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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
reloading a revolver without a speed loader or any weapon with an internal

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

PRIMITIVE WEAPONS
Weapon
African
Throwing Irons
Axe/Woodaxe
Boomerang
Dart
Halfspear a
Handaxe/Hatchet
Javelin *
Knife, Stone
Longbow *
Longspear * # a
Quarterstaff *
Shortbow *
Shortspear
Sling *
Trident

Cost
Poor

Damage Crit.
1d6

Range
Wt.
Inc.

Type

Size Ammo

x2

10

--

Destitute 1d8
x2
Destitute 1d6
x2
Destitute 1d4
x2
Destitute 1d6
x3
Poor
1d6
x3
Destitute 1d6
x2
Destitute 1d3
x2
Poor
1d8
x3
Destitute 1d8
x3
Destitute 1d6/1d6 x2
Poor
1d6
x3
Destitute 1d8
x3
Destitute 1d4
x2
Poor
1d8
x2

-20
20
20
10
30
10
100
--70
20
50
10

7
1

3
4
2
2
3
9
4
2
5
0
5

S
B
P
P
S
P
S
P
P
B
P
P
B
P

M
S
S
M
S
M
T
L
L
L
M
L
S
L

---------------

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


Double weapon.
# Reach weapon.
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.

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
aerodynamic as those other weapons.

SIMPLE WEAPONS
Weapon

Cost

Baseball
Destitute
Bat/Cricket Bat
Bayonet *

Poor

Brass Knuckles Poor


Crossbow,
Working
Heavy *
Class
Crossbow,
Working
Light *
Class
Crowbar/Tire
Poor
Iron
Dynamite,
Middle
Stick *
Class
Knife, Butcher
Poor

Damage Crit.
1d6

x2

Range
Wt.
Inc.
--

Size Ammo

--

--

--

--

--

--

--

--

--

10

--

10

--

--

--

19-20/x2
1d4
x2
-191d10
120
20/x2
191d8
80
20/x2
1d6

1d6

x2

3d6

x2 10 (10)

--

Knife, Combat

Poor

1d4

Knife, Hunting

Poor

1d4

Poor
Working
Class
Working
Class

1d3

x2
1920/x2
1920/x2
x2

1d8

x2

--

12

--

1d6

1920/x2

--

--

10 (5)

--

--

--

----

special
special
3

B
B
B

S
L
S

----

Knife, Steak
Mace
Machete

1d4

Type

Molotov
Poor 2d6/1d3 x2
Cocktail *
Nightstick/Billy
Poor
1d4
x2
Club
Pistol Butt *
1d4
x2
special
Rifle Butt *
1d6
x2
special
Sap *
Poor
1d4
x2

Switchblade

Poor

1d3

1920/x2

--

--

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


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

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.
Mace: A heavy metal club.

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

Butterfly
Sword

Middle
Class
Middle
Class
Middle
Class

Cavalry Sabre
Fencing Foil
Greatsword
Kama

Damage Crit.
1d6
1d6
1d4

Rich

2d6

Working
Class

1d6

1920/x2
1820/x2
1820/x2
1920/x2
x2

Range
Wt.
Inc.

Type

Size Ammo

--

--

--

--

--

--

--

15

--

--

--

1d10

1920/x2
1920/x2
1920/x2
x2

1d6

x2

--

--

1d6

1820/x2

--

--

1d4

x2

--

--

1d4

x2
1820/x2

10

--

--

--

1d6 special

--

--

1d2

15

--

Katana

Rich

1d10

Knife,
Throwing

Poor

1d4

Shuriken *

Middle
Class
Rich
Working
Class
Middle
Class
Working
Class
Rich

Sword Cane

Rich

Longsword
Naginata #
Nunchaku
Rapier
Sai/Jitte *

Tonfa *
Whip *

Working
Class
Working
Class

1d8

1d4

x2

--

10

--

10

--

--

--

--

15

--

* 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

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.

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
.22 Short
Automatic

Cost

Damage Crit.

Range
Wt.
Inc.

Type

Size Ammo

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

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
Wt.
Inc.

Type

Size Ammo

.22 Bolt-Action Working


192d6
75
7
P
L
6
Rifle
Class
20/x2
.30 LevelWorking
192d8
150
8
P
L
6
Action Carbine
Class
20/x2
.303 LeeMiddle
192d10
175
9
P
L
10
Enfield
Class
20/x2
.30-06 BoltMiddle
192d10
200
9
P
L
5
Action Rifle
Class
20/x2
Elephant Gun
Middle
192d12
50
10
P
L
2
(2B)
Class
20/x3
20-Gauge
Middle
192d8
20
6
P
L
2
Shotgun (2B)
Class
20/x2
1916-Gauge
Middle
30
7
P
L
2
2d10
20/x2
Shotgun (2B)
Class
1912-Gauge
Middle
30
7
P
L
2
2d12
20/x2
Shotgun (2B)
Class
Thompson
19Submachine
Rich
2d8
30
6
P
L
30
20/x2
Gun
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,

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
Wt.
Inc.

