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cover agents of the Bureau of Prohibition if the campaign is set before December 5, 1933 (the day that Prohibition was repealed).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
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Pulp Heroes, Dungeon & Dragons, Psionics Handbook are trademarks owned by Wizards of the Coast. Pulp Heroes was written by David Noonan. The G-Man Class, including the name, description text and game mechanics, are designated as Open Game Content.