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Pulp Hero

The document outlines the characteristics of a classic pulp hero, detailing their crime-fighting motifs, personality traits, vulnerabilities, and methods of movement. It provides a framework for creating a vigilante character, including options for powers and team roles. Additionally, it includes mechanics for gameplay, such as spending hero points and taking actions during turns.

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Jim Hague
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0% found this document useful (0 votes)
9 views

Pulp Hero

The document outlines the characteristics of a classic pulp hero, detailing their crime-fighting motifs, personality traits, vulnerabilities, and methods of movement. It provides a framework for creating a vigilante character, including options for powers and team roles. Additionally, it includes mechanics for gameplay, such as spending hero points and taking actions during turns.

Uploaded by

Jim Hague
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HERO

PULP HERO
You are a vigilante in the classic tradition, a shadowy figure brought to life in Golden Age radio serials. You
combine street smarts with an air of mystery, fighting evil while concealing your identity. Examples from
popular comics include Rorschach™ and the original Sandman® (DC), Lobster Johnson™ (Dark Horse), and the
Shadow™ (Street & Smith).
Crime-Fighting Motifs PERSONALITY TRAITS
What does your crime-fighting persona seem like to your enemies?
Choose two of the following personality
‰ Gun-Toting Vigilante (you are a detective, spy, hitman, or soldier with an traits that best describe your hero.
identity-concealing costume)
‰ Brave ‰ Reserved
‰ Shadow (you use the supernatural to deceive and frighten your enemies) ‰ Debonair ‰ Sinister
‰ Two-Fisted Adventurer (you are a world-traveling adventurer who isn't ‰ Grim ‰ Weary
afraid to get your hands dirty when the need arises)
‰ Haunted ‰ Witty
‰ Other (fill in your answer in the Truths box) ‰ Principled ‰ _________
‰ Reckless ‰ _________
Vulnerability
What weakness or obligation can your enemies exploit?
TRUTHS
‰ Energy Limits (you must recharge the source of your powers)
‰ Limited Power (there is some limitation or flaw
in your powers)
‰ Substance Abuse (you are a recovering alcoholic or
narcotics abuser, struggling to stay clean)
‰ Other (fill in your answer in the Truths box)

Resistance
What does resistance mean for this character?
‰ Danger Sense (sixth sense warns of incoming attacks)
‰ Mobility (you move fast and dodge out of the way of attacks)
‰ Training (you possess combat training that helps
you avoid attacks)
‰ Other (fill in your answer in the Truths box)

Getting around
How does this character quickly move from one place to another?
‰ Brachiation (you swing from tall objects high overhead)
‰ Powers (one of your powers allows you to travel long distances)
‰ Running (you run really, really fast)
‰ Vehicle (you have a custom vehicle designed to match your
heroic motif/theme)
‰ Other (fill in your answer in the Truths box)

All character names are property of their respective owners, and their use does
not imply an endorsement of or a relationship with Scratchpad Publishing LLC.
Hero Name: Team:

Real Name: First Appearance:


I've Been Around

You always have a trick up your


sleeve. You can add 2 time tokens

SUPERP
( ) to one of your powers that
IDENTITY currently does not have any time
SKILLS

tokens on it to use any Basic power


that has a card available. You can

OWER 8
then make a check or attack with the
Basic power as an action, or use one
of that Basic power's benefits. If you
wish to use one of the Basic power's

0%
benefits that requires you to add
time tokens to it, you add those time
tokens to the same card you initially
added tokens to in order to use
the Basic power.

LESSER
TEAM RO

Hero Points per Conflict POWER


LE

0
70%

Resistance
/ 100

On Your Turn Taking the Spotlight


MINOR P

When it is your turn, you do the following: When you roll 4 boons ( ) on a
— Remove 1 time token ( ) from each of your power single roll during a conflict scene, you can take
cards that has one. (You cannot make attacks or the spotlight to gain the following benefits until
checks with a power that has any time tokens on it.) the end of the scene:
— Move and take one action, in any order. — You regain 20 resistance every time you
OWER 6

perform a teamwork maneuver.


Spending hero points — You gain 5 hero points ( ).
— You can take two different actions each turn.
You can spend hero points ( ) in the following ways:
0%

— Heroic Effort: After you roll dice, you can spend Distances
any number of hero points; increase your chance of
There are three distances between things in a scene:
success on that roll by 10 and add 1 challenge die (
) to the roll for each point spent. — Up Close: You can make melee and ranged
— Teamwork Maneuver: You can spend 1 hero point ( attacks against enemies you are up close to. Add
1 advantage die ( ) to all melee attack rolls.
) to perform a teamwork maneuver you describe
with another hero, adding 2 advantage dice ( — Near: You can make ranged attacks against
) to their roll. enemies that you are near to.
— Far Away: You can make ranged attacks against
— Team Role: Use your team role's benefit. enemies you are far away from, adding 1 challenge
die ( ) to the roll.
Hero Name

Superpower Lesser Power

Minor Power Identity

Origin Story

Aspiration

Turmoil

Story Reward! Story Reward!

Story Reward! Story Reward!

Story Reward! (REtirement)

Story Rewards

Bonus Reward

Lasting Repercussions (Maximum 4 at a time)


Notes

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