Rules

Thoughts and experiments concerned with the rules of role playing games.

Character Generation

The text of this blog is copyright 2012. Have fun with the content but don’t pass it off as your own or try to sell it, Okay.
The following is a home-brew character generation system for creating pulp characters for your role-playing game. Feel free to use, ignore, or modify these rules to suit yourself (just remember the copyright line above). While the majority of this is home-brewed, the questionnaire included below was inspired by the questions provided in the fantastic Castle Falkenstein rules by R Talsorian Games.

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Weird Science Rules

The text of this blog is copyright 2012. Have fun with the content but don’t pass it off as your own or try to sell it, Okay.

These are some rules I’ve been using in my home-brew pulp game.  They certainly don’t originate with me.  They are a combination of ideas lifted from http://kellri.truculent.org/WEIRD%20SCIENCE.pdf and https://sites.google.com/site/moochava/genius, mashed together and adapted to fit pulp play.

The theory of Weird Science

Weird science achieves the impossible. While it is possible to MacGuyver a hot air balloon from scraps found in the rubble of an earthquake devastated city using standard science skills, a machine that can look into the aether and allow communication with ghosts requires something more – Weird Science.

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