TurboPulp – Interventions and Compels

A big part of this system is setting up open-ended adventures, ones 2which may go in unexpected directions, even for the GM. The basic game mechanic helps establish this, but nothing is more effective for this than Interventions.

Interventions

Like everything on this page, this is a GM-facing mechanic, and it’s very important to TurboPulp games.

Each character has 1-6 LifePaths. Make a list of them, and at the end of each Chapter, have each player roll a d6 against their Lifepaths. If it matches a LifePath make a note that this LifePath will make an Intervention next Chapter.

For example, Melody has the LifePaths Gladiator, Vagrant, and Necromancer. At the end of an adventure, she rolls a d6, gets a 3 and sees that Necromancer has an Intervention this Chapter.

If the roll is higher than the number of LifePaths, no Intervention occurs.

If a LifePath is rolled, look at the Event for that LifePath and invent a reason for a third party suggested by that Event to be involved in the coming adventure, with their own goal. They will be opposed to the player-character, but often do not know of their presence.

Melody is investigating the arrival of strange ruins, and the rituals that one cult is performing there. The GM looks at the Necromancer Event, and finds Melody opposed a Necromancer’s attempt to raise the dead, and decides that followers of that Necromancer are here and are hoping to use the bring back their Necromancer leader. They are opposed to the cult that is already present – they want to use the ruins for different reasons – but are also opposed to Melody because if they succeed, they’ll bring back her opponent. For extra fun and morbidity, they have that Necromancer’s body.

The player knows which Event has been triggered, but the GM decides its details, and this can be decided on the fly. This new cult is available to be used if Melody and her team-mates make short work of, or get bored by the already established cult, and who have their own plans.

What are Interventions For?

The purpose of an Intervention is to make adventures even more chaotic and unpredictable by introducing elements even the GM cannot predict and which have a part to play in the adventure.

But they also make a PC more important – that PC has a history that is involved somehow.

The GM knows what Interventions will occur this adventure, so should constantly be looking for ways to introduce or involve them.

As a guide, the GM should try to involve an Intervention in every scene after the first (which is probably just an introduction) until all are in play. Involving an Intervention does not need to involve anything more than seeing their presence- they don’t have to be in a conflict (yet).

Players can involve an Intervention through the Third Party Condition – that means they are here, doing something. The GM decides the details.

Compels

This is a mechanic adapted from Fate. You have a bunch of LifePaths and Traits which should tell us something about your character. At any time, one of them might cause you complications.

Melody is watching over an ally. The GM suggests that she sees an enemy across the street, someone she has wanted to get alone for a long time. The GM then asks do you want to leave your post and challenge him. Meod’s player knows that if she accepts the compel, something bad will happen to her ward – she might not know what, but she knows it won’t be good: this is why it’s a Compel. But it might be fun!

The GM can offer Compels at any time, and players can refuse them freely. When you refuse a Compel, the triggering event doesn’t happen – you just don’t face that dilemma. But if you do accept the Compel, you gain a Luck Point, and a free Invocation (add +1d6) on the first roll that directly results from the Compel (if any). You only gain one Compel per adventure, and they should not be zero sum events, or worse, entirely negative.

Players can always deny a compel they define the nature of their characters.

For example, or hero has a Hate Saxons trait, and is guarding a Saxon prisoner. The GM suggests a compel: is hate drives him to hurt or kill the prisoner. Our hero things that would not be appropriate, and rejects it. As a result, the GM says, “Okay you weren’t tempted to hurt the prisoner.” The character never faced that dilemma (unless they want to).

Players can suggest Compels, and then the GM chooses whether or not to take them – they could be looking for opportunities to give each player one Compel each adventure.

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