Note: All Bastion characters roll for attributes, "Amnesia" and "Reconstruction" effects as outlined in the Character Template.
Additionally, Bastion characters are all technically proficient and advanced; many will skills listed that are not presented in the Splicers main book. In cases like this, these skills can be found in Rifts or alternate Palladium titles.
Scientist OCC
The soul of the Bastion has always been research, and the Scientist OCCs are at the center of it. These men and women were experts in their fields, advanced thinkers and scholars. Almost all are true intellectuals whose skills go beyond mere education; many bordering on the level of super genius. As science and knowledge are valuable commodities in this new world, these true scientists are a rare and priceless luxury. Scientists of the Bastion take many forms; from tweed wearing, pipe smoking professors who rarely leave an office to lab rats inventing some new device, to rough-and-tumble “field” scientists more at home in remote places than in any lab environment.
Regardless of their appearance, all scientists possess an insatiable lust for knowledge and an extraordinary work ethic. Through a combination of luck, good fortune, perseverance, and hard work, these scientists have achieved the height of scholarly excellence and are considered among the leading experts in their particular fields of study. While many pursue a career in the “hard” sciences, a Scientist can also be an expert in the arts and humanities. Irrespective of their individual disciplines, all Scientist characters hold at least one Doctorate level degree of some sort, with many holding multiple advanced degrees in numerous disciplines.
Many Scientists generally stick close to the Bastion, teaching classes, lecturing, crunching numbers, and running experiments with little inclination to go “out in the field”. While some may be ill-suited for adventure, other Scientists are as quick with a weapon or their fists as they are with minds. These “Field Researchers” use the idea of testing new theories or performing first-hand research in the field as an excuse to go adventuring. This makes some Scientists surprisingly rugged, self-reliant individuals who can handle themselves in the wild or in combat and aren’t afraid of a harsh and unforgiving world.
Regardless of their formidable intelligence and education, many Scientists are lacking in social graces. They are often obsessed with a particular area or theory and tend to devote all their energies to it. As a result, many are somewhat absent minded, clumsy, and tend to come across as aloof, arrogant, and condescending. The worst of the lot may become the stereotypical “mad scientist”, showing a complete disregard for anything, even human life, to prove their theories or make their creations a reality.
Whether in the lab or in the field, Scientists are always inventive and resourceful. These characters combine all levels of knowledge and expertise with technology. The Scientists will be the ones making the discoveries that change the world.
Alignment: Any
Attribute Requirements: I.Q. 16 or higher, a high M.E. and P.E. are helpful but not mandatory.
O.C.C. Bonuses: +2 to I.Q. attribute, +2 to save vs insanity, +2 to save vs. Horror Factor +1D6+6 S.D.C.
O.C.C. Skills:
- Literacy (+35%)
Language and Literacy in two of choice (+20%)
Basic and Advanced Math (both 30%)
Basic Electronics (+20%)
Computer Operation (+20%)
Computer Programming (+15%)
Pilot: Automobile (+10%)
Radio: Basic (+10%)
Salvage (+20%)
W.P. Energy or Caseless Pistol
Hand to Hand combat is selected as an “O.C.C. Related” skill as follows: Basic counts as one skill selection, Expert as two, Martial Arts (or Assassin, if evil) as three.
O.C.C. Related Skills: Select four Science skills, three Technical skills, two Medical skills, and eight other skills (including from the previous categories), +2 additional skills at levels 3, 6, 9, 12, and 15. All new skills start at level one proficiency.
- Communications: Any (+5%, +15% to Cryptography, Laser Communications, and Optic Systems)
Domestic: Any (+5%)
Electrical: Any (+10%)
Espionage: Wilderness Survival only (+10%)
Mechanical: Any (+10%)
Medical: Any (+10%)
Military: Trap/Mine Detection only (+5%)
Physical: Any excluding Acrobatics, Gymnastics, and Wrestling
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+20%)
Technical: Any (+15%)
Wilderness: Any (+10%)
W.P.: Any, excluding Heavy Weapons of any kind.
