Pulp Powers

Notes: These rules are a combination of the Nile Empire sourcebook rules, the Terra sourcebook rules, and my own rulings.

So-called 'pulp powers' are an outgrowth of the Nile Empire's (and Terra's) Laws of Drama and Action. 'Weird Science' attaches these powers to the Tech Axiom instead.

When designing a Nile or Terran character, pulp powers may be purchased at the rate of 1 power per possibility spent. After creation, pulp powers may only be gained through story events; if a character should gain powers in such fashion, a 1 possibility per power cost is recommended.

For most pulp powers, a character can take adds in a skill called 'Pulp Power: '. For example, a character with the Electro-Ray pulp power could have a 'Pulp Power: Electro-Ray' skill. If the power involves aiming a physical blast or physical movement, it should be a DEX-based skill. Other skill bases should be apparent. Even if the 'Pulp Power' skill is not specifically listed on a template, it may be taken.

=============== ADVENTURE COSTS ===============

All pulp powers have adventure costs. The adventure cost for a pulp power must be paid the first time in an adventure that the power is used. If a power is not used in a meaningful fashion for a number of adventures it may weaken or fade away entirely (this is to keep someone from starting with a huge number of powers that they do not need).

Adventure costs may be reduced by taking Flaws.

List Of Power Flaws

List Of Pulp Powers



This page created by Doug Dawson
Last Modified: 28 August 1996.