Type

Size Ammo

.30 Browning
18250,
M1917
Rich
2d10
200
90
P
L
20/x2
belt fed
Machine Gun
Browning
18M1918 Assault
Rich
2d10
200
20
P
L
20
20/x2
Rifle
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.

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 wellversed 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).

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.

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

Defense
Bonus
+2

Reputation
Score
0

+2
+3
+3
+3

+1
+1
-

+4

+1

+4
+4
+5
+5
+5

+1

+1

+6

+1

+6
+6
+7
+7
+7

+1
+1

+8

+1

+8
+8

+1

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
The aviator's class skills, and the key ability for each of them, are as follows:

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.

Base
Attack
Level Bonus
1st
+0
2nd
3rd
4th
5th

+1
+2
+3
+3

6th
7th
8th
9th

+4
+5
+6
+6

10th

+7

Fort Ref Will


Defense
Save Save Save Special
Bonus
+1
+2
+1 Aircraft
+2
defense
+2
+3
+2 Familiarity +1
+3
+2
+3
+2 +3
+2
+4
+2 Familiarity +2
+4
+3
+4
+3 Aircraft
+4
evasion
+3
+5
+3 Familiarity +3
+5
+4
+5
+4 +5
+4
+6
+4 Familiarity +4
+6
+4
+6
+4 Improved
+6
aviator evasion
+5
+7
+5 Familiarity +5
+7

Reputation
Score
+1
+1

+1
+1

+1
+1
+1

The Daredevil
By Tim Hartin
Daredevils live
for the thrill of
adventure; deathdefying 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).
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 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.
TABLE DARE-1: THE DAREDEVIL

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

Reputation
Score
1

+1

+1

+1

+1
+1

+1

+1
+1

+1

+1

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
To qualify to become a dinosaur hunter, a character must fulfill the following

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.
TABLE DINO-1: THE DINOSAUR HUNTER

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

Defense
Bonus
+3

Reputation
Score
-

+4

+1

+4
+4

+1

+5
+5

+1

+6
+6

+1

+6
+7

+1

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

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

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

Reputation
Score
0

+1

4th

+4

+1

+4

5th
6th
7th
8th
9th

+5
+6
+7
+8
+9

+1
+2
+2
+2
+3

+4
+5
+5
+6
+6

10th

+10

+3

+7

11th
12th
13th
14th

+11
+12
+13
+14

+3
+4
+4
+4

+7
+8
+8
+9

15th
16th
17th
18th

+15
+16
+17
+18

+5
+5
+5
+6

+9
+10
+10
+11

19th

+19

+6

+11

20th

+20

+6

+12

+1 Underworld
contact
+1 Bonus feat
+2 Skill emphasis
+2
+2 Call in a favor
+3 Underworld
contact
+3 Bonus feat, skill
emphasis
+3
+4
+4 Call in a favor
+4 Skill emphasis,
underworld
contact
+5 Bonus feat
+5
+5
+6 Call in a favor,
skill emphasis
+6 Underworld
contact
+6 Bonus feat

+4

+5
+5
+6
+6
+6

+1

+2

+7

+7
+8
+8
+8

+2

+9
+9
+10
+10

+3

+3

+10

+11

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).

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

Base
Attack
Level Bonus
1st
+1
2nd

+2

3rd

+3

Fort Ref Will


Save Save Save Special
+1
+2
+0 Bonus
Combat Feat
+2
+3
+0 Uncanny
Dodge (Dex
bonus to
Defense)
+2
+3
+1 Bonus
Combat Feat

Defense
Bonus
+4

Reputation
Score
2

+5

+1

+5

4th

+4

+2

+4

5th

+5

+3

+4

6th

+6

+3

+5

7th

+7

+4

+5

8th

+8

+4

+6

9th

+9

+4

+6

10th

+10

+5

+7

+1 Damage
Reduction 1
+1 Bonus
Combat Feat
+2 Damage
Reduction 3,
Uncanny
Dodge (Can't
be flanked)
+2 Bonus
Combat Feat
+2 Damage
Reduction 5
+3 Bonus
Combat Feat
+3 Damage
Reduction 7,
Uncanny
Dodge (+2 to
Initiative)

+6

+1

+6

+7

+1

+7

+8

+1

+8

+9

+1

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 lowlevel 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

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 surfacedweller 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

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), Muparticle 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.

