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D20 Modern - Complete Pulp Heroes [Sourcebook]

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Primitive Weapons | Simple Weapons | Exotic

Weapons | Pistols | Rifles | Big Guns

I've revamped and changed the old Weapons Table as previously found in the Pulp Heroes mini-game. I've broken it down by Weapon Proficiency and

expanded both the Melee and the Firearms sections. The stats for the various guns are only generalizations and are not meant to represent accurate representations of the actual weapons. I went for the more abstract route for ease of play. For those who want more details for their firearms, both the d20 Modern or d20 Call of Cthulhu games are recommended. All information on this page is Open Game Content.

A NOTE ABOUT FIREARMS:

Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for pistols, rifles, and 'big guns' are single shot, semiautomatic, and automatic.

Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.

Semiautomatic: Most firearms have the semiautomatic rate of fire. These

firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid

successions, getting in more than one shot per attack.

Automatic: Automatic weapons fire a burst or stream of shots with a single

squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

Reloading Firearms: Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or

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magazine, is a round action. Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

PRIMITIVE WEAPONS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo African

Throwing Irons Poor 1d6 x2 10 3 P S --

Axe/Woodaxe Destitute 1d8 x2 -- 7 S M -- Boomerang Destitute 1d6 x2 20 1 B S -- Dart Destitute 1d4 x2 20 ½ P S -- Halfspear a Destitute 1d6 x3 20 3 P M -- Handaxe/Hatchet Poor 1d6 x3 10 4 S S -- Javelin * Destitute 1d6 x2 30 2 P M --

Knife, Stone Destitute 1d3 x2 10 2½ S T --

Longbow * Poor 1d8 x3 100 3 P L -- Longspear * # a Destitute 1d8 x3 -- 9 P L -- Quarterstaff * § Destitute 1d6/1d6 x2 -- 4 B L -- Shortbow * Poor 1d6 x3 70 2 P M -- Shortspear ª Destitute 1d8 x3 20 5 P L -- Sling * Destitute 1d4 x2 50 0 B S -- Trident Poor 1d8 x2 10 5 P L --

* See the description of this weapon below for special rules.

§ Double weapon.

# Reach weapon.

ª If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against the charging character.

African Throwing Irons: Strangely shaped throwing knives from Central Africa. The knives have many extremely sharp projections which were balanced for

throwing. You can use it in melee, but not very well. Since it is not designed for melee, all characters are treated as being not proficient with it and suffer a -4 on their melee attack rolls.

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Axe/Woodaxe: Primitive axes will have stone or iron heads attached to a wooden handle. A more modern version will have a tempered steel head attached, via a socket, to a wooden handle.

Boomerang: Wooden throwing sticks used by many aboringinal cultures. These boomerangs were incapable of returning to the thrower when thrown.

Halfspear: The halfspear is small enough for a Small character to use it.

Handaxe/Hatchet: This light axe is a chopping tool that deals slashing damage when employed as a weapon.

Javelin: A light flexible spear intended for throwing. You can use it in melee, but not very well. Since it is not designed for melee, all characters are treated as

being not proficient with it and suffer a -4 on their melee attack rolls.

Knife, Stone: A small stone with one side chipped away to form an extremely sharp edge. These primitive knives were used for slashing.

Longbow: A character needs at least two hands to use a bow, regardless of the size of the bow. This bow is too big to use while mounted.

Longspear: A longspear has reach of 10 feet. The weapon cannot be used against an adjacent foe.

Quarterstaff: A quarterstaff is a double weapon. A creature using a double

weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.

Shortbow: A character must use two hands to use a bow, regardless of the size of the bow. A character who is Medium-size or larger can use this bow while

mounted.

Shortspear: Because a shortspear is not as long as a longspear, it can be thrown. Sling: The sling hurls lead bullets. It's not as easy to use as the crossbow nor as powerful as a bow, but it's cheap, and easy to improvise from common materials. A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so they deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.

Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it's not as

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SIMPLE WEAPONS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo Baseball

Bat/Cricket Bat Destitute 1d6 x2 -- 3 B M -- Bayonet * ª Poor 1d6

19-20/x2 -- 2½ P L --

Brass Knuckles Poor 1d4 x2 -- ½ B T --

Crossbow, Heavy * Working Class 1d10 19-20/x2 120 9 P M -- Crossbow, Light * Working Class 1d8 19-20/x2 80 6 P S -- Crowbar/Tire Iron Poor 1d6 x2 -- 3 B M -- Dynamite, Stick * Middle Class 3d6 x2 10 (10) 1 C S --

Knife, Butcher Poor 1d4 x2 -- 1 P S --

Knife, Combat Poor 1d4

19-20/x2 10 2½ S T --

Knife, Hunting Poor 1d4

19-20/x2 10 2½ P T --

Knife, Steak Poor 1d3 x2 -- ½ P T --

Mace Working Class 1d8 x2 -- 12 B M -- Machete Working Class 1d6 19-20/x2 -- 2½ S M -- Molotov Cocktail * Poor 2d6/1d3 x2 10 (5) 1 F S -- Nightstick/Billy Club Poor 1d4 x2 -- 1½ B M --

Pistol Butt * special 1d4 x2 -- special B S -- Rifle Butt * special 1d6 x2 -- special B L --

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Switchblade Poor 1d3

19-20/x2 -- ½ P T --

* See the description of this weapon below for special rules.

ª If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against the charging character.

Baseball Bat/Cricket Bat: Sports equipment that can easily be used as effective clubs.

Bayonet: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two

weapons, as if using a one-handed weapon and a light weapon. If the bayonet is not fixed, treat as a Combat Knife.

Brass Knuckles: These pieces of molded metal fit over the outside of a

character's fingers and allow him or her to deal wound damage on a successful Critical, instead of just vitality damage. A strike with brass knuckles is otherwise considered an unarmed attack.

Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).

Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.

A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with

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each hand as noted for heavy crossbows, above.

Crowbar/Tire Iron: Everyday tools that can be used as useful metal clubs. Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius (listed in parentheses under Range) of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character's choice). To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse-a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Knife, Butcher: Extremely sharp kitchen knives can be snatched up for use as weapons in homes and restaurants. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Knife, Combat: This category of weapon includes military knives, butterfly or "balisong" knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Knife, Hunting: A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife. Knife, Steak: This knife is small and has a serrated edge for cutting. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

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Machete: This long-bladed tool looks much like a short, lightweight sword. Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft

[explosives] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire

damage in the following round and risks catching on fire. All targets within 5 feet of the impact take 1d3 splash damage.

