Pulp Hero
Pulp 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:
SUPERP
( ) to one of your powers that
IDENTITY currently does not have any time
SKILLS
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
0
70%
Resistance
/ 100
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
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
Origin Story
Aspiration
Turmoil
Story Rewards
Bonus Reward