Comatose Ray Transmitter [Mind-Affecting]

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
Throw: None; XP Cost: 150 (25 days); Weight: 10 lbs.

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.
After working with the F.B.I. on a few cases (the most famous of the bunch

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


Aristocrat, Mystic 6/Martial Artist 6: Init +8 (+4 Dex, +4 Improved Initiative);

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,

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...

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, Savoirfaire (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

the prison, she managed to escape and has been on the run ever since. She has
taken her murderous ways to America as she attepmts to escape justice and help
her cause at the same time. She has no remorse for anyone who would stand
between her and her goals.

SPACE VIXENS FROM VENUS


By Tim Hartin
Commander Valeria surveyed the ground below her. She could see the
human males scurrying for cover as she and her Space Vixens hovered into range.
She raised her hand and gave the command to fire. Iridescent rays shot from the
Venusians' flying discs and razed the countryside below. Nothing stood in the way
of their deadly rayguns.
Vegetation wilted, lifestock and men died from the onslaught of the
Venusian rayguns. Where ever the Space Vixens struck they left a desolated
wasteland behind them. To them, they were doing nothing but culling a herd of
potentially dangerous animals -- humanity.
Commander Valeria called off the raid and
ordered her soldiers back to their hidden floating city
in the clouds. She knew that they couldn't stay out in
the open for too long before they might be attacked by
humanity's military forces. 'These creatures breed like
Venusian swamprats,' thought Commander Valeria. 'If
we are not vigilant in our duty, then these creatures
will surely attempt to subjugate Venus.' Valeria fired
her disc's raygun at a lone survivor who attempted to
crawl out from the desolation. Humanity must remained in check for the sake of
Venusian civilization..."

Space Vixens from Venus, Female Venusian Space Vixen, Soldier 8:


Init +3 (Dex); Defense 19 (+3 Dex, +6 class); Spd 30 ft.; VP/WP 69/15; Atk
+9/+4 melee (1d3+1, punch), or +12/+7 ranged (3d6+3, venusian raygun); SQ +2
bonus on Knowledge (venusian society), and Profession (venusian space vixen)
checks; SV Fort +9, Ref +5, Will +2; SZ M; Rep 2; Str 12, Dex 16, Con 15, Int

12, Wis 11, Cha 16.


Skills: Intimidate +11, Knowledge (venusian society) +3, Pilot +11,
Profession (venusian space vixen) +11, Repair +6, Search +1, Treat Injury +5.
Feats: Combat Reflexes, Dodge, Point Blank Shot, Mobility, Signature
Weapon (venusian pistol/raygun), Weapon Focus (venusian rayguns), Weapon
Proficiency (melee), Weapon Proficiency (pistols), Weapon Proficiency (rifles),
Weapon Proficiency (simple), Weapon Specialization (venusian rayguns).
Special Qualities: +2 bonus on Knowledge (venusian society), and
Profession (venusian vixen) checks.
Languages: English, Venusian.
Equipment: See below.

Venusian Flying Discs


A disc crafted from an unknown metal that easily defies the force of gravity. It
also provides a force screen around the user, and any crew, to protect them from
falling off. This force screen also provides protection from any potential damage
from hostile forces. A non-Venusian must make an Use Invention check against a
DC of 13 to determine its function and a DC of 18 to activate the flying disc.
Craft: Venusian Flying Disc; Class: Air; Size: Medium-sized (5 feet diameter);
Crew: Varies (1 pilot); Passengers: 1; Cargo Capacity: 200 lbs.; Speed: 100 ft.
(max speed 200 m/h); Altitude: up to 5 miles; Defense: 15 (+5 armor); Hull
Points: 20; DR: 5.
Weapon: Venusian Raygun; Fire Arc: Any; Attack Bonus: +4 (+4 fire
control); Damage: 3d8; Range: 100 ft.

Venusian Raygun
Cost: Rich; Damage: 3d6; Crit.: 20; Range Inc.: 30; Wt.: 2; Type: Energy;
Prof.: Exotic; Size: S; Ammo: N/A.

Origin:
This race of warrior women originated from the planet Venus. They live in
cloud cities that coast with the planet's volatile wind currents. While in their
floating cities, they live in safety from the dangers of the wild jungles below.
Women hold the dominant position within their society while men are merely
slaves, sport, or breeding stock. They are happy with their stock in life and have
ignored the planet Earth until a small party of adventurers arrived to explore

Venus.
Naturally these adventurers were men and that convinced the Venusian
Space Council that the earth was too much a risk to leave unattended. They have
sent a scouting party to Earth to investigate their culture and to learn if an invasion
force will be needed to occupy the planet (with the aim to protect Venusian
interests).

