Bonus Material

Options

New Option: Combining Gimmicks

Should a player find himself in a situation where he could combine two or more Gimmicks to complete a single Task, rather than simply doubling the character's Legend score on the highest Gimmick the player could opt instead to add his base Legend score (not doubled) for every Gimmick he can convince the GM would be applicable to the Task at hand. This can conceivably give large bonuses to a Task, and the GM should be careful to curb player abuse of this option.

New Options: Team Effort

Conceivably, more than one character could turn their attention to accomplishing a single Task as a group, rather than individually. To this end, one character (presumably the one who initiated the Task) becomes the Lead and his Legend becomes the base for the task; Accomplice characters can lend their Legend bonus if they have applicable Gimmicks or their Aptitude bonus depending on the situation.

New Option: Fivefold Aptitudes

In order to give Aptitudes more punch, the GM may choose to give them a higher bonus. Using this option, each (+1) level of an Aptitude is actually worth a bonus of (+5) when applied to a Task. This allows for highly skilled characters who may have few Gimmicks to compete in contests of skill more easily.

New Option: Perilous Stunts

Rather than adding a simple +1/+2 to the Difficulty of a Task, attempting a Stunt raises the Difficulty by between one and two Levels (e.g. an Easy Difficulty becomes Challenging; a Heroic becomes Legendary or Other-Worldly depending on the nature of the Stunt, etc.). While the risks are greater, so too are the rewards.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pulp Era is copyright 2004 by Chapter-13 Press. All original material on this site is the intellectual property of Chapter-13 Press copyright 2004 unless otherwise noted.