Character Name: Feyd Soyin Alias: TBD Race: Pume O.C.C.: Rogue Scholar Alignment: XP Level: 3 XP Points: 4,001 Next Level @ XP: 8,201 Sentiments/Non-Humans: We are far better than humans, yet they insist on being so prevalent. Disposition: He is quiet, always reading the room. Every move and statement deliberate. He tests boundaries. He weaves in subtle jabs into normal conversation. Insanity: None
Weight: 440 lbs.
Description: Dark Gray with Black Leopard Like Spots, His eyes are Bright Green.
Perception Bonus: 46% see rules here
Charm/Impress: 10%(P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 30% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 132 lbs. see rules here
Max. Carrying Weight: 440 lbs.
Max. Lifting Weight: 880 lbs
Max. Jumping Ability: see rules here
Rogue Scholars are natural born storytellers and educators with a flair for making dry subjects like history, science and math sound exciting and fun. A passion that enables them to teach others over a period of time (equal to a Secondary Skill after ID6+8 weeks of lessons; with at least 12 hours a week devoted to the teaching and another 10 hours of study by the student).
+20% to Find Contraband related to books, art, film and pre-Rifts artifacts in general. This bonus is added to the character's normal Find Contraband skill whenever such items are sought. Gets these items at a discount 40% off list price as a professional courtesy from most other Rogue Scholars and Scientists and others who value knowledge and history. A 50% discount from the Black Market if he trades at least 24 hours of his time to work for them doing bookkeeping, translating text books, transcribing passages, authenticating inventory acquired from adventurers and other sources, teaching, and other work applicable to the brainy character. Every 24 hours he puts in, he can get up to 30,000 credits worth of books, supplies (paper, notebook, writing or drawing implements, computer, recorder, camera, etc.) or relics and artifacts from the past for half (that's 15,000 credits, his cost).
An exclusive skill that enables the Rogue Scholar to tell if an item is a true pre-Rifts artifact, an original edition, a recent facsimile copy (which may be just as good from an in formation point of view), new or used, defective or incomplete or cen sored, a forgery, professionally restored, low or high quality, and a fair price. Base Skill: 70% +3% per level of experience.
An exclusive skill that enables the Rogue Scholar to patch, repair and touch up books, binding, all paper products, and works of art (excluding 3D items), to improve their ap pearance and quality and value by 8% per level of experience, provided he makes his skill roll. A failed skill roll means no improvement, wait a week and try again. A second failure means it is beyond his ability to restore. Base Skill: 70% +3% per level of experience. Bonuses to Related Skills: + 10% to Art, Calligraphy, Forgery, and Photography.
Psionics Master (Natural) Psionic Super Psionics: (1 New Power Every Level)
The Master Psionic can instantly erect a mental barrier or Mind Block to protect himself and those around him, with in a 120 foot (36.6 m) area. The Group Mind Block works just like the individual Mind Block power. It can be a means of protecting those around the psychic from psionic probes and mind attacks, but it can also be used to prevent outside forces (good or evil) from communicating via Telepathy or Em pathy. Thus, a villainous psychic can use the Group Mind Block for his own evil purposes. Everyone within the 120 foot (36.6 m) area of affect will be automatically blocked, but the effect is not detectable so they are not likely to know that they are being Mind Blocked (a Detect Psionics will indicate a Group Mind Block)!
The moment the psychic is mind probed, a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over. Engages automatically. The I.S.P. cost is different in that the character must permanently give up 14 I.S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I.S.P. cost.
A Psi-Sword is a Mega-Damage energy weapon that the psychic can mentally will into existence! The sword appears out of thin air, as a shimmering blade of energy that resembles a glowing sword. The sword's actual appearance will generally reflect its creator. A character who is impressed by strength and power will create a huge Claymore sword-like weapon. A character who prides himself on speed and agil ity is likely to create a rapier or saber type blade, while a hero who en joys cunning and subterfuge may create a short sword. Each is equally powerful regardless of its form and size. The creation of the Psi-Sword is a very personal thing and requires years of mastery and great psionic power. Like the Cyber-Knight, the Mind Melter can change the shape and even the color of the sword to f it his current mood, but unlike the Knight, he can do so from day one. The Mind Melter can create the Psi-Sword after only a few mo ments of concentration (about 15 seconds/one melee) and maintain it for five minutes per level of experience. This means a fifth level Mind Melter can create and maintain a Psi-Sword for 25 minutes at the cost of 30 I.S.P., while a third level character must expend the same 30 I.S.P. but can maintain the weapon for 15 minutes. If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought. Psi-Sword damage: 4D6 M.D. at level three (one can not select this power until level three). Add 2D6 at levels four, seven, nine, twelve, and fifteen. The Psi-Sword of the Mind Melter is incredibly powerful, but can be adjusted to inflict a minimum of 2D6 Mega-Damage (M.D.) or in creased by increments of ID6 up to the character's current maximum. For Example: A fourth level Mind Melter can inflict a maximum of 6D6 M.D., but the character decides, for whatever reason, to decrease the power to the minimum of 2D6 M.D.; he can, at will, increase the damage capability of the sword by increments of 106 M.D. up to the maximum of 6D6 M.D. (3D6, 4D6, 5D6, and 6D6).
