Eclipse d20 – Playing With The Pulps Part I: The Pulp Hero and Advanced Pulp Hero Templates

They have flashing fists, blazing guns, and personal magnetism. They are stronger and faster than you are. They wrestle lions, solve mysteries, and shrug off bullets. They heal with incredible speed. They are secret agents, and pilots, and detectives. They draw paramours like magnets. They have amazing skills – and they hang out in jungle huts, cheap offices, and seedy tenements because they aren’t any BETTER than YOU, even if they are blatantly superior to you in ten thousand different ways.

Hercules, Hiawatha, Conan, and the Count Of Monte Cristo led the way, and Zorro, John Carter of Mars, The Lone Ranger, The Scarlet Pimpernel, and Tarzan all followed in their path. They reached their full flower in The Shadow, Doc Savage, Sheena Queen of the Jungle, The Spider, Mata Hari (at least in legend), The Golden Amazon, The Phantom, Lady Luck, The Green Hornet, Olga Mesmer, Darkman, Indiana Jones, Remo Williams… there are swarms of them, romping through the golden age of the Pulps.

But they don’t throw lightning bolts, or lift aircraft carriers, or invoke the power of gods to heal. They may vanish into the shadows, but they don’t teleport through them, or sing like Orpheus, or fly through the air without a plane. At their best, their powers are things like building up a tolerance to poisons, influencing animals, perhaps a trace of psychic abilities, and being stronger, tougher, and faster than any normal man – but only by a modest margin.

They are Pulp Heroes, not Superheroes.

The Basic Pulp Hero (32 CP / +1 ECL Acquired Template)