Nightstick/Billy Club: Wooden nightsticks sometimes carried by police forces. Pistol Butt: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No cost or weight is given for this weapon, since both vary depending on the pistol used.

Rifle Butt: The butt of a rifle can be used as an impromptu club. No cost or weight is given for this weapon, since both vary depending on the rifle used. Sap: This weapon, essentially a smaller version of a club, deals nonlethal

(vitality) damage instead of lethal (wounds) damage. On a successful critical hit, the sap deals double vitality damage.

EXOTIC WEAPONS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo Butterfly Sword Middle Class 1d6 19-20/x2 -- 2 S S --

Cavalry Sabre Middle

Class 1d6

18-20/x2 -- 3 S M --

Fencing Foil Middle

Class 1d4 18-20/x2 -- 2½ P L -- Greatsword Rich 2d6 19-20/x2 -- 15 S L -- Kama Working Class 1d6 x2 -- 2 S S --

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Katana Rich 1d10 19-20/x2 -- 10 S M -- Knife, Throwing Poor 1d4 19-20/x2 10 ½ P T -- Longsword Middle Class 1d8 19-20/x2 -- 4 S M -- Naginata # Rich 1d10 x2 -- 15 S L -- Nunchaku Working Class 1d6 x2 -- 2 B S -- Rapier Middle Class 1d6 18-20/x2 -- 3 P M -- Sai/Jitte * Working Class 1d4 x2 -- 2 B S -- Shuriken * Rich 1d4 x2 10 ½ P T --

Sword Cane Rich 1d4

18-20/x2 -- 2 P M --

Tonfa * Working

Class 1d6 special -- 2 B S --

Whip * Working

Class 1d2 x2 15 2 S S --

* See the description of this weapon below for special rules.

# Reach weapon.

Butterfly Sword: A shortsword with a broad blade. Cavalry Sword: A shortsword with a broad blade.

Kama: A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate. Katana: The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the

standard -4 nonproficiency penalty applies.

Knife, Throwing: Especially balanced knives crafted for throwing. Since it is not designed for melee, all characters are treated as being not proficient with it and

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suffer a -4 on their melee attack rolls.

Longsword: This classic, straight blade is the weapon of knighthood and valor. Naginata: A long spear-like weapon once favored by the Samurai. It can strike at foes 10 feet away, but you can't use it against adjacent targets.

Nunchaku: A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Rapier: The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Sai/Jitte: Blunted forked daggers designed for catching and disarming opponents' weapons. The two prongs on the Sai give you a +4 bonus on the opposed attack roll to disarm your opponent. The Jitte has only one prong and as such, grants only a +2 bonus to disarm.

Shuriken: Up to three shuriken can be thrown per attack (all at the same target). Do not apply the Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.

Sword Cane: This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.) Tonfa: This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage (i.e. cannot cause a critical hit) with a tonfa without taking the usual -4 penalty. Otherwise, the Tonfa has a x2 Critical Modifier when dealing lethal damage.

Whip: The whip deals nonlethal (vitality) damage only. On a successful critical hit, the whip deals double vitality damage. It deals no damage to any creature with even a +1 damage reduction bonus or at least a +3 natural armor bonus.

Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.

Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped.

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When using a whip, add a +2 bonus on the opposed attack roll when

attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

PISTOL FIREARMS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo .22 Short Automatic Working Class 2d4 x2 20 1 P T 6 .25 Automatic Working Class 2d4 x2 10 1 P T 6 .32 Automatic Middle Class 2d4 x2 30 2 P T 8 .32 Revolver Working Class 2d4 x2 30 2 P S 6 .38 Automatic Middle Class 2d6 x2 30 2 P S 6 .38 Revolver Working Class 2d6 x2 30 2 P S 6 Model P08 Luger Middle Class 2d6 x2 40 2 P S 8 .45 Automatic Middle Class 2d8 x2 40 3 P S 7 .45 Revolver Middle Class 2d8 x2 40 3 P S 6

A Note about Pistols:

A pistol is a personal firearm that can be used one-handed without penalty. All pistols require the Weapon Proficiency (Pistols) feat. Using a handgun

without this feat imposes a -4 penalty on attack rolls. Pistols can be broken down into two smaller groups: autoloaders and revolvers.

Autoloaders (sometimes called "automatics") feature removable box

magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot's shell casing, and

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scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.

RIFLE FIREARMS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo .22 Bolt-Action Rifle Working Class 2d6 19-20/x2 75 7 P L 6 .30 Level-Action Carbine Working Class 2d8 19-20/x2 150 8 P L 6 .303 Lee-Enfield Middle Class 2d10 19-20/x2 175 9 P L 10 .30-06 Bolt-Action Rifle Middle Class 2d10 19-20/x2 200 9 P L 5 Elephant Gun (2B) Middle Class 2d12 19-20/x3 50 10 P L 2 20-Gauge Shotgun (2B) Middle Class 2d8 19-20/x2 20 6 P L 2 16-Gauge Shotgun (2B) Middle Class 2d10 19-20/x2 30 7 P L 2 12-Gauge Shotgun (2B) Middle Class 2d12 19-20/x2 30 7 P L 2 Thompson Submachine Gun Rich 2d8 19-20/x2 30 6 P L 30

A Note about Rifles:

Rifles are firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually,

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however, with the user having to work a bolt or lever between each shot. Rifles are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.

"BIG GUNS" FIREARMS

Weapon Cost Damage Crit. Range

Inc. Wt. Type Size Ammo .30 Browning M1917 Machine Gun Rich 2d10 18-20/x2 200 90 P L 250, belt fed Browning M1918 Assault Rifle Rich 2d10 18-20/x2 200 20 P L 20

A Note about the "Big Guns":

The "Big Guns" require two hands to be fired without penalty. This group includes assault rifles and machine guns. These weapons are designed for military use and feature automatic as well as semiautomatic fire. They are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

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The Academic

By Tim Hartin

The academic class includes professors,

antiquarians/historians, research scientists (the non-inventing kind), authors, doctors, even the occassional priest. Their lives are dominated by the search for knowledge. They all share a

common desire to seek out knowledge and learn as much as they can. Some are experts within a particular area of specialty, while others are well-versed in a wide range of expertise.

The academics are not well versed in the arts of combat. Their specialty is obscure

knowledge and the application of such

information. If you need important details about an obscure historical figure, or the common characteristics of a particular chemical, or even local folklore about a specific location, then consult an academic.

