by
Brian
A
Liberge
Edited
by
Jim
White
A Beer star Games Production
Pulp!
is
a
role-playing
system
that
encourages
creative
play
through
minimal,
dynamic
rules.
It
highlights
the
action-oriented
heroes
of
Pulp
Magazines,
who
fight
against
the
strange
and
phenomenal.
The
Player
Characters
(PCs)
are
the
stars
of
the
stories.
The
Game
Master
(GM)
controls
the
world
and
Non-
Player
Characters
(NPCs).
Each
character
fits
on
a
playing
card
for
fast
play
you
can
take
with
you
anywhere.
The
goal
is
to
have
fun
telling
stories
together.
Playing
the
Game
The
GM
takes
turns
with
the
players,
with
the
GM
introducing
new
story
elements
and
the
players
responding.
Its
important
to
collaborate
but
the
GM
has
final
say
on
the
limits
of
the
story.
Once
a
high
stress
situation
begins,
such
as
combat,
its
time
to
enter
Initiative.
The
character
that
triggered
the
action
takes
the
first
turn.
Each
turn
a
character
can
make
any
number
of
Mundane
Actions
leading
up
to
one
Test,
Contest,
Aid,
Create
Asset,
or
Repair
action.
Once
the
turn
is
resolved,
the
player
or
GM
controlling
that
character
chooses
any
character
that
has
not
taken
a
turn
to
go
next.
The
last
person
to
take
their
turn
starts
the
sequence
again,
choosing
who
begins
the
next
round
of
turns.
This
continues
until
the
scene
is
resolved.
Actions
Mundane
Action:
Any
action
that
is
particularly
easy
considering
a
characters
abilities.
These
actions
automatically
succeed.
In
a
particularly
difficult
situation
an
action
that
was
previously
Mundane
may
call
for
a
Test,
as
determined
by
the
GM.
Tests:
Tests
are
used
to
determine
the
outcome
of
difficult
situations.
Tests
are
resolved
by
rolling
a
six
sided
die.
You
add
one
relevant
Ability
Score
AND
one
relevant
Trait
or
Asset
modifier
to
the
result
of
the
die
to
get
your
Total.
A
Total
that
meets
or
exceeds
the
Difficulty
is
a
Success.
A
Total
lower
than
the
Difficulty
is
a
Failure.
A
result
of
6
on
the
die
OR
a
Total
that
exceeds
the
Difficulty
by
6
or
more
is
an
Outstanding
Success.
This
grants
the
Character
an
additional
benefit,
often
a
lower
Difficulty
on
related
actions,
as
determined
by
the
GM.
A
result
of
1
on
the
die
OR
a
Total
of
2
or
lower
is
a
Complication.
This
results
in
greater
consequences
that
may
put
the
character
in
an
undesirable
situation
or
create
a
higher
Difficulty
on
related
actions,
as
determined
by
the
GM.
Difficulty
is
determined
by
the
GM
using
the
following
guidelines:
1-3:
A
Mundane
Action
that
most
could
complete
without
failing.
4-6:
A
Skilled
Action
requires
some
talent
or
training.
7-9:
An
Expert
Action
requires
great
talent
or
years
of
training.
10-13:
A
Master
Action
is
difficult
for
even
trained
experts.
14+:
A
Legendary
Action
will
be
retold
by
bards
in
song.
Contests:
A
Contest
is
when
two
characters
are
working
in
direct
opposition.
The
initiating
character
rolls
first
and
then
the
targeted
character
rolls
a
reaction,
both
adding
in
modifiers
as
with
a
Test.
The
higher
Total
wins
the
Contest.
The
difference
between
the
two
scores
is
the
Margin
of
Success.
Characters
can
attack
another
characters
Abilities
with
a
Contest.
A
successful
attacking
character
reduces
the
reacting
characters
Ability
Score
by
the
Margin
of
Success.
A
successful
reacting
character
can
also
reduce
the
attacking
characters
Ability
Score
by
the
Margin
of
Success,
as
long
as
it
narratively
makes
sense.
The
rules
for
Outstanding
Success
and
Failure
still
apply
with
the
consequences
determined
by
the
GM.
A
reacting
character
that
has
a
lower
Total
but
achieved
an
Outstanding
Success
never
loses
Ability
Score.