  • Pulp Powers/Witchcraft III (18 CP): Provides (Str + Dex + Con)/3 Power. If they drain their power pool below 5 points they become Fatigued. At 0 points they become Exhausted. This provides them with the following seven powers, all them are at least Specialized: instead of the usual wide-ranging suite of abilities that Witchcraft provides, most of their abilities are far more restricted.
    • Only A Flesh Wound/Healing: Specialized for Double Effect, only works on the user. A pulp hero can shrug off injuries and recover from poisons, diseases, and other injuries with amazing speed.
    • Crossbow Barrage/Hand of Shadows: Specialized and Corrupted for Increased Effect: Any crossbow the user uses acts as a fully automatic weapon; recocking and reloading itself with whatever ammunition the user has available and elects to load with each squeeze of the trigger. The user gains two bonus attacks at his or her highest attack bonus and may spend 2 Power to add his or her (Int Mod) to the attack checks and damage for each bolt for the next three minutes. All other modifiers apply normally.
      • Many Pulp Heroes in settings lacking firearms often settle on Dwarven Springbows, which have exactly the same game statistics as Crossbows, but use very powerful springs in tubes to propel the bolts. Yes, they look like guns. They are, however, quiet enough for everyone to hear all the clever dialogue and snappy one-liners over no matter how fast they’re fired.
    • Man Of Bronze/Hyloka: Specialized and Corrupted for Increased Effect / The user may spend 1 power to gain (Universal) Energy Resistance 8, Damage Reduction 4/-, and 2 points off any attribute drain or damage taken for one hour. An additional 2 Power will double those benefits, but only for ten minutes.
    • Trained By Mystic Monks/The Adamant Will. Pulp heroes have incredible poker faces and are almost impossible to mind control.
    • Unaccountable Magnetism/Glamour: Specialized and Corrupted for Increased Effect/Pulp heroes attract the attention of dangerous and inappropriate would-be partners, find old girlfriends, offspring, and other obligations all over the place, and upset possible rivals. They attract helpful sidekicks who often require rescuing or lead trouble to them. This has no cost, cannot be turned off, and provides a +12 bonus on any relevant romantic, seductive, or sensual rolls.
    • Canny Strike/Elfshot: Specialized and Corrupted for Increased Effect/You may spend 1 Power as a part of an attack action to force those you hit this round to make a DC (16 + Cha Mod) Will save or suffer one of the following effects of your choice:
      • Disarmed, Mortally Wounded, or Tripped.
      • Knocked Back (1d4 x 5) Feet. This movement does provoke AOO.
      • Blinded, Dazed, or Sickened for 1d3 rounds.
      • Deafened, Entangled, or Shaken for 1d4+1 rounds.
        • Mortally Wounded characters have +10 damage for purposes of determining when they are Disabled, Dying, or Dead – although, unless actually driven below -10 they will get 1d4+1 rounds after becoming technically Dead to gasp out final words or take a single dying action, although there’s no way to save them at this point short of something that can raise the dead. Mortal Wounds go away after magical healing, a DC 20 Heal Check, or if the victim is still alive in five minutes.
    • Danger Sense/Witchsight. Once per round the user may spend one power to come on guard (negating surprise) and/or take a 5′ step. This does not count as an action and may be done at any time. If the user chooses to spend 2 power he or she can also provide sufficient warning of an incoming attack or a trap triggering to allow any companions within 20′ to take a 5′ step as well. For 3 Power the user can negate surprise for his or her companions within that same radius. Sadly, no single character can be aided by Danger Sense – whether their own or someone else’s – more than once per round.
  • Advanced Witchcraft:
    • Explosive Fists/Wrath Of The Sea: Specialized in Unarmed Attacks (1 power to gain +6 to Attacks and Damage for ten minutes).
    • Crack Shot/Dance Of Flames: Specialized in Ranged Combat (1 Power to gain a +6 bonus to your Dexterity Modifier with respect to ranged combat for ten minutes).
  • Pacts: These are up to the individual hero but are normally drawn from the Service and Vows lists. The Sacrifice, Infusion, and Energy pact lists are usually reserved for pulp villains; they simply aren’t very heroic. They need to take two of them in any case, since they pay for the Advanced Witchcraft abilities, above.
  • Unbowed Hero/Innate Enchantment (11,000 GP Value, 12 CP):
    • Gravity Bow: Pathfinder, bolts cause 2d6 base damage (2000 GP).
    • Weapon Mastery (The Practical Enchanter): +4 Competence Bonus to BAB with Crossbows (Personal Only, 1400 GP). Yes, this does increase iterative attacks. Alternatively, a Pulp Hero may opt to apply this bonus to unarmed combat as well.
    • Immortal Vigor I: The Practical Enchanter, provides +(12 + 2 x Con Mod) HP (1400 GP).
    • Mage Armor (Personal Only, 1400 GP). Pulp Heroes are hard to hit even in their underwear.
    • Force Shield I (The Practical Enchanter) (Personal Only, 1400 GP)
    • Arrow Mind. This effectively lets a pulp hero engage in melee with his or her “guns” (2000 GP).
    • Resistance (Personal Only, 700 GP). This provides a +1 Resistance Bonus to their Saving Throws.
    • Ghost Sound (Background Effects Only, 700 GP). Pulp Heroes are often accompanied by snatches of background or personal theme music, ominous echoes, and other curious sound effects. This might provide a +1 bonus on occasional skill checks, but it would be unwise to count on it.
  • Bottomless Magazines: Immunity to Minor Expenses, Specialized and Corrupted for Increased Effect/ammunition only (Common, Minor, Trivial, may ignore the need for ammunition costing up to 15 GP/Shot, 2 CP). Note that this covers Bolts (,1 GP), Cold Iron Bolts (.2 GP), Crystalline Bolts (Ignore 1/2 Armor and Deflection Bonus, +1d6 versus objects, 5 GP), Primal Iron Bolts (.3 GP), Silver Bolts (2 GP), Adamantine Blanch Bolts (+10 GP over another material), and Silver Blanch Bolts (+.5 GP over another material)
  • Ready For Anything: Immunity/Power Activation (Very Common, Major, Minor, Specialized and Corrupted/only at the beginning of a fight. 3 CP): A Pulp Hero can pick 3 Power Points worth of enhancements – normally Man of Bronze (at the one point level), Explosive Fists, and Crack Shot – to “already” have running at the beginning of any conflict without power point cost.
  • Template Disadvantage: Select one from History (you have various old enemies and such scattered about), Hunted (one of your enemies is REALLY serious about it), Compulsive or Insane (many pulp heroes are chivalrous, or never break their words, or obsessively hunt down the criminal scum who killed their parents, or some such), or Poor Reputation (usually you’re known as a violent, murderous, vigilante-adventurer). In any case, (-3 CP).

The basic pulp hero is a one-man fire team – capable of laying down a steady stream of bolts, hard to hit, and able to absorb a great deal of damage if and when he does get hit – all very good qualities indeed if you’re going to make a habit of confronting criminal gangs, evil masterminds, and swarms of thugs pretty much on your own. Still, while they may be quite astounding, they aren’t incredible – as in; impossible to believe.

