How to add more Pulp - or more Fantasy - to Eberron

Pulp heroes tend to be extremely good at what they do --- oftentimes the best in the world.

The overall rarity of high-level NPCs in Eberron helps make even a relatively low-level character "the best there is"...but a case could be made for starting the PCs at a higher level for the sake of pulping it up.

In the alternative...start everyone at 1st level, but select ability scores using a very generous point buy. They are just starting out, but their combination of raw talent [ability scores] and good luck [action points] make them stand out.

..........................

Also...the pulps are exotic. In fact, they were sometimes downright racist by modern standards [I had an Indian classmate who got mighty angry at "Temple of Doom].

In a pulp fantasy setting, you don't have to worry about being offensive to real-world cultures...when the PCs encounter a new culture, make it strange and bizarre and alien. Elves worshipping undying ancestors, lawful good orcs, druidic cults led by talking pine trees, halflings on dinosaurs...there's a whole world out there with enough twists from baseline D&D that it should be easy for a DM to make every trip a journey into the unknown.
 
Last edited:

log in or register to remove this ad



BrooklynKnight said:
5 Special young children from across Khorvaire are equiped with five magic rings, 4 of which are bonded to the elments. Earth, Fire, Wind, and Water, the 5th linked to empathy and charming (psionics?).

These special kids are given the task of traveling Khorvaire and stopping various enviormental disasters!


HEART!
 

Here's another one...and it is strong pulp-fu indeed:

Yoink the dramatic editing rules from "Adventure!". PCs can spend action points to bend the narrative in their favor.

That particular style of role-playing is not to everyone's tastes...and I haven't actually tried it...but it's interesting, and allows for the sort of unlikely coincidences and good luck common to the pulps.
 

JPL said:
Yoink the dramatic editing rules from "Adventure!". PCs can spend action points to bend the narrative in their favor.

Hell, even giving the PCs the entire package of Inspiration and associated traits, plus access to Stalwart, Daredevil or Mesmerist levels, wouldn't be too far fetched. Thanks for reminding me - I think I can make good use of that!

Cheers,
Cam
 
Last edited:

Nazis.

As I understand it, the classic pulps really didn't feature Nazis all that much, especially prior to 1942. But modern pulp homages are all about the Nazis, so I say...

...figure out who the Nazis are. Make them pure evil and loyal to a sinister father-figure. Then smash those Nazis.

Oh, and Hellboy. Buy as many Hellboy trades as you can, and rip them off. Strong pulp roots, and plenty of monsters.
 

JPL said:
Oh, and Hellboy. Buy as many Hellboy trades as you can, and rip them off. Strong pulp roots, and plenty of monsters.

"Oh, him? That's Fiendboy. Yeah, the Order of the Silver Flame found him as a kid near some crazy cultists of the Lords of Dust. We think his daddy was a balor, but who knows? He's half-demon, whatever way you look at him. And that big red hand of his? Our artificer Brum's pretty sure that's taken from a warforged and juiced up by one of those round magic disks from Xen'rik... but then Brum's almost eighty years old and he thinks everything's juiced up by artifacts from Xen'rik. All I know is, Fiendboy's the best ally the Bureau for Abberant Research and Defense has right now, so play nice and don't bring up his kalashtar girlfriend and her firestarting."

Cheers,
Cam
 



Remove ads

Top