Professional Documents
Culture Documents
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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
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Lojag Hern researched and compiled the information in this file. Joel Grahn produced the photo-art and graphic art. Drawings were provided by Mongoose Publishing. Most photos were found in the U.S. National Archive. A few photos were found in the public domain. Portions of this document have been edited by Chris Cant and John Alger.
ACKNOWLEDGMENT S CKNOWLEDGMENTS
The d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of the License can be found at www.wizards.com/d20. Dungeons & Dragons, Dungeon Master, and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and are used with permission. Bloodstone Press, 1948, the 1948 logo, the J.S.O.C. logo, ECO Force, and the Bloodstone Press logo are trademarks owned by Bloodstone Press. Some portions of this book which are Open Game Content originate from the System Reference Document and are 19992003 Wizards of the Coast, Inc. The remainder of this material is protected under the copyright laws of the United States of America (copyright 2003). Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Bloodstone Press. This product is a work of fiction. Any similarity to actual people, places, organizations or events is purely coincidental. By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.
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CONTENTS
INTRODUCTION...4 COMBAT PILOT ...5 DEMOLITION EXPERT ...8 FIELD MEDIC...12 GENTLE WARRIOR...15 MACHINIST...18 MARTIAL ARTIST...24 PROFESSIONAL DRIVER...27 RESEARCH SCIENTIST ...31 RESISTANCE FIGHTER ...36 SNIPER ...39 SOLDIER...42 SPY ...45 SURVIVALIST...49 OPEN GAME LICENSE...54
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Welcome to the first volume of the 1948 Training Manual series. This Basic Training Manual offers an overview of 13 war-related professions including Soldier, Spy, Research Scientist and others. Basic training begins with Advanced Classes. Characters that have at least 3 levels in the core classes can usually qualify for basic training. This training can take several forms, depending on the career path of the character. Those characters specializing in combat may join the military and receive formal training. Those that are pursuing an academic path might find a mentor or a collection of books that provide deeper insight into the mysterious sciences.
In addition to the Advanced Classes featured here, some others from the core rules are also allowed in 1948 including the Bodyguard, the Personality, the Investigator, and the Field Scientist. Other volumes in the Training Manual series include the Elite Training Manual, the FX Training Manual, and the Specialized Training Manual. *Note that to qualify for this training you must meet all prerequisites.*
Additional OPEN GAME CONTENT information on more The names and d20 exotic 1948 classes statistics for the classes are hereby can be found in other declared Open Game Content. If files such as the used as such by another publisher, Templar Knights, the this material should be Ninja, and the accompanied by the copyright B i o e n g i n e e r . notice : 1948: Basic Training Equipment in 1948 Manual, Copyright 2005, includes plenty of Bloodstone Press. The artwork Top Secret from Mongoose Publishing is also Explosives, elaborate Open Content. All other content of Spy Radios and this document is considered Cipher Devices, Product Identity. This material is secretive Clandestine unique to the 1948 Campaign W e a p o n s , Setting and may not be reprinted experimental Ray in any format without written Guns, and much of permission from Bloodstone Press. the equipment found in Hell on Earth. Players might also find the Occupations and the Organizations, Agencies and Secret Societies files to be helpful when designing a character. Some of the advanced war machines the characters might encounter in a 1948 adventure include the Rat, the HE-111-Z and the Vimana.
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The combat pilot is a skilled airman, capable of flying aircraft such fighters, bombers, and reconnaissance planes deep behind enemy lines. They are responsible for providing close air support to combat units on the ground and at sea. Combat Pilots are also skilled at battling each other, frequently engaging in massive dogfights such as the Battle of Britain. Combat Pilots must have excellent vision, quick reflexes, a strong constitution (for enduring high speed turns and climbs), and steely nerves. Select this advanced class if you want your character to be a death defying top gun such as those that fly in the RAF, the Luftwaffe, the
JAAF or other avionics forces. The quickest path to this advanced class is from the fast hero basic class, though other paths are possible.
