TurboPulp is a streamlined game system heavily influenced by Fudge, Fate, Apocalypse World, and John Harper’s Breakers (aka World of Dungeons: Turbo).
As befits the game, TurboPulp is intended to play very fast, but also be built to support certain Pulp sensibilities – primarily that player-characters are larger-than-life, driven by their own interests, but at least somewhat heroic. They are protagonists.
TurboPulp is a complete game, but explicitly defines one area of the rules as to be configured by the setting, and has elements that make it very suitable for system-builders: people who like to design their own games.
It’s also very narrative in some areas, requiring GM and players to have a shared understanding of certain elements (especially in the area known as Traits). This kind of game used to be called a High Trust system.
Special Powers, Magic, Super-Science, and so on.
TurboPulp is intended for a lot of different settings. Each game often has something unique or special about it. Starscape has Psionics (and Aliens), The Carrington Event has Eldritch Power, and Legends Never Die has Demon Favour.
Individual games have their own special rules, and the rules for that setting describe how they work, while the rest of the rules are left unchanged. This means its very quick to set up a new setting: just create the LifePaths in as much or as little detail as you want, declare broadly what the special powers are, and away you go.
That’s enough preamble, on to the game system.