Should
both
characters
achieve
Outstanding
Success
then
both
characters
displayed
incredible
skill,
but
neither
character
achieved
victory.
Aid:
Aid
adds
a
+1
Bond
modifier
to
an
allys
next
roll.
You
can
use
multiple
Aid
bonuses
on
one
action,
to
a
maximum
of
+5.
Create
Asset:
Any
beneficial
effect
that
lasts
more
than
one
turn
is
an
Asset.
Players
can
use
their
action
to
create
an
Asset
by
succeeding
on
a
Test,
with
the
Difficulty
set
by
the
GM.
Assets
created
during
initiative
are
generally
temporary.
The
bonus
on
temporary
Assets
is
equal
to
the
margin
of
success.
If
it
makes
sense
for
an
Asset
to
last
longer
than
one
scene,
the
bonus
granted
becomes
+1
at
the
end
of
the
scene.
You
may
add
it
to
your
Asset
list.
Repair:
Add
one
point
of
Vigor
back
to
an
Asset.
You
can
never
exceed
the
Assets
original
Vigor
Rank
in
this
way.
Recovery
Between
scenes
each
character
can
make
one
Recovery
Action.
Characters
who
take
extended
downtime
may
take
several
recovery
actions
as
determined
by
the
GM.
A
Personal
Recovery
Action
allows
a
character
to
add
a
point
back
to
an
Ability
Score
that
has
been
reduced.
You
can
never
go
over
your
original
Ability
Rank
in
this
way.
An
Inspiring
Action
allows
a
character
to
add
a
point
to
an
allys
Ability
Score.
The
Inspiring
character
has
to
have
a
higher
Ability
Rank
than
the
targets
Ability
Score
or
make
an
Expert
test
to
succeed.
Unlike
a
Personal
Recovery
Action,
you
can
exceed
the
targets
original
Ability
Rank
up
to
a
maximum
Score
of
5.
At
the
end
of
the
next
action
scene
any
Ability
that
exceeds
its
original
Rank
returns
to
its
original
Rank.
Modifiers
Abilities:
Each
character
has
five
Abilities,
with
a
Rank
representing
how
talented
or
skilled
they
are
in
each
area.
A
character
with
a
Rank
of
0
in
an
Ability
is
average
while
a
character
with
a
Rank
of
5
(the
maximum
for
PCs)
is
one
of
the
most
gifted
individuals
in
the
world.
Charm:
A
character's
grace,
charisma
and
looks.
Charm
is
almost
always
used
in
social
situations
to
convince
someone
to
act
or
think
the
way
you
want
them
to.
Grit:
A
character's
determination,
resolve
and
will.
Grit
is
generally
used
to
fight
off
the
effects
of
fear,
misdirection
or
insanity.
Smarts:
A
character's
acquired
knowledge,
reasoning,
creativity
and
ability
to
think
on
their
feet.
Smarts
is
generally
used
to
improvise
tools,
assess
a
target,
research
a
problem
or
develop
new
equipment.
Vigor:
A
character's
strength,
fortitude,
health,
and
toughness.
Vigor
is
most
often
used
to
inflict
or
absorb
physical
damage,
or
otherwise
physically
affect
the
world.
Luck:
Luck
works
differently
than
the
other
Abilities.
It
represents
fate,
chance
and
your
natural
ability
to
avoid
danger.
Luck:
Luck
can't
be
targeted
by
an
opponent,
and
you
can't
use
your
Luck
Ability
as
a
modifier
on
a
Test
or
Contest.
Instead,
you
can
spend
a
Luck
point
to
add
a
+1
bonus
to
a
Total,
or
you
can
spend
2
Luck
points
to
reroll
a
d6.
Spending
Luck
lowers
your
Score
until
you
can
recover,
just
as
losing
Contests
reduces
your
other
abilities.
When
initiating
a
Contest,
you
have
to
choose
to
spend
Luck
before
your
target
rolls
a
reaction.
Your
cannot
spend
your
Luck
Score
into
negative.
Once
it
drops
to
zero,
youre
out
of
Luck!
Traits:
Traits
represents
a
characters
skills,
personality
and
past.
Each
character
has
one
of
each
Trait
type:
an
Edge,
a
Tagline
and
a
Bond.