Game Rule Information

Academics have the following game statistics.

Abilities: Intelligence is the prime attribute for the academic in his search for knowledge. Charisma is also important if he wishes to communicate his

findings to others. A good Constitution score will help offset the academic's fewer vitality points.

Vitality: 1d4 plus Constitution modifier per level.

Class Skills: The academic class skills, and the key ability for each of them, are as follows: Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Listen (Wis), Profession (Int), Search (Int), Speak Language (Int), Spot (Wis), and Treat Injury (Int).

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Skill Points at 1st Level: (8 + Int modifier) x 4.

Skill Points at Each Additional Level: 8 + Int modifier.

Class Features

All of the following are class features of the academic.

Academic Lore: At first level, the academic must select a particular field of study. These fields of study are often academic, scientific, or geographic in scope (i.e. the same as selecting a Knowledge skill). Examples of such fields of study include, but are not limited to, Academic Lore (Roman History), or

Academic Lore (Atlantean Mythology), or Academic Lore (Chicago), etc. When dealing with his area of specialty, an academic may make a special Academic Lore check, with a bonus equal to his level + his Intelligence modifier to see if he recalls any relevant information (as supplied by the GM). An academic may select additional fields of study at second level and at every two levels thereafter.

Bonus Feat: An academic gains a bonus feat at 1st level and every six levels thereafter. These bonus feats may only be picked from the following list: Alertness, Fame, Iron Will, Neck Hairs Rise, Persuasive, Run, Sharp-Eyed, Skill Emphasis, Steely Gaze, and Trustworthy.

Weapon Proficiencies: The academic begins play with the Weapon Proficiency (simple) feat.

Bonus Language: At 3rd level and every three levels thereafter, an

academic learns a new language from his studies. The academic can both speak and read the new language.

Adaptive Learning: At 5th level, and every six levels thereafter, the

Academic gains this ability. This ability works as same as the private eye's class ability.

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Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +0 +0 +0 +2 Academic Lore, Bonus Feat, Weapon Proficiencies +2 0 2nd +1 +0 +0 +3 Academic Lore +2 +1 3rd +1 +1 +1 +3 Bonus Language +3 - 4th +2 +1 +1 +4 Academic Lore +3 +1 5th +2 +1 +1 +4 Adaptive Learning +3 - 6th +3 +2 +2 +5 Academic Lore, Bonus Language +4 +1 7th +3 +2 +2 +5 Bonus Feat +4 – 8th +4 +2 +2 +6 Academic Lore +4 +1 9th +4 +3 +3 +6 Bonus Language +5 – 10th +5 +3 +3 +7 Academic Lore +5 +1 11th +5 +3 +3 +7 Adaptive Learning +5 – 12th +6 +4 +4 +8 Academic Lore, Bonus Language +6 +1 13th +6 +4 +4 +8 Bonus Feat +6 – 14th +7 +4 +4 +9 Academic Lore +6 +1 15th +7 +5 +5 +9 Bonus Language +7 - 16th +8 +5 +5 +10 Academic Lore +7 +1 17th +8 +5 +5 +10 Adaptive Learning +7 – 18th +9 +6 +6 +11 Academic Lore, Bonus Language +8 +1 19th +9 +6 +6 +11 Bonus Feat +8 – 20th +10 +6 +6 +12 Academic Lore +8 +1

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The Aviator

Prestige Class

-By Tim Hartin

The Aviator is the flying ace of the wild blue yonder. Gifted with

exceptional skill and bravery, the

aviator flies because he loves it. As far as the aviator is concerned, to fly is the greatest thrill one can ever know. He will brave great danger to hone his skill. After all, an aviator isn't truly happy unless he is sitting in a cockpit several thousand feet off the ground. The aviator's love for flying is only matched by his knowledge of his aircraft. He knows every inch of his vehicle so well that it almost becomes a part of him. He can encourage and push his aircraft to limits that would prove to be virtually impossible for any lesser pilot. The aviator soars the skies in search of adventure and

excitement. Historical Note: A female aviator was sometimes known as an aviatrix.

Vitality: 1d8 plus Constitution modifier per level.

Requirements

To qualify as an aviator, a character must fulfill the following criteria: Skills: Pilot 8+, Repair 6+.

Feats: Precise Control, Speed Demon.

Class Skills

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Knowledge (navigation) (Int), Listen (Wis), Pilot (Dex), Profession (Int), Repair (Int), Spot (Wis).

Skill Points at Each Additional Level: 3 + Int modifier.

Class Features

All of the following are class features of the aviator.

Aircraft Defense: At first level, the aviator may add his Defense bonus derived from his aviator levels to the Defense of any aircraft that he is piloting. Weapon Proficiencies: Aviators have the Weapon Proficiency (simple) and Weapon Proficiency (pistols) feats.

Familiarity: At second level, aviators gain a bonus on Pilot and Repair checks when used on an aircraft he designates as familiar. The same bonus also applies to the aviators attack rolls when firing aircraft's weapons. This bonus increases by one for every two levels thereafter (4th, 6th, 8th, and 10th).

To designate an aircraft as familiar, the aviator must have operated it for at least three months. An Aviator can only be familiar with one aircraft at a time. Aircraft Evasion: At fifth level, the aviator can make a Pilot check to

lessen damage inflicted by a successful hit against the aircraft he is piloting. If the aviator exceeds the attack roll, the damage inflicted on the aircraft is halved

(round down). An aviator can make an evasion check once per round.

Improved Aircraft Evasion: At ninth level, the aviator's aircraft evasion improves. A successful Pilot check negates all damage by the attack.

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Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +0 +1 +2 +1 Aircraft defense +2 +1 2nd +1 +2 +3 +2 Familiarity +1 +3 +1 3rd +2 +2 +3 +2 - +3 – 4th +3 +2 +4 +2 Familiarity +2 +4 +1 5th +3 +3 +4 +3 Aircraft evasion +4 +1 6th +4 +3 +5 +3 Familiarity +3 +5 – 7th +5 +4 +5 +4 - +5 +1 8th +6 +4 +6 +4 Familiarity +4 +6 +1 9th +6 +4 +6 +4 Improved aviator evasion +6 - 10th +7 +5 +7 +5 Familiarity +5 +7 +1

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The Daredevil

By Tim Hartin

Daredevils live

for the thrill of adventure; death-defying stunts are their specialty. The stunts vary and include barnstorming, wingwalking, parachuting (from aircraft or from buildings), scaling tall buildings (often without

equipment), escaping from spectacular traps, extreme high diving; the list is

virtually endless. As long as there is an element of danger and an eager audience, the daredevil is all too willing to entertain.

