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Table Of Contents

1.1. Building a Party
1.2. Creating a Character
1.3.1. Trait Breadth
1.4. The Competency Ladder
1.5.1. What Can’t I Do?
1.5.2. Super-Abilities
2.1.1. Intent and Consequence
2.1.2. Let It Ride
2.1.3. The Penumbra and Common Traits
2.2.1. One Plus Two Plus Two Plus One
2.3. Linked Tests
2.4.1. Striking Out
2.4.2. Wounds
2.4.3. Multiple Characters
2.4.4. Social Combat
2.4.5. One Versus One Hundred
3.1. Earning Coins
3.2. Spending Coins
3.3. Improving your Traits
3.4.1. The Gamemaster’s Coins
4.1.1. Charge Specials
4.1.2. Corruption Specials
4.1.3. Exotic Species
4.2.1. Defining the Ship
4.2.2. Ships in Combat
4.2.3. Scale
4.3.1. Timing
4.3.2. Maneuvers
4.3.3. Magical Items
4.3.4. Dueling
4.3.5. Health Points
4.4.1. Hardcore Mode
4.4.2. Collaborative Authoring
4.4.3. Flaws
4.4.4. Breaking Down the Bank
4.4.5. Spare Some Change?
4.5.1. Three’s a Crowd
4.5.2. Instant Gratification
4.5.3. Tiebreaker Traits
4.5.4. Everything in Moderation
5.1. Light, Intuitive, and Abstract
5.2.1. Reading Your Players
5.2.2. Complications, Not Roadblocks
5.2.3. Trust
5.2.4. Be Prepared
5.3.1. The Gazetteer and Little Details
5.3.2. A Little Help From My Friends
5.4. Campaigns From Beginning To End
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The Impulse RPG

The Impulse RPG



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Published by theartmachine
The Impulse RPG
The Impulse RPG

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Published by: theartmachine on Jan 16, 2013
Copyright:Attribution Non-commercial


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