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By: Da Harlequin (devenyi@bellatlantic.net)
Confidence men, as they prefer to call themselves, are those who
have an incredible way with words and language that use their talents
to manipulate others into doing what they desire. They are masterful
liars and can often talk their way out of any kind of trouble. They
prefer trickery and deceit over most types of combat and most are
actually successful buisnessmen and traders rather than
combatants.
They pride themselves on their appearance and tend to be very
slick dressers with an air of sophistication and the manners of high
society. 20% are also minor or major psionics and often use their
psychic abilities to aid themselves in "the con."
Con Artist O.C.C.
(a.k.a. "Flim-Flam Men", "Snake-oil Salesmen", and
"Swindlers")
Attribute Requirements: An M.A. of 14 and a P.E. of 12 are
required. A high I.Q. and P.B. are also extremely helpful but not
necessary.
Alignment: Limited only to those of selfish or evil
alignments. A scrupulous alignment may be allowed by the GM but is
often considered very rare; these Con Artists will use their talents
only against evil opponents and often to the benefit of others.
O.C.C. Bonus: + 1D4+2 to M.A., + 2D6+6 S.D.C., +2 initiative
whenever palming or fast talking (+1 initiative normally), and add +2
to P.B. Can also drink twice as much as the normal Joe before getting
drunk.
O.C.C. Skills:
- Speaks native language at 98%
- Languages: select two others (+10%)
- LIteracy: select two of choice (+15%)
- Performace (+30%; from "Juicer Uprising")
- Forgery (+10%)
- Imitate Voices/Impersonation (+20%)
- Pilot: two of choice (+10%)
- Concealment (+10%)
- Palming (+15%)
- Pick Pockets (+15%)
- Streetwise (+16%)
- Seduction (+20%)
- Basic Math (+10%)
- Fast Talk/Con (+20%; NEW skill)
- Games of Chance (+20%; NEW
skill)
- W.P. Energy Pistol
- Hand to Hand Basic (can be changed to Expert for the cost
of
- one "other" skill or Martial Arts/Assassin for two)
O.C.C. Related Skills: Select six other skills. Can also
select an additional skill at levels 3, 6, 9, 10, 12, and 15. All
start at level one proficiency.
- Communications: Any (+5%)
- Domestic: Any
- Electrical: Basic only
- Espionage: Any (+10% to disguise only)
- Mechanical: Basic and auto only
- Medical: First aid and holistic medicine only
- Military: Find contraband (+10%) and military etiquette
only
- Physical: Any except wrestling
- Pilot: Any (+5%)
- Pilot Related: None
- Rogue: Any (+15%)
- Science: Math and anthropology only
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: None
Secondary Skills: The character gets to pick six more
skills from the previous list. These are additional areas of
knowledge that do not get the advantage of the bonus listed in
parentheses. All secondary skills start at the base skill level.
Also, skill are limited (any, only, none) as previously indicated in
the list.
Standard Equipment: A wardrobe of fancy clothes (totals 1D6 x
1000 credits; tend to be extremely flashy), small wardrobe of common
clothes, 1D4 fake I.D.s, one fake I.D. for a well-known city (i.e.
Chi-Town), shells game (a classic), bottle of bourbon, bourbon bottle
(complete with label) filled with iced tea, suit of light body armor,
pair of loaded dice, set of marked cards (looks unopened), clipboard
filled with (fake) important looking papers, fake badge, portable
language translator, an automatic pistol with three clips, energy
pistol of choice with three E-clips, walking cane, briefcase, and
some personal items. They love jewelry (especially gemstones).
Money: 1D6 x 1000 credits, 1D4 x 1000 credits (forged; those
with the Forgery skill can spot them at -15%), and 2D4 x 1000 credits
in black market items.
Experience Table:
- 1. 0,000 - 2,110
- 2. 2,111 - 4,220
- 3. 4,221 - 8,440
- 4. 8,441 - 16,400
- 5. 16,401 - 23,200
- 6. 23,201 - 32,400
- 7. 32,401 - 48,200
- 8. 48,201 - 68,400
- 9. 68,401 - 92,200
- 10. 92,201 - 127,400
- 11. 127,401 - 178,200
- 12. 178,201 - 228,400
- 13. 228,401 - 278,200
- 14. 278,201 - 328,400
- 15. 328,401 - 388,200
New Skills:
- FAST TALK/CON (Rogue)
- This skill allows a character to talk his way out of
trouble and to convince others to do what he wishes. It is a
useful skill for con-men, salesmen, and other characters who
use others to get things done. The first percentage is used to
"fast talk" another person, usually to get out of trouble or
convince them to buy something. The second percentage is to
con someone, or convince them with your charm and charisma that
what you say is really true. Base Skill: 20%/10% + 5%/level of
experience; every M.A. point above 15 adds an additional +1%
and every P.B. point above 20 adds an additional +1%.
-
- GAMES OF CHANCE (Rogue)
- These are the classic street games, like shells and queens,
that are specifically designed to be almost foolproof. A
character using this skill successfully will almost never lose
(unless they fail a skill roll) or get caught (rolls 00% for a
skill check). These are tricky games that require
sleight-of-hand tricks, and are usually possessed by street
barkers, con artists, and other unscrupulous characters. Base
Skill: 20% + 4%/level
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