To qualify to become a Combat Pilot, a character must fulfill the following criteria. Base Fortitude Save: +3 Skills: Pilot 4 ranks Feats: Aircraft Operation
REQUIREMENTS
The following information pertains to the Combat Pilot advanced class. Hit Die: The Combat Pilot gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Combat Pilot gains a number of action pints equal to 6 + one-half his character level, rounded down, every time he gains a new level in this class.
CLASS INFORMATION
CLASS SKILLS
The Combat Pilots class skills (and the key ability for each) are as follows.
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Cool Under Pressure: At 4th level, the Combat Pilot selects a number of skills equal to 3 + his Constitution modifier. When making a check with one of these skills, the Combat Pilot can take 10 even when distracted or under duress.
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Top Gun: Upon reaching 10th level, a Combat Pilot can expend one action point and add his Intelligence modifier to all attack rolls and Pilot skill checks made while flying a plane. This benefit persists for 3 rounds +1 round per point of the Combat Pilots Constitution modifier.
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Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Steely will Heroic piloting Bonus feat Cool under pressure Controlled crash Bonus feat Aviation ace Master targeting Bonus feat Top gun
Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Bonus Feats: At 3rd, 6th, and 9th level, the Combat Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the Combat Pilot must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Armor Proficiency (light), Combat Expertise, Combat Flight, Cold Weather Endurance, Crash Endurance, Dive Bombing, Evasive Maneuvers, Hopeful Vigor, Level Bombing, Parachute Jump, Precision, Radio Operator, Rapid Reflexes, Vehicle Expert, Vehicle Focus, Vehicle Dodge, Vehicle Specialization, Volant Flight, Wingman.
Mines and other explosives pose serious hazards on the battlefields of 1948. Demolition Experts are the people trained in setting these explosives as well as being skilled at finding and disarming them. Often, demolition experts accompany the first wave of assault troops that attacked a beach. Their primary task is to clear mines and traps for the main force coming behind them. Demolitions Experts must have steady hands and pay careful, meticulous attention to their work. Many demolition experts have backgrounds in electronics or chemistry.
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To qualify to become a demolition expert, a character must fulfill the following criteria. Skills: Demolitions 6 ranks, Disable Device 4 ranks Feats: Steady Hands
REQUIREMENTS
CLASS FEATURES
The following features pertain to the Demolition Expert advanced class. Defensive Position: Since it is the Demolition Experts job to advance with the vanguard of an assault and disable mines, they make it a point to practice ducking for cover. Starting at 2nd level, the Demolitions Expert gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has cover. Masterful Detonation: Upon reaching 2nd level, the Demolitions Expert gains a +2 bonus to any Demolitions skill check made to set an explosives disarm DC higher than 10.
The following information pertains to the Demolition Expert advanced class Hit Die: 1d8 + Constitution modifier. Action Points: The Demolition Expert gains a number of action pints equal to 6 + one-half his character level, rounded down, every time he gains a new level in this class.
CLASS INFORMATION
CLASS SKILLS
The Demolition Experts class skills (and the key ability for each) are as follows.
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with a successful saving throw. Evasion can only be used if the character is wearing light armor or no armor. It is an extraordinary ability. Extreme Detonation: A demolition Expert of 7th level can tinker with his explosives, making them more dangerous when used. By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the explosive in question), the Demolitions Expert can improve an explosives performanceat the risk of causing an accidental explosion. The DC for the Craft check depends on the degree of improvement being made, as shown on the table below. The Demolitions Expert can choose to increase the damage caused by the bomb, increase the DC of the saving throw against it, or increase the area it affects. He can make all three modifications to a single bomb, but doing so requires separate checks for each aspect. The player must decide what DC the character will attempt to check for before the roll is made. Failure indicates a possible explosion. The Demolition Expert performs the modifications of one aspect in one hour. The Demolition Expert cant take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts until the object is put into use. While making the
25 30 35 40 45 50
Evasion: At 2nd level, a Demolitions Expert gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Demolition Expert takes no damage
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Neutralize Charge: At 10th level, the Demolition Expert can spend 1 action point to gain a temporary +6 luck bonus to his Demolitions check when attempting to disarm an explosive. Bonus Feats: At 3rd, 6th, and 9th level, the Demolition Expert gets a bonus feat. The bonus feat must be selected from the following list, and the Demolition Expert must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor Proficiency (light), Builder, Cautious, Duck and Cover, Heroic Surge, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Rapid Reflexes, Targeted Blast, Weapon Focus.