Secondary Skills: Choose a total of four Secondary Skills from the previous list. They are limited by the categories listed, but do not receive any of the bonuses listed in parentheses. These are additional areas of knowledge and start at the first level of proficiency. The character may select one Secondary Skill at levels 2, 4, 7, 10, and 13. These are additional areas of knowledge that do not get any bonuses, other than a high I.Q. bonus.
O.C.C. Abilities and Bonuses:
1. Hypothesize: A skill-like ability that enables a character to make an “educated guess” to an impossible question or scenario. With this ability, the Scientist can use 1 action point to come up with a useful theory that answers a question concerning a specific goal, event, or activity that occurred in the past or will occur within 1 week. Given all the information at hand, the character can make a quantum leap in logic to arrive at a new and possibly radical solution to the problem that no one else has made (or is even likely to understand.) Hypothesize may also learn allow the character to deduce certain secrets or "behind the scenes" information that they might not have been privy to otherwise, thanks to his extremely acute powers of deduction ("I don't know why I didn't see it before! The metal’s been magnetized! That combined with those stress fractures indicate some type of EMP effect! And given the current wind trajectory and ambient nanites in the air, thanks to the alignment of the planets this month, this means that the attack would have come from the south, no more than 20 miles from here! Let's go!"). G.M. Note: Use this as a sudden flash of insight or realization and a (temporary) quick fix in which the character knows what to do about some critical problem. This ability does NOT apply to finding a cure for the nanoplague, or figuring out how to build a nuclear device with a paperclip, or similar quick fixes to impossible problems. Base Skill: 50%+2% per level.
2. Scientific Improvisation: At 2nd level, the Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Scientist create tools and devices quickly and cheaply, even in a dramatic situation, but these creations have a limited useful lifespan. Electronic devices, special tools, mechanical devices, and even weapons can be built with scientific improvisation. It takes a minimum of 1D4 minutes to make an object with scientific improvisation (or longer, at GM’s discretion, depending on complexity of the item or object.) The object, when put into use, lasts for a number of rounds equal to the Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired. Base Skill: 45%+5% per level
3. Preferred Weapon: The Scientist selects one weapon they are proficient with. With the selected weapon, the Scientist adds ½ of their experience level (rounded down) as a bonus to any applicable attack rolls.
4. Funding: Most Scientists have specific scientific goals that they wish to achieve. Often, the largest barrier to such achievements is a lack of resources. At 4th level, a Scientist’s career has advanced sufficiently that they are now trusted with the necessary resources to continue to experiment. This ability leaves a lot to the GM’s discretion. The character does not receive unlimited resources, but does receive enough to make continued and substantial progress. At a minimum, the Scientist should be provided with a lab, access to research materials, and sufficient resources to perform experiments. Extremely rare and expensive requests may require significant time to acquire; they might even require assistance from other Scientists or the Cadre.
5. Cadre Proficiencies: Scientists, espcially those in the field, may receive Cadre training. The character may select one proficieny at level 2, 6, and 11.
4. Nanotech Modifications: Any
Standard Equipment: Light or medium body armor, choice of at least one weapon, four extra clips for the weapon(s) rifle, survival knife, fine leather gloves, a box of disposable surgical gloves (100 per box), 2D4 specimen containers, 20 medium-size plastic bags, hand-held computer, pocket audio recorder, portable video camera, portable language translator, pocket laser distancer, pocket flashlight, portable tool kit, laser scalpel first-aid kit, portable laboratory, backpack, two satchels, utility belt, utility/combat harness, air filter & gas mask, lab coat, and canteen.
Equipment Available Upon Assignment: Almost anything, including various types of weaponry, sensory equipment, recording equipment, medical equipment, communications and surveillance, optical enhancements, camera equipment, vehicles, food rations and so on. In addition, the character has access to medical, laboratory and computer facilities. A Scientist typically has at least mid-level up to the highest level security clearance depending on the character's level of experience and history.