When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communica tions as long as the block is up. The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind read ing is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
This is the ability to read and comprehend the written word ex tremely quickly. Speed of reading is 30 pages per minute (4 melee rounds). The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.
The study of various dimensions. Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasion provide a +15% skill bonus.
Body Building & Weight Lifting (2nd)
Level 1: Starts with four attacks/actions per melee; +3 to pull punch and +3 to roll with impact/punch/fall, and body flip/throw; does ID6 damage, victim loses initiative and one attack.
Level 2: +3 to parry and dodge; +2 to strike, and may perform Ka rate and any hand strike/punch.
Level 3: +1 on initiative, and may perform a Karate-style kick (does 2D6 damage) and any foot strike except Leap Kick.
Level 4: +1 additional attack/action per melee round.
Level 5: Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.
Level 6: Critical Strike on an unmodified roll of 1 8, 19 or 20.
Level 7: W.P. Paired Weapons, can perform Holds and is +2 to dis- arm .
Level 8: Back flip and back flip escape.
Level 9: +1 additional attack/action per melee round. Level 10: Back flip attack and +2 to disarm.
Level 11 : +4 to damage and + 1 on initiative.
Level 12: +2 to parry and dodge.
Level 13: Knockout/stun on an unmodified roll of 1 8, 19 or 20. Level 14: + 1 additional attack/action per melee round.
Level 15: Death blow on a roll of a Natural 20.
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +7
Parry Bonus: +11
Dodge Bonus: +11
HTH Damage Bonus: +7
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost W.P. name--List totaled bonuses from W.P. only
W.P. Energy Pistol - + 2 to Strike
+1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Sword - +2 to Strike, +1 to Parry +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Targeting - +2 to Strike +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Heavy Laser Pistol
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: Pouch
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Dress clothes
• Space: portable language translator
• Space: carrying case for artifacts
• Space: —-
• Space: —-
• Space: Computer Pad
Modifiers: People with an ordinary strength of less than P.S. 24 are -2 on initiative, -1 on all combat maneuvers (strike, parry, etc.), leap at half their usual distance, -10% to speed and fatigue 20% faster.
Weight: 20 lbs.
Bag of Holding (Patron Item)
Rare Enchanted Bag
S.D.C.: 50 Magic Features:
Effect: Dimensional Pocket
Weight: 1.0 lbs.
Capacity: 50 lbs.
Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding
Retrieving an item takes 7 seconds (half a character's APM). If there are more than 12 items contained inside the pocket, it takes a full melee to locate and remove a specific item.
History: Crafted by the spendthrift gnomes of the Whiting clan, these peculiar bags are a lucky person's way of guarding valuable property in a most inconspicuous fashion while traveling through treacherous territory. Contains
Last edited by Feyd Soyin on Thu Feb 16, 2023 8:46 am, edited 7 times in total.
Most Pume see the universe as a playground to experience other species. To study different species and their relationship to cause and effect. Feyd was always different. His insatiable appetite for knowledge made him desire to consume knowledge of the three galaxies voraciously. He studied every book he could find. He wasn't content with merely experiencing species to understand them, he wanted to know everything about them. After he completed his education on Gorthia and immediately set to space.
(This will be completed once gear is allotted because I don't want to mention having a ship until I know I have one.)
Special O.C.C. Abilities & Bonuses
1. Storyteller & Teacher. Rogue Scholars are natural born story tellers and educators with a flair for making dry subjects like history, science and math sound exciting and fun. A passion that enables them to teach others over a period of time (equal to a Secondary Skill after ID6+8 weeks of lessons; with at least 12 hours a week devoted to the teaching and another 10 hours of study by the student). Also see O.C.C. Bonuses.
2. Find Books and Historical Artifacts. +20% to Find Contraband related to books, art, film and pre-Rifts artifacts in general. This bonus is added to the character's normal Find Contraband skill whenever such items are sought. Gets these items at a discount 40% off list price as a professional courtesy from most other Rogue Scholars and Scientists and others who value knowledge and history. A 50% dis count from the Black Market if he trades at least 24 hours of his time to work for them doing bookkeeping, translating textlbooks, transcribing passages, authenticating inventory acquired from adventurers and other sources, teaching, and other work applicable to the brainy character. Every 24 hours he puts in, he can get up to 30,000 credits worth of books, supplies (paper, notebook, writing or drawing implements, com puter, recorder, camera, etc.) or relics and artifacts from the past for half (that's 15,000 credits, his cost).
3. Recognize Authenticity. An exclusive skill that enables the Rogue Scholar to tell if an item is a true pre-Rifts artifact, an original edition, a recent facsimile copy (which may be just as good from an in formation point of view), new or used, defective or incomplete or cen sored, a forgery, professionally restored, low or high quality, and a fair price. Base Skill: 58% +3% per level of experience.
