Monday, January 7, 2013

Pulp Fantasy Core--The Egghead (Scientist)

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Egghead
(Scientist) The brains of the outfit. The makers of amazing gadgets and impossible devices.

HP: 6 + (1d6 x 4) + (Con bonus x 5)
Enhanced Stat: Int
BAB: Melee +2 + Str bonus
Ranged +2 + Dex bonus
Ref Save +1 + Dex bonus
Fort Save +1 + Con bonus
Will Save +4 + Wis bonus

Class Skills
- Hypothesis: Add +3 to Int bonus. Essentially a "clue" skill that can allow a scientist to figure out a technological item or how a process works. The Ref will give some additional insight beyond the obvious. DC 12 complex, DC 18 very complex.

- Invention/Jury Rig/Repair: Add +3 to Int bonus.
Inventions are made in-between adventures (and can even be hooks for adventures). This includes physics-based devices, as well as chemical concoctions and biological potions. The device worked in the lab, or at least, it works in theory. It will have limitations, drawbacks, and failure rates decided by the Ref when used in the field. Example: DC 12 light use, DC 18 extended, heavy use.

Jury Rigging is a minor, impromptu invention done in the field. It is assumed there are sufficient materials on hand to work with. The device will fail eventually, it's up to the Ref to decide the imminence of the failure and time required to build (a turn, to an hour, depending on complexity). Example: DC 12 first use, DC 18 subsequent uses.

Repair assumes the device was working and that materials are on hand to possibly fix it. Example: DC 12 minor damage, DC 18 wrecked. Assume at least a turn of work for a minor repair, an hour for major repairs.

- Academic Knowledge: Add +3 to Int bonus (pick two major fields), +1 to any other field (this bonus can't be increased, but up to 2 more major fields may be added for 3 XP apiece). DC 12 general knowledge, DC 18 specific or esoteric knowledge. Given the right research material and time, assume that just about anything could be tracked down, or indicators given to where the knowledge could be found (adventure hook).

Choose at least 1 major field at character creation. The other may be defined in play. Some possible fields: Physics, Art, Biology, Archeology, Chemistry, Geology, Computers (primitive), Robotics (very primitive), Psychology, Law.

- Lab/Workshop/Library: Scientists have definitive, well-stocked place to work at, whether at a university, or an employer's private lab, or they have their own facilities.

+2 more skills, but with restrictions. May be defined during play.



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