Special Defensive position Masterful detonation Bonus feat Destructive charge Evasion Bonus feat Extreme detonation Hustle Bonus feat Neutralize charge Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2
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Nearly all armies employ special troops who can administer rapid first aid and attempt to rescue injured soldiers. These field medics are protected by the Geneva Convention, which makes it a war crime to shoot at them. However, plenty of medics are shot by enemy fire while trying to help other soldiers every day. Field medics must be intelligent and skilled in surgery. They must also be exceptionally brave individuals, dedicated to helping others who have fallen in the line of fire. Select this class if you want your character to be one who fights to save lives on the battlefield rather than destroy them. To qualify to become a Field Medic, a character must fulfill the following -criteria. Base Attack Bonus: +2. Skills: Treat Injury 6 ranks, Knowledge (life sciences) 6 ranks. Feat: Surgery. The following information pertains to the Field Medic advanced class.
FIELD MEDIC
Hit Die: The Field Medic gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Field Medic gains 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class.
CLASS SKILLS
The Field Medics class skills (and the key ability for each skill) are as follows. Concentrate (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life sciences, popular culture, technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modifier.
REQUIREMENTS
CLASS INFORMATION
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TABLE 1-3: The Field Medic Class Base Attack Fort Ref Level Bonus Save Save 1st +0 +2 +0 nd 2 +1 +3 +0 3rd +1 +3 +1 4th +2 +4 +1 th 5 +2 +4 +1 th 6 +3 +5 +2 7th +3 +5 +2 8th +4 +6 +2 th 9 +4 +6 +3 10th +5 +7 +3
Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5
Special Medical specialist +1 Expert healer Bonus feat Medical mastery Medical specialist +3 Bonus feat Minor medical miracle Medical specialist +3 Bonus feat Medical miracle
Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
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A Gentle Warrior is a student of one or more of the soft-form martial artsthose that emphasize holds and trips over punches and kicks. Even more than other martial artists, his philosophy teaches that restraint, humility, and nonviolence mark the path to happiness, health, and long life. He may develop his skills to aid in his careerperhaps as an officer of the law or a bodyguardor he may choose this as his calling, becoming a teacher and example to others. The Gentle Warrior learns to bend like a reed in the wind, and to turn others violence and aggression into peaceful tranquillity. Select this advanced class if you want your character to be an expert in self-defense or in subduing an opponent with a minimum of violence. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
CLASS INFORMATION
The following information pertains to the Gentle Warrior advanced class. Hit Die: The Gentle Warrior gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Gentle Warrior gains a number of action points equal to 6 + one half his character level, rounded down, every time he attains a new level in this class.
CLASS SKILLS
The Gentle Warriors class skills (and the key ability for each) are as follows. Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier.
REQUIREMENTS
To qualify to become a Gentle Warrior, a character must fulfill the following criteria. Defense Bonus: +4. Skills: Balance 6 ranks. Feats: Combat Expertise, Combat Martial Arts, Defensive Martial Arts.
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The Machinist specializes in all things mechanical. He is an expert in vehicle repair, weapon enhancement and mechanical innovation. He is a master craftsman who can create new devices, modify existing mechanisms, and disable complex items with ease. The Machinist is most happy when working intimately with gears, shafts, and pistons. He is the kind of person who can see enormous potential in a pile of scrap metal and loose wires. And he can diagnose mechanical problems as well as a doctor treats physical injuries.
MACHINIST
Select this advanced class if you want your character to be an expert mechanic and top-notch innovator of new devices. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. To qualify to become a Machinist, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, either Craft (electronic) 4 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.
REQUIREMENTS
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CLASS INFORMATION
The following information pertains to the Machinist advanced class. Hit Die: The Machinist gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: 6 + one-half character level, rounded down, every time the Machinist attains a new level in this class.
CLASS SKILLS
The Machinists class skills (and the key ability for each skill) are as follows. Computer Use (Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis). Skill Points at Each Level: 7 + Int modifier.
