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 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.
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.
Notes:
[1] Official Errata (Dungeon 91, p.85): Characters gain additional languages per Int modifier as per the original Player's Handbook rules.
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