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Pulp Limitations


These limitations can be appropriate dramatic hooks for heroes in pulp campaigns. As an optional rule, a Pulp Limitation might allow a free pulp schtick.

To work as a limitation, a disadvantage must fill certain criteria. First, it should be managed and played out by the player, not the Game Master. It might be a disadvantage to be hunted, but that is a disadvantage the GM must run and incorporate into his scenarios, and thus not a limitation. The only exceptions are limitations in the line of victim, that gives the Game Master carte banche to do things to your character that are not usually done. Second, it must add something to the game. All psychological limitations must make the Game Masters job easier, and make the character more fun to have in the game and more easily motivated to adventure. A physical limitation should be comical and hindering, but not an excuse to shrink from an adventure. Naturally, player characters can have the negative traits I mention here, but they can't be Pulp Limitations.

Daredevil

You are a thrill seeking devil-may-care man, always looking for dangerous ways to test your mettle. You seek adventure for the danger involved. You still don't play suicidal odds, but you always choose the risky path over the safe bet.

Demoniac

A villain with this flaw needs to be really powerful, or he will quickly become humorous. It can be taken by a "good guy", a paladin type of angelic self-confidence.

You are so sure of your abilities and superiority that you don't take your opponents seriously. You think of yourself as superior, not only in a physical sense, but also in a moral and ethical sense; you try to impress this fact upon others. In fact, opponents are childlike things that you wish to correct and put in their place, so that they will admit your superiority. You never consider an opponent to be a real danger or adjust your plans because of the opposition. You try hard not to kill those few who show some promise, you punish or teach them a lesson instead, so that they can learn the ultimate folly and despair of any path but yours.

Dramatic

This is mainly a flaw for villains, though a hero with this flaw could be an interesting change of pace.

You crave drama, and love being the center of attention. There is nothing so refreshing as the dramatic entrée. You have a need to tell other people abut your exploits, past and present. You swagger and brag about what you have done, and perhaps more dangerous, what you are about to do. No plan is so secret you cannot give hints of your activities or tell a helpless prisoner about it. You can never resist the chance to gloat over your enemies, and give them a few hints and pointers, to give them a "sporting chance". You actually feel sorry when your opponents cannot match your abilities — if it's difficult or catastrophic, it is almost always good drama.

Geezer

You are old, for all the cheap laughs it's worth. You have a poor short-term memory, tend to forget where you put your glasses and other gear. You tire easily under physical stress, though your physique might otherwise be excellent. You look old, and are no longer as attractive as you once were.

Glass Jaw

Anyone damaging you with a knuckle sandwich will knock you out cold. That's right, just as of you were an unnamed character. This applies only to basic punches, not fancy Fu moves.

Gold Digger

You are out to score it big. You want to make that huge amount of wealth, and then retire. Hard work and long hours are not for you; you want it all at once. Any rumor or suggestion of treasure, gold or opportunity for wealth is worth investigating.

You need not be greedy, stingy or selfish; amounts lesser than the "great strike" is no more and no less appealing to you than to other people. And once you get the gold, you need not retire; either you spend it real quick, or it just wasn't as good as you had hoped. But this new treasure map might…

Heroic

You have an inherent sense of heroism, a desire to do good and help the weak through heroic action. You enthusiastically seek out opportunities for adventure, and gladly take on daunting tasks in order to help the "small guy".

Honorable

You subscribe to one or several codes of honor. Depending on you code, this usually requires you to deal openly and fairly on a personal level. You are not required to uphold the laws of the land, but must generally participate in duels, even if they are forbidden by law. Many honor codes also require chivalrousness towards the other sex and all include a couple of nuisances such as the knight's phobia against riding mares.

Kid

You are very young, early teen or preteen. You are small, and might have a difficult time using adult gear. You will not be admitted to nightclubs, bars or other places "unsuitable" for kids. Your Body can start no higher than 4, though it can be improved during play (as you grow up).

Love

You live your life for love. This can be one true love, or a series of romantic encounters, but it is more important to you than anything else. You may be a Casanova, but then you feel madly for each new passion, even if it is only for a short while. You never mistreat or overuse your lovers.

Loyalty

You have some overriding loyalty. This could be a lawman's respect for law and order, a soldier's loyalty to his country or a knight's loyalty to his liege. It can be a clansman's or brave's loyalty to tribe and clan. Whatever it is, you always watch out for the interests of whoever you are loyal to.

Overambitious

There is no end to your ambitions. You wish to do things, own things, lead things. In the end, you may become a megalomaniac, but in most cases the overambitious never achieve their goals, and continue to struggle throughout their lives.

Most of the overambitious strive for money and rank, but some might strive for fame, excellence, divine grace or some other, lofty, goal.

Overconfident

You know you are the best at the things you do, and a few of the things you don't do as well. You are cocksure of your abilities and gladly test them. You never chicken out ahead because the opposition seems too tough. If beaten, you either ignore the defeat "next time, he won't have the sun at his back" or flip over and become underconfident for a while.

Poor

Somehow, you are always out of cash. Even if you make a break, you still don't manage to hang on to it; perhaps you are a gambler or have expensive habits, perhaps you pay a lot of money to charities or have a family to support. Whatever the reason, money is a hassle for you. You are constantly out of cash, constantly need a job, and can be sorely tempted by monetary rewards.

Pride

You do anything to save and improve face. You are not necessarily honorable, but you wish to appear so. You disdain mundane chores, and seek excellence and noblesse in what you do. To you, nothing is ever good enough, and you set even higher standards for yourself than for others. You hate it when others try to cheat you of your glory.

Public Image

You are a well-known public person, with an important image that must be maintained. Perhaps you have a sponsor that must be kept happy, sell adverts or hope to be reelected. In any case, you must spend some time maintaining this public image, go to social functions and such, and you are constantly supervised by rumor mongers and the press.

If you are also a Costumed hero, you get to decide if it is your costumed identity or your civic identity that has this limitation. If both are, you still count the limitation only once.

Purpose

You have some great purpose which you strive for. This can be world revolution, liberating your country, a family feud or anything that involves more than just yourself. It should not prevent you from participating in normal adventures (that would make you an NPC), but whatever you do you think of, talk about and strive for your Great Purpose.

Secret Identity

You have some secret identity that you must keep private. This can be a background, such as the fact that you are a wanted man, or required to protect your loved ones and relatives. This is not just a part of your dramatic hook; you are hounded by the inquisitive, and must spend time maintaining your identity. Enemies will sometimes try to disclose your identity and use your secret against you, and you must play along with this.

Sportsman

You know you're good and like to test yourself against possible equals. You like even challenges, and may refuse something that is to easy or much too hard. In competition and combat, fairness in paramount. You will not fight a foe if you have an advantage or gang up on someone unless he is immensely powerful.

Superstitious

You believe in the supernatural, in a rather primitive form. You have some occult authority that you believe firmly in, and will go to great lengths to follow any occult advice you get. Certain times and days are “unlucky”, and you cannot spend Fortune points. Nor can you spend Fortune when facing a supernatural adversary, unless you have been appropriately "blessed".

Victim

You have a tendency to end up as a helpless victim. Whenever someone is chained to the altar, about to be sacrificed, it tends to be you. When a hero is kidnapped, it is you. This might work to your advantage, as you can learn the plans and get close enough to seduce the opposition, but it means you will not be able to take part in many of the great dramatic fights.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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