CLASS FEATURES
The following features pertain to the Machinist advanced class. Jury-Rig: A Machinist gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases to +4.
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The Machinist performs the extreme modifications in 1 hour. The Machinist cant take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Machinist class level, beginning when the object is first put into use. The Machinist selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re-quires Craft DC Repair Chance (d%) repairs before it can be used again.
15 20 25 15 25 15 20 25 20 25 20 25 30 0125 0150 0175 0125 0150 0125 0150 0175 01-25 01-50 0125 0150 0175
Bonus Feats: At 3rd, 6th, and 9th level, the Machinist gets a bonus feat. The bonus feat must be selected from the following list, and the Machinist must meet all the prerequisites of the feat to select it.Feats in italics can be found in the Specialized Training Manual. Aircraft Operation, Artillery Operation, Builder, Cautious, Cross-Training, Educated, Expert Advice, Gearhead, Jack of All Trades, Mortar/Indirect Fire Weapons , Open Minded, Radar Operation, Radio Operator, Studious, Surface Vehicle Operation, Teamwork, Vehicle Expert, Vehicle Focus, Windfall.
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Purchase DC 20 18 15 12 12 15 20 25 30
Examples Explosive bullets (50), button compass, spy camera Dynamo flashlight Suitcase radio, typewriter, fragmentation grenade Handgun, generator, cipher machine, backpack radio Motor cycle, mine detector, side car, PIAT, carbine, submachine gun Type 94 mini-tank, half-track cycle, fiat 1100, rifle, 20 mm cannon T-70 light tank, Ha-Go tank, Stuart, Sikorsky YR4B, 80 mm cannon Medium tank, Tiger, Cromwell, Zero fighter plane, 128 mm cannon Submarine, T-28 tank, Maus tank, B-17 flying fortress, 460 mm cannon
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Locomotion 1 Bipedal +4 Quadruped +3 Treads +2 Fly +6 Float +2 Wheels +1 2 External Components Manipulators (claws, tongs, forks, etc.) +3 Infantry weapon (gun, grenade launcher, etc.) +2 Artillery weapon (cannon, rocket launcher, etc.) +4 3 Armor (+1 hardness) +1 1 Select only one of the options in this category. 2 Select one or more of the options in this category. 3. Armor can be selected multiple times. The effect stacks. Each time it increases the DC 1 point.
60 to construct a Large or Huge frame and 100 hours to construct a Gargantuan or Colossal frame. Construct the Electronics: The next step is to build the internal electronics for the machine and install them in the frame. The DC is based on the size of the machine and modified by the number of components that need to be wired together. For a Fine or Diminutive machine, the DC is 20. For a Tiny or larger machine, the DC is 15. Add +1 to the DC for each external component. Make the Craft (electronic) check. It takes a Machinist 12 hours to wire a Fine or Diminutive machine, 6 hours to wire a Tiny, Small or Medium machine, 12 hours to wire a Large or Huge machine and 18 hours to wire a Gargantuan or Colossal machine. Mastercraft: At 5th level, the Machinist becomes adept at creating mastercraft objects. He or she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill.
Select a frame size and form, add manipulators, weapons and sensors. Add all the modifiers to determine the checks DC. Make the Craft (mechanical) check to construct the machines frame. It takes a Machinist 30 hours to construct a Fine or Diminutive frame, 12 hours to construct a Tiny or Small frame, 40 hours to construct a Medium frame,
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Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Jury-rig +2 Extreme machine Bonus feat Improvised machine Mastercraft Bonus feat Jury-rig +4 Mastercraft Bonus feat Mastercraft
Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
People from several eastern countries such as Japan, India, China and Korea practice martial arts. Some people from western countries have also learned these ancient methods of self-defense. Martial Artists practice one or more forms of the specialized fighting styles known as Kung-fu, Karate, Judo and others. Just as important as the physical aspect of martial arts is the mental aspect. Martial Artists are more than just proficient fighters, they are also students of philosophy and meditation. Select this advanced class if you want your character to be one that excels in hand-to-hand melee and the use of ancient weapons.
The fastest path to this advanced class is from the Strong Hero, though other paths are possible.
