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