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Awaken your Powers!

Push/Pull Heroes is a minimalistic superhero TTRPG, where the whole rules you need to play fit on the front of a business card.

All you need is: a bunch of d6s, a couple of friends and an unfulfilled dream to be a superhero!

The core idea is that whenever you do something risky you roll some d6 to see if your action is successful. However, you can also...

  • PUSH, to get extra effects from your action, but risking its success
  • PULL, to have higher chance at succeeding at the cost of some... complications

On the back face of the card, you will also find GM advice, Push-Pull examples, as well as some helpful tables to inspire your superpowered endeavours.

Use this simple formula and play out action packed superheroic adventures, with this minimal, easy to learn, pick up and play game.


This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Logo and Background image designed by dgim-studio / Freepik

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Click download now to get access to the following files:

Push-Pull Heroes.pdf 263 kB
Push-Pull Heroes - No Colors.pdf 293 kB

Comments

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(+1)

The odds of failure are pretty low in most circumstances, but maybe that's appropriate for bright superhero game.

  • 1d - 33% success, 0% extra
  • 2d - 56% success,  3% extra
  • 3d - 70% success, 7% extra
  • 4d - 80% success,  13% extra (max without pull nor advantage)
  • 5d - 86% success,  20% extra
  • 6d - 91% success, 26% extra
  • 7d - 94% success, 33% extra  (max with pull or advantage)
  • 8d - 96% success, 40% extra
  • 9d - 97% success, 46% extra
  • 10d - 98% success, 52% extra (max with pull and advantage)
(2 edits)

Yeap! I understand the concern and that's actually part of what I was going for. 1st as you say, it's a superhero game so I want players to succeed more often. And 2nd the large dice pools become the incentive to use the PUSH mechanic. I.e. you "push" your luck, risking your success, but gain more juice from a single action.

For example: there could be a fight against a dozen evil robots and your action would be to blast them with your electric powers. With a PUSH, you could potentially do an electric nova targeting them all at once.

Or maybe you want to make sure that you catch the bad guy, so you use PULL, but as an extra complication you hurt yourself in the way or deplete (temporarily) your powers.

Hope this gives more insight the design choice :D

Note: TBH I was skeptical about the free "extra" mechanic on 2 6s, but I like Criticals, so I left it in. Still I may review the numbers a bit, so thanks for the feedback!