Achievements have been mentioned in passing in Turbobopulp: Advancements, but we’ll describe them in a bit more detail here.
The purpose of achievements is to give a small XP boost, and for a player to demonstrate that they are learning the rules of the game. So you get Achievements for things that require you to make decisions and think a little – you don’t get them for just following the rules as directed.
Each time you perform an achievement, you gain 1 XP, but that achievement can only be gained once. So, you don’t need to agaonise over each choice – it’s only 2 advances for the whole lot. But it’s always nice as a player to get that 1 XP reward.
There are ten achievements, and they are as follows. (The earlier list is replaced by this one.)
- Conceder: Use a Concession, and suggest details that create complications. Concessions are a standard game mechanic, but are novel enough for this system that are worth an achievement,
- Contacter: Create an NPC during play. You can do this during a Concession, mainly, and at many moments when using a Trait.
- Evoker: Do something within the game that cant be easily imagined in another game system, or make a suggestion which the GM builds off of. Demonstrate your mastery of this game.
- Imaginator: Declare a Story Detail or create a situational element, in play. You can use Traits to create elements of the setting or maybe use an Extra. The point is to do it through the system – if you make a suggestion and the GM decides to use it, that’s not the same thing.
- Intervener: The intervention system is important for this system. Create an inbtervention that the group finds enjoyable and entertaining.
- Introverter: Change an existing Trait or Extra. During advancement, you can define a Trait or an Extra, and change their definitions to better fit you character. This is optional – you don’t need to do this. The action of doing so is engaging with an aspect of the system. This might apply to many different situations.
- Magician: Each game system has a set of unusual powers – use one in a way that isn’t plainly listed in its text.
- Teamworker: Expend resources and/or harm to Help another PC with their roll.
- Tinkerer: Use an item of Gear, or the gear system itself, in an unexpected and clever way.
- Troublemaker: Compel a Trait of your own or suggest a Compel for someone else that is accepted. You might also accept a Compel that creates trouble for the group.
At the end of a session (or when they happen), the GM might suggest Achievements – it’s common for players to overlook them. It’s expected that all characters will get all ten Achievements during their life, so feel free to pick one even if it wasn’t matched perfectly.
Game Specific Achievements
Some fo the achievements above include a nod to the various game systems that you might be running. Turbopulp is designed to be played in different games, like The Carrington Event and Starscape. It makes sense to have some achievements be tied to these settings and explain things about those games.