To qualify to become a Martial Artist, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Jump 3 ranks. Feats: Combat Martial Arts, Defensive Martial Arts.
REQUIREMENTS
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The Martial Artists class skills (and the key ability for each skill) are as follows. Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier. The following features pertain to the Martial Artist advanced class.
CLASS SKILLS
CLASS FEATURES
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At 10th level, this ability im-proves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round. Flurry of Blows: At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a 2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2
Special Living weapon 1d6 Flying kick Bonus feat Living weapon 1d8 Iron fist (one attack) Bonus feat Flurry of blows Living weapon 1d10 Bonus feat Iron fist (all attacks)
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Mobile infantry, messengers, tank drivers, mob wheelmen, supply line truck drivers, highway patrol officers, chauffeursthese are but a few of the people who take levels in the Professional Driver advanced class. A Professional Driver is someone who is as comfortable driving a car, motorcycle, or other land vehicle as an Olympic sprinter is on the track. He maneuvers his vehicle as naturally as a fish swims, and can coax it to perform beyond the limits listed by the manufacturer. Select this advanced class if you want your character to be an artist behind the wheel, someone who is able to make his vehicle perform tricks and stunts that leave onlookers breathless. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
The following class information pertains to the Professional Driver advanced class. Hit Die: The Professional Driver gains 1d8 hit points per level. The c h a r a c t e r s Constitution modifier applies. Action Points: The Professional Driver gains a number of action points equal to 6 + one half his character level, rounded down, every time he attains a new level in this class.
CLASS INFORMATION
To qualify to become a Professional Driver, a character must fulfill the following criteria. Skill: Drive 6 ranks. Feat: Vehicle Expert. Other: Base Reflex save +2.
REQUIREMENTS
The Professional Drivers class skills (and the key ability for each skill) are as follows. Balance (Dex), Concentration (Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex), Knowledge (current events, popular culture, streetwise, technology) (Int), Listen (Wis),
CLASS SKILLS
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The following features pertain to the Professional Driver advanced class. Uncanny Dodge X: The Professional Driver gains the ability of uncanny dodge, or increases the potency of this ability if he already has it. If the Professional Driver does not have uncanny dodge 1 (usually gained as a Fast hero), he gains uncanny dodge 1: He retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if hes immobilized.) If the Professional Driver already has uncanny dodge 1, he gains uncanny dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. If the Professional Driver already has uncanny dodge 2, then he gains no further benefit from this ability.
CLASS FEATURES
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Governments push their scientists hard to develop the next super-weapon or technological advantage that will tip the scales in their favor. Scientific advancement progresses at breakneck speed throughout the war, with new weapons and equipment rolling onto the battlefield every few months. It is the Research Scientists who develop all the important weapons of the war, including the atomic bomb. Research Scientists must be intelligent and skilled in one or more of the sciences. They often speak multiple languages and travel frequently to symposiums and exhibitions. Although the majority of their work focuses on experimental research, they also do a great deal of research in the form of combing through archives and pouring over scientific journals. Select this class if you want your character to be the sort that logs long hours hovering over a microscope, or working through massive equations, constantly seeking sciences next wondrous achievement. Note that several villainous Research Scientists specialized in Knowledge (life science) and engaged in monstrous medical experimentation on captured or imprisoned people.
To qualify to become a Research Scientist, a character must fulfill the following criteria. Skills: Craft (chemical, electrical, mechanical, or pharmaceutical) +6, Knowledge (physical science, life science, or technology) 6 ranks, Research 6 ranks. Feats: Research Specialist
REQUIREMENTS
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The following information pertains to the Research Scientist advanced class. Hit Die: The Research Scientist gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: The Research Scientist gains 6 +onehalf his total character level, rounded down, every time he gains a level in this class.
