The Dabbler - Ultimate Jack of Trades
Posted: Sat Aug 18, 2012 3:55 pm
This is my first attempt at a Rifts OCC. in years. I want the truth and helpful criticism.
The Dabbler
-The ultimate jack of all trades
The Dabbler is a human that has no sense of direction. They study magic, their minds, their skills, and they never want to stop learning. While they suffer from a form of wanderlust, they never look at this as a disadvantage, only as a means to an end.
Racial Requirements: Humans only
Attribute requirements: I.Q. and M.E. need a 12 or higher, a high P.E. is helpful, but not required.
Special abilities
At first level, select 3 special abilities below. Select one additional special ability at levels 4, 8, and 12.
Class enhancements: Select an O.C.C. that does not have magic, supernatural, or psychic enhancements (Scholar and Adventurers and Man at arms only). The character gains all special skills with the O.C.C. and 3 O.C.C. skills at full bonuses. At each level of experience, the character can select a single skill related to that O.C.C. (be it O.C.C. or O.C.C. Related) at full bonuses. Please note which skills are from the class and which are normal Dabbler O.C.C. related skills. This special ability can be selected a total of 3 times
Psychic enhancements: If selected once, the character is a minor psychic. I.S.P. is M.E. +2D6 and can select 2 psychic abilities from Healing, Sensitive, or Physical psychic categories. If selected a second time (either at first level or even later), the psychic then becomes a major psychic and can select an additional 4 psychic abilites from the minor psychic abilities and can select one Super or Mind Bleeder psychic ability. I.S.P. gains 1D6*10. If selected for a third time, the character becomes a Master Psychic and gains an additional 6 minor psychic abilities and 3 super or mind bleeder psychic abilities. I.S.P. is increased by 2D6*10. At the master psychic level, the psychic can lose 4 minor psychic abilities or 2 super or mind bleeder psychic abilities to gain the special psychic abilities of a single P.C.C. Abilities do not include additional psychic abilities and can only gain the psychic’s special abilities like a Burster or a Psi-Stalker.
Magic Knowledge: Select a single class of magic knowledge (invocations, elemental (each element is considered a single class), Fleshsculpter, necromancy, temporal magic, etc). Select a total of 5 spells from this class at the level it is first selected and gain an additional spell at each level of experience. P.P.E. starts at P.E. + 1D4*10 and gains 1D6 at each level of experience. If selected twice, P.P.E. gains an additional 1D4*10 at the time this ability is selected and gains an additional 1D6 P.P.E. per level of experience. This ability can be selected only twice. See below for Magic Skills. Additional spells cannot be gain at any time and magic knowledge is similar to a mystic or a warlock.
Magic Skills: Select a single magical class (Ley Line Walker, Necromancer, Warlock, Techno-Wizard, Shifter, etc). The Dabbler gains the special magical abilities of the class, but not the ability to cast spells. P.P.E. of those who gain this ability is P.E. + 1D4*10. If Magic Knowledge is selected, do not combine the starting P.P.E., instead starting P.P.E. is P.E. +1D6*10. This ability can only be selected once.
Mutation: This ability can only be selected once and at first level. Select 2 minor or one Major super power. Selecting this does not prevent magic or psychic bonuses.
(Optional) Bio-organic technology: Rather than selecting a special ability from above, the Dabbler was able to get their hands on a Splicer’s host armor. The character gains a M.E. + P.E. + 1D6*10 Bio-E points that can be allocated in addition to any metabolism selected. Each time this is selected, the armor gains 1D6*10 additional Bio-E points to modify the armor. Magic and psychic abilities can not be used while in the host armor. The host armor takes 1D6 damage each melee when touching metallic objects and takes MD damage when attacked with SDC metallic objects.
OCC Skills: Select 6 skills from any category at a +10% each
OCC Related Skills: Select 4 skills from any category at a -5% each. At each level, select 1 additional skill at a -5% from any category. WPs that are selected start off at level 0 and gain no bonuses. They however do not suffer any penalties when dealing with an unknown weapon even though their WP is considered to be a level 0.
Secondary Skills: Select 2 skills from the secondary skill list at a -5%. At levels 3, 5, 8, 10, and 15, select 2 additional secondary skills at a -5%. WPs that are selected suffer the same penalty as OCC Related WPs.
