Psilent Stalker | |
Psilent Stalkers use their Psionic gift to enhance their stealth and mobility towards various ends, sometimes nefarious and sometimes in the pursuit of noble goals as suits the individual Stalker. Psilent Stalkers tend towards minor Clairsentient, Psychokinetic (light bending), Telepathic (mental invisibility), Psychometabolic (chameleon skin), and Psychoportation Powers with a pick-and-choose mentality, developing specific Powers that will help them in their chosen specialty of stealthy endeavors. | |
Cost | Ability |
55 | Larcenist Package Deal |
28 | Devotee Package |
4 | Upgrade END Reserve +30 END / +1 REC |
3 | Shadowing |
15 | Psionic Powers (15 points in ultra slots) |
105 | Total Cost of Abilities |
Value | Disadvantages |
0 | None |
+105 |
Total Cost of Package |
Larcenist | |
Larcenists are Rogues that use their wits and skills to basically steal, nick, and make off with a wide variety of loot. They often concentrate on fast hands and faster feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one step behind lurking in the shadows as they will, the Larcenist excels at living outside of the rules and boundaries of social propriety and legal entanglements. | |
Compared to other professions, the Larcenist never worries about an empty pocket, because wherever there are people, there are funds to be fleeced. | |
Cost | Ability |
9 | Quick: +3 DEX |
15 | Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) |
7 | Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6) |
4 | Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) |
1 | WF: Short Blades |
3 | Concealment |
3 | Sleight of Hand |
3 | Stealth |
3 | Streetwise |
1 | FAM: Survival (Urban) |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
1 | Literacy w/ Native Language |
15 | Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1) |
15 | Adept: +3 with DEX Based Skills |
16 | Well Rounded: +2 with All Non-Combat Skills |
20 | Puissant: +2 with Overall |
10 | Lightning Reflexes: +10 with One Action |
15 | Improved Lightning Reflexes: +10 with All Actions |
15 | Open Lock: Lock picking (DEX based) + 6 |
10 |
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove) |
30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
2 | *Sense Traps: Add Sense to above: +2 points |
13 | Trap Mastery: Security Systems +5 |
23 | Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2) |
10 | Move Silently & Hide in Shadows: Stealth +1, Concealment +1 |
25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
5 | Detect Noise: +5 PER Normal Hearing |
15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
11 | Climb Walls: Climbing +4 |
26 | Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4) |
15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
7* | Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6) |
15 | Scroll Use: Scroll Comprehension +5 |
15 | Better Lucky than Good: 3d6 Luck |
2 | Thieves' Cant: (Language; basic conversation; literate) |
-10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-5 | Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures) |
-10 | Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |
Devotee | |
The Psionic System is described here. | |
Devotees have received some training in the Psionic Arts, but either aren't as gifted, experienced, or well-instructed as other Psions. This Package is useful in the creation of Composite Packages focused on some other profession, but with a little bit of Psionics mixed in. | |
Cost | Ability |
15 | Psionic MPP (15 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill (-1/4)) |
3 | Psionic Strength END Reserve: 20 END / 1 REC |
10 | Psionic Knowledge: 10 Character Points worth of Psionic Discipline Skills |
Cost | Ability |
Value | Disadvantages |
0 | None |
+28 |
Total Cost of Package |