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Author Topic: Pulp Alley Sci-fi kits question  (Read 2338 times)

Offline Mr_Kapow

  • Student
  • Posts: 16
Pulp Alley Sci-fi kits question
« on: 21 February 2016, 11:38:58 AM »
Hey everyone! So time to ask a question about my favorite set of rules in the whole wide world! Pulp Alley!

I'm currently making a League for a sci-fi setting using the suggested Pulp Genres rules (in the Pulp Leagues book).

Now the optional kit allows you to add +1d to one Combat and one Action skill, as well as adding an additional starting Ability per character.

So far so good! Now comes my little conundrum... Gangs.

How do they interact with this kit? Do I still add +1d to a Combat skill? Thus taking them above the number they could have based on the number of models in the gang? Or do I leave it off, which feels like gangs get a bit handicapped compared to other options. Can I even go so far and add the +1d to the Action skill as well?

The 2nd part of this dilemma is regarding the extra starting Ability. The rules state that Gangs start with one ability and only gain two more from experience. Do I just add the 2nd Ability from the start anyway and then just say that they can only gain one more instead of two when leveling up?

At the same time, letting the gang have the full kit (the Combat skill,the Action skill AND the Ability bonus), it suddenly makes the Gang feel stronger than an Ally with the same bonuses (although I might be wrong since I haven't tested it out on the table top just yet).


Ok ok, so that's a bit wordy, I'll narrow it down to the options I'm thinking about:

1. Add the kits as the rules suggest. +1d Combat, +1d Action and an extra Ability. (Easy option with no fiddling about)

2. Add the +1d Combat and the extra Ability. (After all, they're hired muscles and shouldn't really outshine Allies when it comes to objectives.)

3. Add the +1d Combat and the +1d Action, but not give them the extra Ability. (The extra Action dice representing night vision goggles, scanners and other sci-fi gizmos.)

4. Not use the kits at all for Gangs. They become quite nasty quite quickly with these kits. (Kind of a boring option imho)

Any suggestions would be great! I'm leaning towards option 3 myself, but curious what people think and how the kits were intended to work with Gangs. :)

Cheers!

Offline d phipps

  • Galactic Brain
  • Posts: 4655
  • Pulp Alley
    • Pulp Alley
Re: Pulp Alley Sci-fi kits question
« Reply #1 on: 21 February 2016, 10:38:59 PM »
How do they interact with this kit? Do I still add +1d to a Combat skill? Thus taking them above the number they could have based on the number of models in the gang? Or do I leave it off, which feels like gangs get a bit handicapped compared to other options. Can I even go so far and add the +1d to the Action skill as well?

Yes, you apply the modifiers to Gangs the same as any other single character. So they get a +1d bonus to one Combat skill and one Action skill.

The exception would be Mobs -- rolling 1d6 for all skills.



Quote
The 2nd part of this dilemma is regarding the extra starting Ability. The rules state that Gangs start with one ability and only gain two more from experience. Do I just add the 2nd Ability from the start anyway and then just say that they can only gain one more instead of two when leveling up?

Yes, a Gang with the sci-fi kit and gains an extra "starting" ability.

Note -- this extra starting ability is not gained due to experience and does not limit/affect the number of abilities you can gain from XP. So, a Sci-Fi Gang could start with 2 abilities and still gain 2 more abilities later on through XP. -- Just remember, they can only pick from the "Gang" abilities.



We have found Sci-Fi Gangs to remain quite balanced with Sci-Fi Allies. There will always be moments when one will outshine the other based on the specific situation (and die-rolls) and we have not found any issues with handling Gangs the same.



HAVE FUN


Offline Mr_Kapow

  • Student
  • Posts: 16
Re: Pulp Alley Sci-fi kits question
« Reply #2 on: 22 February 2016, 07:33:41 PM »
Thanks for the quick reply David!

Well that sure cleared that up. And I didn't even have to ask about mobs either, hehe!

Thanks (and thanks again for the fantastic game) :D

Offline Commander Roj

  • Mad Scientist
  • Posts: 933
Re: Pulp Alley Sci-fi kits question
« Reply #3 on: 25 February 2016, 01:21:02 PM »
Thanks for the quick reply David!

Well that sure cleared that up. And I didn't even have to ask about mobs either, hehe!

Thanks (and thanks again for the fantastic game) :D

Very handy, as I am putting together a mini campaign for next May at the club. I would welcome a look at the rosters and scenarios you are planning, if you don't mind sharing?

Offline d phipps

  • Galactic Brain
  • Posts: 4655
  • Pulp Alley
    • Pulp Alley
Re: Pulp Alley Sci-fi kits question
« Reply #4 on: 27 February 2016, 06:30:39 AM »
Very handy, as I am putting together a mini campaign for next May at the club.

Great! I hope we get to see some pics of your games.  :D



 

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