NEW CLASS SKILLS:


I've added a few skills that appeared originally in the D&D Player's Handbook, but weren't
included in the Pulp Heroes game. These skills are italized for quick reference on the table
below. New skills are linked to their descriptions. The standard Classes gain the following
additional class skills:
Explorer: Animal Empathy, Appraise, and Intuit Direction.
Gangster: Appraise, and Read Lips.
Martial Artist: Intuit Direction.
Mystic: Animal Empathy, Intuit Direction, Read Lips, and Ventriloquism.
Private Eye: Appraise, and Read Lips.
Scientist: None.
Soldier: Intuit Direction.
TABLE 3.1: SKILLS

Skill
Animal
Empathy
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher
Script
Diplomacy
Disable
Device
Disguise
Escape Artist
Forgery
Gather
Information
Handle
Animal
Hide
Intimidate

Key
AcdExrDarGmnGngMarMysPriSciSolUntrained?Ability
x
x
x
x
x
x x x
No
Cha
x
x
x
x

x
x
x

x
x

x
x
x

x
x

x
x
x

x
x
x
x

x
x
x
x

x
x

x
x

x
x
x
x
x

Yes
Yes
Yes
Yes
Yes
Yes
No

Int
Dex
Cha
Str
Con
Int
Int

Yes
Yes

Cha
Int

x
x

x
x

x
x

x
x
x
x

x
x

x
x
x
x

x
x
x
x

Yes
Yes
No
Yes

Cha
Dex
Int
Cha

No

Cha

x
x

Yes
Yes

Dex
Cha

x
x
x

x
x

x
x
x
x
x

x
x

x
x

x
x
x
x
x

x
x
x

x
x
x

x
x

Intuit
Direction
Jump
Knowledge
Listen

x
x
x
x x
See Table 3.2: Knowledge Subskills
x
x
x
x
x

x
x

Yes

Wis

Yes
Yes
Yes

Dex
Int
Wis

AcdExrDarGmnGngMarMysPriSciSol
Move
Silently
Open Lock
Perform
Pilot
Profession
Read Lips
Repair
Ride
Search
Sense Motive
Sleight of
Hand
Speak
Language
Spot
Swim
Treat Injury
Tumble
Use Invention
Ventriloquism
Wilderness
Lore
x

x
x
x

x
x

x
x
x

x
x

x
x

x
x
x
x
x
x

x
x
x

x
x
x

x
x
x
x
x
x

x
x
x

x
x
x
x

x
x

x
x
x

x
x
x

x
x
x

x
x
x
x

x
x
x

x
x

x
x
x
x
x

x
x
x
x
x
x
x

x
x

x
x
x
x
x
x

x
x
x
x
x
x
x

x
x
x

Yes

Dex

x
x

x
x
x

x
x

x
x

x
x
x
x

No
Yes
No
No
No
No
Yes
Yes
Yes
No

Dex
Cha
Dex
Int
Int
Int
Dex
Int
Wis
Dex

No

Int

x
x

x
x

x
x
x
x

Yes
Yes
Yes
No
No
No
Yes

Wis
Str
Int
Dex
Int
Cha
Wis

x
x

Class skill
Cross-class skill

KNOWLEDGE SKILLS:
Since the Knowledge skill consists of many subskills, I have included a few of the most
common entries for quick reference. TABLE 3.2: COMMON KNOWLEDGE SUBSKILLS

Key
Subskill AcdExrDarGmnGngMarMysPriSciSolUntrained?Ability
Any
x
x
x
x
x
x
x
No
Int
Arcana
x
x
x
x
x
x
x x x
No
Int
Far East
x
x
x
x
x
x
x x x
No
Int
Investigations x
x
x
x
x
x
x
x x
No
Int
Law
x
x
x
x
x
x
x x x
No
Int
Religion
x
x
x
x
x
x
x x x
No
Int
Stunts
x
x
x
x
x
x
x x x
No
Int
Underworld
x
x
x
x
x
x
x x x
No
Int

NEW SKILLS
VENTRILOQUISM (Cha; Trained Only)
You can 'throw' your voice to make it appear that it is originating from someplace else (i.e.
across the room, coming from a statue or animal, from behind a door, etc.). You can speak
in any language that you know.
Check: You generally must be within 30 feet of the location where you wish to 'throw'
your voice. All those within hearing distance who make their Will save (DC =
Ventriloquism check roll) will still hear the 'illusion' but will recognize it as a trick. i.e. If a
character gets a Ventriloquism skill check of 16, then the Will Save DC is 16. It takes 1
round to 'throw' your voice.
Retry: No, though an additional save is needed with each use of this skill.
Special: Once a person makes a successful Will save, he gains a +2 bonus against
further Ventriloquism attempts within the same encounter.

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