erik@resonex.UUCP (Erik Guttman) (03/30/85)
Netland, A free moment has fallen into my hands, so I'll take the opportunity to post the last segment of the character class, STREET WIZARDS: ------------------------------------------------------------------------------- <21>. Urban Navigation: (1); [3%]; A successful roll will let the Street Wizard know where he is in a city, the fastest route to any other place, the safest and most secretive paths or even an accurate estimation of the routes most likely used by others. It is not only a topographic skill, it includes knowledge of the cultural and economic demography within a city. <22>. Architecture Sense: (1); [4%]; This is a psychic ability which allows the user to sense floor plans in buildings. This sense extends 45' in all dir- ections. It cannot see through walls UNLESS there is a door intervening. This also will allow an automatic detection of secret doors. The limitation of this ability is that it will only work in buildings or structures which have a lot of sentient-traffic. The psychic ability is tracing the paths left by those who use the building. If it isn't used more than once per day, the roll is at 1/2, and if it hasn't been used in a week, there is NO chance of detection. Each use lasts for 1 minute. <23>. Bargaining: [3%]; If the percent roll is made, one will be able to tell if one is being "ripped off." This requires BACKGROUND KNOWLEDGE as a pre- requisite. Alternately, it may be used to get a better deal, figure this will be about 1% per level of the street wizard price break, as a MINIMUM. <24>. Disease Knowledge: (1); [3%]; Sense contamination, risk of catching contagious stuff in the area from diseased people and what the disease is; its dangers, chances of healing and where to go for treatment. This lasts for four hours per psychic strength point expended. <25>. Mastery of 3 Forms of Crime: [4%]; This is actually three skills in one. When one chooses it, select 3 kinds of crime that the Street Wizard have percentile-skill with. Examples are: Extortion, arson, embezzlement, kid- napping, bribery, mail fraud, etc. (but any are possible.) <26>. Gestural Telepathy: (1); [3%]; This psychic skill allows the user to communicate to one other with facial expressions and slight body movements, but to convey as much information as he would if he were speaking. No one except the target can understand the communication. In fact, unless they are very ob- servant, it is unlikely that they will notice that anything is going on at all. Roll skill % to see if the information is conveyed accurately. The target's re- sponce may be read if 1/2 the percent is rolled. If this skill is used to read the involuntary body language of a victim, the chance is 1/6 the skill percent. Only one individual may be talked to/listened to at once. One psychic point allows ten minutes of Gestural Telepathy. <27>. Read Body Language: (1); [2%]; This is a special case of the above which allows an advanced reading of a victim by their psychic emanations. If percent is rolled, one may tell if they are lying, and what their emotional state is. One psychic strength point lasts for 3 minutes of this skill. <28>. Street Tactics: [5%]; Gives one knowledge of troop movement, terrain use and ambush/skirmish strategy within a city for small or large amounts of troops. It allows various skills (like losing pursuers, spying, etc.) to be applied to a tactical scenario - involving the command of task forces not indiv- iduals. It also allows one to forecast how others will manuever and deploy. Finally, it is a leadership skill which will allow complex logistics, recon and ordinance to be managed and deployed. P.R. 6'th level minimum. <29>. Street-technics: (2); [3%]; This is a Street Wizards answer to pyro- technics. It allows the wiz to control the mood of a given 1 block radius per 4 levels for 1 minuter per 2 psychic points. The movement may also be guided. To explain: Everyone must save or have their reaction rolls biased +50% in the favor of the wiz. This could be used to empty a street, cause a carnival atmos- phere, etc. P.R. Cause Riot. -------------------------------------------------------------------------------- These are the levels, experience point requirements and automatic skills: LEVEL EXPERIENCE SKILL ----- ---------- ----------------------------------------------------- 1 0000 Urban Resources: [60% + 5%/level]; Medical, legal, black market, drug connections, transportation, and so forth. This skill will give a background knowledge of where these services are and how much they usually cost. 2 1800 ------ 3 3600 Appraise Individual: [30% + 3%/level]; As the Street wizard spends so much time around different types of individuals, he develops an instinct as to their power (skill and armament), cultural background and personality. It is vague unless 1/4'th required roll is made; then be explicit. 4 6300 ------ 5 9900 Recognize Turf: [40% + 4%/level]; The Wizard can rec- ognize the who 'claims' an area, and how tense and violent they are about guarding it. 6 13500 Gain Connections: [20% + 5%/level]; The wiz will de- velop a network of contacts and business part- ners. This will add +20% to bargaining, Quick Help, Resource, etc. rolls. 7 17100 Guage Worth of Friends: [20% + 5%/level]; This skill can be used to accurately judge the amount one may rely on their friends. This doesn't only mean assessing their assets, but also their loyalty and commitment to your cause. 8 29700 ------ 9 36900 Street Invisability: (1); [45% + 3%/level]; The wiz may be completely unseeable in a city, by 'blending into the landscape.' This is a psychic self-emanation-erasure ability. Those that are looking SPECIFICALLY for the wiz get saves vs psychic attack. It lasts 10 mins./pt. and each victim must be rolled for, to see if they 'see through' the deception. 10 44100 Gain back 2 psychic points per hour in super high den- sity centers (population-wise!). 11 51000 Alley Wizardry: Gain +3 to attack and defense in close in, dark areas. 12 58500 Legal Connections: [40% + 4%/level]; If this roll is made, the wiz is able to wriggle out of prison or a legal hassle, by getting aid from his bud- dies 'inside the system.' The deeper one part- icular plot goes though, the less the % of success will be. (ex. first time = even on, second arrest, same story line = -10% roll, etc) 13 65700 Adaptation to new cities in only 20 - level weeks. (Normally it takes a wiz 20 - level MONTHS to adapt to a new city.) 14 76500 ------ 15 87300 Throng Fusion: (3); This allows powers to be amplified +1x for every 100 people within a 500' radius. (ex. 200 people in 500' r. = 3x power., 300 people = 4x power, etc.) 16 + ++++++ If you've played a Street Wizard up to 16'th level, you can start making up his abilities! -------------------------------------------------------------------------------- I hope you enjoy it. Please mail me any comments or questions you may have. I am particularly interested in how this sort of thing fits into your campaigns. Always Later, Erik Guttman.