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RPGs / Re: BaseRaiders
« on: January 01, 2018, 01:17:47 PM »
So, uh...first time posting. I'm working on a Base Raiders campaign I'm gonna be running in a few months using my homebrew powers setting. The first session is going to be the players going to be getting their powers, all of which I've designed and run by the players.
So one of the characters is a completely normal guy whose "powers" are the fact that he's mystically tied to a animatronic cowboy powered by the Platonic Western Hero, named Rusty Sprocket. Sort of a Johnny Thunder thing but with a magical robot cowboy instead of a genie. My question is how I should set Rusty up? My thought is to build him as a Companion, with a good bit of refresh dumped into him. But maybe I should also include some Strange skills with a snag making it so that only Rusty can use the powers? Y'know things to reflect superhuman gunfighting skill, and such.
Also, since I'm new to the system (gonna run some one shots before the campaign proper to give everyone a feel for it, including me), if there's any advice regarding the other powers or just in general, I'd be happy to hear it.
The rest of the powers for the party of the campaign (tentatively titled Ripple Effect)
A telepath/supergenius whose powers are fueled by sleep deprivation (they get smarter and more powerful the longer they go without sleep)
A guy possessed/bonded with the spirit of a dragon overlord from another, fantasy-esque timeline (so lots of super strength, super-charisma, nothing subtle just sheer inhuman force.)
A guy who can turn into a psychic nanotech demon (superfast brute with penance stare like claws fueled by personal indulgence)
A girl who can turn into a psychic nanotech angel (just a flying mass of wings, with psychic artillery fueled by music.)
The guy with Rusty Sprocket
And a girl with magical girl powers based on the Fool card. (So blending together the luck power from the core with some stuff from Saber Antimony.)
So one of the characters is a completely normal guy whose "powers" are the fact that he's mystically tied to a animatronic cowboy powered by the Platonic Western Hero, named Rusty Sprocket. Sort of a Johnny Thunder thing but with a magical robot cowboy instead of a genie. My question is how I should set Rusty up? My thought is to build him as a Companion, with a good bit of refresh dumped into him. But maybe I should also include some Strange skills with a snag making it so that only Rusty can use the powers? Y'know things to reflect superhuman gunfighting skill, and such.
Also, since I'm new to the system (gonna run some one shots before the campaign proper to give everyone a feel for it, including me), if there's any advice regarding the other powers or just in general, I'd be happy to hear it.
The rest of the powers for the party of the campaign (tentatively titled Ripple Effect)
A telepath/supergenius whose powers are fueled by sleep deprivation (they get smarter and more powerful the longer they go without sleep)
A guy possessed/bonded with the spirit of a dragon overlord from another, fantasy-esque timeline (so lots of super strength, super-charisma, nothing subtle just sheer inhuman force.)
A guy who can turn into a psychic nanotech demon (superfast brute with penance stare like claws fueled by personal indulgence)
A girl who can turn into a psychic nanotech angel (just a flying mass of wings, with psychic artillery fueled by music.)
The guy with Rusty Sprocket
And a girl with magical girl powers based on the Fool card. (So blending together the luck power from the core with some stuff from Saber Antimony.)