4. Professional Restoration. An exclusive skill that enables the Rogue Scholar to patch, repair and touch up books, binding, all paper products, and works of art (excluding 3D items), to improve their ap pearance and quality and value by 8% per level of experience, provided he makes his skill roll. A failed skill roll means no improvement, wait a 93 week and try again. A second failure means it is beyond his ability to restore. Base Skill: 58% +3% per level of experience. Bonuses to Re lated Skills: + 10% to Art, Calligraphy, Forgery, and Photography.
Literacy: Native Language (+50%).
Literacy: Other: Three of choice (+30%).
Language: Speaks Native Language at 98%.
Language: Other: Two of choice (+25%).
Appraise Goods (+20%)
Basic Math (+25%)
Computer Operation (+20%)
Computer Programming (+15%)
Creative Writing (+1 5%)
Find Contraband (+1 5%)
History: The First (+22%)
History: Cosmic Forge (+20%)
Public Speaking (+20%)
Pilot: Hover Vehicle (+10%)
W.P. Ancient: One of choice.
W.P. Energy Pistol
W. P. Pistol
O.C.c. Related Skills:
11 3rd Level Skills (4 Must be Technical)
2 1st Level Skills
select two additional skills at levels 3, 6, 9 and 12.
Communications: Any (+10%).
Domestic: Any (+10%).
Electrical: Basic Electronics and Computer Repair only (+5%).
Espionage: Forgery and Intelligence only.
Horsemanship: General only.
Mechanical: Basic Mechanics and Automotive Mechanics only (+5%).
Medical: First Aid only (+ 10%).
Military: Naval History, NBC Warfare and Recognize Weapon Quality only.
Physical: Any, except Acrobatics, Gymnastics, Kick Boxing and Wrestling.
Pilot: Any (+5%); excluding military, power armor and 'bots.
Pilot Related: Any (+10%).
Rogue: Any (+ 10% to Computer Hacking only).
cience: Any (+10%).
Technical: Any (+ 15%).
W.P.: Any, excluding Military and Heavy Energy Weapons.
Wilderness: Any (+5%)
Secondary Skills: Select three Secondary Skills from the Secondary Skills List in the Skill Section at first level, + I at levels 2, 5 8, 12, and 15.
3 3rd Level Skills
1 2nd Level
Aerobic Athletics. A type of aerobic exercise to build the body, de
velop reflexes and grace, and learn a few very basic self-defense moves. Bonuses: +1 to disarm, +1 to pull punch, +2D4 S.D.C. and +2 to kicking damage. Sense of balance (30% +5% per level of experi ence).
Athletics (General). Training in, and enjoyment of, vigorous exer tion for non-professional, competitive sports, exercises, and contests of strength, endurance, and agility. Includes sports and hobbies such as tennis, track and field, skateboarding, bicycling, golf, skiing, swim ming, bowling, baseball, basketball, and similar activities. Bonuses: +1 to parry and dodge, +1 to roll with impact, +1 to P.S., +ID6 to Spd and +ID8 to S.D.C.
Body Building & Weight Lifting. The building of muscle tone and body strength through weight lifting and exercise. Bonuses: +2 to P.S. and+10 S.D.C.
Boxing. Classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knockout oppo nents on a roll of a Natural Twenty. The victim of a knockout will re main unconscious for ID6 melees. Unlike normal knockout/stun, the player does not have to announce that he is trying to knockout his op ponent before making a roll to strike. Bonuses: +1 additional attack per melee round, +2 to parry and dodge, +1 to roll with impact/punch, +2 to P.S. and +3D6 to S.D.C.
Fencing. This is the formal art of fighting with a sword and dagger. This includes not only Olympic style fencing with a foil, epee or saber, but also Kendo (the use of a samurai katana) and other blades. Swords manship is practiced in many places and is also all the rage, especially among the nobility, for its flashy looks and for the amount of blood it can spill. Bonuses: +1 to strike and parry with a sword or dagger, and +ID6 to damage with a sword. Requires: W.P. Sword (W.P. Knife is optional).
Gymnastics. Learning to do falls, rolls, tumbles, cartwheels, somer saults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance.
Provides all ofthe following:
An automatic kick attack at first level (2D4 damage).
Sense of balance (50% +3% per level).
Work parallel bars & rings (60% +3% per level).
Back Flip (70% +2% per level).
Basic Prowl ability (30%; or adds a +5% to Prowl skill).
Basic Climb ability (25%; or adds a +5% to Climbing skill).
Climb Rope/Rappel (60% +2% per level).
Bonuses: +2 bonus to roll with impact, +2 to P.S., +1 to P.P., +2 to P.E. and +2D6 to S.D.C.
Running. A routine of running and exercise to build speed and en durance. For game purposes, the character is able to run at an even pace (half speed) for a half mile (0.8 km) for every one point of P.E. without undue fatigue. If pushing oneself to the limit and running at maximum speed, the character can run one third that distance before collapsing. Bonuses: +1 to P.E., +4D4 to Spd and +ID6 to S.D.C.