Operating in secret (supposedly) on behalf of the Celestial
Intervention Agency, a secret division of Time Lords operating above the
Laws of Time, are the Time Bandits. Their primary goal is to
apprehend time meddlers and rogue time travelers that could cause harm to
the space/time vortex or create untold paradoxes in the future, perhaps
shaking the existence of the universe itself. The Time Bandits
operate out of Crix city on the moon Shaldon of the planet Caldon.
Crix City exists near the end of time in a redundant time-line that cannot
be effected by paradoxes. It is a sprawling metropolis of sin, degradation,
and all that is left of races as time draws to a close. The Time
Bandits are mostly, though not all, muscle. They have the strength
and firepower to crush opposition, even though their numbers are
small. They usually operate as a small team of 3-4. Time
Bandit members are taken from any time. some were chosen by the
Celestial Intervention Agency, others volunteered. Means of time
travel varies. Most Time Bandits vehicles, from starships to tanks,
are equipped with time-drives, or failing that they rely on a time portal
that is operated from Time Bandit HQ.
Requirements
To qualify to become a Time Bandit a character must fulfill the
following criteria:
Attack bonus: +8
Feats: a minimum of 4 weapon proficiencies.
Special: Must be a member of the Time Bandits.
Not essential, but it helps: Raving mad! Mentally
Insane! or simple bloody coo-koo!!!
Game Information
Vitality: 1D10 + Constitution modifier
Class Skills: Astrogate, Computer Use, Demolitions, Disable
Device, Entertain, Hide, Intimidate, Pilot, Search, Spot, Survival.
Skill Points at each level:4 +Intelligence modifier
Class Features
Starting Feat: Weapon Focus, Starship Operation (Time Machine)
Time Sense: In a situation where
events have changed due to a meddlesome time traveler, or if a time device
is in operation nearby the GM may allow the Time Bandits to make a Time
Sense roll. The Time Bandit uses his WILL saving modifiers for this
roll.