Pulp Games: Forbidden Kingdoms vs Pulp heroes minigame

I have to say that I love Forbidden Kingdoms. The classes and prestige classes capture a wide range of pulp and golden-age comic characters.
 

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I am in a group that is using Mutants and Masterminds.

We are building characters at Power Level 4, and are using the rules pretty much verbatim from M&M.

Out group consists of...
Joe "knuckles" Kowalski - Blue Collar Strongman.
Chandar - Master of Eastern Mysticism (and his pet cobra).
Georgianna Spannermaster - Grease Monkey, Gadgeteer and Plucky Gal Supreme.
Edison Newcastle - High Society Moneybags

So far we have been loving it, and I have to admit that I am falling hopelessly in love with M&M...
 

God bless every one of you using Mutants & Masterminds for stuff other than straight superheroics. It's a versatile system, and it's nice to see that you've taken the initiative to push it into different genres.

I wonder if people would be interested in an M&M supplement set in the pulp era, with tips on running pulp campaigns, sample pulpy villains and locales, etc. . .

--Erik Mona
Lead Editor
www.superunicorn.com
 

Hmmm. I can't make up my mind if I'd like to read such a supplement ... or help write it. (And don't judge my professional writing skills by my "off duty" posts). :)

Either way, it'd be on my plate.

Erik Mona said:
God bless every one of you using Mutants & Masterminds for stuff other than straight superheroics. It's a versatile system, and it's nice to see that you've taken the initiative to push it into different genres.

And thank you!
 
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well crap.....now i have a new book to buy? you money grubbingspam jockies!
oh well, its off to the store tomorrow, for mutants and masterminds. crap
;) but the good kind
 

M&M made me all gooey. It's a wise purchase -- and expanding it to include inventories and other gameworld conventions so you can play non-supers will be one fo the first projects I have on my upcoming website. Go get it, it's fantastic.
 

Erik Mona said:
God bless every one of you using Mutants & Masterminds for stuff other than straight superheroics. It's a versatile system, and it's nice to see that you've taken the initiative to push it into different genres.

I wonder if people would be interested in an M&M supplement set in the pulp era, with tips on running pulp campaigns, sample pulpy villains and locales, etc. . .

--Erik Mona
Lead Editor
www.superunicorn.com

Hey Erik,

Is the Pope...uh...whatever he is? (something about being in the woods, I think...) Heck yeah! :D

-Smokestack Jones
Maker of the Sampo!
 

WEll i bought Mutants and masterminds for my pulp game. Well i have a problem.

Before i was lookign at runnign a standard Pulp game; Gangsters, adventureing archaeologists, intrepid Exploreres and mad scientists. Now of course beign an avid Lovecraft and Howard fan i was to invovle the occult, magic and horror.
ok good.
Now is wheni run into problems. i can use Mutants and masterminds to mimic guys like The Shadow and Forbidden Kingdoms to do some magic/psionics and regular classes. But how do i limit my mutants and masterminds "supers" to "Fobidden kingdoms" levels? i would also love to fix the Pulp adventure classes to Forbidden Kingdoms power levles (as they stand the polyhedron classes are very powerful).

The latter two, "Forbidden Kingdoms" and "pulp Heroes" from polyhedron have almost no overlapping classes ( the scoundrel and the Gangster are very different in feel and abilities) so i would like to use them all. So for those of you who have tried. What is the best way to even the two sources out? keepingin mind they will be competeing with mutants and masterminds heroes ( who will probably have an hefty ECL problem).
 

Man, you have tall order if you want to make all of those game mesh.

Some quick suggestions.

Have a "power" class with a fixed BAB, Saves and Defence. Give them a set number of PP per level to make and invest in their MnM powers.

Borrow all the feats from FK and Pulp and then use the classes as "classes" for MnM. If you make pulp "templates" like the superhero templates in the core MnM book and base them off the FK and pulp classes, then you just have to assign double cost to skills and powers that didn't come with the template or seem mismatched to the template. Now you have classes again. I would also advise using MnM's optional rules of Variable Damage and Hit Points.

I love MnM, but it's flaw is that it is not very portable to other d20 systems.
 

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