how players are really challenged
TurboPulp – starting skill ranks, revisited
How many skills do you start with, at what rank, and how good are they?
TurboPulp – Decisions and Skill Rolls
There are two types of skill rolls. Here we’ll look at one of them, Decision Rolls.
TurboPulp: The Big Picture
What does the GM do in this game, and how do you GM?
TurboPulp – Advancement
How do characters grow, and when do they end?
TurboPulp – Health and Conditions
How are player-characters hurt, and how do they die?
TurboPulp – Luck and Traits
Just what are Traits and how are they used?
TurboPulp: Skills and Skill Rolls
How Skills and Skill Rolls work in TurboPulp.
TurboPulp: Character Design and Lifepaths
How to create characters in TurboPulp, and looking at LifePaths.
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