Wednesday, January 16, 2013

Pulp Fantasy Core--Game Rules

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


GAME RULES
These are additional and changed rules to Fantasy Core RPG (Combat, Additional Rules) for the Pulp setting. Some rules are intentionally streamlined for faster, more dramatic, more "pulpy" play.


HP Recovery
- 1 turn of rest, regain 1/2 lost HP.
- 1 night's rest regains all lost HP.
- 0 HP means unconscious for 1 turn, recovers to 1 hp automatically.
- Below 0 HP requires a Doctor/Medic skill check, a hospital (automatic healing), or the use of an XP (in which case the Ref may narrate in complications, though not of a permanent sort). In any case, success means 0 HP and unconscious for 1 turn, recovering to 1 hp automatically.


Insanity
A failed Will Save caused by a supernatural fright or a wizard blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds. Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured. If failed, the condition becomes permanent.

If the character develops three permanent manias, they are considered hopelessly insane. The character is taken out of play and controlled by the Ref. Perhaps they can be cured by supernatural means. Perhaps the character becomes a villain.


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