Archive for the ‘Indiana Jones’ Category

Genre Style Fate Points - Pulp

Sunday, February 17th, 2008

In addition to codes of personal conduct, a GM can reward Fate Points on uses that reinforce the feel of the genre. The following suggestions are for a pulp setting.

  • Patriotism: Helping your country is a call you can’t resist. When it looks like another country could get ahead of the game, you push full steam ahead.
  • Explorer: Doing something that helps expand the borders of the known world. Long leaps across crevasses and dodging mud slides is second nature.
  • Protect the Innocent
  • Always offer to help a lady — By doing it first and asking forgiveness later if she happens to be a … progressive lady.
  • Slavery is evil: It must be stopped at all costs.
  • Helping science helps you: Your belief in the benefits of science bolsters you when scientific equipment and personnel friendly to you are threatened. Doomday devices and ray gun pointed in your direction is another matter.
  • A witty punchline is a good as a punch: Saying something clever helps you do your task.
  • Don’t resort to evil’s methods to defeat evil: Taking the high road to avoid being “like them” goes a long way.
  • A punch is as good as a gunshot: Never shoot what you can fisticuff instead.
  • The Rare Air: Something in exotic locations like lost civilizations and the Hollow Earth promotes healing