The following are all class features of the Research Scientist. Field of Expertise: At first level, the Research Scientist selects a field that will be his primary area of study. This field can be a Craft related skill (Chemical, Electronic, Mechanical, Pharmaceutical, or Structural). It can also be a Knowledge related skill (behavioral sciences, earth and life sciences, physical sciences, or technology) Whenever the Research Scientist makes a skill check related to the selected field of expertise, that character gains a +2 insight bonus to the roll. At 5th level, the Research scientist can either select another field of expertise or he can choose to continue his study in his previously selected field. If he selects a second field of expertise, he adds a +2 insight bonus to any rolls associated with a second specified area of study. If he chooses to continue his studies in his previously selected area, the insight bonus increases to +4. At 10th level, the Research Scientist can again choose to either add a second (or third) field of expertise or stick with a previously selected field and increase that bonus by 2 more (to +4 or +6, depending on previous choices).
The Research Scientists class skills (and the key ability for each) are as follows. Computer Use (Int), Craft (chemical, electrical, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Knowledge (life science, physical science, technology) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none). Skill Points at Each Level: 7 + Intelligence modifier.
CLASS SKILLS
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heroic character, and so will not perform particularly dangerous assignments. He or she will run errands, perform chores, and deliver messages from and for the Research Scientist and anyone he designates. The personal assistant joins the game as a Dedicated ordinary of 3rd level. He or she does not amass experience points from the Research Scientists adventures, but every time the Research Scientist gains a character level, the personal assistant gains an ordinary level.
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Bonus Feats: At 3rd, 6th and 9th level, a Research Scientist gains a bonus feat. The bonus feat must be selected from the following list, and the Research Scientist must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Advanced Calculations, Animal Affinity, Attentive, Builder, Cautious, Educated, Expert Advice , Gearhead, Jack of All Trades, Low Profile, Observation, Open Minded, Personal Firearms Proficiency, Radar Operation , Renown, Research Specialist , Sonar Operation, Studious, Teamwork.
Mechanical Craft DC DC Example 15 Tripwire trap Engine component 20 25 30 35 Automobile engine Airplane Jet engine
Electronic Craft DC DC Example Timer/detonator 15 20 25 30 35 Vacuum tube, fuse Radio communication Radar Computer
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Partisans, patriots, rebels, or freedom fighters Whatever you call them, Resistance Fighters spring up wherever the Axis powers send their armies. In Russia, they fight in the rural countryside and ruined cities, in Poland they form the Underground Army and exercise organized resistance against German and Soviet occupation. In Southeast Asia, they band together in secret organizations that struggled against the Japanese invasions. Resistance Fighters are usually local citizens who have taken up arms to defend their homeland from invaders. They are often skilled outdoorsmen and scouts, though not a l w a y s . Sometimes they are urbanites, knowledgeable a b o u t shortcuts, street gangs, and safe
houses. Resistance fighters are intimately familiar with the battleground, since it is their home. Select this advanced class if you want your character to be the sort that roams the Alaskan frontier, patrols the Burmese byways, guides foreign armies through the wastes of North Africa, scurries in the shadowy alleys of Krakow or defends the suburbs of Stalingrad. To qualify to become a Resistance Fighter, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 4 ranks, Survival 4 ranks or Knowledge (streetwise) 4 ranks. Feat: Personal Firearms Proficiency.
REQUIREMENTS
The following information pertains to the Resistance Fighter advanced class. Hit Die: The Resistance Fighter gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Resistance Fighter gains 5 + onehalf his character level, rounded down, every time the character attains a new level in this class.
CLASS INFORMATION
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The Resistance Fighters class skills (and the key ability for each skill) are as follows. Bluff (Cha), Drive (Dex), Climb (Str), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level: 7 + Int modifier. The following features pertain to the Resistance Fighter advanced class. Terrain Bonus: At 1st level the Resistance Fighter must select a favored terrain type (aquatic, desert, forest, hill, marsh, mountains, plains, or urban). While in this terrain the Resistance Fighter gains a +2 bonus on all Climb, Diplomacy, Drive, Gather Information, Handle Animal, Hide, Knowledge (current events, history, streetwise, and tactics),
CLASS FEATURES
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Snipers enjoy a great deal of autonomy in the field, due to the fact that they operate in small teams or even alone. Snipers sneak across enemy lines and attack unsuspecting targets from more than 500 yards way. They take careful, patient shots that strike with pinpoint accuracy. Often a spotter who helps them locates targets, carry extra ammunition, and provide cover fire accompanies them. Snipers must be brave but cautious individuals with sharp eyesight and a good ability to hide. Many snipers are highly skilled in Survival and Navigation as well. Select this advanced class if you want your character to be the sort that skulks in the shadows, waiting patiently to open fire on unsuspecting enemies.
