Author's Note: References, images, quotes and other
similarities to the character of Indiana Jones are the property
of Lucasfilm Inc. and in no way are added for personal profit.
Everything has been added for humorous purposes only. With that
out of the way

-Indiana Jones
Good versus evil that's all fine and dandy. We all know that only two things matter in life: Fortune and Glory. It isn't easy being a good guy nowadays, and it is often a thankless job. So why not cash in on all of the artifacts and relics of the world and make yourself a fortune while saving the world?
The Archeologist is an intellectual person who eventually became bored with all of the books and lectures at the university. Although smart enough to teach just about any subject dealing with history, mythology, anthropology, physics, and, of course, archeology, he never stuck with one thing long enough to obtain an official degree in any of his specialties. In essence, he is a jack-of-all-trades and master of well, a few.
Having become fed up with school, he recalled some
of the legends of the heroes of the realm and began to study them
in various libraries. But more importantly, he read about more
and more legendary artifacts that were worth more than a kings
ransom in gold. So, after a couple of weeks of training with
an old friend of his that went the way of the pit fighter, he
set out to find what he really wanted: Fortune and Glory.
New Game Concepts:
Prestige: The Archeologist
has a new attribute that determines how famous he is. This only
affects the role-playing aspects of the game. The more artifacts
that he sells to the museums of the realm and the more favors
that he does for the universities, the more his name will spread.
Several settlement events either alter the archeologist's prestige
or use it in determining how much money he can get for his services.
Example: On the Archeologist's "Uneventful Day" table, one of the results is that he is offered to teach a lecture at the University. The University pays him 4 times his current number of prestige points. This reflects the fact that the more famous a person is, the more he can demand for his services.
-Real Life Parallel- Who would receive more to lecture
about computers: Bill Gates or Lenny Patulmo? I think that we
can safely say Bill would receive a little bigger amount for his
services (not that he needs it, though). By the way, Lenny was
my 8th grade computer teacher about six years ago,
and a complete moron, I might add.
Starting Equipment:
Leather Jacket: The Archeologist's
trusty leather jacket provides him with one armour point. Treat
it as a normal piece of armour for the purposes of runes and such.
Lucky Hat: The Archeologist's
lucky fedora provides him with a re-roll usable once per adventure.
This is in addition to any luck points he may have.
Lantern: Being a curious
fellow, the Archeologist may be inclined to wander off from the
party at some point in his search for treasure. If there is no
Barbarian in the party, the Archeologist is usually the leader,
but does not have to be if someone else wishes to be.
12 Foot Bull Whip: Not
only a weapon, but a useful piece of equipment as well. The Archeologist
is well versed in its many uses and it has almost become an extension
of his arm. The whip does (Damage Dice) + 1 at a range of 2-3
squares and may not be used for death blows. The whip may not
be used against models in base-to-base contact. Also, the whip
may be useful for getting out of jams. If the Archeologist ever
falls into a pit, roll a die. On a "1," he is stuck
and must get out by normal means. On a 2-6, there is a convenient,
overhang or torch-holder in view to wrap the working end of his
trusty whip around and climb out (must spend one turn to do so).
The same goes for multi-level rooms. On a roll of 2-6, there
is something to wrap the whip upon to spend his turn climbing
up. Also, in the event of the floor missing (i.e.: Pit of Despair)
he is able to swing across on a roll of 2-6. The length of the
gap in the floor must be four squares or less.
Machete: For cutting
paths as well as chopping up bad guys. Treat as a normal hand
weapon.
Abilities:
Treasure Hoards: In the
event of a treasure hoard, the Archeologist may re-roll a single
die.
Treasure Cards: When
treasure cards are dealt out, the Archeologist gets the first
pick of the bunch.
Penalties:
Armour: The Archeologist
may not wear any armour besides his jacket.
Bow Weapons: The Archeologist
finds bow weapons very unwieldy and would much rather use gunpowder
weapons.
Other Stuff:
Uneventful Weeks: If
on the way back to a settlement, if the roll comes up "Uneventful
Week," roll a die. On the roll of a 6, out of the corner
of his eye, the Archeologist notices a spooky cave, tomb, or clearing
that seems oddly out of place. Being quite the curious fellow,
he wanders off from the party and investigates. Roll a die:
1: Snakes!!!
"Why did it have to be snakes?"
-Indiana Jones
Upon investigation, the mysterious place houses
none other than several hundred poisonous snakes. Being man enough
to know when you are outnumbered (as well as being deathly afraid
of snakes), you do what anyone else would do: Turn around and
run really fast. Unfortunately, on the way out, a snake manages
to sink his big fangs into you. The journey will take you another
D3 weeks because the poison makes you weary. Also, you must spend
you first D3 days in the hospital.
2: Deserted
Investigation of the site turns up nothing but the
bodies of two other fortune hunters that recently discovered the
hard way how effective a spiked pit trap can be. Nimbly avoiding
several other traps on the premises, you find that they risked
their lives for nothing, for there is nothing of value anywhere
to be found. However, on the way out, you find D3 mules that
belonged to the men tied to a nearby tree.
3: Strongbox
Upon investigation, the
site seems to be empty with the exception of a strangely shaped
box. Carefully chopping the box open with your machete or pistol,
you discover a treasure item chosen randomly from the deck (or
rolled
GM's discretion)
4: Treasure Horde
Deep within the complex
is an ancient burial chamber. After almost choking to death from
the dust, you come upon what might be a treasure horde!!! Famous
people were always buried with all of their money. You find a
coffin with someone's name on it, and you kind of recognize the
name. Roll for a normal treasure hoard. If it turns out to be
nothing, the guy buried here must not have been as famous as you
thought.
