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Space Pulp has Landed from 13th Planet Games

A new science fiction supplement, for the Everywhen roleplaying system, has landed from 13th Planet Games. The interesting looking Space Pulp is a rules light RPG which loads of options to bring your galaxy to life. The 254 page softcover (with PDF) can be had at DriveThruRPG for $34.99 or grab just the PDF for $14.99.

About the game:

Classic sci-fi just got a whole lot pulpier . . .

Whether the future’s just around the corner, or a thousand grimdark millennia from now, in a setting close to Earth or a star-system far, far away, Space Pulp is the sci-fi RPG you’ve been waiting for! A rules-lite approach, coupled with the innovative career mechanic from Barbarians of Lemuria makes filing the numbers off a familiar space setting—or creating your own—quick and easy.

Note:  You need the Everywhen core rules to use this book. 

Inside Space Pulp, you’ll find: 

  • A promotion system for character creation, with random, career-specific events that transform chargen into a solo mini-game!
  • 9 non-human character origins, including AI, aliens, mutants, uplifted animals, robots, and synthetics.
  • 24 distinct character careers, from assassin to worker, with affiliated tech level.
  • 91 new boons and flaws, including those specific to cyberware, aliens, and machine intelligence.
  • 124 items of equipment, covering weapons (and alien versions), plasma swords, powered armor, ‘Golden Age’ retro gear, drugs, and more!
  • Streamlined rules for ship combat, ship-specific boons and flaws, Hero Point options, and a separate, tactical system for handling fleet engagements.
  • Streamlined rules for vehicle combat, robots (including giant ones!) and mecha.
  • A complete aliens chapter, with templates for creating otherworldly creatures, a d6,6 encounter table, and 11 detailed alien races.
  • A complete planetary chapter, with a d6,6 table for generating homeworlds and 7 detailed planet descriptions.
  • A complete psionics chapter, with 35 detailed psychic effects as well as 2 ‘space magic’ systems, the reality-altering Chatterjee Equations and the dark sorcery of Azm’s Last Theorem.
  • Special rules for handling light sword duels, fast-drawing guns, gravity and environmental extremes, hacking, crafting, and more!
  • A settings chapter, with guidelines for running different sub-genres of sci-fi (horror, cyberpunk, grimdark, etc.), and three detailed settings:  Dirty Plastic, Hypergiant, and Never-Setting Suns.
  • A complete adventure, Bust-Up on Bug Planet, ready to run with new players.

The ultimate sci-fi sandbox awaits!

Jeff McAleer

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