Game Rule Information

Daredevils have the following game statistics.

Abilities: Dexterity and Intelligence are necessary for daredevils who ply their trade in incredible stunts. A high Strength and Charisma would also

compliment the daredevil's skills.

Vitality: 1d8 plus Constitution modifier per level.

Class Skills: The daredevil class skills, and the key ability for each of them, are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (stunts) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

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Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the daredevil.

Nimble: A daredevil gains this feat for free at first level.

Extraordinary Luck: At 1st level, the daredevil has a knack of knowing when to trust his luck. For some this is mostly a matter of skill, and for others is a natural lucky streak. This allows him to re-roll any saving throw roll and take the most favorable result out of the two. This ability may be used after the initial roll is made. At 4th level, the daredevil can use this ability two times a day and it affects saves and/or skill checks. At 9th level, he can use this ability three times a day and with saving throws, skill checks, and/or attack rolls. At 15th level, the Daredevil can use this ability four times a day and with saving throws, skill checks, attack rolls, and/or damage rolls.

Weapon Proficiencies: The daredevil begins play with the following feats: Weapon Proficiency (simple), and Weapon Proficiency (pistols).

Uncanny Dodge: Beginning at second level, the daredevil can react to danger before his senses would otherwise warn him. This ability functions as the Explorer ability of the same name. At level ten, the daredevil can't be flanked (as per the Explorer ability). The daredevil gains no bonuses when dealing with traps. Bonus Feat: At the 3rd, 7th, 12th, 16th, and 20 levels, the daredevil gains a new feat. These bonus feats may only be picked from the following list:

Acrobatics, Alertness, Athletics, Dodge, Endurance, Expertise, Fame, Improved Initiative, Lightning Reflexes, Neck Hairs Rise, Precise Control, Signature

Vehicle, Skill Emphasis, and Speed Demon.

Sidekick: At 6th level, the daredevil gains the Sidekick feat for free. Often the sidekick will be a junior daredevil, or even a mechanic who keeps the

daredevil's equipment in working condition. He could even be someone with

medical training, whose job is to patch up the daredevil if an unfortunate accident should occur.

Skill Mastery: At 8th level, and every five levels thereafter, the daredevil gains this ability. It functions as the Explorer ability of the same name.

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Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +0 +0 +2 +0 Nimble, Extrordinary Luck (1/day), Weapon Proficiencies +3 1 2nd +1 +0 +3 +0 Uncanny Dodge (Dex bonus to Defense) +4 +1 3rd +2 +1 +3 +1 Bonus Feat +4 - 4th +3 +1 +4 +1 Extraordinary Luck (2/day) +4 +1 5th +3 +1 +4 +1 - +5 6th +4 +2 +5 +2 Sidekick +5 +1 7th +5 +2 +5 +2 Bonus Feat +6 – 8th +6 +2 +6 +2 Skill Mastery +6 +1 9th +6 +3 +6 +3 Extraordinary Luck (3/day) +6 - 10th +7 +3 +7 +3 Uncanny Dodge (Can't be flanked) +7 +1 11th +8 +3 +7 +3 - +7 – 12th +9 +4 +8 +4 Bonus Feat +8 +1 13th +9 +4 +8 +4 Skill Mastery +8 – 14th +10 +4 +9 +4 - +8 +1 15th +11 +5 +9 +5 Extraordinary Luck (4/day) +9 - 16th +12 +5 +10 +5 Bonus Feat +9 +1 17th +12 +5 +10 +5 - +10 – 18th +13 +6 +11 +6 Skill Mastery +10 +1 19th +14 +6 +11 +6 - +10 – 20th +15 +6 +12 +6 Bonus Feat +11 +1

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Dinosaur Hunter

Prestige Class

-By Tim Hartin

Dinosaurs, whose very name means "terrible lizards", were extinct beasts from earth's prehistoric past - or so the

world thinks. A few brave men and women know that these creatures still roam the earth, whether on isolated plateaus, in lost valleys, or as wanderers from dimensional rifts. While paleontologists are content studying the past in a quest to learn more about these beasts, dinosaur hunters are too busy for such academic pursuits. Their primary interest is to

survive their encounters as they hunt these majestic, but very dangerous beasts.

Dinosaur Hunters are a diverse group of experts. Some are simply hunters who seek their next prized trophy, while others are opportunists who are more interested in trapping the great beasts instead of killing them. Whatever their

reason for hunting the prehistoric creatures, they share a few common traits - they have extensive knowledge of their prey and they are often as dangerous as the very creatures they seek.

Vitality: 1d10 plus Constitution modifier per level.

Requirements

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criteria:

Basic Attack Bonus: +6

Skills: Craft (trapmaking) 6+, Knowledge (dinosaurs) 8+, Wilderness Lore 6+

Special: Must have previously encountered a living dinosaur.

Class Skills

The dinosaur hunter's class skills, and the key ability for each of them, are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable

Device (Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Treat Injury (Int), Wilderness Lore (Wis).

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the dinosaur hunter.

Handle Dinosaur: The dinosaur hunter gains this exclusive ability (treat as a Cha skill) at first level. It acts the same as the Handle Animal skill but it has a much narrow focus - it only applies to dinosaurs (treat as wild beasts for

determing DCs).

Weapon Proficiencies: Dinosaur hunters start with the Weapon

Proficiency (simple), Weapon Proficiency (pistols), and Weapon Proficiency (rifles) feats.

Dinosaur Familiarity: At second level, the dinosaur hunter gains a +1 bonus to Bluff, Handle Dinosaur, Listen, Sense Motive, Spot, and Wilderness Lore checks when he is using these skills against dinosaurs. Likewise, he gains the same bonus to weapon to-hit AND damage rolls. The dinosaur hunter also gains these combat bonuses with ranged weapons, but only against targets within 30 feet (he cannot strike with deadly accuracy beyond that range). The combat bonus increases by +1 for every two levels.

