Decilist OCC
The Decilist is a being that specialises in audio and radio frequencies. They are highly attuned to all sounds around them and can filter anything audio or radio waves. The Decilist can throw his voice through any sound filter (radio, tv, cd, discman, etc.) with a mix of telepathy and their own natural abilities. These psychics are always very calm and have a relaxing aura around them, for they are never surprised by sounds. The sound of an nuclear blast is the same as a baby crying to the Decilist. They can hear all around them, and radio waves. Perfect for eaves dropping in a war. The Decilist are also some power psychics.
1. Phonic Wave
The Decilist creates a rippling sound wave blasting towards an opponent. The wave must be concentrated at a target with a +2 to strike. That target recieves 6d6 MD. There is no sound heard because it is too loud for most beings to hear. Supernatural beings can hear it and suffer for 2d4 minutes, -8 initiative and -3 parry and dodge. ISP: 20
2. Sound Filter
Automatically adjusts all sounds to a comfortable 30 decibles. Can also speak in a loud speaker form adjusting the Decilists personal volume up to 70 decibles.
3. Increase Sounds
Increase any sound to a piercing 110 decibles doing 6d6 SD worth of damage in a 40ft+10ft/level area. ISP: 15
4. Destructive Interference
Can effect an area of up to 50ft+10ft per level. In this area, no sounds will be made at all, by nothing. ISP: 40
5. Sonic Wave
The Decilist can emit a sonic wave, or shockwave, spreading around him that will reach to 20ft+10ft per level. Does 5d6 MD and those not wearing protection for their ears, suffer for 2d4 minutes, -8 initiative and -3 parry and dodge. ISP: 30
6. Sonic Blasts
By concentrating the sonic wave into a blast, the decilist can fire a rippling sonic beam at a chosen target. The Decilist has +3 to strike and does 1d6md/level. ISP: 10
7. Throw Sounds
By concentrating on a certain sound being created (ie. a gunshot) the Decilist can move that sound to another area (have the gunshot sound come out of someone mouth). The Decilist must know this is going to happen, otherwise, it is a simultaneous action. ISP: 5
8. Sound Barrier
By gathering the radio and audio waves from around and concentrating deeply, the Decilist can form an invisible field around himself. The field supplies 10 MDC per level. ISP: 15
9. Psionics
Telepathy and select (ME) psionics from any of the three lesser categories.
Base PPE: 2d6
Base ISP: 3d4x10 + ME and gains 10 ISP per level. Considered a major psychic.
OCC Bonuses:
+1d6 to MA (calm and presentable natured), +4 to initiative and another +1 at levels 3, 6, 9, 11, and 14, +3 save vs. psionics +1 at levels 4, 8, and 12, +2 save vs. magic, and +6 save vs. horror.
Race restrictions: None, generally human or humanoid.
OCC Skills
Native tonuge and techno-can at 98%
Literacy: Techno-can 92%
Electronic Countermeasures (+10%)
Radio: Basic (+15%)
Radio: Scramblers (+10%)
Select three instruments (+15%)
Basic Electronics (+15%)
Select two piloting skills (+10%)
Math: Basic (+10%)
Three WP's of choice
HTH: Any
OCC Related:
At first level the character can select six "other" skills, plus one additional skill at levels 2, 4, 6, 8, 10, and 12. All new skils start at level one proficiency.
Communications: Any (+10%)
Cowboy: None
Domestic: Any, music instruments +10%
Electrical: Any (+10%)
Espionage: Any
Horsemanship: General only
Mechanical: None
Medical: First Aid only
Military: Any
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: None (Math: Basic only)
Technical: Any
WP: Any
Wilderness: Any (+5%)
Secondary Skills:
The character gets three secondary skills from the list above. Select an additional secondary skill at levels 3, 5, 7, 9, and 11. These are additional areas o knowledge that do not get the advantage of the bonus listed in parenthesis. All secondary skills start at the basae skill level.
Standard Equipment:
Starts off with armor of choice (roughly medium, 20-100 MDC), a weapon of choice for each WP chosen, 1d4+2 eclips, a radio, pocket language translator, utility belt, backpack, two instruments of choice, a cd-player and 1d4 personal audio discs. If wished, they can also pick a small vehicle of choice (no freaking star destroyers)
Money:
Decilists start off with 2d6x1000 in credit and 4d4x1000 in saleable black market items.
Cybernetics:
Starts off with none but is open-minded about them.