SNIPER
The following information pertains to the Sniper advanced class. Hit Die: The Sniper gains 1d8 hit points per level. The characters Constitution modifier applies. Action Points: The Sniper gains 6 + onehalf his character level, rounded down, every time the character attains a new level in this class.
CLASS INFORMATION
To qualify to become a Sniper, a character must fulfill the following criteria. Base Attack Bonus: +4. Skill: Knowledge (tactics) 4 ranks. Feat: Personal Firearms Proficiency, Far Shot, Weapon Focus or the equivalent class ability (with appropriate weapon).
REQUIREMENTS
The Snipers class skills (and the key ability for each skill) are as follows. Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis). Skill Points at Each Level: 5 + Int modifier.
CLASS SKILLS
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The following features pertain to the Sniper advanced class. Dead Aim: At 1st level, Snipers automatically gain the Dead Aim feat, which enables the character to line up deadly shots with ranged weapons. Before making a ranged attack the character may take a full round action to line up a shot. This grants the character a +2 circumstance bonus on his next attack roll. Once the Sniper begins aiming, he cant move, even to take a 5-fot step, until after making his next attack or the benefit of the feat is wasted. Likewise, if the Snipers concentration is disrupted or he is otherwise attacked before his next action, he loses the benefit of aiming. Camouflage: Starting at 2nd level, the Sniper gains the ability to use concealment to maximum advantage. Whenever the Sniper has concealment, the attackers miss chance increases by 10%. For example, if the Sniper has one-half concealment (which normally causes a 20% miss chance), the miss chance is 30%.
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Bonus Feats: At 3rd, 6th, and 9th level, the Sniper gets a bonus feat. The bonus feat must be selected from the following list, and the Sniper must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual. Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Battle Sense, Burst Fire, Critical Shot, Duck and Cover , Enemy , Exotic Firearms Proficiency, Forced March, Hopeful Vigor, Inflict Massive Damage, Low Profile, Marksman, Observation, Precision, Sharpshooter, Skulking, Steady Aim, Tactical Strike.
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Millions of men are either drafted or enlisted into some form of nationally sponsored military during the war. Still others fight as mercenaries or resistance fighters in occupied territory. Soldiers form the backbone of the massive armies that clash on the lands and seas. They man the heavy guns, walk the patrols and fight desperate hand-to-hand combats. Soldiers must be physically fit and prepared for combat. They often have areas of specialty outside their combat functions, such as mechanic, radio operator, truck driver and so on. Select this advanced class if you want your character to be a member of an organized military unit, such as the U.S. Marines, German Army, Nazi SS, Soviet Red Army or other military force. These are the men who fight face to face on the front lines, living the horrors of war every day.
SOLDIER
The following information pertains to the Soldier advanced class. Hit Die: The Soldier gains 1d10 hit points per level. The characters Constitution modifier applies. Action Points: 6 + onehalf character level, rounded down, every time the character attains a new level in this class.
CLASS INFORMATION
CLASS SKILLS
To qualify to become a Soldier, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Personal Firearms Proficiency.
REQUIREMENTS
The Soldiers class skills (and the key ability for each skill) are as follows. Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modifier.
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The following features pertain to the Soldier advanced class. Weapon Focus: At 1st level, a Soldier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Soldier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon. Weapon Specialization: At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon. Bonus Feats: At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be selected from the following list, and the Soldier must meet all the prerequisites of the feat to select it. Feats in italics can be found in the Specialized Training Manual.
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Critical Strike: At 10th level, a Soldier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.
