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PULP MAD SCIENCE

Scientist
(Engineer, Professor, Nerdy Kid, etc.)
Hit Die Type 1d6 per level up to 9th
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Research
Datebases such as microfiche, university and paper archives, newspaper morgues,
research
journals, and other files allows the Scientist the opportunity to find information about
nearly
any subject if given access to the proper records and the information is there to be
found.
12 limit: 11+ level+Int bonus.

This roll can be modified by the DM for circumstances such as the subject researched
being
obscure, popular in current culture, etc.

In addition, with a successful roll, he can add a +2 bonus Science and Tech checks
relevant to
the information being researched for the remainder of the adventure. This is especially
useful
to negate penalties for extremely hard or obscure questions.

Science
This encompasses a catch-all of useful subjects: biology, chemistry, fingerprints,
pharmacology, physics, etc. When an unusual situation comes up, NOT involving
mechanical
or electronic devices, a successful ability check with the proper testing kits/facility allows
the
Scientist to learn important knowledge. Examples include understanding the latest
scientific
methods and theories, identifying a new element, identifying what the slime on a corpse
is, what
type of poison was injected in a wound, unusual wounds, what narcotic was in a corpse,
and any
other bit of scientific detection required.
12 limit: 11+ level+Int bonus.

The Science can be modified by the difficulty of the scientific puzzle, condition of
evidence, and
by equipment used:
Proper and specific testing kit (chemistry, archaeology etc.) +1
Access to a fully stocked laboratory +2

Technology
This ability covers the principles, construction, and use of such disciplines as
architecture,
engineering, electrical engineering, etc. If it involves a electrical, construction, or
mechanical
problem, this is the ability to use.

Uses include construction of a dam, figuring out how to repair the over-ride panel of the
leaking and ready to melt down reactor, disarming the grenade trap you just stumbled
into,
etc.

This ability also includes repairing and dismantling devices as well as recovering data
from
recording devices such as damaged tapes, phonograph records, etc. If it has been
recorded and
needs to be recovered this is the skill to use. This can also be used to over-ride or
disable electronic
security systems either by remote access or hands on.
12 limit: 11+ level+Int bonus.

This roll can be modified by the DM for circumstances such as heavily damaged data
storage,
very high end security, etc.

A Dexterity check may be required for delicate work if the source of information is
particularly fragile or damaged.

Specialization
At 1st level the Scientist may choose one field of study and receives a +2 bonus to
checks
involving that field of study.

The Scientist may gain more specialties at higher levels:


12 limit: 3, 6, 9, and 12.

Specializations for Science include: Archaeology, Biology, Botany, Chemistry, Geology,


History,
Pharmacy Physics, Psychology, Zoology, etc.

Specializations for Technology include: Computers, Communications, Electronics,


Engineering,
Photography, Security Systems, Weapons Tech, etc.

Inventor
Hit Die Type: 1d6 per level.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 15+

Inventions
Inventions imitate spell effects.

Creation
Inventions take time and money to build.
The build time is equal to the invention's level (spell level) x the Inventor's level x 5 days
to
complete. The Inventor can voluntarily lower his level to reduce the time but the
effectiveness of the invention is reduced as well; it's effects are calculated at the lower
level.

Inventions are expensive.


WEll stocked laboratory reduces the x5 multiplier
Prices!!!!!!!!!!! per spell level.
Double cost to reduce by one day. Keep doubling to reduce.

Inventions start off bulky.


New inventions roughly weigh ten pounds per invention level. They also take up two
body slots on
the person who is using the invention.
Head, eyes, back, torso, forearms, left hand, right hand, belt, cape, legs, boots.

Using the Invention


Once the time and money is spent the invention is ready. Inventions such as weaponry
(fireballs,
lightning bolt guns, etc) will require an attack roll to use it. Objects giving movement
powers may
require a Dex check at times. Others may require an Int check as the DM decides.

Only the Inventor who invented the device and use it with no penalty. Others who try to
use it
must make an Int check with a penalty equal to the invention level + the Inventor level
used in
its construction. Other Inventors only receive the invention level penalty.

Repairs
The invention will function for 20+ 3d10 uses before requiring repairs. Until repaired it
will not
operate.

For the Inventor who invented the device repair time is equal to the invention level in
minutes
if the proper parts and tools are available. If these are not available either it cannot be
fixed or it
must be jury-rigged requiring x10 to the repair time (DM's choice.) Other Inventors
automatically receive the x10 penalty and cannot jury-rig the device; proper material
and tools
much be available to them. Non-Mad Scientist characters require hours, not minutes,
and receive
the x10 penalty. They cannot jury-rig.

Once the repair time is put in the character can attempt a repair check to see if they
worked.
Repairs for the Inventor who invented the invention are a simple Int check. For other
Inventors there is a penalty equal to the invention level. Other classes add not only the
invention
level but also an additional penalty equal to the invention's Inventor level to the repair
check.

Modify Invention
As he gains experience the Inventor can modify and improve his past and current
inventions
as well as better understand other's inventions. At 4th, 8th, 12th, 16th, and 20th level
the Inventor can choose one of the following abilities.
· Extend: The invention has 50 +3d10 uses before requiring repair. Increases the
invention level +3.
· Improvise: You can attempt to copy the invention of another Inventor. You must
study the device a numer of days equal to the device's invention level. Once
studied you must make an Int check with the following modifiers: -invention
level,- the inventing Inventor's level + your own Inventor level (you can never
receive a bonus or this even if you are of a higher level than the Inventor whose
invention you are copying.) Once you succeed with this roll you now understand
how to construct the device. You may now attempt to construct the invention as
outlined under the creation and costs rules. Since the device is not of your own
design the invention level is increased by +2.
· Mass Produce: You can produce more than one copy of the invention. You may
make a number of copies of each invention equal to 1/2 your level round up.
They still cost to build. Increases the inventon level +2.
· Miniaturize: The invention only takes up one body slot, not two. Increases the
invention level +1.
· Simplify: Other characters can use the invention. Increases the invention level
+2'

Improve
The Inventor always tinkers. This can lead to improvements to existing normal
equipment.
To do this the Inventor makes an Int check with a penalty based on the attempted
improvement. The time required for the improvement is equal to the improvement
penalty x2
hours. Cost equals to 1/10th the item cost x the improvement penalty.

Armor (2 slots)
+1 AC, -2
+2 AC,-4
Reduce weight by one category (light, medium, heavy), -6

Ranged Weapon (Handgun 2 slots, long arm 3 slots)


+1 hit, -2
+2 hit, -4 (does not stack with +1)
+1 extra dice step in damage dmg, -6
+10' range increment, -4
+50 percent ammo, -2
Non-Lethal dmg, -4

Vehicles (6 slots)
+1 passenger, -4
+25% cargo capacity, -4
+25% speed, -6
+1 Iniative, -4
+2 Drive/Pilot, -4
+2 AC, -2
Conceal existing armor, -6
Machine Gun mount, -2
Rocket/Mine layer, -4
Conceal mount, -4
Mobile laboratory, -2
Improved fuel efficiency (2x normal), -4

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