Paragons Pulp Setting! Weirdness! Need help!

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Re: Paragons Pulp Setting! Weirdness! Need help!

Postby chatty » Mon Jun 27, 2011 11:06 am

hellica wrote:Which isn't really up for discussion on this forum really cos It's being run in a modified D20 modern system and is about fantasy races on floating islands with tech like in ww2. Should be fun :)


This does not sound less ambitious!
"Persistence is often met with vengeance!"

Truxton Spangler (Rubicon Season 1, Episode 9)

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Re: Paragons Pulp Setting! Weirdness! Need help!

Postby hellica » Wed Jun 29, 2011 3:51 pm

Ah, but it is because... My players know the standard fantasy races quite well, and can easiliy get their heads around the ww2 weapons as theyre history buffs, or have at least played world at war.

The pulp game requires alot more explanation to the players, they simply aren't familiar enough with the basis material, also less personal level flying means things are less 3d, which makes things easier. Also, the more limited level of power wielded by players makes it easier to ease back in with. not to mention that it being in a world of my own total definition rather than a pseudo real setting means i get alot more leeway :)

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Re: Paragons Pulp Setting! Weirdness! Need help!

Postby hellica » Fri Dec 02, 2011 1:38 pm

Hey guys, hoping to start this game back up :)

My health has seriously improved now, so maybe going to do a taster session over christmas when i get back from Uni :)

Going to be posting some more stuff on here in the next few days aswell

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Re: Paragons Pulp Setting! Weirdness! Need help!

Postby hellica » Wed Dec 14, 2011 6:01 pm

Van Pelt
The son of a famous safari hunter, Armand Van Pelt grew up wishing for a life of adventure. As young boys do, he wanted to emulate his father and spent many an afternoon off “exploring” his fathers gardens, always returning with stories of strange vistas and the strange creatures he has seen. These were obviously dismissed by his carers, but the truth was much stranger: Armand has the ability to walk beyond the veil; to actually enter the Imageria under his own power.
As he grew, he came to understand that he was different, and the opportunity that this afforded him. He sought to hunt the dark things from without for glory and good.
Of us all he has the greatest experience of the imageria and the familiar understanding of its inhabitants both wondrous and horrifying which can only be learnt by living among them. He is likely the world’s greatest huntsman; capable of incredible patience and field craft as well as uncanny accuracy with his prized hunting rifle.
More incredible however, is the manner in which he can emerge from the imageria in any part of the world of his choice. It can often seem that he can simply move from place to place at will.

Doctor Tomas Osiris

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Re: Paragons Pulp Setting! Weirdness! Need help!

Postby hellica » Sun Jan 01, 2012 4:26 am

I’ve decided to start this game up again with a shorter mini campaign with the players starring as a group of Doc Osiris’ assistants and detailing the events that run up to Doc Osiris’s death and to introduce some of the main villains.
The Characters will be fairly easy to create in terms of concept as they will, in line with the theme of Doc Savage’s assistants be the greatest in their field. So the players only need to outline a fairly ordinary (if heroic) person who is an expert in a field that interested the good doctor enough that he invited them to his group and stat them up to pl 6 as they are not a full blown pulp hero.
In contrast to Doc’s men though, it will be clear there are more assistants than themselves, roughly 22, a number Doc insists on. This makes the group, including Doc to be 23, a number that he values for “a glorious synchronicity”.
Anyway, the story will most likely begin with the good Doctor calling them to his home, the Eye of Osiris in Manhattan. They haven’t heard from him in several months and discover that he has been crippled in the intervening time in a battle with his “great nemesis” Marcus Set. Several of his other assistants were killed and he regards it as a tragic necessity.
He wishes to be healed, but it is beyond the means of any doctor he has been able to contact. Instead, he feels he needs the help of a remarkable man he has heard of from Midway City: Doctor Twilight. He asks the aides to head there and establish contact with him. He is a good man Osiris has encountered before during his adventures and should help if asked.
The PCs arrive in Midway unmolested but find themselves stumped to find him. They will obviously attempt to ask in the underworld, and are rewarded with a conversation along the lines of.
“You wanna know who Twilight is? He could be anyone in here. Guy can change his face. He could be that guy, or that guy, hell, he could even be me”
After they ask around for a bit they will be confronted by a group of private investigators who will try to overpower them and take them to Docs hideout where they can be questions as to their intentions. Either the Pcs get captured or they interrogate their own prisoners, provided they aren’t morons and kill them as they go. Killing any of his friends will see Twilight being very much reticent to assist them.
The PIs will happily tell the PCs that they can make an appointment with the Doctor but that he is busy at the moment since there’s a gang war going on, hence why they were so suspicious of anyone asking for Twilight. If they want Twilight’s help they might want to lend a hand.
Possibly considering that if they are indeed captured that they speak to an old man who claims to be Twilight at first, before he reveals he is just a decoy and the bodyguard behind him reveals himself to be Twilight by changing his face. Twilight maintains an image of being the head of a fairly shady operation to guests, but is in fact a crime fighter with a small support operation of trusted associates and sleeper agents in the tradition of many of the pulp heroes. He is, of course, on top of this a doctor and works pro bono. In reality, while he is a skilled physician and surgeon, he is a magician with a specialisation in the healing arts, his knowledge of medicine allowing him to use his reality manipulation to greatest effect.
Anyway, from here it is suggested that they interfere in a shipment of weapons that is apparently coming into the harbour by nightfall. Doc can’t be everywhere at once and it would help them out a great deal.
So they intervene, but find a crate full of weird full metal armour in a Nazi design with a harness designed to allow the wearer to carry a machine gun by himself. Maybe...

Anyway, after this crazy adventure involving several villains, doc Twilight will take them back to new York and heal Osiris’ legs.

After maybe one or two more adventures, they will end up fighting a cult in mexico that was involved in the punitive expedition against mexico during ww1 who worship the crustacean king.
They are attempting to plant the Murder seed in a shallow to allow for maximum spread. Many have been corrupted into lobster men. Covered with Chitin and some even having had arms turn to lobster claws.
There must also be the realisation that there are more of these cults, it is an apocalyptic group and needs tending to. They return to New York and prepare to call other pulp heroes to assist them as a well armed group of crustacean cultists storm the Eye and kill them all in a meat grinder scenario. Possibly including a high level enemy as well, but i don’t have any real idea what i would have a high level crustacean leader be. Full on humanoid crab? Magical artifacts? Cthulhu? :P


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