Jump to content

awesomejohn

Members
  • Posts

    3
  • Joined

  • Last visited

About awesomejohn

  • Birthday 08/07/1976

Contact Methods

  • AIM
    suburbshirtninja

Profile Information

  • Occupation
    Professional Writer-For-Hire

awesomejohn's Achievements

  1. Re: Powers and Pulp I should have given more details. I've got characters not designed for a Pulp setting being thrust into a Pulp environment. I know the magic user is the wrong feel for Pulp, I want the fish-out-of-water feeling. I have a character with intermittent sixty minute powers as a result of foul alchemy. I don't expect them to stay in the Pulp setting long. Of course I said that with the last campaign, and we were in it for almost a year. They're the standard heroes-with-powers and I'm hoping the Pulp atmosphere will do two things: 1. Let them punch Nazis. 2. Prove to them that they're not just sacks of powers but heroes because of MORE THAN their powers. The way things look now, I'm dialing things way down, practically to a single "power" per character (in the case of the unstable man, I'm making it variable), and letting the pulp setting breathe a little on them. Thanks.
  2. I'm looking to bring Champions characters into a Pulp setting. But what do I do about their powers? Here's what I'm looking at: 1. A character with ice-based projectiles. 2. A character with pretty standard "high fantasy" magic 3. A character with different powers every sixty minutes 4. Batman, sort of. I have no problem moving Batman into Pulp, and I don't really have a problem moving the magic-user into setting, I can just scale back the specifics of magic. But the other two....how can I balance the presence or lack of powers? In a Champions setting, powers became the source of character identity, and practically a character unto themselves. If I strip them out, I'm worried about the disconnect. If I leave them in, it may become a balancing issue. Suggestions? Thoughts?
×
×
  • Create New...