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Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +1 +2 +2 +0 Handle dinosaur skill, weapon proficiencies +3 - 2nd +2 +3 +3 +0 Dinosaur Familiarity +1 +4 +1 3rd +3 +3 +3 +1 - +4 – 4th +4 +4 +4 +1 Dinosaur Familiarity +2 +4 +1 5th +5 +4 +4 +1 - +5 - 6th +6 +5 +5 +2 Dinosaur Familiarity +3 +5 +1 7th +7 +5 +5 +2 - +6 - 8th +8 +6 +6 +2 Dinosaur Familiarity +4 +6 +1 9th +9 +6 +6 +3 - +6 - 10th +10 +7 +7 +3 Dinosaur Familiarity +5 +7 +1

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The G-Man

By Tim Hartin

The G-Man class includes all federal

law enforcement officers, but especially those of the Federal Bureau of Investigation (F.B.I.). After 1934, the F.B.I. had primary responsibility for the enforcement of a wide variety of federal laws. Prior to that date, the F.B.I.'s official

duties were more limited. Even so, F.B.I. agents figured prominently in many investigations that were

technically outside their jurisdiction. The G-Man class can also cover agents of the Bureau of Prohibition if the campaign is set before December 5, 1933 (the day that Prohibition was repealed). Their job was to enforce the National

Prohibition Act (also known as the

Volstead Act). This federal law prohibited the manufacture, transportation, and sale of alcohol.

Game Rule Information

G-Men have the following game statistics.

Abilities: Intelligence determines the strengths of a G-Man's analytical skills, and a high Charisma score helps put the innocent at ease and the guilty into a cold sweat. A high Dexterity keeps the G-Man out of harm's way and increases his accuracy with his gun.

Vitality: 1d8 plus Constitution modifier per level.

Class Skills: The G-Man class skills, and the key ability for each of them, are as follows: Bluff (Cha), Craft (Int), Diplomacy (Cha), Drive (Dex), Gather

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Information (Cha), Intimidate (Cha), Knowledge (investigation) (Int), Knowledge (law) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Search (Int),

Sense Motive (Wis), Spot (Wis).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the G-Man.

Weapon Proficiencies: The G-Man begins play with the following feats: Weapon Proficiency (simple), Weapon Proficiency (pistols), and Weapon

Proficiency (rifles).

Find Clues: As per the Private Eye class.

Quick Reload: A G-Man gains this feat for free at first level.

Skill Emphasis: At 2nd level, and every four levels thereafter, the g-man earns this feat for free. This feat can only be applied to his Class Skills.

Call in a Favor: This ability works as same as the private eye's class ability.

Underworld Contact: This ability works as same as the gangster's class ability.

Bonus Feat: A G-Man gains a new feat at 5th level and every five levels thereafter. These bonus feats may only be picked from the following list:

Alertness, Combat Reflexes, Dodge, Expertise, Heroic Surge, Neck Hairs Rise, Persuasive, Quick Draw, Sharp-Eyed, Stealthy, Steely Gaze, Toughness, and Trustworthy.

TABLE GMAN-1: THE G-MAN

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +1 +0 +2 +0 Weapon Proficiencies, find clues, quick reload +3 0 2nd +2 +0 +3 +0 Skill emphasis +4 – 3rd +3 +1 +3 +1 Call in a favor +4 +1

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4th +4 +1 +4 +1 Underworld contact +4 – 5th +5 +1 +4 +1 Bonus feat +5 – 6th +6 +2 +5 +2 Skill emphasis +5 +1 7th +7 +2 +5 +2 – +6 – 8th +8 +2 +6 +2 Call in a favor +6 – 9th +9 +3 +6 +3 Underworld contact +6 +2

10th +10 +3 +7 +3 Bonus feat, skill emphasis +7 – 11th +11 +3 +7 +3 – +7 – 12th +12 +4 +8 +4 – +8 +2 13th +13 +4 +8 +4 Call in a favor +8 – 14th +14 +4 +9 +4 Skill emphasis, underworld contact +8 – 15th +15 +5 +9 +5 Bonus feat +9 +3 16th +16 +5 +10 +5 – +9 – 17th +17 +5 +10 +5 – +10 – 18th +18 +6 +11 +6 Call in a favor, skill emphasis +10 +3 19th +19 +6 +11 +6 Underworld contact +10 – 20th +20 +6 +12 +6 Bonus feat +11 –

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The Prizefighter

Prestige Class

-By Tim Hartin

Through self-discipline and intensive training, prizefighters have honed their

physical prowess to become skilled pugilists. Whether it is a quick jab, or a powerful

uppercut punch, prizefighters are dangerous opponents to face inside or outside of the ring. They are courageous fighters who enjoy testing their boxing skills against worthwhile opponents.

There are generally two types of

prizefighters. Those who pursue the official Championships of the ring, in the hope of becoming a legendary prizefighter like Jack Dempsey, Sam Langford, or Gene Tunney to name but a few. The other type generally make a name for themselves in illegal matches (often bare knuckle fights that end when the opponent can't stand

anymore or dies). It has also been known for both types of prizefighters to leave the ring all together and seek their fortune as adventurers.

Vitality: 1d12 plus Constitution modifier per level.

Requirements

To qualify as a prizefighter, a character must fulfill the following criteria: BAB: +5

Skills: Bluff 5+, Intimidate 5+, Sense Motive 5+.

Feats: Combat Reflexes, Dodge, Improved Unarmed Strike.

Class Skills

The prizefighter's class skills, and the key ability for each of them, are as follows: Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (boxing) (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), Spot (Wis), Treat Injury (Int).

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Skill Points at Each Additional Level: 3 + Int modifier.

Class Features

All of the following are class features of the prizefighter.

Bonus Combat Feats: At first level and every two levels thereafter, the prizefighter gains a free feat from the following list: Endurance, Expertise, Great Fortitude, Heroic Surge, Improved Initiative, Lightning Reflexes, Quickness, Steely Gaze, and Toughness.

Uncanny Dodge: A prizefighter has picked up enough "boxing savy" to be able to predict his opponent's moves. Beginning at 2nd level, he keeps his

Dexterity bonus to Defense (if any) even if caught flat-footed or otherwise

unaware. He still loses his Dexterity bonus to Defense if something immobilizes him.

At 6th level, he can only be flanked by gangsters at least four levels higher than the prizefighter (and thus sneak attack him).

At 10th level, he gains an intuitive sense when fighting thus granting him a +2 bonus to Initiative.

Damage Reduction: A prizefighter learns to roll with the punches to reduce the damage done to him. At 4th level, the prizefighter gains a Damage Reduction of 1 point. This increases by two points for every two levels (i.e. 1 point at 4th level, 3 points at 6th level, 5 points at 8th level, and 7 points at 10th level).