An
Edge
is
a
specific,
positive
Trait
that
grants
a
+3
modifier
on
Tests
and
Contests.
They're
always
positive
and
represent
the
thing
that
the
PC
is
best
at.
Some
example
Edges
are
Flying
Ace,
Deadly
Right
Hook,
and
Enchanting
Songstress.
Supernatural
powers
such
as
Necromancy,
Fire
Resistance
or
Telekinesis
are
also
represented
by
an
Edge
when
appropriate
to
the
setting.
A
Tagline
is
a
quick
phrase
that
sums
up
a
large
part
of
who
your
character
is.
Taglines
grant
either
a
+1
or
-1
modifier
on
Tests
or
Contests,
so
the
best
Taglines
can
be
used
both
positively
and
negatively.
Example
Taglines
include
Too
Hot
to
Handle,
My
Gun
Talks
for
Me
and
Arrogant
Mogul.
Bonds
represent
a
link
to
another
character
or
part
of
the
world.
Like
Taglines,
they
can
provide
a
+1
or
-1.
Some
example
Bonds
might
be
Trained
by
the
Dragon
Knights,
I
Owe
a
Life
Debt
to
the
Rogue
or
Wanted
by
the
CIA.
A
character
that
chooses
to
use
a
Tagline
or
Bond
with
a
-1
modifier
on
a
roll
recovers
1
Luck
point,
to
a
maximum
of
their
Luck
Rank.
Asset:
Any
beneficial
effect
that
lasts
more
than
one
turn
is
an
Asset.
Assets
are
often
pieces
of
equipment,
but
may
also
be
inherent
abilities.
Generally,
Assets
grant
a
+1
modifier.
Assets
that
are
more
fantastic
may
have
a
higher
bonus
but
might
also
require
a
minimum
Ability
Score
to
use,
a
Test
to
activate,
or
have
a
clear
drawback.
Assets
have
a
Vigor
Rank
which
represent
how
durable
they
are.
An
Assets
Vigor
can
be
targeted
just
like
a
character's
Vigor,
with
the
character
wielding
the
equipment
rolling
the
reaction.
Assets
with
a
Vigor
Score
of
0
or
below
are
no
longer
functional.
At
-5
equipment
can
no
longer
be
repaired
or
recovered.
Unless
otherwise
noted,
an
Asset
has
a
Vigor
Rank
equal
to
its
bonus.
Pets:
Any
Asset
that
has
its
own
Traits
is
a
Pet.
Common
pets
are
vehicles,
mounts
and
servants.
Pets
do
not
get
their
own
turn.
A
character
in
control
of
a
Pet
can
use
either
their
own
Abilities
and
Traits,
those
of
their
Pet,
or
an
Ability
of
one
and
a
Trait
of
the
other.
Defeat
When
a
character
is
defeated
they
cannot
take
further
actions
until
they
recover.
Most
NPCs
are
defeated
when
an
Ability
Score
is
reduced
to
below
0.
PCs
and
NPCs
with
Luck
Ranks
need
to
have
an
Ability
Rank
reduced
to
-5
or
below
to
be
defeated.
Character
Creation
Player
Characters
start
with
a
name
and
an
idea.
The
GM's
adventure
might
provide
some
example
characters
and
will
be
a
great
place
to
start
looking
for
ideas.
Distribute
10
points
among
your
Abilities.
No
Ability
Rank
should
be
higher
than
5
or
lower
than
0.
Every
PC
has
1
bonus
rank
in
Luck.
Create
three
Traits:
an
Edge,
Tagline
and
a
Bond.
Starting
Assets
are
generally
established
by
the
adventure
itself.
You
might
not
start
with
any
Assets.
Write
a
brief
description
of
your
character
and
youre
done.
Most
characters
will
fit
easily
on
an
index
card
or
sticky
note.
NPCs
NPCs
are
as
detailed
as
you
need
them
to
be.
The
average
person
likely
has
3
points
to
distribute
to
Abilities,
and
a
Tagline.
The
lead
villain
may
have
as
many
Abilities
and
Traits
as
a
PC,
or
possibly
more.
A
GM
should
feel
free
to
create
NPCs
with
degrees
of
detail
in
between
these
extremes
as
called
for
by
the
story.
Have
fun.