5: Dragon's Lair!
After walking in a cave for what seems like an eternity,
you stumble into an enormous chamber that could only be the lair
of a dragon. After looking around a bit, you are able to grab
D3 items of treasure before you hear the ominous footsteps of
a dragon coming from another passageway. Not wishing to be an
early lunch, you are able to get away before he discovers you.
6: Ancient Temple
Carved into the side of a nearby cliff is what looks
to be an ancient temple. You casually stroll inside to discover
that the temple has been deserted for some time. While walking
around, admiring the beauty of the structure, you accidentally
bump into an alter to hear a loud click. You turn around to hear
across the room that an huge painting is moving to reveal a passageway.
You curiously wander down the secret hall to discover a beautiful
room. Mounted on the wall is a very valuable item of treasure.
Pick one random Dungeon Room treasure card.
Uneventful Days at Settlements:
There is never a slow moment in the Archeologist's
life. If a day's settlement roll comes up uneventful, roll a
die.
1-2: He gives you a pretty good beating and takes 2D6 x 50 gold pieces off of your hands to help lighten your load.
3-4: After a few hard stares, and an exchange of words, you each part unscathed.
5: The two of you make up and you buy him dinner. It costs 1D6 x 5 gold for the meal.
6: The two of you make up and he buys you
dinner. Don't pay living expenses for the day.
1. Old Lover. She puts you up for the night and pays your living expenses.
2. Old Classmate. He offers to take you in for the rest of your stay and cover your expenses.
pays you back that D6 x 20 gold he owed you for helping him get started on his own.
wants to pay you back for the favor by sneaking you in to the Dwarf Quarter.
the Wood Elves. While looking around, you found an ancient heirloom of his family and presented it
to him as a gift. To pay you back for your generosity, he offers to take you to the Elf Quarter.
He recalls your kindness and sincerity and how you were always there at office hours. He kindly
offers to sneak you in to Luigi and Salvadore's for
a day of shopping.
Special Settlement Locations:
The archeologist may visit the Alehouse (nothing
like a good beer after work), the pit fighter's school (always
room for improvement), the temple (nice to look at if nothing
else), and all of the normal shops. He may not visit the Wizard's
Guild (they're all crazy in there), or the Gambling House (no
way will he loose all of his fortune to chance). He may also
visit two special locations exclusive to him.
The Museum: (7+)
The museum is always looking for rare and valuable
artifacts to put on display as well as sell to collectors. They
are willing to pay top dollar for things that they know will draw
large admissions or carry a big price tag to collectors. The
Archeologist knows how to deal with museum personal, who are usually
happy to see them. The Archeologist may sell items of treasure,
no matter what they are worth, to the museum. You never know
what they are looking for. When you wish to sell something to
the museum, roll a die.
Do not write down the gold until you have sold everything
that you wish to sell. When you have a grand total of how much
they owe you, you may opt to take a trade for your items. The
museum has great influence over just about everything. Because
of this, you may wish to ask for hard to find items in trade instead
of gold. Hard to find items include ones found at places where
the Archeologist may not have access to. This includes the Elf
Quarter, Luigi and Salvadore's, the Dwarf Quarter, etc.
You may only use the credit from treasure that you have given
them and may not give them money to have them buy you items.
Add two to the stock number of such items that are desired to
be purchased (Favors may be Limited). This may only be used to
purchase items, and not services such as a Wizard's Consultation
or Wild Hunt.
Example 1: You bring in a hefty load of items to
the museum. You end up with 3000 gold pieces. You may now opt
to either take the 3000 in cash, or have the museum use its sphere
of influence to get you something that's hard to find. You decide
that you really want a repeater pistol from Luigi and Salvadore's.
The museum sees what it can do and sends a courier over to see
what they have in stock and to barter with the store owner. The
stock number for a repeater pistol is xx, but you add two to that
and the GM rolls to see if they have any in.
Example 2: You have heard of the great thing that
Dwarves can do with Axes these days. After selling some stuff,
you end up with 400 gold that you may keep or use as trade. You
decide to ask the curator if he can see how much a rune would
cost to put on your trusty hatchet. He sends a courier out.
The GM now must roll to see how much the rune would cost. If
he rolls anything over 400 gold, the Archeologist must either
opt for something else or pocket the money.
You may visit the Museum any number of times during
your stay at the settlement, for you may happen across treasure
due to and Uneventful Day.
The University: (8+)
Universities are often
learning centers for the surrounding area. The Archeologist always
feels at home surrounded by books and classrooms. He may visit
the University once during his stay at a settlement. Roll 2 dice.
Skills:
2. Stone Master. This skill works the same as the Dwarf's skill.
"Hey, I though you were dead."
"Stunt Double. Can you believe it?"
-The whip does (Damage Dice) + Strength
-The Archeologist may now attempt to disarm opponents. Roll to hit as normal. The attack does no
damage, but roll a die and add your strength. The monster rolls a die and adds his strength. Tie goes
to the warrior. If the Archeologist wins, he has disarmed his opponent and must now fight bare
handed, doing only his damage dice in damage.
-The Archeologist may also try to trip opponents. Roll to hit as normal. Roll a die and add your
strength. The monster rolls a die and adds his strength. Tie goes to the monster. The attack does no
damage, but the monster falls prone. This skill may not be used against large monsters.
Novice: +1 Fear/Terror Rolls
Champion: +2 Fear Rolls, +1 Terror Rolls
Hero: +2 Fear/Terror Rolls
Lord: +3 Fear Rolls, +2 Terror Rolls