TABLE PRZ-1: THE PRIZEFIGHTER

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Score 1st +1 +1 +2 +0 Bonus Combat Feat +4 2 2nd +2 +2 +3 +0 Uncanny Dodge (Dex bonus to Defense) +5 +1 3rd +3 +2 +3 +1 Bonus Combat Feat +5 –

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4th +4 +2 +4 +1 Damage Reduction 1 +6 +1 5th +5 +3 +4 +1 Bonus Combat Feat +6 – 6th +6 +3 +5 +2 Damage Reduction 3, Uncanny Dodge (Can't be flanked) +7 +1 7th +7 +4 +5 +2 Bonus Combat Feat +7 – 8th +8 +4 +6 +2 Damage Reduction 5 +8 +1 9th +9 +4 +6 +3 Bonus Combat Feat +8 – 10th +10 +5 +7 +3 Damage Reduction 7, Uncanny Dodge (+2 to Initiative) +9 +1

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H.P. LOVECRAFT

"That is not dead which can eternal lie,and with strange eons even death may die."

-- Abd Al-Azrad --

Howard Phillips Lovecraft (20 August 1890 – 15 March 1937) is best known as a writer of weird fiction. In the early 30s, he travelled along the eastern seaboard, visiting antiquarian sites. But, what if H.P. Lovecraft actually lived in a world that he had envisioned? This Pulp Heroes conversion gives you a chance to have your

heroes adventure with H.P. Lovecraft, as they fight

against the horrors man wasn't meant to know. This conversion is based on a fictional H.P. Lovecraft, and isn't meant to be taken as representing the real person. If you want a conversion closer to reality (i.e. no low-level psychic powers) then just ignore the Mystic levels and any applicable modifiers.

H.P. Lovecraft,

Cloistered American Male, Mystic 4/Academic

6:

Init +1 (Dex); Defense 18 (+1 Dex, +7 class); Spd 30 ft.; VP/W 33/11; Atk +5 melee (1d3 subdual, punch); SQ Academic Lores, Adaptive Learning, Mystic

Powers; SV Fort +4, Ref +3, Will +11; SZ M; Rep +4; Str 10, Dex 12, Con 11, Int 15, Wis 16, Cha 14

Skills: Concentration +5, Decipher Script +9, Gather Information +11, Knowledge (Cthulhu mythos) +14, Knowledge (dreamlands) +12, Knowledge (journalism) +7, Listen +7, Profession (Writer) +14, Search +5, Sense Motive +12, Spot +7, Use Invention +4

Feats: Alertness, Neck Hairs Rise, Sharp Eyed, Skill Emphasis (Gather Information), Skill Emphasis (Knowledge - Cthulhu Mythos), Skill Emphasis (Profession - Writer), Weapon Proficiency (simple)

Special Qualities: Academic Lore (Astronomy), Academic Lore (Cthulhu Mythos), Academic Lore (Literature), Academic Lore (Occult), Adaptive

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Learning (Use Invention), Mystic Powers (Mystic Points: 11)

Mystic Powers Known (3/1): Base save DC = 13 + power level; 1st -

Empathy (Psionics Handbook 72), Lesser Mindlock (Psionics Handbook 83), Object Reading (Psionics Handbook 91); 2nd - Sensitivity to Psychic Impressions

(Psionics Handbook 98)

Languages: Arabic, Atlantean, English, French, German, Greek, Hyborian, and Latin

Wealth Rating: Middle Class

Equipment: Personal items (i.e hat, pencil & notebook, pocketwatch, etc.)

GERALD "THE PROFESSOR"

DEACON

Gerald Deacon flipped the boot over and studied the mud that was caked on the heel. The owner of the boot had disappeared and this was all that was left. He rolled a piece of the mud between his fingers and noted the consistency. He was pretty sure that this type of soil could only found by the local lake. Deacon knew a trip to the lake was his next move.

After a speedy drive, Deacon studied the lakeshore. He could make out the trace imprints of a series of tracks that appeared to originate from the water. As Deacon approached the lake, he noticed that it began to boil and bubble. He

clutched his Hyperphase Particle Converter (HPC) as he watched the commotion build. Suddenly a large metallic half-sphere, standing on a series of long thin appendages, rose from the water.

A lone figure dressed in a bluish-green robe, decorated with many aquatic accessories, steered the strange metallic craft to the shore. His voice echoed through the air. "Rise my Aquanauts! Show this surface-dweller our 'hospitality'." A small army of amphibian fish-men stormed the shore.

Deacon didn't waste any time reacting to the strange site before him. He fired a few rounds from his HPC as he made his way

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back to the car. He had to get away to notify the Police. The Aquanauts continued to advance towards his car. Deacon threw his HPC onto the passenger's seat and turned to the approaching creatures. He raised his arms at them and fired a

strange energy field that quickly entangled them in a series of sticky webbing. He dived into his car and sped away...

Gerald Deacon,

American Male Cloistered, Scientist 5/G-Man 5: Init +2

(Dex); Defense 20 (+2 Dex, +8 class); Spd 30 ft.; VP/WP 66/13; Atk +8/+3 melee (1d3+1, punch), or +9/+4 ranged (2d4+2, Hyperphase Particle Converter); SA Scientific discoveries & inventions; SQ Call in a favor, find clues, scientific

discoveries & inventions, underworld contact, +2 bonus on Will save; SV Fort +3, Ref +7, Will +9; SZ M; Rep 3; Str 12, Dex 14, Con 13, Int 16, Wis 14, Cha 11. Skills: Diplomacy +6, Disable Device +9, Drive +5, Gather Information +10, Knowledge (ancient history) +8, Knowledge (engineering) +10, Knowledge (investigation) +14, Knowledge (law) +7, Listen +5, Move Silently +3, Profession (F.B.I.) +9, Profession (professor) +11, Repair +10, Search +9, Sense Motive +9, Spot +8, Treat Injury +7, Use Invention +14.

Feats: Extend Invention, Improvised Invention, Miniature Invention, Quick Reload, Sharp-Eyed, Signature Discovery (Omnifield Compound Ejector), Skill Emphasis (knowledge (investigation)), Skill Emphasis (use invention),

Trustworthy, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple).

Special Attacks: Scientific discoveries & inventions.

Special Qualities: Call in a favor, find clues, scientific discoveries & inventions, underworld contact, +2 bonus on Will save.