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Spies are widespread, working in nearly every country on the globe. Spies live lives of travel, lies, and risk. They often come from various backgrounds, but they are all scrupulously screened for one particular quality--loyalty. However, the screening doesnt catch every double agent. Spies must be smart, quick witted and have a knack for deceit. Most spies have a wide array of skills ranging from knowledge of scientific disciplines to piloting and unarmed combat. Select this advanced class if you want your character to be a suave and resourceful agent of espionage, mingling with the enemy, eves-dropping on conversations and stealing important document. To qualify to become a spy, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Disguise 6 ranks, Gather Information 6 ranks. Feats: Alertness
SPY
The following information pertains to the Spy advanced class. Hit Die: The Spy gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points: The spy gains a number of action pints equal to 7 + one-half his character level, rounded down, every time he gains a new level in this class.
CLASS INFORMATION
REQUIREMENTS
The spys class skills (and the key ability for each) are as follows. Bluff (Cha), Climb (Str), Drive (Dex), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Speak Language (none), Spot (Wis). Skill Points at Each Level: 9 + Intelligence Modifier
CLASS SKILLS
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The following features pertain to the spy advanced class. Sweep: A Spy knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Spy (but not behind him). The Spy can use this bonus at the start of an encounter to identify important adversaries, alarms, traps or important items such as documents and files that can be easily concealed and carried away. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. Stunning Heroics: The Spy has a knack for impressive, last minute efforts that defy believability. This ability with flashy maneuvers and rapid thinking allows the Spy to add his Charisma modifier to the die roll whenever he spends 1 Action Point to improve the result of an attack roll, skill check, saving throw, or ability check.
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By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.
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By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.
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A Survivalist is someone who enjoys spending time in the deep wilderness. She has the knowledge, training, and experience to live under conditions others would call less than primitivemoreover, she thrives under these conditions. The Survivalist knows where to find food and fresh water, how to prepare proper shelter, and what plants and animals are dangerous (and which are edible). Shes the kind of person who can walk into the wild with nothing but the clothes on her back and come back a week later looking even healthier and happier than ever. Select this advanced class if you want your character to be as comfortable and secure in the wilderness as most people are in cities. It provides many bonuses to the skills required enduring the rigors and dangers of untamed nature, as well as abilities to understand the natural world and its creatures. The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible. To qualify to become a Survivalist, a character must fulfill the following criteria. Defense Bonus: +2.
Saves: Fortitude save +2. Skills: Climb 6 ranks, Survival 6 ranks, Navigate 3 ranks. The following information pertains to the Survivalist advanced class. Hit Die: The Survivalist gains 1d10 hit points per level. The characters Constitution modifier applies.
CLASS INFORMATION
REQUIREMENTS
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CLASS SKILLS
CLASS FEATURES
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1948 is a historical/sci-fi/fantasy adventure setting that focuses on an alternate WWII history. In 1948, no atomic bombs have been developed yet, though several nations are racing towards that end. Instead, dozens of other "wonder weapons" have been invented including huge super-tanks that weigh over 1,000 tons, ray guns, jet packs, flying platforms, and genetic mutations. There are also plenty of extra-dimensional aliens, demons, monsters, and much more. The 1948 setting also features a heavy dose of magic and mysticism. Voodoo mystics, occultists, holy knights, psychic spies, and arcane scholars are frequently encountered. Legends of huge underground cities, lost tomes of power and races of superior beings entice governments on both sides of the conflict to hunt down every possible advantage they can find. The Axis powers have used these new weapons to turn the tide of the war against the Allies. In response, the Allies have developed many of their own wonder weapons, causing the battle fronts in both Europe and Asia to shift back and forth several times. New Nazi jets have begun bombing American cities. Japanese bioengineers have created unthinkable monstrous horrors that terrorize whole navel fleets in the Pacific. An ancient race of Nagas from inside the Earth has taken an interest in the war as have disgusting aliens from Sirius Minor. In the center of it all is the long and sordid history of the Templar Knights and a race of diabolical half-fiends, spawned nearly 1,600 years ago. Behind the scenes, dozens of secret societies pull the strings like puppeteers. The Illumanati, the Priori of Sion, the Freemasons, the Skull and Bones Society, the Black Dragon Society, the New Forest Witches, the Golden Dawn and many other organizations all pursue their own sinister goals as the world is ripped asunder!
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By order of the Director, this document is classified Top Secret. Do not copy. Do not remove from ECO Force Records Office. Do not allow this document to be compromised. Destroy this document if necessary.
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