The Dabbler
-The ultimate jack of all trades
The Dabbler is a human that has no sense of direction. They study magic, their minds, their skills, and they never want to stop learning. While they suffer from a form of wanderlust, they never look at this as a disadvantage, only as a means to an end.
Racial Requirements: Humans only
Attribute requirements: I.Q. and M.E. need a 12 or higher, a high P.E. is helpful, but not required.
Special abilities
At first level, select 3 special abilities below. Select one additional special ability at levels 4, 8, and 12.
Class enhancements: Select an O.C.C. that does not have magic, supernatural, or psychic enhancements (Scholar and Adventurers and Man at arms only). The character gains all special skills with the O.C.C. and 3 O.C.C. skills at full bonuses. At each level of experience, the character can select a single skill related to that O.C.C. (be it O.C.C. or O.C.C. Related) at full bonuses. Please note which skills are from the class and which are normal Dabbler O.C.C. related skills. This special ability can be selected a total of 3 times
Psychic enhancements: If selected once, the character is a minor psychic. I.S.P. is M.E. +2D6 and can select 2 psychic abilities from Healing, Sensitive, or Physical psychic categories. If selected a second time (either at first level or even later), the psychic then becomes a major psychic and can select an additional 4 psychic abilites from the minor psychic abilities and can select one Super or Mind Bleeder psychic ability. I.S.P. gains 1D6*10. If selected for a third time, the character becomes a Master Psychic and gains an additional 6 minor psychic abilities and 3 super or mind bleeder psychic abilities. I.S.P. is increased by 2D6*10. At the master psychic level, the psychic can lose 4 minor psychic abilities or 2 super or mind bleeder psychic abilities to gain the special psychic abilities of a single P.C.C. Abilities do not include additional psychic abilities and can only gain the psychic’s special abilities like a Burster or a Psi-Stalker.
Magic Knowledge: Select a single class of magic knowledge (invocations, elemental (each element is considered a single class), Fleshsculpter, necromancy, temporal magic, etc). Select a total of 5 spells from this class at the level it is first selected and gain an additional spell at each level of experience. P.P.E. starts at P.E. + 1D4*10 and gains 1D6 at each level of experience. If selected twice, P.P.E. gains an additional 1D4*10 at the time this ability is selected and gains an additional 1D6 P.P.E. per level of experience. This ability can be selected only twice. See below for Magic Skills. Additional spells cannot be gain at any time and magic knowledge is similar to a mystic or a warlock.
Magic Skills: Select a single magical class (Ley Line Walker, Necromancer, Warlock, Techno-Wizard, Shifter, etc). The Dabbler gains the special magical abilities of the class, but not the ability to cast spells. P.P.E. of those who gain this ability is P.E. + 1D4*10. If Magic Knowledge is selected, do not combine the starting P.P.E., instead starting P.P.E. is P.E. +1D6*10. This ability can only be selected once.
Mutation: This ability can only be selected once and at first level. Select 2 minor or one Major super power. Selecting this does not prevent magic or psychic bonuses.
(Optional) Bio-organic technology: Rather than selecting a special ability from above, the Dabbler was able to get their hands on a Splicer’s host armor. The character gains a M.E. + P.E. + 1D6*10 Bio-E points that can be allocated in addition to any metabolism selected. Each time this is selected, the armor gains 1D6*10 additional Bio-E points to modify the armor. Magic and psychic abilities can not be used while in the host armor. The host armor takes 1D6 damage each melee when touching metallic objects and takes MD damage when attacked with SDC metallic objects.
OCC Skills: Select 6 skills from any category at a +10% each
OCC Related Skills: Select 4 skills from any category at a -5% each. At each level, select 1 additional skill at a -5% from any category. WPs that are selected start off at level 0 and gain no bonuses. They however do not suffer any penalties when dealing with an unknown weapon even though their WP is considered to be a level 0.
Secondary Skills: Select 2 skills from the secondary skill list at a -5%. At levels 3, 5, 8, 10, and 15, select 2 additional secondary skills at a -5%. WPs that are selected suffer the same penalty as OCC Related WPs.