Discoveries Made (4/2): 1st - Comatose Ray Transmitter (sleep),

Hyperphase Particle Converter (magic missile), Mesmero-sphere (hypnotism), Mu-particle Vector Helm (detect secret doors); 2nd - Omnifield Compound Ejector (web), Positron Phase Converter (knock).

Languages: English, French, German, and Latin.

Equipment: Choose from the following list of Inventions below (remember to take the body slots into account when selecting the inventions). He has one version of each invention located in his workshop.

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Discovery Level: 2 (Level 1, +1 Miniature Invention); Scientist Level: 4; Activation Time: 1 action; Number of Uses: 50; Range: Medium (140 ft.);

Target: Several living creatures within a 15 ft.-radius burst; Duration: 4 minutes; Saving Throw: Will (DC = 14) negates; XP Cost: 240 (40 days); Weight: 10 lbs.

This strange looking raygun (left or right hand slot) fires a purple beam that will put asleep creatures up to 5 HD (as per the Sleep spell).

Hyperphase Particle Converter [Force]

Discovery Level: 4 (Level 1, +3 Extend Invention); Scientist Level: 3;

Activation Time: 1 action; Number of Uses: N/A; Range: Medium (130 ft.); Target: Up to five creatures, no two of which can be more than 15 ft. apart; Duration: Instantaneous; Saving Throw: None; XP Cost: 360 (60 days); Weight: 40 lbs.

This bulky two-handed weapon (uses the left and right hand slots)

resembles a normal Tommy-gun but instead of bullets it fires concentrated energy (otherwise known as "hyperphase particles"). This weapon differs from the Magic

Missile spell, which it is based on, in two ways: 1) it fires only one shot that does

2d4+2 damage (I've combined the damage for two shots which would normally occur with a caster level of 3); and 2) a to-hit roll is needed to see if these

"hyperphase particles" actually hit the target (I've Rule Zeroed the automatic hit because I think it is unbalancing in the long run).

Mesmero-sphere [Mind-Affecting]

Level: 2 (Discovery Level 1, +1 Miniature Invention); Scientist Level: 4;

Activation Time: 1 action; Number of Uses: 50; Range: Close (35 ft.); Target:

Several living creatures, no two of which may be more than 30 ft. apart;

Duration: 2d4 rounds (D); Saving Throw: Will (DC = 14) negates; XP Cost:

240 (40 days); Weight: 20 lbs.

With a push of a button, this crystal polyhedron sphere (left or right hand slot) pulsates with a hypnotic pattern (as per the Hypnotism spell).

Mu-particle Vector Helm

Discovery Level: 1; Scientist Level: 5; Activation Time: 1 action; Number of Uses: 50; Range: 60 ft.; Target: Quarter circle emanating from user to the

extreme of the range; Duration: Concentration, up to 4 minutes (D); Saving

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This device has a set of tinted goggles that is powered by the generators found in the helm (head and eyes slots). It allows the user to detect secret

doors/compartments (as per the Detect Secret Doors spell).

Omnifield Compound Ejector

Discovery Level: 3 (Level 2, +1 Miniature Invention); Scientist Level: 5; Activation Time: 1 action; Number of Uses: 50; Range: Medium (150 ft.); Target: Webs in a 20-ft.-radius spread; Duration: 50 minutes; Saving Throw:

Reflex (DC = 18) negates; XP Cost: 450 (75 days); Weight: 15 lbs.

This invention is small enough to fit on the wearer's wrists (uses the

forearms slot). The Omnifield Compound Ejector fires a reality warping energy barrier that creates a web-like effect (same effects as the Web spell). All DC

involve with this inventioon are at a +3 bonus due to the Signature Invention feat (this bonus is already calculated in the initial saving throw DC).

Positron Phase Converter

Discovery Level: 3 (Level 2, +1 Miniature Invention); Scientist Level: 4; Activation Time: 1 action; Number of Uses: 50; Range: Medium (140 ft.); Target: One door, box, or chest with an area of up to 40 sq. ft.; Duration:

Instantaneous; Saving Throw: None; XP Cost: 360 (60 days); Weight: 15 lbs. This invention is a black box with a single handle (uses either the left or right hand slot) and a series of switches and dials. It creates an energy field that disrupts and opens locks (same effects as the Knock spell).

Origin:

Gerald Deacon, the son of a noted and respected Professor of antiquity,

inherited his father's enthusiam for intellectual challenges. At a young age he built his first workshop and quickly burnt it to the ground in one of his experiments. His experience soon caught up to his enthusiasm and he crafted his first working

invention (a prototype of the Omnifield Compound Ejector) at the age of 12. He spent most of his youth buried in either his books or in his laboratory.

His love for science was paralleled by his fascination for intellectual puzzles. He soon discovered a knack for investigation and would often aid the authorities on cases where his inventions could be of use. His analytical mind say the solving of crimes as another mental puzzle.

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involved Doctor Hydra and his Aquanauts), Gerald Deacon (nicknamed the

Professor by the Bureau) was officially inducted into the F.B.I. by Edgar Hoover

himself. Deacon usually is assigned to investigations that are beyond the average agent's scope.

SHANDARA THE SHE-BAT

The gangsters didn't know what hit them. All they saw was a woman in some sort of black outfit glide into the back of the moving truck and then -- darkness. Even with the truck lurching back and forth as it drove over the bumpy rode,

Shandara the She-Bat quickly dispossed of the two guards with style and grace. A quick open palm strike and an even quicker jab with her elbow took care of the opposition.

As Shandara was about to open the crates, that the gangsters were

transporting, she felt the hairs stand on the back of her neck. She dove for cover as a hail of bullets rained were she once stood. With a flick of her wrist, she

threw two shuriken at the source of the gunfire. A man screamed as they sunk into his flesh. He dropped his tommy-gun as he fell from the truck's cab. Only the driver remained. Shandara ignored him as she cracked open a crate. She had found her prize.

These gangsters can have their bootlegging, it was the ancient occult relic that Shandara was

interested in. She knew that the leader of this gang was interested in the occult and that this relic was needed for a series of sinister rituals. She couldn't have amateurs dabbling with what they don't understand. She picked up the small relic and flew into the night. The driver, startled by the image of the bat-like woman flying away, failed to swerve with the turn in the road and drove into a nearby tree. Shandara knew she would have to make a personal visit to the leader of the O'Rourke Gang. If he wasn't stopped with his arcane meddling, great evil could be released on the earth...

