Mountebank
A psychic who uses their powers for personal gain, often through trickery or deceit.
Psionic Powers of the Mountebank:
Roll on the following Table to determine psychic powers:
01-20 Diviner; Psychic Dowsing, Reading Signs, Palm Reading, Touch Conveyance, See the Aura of the Supernatural, See the Aura of Magic, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 39-42)
21-30 Latent Psychic; Outlook & Orientation, Mind Storm, Precognitive Dream, P.P.E. base, I.S.P., and Recovering I.S.P. (BTS2, pages 55-58)
31-40 Parapsychologist; Specialized Knowledge of the Paranormal and Magic, Keen Perception, Understanding the Principles of Psionics, Understanding the Principles of Magic, Read Magic, and P.P.E. (BTS2, pages 70-72)
41-60 Physical Psychic; Yoga Style Meditation & Trance States, Summon Supernatural Strength, Standard Meditation, Select additional abilities at levels 2, 4, 5, 6, 11, and 14, Closed to the Supernatural, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 74-76)
61-80 Psychic Medium; The Spirit Guide, See Other Spirit Guides, See & Communicate with Other Spirits, Spirt Channeling/Seance, Auditory Reading, Olfactory Symbols & Omens, Spirit Strike, Hear Death Rattle, Object Read the Dead, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 83-88)
81-00 Psychic Sensitive; Sense Supernatural Evil, Opening Oneself to the Supernatural, Recognize Possession, Recognize Magic Enchantment, P.P.E., I.S.P., Recovering I.S.P., and Selecting Psychic Sensitive Abilities. (BTS2, pages 90-91)
Attribute Requirements: A high M.E. is recommended but not necessary.
Starting Age: 18
Base S.D.C.: 15
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Special Training
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Mountebank skill program (New). In addition, select any three (3) Rogue/Criminal skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any eight (8).
Money: $9000
Income: Base pay is $450 a week when working for a crime group.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60%+5% per level). The mountebank has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.
Mountebank Skill Program
Yarrow Stick Counting (+10%)
Streetwise: Wierd (+15%)
Select Two Rogue skills from the following list, each with a +5%: Cardsharp/Card Shark, Dickering: Dishonest Dickering, Gambling (Dirty Tricks), Imitate Voices & Sounds, Muck Slinging, Palming, Pick Pockets, Seduction, Shell Game, and Fast Talking.
W.P. Knife or W.P. Blunt (pick one)

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