They may come pretty close though.

Still, there’s a step beyond the Basic Pulp Hero – and it’s time to take a look at that.

Advanced Pulp Hero (Additional 32 CP/+1 ECL Template, +2 ECL in total):

These borderline superheroes go just a bit beyond the average pulp hero; they are both physically AND mentally superior. They are brilliant masters of many skills, usually possess minor psychic powers, strange devices, or other gifts (or at LEAST expensive vehicles) and are invariably at least well-off and with little need to work. They are also usually either born with their potential or trained from a very early age, but the template can be acquired later.

Advanced Pulp Heroes can easily fit in with lower-end or specialized superheroes, but have a hard time on the upper end. It’s never really easy to tell what Batman is doing in the Justice League anyway.

  • A Will Of Iron: +1d6 Mana as 3d6 (10) Power, Specialized/only usable for Pulp Hero powers (3 CP).
  • The Inner Fire: Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only to restore power, only to refill the Pulp Hero Powers pool above (4 CP). +12 Bonus Uses that only automatically pay the cost of maintaining A Lens Of Brilliance, below (6 CP). Note that this more than suffices to keep A Lens Of Brilliance running constantly – so it’s bonus applies to skill points gained per level.
  • A Lens Of Brilliance/Spirit of the Sage, Specialized for Double Effect/Skill-related effects only (+6 to effective Int Mod), Corrupted/automatically reactivates itself, cannot be turned off as long as the user has Power remaining (1 Power/Ten Minutes, 4 CP). Note that, since this is always on, an Advanced Pulp Hero gains six skill points per level as well as getting a big bonus on their intelligence-based skills. Given the amount of combat Pulp Heroes see, at least one and probably two martial arts are probably in order.
  • Holmesian Expertise/Inner Light, Specialized for Double Effect/only for Skill and Attribute Checks (+6 to effective Wis Mod, 1 Power/Ten Minutes, 6 CP).
  • The Superior Man Need Never Be Broke: Minor Privilege/Wealth (3 CP):
  • One bonus Pulp Feat (6 CP). Pulp Feats include possessing Pulp Powers, having various Vehicles available, having your own ominous fortress-sanctum, gaining access to a pair of Occult Skills (the Shadowed Galaxy Action or Equipment skills are recommended), or something similar. A few just pick up Adept to pick up more skills, but that’s not a very interesting option for a Pulp Hero.

An Advanced Pulp Hero adds a genuinely frightening level of intelligence and awareness to the basic Pulp Hero framework – making him or her a true polymath and a master of the arts. They are heads of organizations, wealthy businessmen, doctors and professors, sometimes mystics, and all too often two or more of those at once. Is it really all that surprising that a good many of them decide that they ought to be the ones to rule the world? They’re so blatantly far better qualified to do so than anyone else is. Democracy? Bah! There are better ways!

Next time around on this it will be time to start going over some of those Pulp Powers.

11 Responses

  1. […] For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE. […]

  2. […] For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE. […]

  3. […] For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE. […]

  4. […] For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE. […]

  5. […] ECL Pulp Hero Template (and +2 ECL Advanced Pulp Hero Template). Also, Pulp Powers, More Powers, Drugs, and Archetypes, Vehicles, and Narrative […]

  6. […] of emphasis on being sneaky and scary. For this kind of character I’d probably just use the Advanced Pulp Hero Template (Advanced Pulp Powers, More Advanced Pulp Powers, Drugs, and Archetypes, Vehicles (for the […]

  7. […] skill-based Partial Caster (usually about 80 CP), or throwing in a Template or two. Go ahead. Be an Advanced Pulp Hero Ninja or an Ancient One Ninja (both 64 CP), or a Ninja Master Of Stars (58 CP), or even a Ninja […]

  8. […] Pulp Hero (64 CP or +2 ECL Template) provides a wide variety of boosts (including options for vehicles and […]

  9. […] Gadgeteer template in the Mutants Of The Eclipse series (in +1, +2, and +3 ECL flavors) as well as Pulp Heroes (and their advanced powers, drugs and archetypes, and vehicles), and the various entries in Mayhem […]

  10. […] about the Pulp Hero templates? At 32 (Basic) or 64 (Advanced) CP that would certainly be […]

  11. […] further advancement, something along the lines of the Pulp Hero template would be an effective advancement path for her, but the basics she will want – BAB, HP, AC, […]

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.