Shandara the She-Bat/Felicity Tremayne,

British Female

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Defense 25 (+4 Dex, +11 class); Spd 30 ft.; VP/WP 98/16; Atk +9/+4 melee (1d8+4, punch), or +11/+6 ranged (1d4, shuriken); SA Flurry of blows, stunning attack; SQ Evasion, leap of the clouds, mystic powers, slow mind, slow fall; SV Fort +9, Ref +9, Will +11; SZ M; Rep 6 (0 in civilian identity); Str 12, Dex 18, Con 16, Int 14, Wis 14, Cha 20.

Skills: Balance +13, Bluff +5, Climb +7, Concentration +12, Escape Artist +10, Hide +4, Jump +14, Knowledge (arcana) +11, Knowledge (far east) +5, Knowledge (high society) +4, Listen +2, Move Silently +4, Profession

(management) +9, Search +2, Sense Motive +14, Spot +2, Tumble +11, Wilderness Lore +7.

Feats: Improved Initiative, Neck Hairs Rise, Secret Identity, Weapon Proficiency (simple), Weapon Proficiency (exotic - shuriken).

Special Attacks: Flurry of blows, stunning attack (DC = 13).

Special Qualities: Evasion, leap of the clouds, mystic powers (Mystic Points: 24), slow mind (+2 Will save against mind-influencing powers and devices), slow fall (20 ft.).

Mystic Powers Known (4/2/1): Base save DC = 13 + power level; 1st -

charm person (Pulp Heroes 60), combat precognition (Psionics Handbook 60), hear light (Psionics Handbook 79), spider climb (Psionics Handbook 100); 2nd - combat prescience (Psionics Handbook 60), invisibility (Psionics Handbook 82);

3rd - fly (Psionics Handbook 76).

Languages: Cantonese, English, Tibetan. Equipment: 12 Shuriken.

Origin:

At an early age, Felicity Tremayne grew bored of her life at the stately manor. Neither the English country side, nor the trappings of the English

Aristocracy held any interest to Felicity. It was the occult that caught her attention. She used her extensive wealth to buy the rarest tomes and she studied the mystical arts. She learnt secrets that were long forgotten as she pried into the arcane

mysteries.

But Felicity could only teach herself so much. She knew she had to search out someone who could teach her more. She packed up her bags and travelled throughout the far east. She studied the mystical arts from any who would teach her. She learnt many wondrous abilities while she travelled through Hong Kong,

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Shanghai, and eventually deeper into the Chinese mainland. While in China she also studied the martial arts and applied that discipline to her own arcane studies. But it was in Tidbet where she learnt the secrets of invisibility and flight.

Felicity returned to England to find that the nearby lands, which surrounded her ancestral manor, had been infested by a strange witch cult. She used her new found powers to infiltrate this cult and eventually she was able to disperse them and free the area from their influence. It was from this strange cult that she

acquired her equally strange bat-like costume. She decided that her arcane abilties should be kept a secret and Felicity took on the identity of Shandara the She-Bat to protect her family and her friends from any retribution (or scandal) that her adventuring lifestyle might acquire.

SHEILA THE SHIV

Sheila O'Sullivan looked over her shoulder as she made sure no one was following her. She smiled when she saw the young gentleman waiting for her in the shadows of the alleyway. "What took ya so long, luv?" he asked.

She walked into the waiting arms of the young man as they embraced and shared a passionate kiss. "I'm here, aren't I." Sheila looked at the young British soldier and suppressed her revulsion for him. "Now shut up and kiss me."

The British soldier didn't argue with her. He held her tight and kissed her. He was in bliss until a sharp pain pierced the back of his neck. He tried to scream, but the pain grew. He felt his grip loosen on his lovely Sheila and he fell to the ground. He moaned as his life slowly flowed from his veins.

Sheila the Shiv kicked his hand away from her ankle and calmly wiped the blood off her switchblade. "Long live the Republic." She straightened her dress and began to walk towards the street. She quickly ducked back into the alleyway when a British Army patrol drove by. She knew she had to leave Ireland for a while. It was becoming too dangerous for her here. Maybe she should go to America...

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Sheila the Shiv (Sheila O'Sullivan),

Irish

Female On-the-Run, Soldier 5/Gangster 3/Femme Fatale

2:

Init +6 (+2 Dex, +4 Improved Initiative); Defense 24 (+2 Dex, +11 class); Spd 30 ft.; VP/WP 73/14; Atk +11/+6 melee (1d3+3, switchblade), or +10/+5 ranged (3d4, .22 automatic pistol); SA Sneak Attack; SQ Call in a Favor, Infamy, Savoir-faire (1/day), Underworld Contact, +2 bonus on Bluff, Listen and Spot checks, +1 bonus on all saves; SV Fort +8, Ref +7, Will +6; SZ M; Rep 4; Str 12, Dex 15, Con 14, Int 13, Wis 11, Cha 16.

Skills: Bluff +12, Craft (explosives) +5, Drive +9, Gather Information +7, Hide +8, Intimidate +9, Listen +2, Move Silently +6, Profession (I.R.A.) +4, Search +1, Sense Motive +4, Spot +2, Treat Injury +4.

Feats: Improved Initiative, Persuasive, Quickdraw, Sex Appeal, Weapon Finesse (switchblade), Weapon Focus (switchblade), Weapon Proficiency (melee), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple), Weapon Specialization (switchblade).

Special Attacks: Sneak attack +1d6.

Special Qualities: Call in a favor, Infamy, Savoir-faire (1/day), Underworld Contact, +2 bonus on Bluff, Listen and Spot checks, +1 bonus on all saves.

Languages: English, Gaelic.

Equipment: Switchblade (Crit. 19-20), .22 automatic pistol (light pistol - Crit. 20, Ammo 6).

Origin:

At a young age, Sheila O'Sullivan wanted to join the Irish Volunteers (Oglaigh na hEireann) and kick the British out of Ireland. When the British

declared war on the newly formed Irish Republic (in 1919), Sheila couldn't stand and watch this travesty happen. She did what many young Irishmen (and women) did... she joined the Irish Republican Army.

She quickly became involved with the I.R.A.'s guerrilla warfare as she struck back at the British troops. She used any means she could, but her favourite tactic was seducing British soldiers and then stabbing them to death. That is how she picked up the nickname of "Sheila the Shiv" (a shiv is slang for knife).

She was eventually captured by the British Army and sentenced to life in prison (she barely escaped the death penalty). While she was being transported to

References

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